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Frontiers of Eberron Quickstone v1.0

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83% found this document useful (6 votes)
23K views257 pages

Frontiers of Eberron Quickstone v1.0

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 257

FRONTIERS OF EBERR N

QUICKSTONE

KEITH BAKER & IMOGEN GINGELL


Credits
Designers: Keith Baker, Imogen Gingell Producer: Wayne Chang
Additional Writing: Alex D’Amico
Playtesters: Alexander Forsyth, Andrew Bishkinskyi,
Editor: Luke Volker Antonia Villarreal, Artem Mateush, Colin Marriott,
David Scott, Derek Myers, Elly Runnalls, Greg
Art Directors: Wayne Chang, Sumeet Vats Hanbuch, Jarrod Taylor, Jeff B, Joseph Meehan,
Layout Designer: Sam Sorensen Matthew Carriedo, Patrick Dunning, Rebecca L. Gray,
Additional Layout Design: Laura Hirsbrunner Sadie Lowry, Seth Williams, Steve Fidler, Stuart Broz,
Graphic Designer: Sumeet Vats Tomáš Lipták, Tony Wray
Cover Illustrator: Thomas "Dentifreaks" Bourdon Special Thanks from Keith: Thanks to all of my Patreon
supporters, who helped bring Quickstone to life
Cartography: Saga Mackenzie
during a difficult time. Thanks to Jeremy Crawford,
Interior Illustrators: Alex Coggon, Bad Moon Art Studio, Christopher Perkins, Bill Slavicsek, James Wyatt, and
Ben Hubel, Carolina Cesario, Dungeon Strugglers, the many others who have shaped Eberron into the
Eldon Cowgur, GAOZ, Joao Henrique, Jonathan Ng, world we know and love. And thanks to Jennifer Ellis for
Júlio Azevedo, Kwanpo Cheng, Laura Hirsbrunner, her tireless promotion of the Sand Fruit Festival!
Lucas Guerrini, Marco "MA4PS" Bernardini, Mariana
Special Thanks from Wayne: Thank you to every creator,
Suarez Otero, Matthew Johnson, Olie Boldador, Styliani
designer, and fan that decided to add their own
"Sylverryn" Papadaki, Thomas "Dentifreaks" Bourdon,
uniqueness to Eberron and its continuing stories. To
Vincentius Matthew, Yan-Jie Schnellbach
Abby and Gabriel, what you imagine today becomes
Additional Illustrations: Angel Estevez, Camil Kuo, Dean reality tomorrow, always dream big. These books were
Spencer, Dimart Graphics, Iobard, Jonathan Ng, Laura for you even before you could read.
Faraci, Lee Moyer, Ridersuperone, Warm_Tail

On the Cover On the Inside


While exploring a battlefield on the Frontier, the heroic The Badgers are enjoying a night off at the Crown tavern
Badgers come under attack from gargoyles, dolguuls, and in Quickstone. In the foreground, the warforged Rev is
other creatures of stone. They find the high crowd atop a matching his strength against Bel the blacksmith. In the
fallen warforged titan. Little do they know they are being shadows, the medusa Tashka is helping Gentle locate a
observed by the daelkyr Orlassk! This scene is brought to forgotten battleground; Rusty the warlock is learning not
life by Thomas Bourdon. to gamble with Three Widow Jane; and the goblin Ban is
making an exchange with Deven Sar’kaas, who’s more
than just a simple tailor. This scene is brought to life by
Thomas Bourdon.
Disclaimer: By reading this booking, you are implicitly accepting a gift from
the Merchant of Misthaven. In exchange, she asks only for the memory of a
delightful moment from one of your earliest tabletop roleplaying sessions. As
you are reading these words, she has already taken this memory; so enjoy the
book and the new memories you will make in the days to come.

2
Contents
Preface............................................................ 5 The Cults of the Dragon Below...........106 Warforged.................................................162
Chapter 1: Life on the Edge.......................... 7 Other Faiths.............................................107 Worg..........................................................163
Using This Book...............................................7 Chapter 3: Quickstone..............................109 Other Denizens of Droaam...................164
Seven Things To Know...............................8 The Town on the Border............................109 Feats...............................................................164
The Wild Frontier.............................................8 Elements of Quickstone.............................110 Origin Feats.............................................165
A Barren Land........................................... 10 The Shape of the Town..............................112 General Feats..........................................166
A Frontier Campaign ................................... 10 Oldtown....................................................112 Fighting Style Feats...............................170
Campaign Themes................................... 11 The Square..............................................113 New and Reprinted Spells.........................170
Character Roles........................................ 12 Main Street..............................................113 Chapter 5: Treasures Beyond...................173
Location...................................................... 14 The Tents..................................................113 Styles of the Western Frontier................... 173
Wealth and Power.................................... 14 The Haunt................................................114 Magic Items..................................................175
Life and Death........................................... 14 Guide to the Town.......................................114 Frontier Magic Items.............................175
Life on the Frontier....................................... 15 Services....................................................114 Fiendish Treasures.................................179
East and West............................................ 15 The Law....................................................115 Symbionts................................................181
Languages.................................................. 16 Holidays and Festivals...........................117 Treasures of Droaam.............................183
Currency..................................................... 16 Religion in Quickstone..........................119 Chapter 6: Fearsome Foes........................187
Goods, Services, and Rewards.............. 17 Groups and Communities.........................120 Breggan Blackcrown..................................187
Everyday Magic and Everyday Monster.17 Chanters...................................................121 The Company of the Black Crown......189
Frontier Justice.............................................. 18 Coins.........................................................121 Daelkyr...........................................................191
Wands at High Noon: The Arcane Duel.20 Grizzlies....................................................122 Orlassk......................................................192
Droaam Rising............................................... 24 Khaar’paal Kobolds................................123 Demonglass Warriors.................................195
Cultures of Droaam ................................. 25 Mourners..................................................124 Dolguul..........................................................197
The Gargoyles of Grimstone............. 25 The Tuuva Clan.......................................125 Gantii’kaas....................................................198
The Gnolls of the Znir Pact............... 28 Drifters and Newcomers.......................126 Gargoyles......................................................200
The Harpies of the Local Businesses.........................................127 Demonglass Gargoyle............................200
Byeshk Mountains............................... 31 The Anvil .................................................127 Quickstone Gargoyle..............................201
The Medusas of Cazhaak Draal........ 32 The Church..............................................128 King Grayfinger............................................202
The Tieflings of the The Crown...............................................129 Merchant of Misthaven...............................205
Venomous Demesne............................ 35 The Gold Dragon Inn.............................130 Overlords.......................................................209
The Worgs of the Watching Wood.... 38 Kemble Bank...........................................131 Tol Kharash, the Horned King.............209
Other Species....................................... 41 Kundarak Enclave..................................132 Rhesh Turakbar...........................................212
Chapter 2: The Western Frontier............... 45 Littlehand Haberdashers......................132 Turakbar’s Reavers.................................212
The Border Road........................................... 45 The Livery................................................133 Steel Horse...................................................215
The Shape of the Road............................ 46 Orien Station...........................................134 Stoneborn.....................................................215
Traffic........................................................... 46 The Patchery...........................................134 Stone Cultists...............................................216
Encounters on the Road..................... 46 The Rose Theater...................................135 Stone Listener.........................................216
Random Encounters........................... 49 The Schoolhouse....................................136 Stone Speaker.........................................217
Towns of the Western Frontier.....................51 The Sharn Inquisitive............................136 Tribex.............................................................218
Ardev........................................................... 51 Sivis Stone 182.......................................137 Nonplayer Characters................................219
Argonth....................................................... 57 Soldorak Manor......................................138 Sentinel Marshal....................................219
Castle Arakhain......................................... 60 Tashka’s Tent............................................138 Tharashk Hunter....................................220
Graywall...................................................... 61 Taverns......................................................139 Wandslinger.............................................221
Orcbone...................................................... 65 Town Hall.................................................140 Westwind Rider.......................................221
Quickstone................................................. 67 Tuuva Mercantile....................................140 Chapter 7: Heart of Stone.........................224
Shavalant.................................................... 68 Housing.....................................................141 Running the Adventure..............................224
Silver Lake................................................. 71 Magewrights............................................141 Summary.......................................................224
Sylbaran...................................................... 72 Other Businesses....................................142 Part 1: The Westward Cascade....................226
Turakbar’s Fist........................................... 77 Other Places of Interest.............................142 Tickets, Please!.......................................226
Unicorn Point............................................ 79 The Abandoned Mines..........................142 Inevitable Attack!....................................227
Distant Cities.................................................. 81 The Farms................................................143 Runaway Train.........................................229
Cazhaak Draal........................................... 82 The Quickstone Quarries......................143 The Dust Settles.....................................231
Grimstone Keep........................................ 83 The Wall....................................................143 Part 2: Welcome to Quickstone................231
Lost.............................................................. 83 Criminal Activities.......................................143 Meeting the Magistrate.........................231
Shaarat Kol................................................ 84 The Black Crown Company.................144 Tashka Encounter 1:
The Venomous Demesne........................ 86 The Pennyroyals.....................................144 First Impressions...............................232
Villages and Farms....................................... 87 Daask........................................................144 Investigations...........................................232
Landmarks...................................................... 88 The Tago...................................................144 Treacherous Quarry...............................234
The Barrens............................................... 88 Lone Wolves and Petty Crime..............145 Part 3: Chthonic Collect-a-thon................237
The Byeshk Mountains............................ 88 Chapter 4: Frontier Characters................147 The Road Ahead.....................................237
The Graywall Mountains......................... 90 Subclasses....................................................147 Kobold Warrens......................................238
Nasaar Kol.................................................. 91 Barbarian: Path of the Demonshard..148 The Gatekeeper’s Tale...........................241
Silver Lake................................................. 92 Bard: College of Wands.........................149 Gorgon’s Folly..........................................244
Whitehorn Wood....................................... 92 Cleric: Commerce Domain...................150 The Emissary..........................................248
Famous and Infamous People.................... 93 Ranger: Bloodhound..............................152 Tashka Encounter 2:
Beggar Dane.............................................. 93 Sorcerer: Nemesis Sorcery..................153 Contest at the Inn..............................249
Breggan Blackcrown................................ 94 Warlock: Stone Sovereign Patron.......154 Tashka Encounter 3: Trade Deals..250
Briar............................................................. 95 Backgrounds................................................156 Tashka Encounter 4:
Count Thavius ir’Blis............................... 95 Dragonmarked Bravo............................156 Sharn Inquisitive................................250
The Daughters of Sora Kell.................... 96 Dragonmarked Foundling.....................156 Part 4: The Battle for the Seal..................251
Epitaph........................................................ 97 Dragonmarked Scion.............................156 Attack on Quickstone.............................251
Kethelrax the Cunning............................. 98 Magewright..............................................157 Opening the Seal....................................252
Rhesh Turakbar........................................ 99 Wandslinger.............................................157 Orlassk’s Heart........................................252
Sheshka....................................................100 Species..........................................................157 Her Master's Lair....................................253
Vael............................................................101 Gargoyle....................................................157 Diorite, Voice of Orlassk...................254
Faiths of the Western Frontier................... 102 Gnoll..........................................................158 The End....................................................255
The Sovereign Host...............................102 Harpy.........................................................159 What's Next?.......................................255
The Dark Six...........................................104 Medusa......................................................160
The Silver Flame....................................105 Tiefling......................................................160

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 2024 by Visionary Production and Design Inc., and published under the Community Content Agreement for Dungeon Masters Guild.
3
Preface
ive Nations. Secrets of Sarlona. Most the hard work of everyone who’s helped us reach the

F canonical Eberron sourcebooks focus on


broad concepts or regions—continents,
nations, the Last War. Sharn: City of
Towers focuses on the greatest city in Khorvaire. In
the wake of Exploring Eberron, I knew I wanted to
end of this journey. Wayne Chang kept the project
moving forward, with help from Sumeet Vats in the
final stretch. Imogen Gingell brought the adventure
“Heart of Stone” to life, as well as developing
subclasses, feats, monsters, and treasures. Luke
do something different—to dive deeper into a smaller Volker refined our writing and made sure we were in
region, picking an interesting point on the map where line with the revised rules in the 2024 version of the
a group of adventurers could make a difference, and fifth edition Player’s Handbook, while Sam Sorensen
where they could see a town prosper (or fail!) because put all the pieces together. A host of artists contributed
of their actions. I wanted to explore stories on the edge to the book, and I’m grateful to Carolina Cesario,
of the map instead of at the heart of it. But knowing Matthew Johnson, Julio Azevedo, GAOZ, Vincentius
that I wanted to tell stories on a frontier, the question Matthew, Sylverryn, Jonathan Ng, Alexandra Coggon,
was which frontier? Because in 998 YK, there are a Olie Bollador, and Eldon Cowgur for giving us a
number of interesting choices. Aundair and the Eldeen vision of the Western Frontier—and especially to
Reaches. The shard rush in Q’barra. Darguun. All Thomas Bourdon for his amazing cover and to Marco
of these were solid options. But ultimately, I love the Bernardini for his incredible map of Quickstone.
nation of Droaam. I love looking at creatures that are Marco completed this map in 2021, and I’m so happy
traditionally classified as monsters and imagining to finally share it with the world.
the nation they could build working together. And so But there’s another group of people to thank. It’s
this book explores the region that lies between the taken a long time to finish the book, but for the last few
established human kingdom of Breland and the new, years I’ve been running a campaign set in Quickstone
rising nation of Droaam. The opportunity drawing for my patrons. Hundreds of people have contributed
people here isn’t gold or even dragonshards. It’s time and energy toward shaping Quickstone, and
Droaam itself, a young nation that is coming into its many of the NPCs you’ll find here are drawn from that
own. I knew I wanted to tell a tale that draws on classic campaign. So thanks to everyone who has been a part
western tropes, where you could play a warforged of Quickstone—and to you for exploring it now. And
sheriff, a small-town preacher, a retired Sentinel thanks to my partner Jennifer Ellis for walking from
Marshal with skeletons in his past. But I loved that this Quickstone to Silver Lake with me.
is a place where the Ranger could be a worg and where As always, this book is a vision of Eberron as I run
the Bard might be a harpy—where the classic fantasy it at my table. You may find details that don’t align
elements of Breland mingle with the monstrous precisely with previous sourcebooks. It’s up to you
denizens of Droaam. to decide which version to use—or to use both as
Quickstone began as an adventure—a starting inspiration for your own ideas! From the beginning, we
point for characters that wasn’t Sharn or Stormreach. wanted Eberron to inspire people to create their own
As we explored the story, I realized that I wanted to stories. So welcome to the Frontier—I hope you’ll make
take it further, exploring the entire region and the it your own!
stories we could tell there. As it turned out, the road
to Quickstone was long and hard, filled with random
encounters and unexpected challenges. I appreciate

Keith Baker,
creator of Eberron
Jonathan Ng

5
Chapter 1: Life on the Edge
n the city of Graywall, a Tharashk bounty All the themes of Eberron—the concepts discussed

I hunter signals the Sentinel Marshal he’s


working with. He’s found their quarry…
In a tavern filled with drunk ogres and
trolls. The stench of stale alcohol and sweaty troll is
overpowering, and the denizens of the bar have no love
in Eberron: Rising from the Last War—are in play on
the frontier. There is opportunity for pulp adventure,
for fighting demon-fueled champions in ancient
Dhakaani ruins or racing to stop nefarious cultists
from releasing the deadly daelkyr. And there’s room for
for people from the east. One misstep and it will be a noir intrigue, for schemes driven by petty greed and
short and bloody night… human weakness. The impact of the Last War can be
On the Border Road, a gargoyle soars above an felt here, as veterans and refugees settle in unclaimed
Orien Thunder Coach, keen eyes searching for any lands and war criminals and deserters from the east
evidence of brigands. On the deck of the coach, a hide from justice. But there are other themes that are
warforged sorcerer traces the sigils on their battle unique to this time and place. This is an opportunity
staff and contemplates cantrips. It’s not a question of if to explore the shifting balance between Droaam and
bandits will strike, only a question of when. Breland, to find mysteries in towns too small to show
In the town of Quickstone, Three Widow Jane up on any map, to bring justice to places where it’s long
studies the tiefling standing at the other end of the been forgotten. So strap on your wand and saddle up
Square. Her fingers brush against the hilt of her wand. the tribex—Quickstone awaits.
The horn of the lightning rail howls in the distance as
the train pulls into the station, and the duel begins.

When people think about adventures in Eberron, they


Using This Book
This book serves as a gateway to the Western Frontier,
often think of distant and legendary locations—the a region situated between Droaam, Breland, and the
jungles of Xen’drik, the dragon-realms of Argonnessen, Eldeen Reaches. It provides players and Dungeon
the hidden lands of Sarlona. Others look to the great Masters with the tools needed to create characters
cities of Sharn, Korth, or Fairhaven, metropolises and stories tied to this frontier. This can serve as the
teeming with people. But there is adventure to be foundation for an entire campaign. It can be a resource
had in the cracks between the great cities and distant for characters who come from this frontier, regardless
lands. In the wake of the Last War, new nations have of where their adventures take them. And it can inspire
broken away from the yoke of Galifar, and this has adventures that take you down the Border Road en
created a host of unique frontiers and untapped route to other destinations. Here’s an overview of the
opportunities. West of Breland, a number of different chapters in this book:
cultures have joined together as the nation of Droaam. This chapter provides an overview of the rfrontier
The medusas of Cazhaak Draal have opened their egion, including its history, its cultures, and rules for
stone gates, the tieflings of the Venomous Demesne arcane duels.
have emerged from their hidden kingdom, and the Chapter 2: The Western Frontier is a player-facing
infamous Daughters of Sora Kell stand above it all. gazetteer of the region, with an overview of major
Breland and the other Thronehold nations have communities, landmarks, and influential people.
refused to recognize Droaam—and this, in turn, means Chapter 3: Quickstone focuses on the town of
that Droaam isn’t obliged to respect the laws and Quickstone, a Brelish mining town at the foot of the
traditions of the nations of the east. And it further Graywall Mountains. This town makes an excellent
means that the border between Droaam and Breland anchor point for a Western Frontier campaign, and
is largely a theoretical concept. This has left a wide this chapter provides information about the people,
swath of land where no one truly holds sway—where institutions, factions, festivals, and more that can be
each village must stand ready to defend itself from found in Quickstone.
brigands and raiders, where Brelish and Droaamite Chapter 4: Frontier Characters contains unique
may dwell side by side, where Cannith goods can be character options drawn from the Western Frontier.
found alongside the arcane creations of the Venomous This includes playable species from Droaam, five
Demesne. It’s a region filled with ancient ruins, some backgrounds, six subclasses, and sixteen feats inspired
of which have been shunned for centuries—often with by frontier adventures.
good reason. And it is a region filled with expanding
Caroline Cesario

Chapter 5: Treasures Beyond includes new magic


cities and newborn hamlets, where people have come items and tools for a Western Frontier campaign, as
in search of opportunity in spite of the danger. This is well as a look at the different styles found across
the Western Frontier. the region.

7
Chapter 6: Fearsome Foes presents new monsters of both Dhakaan and the ancient overlords just
and NPCs drawn from this region. From the trusty waiting to be found. The Five Nations have been
tribex to the archfey and overlords, this provides tamed for ages, but the Western Frontier is wild and
a collection of creatures that can add color to any unknown, even to the people of Droaam.
Eberron game. 4: Droaam Rising. Stories on the Western Frontier
Chapter 7: Heart of Stone introduces a party of often involve interaction between the denizens
adventurers to Quickstone and the Western Frontier. of Droaam and people from the Five Nations.
It’s designed for a party of five 1st-level characters, who The contrast between the two—the arrogant old
will advance to 5th level by the end of the adventure. kingdom of humans and the young nation of
creatures they’ve long considered monsters—is
Fifth Edition Compatibility a powerful source of drama. But it’s important to
The rules and mechanics contained within this remember that Droaam isn’t primitive or weak. It
book were designed to be compatible with the 2024 may use different tools and tactics than the people
version of the Player’s Handbook for the fifth edition of the east, but Droaam is on the rise.
of Dungeons & Dragons. Much of the book can 5: Something to Gain. People are coming to
be used unchanged with the 2014 version of the fifth the Western Frontier from both sides of the
edition Player’s Handbook, while some mechanics, road, because opportunities abound here. The
such as subclasses and backgrounds, may need dragonmarked houses and independent merchants
adjustments in order to maintain compatibility. see boundless opportunities for commerce as
Droaam expands, and smugglers are always
trying to avoid the King’s Assessors. Sages are
discovering forgotten treasures, and Tharashk is
Seven Things To Know finding new deposits of dragonshards. And there
are ancient powers in the region, fiends and fey and
What defines the Western Frontier, and what are the more dangerous things, that have been waiting for
key components of a Western Frontiers campaign? centuries for a mortal to cross their path…
Here are seven things to keep in mind: 6: Something To Lose. What are you afraid of? A
1: A Contested Land. The Western Frontier is the frontier story is more compelling if you have a stake
region surrounding Orien Route 7, known to the in the game. It could be your reputation, your land,
locals as the Border Road. On maps made by House or your lover. You could have a tie to a town or a
Sivis, the land west of the road belongs to Droaam. mine. In creating a character, think about the things
But Breland refuses to acknowledge Droaam. In you’re afraid of losing.
the wake of the Mourning, Breland and Droaam 7: Harsh and Wide. The bulk of the Western Frontier
have pulled back their armies. But there is no treaty is a region known as the Barrens. It’s vast and
between them. Minotaur reavers prey on Brelish sparsely populated, adding to the sense of isolation
settlers east of the road. Brelish brigands sack and the potential to discover things long forgotten.
goblin villages to the west of it. And either one may The harshness of the land reflects the tone of the
try to plunder a Thunder Coach of House Orien as typical story. The desert doesn’t care about your
it makes its way to Sylbaran. tragedy.
2: Justice and Revenge. The Westwind Riders enforce
the Code of Galifar, and Maenya’s Fist dispenses
justice in the name of the Daughters of Sora Kell. The Wild
But none of that matters when the Company of the
Black Crown comes to town and there’s no Rider or Frontier
Fist within twenty miles. Perhaps there’s a sheriff In the distant past, the lands west of Breland were a
who can stand by your side—or perhaps the sheriff vibrant part of the goblin Empire of Dhakaan. The Six
is taking the brigands’ gold and sees no profit in Kings monument on the northern edge of the Graywall
stopping them. If you want to see justice done, odds Mountains commemorates the founding of this empire.
are good you’ll be taking matters into your own At that time, the region was prosperous and fertile,
hands. and networks of roads and tunnels connected a host
3: A Forgotten Realm. The Dhakaani Empire once of Dhakaani towns and cities. That golden age was
extended across this region, but it collapsed torn down by the daelkyr. The Xoriat Incursion wasn’t
thousands of years ago… and in the ages since a single focused invasion. It was a series of waves,
then it has been dominated by an ever-shifting each stronger and deadlier than the last. Orlaask,
assortment of petty tyrants. There are ruins that Avassh, and Dyrrn sank their tendrils into the region
have been shunned for centuries, manifest zones and spread corruption and chaos. Some of these
whose powers have been forgotten, and relics were straightforward, physical conflicts—hordes of

8
dolgaunts and dolgrims supported by mind flayers Venomous Demesne. The Znir Pact. The hidden
and beholders clashing with disciplined Dhakaani changelings of Lost. The harpies of the high peaks. But
legions. Others were more subtle, such as Avassh’s these forces remained isolated and all but unknown to
creation of rageweed, a swiftly spreading plant whose the people of the east, who saw only the violence of the
pollen causes hallucinations and enhances aggression chibs and the monstrosities roaming freely.
in bugbears and hobgoblins. It’s not known with With the rise of Galifar, Breland laid claim to all
certainty who caused the environmental damage, but the lands west of Silver Lake. But this was just a word
historical records show that the region now known written on a map. Throughout the history of Galifar,
as the Barrens was once verdant and fertile. It could there were only a handful of Brelish towns west of the
be that it was the daelkyr Avassh who drained the Graywall Mountains. The largest of these was the town
life from the soil… or it may be that the Dhakaani of Stubborn, which has since become Graywall; the
themselves devastated the land in a desperate, pyrrhic Church of the Silver Flame established Brightstone
effort to contain the threat posed by the daelkyr. Keep, which has since become Grimstone. But
Ultimately, the Daelkyr were defeated, but the damage between the harsh nature of the land and the chaotic
was irreparable. The psychic wounds inflicted by the aggression of its inhabitants, the rulers of Galifar never
daelkyr festered, and civil war, chaotic upheavals, considered it worth the effort to fully subjugate it.
and lingering aberrations and monstrosities tore Centuries passed. New civilizations arose in the
the empire apart. Within two centuries, the Barrens Barrens; the rise of the medusa city-state of Cazhaak
were a dusty region of haunted ruins. Bugbears and Draal went entirely unnoticed by the people of the
hobgoblins were nearly eradicated. Goblins remained, east. The region was simply a land of monsters, a
but they were soon subjugated by the scavengers place for eager templars to venture on bold quests.
and predators that emerged from the shadows—feral The denizens of the region were seen as too chaotic
gnolls, hungry trolls, cruel minotaurs, and far worse to pose any sort of serious threat to Galifar, and the
things. And the daelkyr aren’t the only deadly powers Barrens had nothing of value. Then came the Last War.
in this place. There is an overlord bound beneath Galifar shattered into five nations. And along the edges
Angel Estevez

the Barrens, a force that thrives on brutal tyranny. of Khorvaire new nations seized the opportunity. The
This Horned King fueled the cruelty of the chibs, Mror dwarves declared independence. The Tairnadal
petty chieftains engaged in endless feuds. Over time, elves and Ghaal’dar goblins laid claim to Valenar and
islands of civilization arose in this sea of chaos… The Darguun. And in 986 YK, the Daughters of Sora Kell

9
sacked the city of Stubborn and issued an ultimatum tremor. The Barrens were once an important part
to the survivors. “Tell your rulers there’s a new power of the Dhakaani empire, and there are fragments of
in the west,” Sora Katra told the people of Stubborn. the fallen civilization spread across the region. It’s
“What you’ve called the Barrens, we now name possible to find Dhakaani structures that are still
Droaam. The land beyond the Graywall and below the intact, from small watchtowers to fortress cities
Byeshk belongs to our people. Withdraw yours quickly like Cazhaak Draal or Shaarat Kol. But more often,
and respect our claim; next time, there will be no adventurers will encounter remnants of structures
survivors.” destroyed by war and the passage of time, like the
The next decade saw a series of dramatic conflicts chunk of an ancient wall in the town of Quickstone.
between Brelish soldiers under the leadership of Keep in mind that Dhakaani architecture usually
Count ir’Blis and Droaamite forces. Breland struck involved subterranean structures; what appears
at Turakbar’s Fist. Droaamites razed villages around to be a devastated ruin could have intact vaults
Orcbone. The struggle came to an end with the extending deep into the earth. And these in
Mourning. As the nations of Khorvaire came together turn could have vile spores of Avassh, gargoyle
to craft the Treaty of Thronehold, the Daughters of servants of Orlassk, or other relics of the forces
Sora Kell sought a seat at the table. Their petition was that destroyed Dhakaan. And finally, the Barrens
denied. The people of the east wouldn’t accept a nation holds a host of more recent ghost towns—villages
of monsters; they were certain it would collapse within built by Brelish settlers and abandoned in response
a few years. But in 998 YK, Droaam is stronger than to the rise of Droaam, or chib camps abandoned
ever… and people know it. The dragonmarked houses under the new order. The Barrens are vast and
smell opportunity. Tharashk has found dragonshards largely uncharted. When adventurers find a massive
and other valuable resources. Brelish nobles are Dhakaani statue half-buried, or a demonglass
offering veterans and refugees land in this region, shrine—are they the first people to stumble upon
drawing a new wave of settlers. this wonder in the course of centuries? Or is it that
others know of this feature, but have learned to
A Barren Land shun it?
Natural and Supernatural. The Barrens are a
reminder that what is natural in Eberron may
This book isn’t about Droaam. It doesn’t go into detail
seem wondrous or terrifying to us. A wide range
about the Great Crag or the other strongholds where
of monstrosities live in the Barrens. Just as there
the Daughter’s rule is uncontested. Nor is it about the
are ogres, gnolls, and minotaurs in the region,
great cities of Breland, such as Sharn and Wroat. This
there are also displacer beasts, leucrottas, griffons,
is about the lands around Orien Route 7, the barren
gorgons, and other deadly creatures. Lamias lord
region claimed by two nations but truly controlled by
over crumbling vaults and bulettes burrow through
neither. Here are things you should know about the
stone. Manifest zones add another layer to what is
Western Frontier:
possible in the natural world. So what first appears
A Barren Land. West of Orcbone, the land becomes to be a bland stretch of rock could instead hide
arid and harsh. Much of the Barrens is covered by planar wonders or monstrous threats…
scrub grass; one of the few edible plants that grows
in the region is a succulent known as sand fruit.
There are mesas, chasms, and canyons. But it is
hot, dry, and unwelcoming.
A Frontier
Old Roads. Long ago the region was a vital part of
the Dhakaani Empire. The great cities of the past
Campaign
There are countless stories that could draw a party of
were destroyed by war and the passage of time, but adventurers to the Western Frontier. To name just
there are still fragments of the old roads running a few:
through the Barrens. While the major roads shown
on the canon maps were built by House Orien, there The Fugitive. The adventurers have to find a war
are old roads running between Cazhaak Draal, the criminal—an Aundairian battle mage who’s taken
Great Crag, and more—and following a stretch of refuge in Graywall. Perhaps they need her expertise
old road can be a good way to find a Dhakaani ruin. to deal with a greater threat; perhaps they need
Ruins and Ghost Towns. The Barrens are home to a to bring her to justice before the Royal Eyes can
range of ruins. Turakbar’s Fist is a relic of the Age smuggle her back to Fairhaven.
of Demons, and there may be remnants of the time Turakbar’s Fist. This vile citadel holds the power of
when Tol Kharash ruled the region—demonglass a fiendish overlord. Adventurers must stop Rhesh
monoliths, crystalline bones of forgotten demons, Turakbar from performing a foul ritual—or failing
a titan chained in a deep pit only just revealed by a that, kill him before he can become an avatar of the
Horned King.
10
The Long Road. The Border Road supports a steady you live in is another character in your story—as
stream of commerce. A party of adventurers is hired the campaign unfolds, you’ll have to decide how to
to guard an Orien Thunder Coach transporting expand it and how to protect it.
something secret and vital from Ardev to Sylbaran. Revenge. Someone did you wrong. Perhaps the
Along the way they’ll deal with trouble from both warlord Rhesh Turakbar decimated your unit
sides of the road, and from Ashbound druids as during the Last War. Maybe you worked with
well. What is their hidden cargo? the bandit queen Breggan Blackcrown until she
Tomb Raiders. A sage discovers the location of a betrayed you. Maybe you believed in the Swords of
legendary Dhakaani treasure vault hidden beneath Liberty until you learned what Beggar Dane is really
the Barrens. Depending on their nature, the up to. So what are you going to do about it? It may
adventurers could be driven by greed or because it well be that you lack the power to challenge your
belongs in a museum! The adventurers must race enemy as the story opens. You’re going to need to
across the frontier, finding clues to the location of hone your skills, to acquire allies, and to learn your
the vault while staying one step ahead of the Order enemy’s weaknesses. But you will have justice, or
of the Emerald Claw. But what happens when they you will die in the attempt.
enter the tomb and find that a squad of Khech Greed. A Dragonmarked House has set its sights on
Volaar dar are already there? Will the adventurers your town, and they’ll do anything to get what they
help the Dhakaani reclaim their ancestral relics, or want. An investor has restored the Byeshk mine
will they claim the treasures themselves? in your town, and it’s bringing in an assortment
All of these are fine stories that give adventurers a of unsavory characters. Or perhaps your party
reason to visit the region—to find the criminal, to has acquired something of great value—you’ve
claim the treasure, to kill the possessed warlord. The got the claim to the Byeshk mine, or a deposit
adventure at the end of this book, “Heart of Stone,” of dragonshards—but someone or something is
gives adventurers an introduction to Quickstone and standing in your way. There will be blood!
a grounding in the region, and if they wish, they can Treasure. You’ve learned about an amazing hoard
move elsewhere when it’s done. But there is another somewhere in the Barrens. It could be a Dhakaani
option: using the Western Frontier as the foundation ruin, or it could be the lair of a rogue dragon, the
for an entire campaign. If that’s a path you want to treasure chamber of the archfey King Grayfinger, a
follow, there are a few steps to follow. Think about the vault in the Venomous Demesne, or a chest buried
themes you want to explore in the campaign. Consider by a previous group of Brelish settlers. To find it
the roles that characters can play. And choose a you’ll have to piece together clues. You’ll have to
location that will best serve that story. deal with rivals. You’ll have to lead an expedition
across the Barrens. And if you succeed, you’ll have
a new set of challenges to face. It’s enough wealth to
Campaign Themes change lives in the Barrens—what will you do with
it? And the artifacts in the hoard are exceptionally
The Western Frontier draws on a host of different powerful—but that power will attract attention.
sources for inspiration, from Deadwood to Game Ancient Mystery. Dhakanni ruins. Demonglass
of Thrones. Do you want to defend your home from shrines. The daelkyr Orlassk. The lurking undead
brigands and robber barons? Do you want to get of the Kech Nasaar. There are a thousand secrets
involved with the intrigues of Droaam’s warlords, or do hidden across the Western Frontier, and you need
you just want to get rich? Consider the following ideas, to unravel one of them. The question is whether
and which of them you’d like to play a role in your this is purely of academic interest, or whether
campaign. the subject you’re investigating is a threat that is
Home and Hearth. You have a home, and it matters stirring. Initially, you might simply be searching for
to you. Perhaps it’s your family farm. Maybe you the source of a series of demonglass idols, but by
lost everything in the Mourning, and you’re trying to the end of the campaign, you could be going toe to
build a new haven for your people on the edge of the toe with the overlord Tol Kharash.
Five Nations. Perhaps you cashed in everything you Folk Horror. You live in a peaceful mining village,
had to leave Sharn and open a tavern in Quickstone. but something strange is going on. People say
Whatever the story, you have a stake in your the stone is whispering to them. And you’ve seen
community, and you want to see it thrive. You’re not figures moving in the night, their faces hidden by
thinking about saving the world, not at the start of quickstone masks… Folk Horror is more subtle
the story—you’re thinking about the reavers that than an Ancient Mystery. This is a danger that
sacked Jadon’s Holt, about fixing the old roof, and doesn’t threaten the world, but what will it do to
about who you’re going to take to the Sand Fruit your friends and family? Perhaps a cult of Orlassk
Festival next month. In this campaign, the town is spreading through your town—can you save the

11
is in the strongest position when it happens? If
and when war breaks out, will you be fighting on
the front lines, or will you be trying to protect your
hometown?
While some of these suggestions are written from
the perspective of Brelish characters, they are
equally compelling for a party for Droaamites or a
mixed alliance. Home and Hearth could be a newly
established Droaamite village on the edge of the
Border Road. You might seek Revenge on an abusive
former chib!

Character Roles
There’s a place for anyone on the Western Frontier.
But here are a few ideas that work especially well in
a Western Frontier campaign. Many of these work
best if you are attached to a particular location—as
in the Home and Hearth theme mentioned above.
You could just be a Preacher… but the story can be
more compelling if you are the Preacher for a small
community, seeking to provide spiritual guidance to
your people even as you are fighting supernatural
threats or engaging in Droaamite intrigue. While these
ideas are largely tied to the easterners, they can easily
be adapted for Droaamites—a medusa preacher of the
Cazhaak Six, a changeling magistrate serving Katra’s
Voice, a kobold sheriff who wears no star but who
strives to protect their community.
These are just a few possibilities. Any options that
people who’ve been seduced by the whispering
aren’t used as player characters can work well as
stone, or is it too late for them? Or maybe foolish
NPCs. Your town will have a sheriff; if you don’t take
people are making bargains with the Merchant of
the job, you’ll have to deal with the NPC that does.
Misthaven. Can you undo the havoc wrought by her
dangerous gifts? The Sheriff. You’re wearing a tin Star of Arrah, and
Monsters and Men. Your story will be driven by you’ve sworn to keep the peace. Are you noble by
interactions between the denizens of Droaam and nature? Are you seeking redemption for a troubled
the people of the east. Can you learn from one past? Or are you using this position for personal
another? Can you find common ground, or will fear gain?
and prejudice lead to conflict? The Preacher. You’re the spiritual guide for your
The Dream of Droaam. Whether you’re from Droaam community. Because of this, whatever faith you
or the Five Nations, you believe in Droaam. You choose to follow will be the primary faith of your
want to see it stable and secure, standing alongside town or village. Are you a Vassal? A follower of the
the other Five Nations. But your adventures will Flame? A Greensinger? If your religion is unusual
lead you into a host of intrigues that will lead you or secretive—a Three Faces cult, the Seekers—you
across the Western Frontier. Which warlord is could have fought to establish this community on
trying to destroy the Daughters of Sora Kell and the frontier.
seize their power? Which one is an agent of Tol The House Agent. You’re a dragonmarked heir serving
Kharash? Which of the eastern nations has sent the interests of your house on the Western Frontier.
assassins and provocateurs to stir up conflict? And Do you believe that your house will improve the
how can you—a lowly band of adventurers—gain the lives of the people of your community, or are you
influence you need to play a meaningful role in this purely interested in profit?
Matthew Johnson

saga? The Magistrate. A counterpart to the Sheriff, more


War. Breland and Droaam are on the brink of war, likely driven by intelligence than strength. You
and if it happens, you will have a role to play. Are also seek to maintain order in your town, but
you working to prevent the conflict, or are you you’re responsible for maintaining records and
carrying out missions to ensure that your nation administering justice. If there’s a mystery in town,
you need to solve it.
12
The Innkeeper. You’ve got a stake in this town, and you The Hunter. You’re a bounty hunter. You could be tied
want to see it prosper. A lot of people pass through to House Tharashk, tracking criminals and other
your inn, and might have ties to any number of risky fugitives for gold. Or you could hunt monstrosities
opportunities. Are you tied to House Ghallanda, or for the bounty on their teeth. Are you in it for the
are you independent? money? Do you need the thrill? Or is it something
The Blacksmith. You’re a stoic and reliable figure else that drives you?
admired by the people of your town. Blacksmith is The Fugitive. You can never return to the Five Nations.
a good role for a Fighter or Artificer, but you could There’s no price on your head—for the moment—
choose a different profession; you might be the town but if you ever go back, your enemies will destroy
healer, or a simple tailor. You might have once been you. Perhaps you’re a dragonmarked excoriate,
a soldier or a spy, but for now you’re trying to make driven from your house for conducting forbidden
a simple, honest living. experiments. Maybe you’re a heretic, or perhaps
The Entertainer. Whether you’re a Phiarlan bard or a you’re the oldest heir of a noble family that wants
harpy songbird from Droaam, you bring a little joy your younger sibling to inherit the title. Do you hope
to your town, and you’re always interested in a new to one day return to your home, or do you like the
story. Are you as innocent as you appear to be, or do freedom of your exile?
you have a hidden agenda? The Orphan. You lost everything and everyone you
The Mystic. You have ties to the divine or to druidic cared about. You might be a Cyran refugee fleeing
mysteries, but you aren’t the town preacher, and you the Mourning, a kobold whose village was sacked by
may be the only person of your faith in town. Are the Company of the Black Crown, or a settler whose
you following a vision? Are you seeking redemption family was killed by Rhesh Turakbar’s reavers.
after a crisis or faith? Perhaps you’re a Hexblood or a Kalashtar, and
The Wandslinger. You’re a charismatic gambler and you don’t even remember what happened to your
rake, and you’re the fastest wand in the west—if parents; you’ve been struggling to survive alone, and
you do say so yourself. You’re looking to build your now you may have found a new family.
reputation as a duelist. Are you a noble heir running The Mysterious Stranger. You’re a grim figure.
from your responsibilities? A former smuggler? Do You could be a Tairnadal elf, masked and veiled.
you have debts to pay or a price on your head? An Eldeen druid on a secret mission. A tiefling
The Sage. You’re fascinated by the history of this wandslinger from the Venomous Demesne. You
region, and might have a particular interest in don’t talk about your past and never say two words
the Dhakaani Empire, the daelkyr, or the Age when one will do. You’re waiting for someone or
of Demons. Is this purely academic, or are you something. But while you wait, you’re happy to use
searching for secrets of magic or artifice? You could your wand for a good cause.
be serving as a schoolteacher or putting your talents Choosing a role is a starting point, and usually helps
to work in another useful way. suggest a character’s class and background. In addition
The Chronicler. You’re an investigative reporter for the to choosing a role, players may want to answer the
Sharn Inquisitive or the Korranberg Chronicle, and following questions:
you know there’s a story out here. Are you chasing
a particular subject, or just waiting for a compelling How were you affected by the Last War? Did your
story to appear? character fight in the Last War, and if so, for which
The Folk Hero. You’re no sheriff, but you strive to help nation? If the character is a Droaamite, did they
people in need… and since that bard wrote that song fight against Brelish forces? Regardless of whether
about you, you’ve become something of a celebrity. the character fought in the war, did they lose
Is there a particular group you’re championing— friends, family, or property because of it?
Brelish settlers, kobolds, Cyran refugees? Are you a What do you believe? This could be the character’s
templar of the Silver Flame, seeking supernatural religion. However, even if they don’t have faith in
evil? Or is your fame based on an inaccurate story— the divine, they might care about a nation (helping
are you not the hero people believe you to be? Cyran refugees), a political cause (abolishing the
The Old Soldier. You might have served in one of Brelish monarchy), or the advancement of Droaam.
the armies of the Last War. You could have been a What do you want? What is their greatest desire—
Sentinel Marshal of House Deneith. Regardless of Wealth? Fame? A lost heirloom? A family? Revenge?
the details, you served and fought for decades—and What are you afraid of losing? Their reputation?
now you’re sick of war and searching for a little Their family? Their faith? Their familiar?
peace. You performed legendary feats in the past, Once again, these are just a few options! After
but you don’t talk about the Last War. Perhaps considering these questions, what are other details
you’ve adopted a child or started a farm. You don’t that come to mind?
want to draw your sword again… but you just might
have to.
13
Location magic items—whether that’s an experimental potion,
a Dhakaani adamantine blade, or a golden fiddle
from the Merchant of Misthaven—or, potentially, Epic
The Home and Hearth theme gives the adventurers
Boons or Supernatural Gifts. Adventurers who shatter
roots in a community—something that works well with
Orlassk’s cursed altar might receive a Supernatural
character concepts like the Sheriff, the Preacher, and
Gift without explanation; is it a gift from the archfey
the Innkeeper. A simple option is to use the town of
King Grayfinger, a show of gratitude for cleansing
Quickstone, which is described in chapter 3; simply
the stone? Or is it the first manifestation of Orlassk’s
replace the existing NPCs with characters who take on
“blessing”—which might soon become a curse?
their roles. On the other hand, the party could create
Once again, the goal isn’t to deny the characters
an entirely new village or town that lies along the
a sense of accomplishment or advancement. The
Border Road. The party could even have a mobile base
point is that, as the economy of the Western Frontier
of operations, serving as the crew of an Orien Thunder
operates at a lower level than Sharn or Fairhaven,
Coach (see chapter 5) that’s traveling back and forth
the adventurers don’t need a lot of gold for it to be
between Ardev and Sylbaran—essentially, a ship
significant. Likewise, they should feel that they are
on wheels.
gaining useful things because of their victories—but
As the DM, work with the players to add personal
those can be favors or blessings rather than the ability
details to the location you choose. If it’s a new village,
to cast 7th level spells.
what’s its name? What’s unique about the location? Is
This is an option, but it’s not the only one. If a DM
there a useful manifest zone? A shrine? A cemetery?
wants to run a higher level campaign on the Western
When using Quickstone, players can add details to
Frontier, the challenges faced by the adventurers can
existing locations. Which tavern do they drink at, and
evolve to match their power. Fiends could manifest
why? Do they sympathize with the Grizzlies or the
through Rhesh Turakbar’s Demonglass Warriors.
Mourners? How do they feel about the rise of Main
Mordain the Fleshweaver could unleash deadly threats
Street and the upcoming Kundarak enclave? For each
tailored specifically to challenge the adventurers.
character, who’s their best friend in the town, and who’s
Orlassk could unleash a Stoneborn Tarrasque. These
their worst rival? The goal is to give each character a
sorts of threats will certainly shift the tone of the
connection to the community—and to give the players a
campaign, but there are ways to challenge high-level
reason to care about it.
characters.
If the players aren’t interested in having a home
base, the DM can still choose a location or two that are
particularly relevant for them. What’s the tavern they Life and Death
always stop at when they’re traveling on the Border
Road? Who’s their most useful contact in Graywall? What sort of story do you want to tell? The Western
Who’s the bard they keep meeting on the road? Again, Frontier can be a harsh and unforgiving place. Is this
this serves to give the players a connection to the a tale where a hero can die in the blink of an eye, or
region and provides the DM with some hooks they can is it a story where the protagonists will be in it to the
use over the course of the campaign. end, but they will carry scars to remind them of their
failures? At the start of the campaign, the DM and
Wealth and Power players should decide which approach they want to
take. The default is to use the rules exactly as they
stand, including the potential for instant death from
As a player character becomes wealthy and powerful,
massive damage and the use of Death Saving Throws.
they may find some of the stories on the frontier to be
However, if everyone involved in the campaign agrees,
less compelling. A 15th level Wizard with a purse full
you could use one of the following options:
of diamonds won’t have much trouble with a band of
basic brigands. There are a few ways to handle this. No Country for Old Minotaurs. Death is always on the
The first is to shift rewards. “Heart of Stone,” the table. A character reduced to 0 Hit Points always
adventure included in this book, can carry characters fails Death Saving Throws, meaning that allies have
to 5th level. This makes them quite capable by the only three rounds to save a fallen friend before they
standards of the Western Frontier. Moving forward, die. In addition, a character instantly dies if they
the DM could reduce XP rewards, cutting them by suffer 10 points of damage from a single attack
50-75%; the characters will continue to advance, but while at 0 Hit Points (rather than damage equal to
slowly. Likewise, they may receive less gold than is their Hit Point maximum). The Western Frontier is
typically assigned to the challenges they overcome. a dangerous place, and players should always have
The point isn’t to penalize the adventurers—it’s to give a second character in mind…
them different rewards. Rather than raw currency,
rewards can be favors, improved reputation, useful

14
Safety in Numbers. Characters automatically stabilize the loss can vary based on the circumstances of the
if they have an ally within 60 feet, with no action defeat. If a player is defeated in a barroom brawl, they
required. The only way for a character to die is aren’t going to lose a leg—but they could take a blow to
through massive damage or if all characters in a their reputation. The simplest option is a literal scar:
scene are reduced to 0 Hit Points; you live together a permanent reminder of injury and defeat. It’s up to
or die together. However, failure has consequences! the player to decide how the character is marked, but
A character reduced to 0 Hit Points suffers a Scar, the scar should be somewhere obvious; it’s an ongoing
as described below. In this model, death is rare, but reminder of their defeat. A more severe injury could
characters still suffer some form of loss due to result in the loss of all or part of a limb; remember
their failure. that Eberron: Rising from the Last War has Prosthetic
Nothing but Scars. A character automatically Limbs! But scars don’t have to be physical. A character
stabilizes upon reaching 0 Hit Points. The only could have a traumatic reaction to the source of their
way for a character to die is if they agree that their defeat; going forward, they suffer Disadvantage on
character should die—they’re making a heroic ability checks or attack rolls directly related to the
sacrifice, or it otherwise feels appropriate to the person or creature that scarred them. The damage
story. However, any character reduced to 0 Hit could be to their reputation, as word of the defeat
Points suffers a Scar. spreads and wherever they go, people bring up the
A secondary option if players don’t want their story. Finally, the defeat could trigger an unrelated loss;
characters to be at risk of death but dramatically want a business deal falls through, tragedy strikes an ally or
it to feel like it’s on the table is the Miraculous Return. relative, the adventurer’s farm catches fire while they
Characters can die as per the standard rules, but a are away. It’s not that the character nearly dying caused
short time after death, they will return: the question is the fire on their farm—but tragedy comes in twos, and
how. A few possibilities… the adventurer’s defeat is echoed elsewhere in their life.
There’s nothing wrong with just using the standard
The Queen of the Dead. The character dies, and rules for death and dying. But talking about it is a
the spirit goes to Dolurrh… and the Queen of the way for both the players and the DM to establish their
Dead plucks them from the mists and sends them expectations for a campaign, setting the tone for the
back. This could be a bargain: Perhaps they’re story to come.
returned to life, but they have one month in which
to kill someone who’s evaded the queen’s grasp.
Or perhaps the character remembers the Queen
whispering, but can’t remember what they said—and
Life on the
that memory will return at a vital moment.
Zerasha. This medusa priest of the Shadow dwells
Frontier
The Western Frontier is a contested region caught
in Graywall and is one of the few people with between Breland, Droaam, and the Eldeen Reaches.
the power to return life to the dead. She asks Travelers and merchants from all three of these
nothing for this service—which should make the nations mingle on the Border Road and interact in
adventurers nervous. Why does the Shadow want villages and towns. Here are a few details about how
the character to live? the experience of everyday life differs from that of the
Sora Teraza. The blind hag also has the power to Five Nations.
raise the dead, though she rarely uses this gift. If
she does so, it means that there is something the
character still has to do. But is this destiny heroic East and West
or tragic?
Mordain. The character wakes up on the edge of While Breland may not recognize Droaam, the people
Mordain’s domain. They haven’t been resurrected; who live on the Western Frontier largely recognize the
they’ve been recreated by the Fleshweaver. Why has Border Road as the line between Droaam and Breland.
he cloned the adventurer? Could this mean he has Denizens of Droaam use the term aravaat—the Goblin
other clones of them he could release into the world? word for “Easterner”—to refer to people from the Five
Nations, or anywhere east of the Graywall Mountains.
The point of a miraculous return is that the character
A lot of Brelish settlers still use the term “monster”
does die, but they are restored to life in a way that
as a general term for Droaamites, but they also use
creates interesting hooks for the future of the
west in place of Droaam; “Tell Captain Devra we’ve got
campaign.
some friends from the west.”
Scars. There can be suspense and risk even if
death is taken off the table. Everyone has something
to lose, and when a character is taken to 0 Hit Points,
they will lose something. The severity and nature of

15
Languages give them to appropriate characters as a free benefit in
addition to any other languages they may know. These
languages are:
Common and Goblin are the two primary languages
spoken on the Western Frontier. The Dhakaani Empire High Kaluu, spoken only in the Venomous Demesne; it
established Goblin in the region, and it has long has its roots in Draconic, Infernal, and Riedran.
been the lingua franca of the different cultures of the Stonegrind, the language of the gargoyles of
Barrens. The Brelish brought Common from the east, Grimstone, which involves grinding stone surfaces
and the Daughters of Sora Kell encourage Droaamites together; other creatures can learn to understand it,
to learn it; they’ve worked with House Tharashk to but cannot speak it without a set of stones.
establish schools in the major Droaamite cities that Tauric is the language of the minotaur clans of the
teach Common, as well as fostering literacy in both Barrens.
Common and Goblin. So knowing one of these two Wuura’gaa is the native tongue of the worgs of the
languages goes a long way on the frontier, and most Watching Wood.
denizens of Droaam should have Goblin in their stat
block in place of Giant or Orc. However, there are a Frontier Languages
number of other languages that can be heard on the Language Speakers
frontier. Anyone with the ability to cast a Druid spell
Standard Languages
can learn Druidic, and travelers from the Eldeen
Reaches may speak in this language; Greensingers Common Easterners,
often know Sylvan as well. The Orc language has House Tharashk
largely been lost, as shown by the fact that the major Goblin Droaamites,
orc cultures—the Gaa’aram and Gaa’ran—are named in House Tharashk
Goblin; however, there could be isolated communities Rare Languages
where it is still spoken. The mages of the Venomous
Daelkyr (Deep Speech) Aberrations, cultists
Demesne learn Infernal as a trade skill, and may curse
in this tongue or use it to speak privately. Druidic Primal spellcasters
These languages are drawn from the standard rules Gnoll Gnolls
of D&D. However, there are a few more languages that Gnome Sivis Stonespeakers,
could exist on the Western Frontier if the DM wishes Korranberg chroniclers
to add complexity. The issue is that these optional
languages are extremely narrow and will be almost Infernal Venemous Demesne,
useless in most situations. Because of this, if the DM Warlocks
decides to use these four languages, they may wish to Orc Isolated orc tribes
Serpentine Medusas
Sylvan Fey, Greensingers
Optional Languages
High Kaluu Venemous Demesne
Stonegrind Gargoyles of Grimstone
Tauric Minotaurs
Wuura'gaa Worgs of the Watching
Wood

Currency
The Western Frontier lies between Breland, Droaam,
and the Eldeen Reaches. Merchants are always happy
to see Brelish coins or Kundarak letters of credit,
but they’re used to dealing with people from both
sides of the road. Droaam has yet to mint currency.
Bartering is a common practice in Droaamite daily
life. Droaamite miners often trade using small chunks
Dean Spencer

of precious metal or uncut gemstones. Droaamites


also gamble and barter with bounty-marked teeth.
The Daughters of Sora Kell offer bounties on certain

16
dangerous creatures, paid for by the tooth. A Goblin goes even further in the markets of Droaam. Without
symbol identifying the animal it’s from is carved on the standards imposed by the Dragonmarked Houses,
each tooth, but most merchants won’t accept teeth there’s a lot of potential snake oil on the market. Some
unless they personally recognize the tooth—so you things might not work at all (“It’s not my fault! It’s your
can’t just carve “wyvern” on wolf teeth. While the DM thin human blood!”); others might have remarkable
could treat bounty-marked teeth as another form of effects that are more powerful than an adventurer
coinage—“the old goblin offers three displacer beast could normally get at the price. Will they take a
teeth, worth 10 silver pieces”—adventurers who kill a chance?
dangerous monstrosity might wonder what the bounty A final point is that services may be sparse in the
is for their teeth. The DM could roll on the Individual Western Frontier, but the Dragonmarked Houses are
Treasure tables in chapter 7 of the Dungeon Master’s taking an interest. The town of Quickstone already has
Guide to determine the bounty offered for a creature a Gold Dragon Inn, and House Kundarak is working on
of any CR. However, the tooth currency is based on a vault enclave. Over the course of time, new services
the value the Daughters have placed on each bounty, will become available, but is this a good thing? Do you
and not every creature has a golden mouth. Some actually want a Kundarak enclave in your town?
dangerous creatures might have a high value, while
others are worthless. The bounty is a way to encourage
the elimination of threats, and if a creature doesn’t
Everyday Magic and
threaten the people of Droaam—or is perhaps even an Everyday Monster
ally—there won’t be a bounty on its teeth. The people
of the Venomous Demesne have their own forms of Small villages and towns don’t have all the amenities
currency, including vials of blood charged with arcane found in Sharn or Fairhaven. But the wide magic of
energy and shards of crystalized souls; however, most Eberron extends to the Western Frontier. Magewrights
people on the Western Frontier aren’t willing to trade still perform critical tasks using cantrips and rituals.
goods for a vial of pain-soaked blood. There’s a launderer using Prestidigitation to get the
dirt out of clothing, and a smith casting Magecraft
(from Exploring Eberron) to guide their hammer. In a
Goods, Services, small Brelish village, you may have a limited number of
and Rewards Everbright Lanterns, but every house has at least one.
Magical tools and techniques exist and are treasured;
The villages and towns along the Border Road are resources are simply more limited than in the big
small communities that don’t have access to many of cities.
the amenities commonly found in the great cities of
the Five Nations. A typical village might have a single
representative of a Dragonmarked House—a Sivis
message station, a Jorasco healer, a Vadalis farrier, a
Cannith smith—while a larger town may have a few
different dragonmarked heirs. Even so, there’s a world
of difference between the Jorasco Healing House
you’ll find in Wroat and the Patchery, the tiny clinic
run by Daff d’Jorasco in the town of Quickstone. This
can have a variety of effects. For one, the selection
of goods is always more limited. In Quickstone, the
blacksmith, Bel, can make you a Trident if you give
her a day or two, but she doesn’t have one just sitting
on the rack ready for sale. And if you’re not dealing
with businesses licensed by dragonmarked houses,
prices will often vary based on the perceived need and
means of the customer. The upside to this is that you
can occasionally find goods that aren’t available in the
standardized shops of the east. At the Patchery, Daff
may only have a small supply of Potions of Healing
available. But he could have a special potion he’s
Lucas Guerrini

mixed up using a byeshk infusion and a bit of what he’s


fairly certain was troll blood. He can’t be sure what
it will do until you drink it, but he thinks it’s a potion
of Heal. Do you want to buy it and find out? This idea

17
Manifest Zones
d12 Linked Plane Quirk
1 Daanvi Exceptionally Small. The zone is
a ten foot radius, or smaller.
2 Dolurrh Airborne. The center of the zone
is in the air.
3 Fernia Faint. The effects of the zone
only manifest when the plane is
coterminous.
4 Irian Gateway. Under specific
circumstances, the zone can
serve as a portal to the plane.
5 Kythri Unstable. The zone fades in and
out in unpredictable patterns.
6 Lamannia Intense. The plane is always
considered to be coterminous in
this manifest zone.
7 Mabar Huge. The zone covers a vast
area—a ten mile radius or more.
All of the above is true of Brelish villages.
8 Risia Inhabited. The zone hosts a
Droaamite communities are a different story. A
population of lesser immortals
Droaamite village might not have any Everbright
from the plane.
Lanterns… because all the denizens have Darkvision
and don’t have any need for them. They might not 9 Shavarath Void. The plane is always
have a Jorasco healer, but the harpy songbird can considered to be remote within
heal the infirm with her invigorating song (effectively, this manifest zone.
using bardic magic to cast Cure Wounds or Lesser 10 Syrania Beachhead. The zone contains
Restoration). A worg oracle may commune with the a piece of the plane, such as a
Shadow, but his Auguries are as accurate as any Thelanian feyspire.
Brelish magewright. Consider the ways in which 11 Thelanis Legendary. The zone has played
you could take advantage of an ogre’s great strength. an important role in history or
Meanwhile, magewrights from the Venomous folklore.
Demesne are spreading out across the Western
Frontier, and training capable Droaamites. As time 12 Xoriat Roll Twice. Reroll contradictory
passes, Droaam will increasingly have wide monster results, such as Exceptionally
and wide magic… Small and Huge.
The Planes Made Manifest. Manifest zones are
places where the energy and characteristics of one
of the outer planes bleeds into the material plane. Frontier Justice
Manifest zones are found across Khorvaire, and adding Laws don’t mean much if there’s no one willing to
a manifest zone to a scene is a way to highlight the stand up for them. And out on the frontier, justice
magical nature of Eberron. The Manifest Zones table means different things to different people. The bandit
can be used as a source of inspiration or as a way to queen Breggan is a wanted criminal, but when she
generate an entirely random manifest zone. Consider comes riding into the town of Quickstone with her
the impact that a manifest zone will have on the troop, the sheriff may well decide to stay in his office
surrounding creatures or communities. If a village is for the night; he knows he doesn’t have the forces he’d
built in a manifest zone, the inhabitants will likely find need to arrest her, and innocents might get hurt if he
ways to make use of its benevolent powers. In general, starts a firefight. Besides, Breggan’s buying people
manifest zones can be interesting ways to add color drinks at the Crown and gambling away her ill-gotten
to a trip across the Barrens. A Lamannian manifest gold. Where’s the harm? That is, until Breggan accuses
Matthew Johnson

zone might be a small oasis in the harsh landscape, the town healer of cheating at cards and threatens
while a Shavaran zone could unleash blade storms to kill him. Will the sheriff intervene then? And if
(using Cloud of Daggers) at unexpected times. Possible he doesn’t, will adventurers take action? If so, will
effects of manifest zones can be found in Eberron: they just leap into combat with blades drawn? Will
Rising from the Last War and Exploring Eberron. they call out Breggan and try to resolve the situation

18
diplomatically? Or will they challenge the bandit leader them down, spread stories about them, or otherwise
to an arcane duel? make life difficult. One such consequence is that an
A side effect of this is that the Western Frontier is adventurer could be challenged to a duel. Overall,
a magnet for outlaws, deserters, renegades, and other most people on the Western Frontier support dueling
people who can’t safely walk the streets of the Five if the cause is seen as justified. If a wandslinger comes
Nations. Some may have had good reasons for what to town and declares that an adventurer killed his
they did; others could be vile war criminals or worse. brother in a cowardly fashion and that the adventurer
The Broken Blade in Graywall is a particular nexus for is currently wearing the brother’s amulet, stolen
such exiles and expatriates. from his corpse—if the adventurer refuses to duel or
Brelish Law. Communities that identify as Brelish cheats to win, they could quickly acquire an infamous
will have a sheriff who’s charged with maintaining the reputation. And if adventurers truly become villains…
peace and upholding the Code of Galifar. Some may Well, perhaps another group of adventurers will show
do their job to the best of their ability. Others may have up to call them to account.
arrangements with brigands or even be former bandits Sentinel Marshals and Tharashk Hunters. The
themselves. Depending on the size of a community, Sentinel Marshals of House Deneith are authorized
a sheriff may have deputies; if they don’t, they always to enforce the Code of Galifar and to bring fugitives
have the ability to rally a posse and deputize people to justice. A Sentinel Marshal working a job might
to assist. This is one of the simplest ways to set an speak to a local sheriff; they can’t make demands, but
adventure in motion. Sheriff Constable calls you all to they’re both on the side of the law. Critically, Sentinel
city hall. “It’s time we did something about Breggan Marshals aren’t authorized to break the law in pursuit
Blackcrown, and you’re the only people with the guts of their quarry, and they are held to high standards;
and the steel to get it done. Will you ride with me?” See Sentinel Marshals are supposed to be the best of
the Crimes and Punishments section in chapter 3 for a Deneith. By contrast, a Tharashk bounty hunter has
closer look at law in a Brelish town. no special dispensations and no expectations. Their
Droaamite Justice. Traditionally in Droaam, justice aim is to get the job done, whatever it may take. And
is synonymous with vengeance. The primary deterrent while the Marshal’s reputation may carry weight in the
to crime is the understanding that any wrong will be Five Nations, west of the Border Road the Tharashk
avenged, whether by the victim, their kin, their friends, heir may find more friends among the Droaamites.
or a Fang of the Fury (a divinely inspired professional Adventurers could work with Marshals or hunters—or,
avenger). Znir mercenaries or forces like the Flayer if they cross a line, they could be targeted by them.
Guard of Graywall typically won’t intervene in what When Adventurers Are The Law. Whether it’s
they consider to be personal matters. The Daughters part of the foundation of a campaign or something
of Sora Kell are working to improve the state of that happens as a story evolves, it’s possible that
Droaamite justice. Katra’s Voices travel around the an adventurer could be appointed as a sheriff—or if
nation, acting to mediate disputes and listening to they’re Droaamite, that they could be called to serve
complaints. But the Voices are far and few between, as a Fury’s Fang and enact vengeance on behalf of
and Droaamites usually take matters into their own someone who’s been wronged. In a typical village, the
hands. sheriff doesn’t have a great deal of resources to draw
Vigilantes and Dueling. Adventurers will often on. Their primary powers are the ability to dispense
find themselves between Brelish law and Droaamite summary justice and to deputize people when they
justice. How they handle this is a defining aspect need support—which is to say, they can call on a
of a Western Frontier campaign. Will they take the capable group of adventurers to help solve problems.
ruthless path of vengeance? Or will they try to uphold Of course, as a Brelish sheriff, an adventurer will have
the principles of Galifar, even when they have to do it to decide what to do when one of the Black Crowns
alone? Just because they can kill these cultists without or a representative of the Halamar Clan shows up
consequences, is that the best answer? Ultimately, it’s and offers them a little gold to look the other way on
up to the DM to decide whether to encourage ruthless something. Will they set an example and strive to make
justice or to explore the broader consequences. When their town a better place? Or will they keep the peace
the adventurers fight a stone cult, if they do manage by placating dangerous people?
to keep the cultists alive and sever their ties to the cult
rather than just killing them… maybe the family of a
cultist invites them over for dinner in the next session.
Maybe a cultist gives them an uncommon magic
item—a family heirloom—in thanks for their freedom.
Conversely, if adventurers do ruthlessly slay their
enemies, they may see the consequences of Droaamite
justice, as the friends or kin of their victims hunt

19
Wands at High Noon: Optional Rule: Wands as Weapons
The Arcane Duel Magic is a part of everyday life in the Five Nations. In
the wake of the Last War, wandslingers have begun
Hit Points are an abstract concept that represents to displace traditional archers. But there are no rules
durability, skill, luck, and the will to live. The idea isn’t that make a wandslinger’s choice of weapon matter—
that a character with high Hit Points can simply laugh there is no mechanical difference between using a
as someone stabs them over and over; it’s that as long Wand or a Staff. However, the 2024 version of the
as they have Hit Points, they can avoid a lethal blow. fifth edition Player’s Handbook introduces Weapon
Standard combat reflects the idea that combatants are Masteries—properties that reflect the full potential
dodging, parrying, and evading attacks even as they are of a weapon, which can be unlocked by a skilled
losing Hit Points. People can and do fight challenges combatant. Adding Mastery properties to Arcane
in the street using the normal rules of combat, which Focuses is a way to embrace the concept that Wands
means they’re dodging and moving and getting hit and the like are weapons in Eberron and to provide
multiple times before they fall. But an arcane duel a distinct flavor to each focus. With these rules, the
is an entirely different form of combat. It’s about raw Wand is swift and vexing, the Rod staggers a target
courage, speed, and skill: the courage to stand your with brute force, and the Staff shoves them back with
ground, the speed to strike first, and the skill to land the power of its blast.
your spell. There’s no dodging in a duel; you need to This is an optional rule that must be approved by
look your rival in the eye as you strike them down. the DM. If it is used, add the following Masteries to
Because of this, an arcane duel only involves a single spellcasting focuses:
attack from each combatant—and that single blast • Wands have the Vex property.
can be deadly, regardless of how many Hit Points you • Rods have the Slow property.
possess. • Staffs have the Push property.
The arcane duel is an old tradition with deep roots, • Orbs and Crystals have the Sap property.
especially in Aundair. Lethal duels are outlawed in
the Five Nations, but few people care about that on These variants are treated just like regular weapons: a
the frontier. Dueling is about the perception of justice character must have the Weapon Mastery feature and
Carolina Cesario

and of reputation. A would-be duelist calls out their choose the specific type of arcane focus to use with
opponent in front of as many people as possible, laying it. The Mastery property can only be used when the
out their grievances. To refuse a duel is an admission character casts a cantrip that requires an attack roll:
of guilt and cowardice. In most communities, if they do not apply to any other type of spellcasting.
===

20
someone refuses a duel, it’s probably time for them to The Style
leave town—or they might find themselves run out of Every duelist has a signature style. The twitchy
town with a conductor stone hanging from their neck. warlock from Callestan relies on pure speed to bring
An arcane duel consists of the following phases, in down an enemy, while the noble trained at Arcanix
this order… takes their time to cast the perfect spell. In this phase,
1. Setting the Stakes. Is your duel for pride, blood, or each duelist secretly chooses their Style. In addition,
death? they choose the level of spell slot they will expend in
2. The Style. What is your strategy? How much power the Shot; using a cantrip is treated as a spell slot with
will you put into your spell? a level of 0. If they can cast a spell without expending a
3. The Stare. Complete a series of three opposed spell slot, they can choose to do so instead, expending
ability checks to gain Trick dice or to give your a use as if they cast it normally. In that case, it counts
opponent Fault dice. as expending a slot of that spell’s lowest possible level
4. The Shot. Make a spellcasting ability check for the Shot phase. They write both of these things
modified by your style, Trick dice, and Fault dice. down in the same place as the Stakes.
5. The Score. Determine the outcome of the duel. There are five basic Styles:
These five phases are each discussed in detail below. Steadfast. Gather your courage and take the time to do
things right. Effective against Quick or Disruptive.
The Stakes Quick. Speed is everything. Strike before your
When a would-be duelist calls out an opponent and opponent can gather power. Effective against
states their grievances, they set the stakes of the duel. Overwhelming or Weird.
Is it for pride—proof of skill and courage, but without Overwhelming. Channel as much raw power as
the intent to cause serious harm? Is it to first blood, possible. Effective against Steadfast or Disruptive.
where the victim suffers significant but nonlethal Weird. Your technique is unpredictable or
damage? Or is this duel to the death, in which case the untraditional. Effective against Overwhelming or
loser will be dropped to 0 Hit Points? Steadfast.
The challenger states the terms of the duel; their Disruptive. You don’t play by the rules. Effective
opponent can debate, if they choose. But regardless against Weird or Quick.
of what is decided, each combatant secretly writes Each Style has a unique benefit, plus an additional
down the stakes of their shot. It’s highly dishonorable benefit if the chosen Style is effective against the
to agree to duel for pride and then to aim for a killing choice made by the duelist’s opponent. However, Style
shot… But these things happen on the Western isn’t revealed until the final phase! The effects of the
Frontier. Styles are summarized in the Dueling Styles table.

Dueling Styles
Style You always get... You sometimes get...
Steadfast During the Shot, you can reroll one of your Fault If your opponent chooses a Quick or Disruptive
dice. If you do so, you must use the new result. strategy, you have Advantage on your attack roll
during the Shot.
Quick During the Shot, you can reroll one of your If your opponent chooses an Overwhelming or
opponent’s Trick dice. If you do so, you must use Weird strategy, you have Advantage on your attack
the new result. roll during the Shot.
Overwhelming During the Shot, you can reroll one of your Trick If your opponent chooses a Steadfast or
dice. If you do so, you must use the new result. Disruptive strategy, you have Advantage on your
attack roll during the Shot.
Weird During the Shot, you can reroll one of your If your opponent chooses an Overwhelming or
opponent’s Fault dice. If you do so, you must use Steadfast strategy, you have Advantage on your
the new result. attack roll during the Shot.
Disruptive During the Score, you can choose the If your opponent chooses a Quick or Weird
consequence the loser faces. strategy, you have Advantage on your attack roll
during the Shot.

21
The Stare duelist can just use their strongest option—or they can
Now, the two duelists look into each other’s eyes, choose Eye of the Beholder and add 1d4 to their result.
watching every motion their opponent makes and Alternatively, if the second duelist chooses to See
searching for a weakness. A blink or a single bead of Through Them—which is weak against Twitch—the
sweat can give the game away. The Stare lasts for three first duelist will get the bonus; this would be an odd
rounds. In each round, take the following steps: choice, but if they’re really strong with Insight, it could
make sense!
1. Roll for Initiative. Both duelists roll for Initiative. The Stare is an intense experience, as you size up
2. First Declaration. The duelist with the lowest an opponent and prepare to cast a spell. Because of
Initiative score declares the Move they will make. this, you cannot maintain Concentration on a spell
3. Second Declaration. The duelist with the higher during the Stare, and you cannot use Reactions
Initiative score declares the Move they will make. during it. However, other people can interfere, and any
4. Roll the Stare. Both duelists make an ability check effect that modifies ability checks—such as Guidance
using the ability and skill linked to their Move. or Bardic Inspiration—can affect a round of the Stare.
5. Resolve. The victor of the check gains the benefit However, an arcane duel is supposed to be a contest
of the Move. If there is a tie, both duelists reroll the between two individuals, relying on their personal
check. courage and skill. Receiving assistance from someone
As Initiative is rerolled in each round of the Stare, the else goes against the principles of dueling, and if such
balance of power can shift. This is important, because actions are noticed, impartial observers may become
each Move is especially weak against a countering hostile and the outcome of the duel may be dismissed
Move. If a duelist uses a Move that the opponent is as invalid. It’s not uncommon for observers with access
weak against, they get to add 1d4 to their ability check. to Detect Magic to use it during a duel to ensure that
So, if the first duelist chooses to Twitch, the second no one is interfering.

Dueling Styles
Move Ability Check Strong Against Benefit
Twitch Dexterity (Sleight of Hand) Eye of the Beholder Gain a Trick die. If you win the check by 5 or more,
you gain another Trick die.
Show Off Charisma (Performance) The Look Gain a Trick die. If you win the check by 5 or more,
your opponent gains a Fault die.
Bluff Charisma (Deception) Sage Advice Your opponent gains a Fault die. If you win the
check by 5 or more, you gain a Trick die.
The Look Charisma (Intimidation) See Through Them Your opponent gains a Fault die. If you win the
check by 5 or more, your opponent gains another
Fault die.
Eye of the Wisdom (Perception) Bluff You lose a Fault die. If you win the check by 5 or
Beholder more, your opponent gains a Fault die.
See Through Wisdom (Insight) Twitch Your opponent loses a Trick die. If you win the check
Them by 5 or more, you gain a Trick die.
Sage Advice Intelligence (Arcana) Show Off You can change your own strategy if you choose.
If you win the check by 5 or more, you learn your
opponent’s current strategy before deciding whether
to change your own.
Tactical Intelligence (Investigation) Tactical Analysis You learn your opponent’s current strategy. If you
Analysis win the check by 5 or more, you can change your
own strategy if you choose.

22
The Shot The Score
During the Shot, spells fly and the contest is decided! When the dust settles, and the winner of the Shot has
Go through the following steps: been decided, the duelists determine the consequences
1. Roll Initiative. This is relevant in the Strategic according to the Stakes chosen by the victorious
Twist phase. duelist.
2. Reveal Style and Power. Duelists reveal their Style Pride. The loser loses one Hit Dice. Alternatively,
and the level of the spell slot they expended. Take if the winner is able to cast at least one spell of
note of the benefits of the Styles. If one duelist the following schools, they can choose one of the
expends a higher level spell slot than the other, they following options instead:
gain a Trick die. • Necromancy: The loser is Poisoned for 1 minute.
3. Cast! Duelists make a ranged spell attack. • Abjuration: One random spell or magical effect
4. Tricks. Duelists roll 1d6 for each Trick die they on the loser ends. The spell must be of a level
have and add it to their attack roll, keeping the die equal to or less than the spell slot expended by
visible. the winner.
5. Faults. Duelists roll 1d6 for each Fault die they • Divination: The winner learns the surface
have and subtract it from their attack roll, keeping thoughts of the loser—what is most on their
the die visible. mind in the moment of the duel’s end.
6. Strategic Twist. Depending on their chosen Style, • Enchantment: The loser is Charmed by the
duelists may have the opportunity to reroll Trick winner for 10 minutes.
or Fault dice. The duelist with the lowest Initiative • Illusion: The loser is Frightened of the winner
count resolves their style first, then the duelist with for 10 minutes.
the higher Initiative count acts.
7. Determine the Result. Once all Trick and Fault First Blood. The loser is reduced to a number of
dice have been rolled, and any Strategic Twists have Hit Points equal to half their Hit Point maximum
been resolved, the character with the highest result (rounded down). If they have fewer than half their
wins the duel. If there is a tie, both duelists suffer Hit Points remaining, they instead are reduced to 1
the effects set by the Stakes! Hit Point.
Death. The loser is reduced to 0 Hit Points.
Carolina Cesario

23
Droaam Rising conditions of the community. But again, this system is
new and the idea of Droaam is still finding its footing
Dragonmarked houses and others are heading to along the border. The old chib system still lingers,
the Western Frontier. House Orien is extending the especially in the villages around Turakbar’s Fist; Rhesh
lightning rail toward Graywall. But this is no story Turakbar and his reavers still enforce order with force
of Brelish colonialism. Breland isn’t expanding and fear.
across this frontier—it’s being driven away from it. When dealing with a Droaamite community—or
Throughout the history of Galifar, the people of the envisioning the background of an adventurer from
Barrens were divided. The medusas of Cazhaak Droaam—keep these things in mind. Droaam has
Draal, the changelings of Lost, and the tieflings of only existed in its current form for a decade, and any
the Venomous Demesne were isolated city-states, villages along the Border Road will be younger than
which avoided contact both with Breland and with one that. Because of this, a village will have been built for
another. These cultures were all but unknown in the a reason—taking advantage of water, a manifest zone,
east, so the dominant impression of the region was of mineral deposits identified by House Tharashk, or
the chaotic chib culture. The Daughters of Sora Kell something else that makes the spot worth building
brought these diverse factions together. Force was a on. And more so than in the typical Brelish village,
factor in the creation of Droaam, and fear of Maenya’s Droaamties often have a sense of hope; they are
Fist still plays an important role in keeping the old working together, and their nation is on the rise. The
chibs in line. But the common depiction of Droaamites exception to this is in the vicinity of Turakbar’s Fist.
as squalid villages of goblins dominated by slow-witted Here the villages are older, as Turakbar’s Fist has
ogres is driven by ignorance and Brelish propaganda. dominated the region since before the rise of Galifar.
Under the Daughters of Sora Kell, each of the cultures And many of those villages are ruled by tyrannical
of the region is a thread of a growing tapestry. New chibs and weighed down by despair.
villages and towns are rising up from the Barrens, Droaam has a few institutions that play a vital role
their construction driven by ogre strength, goblin in the nation, and whose agents can be encountered on
enthusiasm, and the brilliant architects and masons the frontier.
of Cazhaak Draal. Magewrights from the Venomous Katra’s Voice is the diplomatic arm of Droaam,
Demesne are implementing an arcane infrastructure and Voices are envoys, entertainers, diplomats, and
that could in time outshine the everyday amenities of mediators. Their task is to maintain morale and lines
the Five Nations. Droaam is a very young nation, still of communication, and to help resolve disputes before
finding its footing and establishing traditions. But it they get out of hand. Agents of Katra’s Voice are usually
is growing stronger every day, and it’s only a matter of changelings, medusas, tieflings, or harpies. Many
time until its great cities—like Graywall and the Great highlight their role as entertainers, sharing stories
Crag—rival Wroat and Fairhaven. And it is this that is with the common folk and painting tales of the bright
drawing the influx of travel and trade from the east; future that lies ahead. Others focus more on mediation,
the glimpse of opportunities as Droaam grows and especially if there is unrest between the local chib and
prospers. the inhabitants of the community. Katra’s Voice also
With that said, it is largely in the great cities— includes wandering magistrates, who typically travel
such as Graywall, Vralkek, Cazhaak Draal—that with two soldiers of Maenya’s Fist. The current fashion
this renaissance is occurring. The Droaamites who is for medusas to serve as magistrates; if they consider
dwell on the Western Frontier are remnants of the a plaintiff’s complaint to be frivolous, they petrify them.
old system of chib rule, where a family of ogres or However, there are a few changeling magistrates with
minotaurs would dominate a community of goblins exceptional telepathic abilities who excel at unraveling
and kobolds. Under the leadership of the Daughters, difficult situations.
Droaamite workers are assured food, shelter, and Maenya’s Fist is the personal army of Sora Maenya,
security. Today, the chibs are expected to protect their which acts to defend the nation and to enforce the rule
people, not to oppress them; a modern chib serves as of the Daughters when Katra’s Voice fails to resolve an
both mayor and sheriff. The Daughters are likewise issue. The foundation of the Fist is a corps of armored
encouraging the spread of Droaamite species into war trolls and skullcrusher ogres that are fanatically
all communities. Though goblins may make up the devoted to Sora Maenya; a single war troll can scatter
majority of a village’s population, there could be a band of insubordinate ogres. However, over the last
a harpy songbird in the inn, a tiefling magewright decade, the Fist has expanded to include a broader
teaching a class of kobold sorcerers, and the old ogre range of forces, including centaur cavalry, air support
chib may have been replaced by a wise medusa. So, from gargoyles and harpies, rangers and scouts
at first glance, a Droaamite village in the Barrens drawn from the Dark Pack, and more. As a general
might seem primitive… but look closer, and you’ll see rule, warlords are expected to use their own forces
a well-fed population, working together to improve the to maintain order in their domains; near Turakbar’s

24
Fist adventurers are more likely to encounter a band a Western Frontier campaign or choosing NPCs for a
of minotaurs than a squad of Maenya’s Fist. Fists are scene, keep these ideas in mind.
either dispatched directly by Sora Maenya to deal with
known threats, or found in the company of a Voice or The Gargoyles of Grimstone
an Eye whose mission they are supporting. Consider The ruins that run along the edge of the Byeshk
them Droaam’s answer to the Westwind Riders—or Mountains are remarkable in many ways. They are
in the case of a large company of Maenya’s Fist, the almost perfectly preserved, seemingly shunned by the
equivalent of Breland bringing Argonth into play. brutish creatures found in this region. Friar Alasant
Teraza’s Eye gathers information for the Daughters, attributes this to the “guardians”—every ruin has a host
and its members serve as sages, inquisitives, and of statues, posed as sentries on walls and at strategic
chroniclers. Droaam is a new nation, and the points within. The friar says Dhakaani statuary
Daughters need to know if their experiment is working. typically depicts goblin champions, but these figures
Often, Eyes simply travel and observe, gathering are fiendish creatures with horns and wings. Alasant
information without interfering; if they uncover believes that these guardians were carved during
dangerous situations, they will call on the Voice or a period of great upheaval and intended to terrify
the Fist. However, they can be tasked to investigate prospective enemies. They are indeed fearsome, but
intriguing mysteries—typically supernatural threats, it takes more than stone to frighten templars of the
as diplomatic or judicial matters will be handled by Flame. Brightstone Keep will soon be operational.
Katra’s Eyes. —Templar’s log recovered from Grimstone Keep
The Znir Pact is another force adventurers on the
Western Frontier will come to know. These gnolls are Until recently, gargoyles were virtually unknown
mercenary soldiers. Half of the Pact has been hired in the Five Nations. When the Church of the Silver
by the Daughters to serve as general peacekeepers, Flame established Brightstone Keep in 870 YK, the
supplementing the forces of the local warlord and friars were intrigued by the guardian statues. As Friar
dealing with troubles that don’t require the full power Alasant speculated, the denizens of the region shunned
of Maenya’s Fist. Znir gnolls can also be found serving these ruins due to the kurarguls—“deadly stones.” The
a local warlord. So Znir patrols can be found on templars weren’t frightened by these stories, and they
the Border Road or on the old roads, but they will ignored the fearsome statues, dwelling in the keep for
generally ignore adventurers unless there is a threat over a century. Then Sora Katra came to Brightstone
that needs to be dealt with. Keep. She came alone. The wind carried her whispers
So, new villages are springing up along the Border through the stone, and the gargoyles perched on the
Road. Graywall is expanding. The lightning rail is walls and crouching in the corridors of the keep turned
heading west. And a squad of Maenya’s war trolls on the templars.
showing up should be legitimately frightening. Droaam
is on the rise.

Cultures of Droaam
One of the most distinctive elements of an adventure
on the Western Frontier is the presence of Droaamite
species traditionally thought of as monsters, whether
as adventurers or as NPCs. Due to the efforts of House
Tharashk, Droaamites are starting to appear in cities
across the Five Nations. But on the Western Frontier,
they are a part of everyday life. Travel on the Border
Road, and you’ll run into Znir patrols and wandering
worgs. Stop in a village west of the road, and you’ll
find a harpy singing in the tavern, delighting a crowd
of goblins and kobolds. Communities east of the road
usually have a Brelish majority, but you may still find
an ogre unloading crates from the Thunder Coach, a
gargoyle watching from a roof, or a family of goblins
Matthew Johnson

starting a new life. This section provides a closer look


at the species that are presented as character options
in chapter 4, along with an overview of many other
denizens of Droaam. Whether creating characters for
With no need of sustenance, the gargoyles of Brightstone Keep wasn’t the only place where
Grimstone and the Stonelands had been slumbering Sora Katra woke slumbering gargoyles. There were a
for thousands of years. Katra’s voice called them back handful of other shunned keeps along the edge of the
to the world. Many now serve the Daughters directly. Byeshk Mountains, and Katra roused the gargoyles in
Others have signed on with House Tharashk, and can each. And there was one place where some gargoyles
be found working as couriers and scouts across the were already awake: Cazhaak Draal, the city at the
Five Nations, especially in Sharn. And a few follow heart of the Stonelands. When the medusas laid
their own paths, driven by curiosity or by the bonds claim to the city, their queen spoke to the slumbering
they’ve formed with places or people. Some are tireless gargoyles. Some chose to remain in their torpor, but a
workers, while others spend days at a time resting handful awoke and were eventually convinced to work
on a wall or in a square. The denizens of Droaam with the medusas. It was through this alliance that
have gotten used to gargoyles and their quirks, and the gargoyles learned how to reproduce, as described
the stone folk are generally seen as being stoic and later in this article. Medusa and gargoyle alike chose
reliable. to remain isolated from the warlike denizens of the
Barrens, and the gargoyles of Cazhaak Draal rarely
Old Stone left the fortress city. But the Cazhaak gargoyles have
Evidence suggests that Dhakaani stoneworkers in been awake for over a century; they are more used to
the region became obsessed with these “guardian the world and to working side by side with organic
statues” in the decades leading up to the first open creatures, and some have adopted the Cazhaak faith.
conflict with daelkyr forces… and it was during that When the Daughters of Sora Kell established a new
battle that the daelkyr Orlassk breathed life into the province centered on the newly-christened Grimstone
countless guardians. Orlassk never controlled the Keep and appointed Cairngorm to serve as warlord
gargoyles directly, but they came into existence with an and guardian of the province, many of the gargoyles of
instinctive revulsion for organic life, a reaction much Cazhaak Draal flocked to their new prince.
like most humans have when encountering mold or In creating a gargoyle, consider which of these
viruses. Creatures of flesh are fundamentally repulsive, categories you fall into. Did you slumber in the ruins
rotting monstrosities filled with disgusting fluids and for thousands of years? Did you live alongside the
leaking foul excrement. The first gargoyles lashed out medusas of Cazhaak Draal? Are you a newborn,
against the dar surrounding them, and claimed the hewn in the gravel pits of Cazhaak Draal and still
fortresses they had once guarded as their own. But crafting your final form? Or are you a gargoyle with no
they soon realized that they were vastly outnumbered connections to Droaam whatsoever… a statue infused
by the creatures of flesh. Beyond this, they didn’t need with life elsewhere in the world?
anything from the world beyond their walls. They didn’t
need food or other supplies. So they remained at their Stone in Form
posts, and eventually fell into a deep torpor. In this Gargoyles are elemental creatures, and their
state, their spark of life was so weak that they couldn’t physiology defies all natural laws. When a gargoyle
even be sensed by Detect Good and Evil, which is how stands still, it is indistinguishable from a stone statue.
the templars of Brightstone Keep failed to recognize They are made of light, inanimate stone… And yet,
them for what they were. But they were still aware of when they choose to move, they can. This same illogic
their surroundings on a deep level. When Katra spoke applies to their wings. Gargoyle wings can take many
to the gargoyles of Brightstone, each heard something forms, but the vast majority couldn’t possibly keep
different, the perfect story to pull them from their a gargoyle aloft, and yet somehow they fly. Some
slumber. Some heard tales of the wonders waiting scholars believe the gargoyles fly through an instinctive
to be seen out in the world. For others, she painted manipulation of elemental air, but nothing has been
pictures of the excitement to be found in battle, or the proven. With that said, the fact that gargoyles have the
satisfaction to be found in protecting someone one elemental type doesn’t mean that they have any planar
cares about. Her magic roused them, but not all the connection or any bond to other elemental creatures.
stone host joined the hag. A small force of gargoyles They are elementals because they are creatures of
had heard the songs and teachings of the Silver animate stone.
Flame even while they slept, and found the vision of The majority of gargoyles follow the model of the
the Flame to be compelling. These gargoyles helped Dhakaani guardian statue—the classic horned, bat-
a group of friars escape and return to Flamekeep, winged humanoid. However, this is only due to the fact
where they have embraced the Silver Flame and fight that these statues were produced in mass quantities.
alongside the templars to this day; these gargoyles are Firstly, the Dhakaani gargoyles weren’t stamped out
now known as the wingwyrds. of a mold. The horned, winged design is common,
but some gargoyles have ram’s horns, tribex horns, or
no horns at all. Likewise, gargoyle wings can be long

26
or ridiculously small, stone carved in the likeness of ways this can occur. You could be a natural elemental,
leather or feathers. Someone exceptionally versed born from rock in a Lamannian manifest zone. You
in the history of Dhakaan could potentially identify could be a servant from the domain of the archfey King
the ruin a sleeper gargoyle comes from based on its Grayfinger. You could be a statue carved in the likeness
artistic design. And yet, when Orlassk animated the of a famous figure from history, who one day awoke on
statues of the Barrens, it affected more than just the your pedestal—are you animated by the spirit of that
guardians. There are wingless gargoyles carved in historical figure? Were you animated by the peoples’
the shape of ancient Dhakaani heroes. The Dhakaani desire that this figure return? Or are you the result
were especially infuriated by this mockery of their of an enigmatic experiment—the work of the daelkyr
champions and made an extra effort to destroy these Orlassk or Mordain the Fleshweaver? The Grimstone
creatures, but there are still a few scattered among the gargoyles are distinct in that there’s a host of them, and
host of Grimstone. In creating a gargoyle character, they have a culture. But there are other ways to play a
consider how your appearance reflects your choice gargoyle.
of class. Unlike warforged, gargoyles weren’t built
for a specific purpose; the Dhakaani artisans had Gargoyle Names
no idea their creations would come to life. But the Gargoyles are inorganic creatures that reproduce
material used or design of a gargoyle could influence asexually. Most creatures assume that gargoyles
its capability. A gargoyle Druid could be carved from have no concept of gender. However, it’s possible that
densewood instead of stone, while a gargoyle Sorcerer gargoyles have a complex and subtle understanding of
could have dragonshards or slivers of demonglass gender that transcends their physical forms and simply
incorporated into its stone body. don’t try to explain the complexities of this to their
This highlights the fact that not all gargoyles have organic companions. Likewise, among themselves,
wings. The classic Dhakaani guardian—represented gargoyles use names that can only be formed by
by the gargoyle stat block in the Monster Manual—has the subtle grinding of stone teeth. Any other name
wings and claws, and is formed from dense stone. is chosen for the purpose of interacting with other
But a gargoyle with the shape of a bugbear hero or a creatures. Some gargoyles choose descriptive terms,
Cazhaak newborn may be made from softer stone and often related to the form of stone their body is formed
lack both claws and wings. These traits are reflected from. Others use nicknames given to them by their
by the feats Wings of Stone and Hewn for Battle (see organic associates. A few just pick random words they
chapter 4). If your gargoyle character begins at a high like, even if there’s no obvious connection to them; as
level, you may start with these traits. If you’re playing such, you could meet a gargoyle named Spoon, Sunset,
a 1st level gargoyle character, you have yet to assume or Breland.
your final form, or perhaps you’ve simply chosen not to Gargoyle Names: Alabaster, Basalt, Boulder, Chip,
add wings to your design. Cliff, Crag, Devotion, Flint, Granite, Graywall, Lime,
This choice is reflected in the way gargoyles Marble, Maul, Obsidian, Peak, Pebble, Rift, River,
reproduce and grow. Gargoyles have no functional Rocky, Serpentine, Shale, Shard, Slate, Sunset
reproductive organs. To reproduce, two or more
gargoyles work together to carve an egg. During this Playing a Gargoyle
ritual, they infuse the egg with a fraction of their own An immobile gargoyle is inanimate stone. In creating a
lifeforce. The egg is buried in a pit of gravel or stone gargoyle character, the crucial question is why do you
shards. Over time, it absorbs the surrounding chunks move? You could sit in one place for centuries without
of rock, instinctively assimilating these and reshaping moving, and there are gargoyles who have ignored
them to build its own body. The appearance of a Katra’s call. What is it that drives you and gives you a
newborn gargoyle usually reflects a blending of its reason to move and to interact with the world? Here
parents, but this is a foundation. Gargoyles don’t need are four of the most common gargoyle drives—but this
to eat, but a growing gargoyle will consume chunks is a starting point, not an absolute list!
of stone that will be added to its mass. As it continues
to grow, its appearance will shift to match its own Seekers are driven by curiosity. They want to see
evolving self-image. new things, to have new experiences and meet
new people. As a seeker, you could be driven by a
Gargoyles Beyond Grimstone broad delight in the countless wonders of the world.
Grimstone and the Stonelands are the largest single Or, you could have a few specific things you’re
source of gargoyles in Khorvaire, created en masse searching for. Perhaps you like birds, or strange
during the days of Dhakaan. But this isn't the only weather conditions, or humanoid hairstyles; you’re
source of gargoyles in Khorvaire. The elemental always delighted to encounter a new variation of
version of gargoyles presented in the Monster Manual one of your interests. Seekers often work with
reflects a creature of living stone; but there are other House Tharashk, as they are interested in travel
and exploring distant lands.
27
Movers delight in action. After centuries of stillness, gnolls fought trolls, ogres, other gnolls, and any other
they love flying, fighting, and any form of action. creatures they could find, seeking blood for their
Gargoyle movers are often fighters, rangers, rogues, hungry idols. But in time, leaders arose who urged
or monks; they yearn to move. Movers often serve their clans to resist the call of endless war. They
the Daughters as scouts and soldiers, but a mover dragged their idols to the place now known as Znir
could just as easily yearn to fly as far away (“Stone”) and shattered them. Though they might
as possible. be many clans, from this day forward, they would be
Guardians are driven by love of a person, place, or one pack. They would allow no one—not chib, god,
thing; their lives revolve around defending their or demon—to hold dominion over them. This was
wards. Guardians are typically stationary; these are easier said than done. Fighting the fiendish influence
the traditional gargoyles found on fortress walls, within was challenging enough, but the Barrens were
remaining perfectly still until something threatens a chaotic tapestry of battling forces. The leaders of
their charge. However, a guardian could form an the newly forged Znir Pact had no desire to rule over
attachment to another character or even to an other creatures, but even holding territory could invite
idea, like the wingwyrds of the Silver Flame. When attack. And so they developed the path that has carried
playing a guardian gargoyle, consider: what drove them forward to this day: the road of the mercenary.
your choice of ward? Could anything break this The gnolls would claim no territory beyond the lands
devotion? around Znir. They would fight for any who would pay
Thinkers are rarely encountered, because even more a fair price. But if anyone sought to enslave a gnoll, or
than guardians, they often have no reason to move. to strike against Znir itself, they would face the wrath
A thinker enjoys contemplating weighty concepts. of all the united clans. This was a lesson that had to
This could be religion, philosophy, arcane science, be taught many times, but after a century or so, the
or any other topic. As a gargoyle thinker, you are point was made. To those who paid them, the gnolls
likely adventuring to gain access to new sources of were as reliable as stone. Those who betrayed them or
information related to the topic that interests you. who picked a fight would fall before the might of the
But whenever there is no need to move, you may full Pact. They have followed this path ever since. One
fall into a still reverie; during downtime, you could could look at the Pact and say that they serve many
spend days without moving, as you consider the masters. But the Znir gnoll would respond that they
information you’ve gained. serve only themselves: that they choose who they fight
Most gargoyles have little interest in clothing or for, they set the terms of their service.
material possessions. There’s very little that they need.
However, one of the greatest challenges for a gargoyle Znir Clans
is boredom. Rather than gold, gargoyles often want to The Znir gnolls include a dozen different clans, each
be paid in stories, songs, or jokes; they then use these of which holds distinct traditions. Once, the clans were
as social currency in dealings with other gargoyles. devoted to different faces of the overlords, but when
Most gargoyles are tone-deaf and struggle to master they shattered their statues, each clan chose one of
musical pursuits, but the rare gargoyle bards and the moons. All gnolls skillfully hunt and fight, but the
entertainers are held in high regard. Barrakas are known to be the finest trackers of the
Pact; the Aryth, the deadliest archers; the Olarune, the
strongest warriors and most forceful in the vanguard.
The Gnolls of the Znir Pact Typically, mercenary units are composed of gnolls of
Surprisingly, the gnolls proved to be more loquacious a single clan, assigned based on the nature of the task
than the Thranes. Thorn noticed that each of them that lies ahead, and contracts are usually negotiated
wore cords around their necks or wrists, with bits of for a period based on the cycles of the clan’s moon.
metal, hair, or cloth, bound by leather. Their leader, The clans maintain distinct territories within the Znir
Ghyrryn, explained that gnolls of the Znir Pact retained region, but all gnolls are welcome around the hearth
souvenirs to remember each kill. “The Keeper takes us of any clan; the Znir take pains to crush any tension
all,” he told Thorn. “When you come to the final lands, that arises between the clans. Shamans and leaders
the prey of past hunts will be waiting. Honor them from each clan maintain a council at the Znir, around
in life and they will honor you in death. Let them be the broken idols. Here they mediate disputes, assign
forgotten, and they will be hungry and filled with rage.” contracts to clans, and allocate funds and equipment.
The Eyre clan has honed their skills as smiths and
The first gnolls were born in the Age of Demons, a tanners, and they craft much of the equipment used by
product of the endless war between Rak Tulkhesh the Znir gnolls—though there is still a strong tradition
and the Wild Heart. Even after the overlords were of scavenging among the Znir, and warriors often claim
bound, their fiendish influence drove gnolls to engage trophies from fallen foes.
in vicious acts of brutality. For countless generations,

28
The Znir defied the overlords when they
shattered their statues, but there’s still a spark of
a fiend in the blood of each gnoll. Young gnolls
learn how to resist this influence—to channel
the strength of the fiend without giving it power
over them. For most gnolls, this is a matter of
discipline; Znir gnolls are known for remaining
calm in the face of provocation, and having
learned to fight their own demons, they
aren’t easily manipulated by mortals.
However, some gnolls learn to draw on
their unnatural heritage and to channel
this power in useful ways. Znir gnolls
have their own equivalents of
rangers and barbarians; the
ranger’s primal magic draws
on the Wild Heart, while the
barbarian channels the fury of the Rage
of War. Znir shamans are similar to
warlocks, typically following the path
of the Fiend. However, in all of these
examples, the Znir don’t serve the dark
power. Rather, they can be seen as
stealing their strength from it; learning
to draw on it without giving anything in
return. In their determination not to let fiendish
forces hold dominion over their people, the
Znir gnolls have also developed their own
techniques for fighting supernatural threats.
Champions trained to face fiends and undead
are known as hwyri—Gnoll for “warden”—and wield
powers similar to those of paladins in other lands.
However, hwyri don’t worship any divine power. Their The Znir take their contracts seriously. If the
abilities come from training and understanding of the client breaks the terms of the agreement, the contract
demon within; they aren’t crusaders, they’re mercenary immediately ends; but as long as the terms are met,
demon hunters. Most hwyri come from the Vult clan, Znir will face any danger and never betray a client.
and in a land that shuns the Silver Flame, these gnolls They have earned this reputation over the course of
can be the best hope for people facing fiendish threats. centuries, and this gives them a place much like the
Sentinel Marshals of House Deneith in Khorvaire;
Mercenary Service everyone knows that the word of the Znir is as
While Droaam has risen around them, the Znir Pact unbreakable as stone.
continues as it always has. They don’t work for shelter House Tharashk has begun brokering the services
and grist, and expect to be paid for their service. of Znir gnolls within the Five Nations, but the Pact
This is perfectly acceptable to the Daughters of Sora leaders are cautious about this arrangement. Within
Kell, who have placed a full half of the Pact forces on Droaam, Znir customs are known and respected, and
extended retainer. Most large communities have a Znir the Znir can unite against anyone who defies them.
garrison employed by the Daughters. These troops The Znir recognize that they don’t hold such power
are present to protect the region from brigands or over the rulers of the Five Nations, and are concerned
invaders, and to help maintain order. But they serve about serving so far from their stones. In addition to
the Daughters, not the local chib; it’s understood that if those who serve through House Tharashk or Daask,
the chib or their warlord turns against the Daughters, a number of Znir have been sent east to study the
Mariana Suarez Otero

the local Znir will act against them. The remainder of Five Nations, gathering knowledge of its people and
the Pact serves other masters, and many warlords of customs so the Znir council can determine how to
chibs employ Znir gnolls as bodyguards, enforcers, or engage with the wider world. This scouting role is a
hunters. reasonable path for a gnoll player character; it’s their
job to travel the world beyond and learn its ways, and
to make friends and allies.

29
Bone Eaters. Gnolls possess powerful jaws, as
The Myrnaxe reflected by their Bite attack. They can chew through
As mercenaries in a land of monsters, the Znir gnolls and digest bone, and dislike letting food go to waste.
prepare to face a wide variety opponents. With this When feral gnolls raid a village, they consume even the
in mind, the Eyre clan produces a weapon they call bones of their victims. Znir gnolls won’t eat their fallen
the myrnaxe, named for the smith who created it. foes if they’re in the company of creatures who are
A myrnaxe has a sturdy wooden haft with a curved uncomfortable with such behavior. But they often eat a
axeblade on one end and a long spearhead on the small piece of any creature they slay—even if it’s just a
other. Functionally, a myrnaxe is a Battleaxe, but it can finger—to form a bond with the victim. The Znir believe
be used to inflict either Slashing damage (with the that those you kill wait for you in the realm of death,
axeblade) or Piercing damage (with the spearhead). and honoring them ensures that they won’t be hungry
It’s common for each head to be made of a different when you travel to that land.
metal, so the spearhead might be silver while the Pack Instincts. Gnolls have very strong pack
axeblade is made of byeshk—thus maximizing its instincts. They instinctively work together in combat,
versatility against multiple foes. The Znir consider and think nothing of placing themselves in harm’s
the myrnaxe a signature weapon of their pact and way to protect their kin. Znir gnolls won’t deceive
don’t sell them to outsiders. The only way to acquire members of their pack; if there are problems, they call
a myrnaxe is to be given one or to take it from a fallen them out directly. If a gnoll character adopts a group
foe. of adventurers as their temporary pack, these things
apply to the other characters—but the gnoll will be
Gnoll Names surprised and angry if their non-gnoll packmates don’t
The most important identifier for a Znir gnoll is its show them the same respect.
whoop. While deceptively short, a whoop includes a Casual Aggression. Gnolls often seem very
range of ultrasonic inflections that indicate clan, a aggressive to other creatures. However, gnolls
personal identifier, and a suggestion of family affiliation themselves don’t consider casual intimidation to be
(the Znir trace lineage through the mother). Because a hostile act; it’s just a way to establish a place in
it’s impossible for most nongnolls to properly replicate the hierarchy of the pack, largely ignored once that
a whoop, gnolls also use contract names—names hierarchy is established. This manifests in how gnolls
intended to be used with clients and other outsiders. make demands rather than requests, and use active
There is a basic structure of contract names used by statements rather than passive queries.
all gnolls; the inflection of the name indicates gender, Cunning Hunters. Gnolls are strong and aggressive
though few people recognize this if they don’t speak by nature. But both the Znir gnolls and their uncivilized
Gnoll. The Znir typically attach clan name to a formal kin are cunning hunters rather than simple brutes.
introduction: “Ghyrryn Barrakas, Znir.” Gnolls work together as a pack, always searching for
weaknesses in enemies and supporting injured allies.
Gnoll Contract Names: Dagnyr, Dhyrn, Ghyrryn, Znir gnolls won’t break their word, but they don’t hold
Gnasc, Gnoryc, Gnyrn, Gnyrl, Hyrn, Lhoryn, Lhyr, to any idea of honorable conduct on the battlefield;
Lhyrl, Mognyr, Myrl, Sorgnyn, Thyrn, Toryc, Yrgnyn, they are ruthless and efficient, and see nothing wrong
Yrych with ambushing or tricking a superior foe. Some gnolls
have a supernatural knack for mimicry (which could be
Playing a Gnoll represented by the use of Minor Illusion or the Actor
Here are some common characteristics of gnolls— feat) and use this gift to draw enemies into danger.
some of them biological, others cultural—that can help Working Relationships. Droaam is a diverse
make a Znir character come alive. region, and the Znir gnolls have always been prepared
Physical Appearance. A typical gnoll stands over to work for any master. They don’t judge people by
seven feet in height, but this is belied by their hunched appearance or by their beliefs; just as they put up with
posture. Males and females are similar in appearance, demon-worshiping minotaurs in Droaam, a Znir hwyri
and other species have difficulty telling them apart. can work alongside a templar of the Silver Flame or a
Gnolls have thick fur over their bodies; depending on warforged paladin of Dol Arrah. They may not like the
the clan, this can be uniform in color, or broken up with people they are working with, and they may think that
spots or stripes. Their eyes are yellow or green, and the beliefs of their companions are vile or foolish. But
gleam with reflected light. While these are common they place duty before such personal concerns, and
traits, the fiendish heritage of the gnoll sometimes won’t insult allies or pick fights with them.
manifests itself in its appearance. An unusual gnoll Communication. The Gnoll language is unique,
could have glowing red eyes, fur with stripes that glow with a range of pitches that are difficult for humans
like flames, or other unusual traits. Typically, these to hear, let alone duplicate. At first, it sounds much
don’t grant special abilities, though you could attribute like the vocalizations of hyenas, with whining and
a class ability or feat to such a mutation.
30
chattering “laughter.” It’s possible for non-gnolls be children of the Fury and the Shadow set on Eberron
to learn Gnoll, but it’s a difficult feat. When stealth to torment innocents and drive people to madness;
isn’t necessary, the Znir are often quite vocal in the name harpy was a pejorative term. Scholars can
battle; they generally coordinate actions and confirm point to historical examples of explorers drawn into
positions with short bursts in Gnoll. Each Znir gnoll chasms and other hazards. However, in many of
has a whoop, a unique call it uses as a sort of verbal these cases, the luring harpy wasn’t even aware of the
signature; while these are extremely short, they convey adventurers doomed by her voice. She sought only to
both personal identity and clan loyalty. These are sing, to express her joy or her sorrow—and those who
used to coordinate in the field, and it’s common for a heard her wanted nothing more than to hear her better,
gnoll to whoop when entering a friendly location, as ignoring all dangers as they pursued the haunting
a simple way of identifying itself and giving allies an song. Most harpies take no glee in suffering or death,
opportunity to respond. Beyond this, body language but they cannot help the impact their voices have on
and posture—usually slumped—are an important part the people around them. This is why the harpies have
of gnoll communication; for example, when a gnoll long dwelt in the highest mountains—to avoid harming
feels threatened or angry, its thick crest of fur down the innocents, to live in a space where they can dance with
spine rises. The Znir dislike written communication, the wind and sing with full throat.
though they use it for contracts. Harpies have dwelt in the Byeshk Mountains for
countless generations. They carve roosts into cliff faces
The Harpies of the with the power of their songs, and have felt no need to
Byeshk Mountains build cities or raise monuments; in their isolation, they
don’t need walls to defend themselves from enemies.
"I can’t help it if you’re drawn to my voice. I sing what
Culturally, the Byeshk harpies are split into flights, and
I feel. If my song draws you closer, you have a choice;
within flights they are further split into communities
will you fight what you feel, or will you dance with me?"
known as choirs. Flights are defined by traditions and
—Taleth of the Forgotten Choir
by their songs; much like the Phiarlan elves, certain
songs are treasures of a flight, heirlooms passed down
To be a harpy is to feel. Harpies are intense and
to a single chosen singer.
passionate, experiencing all emotions deeply, and they
A decade ago, Sora Katra came to the high peaks
channel these feelings into their songs. A harpy’s voice
and spoke to the elder voices of each flight. She
is an outlet for all the passion they feel, and singing is a
painted a picture of a nation united, of the scattered
joyous release. The same is true of motion; for a harpy,
creatures of the Barrens singing one song, and she
soaring through the air isn’t just a way to get from one
asked the elders to descend and make this vision
point to another, it is a dance with the currents and
real. Harpies are passionate, and the leaders of the
the wind. Throughout most of the history of Galifar,
flights were passionate in their views. Four flights—the
harpies remained on their mountain peaks. Now they
Carrion Callers, the Last Dirge, the Rotwings, and
have descended to work with Droaam and Tharashk,
the Stormsingers—embraced Katra’s vision, choosing
and the harpy’s song plays a vital role in holding the
to leave their mountain homes behind and lead their
new nation together.
entire flights behind. Others refused. Some had no
Harpies are winged humanoids. The harpies of the
desire to leave their high mountains. Others doubted
Byeshk mountains have birdlike legs, and rough skin
Katra’s ability to achieve her dreams or questioned
and claws on their hands. Other cosmetic details vary
her motives. Callain of the Bloody Word said that
by bloodline; some harpy lines appear largely human,
the people of the world weren’t meant to sing with
while others are more elven in their features. The
one voice. The harpies of the Haunting Song took
harpies of the Last Dirge have hobgoblin features; it’s
this further, swearing to use their voices to break
said that the legendary duur’kala Jhazaal Dhakaan
Katra’s vision. This led to the Carrion Callers and
learned the secrets of song from an elder of this line.
Stormsingers joining their voices together to break
Male harpies are rarer than their sisters, but they
the Haunting Song. Katra chose to leave the other
do exist.
six dissenting flights in peace. They do not harm
Droaam in their high peaks, but they take little part
Monsters of Myth
in it. While down below, the harpies of the four flights
Until the last decade, the people of the east only knew
that are bound to the Daughters have spread across
harpies through tales told by explorers and templars.
the realm. Harpy song is the mortar that binds the
The sage Dorius Alyre ir’Korran wrote “Taking glee
nation together. Songbirds rouse people’s spirits at
in suffering and death, the sadistic harpy is always on
the start of a work day, and soothe them when work
the hunt for prey. Its sweet song has lured countless
is done. Harpies inspire and delight; they can give
adventurers to their deaths, drawing them in close for
hope to those who doubt, and end conflicts with a
the harpy to kill and then consume.” They were said to
peaceful word. And when it comes to war, they can use

31
to cast Friends—shifting emotions with a word. All
harpies have access to a particular set of effects—
Charm, Suggestion. But beyond the abilities granted by
the Harpy species, many class abilities can be linked
to voice. It’s easy to see how a harpy Bard can tie her
magic to her song, but a harpy Cleric will sing her
prayers; a harpy Druid channels the power of nature
with his voice; and a harpy Warlock could depict her
Eldritch Blast as sharp words that strike with physical
force. Rangers are common among the Byeshk
harpies. Archery is a useful art for flying hunters,
and Ranger magic can likewise be tied to song; the
Hunter’s Mark of a Byeshk Ranger is sung as a curse.

Harpy Names
The full name of a Byeshk harpy is a song that can
take minutes to sing. They use diminutive names for
common use and for dealing with strangers. Harpies
are fond of deed names—Callain of the Bloody Word—
and if they have no deed to share, will often invoke
their flight—Taleth of the Forgotten Choir.
their voices as weapons. Most harpies take no glee in Female Names: Baeleth, Callain, Cazha, Daeraleth,
suffering and death—but in the first attack on Orcbone, Jalira, Lharrain, Mazalara, Sorasara, Surrain,
harpy songs had defenders flinging themselves off the Taleth, Zoryanna
walls of the fortress to reach the source of the song. Male Names: Barakan, Bakar, Canto, Daralan, Jakar,
And the harpies serving with Daask have learned that a Lurran, Morro, Sorran, Surakar, Taluran, Zakaro
lure can be a devastating weapon in a city formed from
bridges and towers… Playing a Harpy
When playing a harpy, consider your driving passion.
The Voice of the Fury What do you love most in life? What do you want, and
Harpies love what they do. If they don’t love it, they how do you express that desire? Consider that your
won’t do it. For a harpy, singing isn’t merely a magical voice has power; that for you, it takes an effort not
tool; it’s an ecstatic act, a work of art and communion to cast Friends when you speak passionately about
with the Fury combined. Whether singing goblins to something, because the effect is just part of your voice.
sleep in a grist mill or carrying messages in Sharn, Embrace your path, speak your mind, and live a life
harpies embrace life with absolute zeal. But they without regrets.
hate just as strongly as they love. And little is more
terrifying than a harpy roused to anger. The Medusas of Cazhaak Draal
Byeshk harpies revere the Fury, though they "You aren't in your Five Nations any more," Sheshka
generally refer to her as Ur’kala or just Kala—the said. She had sheathed her sword, but her voice was
First Song, or simply the Song. They don’t care what deadly. "You have come to my home. Your soldier
others believe, and will use the name of the Fury when threatened me with a blindfold. A blindfold, on my
speaking Common as it’s the name others know. Each soil. Would I come into your castle and strip away your
flight has its own story of the Song. The Stormsingers sword, or demand that you wear chains?"
say that the Fury and the Devourer are one and the "We can't kill with a glance," Beren said.
same, that the Song shapes the storm even as she "And that excuses your threat to pluck out my eyes?
drives the currents of the heart. The Last Dirge Should I cut off your hands so you cannot strangle
believes that the Song began at the first moment of me?" The medusa's eyelids fluttered, but remained
creation, and that when it reaches its end the world closed. "Hand, tooth, steel – we are all deadly."
will fade away. Regardless of belief, harpies feel the
power of the Song flowing through them when they Proud and deadly, medusas have long been feared
sing. However, it is power that must be mastered. The by both the denizens of the Barrens and the people
Matthew Johnson

legendary lure isn’t something all harpies can do; it is of the east. Today, the medusas of Cazhaak Draal are
an art, and among the harpies those who can perform a vital part of Droaam, serving as priests, architects,
this are called sirens. But all harpies have power. The magistrates, and more. Throughout Droaam, they are
most basic gift that all harpies possess is the power valued for their intelligence and discipline as well as

32
their deadly gaze. But there are also medusas who and for other creatures that possess the power of
follow their own paths—mystics guided by the whispers petrification. This isn’t a primal bond like that of a
of the Shadow, artists in search of inspiration, druid or a Lorghalan gnome; it’s in many ways a deeply
adventurers seeking to learn more about the world unnatural connection, a reflection of the fact that, for
beyond their walls. A handful of medusas served with a medusa, the line between flesh and stone is flexible.
House Tharashk during the final years of the Last War, Most medusas say that they can hear stone whispering
and as long as they follow local ordinances, medusas in its sleep; others say that it sings to them. Medusas
won’t be met by mobs or hunted by templars in the who have an especially strong affinity for the stone
cities of the Five Nations. But they will draw attention can master a number of supernatural powers, from
and will often be met with suspicion or fear when being able to mold and shape stone to locating veins of
dealing with those who have little experience with minerals and ore by listening to the songs.
Droaamites. As a medusa, consider your relationship to the
stone. If you’re playing a character with spells related
Serpent and Stone to stone, you could tie these to this gift; a Ranger with a
Medusas are Monstrosities; whether they were shaped spell like Entangle could cause tendrils of stone to rise
by the daelkyr or the Shadow, they’re supernatural up from the earth rather than plants. Even if you don’t
creatures with inhuman features. From a distance, they have any magic, consider that statues and walls may be
can be mistaken for humans. Up close, the differences whispering to you; what do they have to say?
become clear. Medusas blend aspects of mammal and
reptile; some medusa bloodlines have scaled skin, The Serpent Mane
while others appear to be carved from stone. Culturally, From a distance, a medusa can be mistaken for a
Cazhaak medusas tend to present themselves as human. The serpent mane is the first thing that dispels
calm and confident, cool as stone. This reflects both that illusion—a wreath of writhing snakes coiling
the weight of their power and the confidence it gives around the medusa’s face. Typically, the actions of the
them; to a medusa, all other creatures are fragile, and serpents are an expression of the medusa’s mood. If
a medusa must take care not to break them. Beyond you’re playing a medusa, consider how your serpents
this, the Cazhaak faith is strong among the medusas may react to situations or to strangers. If you’re
and there is a serenity that comes from being one of angry, do they hiss and snap at your foe? If you’re
the Shadow’s chosen people. Many Cazhaak medusas curious about someone, do your serpents follow their
are asexual; they value companionship and love, but movements even while you try to play it cool?
aren’t strongly influenced by sexual desire. However, While the serpent mane is usually driven by
not all medusas share these characteristics! There are subconscious reflexes, it is as much a part of a medusa
medusas who embrace the passions of the Fury, and as their fingers and toes, and a medusa can exert full,
those who feel no devotion to the Cazhaak Six and conscious control over their mane when they wish to.
follow different paths. Cazhaak medusas can live up to There are a few scenarios when this comes into play:
250 years; they rarely show the effects of aging until • Serpentine is the language of the medusas of
the very end, and even then it’s common for respected Cazhaak Draal. It blends traditional speech with
elders to be petrified and preserved in Cazhaak Draal. the hissing and writhing motions of the serpent
Most Cazhaak medusas are female, but roughly one in mane. There’s a distinct subset of Serpentine
five are male; there’s no mechanical difference between that relies solely on the motions of the serpents,
the medusa genders. allowing medusas within 60 feet of each other to
silently communicate, provided that they can see
Whispers in the Stone one another. Any creature can learn Serpentine as
The Cazhaak priests state that the first medusas a rare language or understand it through the use
were held in bondage in a realm of stone, where they of magic, but only a creature with a functioning
were forced to carve strange monuments and mazes, serpent mane can speak Serpentine.
to labor endlessly in mines, to build towers only to • A medusa can see through the eyes of their serpent
raze them and start again. The Shadow recognized mane. This requires them to exert control over
their potential and ambition and gave them the power the mane, focusing all the serpents in a singular
to break their chains; after an exodus that led them direction. As such, it’s easy for an observer to tell
through many strange demiplanes, they finally reached when a medusa is using this ability and where the
the shelter of Cazhaak Draal. While the medusas serpents are looking. The most important aspect
thank the Shadow for their gifts, other scholars feel of this is that it allows a medusa to operate without
that this story shows that the medusas were created penalty while their primary eyes are closed or
by the daelkyr Orlassk, and rebelled against their covered. It’s more natural for a medusa to view the
creator. Whether their gifts flow from the Shadow or world through their primary eyes, and most prefer
from the daelkyr, medusas have an affinity for stone it, but they can act normally even while wearing a

33
there’s a limit to how often they can summon
this power.
Stone Eyes is the intermediate level of power. A
medusa with Stone Eyes can potentially petrify a
creature nearly instantly, without wearing them
down with the Gray Gaze. However, this still
requires a conscious expenditure of energy and
focus, and this energy is a limited resource.
Shadowswift is the most potent level of power.
Petrification is swift and there are no limits on the
power of the gaze.
The medusa presented in the Monster Manual is
Shadowswift, able to petrify instantly and continually.
By contrast, the traits presented in chapter 4 are for a
medusa that possesses the Gray Gaze cantrip. Their
gaze is painful but not instantly lethal, and they must
focus their energy to generate a more dramatic effect.
Over time, they can build up to Stone Eyes—or they
can simply maintain Gray Gaze. Medusas generally
don’t discuss these differences with outsiders; it’s
generally to their benefit for outsiders to assume that
every medusa has the Shadowswift gaze.
The gaze of a medusa is dangerous even to friends,
and as a result, Cazhaak medusas are quite skilled at
avoiding eye contact. In conversation, where a medusa
directs their eyes reflects their esteem for the person
they’re speaking with. A Cazhaak medusa will drop
their eyes toward the ground to show respect, or look
up and over the person if they wish to indicate disdain;
when speaking to an equal, they glance to the left or
blindfold or while their eyes are closed. right. If a medusa wishes to show trust, they direct
• Some medusas can use their serpent mane as a their gaze at the person, but close their eyes.
weapon, attacking nearby enemies with a venomous While the medusa’s gaze is a constant effect, it is a
bite. However, just as there are many snakes in the supernatural gift as opposed to being biological. Over
world that aren’t venomous, there are many medusa time, a medusa can learn to enhance this power—using
bloodlines that don’t have venomous manes, and their gaze as a focus for the spells presented in the
this includes the playable medusa presented here. Shadow’s Magic trait, whether to increase the power
of Gray Gaze or to restrain multiple creatures at once.
The Medusa’s Gaze While this may consume a spell slot, the power is
If there’s one thing people know about medusas, it’s the channeled through the medusa’s gaze; this is a potent
deadly power of their gaze—that a single glance can emotional experience for the medusa.
turn a victim to stone. On the streets of Graywall, trolls Mechanics vs Story. In the story being told here,
and gnolls alike will lower their eyes and step aside to anyone who directly meets the gaze of a Cazhaak
let a medusa pass. This infamy serves medusas well, medusa suffers. The fact that a medusa has the choice
but like much of what’s known about medusas, the not to harm the people around it reflects a lifetime of
stories aren’t entirely accurate. All medusas possess practice and the fact that they can always close their
a petrifying gaze… but the power of the gaze varies eyes. The fact that it requires a Bonus Action to use
dramatically. Cazhaak tradition recognizes three Gray Gaze reflects the challenge of actively meeting
degrees of power. someone’s gaze, especially when people know the
The Gray Gaze is the most common level of power. consequences. So, while mechanically the gaze is
Meeting the eyes of a medusa with the Gray Gaze presented as a cantrip the medusa casts, that is just
disrupts the victim’s life force, slowing them for an the cleanest way to mechanically represent the concept
Cariolina Cesario

instant. Extended disruption will cause petrification, within the system; the IDEA is still that anyone who
but a quick glance will only cause discomfort. The meets the medusa’s gaze would suffer the effects of the
medusa can consciously boost this effect—think of Gray Gaze.
this like glaring at someone you’re angry at—but

34
Medusa Names Throughout much of Khorvaire, tieflings are seen as ill
Cazhaak medusas typically use a single name, usually omens and heralds of misfortune, even more so than
two or more syllables with a sibilant sound. This is those who carry aberrant dragonmarks. Such planar
accompanied by additional elements in Serpentine— tieflings don’t pass their traits to their children, and
hissing and a particular shaping of the serpent mane— their rarity is part of what fuels fears. But there is a
that other creatures can’t reproduce, so there’s an place where entire families of tieflings rule over a city
additional layer of complexity that typically of wonders. These tieflings are descended from the
goes unappreciated. lords of the fallen nation of Ohr Kaluun. During the
Sundering of Sarlona, these lords fled to Khorvaire
Female Names: Arasha, Ashaka, Hashkanel, Lillis,
and established a refuge, shielded from mundane
Orashka, Sheshka, Shahara, Slynter, Syskanel,
and mystical sight. The tiefling lords and their human
Tashka
subjects remained in this shielded sanctuary for
Male Names: Ashlak, Euryshal, Hasslak, Hymliss,
over a thousand years, building a city-state of arcane
Orrass, Sarrash, Slynter, Stoliss, Tarrash
wonders. But the shields that protected the Venom
Lords prevented them from leaving the demesne,
Playing a Medusa
and they had to take extreme measures to control
In playing a Cazhaak medusa, the crucial question to
their numbers and to power their many wonders. Ohr
answer is why are you adventuring? Cazhaak Draal is
Kaluun was a harsh land, and the power of the tiefling
an insular community united by faith and devotion to
lords came from old pacts with malefic forces; they
its queen. Over the last decade, the Queen of Stone
were more than willing to walk the road of painful
has bound her people to the cause of Droaam. So,
sacrifice to achieve their goals.
as a medusa adventurer, are you somehow serving
It was Sora Teraza who first came to the Venomous
your queen and your people, or have you broken ties
Demesne. Her blind eyes were not fooled by illusions,
with them? Are you an envoy, an explorer, or an exile?
and she walked through the wards as if they didn’t
Perhaps you’re a Hermit who’s following the whispers
exist. She spoke with the Venom Lords and told
of the stone or an Acolyte guided by visions of the
them of their futures. None know just what she said,
Shadow; or maybe you’re a Folk Hero who believes all
but the next day the artificers of the Maze of Making
malefactors must face the gaze of justice!
were ordered to craft a gate that would allow passage
If you follow the Cazhaak faith, the Shadow urges
to the world beyond the wards. Today, humans and
the faithful to pursue their ambitions and achieve
tieflings of the Venomous Demesne can be found
their full potential—whatever the cost. What are your
across Droaam. Human magewrights are helping to
ambitions? What do you see as your greatest talents,
develop the arcane infrastructure of the new nation,
and how can you improve upon them?
while the noble tieflings bring greater powers to bear.
Some tieflings see the world beyond the wards as a
The Tieflings of the miserable backwater, hopelessly primitive. But others
Venomous Demesne take real pleasure in helping to build something new,
Sora shook her head. “I don’t get it, Cin. Why did you in exploring lands unbounded by wards, in walking
leave the Demesne?” beneath the sun and finding new paths to power that
“It’s only now that I could leave,” Cinderan said. don’t carry the burdens of the Demesne.
“Our ancestors feared their enemies, and hid our The tieflings of the Venomous Demesne don’t
demesne behind potent wards—shields that kept us use the options presented in chapter 4 of this book.
within even as they protected us from whatever lay Instead, they can use any of the Fiendish Legacies
without. We have had great gifts from our ancestors; presented in the Player’s Handbook—Abyssal,
knowledge and power. But trapped within their wards, Chthonic, or Infernal. These are hereditary traits
we had to find ways to pay for magic without the ease reflecting the experiments and pacts of their ancestors;
of dragonshards.” the noble families of the Demesne are tied to specific
“What did you come up with?” legacies.
“Our traditions of magic are not… kind. We pay the
price with blood. With pain. With tears.” He touched The Four Mazes
his eye, and looked at the drop on his finger; for an The Venomous Demesne is a place of arcane wonders.
instant it burned with crimson light, then it was gone. While the Demesne is sending its magewrights and
“Some days I miss the many wonders. The gardens scions out into Droaam, it refuses to allow outsiders in
of sensation. The pool of infinite reflection. But every through its gate. Because of this, little is known of the
night I pray my family never calls me home.” Demesne beyond the stories shared by its wandering
denizens. What is known is that the Demesne is
In the tales of the Five Nations, tieflings are touched governed by four power groups, which act both as
by malevolent planar powers from beyond Eberron. political factions and as practical institutions.

35
smallest of the four, but its access to Resurrection
ensures its continued influence. The eremites are
often seen as eerie even in a nation of tieflings, but
they also produce some of the greatest artists in
the Demesne.
The Maze of Making is the seat of artifice, built within
a Fernian manifest zone. It bears the practical duty
of maintaining the infrastructure of the Demesne,
and is focused more on this concrete work than on
research. While Making plays a crucial role in daily
life and now, a key role in producing goods that
can be exported from the Demesne, it is the least
prestigious of the four mazes.
In the parlance of the demesne, petitioner is the
common term for “warlock”, while eremite is used
for divine spellcasters; a paladin would be a “warrior
eremite.” Artificers are generally called makers. While
certain classes are obviously associated with particular
mazes, concepts can be reskinned to fit the theme of
a particular maze. For example, a Demesne Bard who
casts magic due to their knowledge of arcane science
would come from the Maze of Mysteries, and might
be determined to unlock greater mystical secrets.
The Maze of Mysteries is the seat of wizardry—power But a Bard could come from the Maze of Promises,
that can be harnessed through formula and skill. emphasizing their reliance on their charisma, and
The Maze of Mysteries is focused on research, presenting their spellcasting as the product of bargains
including innovations that can be shared with the made with a host of minor spirits. A Demesne Zealot
Maze of Making. Tieflings of the Maze of Mysteries Barbarian could be a product of the Maze of Faith,
are often the proudest denizens of the Demesne, driven by ecstatic trances; or they could be from the
maintaining that they need not rely on tools or Maze of Promises, drawing their rage from a lesser
outside forces. fiend bound to their flesh.
The Maze of Promises is the seat of the petitioners— The heads of the tiefling families are known as the
the practice of bargaining with and binding Venom Lords, but the Demesne is ruled by the Council
supernatural forces, including fiends, fey, and of Four—the current masters of the Four Mazes. These
elementals. The maze maintains relationships tieflings set aside their names upon taking their seats;
with a number of powerful entities and holds a thus, the current council is composed of Lady Faith,
menagerie of minor spirits bound. Its archives Lord Maker, Lady Promise, and Lord Mystery.
contain records of all pacts and entities dealt with
in the past. The Maze of Promises also deals with Arcane Wonders
extraplanar travel and communication. It has long and the Price of Power
been the largest and most powerful of the four The civilization of the Venomous Demesne possesses
mazes, in part because diplomacy and intrigue a level of arcane science beyond that of the Five
are vital parts of its function. It is located within a Nations. Overall, spell effects of up to 5th level can
manifest zone tied to Daanvi, and Daanvian fiends be seen at work in daily life and effects of up to 7th
are some of the strongest patrons of the Demesne. level can be encountered; the Maze of Making can
While petitioners learn to bind and banish fey, pacts reliably produce Rare, Very Rare, and even Legendary
with fey are discouraged; an adventurer with ties to items. Teleportation and extradimensional spaces
an archfey may have defied their family’s traditions. are incorporated into transit and housing. Casual
The Maze of Faith is the seat of the eremites. It is illusions are used for entertainment and practical
something of a paradox, as its members approach purposes. While the Maze of Mysteries is familiar with
the divine from a dispassionate, scientific necromancy, the use of undead is quite rare in the
perspective—as a source of power to be harnessed— Demesne… not because of any squeamishness, but
Matthew Johnson

yet also recognize that doing so requires simply because the traditions of the Demesne have
transcendental faith. Some adepts of Faith are other uses for the resources involved. Because all
capable of believing anything they put their minds magic comes with a price. In the wider world, Eberron
to, while others use potions or other techniques dragonshards are used to fuel arcane industry. But
to temporarily enter a state of devotion. It is the the Venomous Demesne was cut off from the outside

36
world for over a thousand years; they had to find Venom lines, and this in turn is why the realm is the
other sources of energy. The lords of Ohr Kaluun had Venomous Demesne. There are a dozen major Venom
long dealt with malefic powers and beyond that, the lines, four tied to each of the Fiendish Legacies. When
Demesne needed to limit its population. This led to the a child is born from the union of two lines that carry
development of techniques that draw on the living for different legacies, they take the name of the line whose
power. Two common currencies of the Demesne are legacy they manifest. Here are a few of those twelve
pain and time—each of which is transmitted through lines; the others are left to the DM to develop.
the medium of blood, drawn out in drops or carried Bhar Doluun is an Infernal line with strong ties to the
in vials. Pain involves the immediate experience of Maze of Promises. They have pacts with powerful
pain, and is measured in loss of Hit Points. Time fiends of Daanvi and often serve as justiciars
draws on the life force of the subject, providing a far within the Demesne. Their Warlock patrons can be
greater yield than temporary pain, but resulting in classified both as Fiends and Great Old Ones; the
a permanent reduction of an individual’s maximum latter being fiends that pry into the minds of others,
Hit Points. There are many other forms of currency, ripping out secrets and crushing resistance. They
depending on the needs of the project and what the are proud of their power and role.
subject has to offer. Heartfelt tears have power. True Kotharoth is an Abyssal line with equal ties to all the
and dangerous secrets can be useful. But the greatest Mazes. They have a strong tradition of alchemy
power is the soul itself. There is a vast engine beneath and are especially adept in the creation and use
the Maze of Promises that catches the souls of all of poisons. Kotharoth mages have developed
who die within the wards of the Demesne. Souls with variant spells that replace the usual damage type
value may be set aside and given to the Maze of Faith with poison damage—Toxic Shield as a variant
for the possibility of resurrection. The rest are drawn of Armor of Agathys, Vengeful Venom in place of
into the great engine and distilled into crystal shards, Hellish Rebuke. Kotharoth heirs are known for their
which are capable of fueling magic just like an Eberron subtlety and for never releasing a grudge.
dragonshard. Orncaex is an Infernal line traditionally tied to the
This is the world a Demesne tiefling is used to—a Maze of Mysteries. They focus on war magic and
life in which you might pay for a meal with a minute evocation, but the line also possesses a powerful
of your life or purchase a gift with a sliver of your sentient artifact from Ohr Kaluun—the Blade
father’s soul. It is a world of wonders, in which the of Twilight Flame, which they say will be driven
gods themselves are seen as tools to be used. But it is into the heart of the sun on the last day of the
a harsh life, and there are many scions of the Demesne world—and this occasionally empowers Hexblade
who take some joy in leaving their home behind. Warlocks. The Orncaex are exceptional arcane
On a practical level, the cost of magic is something duelists.
that only affects player characters in a cosmetic Vulkhesh is a Chthonic line closely connected to the
fashion. There is no cost to casting a cantrip, unless Maze of Faith. Its heirs are often seen as gloomy
the adventurer wants to say that they jab their palm or introspective, but the line has produced some
with a needle to trigger a jolt of pain. The soul- of the most gifted poets and bards in the history of
shards of the Demesne function just like Eberron the Demesne. When a Vulkhesh Bard uses Vicious
dragonshards; they can be used in place of other costly Mockery, they don’t mock the victim; they speak
components. So a Demesne eremite can use a soul- tragic truths that unsettle even the most confident
shard to cast Divination instead of burning incense… of warriors. Vulkhesh has also been the source of
but a Demesne Wizard doesn’t need to burn a fragment some of the greatest diviners and oracles of the
of a soul to cast Magic Missile. Like dragonshards in Demesne, though none can match Sora Teraza.
the wider world, it is the fuel of industry more than it
is used by the typical adventurer. However, this is a key Beyond family, Demesne society is driven by esoteric
element in the fact that, as powerful and wondrous as titles. The Demesne has very limited space to parcel
the Demesne is, it lacks House Cannith’s capabilities out to its nobles, but it has heirloom objects, ranks
for mass production. The Maze of Making can produce reflecting mystical skill, and positions in a few arcane
Legendary magic items—but it can’t produce them orders—and competing for these titles has been a
quickly or in vast quantities. major source of entertainment for the Venom Lords in
their long isolation. So a tiefling noble might be Baelan
The Venom Lines and Esoteric Titles Bhar Doluun the Seventh Seal, Keeper of the Black
The nobles of the Demesne are proud of their blood, Wand and Magister of the Iron Hand.
charged as it is with the Fiendish Legacies of their
ancestors. The founders of the Demesne stated poison
runs in our veins, power that would kill any too weak
to bear it. The noble families are thus known as the

37
Humans of the Demesne Tiefling Names
The tiefling families are the nobility of the Venomous The names of the Venom Lords draw on both Draconic
Demesne. Their tiefling nature is seen as proof of and Infernal roots. Four of the noble houses have been
their power and their ties to the ancient history of mentioned, and the DM and players can name and
their civilization. But the majority of the population create new lines. However, a tiefling who has chosen to
of the Venomous Demesne are human—well, mostly leave the Demesne might not wish to share their true
human. Over the course of countless generations and name for fear of the power it might grant over them,
isolation within the Demesne, many of the humans and might adopt a nickname or something with an
of the Demesne have developed minor mutations, as eastern style.
shown on the Demesne Human Quirks table. These Female Names: Aesthyr, Aurix, Baelu, Eremyssa,
might be tied to a trace of noble blood, or they could Khalara, Miirik, Nytha, Sulaa, Tokara, Tessalyn,
be the result of the human’s work for one of the Uxala, Xarala
Mazes. A human who has the Unnatural Skin quirk Male Names: Andar, Baelan, Cindaron, Dol, Edar,
could have vivid red skin due to a trace of an Infernal Kholan, Orn, Rakhar, Sulaan, Tokar, Xuusan
Legacy, or they could have been a magewright in the
Maze of Promises and have the terms of an arcane Playing a Denizen of the Demesne
contract inscribed across their body. The society of the Here are a few things to consider when playing a
Demesne is loosely feudal, and humans begin their human or tiefling from the Venomous Demesne.
lives as vassals of a noble family. Those that display
sufficient skill can earn positions of authority within Why have you left? Are you on a mission on behalf of
one of the Mazes. The humans of the Demesne can your family? Are you on a path that will help you
be artisans and merchants as well as menial laborers, gain power and prestige when you return to your
but even a successful family of merchants are vassals home? Have you left the Demesne to pursue a path
to a Tiefling family. In addition, justice in the Demesne your family doesn’t approve of—such as becoming
is exceptionally harsh when dealing with humans; an Archfey Warlock when you were supposed to be
in a society where blood, pain, bone dust, and souls bound to a Daanvian fiend? Or are you an exile or
are the fuel of the magical economy, any crime can a renegade, perhaps fleeing the aftermath of a feud
carry a death sentence. As such, the chance to leave between houses?
the Demesne and to engage with the rising nation of What do you miss? Your home is a place of arcane
Droaam is an exciting prospect for many humans— wonders, and, by comparison, both Droaam and
although many do find the primitive state of Droaam a Breland are extremely primitive. What is the thing
sharp change from the Demesne. from your home you miss most?
The Demesne is a mystically advanced civilization. What is your secret? The Venom lines have pacts,
While humans are functionally servants, they are promises, and webs of intrigue. Are you involved
still citizens of the Demesne and the last legacy of in an ancient feud? Are you sworn to an abyssal
its glorious past; as such, they are educated and marriage? Are you carrying a subtle curse? Did you
receive basic mystical training. Most humans from the do something terrible in your youth to get the power
Demesne have a background that provides the Magic that you possess?
Initiate feat. The Magewright background (see chapter
4) is the most common option, but Acolytes serve in The Worgs of
the Maze of Faith and Scribes are found within all the the Watching Wood
Mazes. Prestidigitation, Thaumaturgy, and Magecraft "Just look at you. It breaks my heart. Your tiny nose
(from Exploring Eberron) are all common tools in can’t catch the stories carried on the wind. Your ears
everyday life, even more so than in the Five Nations. are flat and useless. You wobble so slowly on your two
feet… each moment, I fear that you will fall. And all
Demesne Human Quirks for what? Your clever hands and what you build with
d8 Quirk them? You wouldn’t need steel if you had real teeth, nor
1 Unnatural Skin walls if you weren’t so afraid of rain and snow. It is so
sad to see you. But we cannot all be worgs.”
2 Unusual Hair —The worg Ja’taarka
3 Small Horns
4 Extra Digits What is a worg? The people of the Five Nations
generally think of them as talking wolves. In his Codex
5 Inhuman Eyes
Carnivorous, Dorius Alyre ir’Korran concluded that
6 Sharp Teeth worgs were wolves that had been altered by Dhakaani
7 Strange Odor magebreeders. He further stated that “... the worg is
8 Roll Twice an evil predator that delights in hunting and devouring

38
creatures weaker than itself.”
Everything about this is wrong. The word “worg” is
a flawed form of what these creatures call themselves—
wuura’gaa, the children of the wood. They are a unique
canid species, distinct from wolves and dogs. The
Dhakaani worked closely with worgs, and because
of this, small populations of worgs can be found
across Khorvaire in places where the Dhakaani had
strongholds. But the goblins didn’t create the worgs…
and worgs are no more inherently evil than goblins,
gnomes, or humans.

The Watching Wood


There is a vast, dense rainforest located southwest of
the Great Crag. The worgs call it Wuura Chotaa, The
Watching Wood. It is a hypernatural environment, like
some Lamannian manifest zones; it is impossible to
tame the Wood or to establish outposts within it; any
structures will be overcome by accelerated growth
and decay. This is the birthplace of the worgs. Despite
its traits, it is not tied to Lamannia. It doesn’t look
outwards; the Wood watches what lies within. There
is a vast pit in the center of the Watching Wood,
surrounded by rotting vegetation and sludgy soil. The
Worgs call this Nuushka, the Wound. They say it is
a wound inflicted on the First Mother at the dawn of
creation—an injury inflicted on Eberron by Khyber’s
claws. The hypernatural traits of the Watching Wood
are a response to the Wound. The fiends and foul
things that emerge from the Wound are torn apart by from Aundair and the Eldeen Reaches. Zaeurl forged
the denizens of the Wood, never reaching the world an alliance between her refugees, the Calador worgs,
beyond. Because of this, the Watching Wood is home and other sentient predators of the outer woods.
to a vast array of monstrosities and beasts, both dire Together they became the Ghaal’kechan—the Great
and horrid. It’s worth noting that these monstrosities Pack. Where the Calador had previously kept to
may seem monstrous to humans—but they are children the woods and kept others out of it, under Zaeurl’s
of Eberron, distinct from aberrations. And it is the leadership they began to interact with the humanoids
hypernatural power of Eberron that resisted both the on the edge of their domain, forming ties with the
corruption of Avassh and the force that shaped the gnolls of the Znir Pact and the changelings of Lost. As
Barrens. Droaam rose from the Barrens, Zaeurl accepted the
There are thousands of worgs in the Watching title of warlord—and many among the Ghaal’kechan
Wood. Their packs are united by common traditions chose to leave the Watching Wood and become a part
and an instinctive bond to contain the threat of of this greater pack.
the Wound, but there are a number of unique Dark and Dusk. The worgs loyal to Zaeurl call
subcultures—not unlike the Lhazaar Principalities. themselves the Great Pack. The alliance includes
The Stone Fangs are the fiercest warriors of the inner an elite force of worg and werewolves known
woods. The worgs of The Menagerie have developed a as Vanon’kechan, the Dusk Pack. These canid
shapeshifting tradition that mirrors the druidic Circle commandos were much feared by Brelish forces
of the Moon. The Marrowbound turn the power of the during the Last War. Due to poor translation, the
Wound against its spawn, pursuing a warlock path. But easterners called the enemy “the Dark Pack” and
these packs dwell in the deep woods, and most have applied this name to all Droaamite worgs. So, people
never seen or been seen by humanoids. It is the worgs of the Five Nations—and prior sourcebooks—often
of the outermost woods that interact with outsiders. In refer to the faction as the Dark Pack, but Droaamites
Matthew Johnson

the past, they have been known as the Calador, loosely know it as the Great Pack, or Ghaal’kechan.
translated as the Uncaged or the Restless. It is the
Calador who left the wood to work with the Dhakaani.
But a century ago, the elf werewolf Zaeurl came to the
Watching Wood, leading an exodus of lycanthropes

39
Children of the Wild with worg teeth. Steel Jaws are weapons that help
Worgs are a unique canid species, larger and stockier worgs face armored foes, and which can be enchanted
than the common wolf, with a heavy build that allows just like weapons of steel and wood. Worgs can also
them to serve as effective mounts for Small or Medium wear enchanted jewelry, and some other items can
creatures. They have keen senses and powerful be redesigned for their use. Many worgs of the Great
jaws; their feet are clawed, but these are not effective Pack find some way to cast Mage Hand to facilitate
weapons. Different bloodlines have distinct patterns living in cities built by people with thumbs, but others
of fur and other minor cosmetic differences. A trait are content to rely on humanoid allies to deal with
shared by most bloodlines is that the upper snout is obstacles. Some worgs refer to their humanoid
hairless—something that immediately distinguishes a partners as Kada—the Goblin word for “thumbs”.
worg from a dog or a wolf. Worgs are innately capable
of speech and adopted the Goblin language long ago. Worg Names
When among themselves, worgs often rely on body A worg’s true name uses sounds that can’t be easily
language, speaking only when necessary. A worg expressed or properly heard by most humanoids.
can convey simple concepts—emotions, intention, Because of this, worgs of the Great Pack have a
warning—to any worg that can see them. “Barrens Name” for use with non-worgs. This is
There are many worg subcultures within the something that generally changes over a worg’s
Watching Wood, each with its own unique traditions lifetime. Some worgs shift their name to reflect a
and beliefs. However, they are united by a few common great achievement or deed; others adopt names given
concepts. They revere Ur’niianu, the First Mother— to them by their companions. Descriptive names are
their term for Eberron, the natural world. And they common, often using Goblin words. Note that the
have a general belief that they are guided by the spirit goblin word taarka is often used to refer to both wolves
of the wild, a force that drives the predator and the and worgs; the goblin Taarka’khesh generally ride
hunter. Many among the Great Pack have adopted worgs!
the Cazhaak faith, and identify this guiding force as Worg Barrens Names: Calador, Chot, Draldor, Gantii,
the Devourer. Others respect the Wild as a pure and Grim, Golin, Hunter, Jaduur, Ja’taarka, Khesh,
nameless force, a power that speaks to them through Kortaash, Lhesh, Longstrider, Redfang, Saar’daask,
their instincts, through the scents on the wind and the Saaruuska, Sehndor, Spot, Strider, Swift, Taarka’chot
stirring in their blood. Unlike the minotaur clans who
fight over the different faces of the Horned King, the Playing a Worg
worgs of the Watching Wood respect all other worgs In playing one of the wuura’gaa, the first question
as children of the Wild, no matter how they choose to is where you’re from. If you’re from the Great Pack,
interpret it. There are feuds and vendettas among the you’re familiar with the wider world and have a place in
packs of the deep woods, but they do not fight over the Droaam. If you’re from the Pack, are you on a mission?
name of the Wild. On leave? Or were you exiled from it due to a crime
Varied Children. The wuura’gaa are the children of or feud? If you’re not from the Great Pack, you could
the wood, granted sentience by the powers at play in be from one of the packs of the deep woods, such as
the Watching Wood. While the canid species is by far the Marrowbound or the Menagerie. In this case, you
the most common form of worg, the Wild has granted may have only recently left the woods for the first time;
sentience to other creatures; deep within the Watching humanoids and their customs may be strange to you.
Wood, there are wuura’gaa with ursid and felid traits. Alternatively, you could be a worg born in the Barrens,
As a worg character, you could choose to be one of with no tie to the Watching Woods; you may feel the
these rarer variations. This has no mechanical effects call of the Wild, but you don’t know your roots like the
and is purely a cosmetic decision. While such non- wuura’gaa do.
canid worgs are rare, Droaamites know they exist. For One reason to play a worg is to do something
this reason, it’s not unusual for a Droaamite to say ta distinctly different. As a quadruped without thumbs,
kuur—you speak?—to a beast they’ve never met before. you face certain challenges in environments designed
for humans. Embrace this! Make friends and complain
Steel and Hide to them about all the stupid doors and chairs. Consider
The worgs of the deep woods do not bother with tools. how the human world looks through worg eyes, and
They rely on their fangs and their hide, occasionally have fun with it. If it gets too frustrating, Mage Hand is
supplementing their natural abilities with magic. your friend!
However, the worgs of the Great Pack have been
working with humanoids for over a century, just as
they dealt with the Dhakaani long ago. Droaamite
smiths craft armor that can be worn by worgs—cleverly
designed with straps that can be fastened and undone

40
Other Species Lost, a hidden community that is both disguised and in
One of the great strengths of Droaam is its diversity constant motion. Those changelings that leave Lost are
of species. The following species don’t have unique often part of Katra’s Voice, moving among the people
mechanics presented in this book, but they play of Droaam as mediators or entertainers; in this role,
important roles in Droaam and can be found on the they usually walk openly as changelings, often using
Western Frontier. their shape-shifting abilities aesthetically to add colors
and patterns to their skin. Others gather information
Centaurs as part of Teraza’s Eye, and these changelings typically
The Sehn’te are nomadic centaurs who roam across use their gifts to blend in and move unnoticed.
the northern Barrens, blending an equine lower body Changeling adventurers could come from either
with an upper torso that’s reminiscent of a hobgoblin. side of the Border Road. Skindancing is an artistic
Academics debate whether the Sehn’te were created tradition developed in Lost, which blends motion and
by the Dhakaani or whether they were the work of one transformation; a Changeling Bard of the College of
of the daelkyr; the centaurs themselves have no written Dance could be a master of this art. The denizens of
records and their oldest tales speak only of the chaos Lost also hone their innate telepathic powers, and this
after the empire’s collapse. The Sehn’te are nomadic would be a logical path for a Soulknife Rogue or Great
hunter-gatherers; throughout the history of the Barrens Old One Warlock; in the case of the Warlock, their
they clashed with minotaur clans and the Gaa’aram patron might be the telepathic gestalt of Lost itself.
orcs, but they largely chose to evade such threats
rather than stand and fight. Since the rise of Droaam, Goblins and Kobolds
the Daughters have convinced some of the Sehn’te Both goblins and kobolds have historically been
to serve as scouts and couriers, and Maenya’s Fist oppressed underclasses within the Barrens, dominated
has an elite unit of Sehn’te cavalry that has had some by almost every other species in the plains. Over time,
legendary clashes with the Westwind Riders. Some they developed their own shared culture that’s entirely
Sehn’te have settled with the blended villages along the different from the cultures of either species elsewhere
road, and adventurers could potentially encounter a in Khorvaire; when someone says “goblins” in Droaam,
centaur sheriff in a goblin village! it’s understood that they mean “goblins or kobolds.”
Mechanically, the Sehn’te are Monstrosities. Most goblins and kobolds feel a close kinship and look
But there’s another form of centaur that can be out for each other when possible. They learned long
encountered on the frontier—fey centaurs, traveling ago to value their cunning over strength; the heroes of
south from the Eldeen Reaches. The Twilight Harras their tales are quick and clever. They are patient and
are an alliance of centaurs that dwell around the enduring, and tolerate endless suffering while waiting
Twilight Demesne in the Towering Wood. Twilight for an opportunity to present itself.
centaurs are fey creatures and take a wide variety of Those goblins who serve the Daughters of Sora Kell
forms, combining elf and stag, dwarf and dog, horse lead far better lives than their ancestors in the Barrens,
and human, and many more—though all have the and they are among the most numerous inhabitants of
same mechanical abilities regardless of their cosmetic the large cities—and the most devoted supporters of
appearance. Twilight centaurs have no permanent the Daughters of Sora Kell. Most are especially excited
presence in the region, but can be found serving as about Kethelrax the Cunning, the kobold warlord of
Eldeen merchants or couriers, or accompanying other Shaarat Kol; they believe that this marks the beginning
Eldeen travelers. of a new age where goblins will be recognized and
As adventurers, a fey centaur from the Twilight rewarded for their work. However, there are still goblin
Harras could be a Druid or Ranger with ties to one servants in the domains of some warlords—notably
of the Eldeen druidic sects. A Sehn’te Fighter or Turakbar’s Fist—who live miserable, short lives. While
Barbarian could have broken away from their herd; most goblins are content to focus on their work,
perhaps they’re on a quest for revenge, or maybe they some seek to help their oppressed kin or take petty
want to become a Westwind Rider! vengeance on ogres and giants for the vast suffering
inflicted on their people.
Changelings While the majority of the smallfolk of the Barrens
Changelings encountered on the Western Frontier were oppressed by the chibs, there are a few clans that
are as likely to come from Breland as from Droaam. come from beyond the Barrens and which avoided
Changelings make up approximately 4% of the this fate. The Khaar’paal are a society of kobolds who
population of Breland; they can be found living in dwell in the Graywall Mountains, who have learned to
Brelish communities, or wandering the Western harness their innate sorcerous talents. House Orien
Frontier as merchants, wandslingers, brigands, or has hired Khaar’paal kobolds to work on the expansion
any other role a human might play. To the west, the of the lightning rail. As described in chapter 3, there is
changelings of Droaam come from the nomadic city of a community of Khaar’paal in the town of Quickstone;

41
they might also be found traveling with Orien caravans The archetypal minotaur is a Barbarian, eager for
on the Border Road. battle and to defeat enemies in the name of the Horned
A goblin or kobold adventurer could be a hero of King. This devotion doesn’t prevent a minotaur from
Shaarat Kol on a mission from Kethelrax the Cunning, being a heroic adventurer; the Horned King accepts
a proud champion fighting for their people. They could all worthy kills, no matter the cause or motives of the
have escaped bondage in Turakbar’s Fist and be driven minotaur. Fiend Warlocks are also common among
by a desire for revenge on all minotaurs. They could the clans that dwell near Turakbar’s Fist. However,
come from Graywall or the Great Crag, having seen a minotaur adventurer could have turned their back
the rise of Droaam but now looking out for their own on the traditions of their people. A minotaur Paladin
interests. A kobold adventurer could be a Khaar’paal or Cleric could be one of the last surviving members
wandslinger who’s come down from the Graywalls; a of the Dawn Harvest, seeking vengeance on Rhesh
goblin could have come from the slums of Sharn, or Turakbar and his masters.
they could be an undercover agent of the Dhakaani
Khesh’dar. Ogres
The ogres of Droaam are physically powerful, but
Minotaurs they are slow—in every sense of the word. They have
The minotaur clans of Droaam are spread across the a slower metabolism than many other humanoid
plains. It seems likely that their origins can be traced species and generally interact with reality at a slow
back to the fiendish overlord Tol Kharash. Almost all pace, taking their time whether they are moving or
the minotaur clans revere the Horned King, and believe considering a problem. They’re used to their strength
that the greatest champions will join their king after and durability carrying them through life and don’t
death. However, each clan has their own private name generally have to think quickly; everything will work
for the Horned King, and their own beliefs about the out in time. Ogres typically pursue simple pleasures:
conduct he expects from his followers. Regardless food, drink, and crushing small creatures that annoy
of his name, most interpretations follow the basic them. The various warlords charm them with harpy
principles of Tol Kharash: warfare and conquest, using song and fill them with grist, then set them to work
fear and force to crush all enemies. However, the Red lifting heavy things and smashing things that need to
Hooves worship He Who Walks Behind, who is much be smashed. They’re often recruited into local brute
like the Mockery; they focus on the use of terror and in squads and serve as basic shock troops in the armies
deceiving their enemies. The Blade Breakers worship of Droaam. But they aren’t innately aggressive. As
One Horn, who rewards strength and courage—much chibs in the Barrens, ogres would use their strength
like Dol Dorn. The Dawn Harvest was a clan whose to gather what they needed to live a comfortable life,
version of the Prince—the Dawn Gorer—encouraged including tiny servants. But unlike the Gaa’aram or the
followers to fight with honor and to defend the weak, minotaur clans, they would rarely raid others or seek
two traits rarely seen in Droaam. The Dawn Harvest conflict for pleasure; in many ways, they can be seen
was destroyed by Maenya’s Fist after refusing to accept as mighty children. While physically powerful, they’re
Rhesh Turakbar as the warlord of their region; a few easily swayed by strong personalities and compelling
members of the clan survived and are now scattered stories. They are very emotional—though they can
across Droaam. shift between emotions rapidly—and love stories and
Throughout history, devotion to the Horned King songs, even if stories need to be kept simple. It’s not
has driven the minotaur clans to dominate goblins, uncommon for an ogre to develop a deep attachment to
kobolds, orcs, and other creatures. However, this their favorite harpy or changeling storyteller. As long as
aggression prevented the minotaurs from becoming a they are happy, ogres can be kind and even gentle.
major power in the region, due to the long, destructive It’s worth noting that the common ogres of Droaam
feuds between the clans themselves. The clans were are a different subspecies from the ogres of Borunan
delighted by the decade of conflict with Breland, and in Sarlona… and that while ogres often serve in brute
minotaurs continue to be the most common reavers squads, the skullcrusher ogres of Maenya’s Fist are yet
found crossing the Border Road in search of glory. another subspecies of ogre—a clever, aggressive line
Minotaurs are fierce and brave, but they generally lack said to have some of Maenya’s own blood running in
patience and discipline. They are terrifying raiders, their veins.
but most lack discipline and have no patience for An ogre adventurer can be represented by using
careful tactics. Most of the minotaur clans are tied the Goliath species and taking Hill’s Tumble or Stone’s
to the warlord Rhesh Turakbar, but some clans have Endurance as their Giant Ancestry. As a Medium
integrated with Droaam as a whole, and minotaurs can creature, the character is small for an ogre, but they
be found serving with Maenya’s Fist, the Flayer Guard, tend to hunch and huddle, not wanting to take up too
House Tharashk, and others. much space. When they use the Goliath’s Large Form

42
trait, it’s not that they are mystically growing in size; it’s are pure when they die will pass beyond Dolurrh, but
that they are just stretching out and standing up, taking that killing another forever destroys a piece of your
up their full space for a short time. soul. The Gaa’ran held firm to their beliefs even in the
face of torment and slavery, and over time it became
Oni common for the Barrens chibs to allow Gaa’ran
Oni do not have a culture in Droaam; each one is settlements to stand—with the understanding that the
unique. There are two distinct origins for the oni local raiders would regularly show up and take their
found on the frontier. Some oni are the children of produce. While this was a harsh life, the Gaa’ran have
hags, possibly even the Daughters themselves. Other prospered under the Daughters of Sora Kell. Though
oni are ogres who have been infused with the essence grist is the primary source of sustenance in Droaam,
of a lesser fiend, as a form of living prison. The two the Daughters recognize the value of agriculture, and
have similar abilities and use the same stat block, and Gaa’ran tribes have been given resources and placed in
few outsiders can tell them apart. A hagborn oni may charge of a number of agricultural projects.
have an ongoing relationship with their parent, who There is, of course, a third source of orcs one might
they could call on for guidance or who might demand meet on the frontier: House Tharashk. The House of
assistance. A fiend-bound oni might struggle with the the Mark of Finding has come to an understanding
fiend trapped within their blood; they could pursue with the Daughters of Sora Kell. Tharashk prospectors
rituals that would suppress the bound spirit or allow are searching for dragonshards in the Barrens,
the oni to draw on its power. Within Droaam, oni are Tharashk bounty hunters ply their trade across the
often invited to serve with Maenya’s Fist or Katra’s frontier, and Tharashk recruiters urge Droaamite
Voice; others serve as administrators or chibs in mercenaries to broker their services through the
important communities. house. The house has its local seat in the Calabas
Oni are powerful creatures, and there are no rules district of Graywall, where viceroy Kundran Torrn
for playing an oni. An oni adventurer could use the oversees the enclave and the district. While Tharashk
Goliath species as a base, taking the Cloud’s Jaunt scions may be orcs, humans, or jhorgun’taal (half-orcs),
ancestry option. As a Wizard, Warlock, Eldritch Knight orcs make up the majority of the house agents on the
Fighter, or Arcane Trickster Rogue a player character frontier.
could present their class abilities as being tied to An orc adventurer on the Western Frontier could
their oni nature. An oni adventurer could serve the be a fierce Gaa’aram Fighter who’s forged a bond with
Daughters of Sora Kell, work with their hag parent, a former enemy; a Gaa’ran Druid on a quest to restore
pursue ways to manipulate the fiend bound within the fertility of the Barrens; or a Tharashk bounty
them, or just seek their fortune on the frontier. hunter waiting for their next assignment.

Orcs Shifters
The orcs of the Barrens developed into two distinct Shifters encountered on the Western Frontier may
cultures over countless generations of life in the have come from any direction. Within Droaam, there
region. The larger of the two are the Gaa’aram— are fierce shifters among the Gaa’aram; the orcs call
Children of Wrath. The Gaa’aram embraced the them taarka’ve, wolf brothers. The Ur’hakaar are
chaotic, raiding lifestyle of the Barrens. Where the a tribe of shifters who live in the Watching Wood,
goblins and kobolds were often enslaved by more alongside the worgs and other creatures of the Great
powerful creatures, the Gaa’aram voluntarily rallied Pack. Beyond that, shifters are part of the general
around the most powerful leaders and served as fierce population of the Droaam. They lived alongside goblins
warriors. To an orc of the Gaa’aram, who you fight for and kobolds when the chaotic chibs dominated the
is less important than the fact that you fight and fight Barrens, and can be found in Droaamite villages along
well. As such, Gaa’aram orcs were often encountered the Border Road. But shifters also travel south from
as raiders; they’re the reason for the name of the the Towering Woods, where many have ties to one
fortress that guards the gap between the Graywall of the druid sects. They can also be encountered as
Mountains and Silver Lake; Orcbone. Gaa’aram orcs citizens of the Five Nations; in the town of Quickstone,
can be found in all the diverse cities, and they’re the smith Beleth is a shifter from Cyre.
passionate supporters both of Droaam and their local So, shifter adventurers could have a variety of
warlords. origins. They could be Eldeen rangers, Cyran refugees,
In the days before Droaam, few people of the Five Droaamite warriors, or just settlers trying to find a safe
Nations had even heard of the smaller of the two haven on the frontier.
cultures, the Gaa’ran—Children of Sacrifice. The
Gaa’ran orcs are pacifists and farmers—one of the few
cultures to farm in the open Barrens. They believe
that violence stains the soul—that those whose souls

43
Chapter 2: The Western Frontier
ou never know what you’ll see on the is Orien Route 7, if you’ve spent any time on the

Y Border Road. Wasn’t so long ago, sight of a


gnoll would be reason to circle the wagons.
These days, we’ll stop and see what they’ve
got to trade. I’ve come across Vadalis monarchs
leading herds of tribex like you’ve never seen. Eldeen
Western Frontier, you know it as the Border Road.
The Border Road isn’t a hard line. There are
kobolds camping in the more fertile lands east of
the road and Brelish settlers seizing opportunities
to the west. If a patrol of Westwind Riders is chasing
druids riding giant bears. Once, I saw a hundred brigands on the Brelish side, they won’t stop the instant
kobolds heading north, looking to settle on the shore of the bandits cross the Border Road into Droaamish
Silver Lake. Those were good days. On the bad days, lands. However, the Border Road is a definite line of
I’ve seen Brelish deserters looking for easy prey and truce between the two nations. The Westwind Riders
bellowing minotaurs searching for a challenge. You won’t cross the road unless they have reason to—and
never know what you’ll encounter on the road—just the Znir gnolls serving the Daughters of Sora Kell
gotta hope you’ll live to see the morning. keep their patrols to the west of the road. If they’re on
—Jasco d’Orien, caravan master the western side of the Border Road, the minotaurs
of Turakbar’s Fist are soldiers of Droaam defending
The Western Frontier is the contested region that lies their nation; if they’re encountered to the east of the
between Droaam, Breland, and the Eldeen Reaches. road, they’re raiders seeking glory. Such raids often
This chapter deals with the people and places you go both ways; the Brelish draw attention to these
might encounter during your travels in this region. minotaur attacks, but prefer not to address the fact
Perhaps you’ll visit the quickstone quarries of the aptly that the Black Crown brigands are just as brutal when
named town of Quickstone, plumb the depths of Silver they attack Droaamite settlements on the west side of
Lake, or try to impede the malevolent powers stirring the road. If you’re Brelish, you can consider yourself
beneath Turakbar’s Fist. Whether you’re just passing generally safer if you stay to the east, and Droaamites
through or whether you’ve decided to make this region feel more secure west of the Border Road—but there’s
your home, you can be sure that adventure is waiting no absolute security anywhere on the Western Frontier,
for you on the Western Frontier. unless you’re inside Argonth.
As an adventurer, your travels will likely lead
you off the beaten trail, but the Border Road is at
The Border Road the center of the Western Frontier, and the focus of
commerce and travel. The plains around the road
The heart of the Western Frontier is the vast stretch
of plains that lies between the Korlaac Rift to the west are sparsely populated and filled with dangers:
and the Whitehorn Woods in the east. In the south, wandering monstrosities, brigands, sinkholes, and
the Graywall Mountains serve as a simple dividing other unexpected hazards. You can easily blaze your
line between Droaam and Breland, but there’s no own trail across the plains, but if you do, there’s a
clear natural boundary in the central plains. As a chance you could go a day or more without even seeing
result, people have turned to an unnatural feature; another humanoid, let alone an inn—and if you’re set
the Orien trade road that runs between Ardev and upon by bandits, there’s little chance the Westwind
Sylbaran. For centuries, this road has been a crucial Riders will show up to save you. The Border Road
channel for trade and supplies. During the Last War, is paved and maintained. Brelish forces patrol the
Breland maintained forces at the Eldeen Ford, but road. There are Gold Dragon Inns waiting for you at
the agreements with the Dragonmarked Houses kept Sylbaran, Unicorn Point, Quickstone, and Ardev. There
Aundair from targeting the road. In the wake of the are a host of hamlets and farmsteads along the road;
war, it has continued to serve as a crucial path for like a river, this channel of trade and travel provides
commerce between Breland, Aundair, and the Eldeen a strong foundation for new communities to build on.
Reaches. As they are working to forge alliances with These benefits come with a dark side though; because
the dragonmarked houses, the Daughters of Sora Kell the Border Road is the safest, best maintained route
are reluctant to disrupt the trade road—and Breland for commerce, it’s also the prime target for brigands
is determined to hold it, recently assigning Argonth and highwaymen. Think of it like pirates on the sea, but
to patrol the edge of the road. While Breland has yet instead of galleons there are Orien Thunder Coaches
laden with goods. While there are many forces that
Carolina Cesario

to acknowledge Droaam’s sovereignty, the common


people recognize the trade road as the line between work to counter banditry—the Westwind Riders,
the two nations—and this idea was strengthened when Argonth, the Blades of Orien—the road is long, and
House Sivis used the road to define the boundary successful bandits move quickly.
between Droaam and Breland. While its official name

45
The Shape of the Road but not overwhelming; it’s possible to travel an hour
without encountering traffic in the opposite direction.
On the other hand, travelers can sometimes find
Orien Route 7 is a major trade road, constructed by
themselves stuck traveling behind a long convoy of
House Orien and designed to support trade caravans.
vehicles; even aside from planned caravans, merchants
It is thirty-five feet across, designed to allow a steady
and teamsters leaving Unicorn Point often choose to
stream of traffic in two directions. The road is paved
travel together to deter brigands and raiders.
with a mixture of tar and gravel, similar to asphalt.
This mixture is infused with a dash of finely ground
Siberys dragonshards, which facilitates the magical Encounters on the Road
effects employed by Orien heirs; this causes the As a group of adventurers makes their way along the
road to glitter faintly in Bright Light, and harmless Border Road, what might they encounter along the
sparks sometimes rise under the hooves or wheels of way? This section provides a number of options for a
Orien-enhanced vehicles and mounts. There are no DM looking for a quick hook.
guardrails or barriers along most of the length of the
road, but in regions where the terrain is particularly Group Encounters
hazardous to vehicles—for example, a stretch in the There are a number of powerful factions on the
north with swamplike terrain—there are two-foot Western Frontier. If adventurers run into a group of
railings along the edge of the road. Turakbar’s reavers, what does that actually look like?
The even, well-maintained surface of the road The encounters presented here are examples, not
helps travelers maintain a swift pace—while traveling absolutes; a DM can always adjust these to match the
exclusively on Orien trade roads, travelers gain a level of a party or to better meet the needs of a story.
10% bonus to their travel pace. A vehicle or mount Stat blocks for many of the creatures listed below can
carrying a passenger with the Dragonmark of Passage be found in chapter 6.
can add an additional 10% to its pace; the passive
enchantments worked into the road are triggered by Bandits (750 XP)
the Mark of Passage, enhancing the momentum of the 1 Half-elf Wandslinger
Orien heir and their mount. 1 Gnome Spy
Breland maintains watchtowers that are spaced 4 Bandits
every 20 miles along the road. These are simple Tyman Greensparrow (Khoravar Wandslinger) was
towers—often just a platform atop a pillar—where a born to a noble family in Western Aundair. He was 20
handful of soldiers keep an eye out for trouble. The when the region was claimed by the Eldeen Reaches
guards at these watchtowers aren’t sufficient to battle and his family lost their holdings, and he’s never
bandits or raiders alone; but if they spot trouble, forgiven the Reachers. He’s taken to crime and has
they can trigger an Alarm that alerts Orcbone, while become a flamboyant highwayman. After a recent theft
sending up a flare to summon any nearby Brelish drew the attention of the Wardens of the Wood, Tyman
forces. Aside from this, there are villages, hamlets, and decided to leave the Reaches and spend a little time
farmsteads all along the road. Most of these are small on the frontier. He’ll take on any target he feels he can
communities without dragonmarked services; they rely handle, but he’s always eager to rob coaches headed
on the constant stream of traffic for news and services. to or from Sylbaran. Esta (gnome Spy) has worked
However, villages usually have some form of pub or inn with Tyman for a decade, and she excels at evaluating
that travelers can take Advantage of, even if services targets and running simple cons between robberies.
are somewhat limited. The primary stopoff for travelers The four Bandits are local talent, mostly Brelish
is Unicorn Point, an Orien outpost halfway between deserters, and they aren’t well-disciplined. Tyman has
the Graywall Mountains and the Eldeen border. expensive tastes and tends to gamble away his ill-
gotten gains, so he’s usually looking for a new mark.
Traffic
The Company of the Black Crown (1400 XP)
The bulk of the traffic on the Border Road is 1 Halfling Priest
commercial. Caravans carry Brelish and Droaamite 1 Bandit Captain
goods north to Aundair and the Eldeen Reaches, 1 Changeling Spy
returning with Aundairian wine and arcane wares, and 3 Black Crown Spellswords
Yan-Jie Schnellbach

crops and herbs from the Reaches. Most focus on the The Black Crown bandits are more disciplined and
larger communities—Sylbaran, Shavalant, Unicorn efficient than Tyman and his crew. The halfling Priest,
Point, Graywall, and Ardev—but there are smaller Jeb Quicksilver, is in charge of this squad; he is devoted
caravans that service the villages and hamlets found to the Mockery and is adept at spotting and employing
along the road. Traffic is steady on the Border Road, the weaknesses of his enemies. In battle, the Black

46
Crown Spellswords will follow Jeb’s lead, focusing the Last War. In addition to his personal prowess,
fire on whoever he targets with Guiding Bolt, while the Roole is adept at the use of arcane artillery and can
Bandit Captain is more independent. The changeling create makeshift Blast Disks. His younger brother,
Spy, Torx, wears a Shiftweave outfit that allows them Orsen Roole, was a sergeant on Argonth, and he keeps
to quickly shift between a few basic guises: spellsword, the three Veterans in line. The final member of the
merchant, farmer, barmaid. In town, Torx usually squad is Isti Smyth. She served with the King’s Dark
remains apart from the rest of the squad, watching Lanterns until she was dismissed for insubordination.
the crowds to see who is watching the Crowns and She is an exceptional Spy, and has a +2 bonus to
identifying threats. Torx won’t engage an enemy unless all skill checks. She serves as a scout for the squad,
it’s a decisive opportunity that will assure victory. If helping them gather information and avoid threats.
victory is in doubt, Torx will remain disguised and aloof
so they can report the outcome to Breggan. Turakbar’s Reavers (2250 XP)
2 Minotaurs
Stone Cultists (3600 XP) 4 Gnolls
1 Stone Speaker 1 Orc Eye of Gruumsh
1 Quickstone Gargoyle All use the Demonglass Warrior template
3 Stone Listeners On the western side of the Border Road, Turakbar’s
Maia Astalen is a potter who works with quickstone. reavers enforce the warlord’s rule and intimidate his
She was surprised when the stone began to speak to subjects; on the eastern side, they strike hard and fast,
her, and even more surprised when the voices told her sowing terror and disappearing into the darkness.
how to craft an angel out of quickstone and bring it to All of them are Demonglass Warriors. The squad’s
life. The more she worked with the stone, the more it commander—the minotaur Byraka—has greater
became a part of her, and soon she found she could power; she is a Demonglass Champion with the
speak with its voice; now she has recruited her own Devil’s Sight and Wrath of the Horned King traits, a
listeners from among her family and others who work +4 bonus to Stealth checks, and she wears a Cloak of
with the stone. Depending on where the cultists are Elvenkind woven by the changelings of Lost. In battle,
encountered, this group could be the entire cult, or this the minotaurs strike hard and fast while the Gnolls
could be a squad Maia has assembled to investigate use their Longbows to provide focus fire. The group
a potential threat. The Quickstone Gargoyle is called is accompanied by Haagor, an old Gaa’aram orc…
Hadan; Maia sculpted them herself and believes they but Haagor is actually the name of the fiend wearing
hold her brother’s spirit. Hadan’s default appearance orcish flesh. Haagor is a Demonglass Champion
is that of a Shavaran angel, though they can shift their with the Hollow One trait, and is guided by a Barbed
shape as they wish. Despite Maia’s beliefs, Hadan Devil. If the DM wants to add a dangerous twist to
doesn’t contain her brother’s spirit and is entirely loyal the encounter, Haagor could have the Shape-Shift
to Orlassk. trait—allowing him to become a Barbed Devil for one
minute. If so, he would wait to use this power until it’s
The Swords of Liberty (5300 XP) absolutely necessary.
1 Mage
1 Knight Westwind Riders (1500 XP)
1 Spy 1 Knight
3 Veterans 4 Westwind Riders
Toil in Silence, Sing at the Feast. These are the words The Westwind Riders patrol the Border Road, keeping
of Beggar Dane, advising hard work until the job is the peace and enforcing the Code of Galifar. The
done. The Swords of Liberty have many supporters Knight Soranna ir’Blis is a cousin of the count of
hidden along the villages of the Border Road, and Ardev; she is a skilled leader and strives to uphold
could field a larger force with the statistics of Bandits, the honor of her family. Her squad is among the finest
Guards, or Scouts. But numbers alone are rarely riders in Orcbone, ready to face any threat. Soranna
useful for the work that has to be done. This is an elite despises corruption and is always watching for
squad prepared to do hard work—kidnapping a Brelish smugglers and criminals; if adventurers are engaged
envoy to Droaam, striking a blow against Count ir’Blis, in shady business, Soranna may press them to learn
killing a Droaamite ambassador. They fully believe that more about their plans.
the Brelish monarchy is working against the interests
of the common people—that Breland could have won
the Last War, and that the monarchs are in league with
the monsters. The leader of this cell is Uthar Roole, an
exceptional war-mage who served on Argonth during

48
Random Encounters
Encounters on the road can be a welcome distraction
or trigger a story of their own. Here are just a few of
the people you might encounter on the road:
• Orien coaches, caravans, and couriers. Orien
stagecoaches carry passengers, while caravans
focus on freight transport. The most impressive
vehicles on the road are Orien Thunder Coaches,
massive carriages pulled by tribex. Details on these
can be found in chapter 5.
• Independent merchants from Droaam, Breland,
or the Eldeen Reaches, often catering to the
communities along the road.
• The forces of the law—Breland’s Westwind Riders,
the King’s Assessors (who collect taxes for the
Brelish crown), or Droaamite peacekeepers.
When it comes to peacekeepers, the Znir gnolls
are generally disciplined and reliable, but other
Droaamite forces can potentially be just as
dangerous as the bandits they’re supposed to deter.
• Entertainers—classic bards, bringing news and
entertainment to the communities along the
road—or missionaries, spreading the good word of
the Silver Flame, the Sovereign Host, or even the
Eldeen druidic sects along the frontier.
• Settlers making their way to a new home on the
frontier; these could be Cyran refugees, Brelish
veterans, or Droaamite goblins! It’s also not unusual
to find Droaamite mercenaries—whether mercenary
soldiers, laborers, or artisans—heading to work or
returning from an assignment.
The Border Road Encounters table provides 37
specific ideas. The Strangers on the Road table
generates a starting point for an encounter, but it’s up
to the DM to flesh out the details.

Strangers on the Road


d10 A… From… Who…
1 Wandslinger Sylbaran (Eldeen Reaches) … is actually an undercover spy.
2 Merchant or Artisan Ardev (Breland) … is transporting a valuable object.
3 Bounty Hunter Graywall (Droaam) … is seeking revenge.
4 Criminal or Gambler Quickstone (Breland) … just wants to get home.
5 Farmer The Venomous Demesne (Droaam) … is being pursued by an enemy.
6 Soldier Sharn (Breland) … is afflicted by a disease or curse.
7 Priest or Druid Metrol (Cyre, destroyed) … is following a divine vision.
8 Mage or Scholar Border Road Village … has a map to buried treasure.
9 Noble Fairhaven (Aundair) … has a dangerous magic item.
10 A Child Flamekeep (Thrane) … has been left for dead by brigands. Roll again.
Camil Kuo

49
Border Road Encounters
4d10 Encounter
4 A family of goblin immigrants are headed to Silver Lake to start a new life.
5 A halfling Ghallanda barber has set up shop by the side of the road.
6 A warforged peddler offers an assortment of goods, including pickled sand fruit from Quickstone.
7 A Thuranni entertainer wants to trade news and stories from the other end of the road.
8 A patrol of six Znir Gnolls seeks to keep the peace in the name of the Daughters.
9 A Sentinel Marshal is hot on the trail of a wanted war criminal.
10 Three Ogres are hauling the luggage of a Kobold who made a fortune by discovering a byeshk vein.
11 The Wandslinger Tyman Greensparrow (see Bandits encounter) could be on a job, or just passing through.
12 A Harpy from a nearby village flies over the road, singing an uplifting song.
13 An Orien stagecoach carries a Dragonmarked viceroy with a mission in the region.
14 A Tharashk Hunter has captured their quarry, and is escorting the prisoner to Ardev or Graywall.
15 Three Gargoyles are resting on the road, watching the people going by.
16 A Vadalis team drives a herd of Riding Tribex along the road.
17 Epitaph is a tiefling missionary of the Silver Flame, who seeks to spread light on the Frontier.
18 A patrol of Westwind Riders are searching for smugglers.
19 Briar is a Greensinger druid with a story to share—and perhaps, a mischievous Sprite or two.
20 A group of hunters are taking their bounty to the nearest village.
21 Minotaurs (see Turakbar’s Reavers encounter) are on the road… are they on a raid or just passing through?
22 A group of merchants from Sylbaran are traveling south, accompanied by an Awakened Shrub.
23 A Medusa priestess of the Fury is traveling with a raucous entourage of Goblin and Kobold revelers.
24 Daff d’Jorasco from Quickstone was acquiring medical supplies, and has an experimental elixir for sale…
25 A pair of farmers riding in a tribex-drawn wagon filled with crops. They’re definitely not smugglers.
26 Three traveling Worgs are actually entertainers—a Graywall-based band called The Dogs of War.
27 An Orien coach is carrying a wedding party from Sharn to Sylbaran.
28 A patrol of Westwind Riders is escorting one of the King’s Assessors, a Brelish tax collector—anything
to declare?
29 Two Wandslingers are squaring off for a duel.
30 A chronicler from the Sharn Inquisitive is looking for a compelling story.
31 An Orien Thunder Coach (see chapter 5) has stopped while the crew repair a broken wheel.
32 Three Plains Tribex are wandering down the road. Are they unattended, or are they shapeshifted druids?
33 A small wagon pulled by an awakened bear carries barrels of honey from Sylbaran.
34 The Dog & Pony is a Ghallanda traveling tavern wagon. Hassal d’Ghallanda offers both chilled drinks and
delicious snacks.
35 A group of Bandits is in the process of robbing a merchant’s coach.
36 Six Brelish settlers are traveling between villages. Are they honest folk, or Swords of Liberty?
37 An Orien Thunder Coach approaches rapidly, accompanied by an unusual number of guards. What is
it carrying?
38 Six members of the Company of the Black Crown are returning to their camp.
39 A gilded carriage transports the wealthy dwarf Honoria Soldorak, who’s been inspecting a possible investment.
40 Argonth is making its way toward you.

50
Towns of the
Western Frontier
There are more people living in Sharn than in the
entirety of the Western Frontier. It’s a vast region
with relatively few inhabitants, and that means even
the smallest communities can play an important
role in a story. A tiny village may be hiding a secret
weapons cache, serving as a sanctuary for bandits, or
the only source of a spice that makes sand fruit taste
better. The larger towns are islands of commerce and
adventure. If you’re playing a campaign on the Western
Frontier, work with your DM to decide which of these Ardev
communities you call home. If your character was born
on the frontier, consider which town or village you’re Population: 18,000
from, and if you still have connections there. Overview: County seat, largest town on the Western
This section describes the most important towns on Frontier
the Western Frontier. All of the information provided Key NPCs: Count Thavius ir’Blis (male human noble),
in this section is public knowledge. There are people Mason Trembo (male human mayor), Nirra Tayne
who know the commanding officers and firepower of (female dwarf sheriff), Cantor Devir (male half-elf
Argonth or that there’s a candy shop in Ardev. However, priest), Rustav Gant (male human businessman),
that doesn’t mean that you know these things. In Voryla Halamar (female halfling criminal), Mesa
reading this section, it’s up to you to decide if your (female stone giant sculptor)
character actually knows this information, and if so, Ardev is the largest town in western Breland and the
how. If you’re a Soldier, you might have served on county seat of the ir’Blis line. If you’re afraid to go
Argonth during the Last War; if you’re a Charlatan, to Graywall, Ardev is the best source for the types of
you might have played cards with a medusa merchant goods and services you simply can’t find in smaller
from Cazhaak Draal. Beyond that, keep in mind that towns and villages. It’s got a general mercantile, a
this is information that is publicly known… and it may church of the Sovereign Host, a Gold Dragon Inn—
not be true or up to date! It’s entirely possible that but you can find all of those things in Quickstone or
Argonth has doubled its firepower for this mission on Shavalant. What you can’t find in those places is a
the frontier, or that Argonth is actually in the process of wizard’s circle, a church of the Silver Flame, or a candy
being decommissioned and only half of its Siege Staffs store—all of which are present in Ardev. Looking for
are currently operational. the latest fashions from Fairhaven? Want to browse a
Details such as population are approximate; there library with more than a dozen books? Well, welcome
are always people passing through these towns or to Ardev, where the library has two dozen books. It’s
moving on. It’s mainly useful for understanding the not much when you set it next to Sharn, but on the
relative size of the towns—the fact that Ardev is Western Frontier it’s the seat of justice and trade.
the largest town on the Brelish side of the frontier, Ardev marks the eastern edge of the frontier. It’s
nearly ten times the size of Quickstone. Likewise, not as close to the action as Quickstone, Orcbone, or
descriptions of businesses and interesting locations Graywall, making it a safe haven, far from minotaur
are a foundation for the DM to work with, not an reavers and the Company of the Black Crown. There’s
absolute accounting of all interesting locations. As a strong, honest city watch that will actively intervene
a DM, if you want to add a restaurant specializing in in dangerous situations in order to keep the peace—a
Mror cuisine to Ardev, go right ahead! far cry from Quickstone (where the sheriff only has
a few deputies) or Graywall (where the Flayer Guard
will take bets on who’s going to win a street brawl).
On the other hand, this also means that there’s less
opportunity for adventure. There are no ancient ruins
hidden beneath Ardev. The city watch can solve most
Yan-Jie Schnellbach

problems without your help, thank you. As a result, it’s


a great place to visit when you need to consult with an
expert or demand an audience with the count. With
that said, the very fact that Ardev is the largest, richest,
and most stable city in the region also means that it’s
an inviting target for anyone who wants to make a

51
statement, such as the Swords of Liberty. The streets The Blademark. This outpost of House Deneith
of Ardev are safer than Graywall… but when something provides a variety of services. It serves as a garrison for
bad does happen, it’s likely to be very bad. up to 40 Blademark mercenaries, who can be hired as
Old maps of Breland often omit an important detail soldiers or bodyguards. Commander Harryn d’Deneith
about Ardev: It’s adjacent to Chalice Lake. The Copper brokers the services of the local mercenaries, but given
River isn’t large enough to support galleons or other time and gold, he can call in additional forces should a
large boats, but there are a number of hamlets along client have need. Beyond this, the Blademark provides
the river and small boats travel to and from Ardev. comfortable lodging for all members of the house who
pass through Ardev. In particular, it serves as a base
Interesting Things of operations for Sentinel Marshals. The Sentinel
About Ardev Marshals are an elite force and they choose their own
assignments; if you want to hire a marshal, you hope
• Ardev is home to Mesa, a stone giant and sculptor.
there’s one in town and you deal with them directly.
Mesa and her art are celebrated local curiosities.
The Sentinel Marshals table provides information
• Ardev has a free-roaming herd of magebred
about four Sentinel Marshals known to work on the
goats—a gift from Viceroy Kyara d’Vadalis of
Western Frontier.
Shavalant—that can eat almost anything. They’re
trained to eat weeds and trash, and they keep the Sentinel Marshals
streets of Ardev exceptionally clean. The people of d4 Sentinel Marshal
Ardev love their goats, and anyone seen mistreating
1 Ram d’Deneith. One of the youngest Sentinel
one of these beasts will draw a lot of unwanted
Marshals in the history of his house, Ram is
attention.
enthusiastic and idealistic. He’s skilled, but has
• The Sharn Inquisitive used to have a news office in
a few lessons to learn about life on the frontier.
Ardev, but it recently relocated it to Quickstone to
be closer to the Droaam border. This is a sore point 2 Taash. Sola d’Deneith has a great deal of
for the people of Ardev, who (quite rightly) feel it’s a experience working in Droaam. She’s respected
statement that they’re not newsworthy. in Graywall and has even pursued a quarry into
Turakbar’s Fist; it was Rhesh Turakbar himself
who named her Taash (“Razor”). She’s skilled
Businesses and Locations at both stealth and intimidation, and knows you
Unless you have dealings with the count, the two main can’t always play by the rules in Droaam.
reasons to stop in Ardev are services and shopping.
3 The Bloodhound. Calab d’Deneith is one of the
Dragonmarked Services oldest Sentinel Marshals in service. He may not
Almost all of the dragonmarked houses are be as strong as he once was, but he’s the best
represented in Ardev, providing the standard services tracker in the house and has many stories to tell.
the citizens of the Five Nations have come to rely on. 4 Marshal. The only warforged ever granted the
Here’s a breakdown of some of the best. title of Sentinel Marshal, Marshal is utterly
Ardev Station. This Orien station handles a steady relentless in the pursuit of her prey. Her
stream of coaches and caravans. The lightning rail position was granted by Baron Breven himself,
runs two routes. There’s a daily, full-sized train that and many other marshals resent her; she
runs east to Galethspyre and Sharn. Twice a week, doesn’t care what anyone thinks, only about
a train runs to Quickstone; this smaller train has no doing her job.
passenger coaches, so passengers sit in one of the
The Crystal Theater. A relatively new development,
freight cars.
House Phiarlan’s crystal theater allows viewers
Bank of Ardev/Stone 32. House Kundarak
to watch illusions of live performances going on
operates the Bank of Ardev, which has an on-site
elsewhere in Khorvaire. In addition to scheduled
vault as well as a connection to the extradimensional
performances from the grand theaters of Sharn and
Kundarak vault network. House Sivis also operates
Fairhaven, the Crystal often shows performances of a
its Speaking Stone message station out of the Bank of
company of the Carnival of Shadows in the afternoon.
Ardev, providing notarization and translation services
The Goat Hole. The largest stable in the town,
in addition to long-distance communication. The Bank
House Vadalis’s outpost in Ardev takes its name from
of Ardev is far smaller than the massive Kundarak
the fact that it takes care of the roaming herd of street-
enclave currently under construction in Quickstone,
cleaning goats. A fine stable boasting skilled farriers
but for the moment it is the only location on the
and veterinarians, the Goat Hole sells horses and
Western Frontier with a connection to the Kundarak
tribex bred in Shavalant, and occasionally has more
vault network. And unlike Quickstone, the Speaking
unusual beasts for sale.
Stone here actually works.

52
The Healing House. Ardev has a sizable Jorasco Haskal Harralyn’s Empire of Sweets. While
hospital. The staff can provide all of the Jorasco candy may not be a necessity on the frontier, Haskal
services listed in Eberron: Rising from the Last War, Harralyn’s Empire of Sweets is a must-see for anyone
except for Raise Dead. If you’re looking to cheat death, passing through Ardev. The gnome Haskal Harralyn
you’ll have to go all the way to Wroat or Sharn… Or go is a remarkable alchemist and illusionist, though his
to Graywall and negotiate with Zerasha, the priestess talents are narrowly focused on the creation of candy.
of the Shadow. From hard candy in an impossible array of flavors to
Lyrandar Tower. Currently there is no airship spun-sugar birds that actually sing, if you can imagine
docking tower in Ardev, but House Lyrandar is a truly magical dessert, there’s a decent chance Haskal
constructing one. If nothing goes wrong, the tower will already has it on his shelves. A Zil expatriate, Haskal
be operational within a few months. There have been Harralyn won’t discuss his past and only uses two of
some mysterious problems with construction, and his three names; there may be a story there waiting to
some say that House Orien is behind these issues— be uncovered.
that they don’t want Lyrandar airships to eclipse the Ink and Quill. The only bookstore on the Western
importance of the lightning rail. Frontier, Ink and Quill is a remarkable shop. The
House Tharashk. Due to the troubles with owner, the gnome Twyla Tun Carralan, is also the
Droaam, House Tharashk isn’t especially popular in chapter head of the local circle of the Esoteric Order
Ardev; they find a better market for their monstrous of Aureon. Her shop includes both books and writing
mercenaries further east, where residents don’t have supplies—including Spellshards and special inks for
the tensions of Turakbar’s raids and the shadow of the artificers and wizards. As many people in Ardev don’t
Daughters looming over them. However, Tharashk actually have a need to buy books, Twyla also operates
has an outpost in town. Primarily, this serves as a a lending library; patrons pay a small fee for the
waystation and safehouse for Tharashk bounty hunters ability to borrow a book from the store. Twyla claims
and mercenaries, but there is a resident dragonmarked that anyone who fails to return a book will trigger a
inquisitive, Cainen Velderan. Cainen’s no bounty curse; most assume she’s lying, but no one wants to
hunter; he helps solve mysteries and finds lost things, take the chance. Twyla is a capable diviner and sells
but he prefers to avoid violence whenever possible. spellcasting services of up to 3rd level, and she often
has a few Spell Scrolls for sale for those who have
Shopping the gold.
Ardev may not match the exotic and illegal goods that Seven Wonders. A foundling with the Mark of
can be found in the Bloody Market of Graywall, but it Making, Maza Caine is a self-taught artificer with a
has a fine selection of mundane and legal goods. In great love for unusual magic items. Seven Wonders is
addition to the Cannith Mercantile, there are guild- a pawn shop and general store that includes a bizarre
licensed artisans covering almost any trade—smiths, collection of trinkets and minor magic items. Maza
tailors, purveyors of fine baked goods. Here are a few will buy anything she finds intriguing, and regularly
of the more noteworthy shops. buys up the estates of people who pass without heirs.
Ardev Market. The town square is an open market. As a result, Seven Wonders is a maze of odds and
Farmers, hunters, and artisans from all around the ends; Maza herself doesn’t have a perfect inventory
region come to Ardev to sell their goods. Occasionally of everything in the shop. Seven Wonders typically
there are merchants from more distant lands; now and only has common magic items for sale—some created
again a Droaamite trader sets up a stall, or Lakefolk by Maza herself—but it’s always possible that she’s
come down from Silver Lake with an especially acquired a few true wonders.
remarkable catch to sell.
The Gorgon. House Cannith is typically more Room and Board
invested in the production of goods than in the selling For those who want to play it safe, House Ghallanda’s
of them, but Rory d’Cannith is a man with a dream. Gold Dragon Inn offers exactly the same quality you’ll
The Gorgon is more than just a general mercantile; find at every other Gold Dragon Inn in Khorvaire,
it’s a department store, highlighting all manner of with a plentiful supply of modest and comfortable
goods. There’s Zil perfumes at the cosmetics counter, rooms and a single wealthy-quality suite. For those
fashions out of Fairhaven, and a selection of practical on a budget, the Mouser is a poor-quality inn run by
common magic items produced by the house. While an old shifter named Scratch. If you want a roof over
impressive, Lord Rory has invested a great deal of gold your head with no questions, or much of anything else,
in his stock—and it remains to be seen if Ardev and the the Mouser is your stop; just don’t ask what’s in the
frontier can support such a store. Lord Rory is always stew. Between these two extremes, you’ll find a wide
looking for ways to draw business to the Gorgon, and assortment of taverns and inns. Arrah’s Light caters
may have work for adventurers—whether acquiring to Brelish soldiers and veterans. The Silver Bough
some exotic goods for the store or assisting with some is a farmer’s tavern, while the Golden Claw caters to
sort of spectacle that will generate attention.
53
the halflings of the Halamar Clan; the sign bears what was called by the Flame on his sixteenth birthday. Ralo
purports to be the gilded claw of a swordtooth titan, is irrepressible, bursting with enthusiastic altruism.
one of the largest dinosaurs in the Talenta Plains. The He’s not naive—he’s seen the worst Ardev has to offer—
Scarlet Lyre is a comfortable tavern that’s renowned but he truly believes that people can be better than they
for bringing in the best entertainment in the region. are and that he can clean up the streets. He’s especially
If you’re from Breland and have the Entertainer determined to deal with the Halamar Clan, though he
background, you’ve probably played the Lyre; some wants to redeem these gangsters rather than kill them.
say it’s an outpost of the Circle of Song (see chapter These are the known temples of Ardev. Followers of
3 of Eberron: Rising from the Last War). If you have the Three Faces of Coin have migrated to Quickstone,
gold to spare and want to show off, the Fatted Calf is a and the town has never had a following for the Path of
restaurant of wealthy quality; it serves fine steaks from Light or the Blood of Vol. While there are a few people
Shavalant, along with a rotating menu of ever-more- who’ve picked up the faith of the Cazhaak Six through
unusual game. interactions with Droaam, in general, Ardev has no
love for the Droaamite beliefs; if there is a temple of
Religious Services the Six in Ardev, it’s well hidden.
Ardev is a Vassal town. The largest temple is the
Church of the Nine, which is dedicated to the Other Locations and Services
Sovereign Host. The priest, Cantor Devir (that’s his There’s quite a few locations and guilds in Ardev that
name, not a title!), is a Magewright adept who can aren’t exactly businesses, but still capable of playing a
only cast Thaumaturgy and Ceremony, but he always role in your adventures.
has good advice for the faithful and gives an inspiring Aureon’s Gift. This large public school teaches the
sermon. While the church serves its purpose, the Galifar standard curriculum, providing students of
Vassals of Ardev are more excited about Boldrei’s all ages with a basic grounding in history, geography,
Kitchen. In 996 YK a group of adventurers recovered mathematics, and the Common tongue. It’s the largest
an artifact called Boldrei’s Ladle and gave it to Nola public school on the frontier, and if you’re an educated
Dan Doras. The gnome adept established the Kitchen person from the region, there’s a good chance you
as a shrine to Boldrei and as a refuge for the poor. attended Aureon’s Gift. If you did study at Aureon’s
Boldrei’s Ladle transforms hot water into sludgy soup; Gift, you know Master Kelvin Norn. Other teachers
it’s a poor quality meal, but it is definitely better than have come and gone over the years, but Kelvin Norn is
nothing, and anyone can stop by Boldrei’s Kitchen for old even for an elf; he’s been teaching at Aureon’s Gift
a bowl. Nola Dan Doras is relentlessly cheerful and for over four centuries, and he never forgets a student.
optimistic, and is always looking for ways to strengthen If you attended Aureon’s Gift, Master Norn remembers
community ties. She’s always raising funds for the next you—were you a good student, or a troublemaker?
festival or checking in on how people are doing. Master Norn is a historian, and is working on a
Ardev also contains The Bastion of the Silver treatise on the history of the frontier and the rise of
Flame, the only temple dedicated to the Flame on Droaam. He’s usually happy to consult with former
the frontier. The Bastion is a small, fortified church students on matters of history. Between his age and
capable of serving as a redoubt and sanctuary should his duties, he’s not able to go adventuring himself; he
the town be overrun by a supernatural threat. It was may have some interesting leads you could explore.
built centuries ago, and has the capacity to support The library of Aureon’s Gift is largely filled with copies
a hundred templars. However, support for the Silver of the Galifar Standard Primer, but it does have a
Flame faltered during the Last War. There are small but excellent history section. If you’re interested
currently only 12 templars stationed at the Bastion: in doing research on arcane matters, you might have
eight local recruits and four templars from Thrane. more luck at Ink and Quill.
Minister Penti Faldren commands the Bastion; she is The Aurum Hall. While there are some sinister
a Magewright adept, and while she doesn’t perform rumors swirling about the Aurum, the actual facts are
magic for profit, she can perform a few rituals related pretty mundane; it’s a fraternal order and philanthropic
to defense and exorcism. Minister Faldren is truly organization, a club where members can discuss
devoted to the noble principles of the Silver Flame; opportunities and common interests. It’s no great
she seeks to protect the innocent from supernatural secret that members of the Aurum are interested in
threats and to guide the people of Ardev toward unity increasing their own wealth and influence, but they
and the light. However, she is still working to undo the also engage in philanthropy and invest in the town. The
damage caused by the Last War and regain the trust Aurum Hall of Ardev is located in the center of town.
of the people of Ardev, and she has limited resources; It’s small, but secure and luxuriously appointed. Rustav
most of her energy is devoted to maintaining the Gant—described in “Important People”—is the master
Bastion and performing services. The most active of the hall and a member of the Gold Concord. Other
champion of the faith is Ralo—a halfling urchin who members of the Ardev Aurum include Haskal Harralyn

54
of the Empire of Sweets and halfling “merchant” Important People
Voryla Halamar. Ardev is on the edge of the frontier. It’s an old,
The Esoteric Order of Aureon. Ardev’s chapter established town and, unlike Quickstone or Graywall,
of the Esoteric Order of Aureon has its “hall” on the it’s not expanding significantly; most of the families
top floor of Ink and Quill, and shopkeeper Twyla Tun here have lived in Ardev for generations. It has the
Carralan is the head of the circle. While it’s a far cry standard mix of species found across Breland—
from the Order’s grand hall in Sharn, the Order has a predominantly human, with significant numbers of
small arcane workshop, access to Carralan’s library, halflings, half-elves, and dwarves and a few shifters,
and a guest room that can accommodate two visiting changelings, and goblins. There’s an unusual number
members in a wealthy lifestyle. Local members include of gnomes; gnomes make up almost a fifth of the
Maza Caine of Seven Wonders and Haskal Harralyn of population. Many of the more interesting members
the Empire of Sweets. of the community are mentioned in the “Businesses
Gnometown. Ardev has a well-established and Services” section, and Count ir’Blis himself is
community of gnomes. Many have roots in Zilargo and discussed later in the chapter. However, there are a few
are proud of their heritage, but most have been native- residents of Ardev that deserve a special mention.
born Brelish going back at least two generations. Mesa. There are many stories about the Giant of
“Gnometown” is the neighborhood in Ardev where Ardev. It’s a fact that she once dwelt in the caves in
most of these gnomes live. It’s marked by vivid the Arakhain Hills to the north of Ardev. One tale says
colors and Minor Illusions, along with a surprising that the young Thavius ir’Blis freed her from a crystal
number of songbirds; the residents feed the birds prison. Another says that young Thavius visited her on
and enjoy talking with them. There’s almost always multiple occasions and intrigued her with stories of the
someone playing a Thurimbar rod on the street, wonders of Ardev, finally convincing her to leave her
perhaps accompanied by an illusionist. Shops in caves. A third suggests that Mesa was actually driven
Gnometown include Ink and Quill, Haskal Harralyn’s from her home in the hills by some sort of gibbering
Empire of Sweets, Boldrei’s Kitchen, and a few Aberrations—that while she won’t speak of it, some day
others. Suralara is a market that sells imported Zil she intends to return and reclaim her caves. Whatever
foods and goods, while the Waterhouse is a small the truth, what is known with certainty is that Mesa
tavern—literally, all the furnishings are sized for small is both a stone giant and a master stoneworker. She
creatures—that serves bread and water flavored occasionally helps the Gant stonemasons with new
with Prestidigitation, a Zil tradition. Finally, the constructions, but she prefers to sculpt. Her work has
shop simply called Glamerweave is a haberdashers a surreal aspect, and seems designed to evoke feeling
specializing in Glamerweave clothing; it also sells rather than to perfectly recreate the subject. There is
bolts of Glamerweave cloth imported from Zilargo. a statue of the late Countess Thalia—Thavius’s mother,
While some people believe that the Trust has agents slain by the Daughters of Sora Kell—in the town
in Gnometown, most residents consider themselves to square, that evokes a sense both of Thalia’s courage
be Brelish and there’s never been any proof of a Trust and the tragedy of her loss. Other works are more
presence. abstract, but have a way of evoking strong feelings in
Ir’Blis Keep. The ancestral home of the ir’Blis line the observer. Mesa and her work are both celebrated
is a small castle with high walls that overlooks the as curiosities in the region; her smaller works can be
town. While Ardev was never attacked during the last purchased in the Ardev Market, and Mesa herself often
war, the count takes no chances; ir’Blis Keep is a solid performs feats of strength and participates in other
fortress garrisoned by the ir’Blis Guard. The mayor, ways in local festivals.
sheriff, and magistrate deal with matters of local Rustav Gant. A middle-aged human man, Rustav
justice at the town hall. However, there is a weekly Gant runs a company of stonemasons and carpenters
opportunity for citizens to bring their troubles before that does most of the construction in Ardev. This is a
the count, and the count also performs a number of family business with deep roots in the region; Gant
ceremonial functions—such as accepting the fealty of helps with repairs and new construction at Castle
immigrants who wish to become Brelish citizens. The Arakhain, and has built most of the farms around
ir’Blis Keep maintains its own smithy and stable within Ardev. Rustav is more ambitious than his forebears.
the walls of the Keep. It is also equipped with three He established the Ardev Aurum Hall and convinced
Siege Staffs—a Blast Staff and two Force Staffs. a number of influential citizens to join. He currently
serves as a member of the town council, supporting a
strong pro-business agenda. But there are two rumors
circulating about Gant. The first is that he despises the
dragonmarked houses—that he doesn’t want House
Lyrandar to complete its airship docking tower and

55
that he yearns to sabotage the Gorgon department The dwarf Nirra Tayne serves as sheriff of Ardev
store. The second, potentially more serious, claim and commands the Ardev Watch. Strong in both her
is that Rustav hates both the monarchy in general body and her convictions, Tayne is devoted to the
and Count ir’Blis in particular, and that he’s a strong ir’Blis line and her city and holds her guards to her
supporter of the Blades of Liberty. Of course, these are high standards. The templars of the Bastion and the
just rumors; perhaps you’ll learn if they’re true! Sentinel Marshals of House Deneith often assist the
Voryla Halamar. For a century, the Halamar Clan Ardev Watch; though few in number, these are capable
of Ardev has been something of a joke—a pale shadow forces and the Watch is usually happy for the help.
of the Boromars of Sharn. It could be that this is all The ir’Blis Guard. Ardev is the county seat and
they’ll ever be, but if anyone can change things, it’s Droaam remains an unknown threat. Count ir’Blis has
Voryla Halamar. When she was 18, Voryla left Ardev; 120 soldiers under arms at ir’Blis Keep, and an equal
she sometimes talks about spending time in Sharn, number in ready reserve. For now, the Guard protects
other times she mentions Droaam. She returned seven the Keep and provides support to the Ardev Watch if
years later, with a confidence and drive rarely seen in a a need arises. Both the active Guard and the reserves
Halamar. Her father, Toran Halamar, decided to take a carry out regular drills on the grounds around Ardev
trip of his own in 997 YK and hasn’t been heard from Keep, maintaining combat readiness in anticipation of
since. Voryla has taken over the daily operations of the Droaamite aggression.
family. She’s built up their legitimate businesses—a The Mayor and the Council. Ardev is governed
gambling club, a little trade with Graywall—but some by an appointed mayor and an elected city council,
believe that she is also bringing new energy to the which has six members. The current mayor of Ardev
clan’s criminal activities, right under the noses of is Mason Trembo, scion of an old human family with
the Ardev Watch. Now in her late twenties, Voryla deep ties to the county. The council is a microcosm of
is a charismatic halfling woman with a sharp wit the town, and its members represent the farmers, the
and compelling sense of confidence. She’s learned gnome community, the Halamar Clan, and the local
something in her travels; the question is where exactly merchants. Magistrate Adara Trembo—the mayor’s
she went, and what it is that gives her such confidence. cousin—administers justice in the local court and
She carries a dueling wand, though as of yet she’s serves as a liaison between the mayor and the count.
never been drawn into a public duel.
Criminal Activities
Law and Order Overall, Ardev is one of the safest and law-abiding
Out of all the towns in this chapter—except perhaps towns in Breland. The City Watch are mostly honest
for Castle Arakhain—Ardev is the most diligent and the townsfolk respect the law and the crown—
in upholding and enforcing the Code of Galifar likely influenced by the fact that the town is literally
and the laws of Breland. You can get away with an in the shadow of the ir’Blis Keep. There are always a
arcane showdown on the streets of Quickstone, and few drifters and bad apples, but the City Watch will
in Graywall the guards actively encourage street intervene if there’s violence and will usually attempt
brawls. But in Ardev, the city watch is truly devoted to apprehend known criminals who come into town.
to protecting both the people and the town of Ardev, Breggan Blackcrown might stride into Quickstone
and they will actively intervene to stop any sort of and buy a beer; she won’t do that in Ardev unless she’s
crime they encounter. This includes smuggling; prepared for a fight.
wagons entering the town are searched for dangerous With that said, low crime doesn’t mean no crime.
contraband and must either show a writ of duty paid It’s an open secret that the Halamar Clan runs crime
or pay taxes on applicable goods. This system is hardly in Ardev. The Halamars are an extended halfling family
foolproof, but the Watch at least makes an effort, that broke off from the Boromar Clan of Sharn. The
which is more than can be said for many of the frontier Halamars like to present themselves as peers of the
towns. Here are a few forces to be aware of. Boromars, but anyone who knows the underworld
The Ardev Watch. There are sixty-six full-time knows that this is essentially a joke. The Boromars
members of the Ardev Watch. People accustomed to are a massive organization with guard captains and
the corruption that runs rampant in Sharn will find city councilors in their pocket; they effectively run a
the City Watch of Ardev to be cut from a different few districts in Sharn. The Halamars are a relatively
cloth; they are proud to serve Breland, and are largely small family that’s tolerated by the Ardev Watch as
immune to corruption and bribery. With that said, they long as they don’t cross certain lines. They may do a
are Brelish, and there are some who don’t consider little harmless smuggling—not even dreamlily, just
light smuggling or justified dueling to be crimes; it’s harpy sugar—but they’re mostly legitimate merchants
Ben Hubel

also rumored that some of the Watch are members who are building connections in Graywall and Shaarat
of the Swords of Liberty. But in both cases, these Kol. They run a gambling den called the Bones…
are matters of principle, and not driven by greed. and pay taxes as mandated by law. They do a little

56
pickpocketing and a few confidence schemes, but
usually target travelers who won’t go to the Watch. So,
Argonth
while they may like to swagger, the residents of Ardev
Population: 1,600
know that it’s just a show.
Overview: Brelish floating fortress
… But what if it’s not? There are a few stories
Key NPCs: Field Marshal Alain ir’Ranek (male human
floating around suggesting that the current head of
commander), Captain Devra ir’Lashan (female
the family, Voryla Halamar, is sharpening the Halamar
half-elf Citadel liaison), Big Bara (female warforged
blade—that she’s using the buffoonish reputation
soldier), Magister Quill Carrayne (male gnome
the Halamars have built up over generations to lull
wizard)
the Ardev Watch and the count into complacency.
Such conspiracy theories note that Voryla is part of For generations, the fortress Orcbone and its
the Ardev Aurum and is working with Rustav Gant, Westwind Riders have been the primary defense of the
and suggest that the Halamars have indeed been Western Frontier. That changed in 998 YK, when King
building up connections in Droaam, and are smuggling Boranel assigned Argonth to the region. Once the most
weapons and other dangerous goods from the imposing weapon in Breland’s arsenal, Argonth is a
Venomous Demesne. In these stories, the Halamars floating fortress quartering over a thousand soldiers
have actually built up an elite squad of enforcers led and enough arcane artillery to level a village. Its
by young Tragan Halamar—a squad so efficient that presence in the region shows that Boranel recognizes
the Watch hasn’t even realized they’ve been killing the growing power of Droaam and the potential for
anyone who could expose their schemes. A more exotic renewed conflict. Argonth guards the southern stretch
rumor is that the Halamar Clan acquired a strain of of the border; Orcbone is too far north to be able
lycanthropy in Droaam, and that they’ve become a to quickly respond to an attack against Quickstone
family of wererats. If you’ve ever met a Halamar bravo, or the Westroad, the recently upgraded road to
you’ll know just how ridiculous these rumors sound; Graywall. While its mobility is useful, Argonth only
it’s hard to believe these swaggering halflings could be has a sustainable cruising speed of 2 miles per hour
a real threat. And yet, it could be that all of the rumors and it can easily be avoided by mounted brigands or
are true, and that the Halamar Clan really is a force to smugglers. But while it may not be able to intercept
be reckoned with. a small force of minotaur reavers, it can hold the
Westroad against thousands if it comes to war.
Ardev Connections There is a second reason Boranel has assigned
Argonth to the frontier. Impressive as it is, Argonth
• (Noble or Entertainer) It’s time for Count ir’Blis to
is almost eighty years old and it is one of the last of
marry. He’s holding a series of balls over the course
the floating fortresses. Breland stopped building the
of the next few months, and is bringing in the finest
fortresses in 970 YK; military strategy has shifted, and
entertainers and any nobles who can be found in
Breland is currently following other paths (developing
the region. You have an invitation to the next ball!
swift, mobile forces; improving artillery; developing
• (Criminal) You have ties to the Halamar Clan. Talk
air forces). On the Aundairian border, Argonth is
with your DM to learn the clan’s true situation. They
something of a relic. But on the frontier, Argonth
may have a few jobs you could undertake over the
serves as a check on the Droaamite forces stationed at
course of your adventures—and as the Clan gets
Graywall and as a symbol of Breland’s determination
stronger, they’ll be able to help you in various ways.
to hold the region.
• (Gnome) You grew up in Gnometown. Are you tied
Argonth is an active fortress. It has the population
to one of the established families or businesses?
of a small town, but these people are soldiers. Over
Are you the heir to the Empire of Sweets? Perhaps
fourteen hundred crewmembers are combat-ready,
you used to make bread at the Waterhouse.
with the remainder being dedicated solely to support
• (Frontier local) You studied at Aureon’s Gift when
and administration. It’s not open to the public, but
you were growing up, and you have a soft spot for
if you’re a Brelish Noble or Soldier—or if you have
schoolmaster Kelvin Norn. Whenever you’re in
legitimate business that concerns the commander—
town, you like to check up on the old elf and see if
you may be able to arrange a visit.
there’s anything he needs.
• (Follower of the Silver Flame) The Bastion is the
only significant outpost of the Silver Flame on the
frontier. If you’re a champion of the Flame, Penti
Faldren will be happy to provide you with lodging
and offer spiritual guidance any time you’re in
Ardev. However, she may want you to investigate
suspicious activity or eliminate known supernatural
threats.

57
Interesting Things Businesses and Locations
About Argonth There’s only one actual business in Argonth, and
• When stationary, Argonth hovers approximately 20 that’s the Gold Dragon Inn. But there are a number of
feet off the ground. It can rise to a maximum ceiling important locations.
of forty feet if necessary. It ignores terrain and can The Prow. The lower front of Argonth is a massive,
float above the surface of water. This is important, solid steel ram. Argonth may not be fast, but at its
as few bridges are wide enough for a floating town! full speed it can easily crush light walls. A shielded
• Argonth has nine Siege Staffs: four Blast Staffs; gunnery bay holds a Force Staff and emplacements
three Force Staffs, and two Focus Staffs. The Force for four Long Rods, with three-quarters cover for the
Staffs draw power from the elemental engine and gunners. Behind the ram, the forward garrison is
don’t require Breath of Siberys, but the others must designed for rapid deployment of up to three hundred
be loaded normally. Argonth also has sixteen Long soldiers at once.
Rods, which can be removed and distributed to The Keep. A fortress atop the prow, this holds the
ground troops if necessary. This arcane artillery, bulk of Argonth’s arcane firepower: two Blast Staffs,
and the Breath of Siberys that powers it, are two Force Staffs, and two Focus Staffs. Each staff is
described in Exploring Eberron. mounted in a separate tower and has a 180 degree
• Argonth employs three bound elementals: arc of fire. The Force Staffs can fire forward, while the
earth, fire, and water. Pilots don’t have to have others are mounted to the sides. Four smaller towers
dragonmarks, but a side effect of this is that the house Long Rods, primarily to deal with boarders and
binding and control process is more dangerous close-quarters defense.
and demanding. Argonth requires a team of active Siege Towers. Behind the Keep, Argonth has a
pilots, and pushing the fortress to higher speeds series of extendable boarding towers. If Argonth wants
takes a mental and physical toll on the pilots. At to keep a structure or wall intact, it moves alongside it,
one point during the Last War, Argonth maintained allowing its soldiers to deploy from on high. Six Long
a sustained speed of 10 miles per hour for two Rod emplacements provide artillery support.
days to respond to an attack; three pilots died from The Stern. The aft of Argonth is essentially a
overexertion. fortified town. It holds living quarters, mess halls,
• Argonth was a joint creation of House Cannith, infirmaries, and the smithies and other facilities
Zilargo, and Breland. Cannith didn’t just build required to maintain the vessel and the equipment
Ben Hubel

the fortress and sell it to Breland; it worked with of the soldiers. Additional facilities include a temple
Breland and the Zil to produce it, which is one dedicated to the Sovereign Host and a Gold Dragon
reason other nations didn’t have such fortresses.
58
Inn, which provides lodging for visitors as well as all else, and she will sacrifice anything and anyone in
a dining alternative for soldiers tired of the mess. pursuit of her duty.
The tallest spire is Cannith Tower, which serves as Magister Calas “Quill” Carayne, First Wand of
the command center and also contains the officers’ Argonth. Argonth is one of Breland’s most devastating
quarters. Cannith Tower is equipped with two Blast platforms for arcane firepower, and Quill Carayne
Staffs and a Sivis message station. is the man behind the magic. Quill is an energetic
Brelish gnome and a clever arcanist. He’s one of
Important People Breland’s most capable field evokers and commands
The majority of the personnel on board Argonth are the regiment of wandslingers and magewrights who
members of the Argonth Legion. This is a true army, maintain and operate Argonth’s arcane artillery. In
incorporating a regiment of archers, a regiment of battle, he generally operates one of the Focus Staffs,
infantry, and even a cavalry regiment. These forces and his skill is so remarkable that he can actually
are prepared to defend Argonth from boarders, but spare a few allies even when unleashing devastating
are also prepared to be deployed to seize and hold blasts of magic (using Sculpt Spells). Quill is studying
enemy territory. The legion also includes a corps of a the mystical techniques of the Venomous Demesne;
hundred wandslingers trained to maintain and operate this could bring him into contact with adventurers who
the Siege Staffs and Long Rods. Eight hippogriff make interesting discoveries.
riders serve as aerial scouts. In addition to this, Big Bara and the Brelish Rangers. The Brelish
there are four separate units of Brelish Rangers and Rangers are an irregular force, with less structure
a squad of operatives from the King’s Citadel. The and discipline than the Argonth Legion. They’re
Brelish Rangers serve as rapid deployment scouts accustomed to operating in small squads, primarily
and skirmishers in wartime, which makes them as scouts and skirmishers. This independence is
the logical choice to serve as peacekeepers on the useful on the frontier. The Rangers patrol the region
current mission; it’s the Rangers who patrol the region around Argonth on the lookout for bandits, smugglers,
around Argonth and who are capable of intercepting and raiders. It’s always up to the Rangers how to
smugglers and brigands. The Citadel operatives are deal with such forces; the Rangers are Brelish, and
an elite force under the direct command of Colonel sometimes they’re willing to let smugglers go on
ir’Lashan, and may undertake covert operations or their way in exchange for a few casks of rotgut. Big
gather intelligence. Here are a few notable members of Bara is the leader of Bara’s Breakers, one of the
Argonth you may have heard of. most distinguished Ranger units. There’s a total
Field Marshal Alain ir’Ranek, Viscount Argonth. of 24 Breakers, though they usually operate in six
The commander of Argonth is a veteran who’s served person squads; twelve of the Breakers are warforged,
Breland for three decades. Alain ir’Ranek is a true including Bara herself. The Breaker warforged have
hero of Breland and is proud to command this symbol chosen ongoing military service over civilian life. Some
of its power. Boranel made ir’Ranek the Viscount of are devoted to Breland, while others simply enjoy
Argonth, and also granted him the title of Captain of fulfilling the purpose they were made for. Bara herself
Argonth, asserting that the fortress is its own domain; is surprisingly jovial; she may take pride in being a
as such, ir’Ranek and his troops aren’t subject to living weapon, but she also enjoys the flexibility of
Count ir’Blis and the Marshal has the power to enforce being a Ranger.
Brelish law on civilians in addition to maintaining
military discipline within his crew. Alain ir’Ranek is in Argonth Connections
his fifties and prefers to avoid physical confrontations, • (Brelish Soldier) You served in the Argonth Legion
but he’s a clever strategist, a charismatic leader, and during the Last War. How did you impress Alain
an honorable man—all things that differentiate him ir’Ranek?
from Lord Veirner ir’Tajar of Orcbone. With that said, • (Sage or Wizard) You’ve dealt with Quill Carayne
ir’Ranek has only been on the frontier for a few months before. If you served in the Brelish military, he
and he doesn’t yet know the community leaders or the could have trained you or been a comrade in arms.
ins and outs of how things are done in the west. Otherwise, you may have collaborated with him on
Captain Devra ir’Lashan. While she is capable of research concerning unusual arcane traditions. Are
commanding troops of the Argonth Legion, ir’Lashan’s you friends, or rivals?
primary duty is to the King’s Citadel. She commands • (Frontier local) Argonth flattened your family’s farm
a small mixed unit comprised of members of all when it arrived in the region, and you want to see
branches of the Citadel. Her team serves both to your parents compensated for the damage.
protect Argonth itself—providing counterintelligence
and watching out for any infiltrators—and stands ready
to conduct covert operations in Droaam. Ir’Lashan is
competent and calm. Her loyalty is to Breland above

59
• The Wynarns love to hunt. The lands to the south
of the castle are reserved for farming, but the hills
and the plains to the north have been stocked with
a wide array of beasts, monstrosities, and other
surprises. The castle itself includes massive stables
and kennels, including a pair of ghost tigers and
three massive magebred bears.
Queen Marala ir’Wynarn was a great lover of
literature. While the library of Castle Arakhain
holds some of her favored tomes, it’s said that she
hid her greatest treasures—including a copy of
the fabled Codex Ourelonastrix—in an invisible
tower. Many believe that tower is somewhere in the
Arakhain Hills.

Businesses and Locations


Castle Arakhain Castle Arakhain takes its name from the adjacent
Arakhain Hills. The village of Arakhain began as a
Population: 400 (in the palace and surrounding village) mining community extracting iron ore from the hills.
Overview: Brelish royal residence The mine was tapped out centuries ago, and today
Key NPCs: Princess Brela ir’Wynarn (female human the village primarily exists to support the palace,
noble), Cavril “Collar” Blackwood (male human growing grain and maintaining the beasts brought to
gamekeeper), Mistress Green (female elf steward) the region for hunting. Arakhain is a tiny community,
If you’ve harbored dreams of mingling with royalty, but thanks to the presence of the castle it does have a
you can hold out hope that you’ll be invited to a grand Sivis message station (Stone 65) and a Jorasco healer,
ball at Castle Arakhain. Also known as the Winter Izra d’Jorasco. The local inn is called The Queen’s
Palace, Castle Arakhain is the favored retreat of Rest; thanks to the presence of the castle, it has a
the Brelish royal family when they choose to leave remarkably deep cellar and can provide meals of up
Wroat. King Boranel himself can typically be found at to wealthy quality. The royal family recently rejected
Arakhain during two periods of the year. He spends Ghallanda’s proposal to open a Gold Dragon Inn in
the winter month of Vult at the castle, remaining Arakhain, much to the relief of Queen’s Rest innkeeper
through to the end of Long Shadows (the final days Wil Wrighten.
of the year). He also generally heads to the palace at
the beginning of Barrakas for the Hunt, the festival of Important People
Balinor; Boranel loves to hunt, and the gamekeepers The village of Arakhain exists to support the castle,
spend most of the year searching for a beast that will and everyone has a job related to that role—from the
prove a worthy opponent. While these are generally farmers growing fresh vegetables to the launderers,
the only times you’ll find the King at Arakhain, there’s farriers, smiths, and more. It’s a small community
usually some member of the royal family in residence. and everyone knows everyone; it’s not a place you can
Princess Brela—Boranel’s youngest daughter—has just decide to move to. Here are a few particularly
been dwelling in the Winter Palace for most of 998 noteworthy residents.
YK. Brela will be turning twenty this year on the Princess Brela ir’Wynarn. Boranel’s youngest
9th of Rhaan—which is also the holiday known as daughter, Brela, has inherited her father’s quick wit
Boldrei’s Feast—and she expects to have the grandest and love of adventure. She loves to ride and hunt,
celebration ever seen on the Western Frontier. An and prefers Arakhain to Wroat. Many say that she
adventurer with the Noble background could receive is the best of Boranel’s surviving children, but she
an invitation, while an Entertainer could be engaged has no desire to ever wear the crown. She is fond
to perform; otherwise, the search for exotic supplies of spectacles, and expects her upcoming twentieth
could create opportunities for capable adventurers. birthday to be a legendary event.
Cavril “Collar” Blackwood. Collar is the royal
Interesting Things About gamekeeper at Castle Arakhain—no small job, given
Yan-Jie Schnellbach

Castle Arakhain the Wynarns’ love of exotic beasts. He’s a Vadalis


foundling who chose to serve the crown instead of
• The west wing of Castle Arakhain suffered
joining the house, though he works closely with Vadalis
significant damage in 996 YK, insurgents tied to the
to meet the needs of the royal family. Collar is an
Swords of Liberty burned it. The cell leader known
expert at managing fierce creatures, but he still bears a
as Beggar Dane has claimed responsibility.

60
host of scars from his dangerous work. He’s interested Graywall is the gateway to Droaam, the first town
in obtaining some of the monstrosities that dwell in you’ll come across when you take the newly upgraded
Droaam for the next Hunt, and may hire adventurers Westroad from Quickstone into the kingdom of
to capture unusual creatures or simply to find out just monsters. It thrives in its role as a border town; it has
how dangerous they are. a foreign quarter devoted to the needs of visitors from
Mistress Green. This elf has served as the steward the east, and it’s actively expanding. In many ways,
of Castle Arakhain for at least three hundred years. Graywall is a model for the vision the Daughters of
No one knows exactly how old she is, and most aren’t Sora Kell have for Droaam; a host of different species
sure if “Green” is her first or last name. She is a working together to build something durable, a
strict taskmaster who makes sure that everything is place where the people of the Five Nations can meet
perfectly in order and maintained in accordance with and trade with the creatures they once feared. This
tradition. She often invokes previous monarchs—“This has been bolstered by the investment of a number
would never have happened in Wroaan’s day.” She is of dragonmarked houses. House Tharashk has
devoted to Breland and would never gossip… But she established a major enclave in Graywall, the hub for
undoubtedly knows a trove of interesting stories about its monstrous mercenaries. House Ghallanda has
both modern and past nobles that visited Arakhain. established a luxurious hotel grander than any Gold
Dragon Inn. And yet, this is still Droaam. Graywall
Castle Arakhain Connections isn’t governed by the laws of the Thronehold nations.
• (Noble) Has your family ever visited Castle It’s a haven for fugitives from the east, whether they’re
Arakhain? Have you ever attended the Hunt or a political dissidents, deserters, dangerous criminals,
Long Nights celebration? or all three at once. Its residents are dangerous and
• (Entertainer or Bard) Entertainers are brought in many have no love for humans and their kin. House
whenever there’s a celebration at the Winter palace. Kundarak abandoned its plans for an enclave in
Have you ever played at Castle Arakhain? Graywall, concluding it was impossible to ensure
• If you’re from rural Breland, perhaps you grew up security in the city; now they are building their vaults
in the village of Arakhain and still have family there. in the Brelish town of Quickstone. So Graywall may
Do you know Princess Brela or Mistress Green? be the safest place to interact with the residents of
Droaam… but ‘safest’ is a far cry from ‘safe.’
Graywall presents a host of interesting
opportunities. Gnoll hunters, goblin scavengers, and
tiefling merchants from the Venomous Demesne sell
their goods in the market of Bloodstone, while the
faithful offer prayers to the Dark Six on the Street of
Shadows. Graywall is the place where your bard can
challenge a harpy songbird to a vocal duel, where your
warlock can discuss the ways of the archfey with a
night hag, or where you can engage in diplomacy with
the mind flayer who governs the city. There may be a
thousand ways to die in Graywall, but there are also
opportunities you won’t find anywhere else.
A mind flayer named Xor’chylic governs Graywall
on behalf of the Daughters of Sora Kell. Order is
maintained by Xor’chylic’s Flayer Guard and by a
troop of Znir gnolls, but this is frontier justice. The
Flayer Guard protects the interests of the city and of
Graywall the governor: They don’t care what happens to you. If
a Brelish veteran picks a fight with a Karrnathi war
Population: 6,800 criminal, onlookers will place bets on the outcome
Overview: Droaamite trade center, House Tharashk and argue about who gets to eat the loser. Things
stronghold are a little better in the foreign quarter known as the
Key NPCs: Governor Xor’chylic (male illithid governor), Calabas, where House Tharashk keeps the peace. But
Bahiri (male goblin chef), Jabra (female night hag Graywall is no place for the timid. If you’re not ready to
Yan-Jie Schnellbach

alchemist), Kundran Torrn (male orc administrator), spit in a troll’s eye and dare her to make the first move,
Zerasha (female medusa priest) perhaps you should stay in Quickstone.

61
Interesting Things to defend yourself. As an easterner, you may not be
attacked without reason, but you can be sure that there
About Graywall are plenty of Droaamites who are looking for a reason.
• Graywall is built atop Dhakaani ruins, and there
Bloodstone takes its name from the red stone (also
may still be wondrous treasures hidden beyond the
known as quickstone) used in many of its buildings.
deep doors.
It’s constantly expanding and evolving; businesses can
• While the denizens of Graywall may not love the
spring up or disappear with little notice. Here are a few
peoples of the east, they’re used to dealing with
noteworthy locations.
them. Most of the Droaamites in the city speak at
The Arena. The denizens of Droaam are always
least a little Common, and most are at least willing
eager to watch a good fight, and there’s almost always
to talk to humans—a warmer reception than you’ll
some action going on at the Bloodstone arena.
get at Turakbar’s Fist.
Condemned criminals are often tasked to serve a
• Many of the inhabitants of Graywall are illiterate
sentence in the arena, potentially buying back their
and Goblin is the preferred language. Except in the
freedom if they can survive long enough. Gladiatorial
Calabas, signs are more likely to be iconic than to
combat is a thriving form of entertainment; such
use words, and those that do use words will be in
matches aren’t necessarily fatal to the contenders,
Goblin.
though crippling injuries or death are always an
• Graywall is one of the best places to interact with
exciting possibility.
priests of the Cazhaak tradition, and most are
The Bloody Market. The open market of
happy to discuss their faith with those who know
Bloodstone hosts a vast assortment of often unsavory
little about it.
merchants. Honest traders from the Five Nations will
• House Tharashk has a strong presence in Graywall,
usually conduct their business in the Calabas, but
and this is an excellent place for bargaining with
the Bloody Market is the perfect place for brigands
Tharashk or forming an alliance with the house.
to offload their loot or for kobold scavengers to sell
trinkets retrieved from Dhakaani ruins. If you’re
Businesses and Locations looking for Shiftweave from the changeling village of
Graywall is built on ancient Dhakaani foundations. It’s Lost, Znir metalwork, or new barding for your worg
actively expanding, and most of the Droaamites who friend, the Bloody Market is the place for you.
live in Graywall are part of this process. Goblins and The Broken Sword. This tavern caters to former
orcs work in the quarries, while medusa architects soldiers of the eastern nations: deserters from the
direct ogre work crews hauling stone and building Five Nations, Tairnadal revenant blades, Darguul
walls. Laborers work in exchange for food and shelter, chainmasters, and more. It’s a haven for expatriates;
and out of pride for the growing power of their young patrons are expected to leave their national feuds
nation. Most of the laborers live in mass dormitories, outside, and should anyone start a fight—especially
and eat at one of two vast dining halls known as “grist a Sentinel Marshal or bounty hunter—everyone is
mills.” There are a handful of inns for transients and expected to lend a hand to bring down the instigator.
visitors, as well as tenements for residents with means. This is where you can find that Karrnathi bone knight
Overall, Graywall is dedicated to the business of who killed your brother, but don’t start a fight at the
expanding Graywall, but it is also designed to be a bar. The bartender is a Cyran warforged named Maul,
place where the people of Droaam can do business who also serves as the bouncer; the owner prefers to
with merchants and travelers from the east, and there remain anonymous.
are plenty of opportunities to spend gold or teeth. Challenge Rings. If you want a spectacle, go to
Graywall is divided into four quarters, each of which the arena. But if you’re just looking for a fight or a
caters to a particular population. Here’s an overview of challenge in Bloodstone, you’ve got a lot of options.
the four. Rough circles are etched into the ground at many
major intersections—circles marked with dried blood,
Bloodstone char marks, and pieces of broken statues.
The largest district in Graywall, Bloodstone, is home to At any time, you could see ogres straining under the
most of the industry and businesses in Graywall, from weight of heavy objects, kobolds matching insults and
the dormitories housing laborers to massive tanneries sorcerous power, or changelings engaged in a complex
and slaughterhouses. Most of the medium and large- duel of shifting shapes. Minotaurs and ogres often
sized inhabitants of the city live here. This includes compete in wrestling matches that end when one of
orcs, minotaurs, and ogres, but also changelings, the contestants is forced out of the ring.
tieflings, medusas, harpies, worgs, and more. It’s a The Labyrinth. If you’re looking for local flavor,
haven for people from the Five Nations who need to the Labyrinth is the inn for you. A mine that ran
avoid their former compatriots, but if you’re going dry centuries ago, it’s been converted by a family of
to spend time in Bloodstone, you’d best be prepared minotaurs into a tavern and boardinghouse. The rooms

62
are spread out through the maze of tunnels that gives Inn serves exactly the same cuisine you can find at
the inn its name. It’s on the austere side of modest any Gold Dragon Inn anywhere in Khorvaire. The
living, but if you’re looking for privacy, it can’t be beat. Cracked Keg is a tavern that gives merchants a chance
The Skin Factory. This is the general name for to sample—and purchase—powerful Droaamite spirits.
the mass of slaughterhouses, butchers, and tanners The owner—a dwarf named Banor Blackbarrel—is
found on the edge of Bloodstone. The orcs of Horac’s generally known to be a smuggler with connections
Hides produce excellent leather armors, and there’s a to the Pennyroyals of Quickstone. House Orien
dizzying—and possibly disturbing—array of rations and maintains a small station to resupply coaches and
preserved meats available here. caravans passing through, though house diplomacy is
The Street of Shadows. While the Cazhaak now conducted in the town of Quickstone. Here are a
interpretation of the Dark Six is the most common few of the other important businesses in the Calabas.
faith in Droaam, it’s not the only one. The Street House Kundarak and Sivis. After a series of
of Shadows contains a host of shrines, icons, and disastrous robberies—including one rumored to have
altars. A handful of different idols of the Horned King involved an actual hacking of the extradimensional
stand across from a Znir cairn, and the wind whistles Kundarak vault network by thieves from the Venomous
through a harpy shrine to the First Song. The street Demesne—Kundarak has scaled back its services in
comes to an end at a small, windowless temple of Graywall. It maintains a single mundane vault and
black stone. Known as the Eye of the Shadow, this is offers letters of credit and money-changing services,
the home of the medusa priest Zerasha and hosts the but keeps limited funds on site and is no longer tied
services of the Cazhaak faith. to the vault network. House Sivis provides scribing
The Venomous Voice. The bards of Sharn gather services and maintains a Speaking Stone in the
in the Golden Horn; the harpies of Graywall roost Kundarak bank.
at the Venomous Voice. While the Voice only rents House Tharashk. The fortress enclave of House
rooms to harpies, anyone can come to listen to the Tharashk takes up an entire side of the square around
performances—though a duel between songbirds can the Roar. It is the largest Tharashk enclave outside of
be a maddening experience for the unprepared. In Zarash’ak. Since the rise of Droaam, House Tharashk
addition to musical duels and performances by harpy has been brokering the services of monstrous
virtuosos, the Venomous Voice hosts spectacular mercenaries; this enclave serves as both a recruiting
storytellers and training sessions for novice songbirds. office and a training center, ensuring that their
The roost is owned by Zoryanna of the Last Dirge, who monstrous contractors are familiar with the customs
many consider to be a voice of the Fury. of the Five Nations. As Tharashk is charged with
enforcing the law within the Calabas, the Roar enclave
The Calabas also contains an audience chamber that doubles as a
The Daughters of Sora Kell are interested in trade courtroom. While the mercenary trade is the greatest
with the nations of the east, and they’ve worked with focus of the enclave, it pursues Tharashk’s other
House Tharashk to create the Calabas—a little piece interests as well, selling the services of bounty hunters
of the Five Nations tucked into a corner of Graywall. and inquisitives and supporting Tharashk prospectors.
While there are a significant number of orcs and half- The House of the Nine. This humble inn serves as
orcs in the Calabas—scions and servants of House Graywall’s sole temple to the Sovereign Host. The food
Tharashk—the other Droaamite residents of the city and lodging are modest, but Channa Perryn blesses
largely shun the Calabas (a Goblin word meaning each meal, and Cord Perryn performs Vassal services
“kennel”). Tharashk guards maintain order, and there in the back room. The Perryns aren’t spellcasters,
are no challenge rings or brawling in the streets. but they can offer sanctuary and spiritual guidance to
The architecture feels familiar and comforting to Vassals and could potentially have divine visions.
people from the Five Nations, and signs posted in the The Silenced Stage. This playhouse specializes
Common tongue can be seen around the district. in works that have been banned in the Five Nations,
The Calabas is a small district, organized around along with the new creations of exiled and expatriate
a central plaza known as the Roar—a reference to artists. It is quickly becoming one of the major tourist
the snarling dragonne statue at its center. Most of attractions in Graywall, drawing patrons from as
the businesses in the district are clustered around far away as Fairhaven and Korth. Star performers
the Roar. Hahlo’s is a small Jorasco healing house. include Laren Devir, a Brelish playwright known for
Mundane goods can be acquired at Vorgath’s General his sympathies for the Swords of Liberty; half-elf Asta
Store, while Far Davandi is a haberdasher catering Brand, a Karrnathi singer-songwriter whose opera
to expatriates, capable of reproducing the styles of “Army of the Damned’’ is a bitter condemnation of both
any of the Five Nations. The Merry Marcher is a the Code of Kaius and the Karrnathi use of undead
tavern specializing in the cuisine and spirits of the soldiers; and Syro Talandro, a changeling from Thrane
Shadow Marches, while the ubiquitous Gold Dragon renowned for their solo performances and their

63
The mind flayer Xor’chylic dwells in the central
keep, looking down on Graywall from his high
tower. Xor’chylic had a hand in designing the Karda,
and there is something subtly unsettling about the
architecture. If you’re familiar with psionic tools, you
might spot traces of psiactive sentira in the walls, and
recognize that the governor feeds on the fears of his
subjects and prisoners.

Sar Kuraath (“Little Graywall”)


Most of Graywall is designed for the comfort of
orcs and ogres, creatures of medium and large size.
However, a significant portion of Droaam’s population
and workforce are goblins and kobolds. Ogres perform
heavy labor and orcs work in the quarries and mines,
but it’s the goblins who perform much of the more
delicate work; goblins serve as carpenters, tailors,
potters, painters, custodians, and more. Khaar’paal
elders work with the kobolds to identify those with
sorcerous talents and train them as magewrights.
warnings about the Shadow in the Flame. If you’re an
Workhouses often have halls and doorways high
Entertainer with a checkered past of your own, you
enough for ogres to haul out carts, but everything else
might be invited to perform at the Silenced Stage!
about Sar Kuraath—from the furniture to the flagons at
The Twilight Palace. Unquestionably the grandest
Bahiri’s—are designed for small creatures.
hotel on the Western Frontier, the Twilight Palace
Workhouses and dormitories comprise the bulk
is luxurious even by the standards of Sharn and
of Sar Kuraath. Established clans of goblins and
Fairhaven. A joint venture of House Ghallanda and
kobolds—including the Bone Crows, the Hammer-
House Phiarlan, it was built on the belief that a
Knockers, the Hidden Hands, the Stonebreakers,
prosperous Droaam will result in a wave of merchants
and others—have their own dedicated dormitories,
who will be happy to have a taste of comfort in this
but there are also tenements inhabited by the goblins
harsh land. While it has a few “budget” rooms of
who have no loyalty beyond Droaam… people who
comfortable quality, the standard services of the
were once oppressed by ogre or minotaur chibs, and
Twilight Palace are aimed at people who maintain
who have found new freedoms under the rule of the
a wealthy lifestyle, while the top floor is devoted to
Daughters of Sora Kell. While there are some feuds
aristocratic suites. Beyond the comforts of the rooms,
and rivalries between clans and families, the people of
Phiarlan entertainers perform classic works from the
Sar Kuraath are proud of their freedom and the role
golden age of Galifar and Ghallanda chefs provide
they have to play in Droaam’s future, and they will unite
food in the finest styles of the Five Nations; it’s got
to deal with any outsiders who start causing trouble in
everything you need to forget that you’re in Droaam for
the district.
an evening.
The grist mill in Sar Kuraath provides free meals
for workers, and most of the inhabitants dine there.
The Karda However, there is one especially remarkable inn that
While Graywall wears the trappings of trade, the Karda
has a reputation even beyond Graywall. Bahiri is a
is a reminder that it is ever ready for war. This small
goblin chef who has perfected not just goblin and
district is a walled fortress, housing the soldiers of
kobold cuisines, but also a number of Talentan dishes;
the Flayer Guard and a garrison of Znir mercenaries.
some say that the halfling cooks at the Twilight Palace
Though the gates are open, the only reasons guards
come to Bahiri’s for the orastaca (a tender lizard-meat
have for allowing easterners into the Karda is if they
stew). There are a few modest rooms at Bahiri’s,
have approved business with Governor Xor’chylic or if
and these are usually occupied by gnome or halfling
they’re prisoners; the Last Tower serves as courthouse
travelers and expatriates. Some people believe that
and prison for Graywall, and public executions are
Bahiri’s is a center for intrigue, that the Trust and
conducted in front of the tower. While there are smiths
the goblin spies known as the Silent Folk both run
and stables in the Karda, all services are devoted to the
Matthew Johnson

operations out of this inn; however, it’s likely these


upkeep of the Flayer Guard and ensuring that Graywall
rumors are largely exaggerated.
is ready for any unexpected hostilities.

64
Important People she generally supports the Daughters of Sora Kell and
Graywall is one of the largest towns on the Western their vision for Droaam, there is no question that she is
Frontier and boasts a host of colorful characters. loyal first to the Shadow and next to Queen Sheshka of
If you’re a Talentan halfling, you’ve surely heard of Cazhaak Draal. If you’ve ever met Zerasha, what secret
the wonders of Bahiri’s kitchen. But there are four did she share with you?
individuals who are known across the wider frontier.
Governor Xor’chylic. Giants, minotaurs, medusas— Graywall Connections
these are all well known in Droaam. But a mind • (Acolyte) Depending on your faith, you may have
flayer is a horror even to the denizens of this nation of served with Zerasha or at one of the other shrines
monsters. The common story is that the Daughters of along the Street of Shadows. If you’re a human
Sora Kell recovered Xor’chylic from the goblin ruins Vassal, you could be related to the Perryns—the
below Graywall, where he had been imprisoned by his family that maintains the House of the Nine.
own kind. He is thought to be truly ancient—perhaps While you are devoted to your family, you feel the
even a survivor of the original force that destroyed the Sovereigns calling you elsewhere on the frontier;
Empire of Dhakaan. Only Xor’chylic knows the truth but you still check in on the Perryns when you can
of these rumors, but he certainly enjoys the fear he and want to help to preserve their temple.
inspires in others. His mental powers are impressive • (Entertainer) You’re fascinated with the Silenced
even for a mind flayer; it’s said that he can plant fears Stage. It could be there are works you’ve personally
in the minds of people who anger him, or subtly created that are banned in the Five Nations and
reshape the memories of people in his presence. only performed on the Silenced Stage, or you
Jabra. The night hag Jabra is an alchemist and could just be fascinated with these pieces and love
purveyor of wondrous goods. She sells traditional performing at the Stage when you have the time.
potions, but she also peddles her own unique • (Mark of Finding) You are related to Viceroy
concoctions—along with bottled dreams and Kundran Torrn, who effectively governs the Calabas
nightmares, which she often claims as an additional in Graywall. If you are a favored scion, you might
charge for her goods. She has an ever-changing take the Noble or House Agent background, and
collection of trinkets and magical items, and some say serve the interests of the House across the frontier.
she bargains with beings from other planes. Jabra is Alternately, you could be the lame tribex of the
said to deal fairly with her customers, but she often family—you once worked in Graywall until you had
asks for unorthodox payments; stories suggest that she a falling out with Kundran, and now there’s tension
can actually deal in luck, or buy years of your life. Jabra any time you return to the Calabas.
sells her goods out of a red tent, but she moves around
Graywall and often vanishes for days or weeks.
Viceroy Kundran Torrn. As a viceroy of House
Orcbone
Kundarak, Kundran Torrn holds the power of the Population: 500
law in the Calabas. However, he has also managed to Overview: Brelish fortress
win the respect and even affection of people across Key NPCs: Commander Veirner ir’Tajar (male human
Graywall, especially the local orcs. Torrn has been a commander), Captain Yurell Iff (female half-elf
generous ally to the town, and he has impressed many soldier), Magister Grace Allar (female gnome
with his good humor and his willingness to engage in magewright)
tests of strength and endurance in the challenge rings
of Bloodstone. Of course, there’s at least a chance that For hundreds of years, the fortress Orcbone has
Kundran’s charm and courage are a carefully managed guarded western Breland from the monsters of the
front. Graywall is an important foothold for Kundarak, western barrens and the beasts of Whitehorn and the
and while Kundran surely is bold and strong, it’s Towering Wood. While Galifar was intact, the primary
quite possible he’s clever enough to have staged a few mission of Orcbone was patrolling Orien Route 7,
victories to help bolster his reputation. dealing with any bandits who threatened the Border
Zerasha. This black-scaled medusa priest is Road. For much of the Last War, this region had little
beloved of the Shadow, or so the faithful believe. She strategic value and Orcbone was underfunded and
knows dangerous secrets; some say that she sees understaffed. This changed with the rise of Droaam.
your greatest shame the moment she lays her eyes In 986 YK, Countess Thalia ir’Blis was killed by
upon you. She is a powerful spellcaster capable of Droaamite forces and Orcbone itself suffered grave
raising the dead, and she can teach esoteric secrets of damage. King Boranel reinforced the fortress and
magic—but her gifts always have a high price. Zerasha appointed Commander Veirner ir’Tajar. Orcbone has
is held in high regard by the Droaamite citizens of held the line for the last decade, resisting a siege in
Graywall, both for her power and her wisdom. While 989 YK and serving as an important base of operations
for lesser conflicts along the Western Frontier.

65
However, with the rise of Graywall and Quickstone,
most areas of strategic importance are in the southern
region of the frontier, far from Orcbone. While the
fortress continues to hold the line against Rhesh
Turakbar and the forces of Turakbar’s Fist, Boranel
has deployed the floating fortress Argonth to secure
the southern region and to serve as a symbol of Brelish
might. Commander ir’Tajar sees this as a stinging
rebuke of his command, and he may be right to think
this; he’s made questionable decisions over the last
few years, and the deeds of Breggan Blackcrown—both
when she served under ir’Tajar’s command and now
as a brigand—are a stain on his record. Many wonder
when—not if—the king will replace ir’Tajar, and it’s
common knowledge that the commander would love a
new outbreak of hostilities to prove his mettle.
Orcbone takes its name from a series of conflicts Interesting Things
that took place centuries ago, when the Gaa’aram orcs About Orcbone
held what is now Turakbar’s Fist. The Brelish fortress • It’s said that the region around Orcbone is haunted
played a vital role in driving back these reavers. by the ghosts of both the Brelish soldiers and the
According to the tales, the bones of the fallen orcs western reavers who have fallen over the centuries.
were scattered across the plains as a warning, hence These ghosts are supposed to be especially active
the name. Some believe you can still find shards of on the three nights of Long Shadows at the end of
ancient bone around the fortress, while others claim the year, and some say you can see spectral armies
that this was a foolish act that has left the region reenacting ancient battles during this time.
haunted by the restless spirits of fallen orcs. • Orcbone has four Siege Staffs, one mounted in each
The Western Frontier is wide and open. Orcbone is corner of the keep. However, there are rumors that
built to withstand a siege, and the forces of the Barrens at least one of the four is currently nonfunctional
have attacked it a surprising number of times; the and that Breggan Blackcrown stole the bulk of
reavers see it as a way to test their mettle. However, Orcbone’s Breath of Siberys in a daring raid.
given that attackers can easily just circle around • Orcbone is located within a manifest zone tied
the fortress, Orcbone’s primary mission is to serve to Shavarath. This inspires all creatures in the
as a base of operations for the Westwind Riders, a region—both attackers and defenders—to fight
cavalry force that patrols the Border Road and quickly fiercely, and may be why the western raiders have
responds to threats. There are watchtowers scattered often chosen to attack Orcbone instead of going
around the region, approximately 20 miles apart. Each around it. This has two effects, both of which extend
tower can signal Orcbone using a form of Alarm. This in a one-mile radius around the fortress.
doesn’t allow any sort of detailed message; if the alarm
sounds, it’s a call for the Westwind Riders to respond. • When a creature scores a Critical Hit with
Orcbone is an active military fortress. There are an attack that deals Piercing, Slashing, or
no services here for civilians, and you’re unlikely to Bludgeoning damage, it can roll one of the
be admitted unless you possess the Soldier or Noble attack’s damage dice one extra time and add it to
background. The fortress is made of stone, grim and the extra dice of the Critical Hit.
functional in its design. It stands atop a slight hill that • When a creature casts a spell that grants a
gives it a commanding view of the surrounding plains. bonus to AC, attack rolls, or saving throws, or
Over the centuries, a series of wide ditches have been a spell that grants Temporary Hit Points, the
dug into the hill. To approach Orcbone, you must pass duration is doubled. Spells with a duration of 24
through these trenches while being fired upon by hours or more are unaffected.
the archers in the keep; the classic Orcbone strategy
is to have a force of Westwind Riders approach the Important People
attacking force from the rear, crushing them up against Orcbone is an active fortress, and almost all of the
the walls of the keep. The keep itself shows its age; the people serving there are trained soldiers. Even the
Yan-Jie Schnellbach

walls are chipped and scorched. The Commander’s cooks are soldiers, which is why you don’t want to go
requests for greater funds are generally met with the there for the food. There are around twenty people
statement “We sent you aid; we sent you Argonth.” who serve purely as support staff. Of those four
hundred and eighty soldiers, a third are tasked with
defending and maintaining the fortress.

66
The remaining three hundred and twenty soldiers • (Droaamite) You participated in the siege of 989
form the Westwind Riders. At any given time, a third YK—but you were one of the people laying siege to
of the Riders are outside of the fortress, split into Orcbone. You still feel slightly bitter that you didn’t
bands that patrol the frontier searching for raiders, bring down the fortress. If you have the Soldier
smugglers, and brigands. Another third remain on background, you are respected even by members
active alert, waiting for a signal from the watchtowers. of other armies. In this case, consider what you did
The soldiers of Orcbone are Brelish, and many that was remarkable during the siege, and which
are local to the region. The majority of the soldiers officers in particular would still remember you.
are a blend of humans, half-elves, and dwarves, with
a scattering of shifters, halflings, and gnomes. There
are only a handful of warforged, and no half-orcs.
Given Orcbone’s history of conflict with Turakbar’s
Fist, the soldiers have no love for any of the denizens
of Droaam, and orcs and half-orcs are typically lumped
into that category even if they’re upstanding members
of House Tharashk.
Magister Grace Allar. This acerbic gnome is tasked
with maintaining Orcbone’s arcane artillery. Allar
loves her work—despite having lost two fingers and
collecting an impressive array of burn scars—and is
always looking for ways to improve the Siege Staffs
(these experiments may or may not be why at least one
of the staffs is supposedly inoperable…). Magister Allar
has an ongoing rivalry with Quill Carrayne of Argonth;
if you’re an evoker, you may draw her interest as well.
Commander Veirner ir’Tajar. Commander
Quickstone
ir’Tajar has served at Orcbone for a decade, and many
Population: 1,600
believe the strain is wearing him down. He is both the
Overview: Brelish border town; known for quickstone
Commander and Viscount of Orcbone, ruling both as
Key NPCs: Brogan Hul (male human innkeeper), The
noble and military commander. This title was a gift
Magistrate (nonbinary warforged administrator),
from King Boranel; the ir’Tajars are a family in eastern
Sheriff Constable (male warforged sheriff), Vesper
Breland, and Orcbone was previously in the domain
(female half-elf priest)
of Count Thavius ir’Blis. Commander ir’Tajar is
increasingly obsessed with obtaining a glorious victory, Quickstone lies within the foothills of the Graywall
and yearns to lead an attack against Turakbar’s Fist. mountains, right on the edge of what is commonly
Orcbone doesn’t have the troops for this, Captain Iff accepted as the border of Breland and Droaam. It
doesn’t support it, and the king has no desire to start a was originally driven by the mining of quickstone,
new war; as a result, Veirner is very frustrated. a magically mutable form of stone. With the rise of
Captain Yurell Iff. The captain of the Westwind Droaam, Quickstone drew the interest of followers of
Riders, Iff, is young for her position but has earned the Three Faces of Coin, who saw the opportunities
the respect of her troops. Born in Shavalant, Iff is an the border town presents for both legitimate trade and
expert rider and competent strategist. She is devoted smuggling. Quickstone lies on Orien’s Westroad and
to protecting the people of the Western Frontier; it has recently become the western terminus of the
she fiercely pursues Droaamite raiders, but opposes lightning rail. For those who want to do business with
Commander ir’Tajar’s dreams of attacking Turakbar’s Droaam but don’t feel safe in Graywall, Quickstone is
Fist, considering it foolish and dangerous. While she the last outpost of Brelish civilization. House Orien
is devoted to the nation, there are rumors that Iff is has a significant investment in the town and House
sympathetic to the Swords of Liberty and that she may Kundarak is currently constructing a massive enclave.
be funneling weapons and supplies to Beggar Dane. Quickstone is still small, but it is growing rapidly and
many think greater opportunities lie just ahead.
Orcbone Connections Quickstone was established by miners and
adherents of the Three Faces of Coin cult, but in
Yan-Jie Schnellbach

• (Brelish Soldier) You were stationed at Orcbone


996 YK Count Thavius ir’Blis granted claims around
during the Last War; you may have been there
Quickstone to veteran soldiers who’d served him
during the siege of 989 YK. Do you consider any of
during the Last War, while also settling a group of
the noteworthy NPCs to be mentors or friends? Or
Cyran refugees in the region. Both of these groups
do you have a lingering feud with one of the officers?
largely dwell in temporary shelters outside of town

67
while they wait for more permanent residences to
become available. A third group recently joined this
tent community—a group of Khaar’paal kobolds, who
are using their sorcerous talents to help Orien expand
the lightning rail toward Droaam. There are tensions
between all three of these groups… and the smugglers
and miners who first founded the town aren’t thrilled
about the expanding presence of the dragonmarked
houses or Count ir’Blis and Brelish law.

Interesting Things
About Quickstone
• Quickstone is built on the remnants of an ancient
fortress. While little of that original structure
remains, a massive segment of wall serves as the
foundation of the original town.
Shavalant
• Members of the Three Faces of Coin generally Population: 4,800
remain hidden in the Five Nations. In Quickstone, Overview: Brelish town, House Vadalis stronghold;
however, followers of this faith make up enough of known for livestock and a legendary giant bear
the population that they’re willing to be more open Key NPCs: Kyara d’Vadalis (female human viceroy),
about their beliefs. Danton Redmane (male dwarf businessman),
• As a border town and the western terminus of the Kestrel d’Vadalis (male human sheriff), Tolan Gray
lightning rail, Quickstone has regular contact with (male shifter magistrate and priest)
denizens of Droaam: traders, immigrants, and
Tharashk mercenaries heading east. Affectionately known as “Tribex Town,” Shavalant lies
at the center of a vast array of ranches in the business
of raising plains tribex, riding tribex, and a wide range
Businesses and Locations of other livestock; the Vadalis enclave known as the
Quickstone began as a mining town tied to three Farm breeds war beasts, including Breland’s famed
quickstone quarries in the nearby mountains. The dire bears. While Shavalant has a smaller population
town church is dedicated generally to the Sovereign than Ardev or the great cities of the east, it is a wide
Host, but it’s an open secret that the priest, Vesper, town; ranchers 20 miles away from the town center
is devoted to the Three Faces of Coin. Likewise, the still consider themselves to be part of Shavalant. The
oldest inn in Quickstone, the Crown, is a known haven Farm is House Vadalis’s largest enclave in Breland,
for smugglers and scoundrels, and the innkeeper, and almost everyone in the town works for the house
Brogan, is the person to talk to if you need services or in some capacity. This doesn’t prevent the people of
opportunities that aren’t entirely above board. Over the Shavalant from being proudly Brelish; most believe
last few years, Count ir’Blis has invested more deeply their work strengthens both the house and their nation,
in the town, appointing the Magistrate (a warforged and they see House Vadalis as a positive in the world.
who prefers their title to their name) and Sheriff Shavalant lies just north of Whitehorn Wood, and
Constable; this has coincided with the expanded ranches run along the edge of the vast forest. The town
presence of the Dragonmarked Houses, including a flies a white flag that bears an image of a rampant bear
Gold Dragon Inn, Orien Station, and a Sivis Speaking with curling horns. This is Whitehorn, who the locals
Stone… which currently doesn’t seem to be working. will tell you is a patron of both Shavalant and Breland.
Further details about Quickstone—including According to the stories, Whitehorn is a massive
information about specific businesses, important horned bear—“larger than the largest dragon”—who
individuals, and possible connections to the town—can dwells deep in the Whitehorn Woods. When settlers
be found in chapter 3. first came to the region, they cut back the woods and
angered Whitehorn, who emerged and crushed their
farmsteads. Eventually, Hala d’Vadalis—who the locals
generally call “Hala Whitehorn’’—established a clear
set of edicts about how to deal with the Whitehorn
Yan-Jie Schnellbach

Woods, limiting harvesting and hunting. According


to the legends, since then, Whitehorn has dwelled in
harmony with the townsfolk, and people even swear
that if the town is truly threatened, Whitehorn will
emerge from the woods and defend it.

68
While it’s a charming story, this is Breland, not Businesses and Locations
the Eldeen Reaches; Shavalant is an industrial town. While Shavalant is a decent sized town, most of its
There’s a powerful Lamannian manifest zone in the business is related to livestock. If you’re looking to
Whitehorn Woods, and House Vadalis is harnessing visit the largest slaughterhouse in Breland, head to
the power of that zone to enhance the production Shavalant. But aside from the rodeos—and the inns
of livestock. Beasts born in the ranches adjacent to and taverns that support them—there’s not a lot to
the zone are especially strong and fertile. Attempts do in Shavalant that doesn’t involve buying, selling,
to cut back the woods or overharvesting of its breeding, or slaughtering beasts.
resources trigger catastrophic effects—including When it comes to food and lodging, Shavalant has
attacks by swarms of birds, dire beasts, and possibly, a few options. The Gold Dragon Inn offers exactly
a megafauna bear. Beyond this, any structures built the same services you’ll find at the Gold Dragon
beyond the “forest line” rapidly rot or corrode. The Inn in Ardev or Graywall; it’s reliable and certainly
people of Shavalant have learned exactly where the comfortable, but unremarkable. The Bull’s Blood is
line is and they push right up to the edge. They do a tavern catering to slaughterhouse workers and can
harvest lumber and hunt on the edge of the Whitehorn, be a rough place. The Milk Bar is a joint venture of a
taking Advantage of how quickly things regrow; it’s Ghallanda and Vadalis heir, offering the milk of a vast
simply that Hala’s edicts set clear boundaries on just assortment of beasts and even a few monstrosities.
what can be harvested from the woods and when. If you can afford better—or at least more local—than
People may love their Whitehorn flag, but there’s no the Gold Dragon Inn, the Brand is the oldest inn in
druidic reverence here: This is a practical arrangement Shavalant and is especially celebrated for its steaks
based on scientific principles. and savory pies.
There are dozens of ranches around Shavalant. The
Interesting Things Triple Horn and the Arrowhead ranches breed riding
About Shavalant tribex, while the Lazy Dragon and Gray Bull ranches
• During the summer, Shavalant has ongoing rodeos breed plains tribex for meat, leather, and as beasts of
and stock shows. Brightblade (12 Nymm) blends burden. These are just a few that focus on tribex; if you
the typically martial festival with nature; jousts, live in Breland and own a tribex, the odds are good
tribex taming, and bullfights are common events. you can trace its lineage back to Shavalant. A more
The Hunt (4 Barrakas) often involves unique exotic ranch is the Royal Bear, which shifted focus
creations of the house. Every year someone lobbies (and name) during the Last War to focus on breeding
for the hunt to take place in Whitehorn, but Viceroy and training dire bears. A similarly exotic ranch is the
Kyara doesn’t want to disturb the powers sheltering Bright Beak, which specializes in breeding hippogriffs.
within the woods. The most important location in Shavalant is the
• Shavalant was briefly occupied by Aundair during Farm, the casual name for a Vadalis enclave that
the Last War, but they underestimated the deadly includes a sprawling central keep and a few acres of
capabilities of the war beasts Vadalis had at its pastures, stables, and training facilities. The Farm
disposal. While most of these are well known— includes an administrative wing where Viceroy Kyara
notably, the dire bears—many say that the Farm has contemplates long-term strategies and evaluates
a host of scorpions and serpents bred to serve as reports from the many ranches Vadalis manages or
primal assassins. licenses. Another wing is devoted to evaluating and
• A far more dangerous attack came in 993 YK, working with new or exotic beasts and monstrosities;
when a group of Ashbound druids from the Eldeen if Vadalis decides to try domesticating cockatrices,
Reaches caused chaos by turning the beasts of they’d start by bringing some to the Farm. The
Shavalant against the ranchers. The Ashbound stables at the Farm are devoted to beasts that can’t
were slain, but there was significant damage and yet be handed off to a ranch. During the war, a few
death. Some believe that a wounded Ashbound generations of dire bears were bred at the Farm before
druid escaped into Whitehorn and may yet return to the work was transferred to the Royal Bear ranch. At
wreak further destruction. the moment, they could be working on a better breed
• Druids and anyone from the Eldeen Reaches of tribex, a bloodhound with a sharper sense of smell,
receive a cold reception in Shavalant, and anyone or songbirds that can mimic the voices of famous
openly declaring themselves to be Ashbound will entertainers. The most secure branch of the Farm
Yan-Jie Schnellbach

face an angry mob. While this is linked to the is the War Offices, where heirs work to evaluate and
Ashbound incident, it also ties to a larger idea that hone the martial abilities of their beasts. This includes
druidic beliefs are directly at odds with Shavalant’s developing more efficient means of training existing
way of doing business… and if a Shavalant farmer war beasts—war tribex, war horses, war hounds—as
wants to keep battery hens, you can shut up and eat well as working to magebreed traits that could make
your damn eggs.
69
such animals more effective on the battlefield. As engaged in criminal dealings, but there’s no question
suggested earlier, there are certainly rumors that that Danton Redmane is determined to increase his
the War Office has a division—and perhaps, a secret wealth and power and has no qualms about getting his
subterranean facility—devoted to beasts that can be hands bloody.
used as tools of assassination. Kyara d’Vadalis. Kyara is the viceroy of Vadalis’s
Thanks to the importance of House Vadalis’s operations in western Breland. Following the customs
operations, Shavalant has a suite of dragonmarked of her family, she disdains the use of titles; despite
services. The small Kundarak bank and Sivis message being one of the most powerful people in the house,
station (Stone 124) share a building. Orien has a she prefers “Kyara” to “Lady Viceroy.” Her manner may
station that runs a steady stream of caravans, including be casual, but she is in charge of Vadalis operations
coaches designed to transport large beasts and throughout the region. From the trading of horses to
preserving coaches that use a form of Gentle Repose breeding better bears to deciding whether the house
to transport meat. The local Jorasco clinic is called can domesticate cockatrices—it all falls to Kyara.
Helping Hands. House Deneith has an office that Most accounts say that she earned her post due to
focuses on providing security for ranchers in need, her competence, confidence, and her ability to handle
and Tharashk maintains an outpost that’s mainly a trading partners or difficult underlings with the same
waystation for private inquisitives and bounty hunters. ease with which she calms a stubborn tribex. She has
Finally, in addition to the Farm and its many ranches, no qualms about working with adventurers, and is
House Vadalis runs a facility formally called The always interested in unusual beasts or monstrosities.
College of Balinor’s Gift but is more generally just Sheriff Kestrel d’Vadalis. It’s unusual to find an
called Farm School; this offers training in mundane heir of a dragonmarked house enforcing Brelish law,
and magical techniques of animal husbandry and but there’s no one the people of Shavalant trust more
veterinary medicine. than Kestrel. An excellent rider who competes in the
Shavalant has a small temple devoted to the Brightblade festivities, Sheriff Kestrel is a competent
Sovereign Host, and most especially to Balinor—the wandslinger and a bearer of the Mark of Handling—a
Sovereign who grants dominion over the animal useful trait in a town where problems often involve
kingdom. Services are conducted by Tolan Gray, a tribex rustling or rounding up stray beasts. Kestrel
shifter who asserts that House Vadalis is blessed has a reputation for honesty and integrity, and the
by Balinor. In return, Vadalis strongly supports the townsfolk believe he will put his loyalty to the town
church… and it is likely no coincidence that Tolan Gray ahead of his house if he has to choose one or the other.
also serves as the magistrate of Shavalant. Tolan Gray. The mayor of Shavalant is a wildhunt
shifter, and a member of a small shifter community
Important People within Shavalant. His extended family runs Black
Almost everyone who lives in Shavalant works with Rose Kennels and breeds fine hounds, but Tolan was
livestock in some capacity—whether as ranch hands, drawn to the church. He serves as the priest of the
wranglers, butchers, or tanners. Looking to the major local church of the Sovereign Host. He believes that
ranches, those that lie next to Whitehorn Wood—which he is especially close to Balinor, and he believes that
see the most benefit from the manifest zone—are Balinor favors both Shavalant and House Vadalis. He is
largely direct extensions of House Vadalis, effectively a jovial man and an enthusiastic hunter, and regularly
branches of the Farm. The majority of the ranches are tours the ranches to bless the beasts in Balinor’s name.
licensed by House Vadalis, sworn to uphold Vadalis Thanks to his popularity with the people and Vadalis,
standards and paying a licensing fee to the house, he also serves as magistrate of the town. However, if
but otherwise independent. Some of these are run by you have your ear to the ground, you’ve likely heard
Vadalis heirs, but there are others that have no blood that his assistant—Hesta d’Vadalis—handles most of
ties to the house. Shavalant has the standard mix of the actual administrative duties, with an eye to what
species found in Breland, although there are fewer most benefits her family.
gnomes than one usually sees in the eastern cities.
Danton Redmane. In a town where almost Shavalant Connections
everyone works for House Vadalis, Danton Redmane • (Mark of Handling) If you’re both Brelish and a
found an alternative. Vadalis raises animals; the member of House Vadalis, the odds are good you’ve
man known as the Slaughterhouse King kills them. spent time in Shavalant; you may have even studied
Through shrewd dealing—and, some say, blackmail at Farm School. Are you related to Sheriff Kestrel
and extortion—this dwarf has consolidated his control or to Kyara? Or are your parents independent
over the slaughterhouses and meat packing industry ranchers?
of Shavalant. Danton is also a member of the Aurum, • (Druid) There is a power in the Whitehorn Woods.
and it’s his generous donations that maintain the If you’re tied to one of the Eldeen sects, you may
small Aurum Hall in Shavalant. He may or may not be have been tasked to investigate this, and perhaps to

70
see if there’s any truth to the rumor of an Ashbound What’s also known is that there are fey spirits in the
survivor in the Wood. If you’re an independent druid lake… and that the communities around Silver Lake
or follow a different tradition, you could still feel have struck bargains with these spirits. For the most
a primal force calling you toward the Whitehorn part, this involves little or no active interaction between
Wood. You may wish to develop your powers before the present Lakefolk and their fey patrons. Deals were
you see what destiny awaits you there. made in the distant past, and what matters now is that
• If you’re a skilled rider, you may be determined each village has a pact it needs to maintain to ensure
to try your luck at the Brightblade festivities in the quality of its catch and the safety of its sailors.
Shavalant this year. Are you interested in jousting? Common practice is to refer to these fey patrons
Racing? Taming a wild tribex? as their great-grandfathers or great-grandmothers,
though some villages have other customs. Much like
the people of Shavalant and the Whitehorn Wood,
the Lakefolk don’t romanticize these relationships or
have any special love for the fey. It’s a simple business
arrangement they need to fulfill, and some Lakefolk
resent these lingering agreements. On the other hand,
breaking a pact can have disastrous consequences;
there are a few ghost towns along the shore,
abandoned because of the enmity between the villagers
and the resident fey. Most of the Lakefolk aren’t
especially knowledgeable about the fey and don’t have
a way to reliably contact their patron. The wandering
Greensinger known as Briar has often sought to serve
as an intermediary between the Lakefolk and their
patrons, but many of the Lakefolk don’t want some
outsider interfering with their business. It’s our waters
and our bargains. You want to buy some fish? Great. If
Silver Lake not, door’s right there.

Population: 1,700 Interesting Things


Overview: Brelish fishing villages tied to supernatural
forces About Silver Lake
Key NPCs: Bull Mordran (male human innkeeper), • Silver Lake touches Thelanis. While the Lakefolk
Cask Cooper (male halfling shipwright), Lora Tarn largely just catch fish, you never know when
(female human veteran), Mala Cooper (female someone might find a mysterious old lamp or a
halfling priest), Tall Bradon (male dwarf ferryman) glittering eel with magical properties in their nets.
Driftwood from Silver Lake may be charged with
When people on the frontier talk about Silver Lake, Thelanian energies, making it especially suitable for
they’re usually referring to the assortment of small crafting wands or staffs.
villages and hamlets spread across the southern shore • There are a number of abandoned villages on the
of the lake. Because Silver Lake isn’t a unified town, it shores of Silver Lake. Some are believed to be
doesn’t have a counselor or a sheriff. If there’s trouble, cursed by fey forces, while others suffered arcane
the Lakefolk will go to Shavalant or Orcbone to seek bombardment during the Last War; Aundair tested
justice—though more often than not, they’ll just take and deployed magical weapons on Silver Lake,
care of things themselves. On the whole, the Lakefolk some of which have left lingering effects.
are pragmatic, cynical, and suspicious of outsiders. • Every village in Silver Lake has some sort
Every lake village has its secrets, and they don’t care of arrangement with its “great-grandparent.”
to have outsiders digging them up. If you’ve come for Sometimes these are strange (no one in the village
fish, they’ve got fish for sale. But they aren’t much for can wear red) and sometimes they carry a cost
pleasant conversation. (they must pour a barrel of ale into the lake each
Not all of the secrets the Lakefolk possess are month). There are always rumors of villages with
as secret as they’d like them to be. It’s a known fact more sinister secrets. Beyond this, this unusual
that Silver Lake contains a strong manifest zone tied
Yan-Jie Schnellbach

arrangement could easily serve as cover for a Cult


to Thelanis. This makes the lake a remarkable and of the Dragon Below, whose quirks are dismissed as
dangerous resource, which is discussed in more detail favors for the fey patron.
later in this chapter.

71
Businesses and Locations Silver Lake Connections
Silver Lake doesn’t have a lot to offer, unless you’re • (Warlock) If you’re from Silver Lake, your warlock
looking for fish or some clever driftwood sculptures. patron could be the great-grandparent of your
There’s no dragonmarked services, no Gold Dragon village. While most of these patrons are fey, it’s
Inn; if you’re looking for a mercantile, you should have possible that some more sinister power is hiding
stayed in Shavalant. Some of the villages have no among them. Also, just because you have a fey
visitor-facing businesses whatsoever, but others have patron doesn’t mean you have to be an Archfey
one particular point of attraction. There are around a warlock. A spirit of Silver Lake might be fey in
dozen active villages in Silver Lake; here are notes on nature but grant the powers of the Fathomless or
a few of the most significant. of a Marid Genie. As a warlock, you have a more
Bradon Ferry. One of the larger villages, Bradon active relationship with your great-grandparent than
Ferry takes its name from the service it provides. The most of the villagers have with their patrons. Are
Bradon family runs a ferry service between Silver Lake you working for the good of your village? Have you
and Xandrar. The ferry runs every other day, as it’s broken some rule—possibly transferring the favor of
a day’s journey in either direction. Traveling straight the spirit from your village to you personally—and
across Silver Lake can be a dangerous journey, but Tall fled? Or are you just eager to exchange your life of
Bradon (who is, in fact, a dwarf) has a special route… fishing for one of adventure?
and the Bradon family may have pacts that make it • Even if you’re not a Warlock, as a Sorcerer or a
possible. Druid you could say that your abilities are gifts of
Cooper Shrine. The Coopers are halflings. While the powers within Silver Lake—whether the patron
their ancestors were indeed coopers, today the family of your village or some greater power that dwells at
uses their magewright woodworking skills to construct the heart of the lake. This is especially appropriate
and repair fishing boats. Cask Cooper is the oldest for a Storm Sorcerer or a Circle of the Land
shipwright and the nominal head of the family. Mala (Coastal) Druid, but any path could work. Perhaps
Cooper is a priest of the Sovereign Host and maintains you helped an ancient gold dragon in the middle
the small shrine in the village. Everybody in Silver of the lake and it imbued you with the powers of
Lake loves the Coopers, and if you’ve heard any rumors a Draconic Bloodline. As with a Warlock, are you
about Mala Cooper making sacrifices to the Devourer, working to help your village? Have you been given
they’re damn lies. a mission by your patron? Or are you just excited to
Graywater. The fishing has never been good in put your magical gifts to the test?
Graywater, and the human Tarn family turned to • You were born in one of the villages surrounding
soldiering to bring in coin. There are a few Tarns in Silver Lake but left to serve in the Last War. When
the Westwind Riders and a few serving in the Deneith you recently returned home, you discovered that
Blademarks. Thanks to this experience, the Tarns your village was empty. Your neighbors say that your
operate as a militia and Lora Tarn sees herself as the family were the victims of some sort of mysterious
de facto sheriff of Silver Lake. There’s not usually too Aundairian magical attack. One day, you’ll find out
much trouble, but Lora deals with fights that break what happened and who is responsible, then make
out at Mordran Market and does her best to deal with them pay for their crimes.
brigands and ruffians.
Mordran Market. With a population of 300,
Mordran Market is the largest village on Silver Lake.
Sylbaran
The market is open on the weekends, and people come Population: 5,800
from the surrounding villages and farms to sell their Overview: Eldeen town, garrison for the Wardens of
catch and crops. Mordran is just north of Shavalant, the Wood, known for fish and insects
and merchants and intermediaries from the town will Key NPCs: Dew-on-the-Leaf (awakened tree), Dosun
make the journey up to Mordran Market. Mordran Oars (male human Warden), The Beekeeper
also has the only inn on Silver Lake, an unlicensed (female druid, species unknown), Mils Holt (male elf
establishment called the Black Duck. The Mordrans acolyte), Raegan Oak (male shifter druid advisor),
are an extended human family who make up most of Stillwater (non-binary half-elf Greensinger), Tala
the village. Sina Mordran oversees the market; Bull Landon (female human councilor)
Mordran runs the Black Duck; and Crane Mordran is
the patriarch of the fisherfolk. At the end of each week, A century ago, Sylbaran marked the southern border
Sina has to throw an interesting trinket into the lake, of Aundair. During the Last War, Aundair made
so she always looks for intriguing deals at the market. the decision to focus its forces to the east; leaders
decided that the agricultural towns to the west were
expendable. Brelish troops seized Sylbaran in 950 YK
and occupied the city for six years; throughout that

72
this, Sylbaran is unmistakably an Eldeen community.
Much of Sylbaran’s illumination is provided by
bioluminescence. Swarms of bees support the Warden
peacekeepers. The fisherfolk sing fish into their nets.
While much of the town still uses the pre-Eldeen
infrastructure, the newer buildings are made from
shaped earth—not unlike the quickstone structures of
Quickstone, though not as durable. Many of these are
on the edge of town, but there are a few in the center,
replacing buildings that were destroyed during the
Brelish occupation.
Overall, the people of Sylbaran are happy folk
who love their town and the natural world around it.
Sylbarans know their neighbors and are always ready
to lend a hand to other members of the community.
time, bandits and Brelish pillagers wreaked havoc They prefer harmony to strife and prefer to solve
across the region. The Wardens of the Wood brought problems peacefully whenever possible. However,
this chaos to an end, uniting Aundairian peasants and they’re quite used to dealing with outsiders who don’t
druids of many sects to drive out the invaders and share these ideals. While Sylbarans are patient with
scavengers. travelers, there are limits to this patience. Animal
In 956 YK, the Warden alliance drove the Brelish abuse (such as mistreating mounts) will not be
troops out of Sylbaran, and now it marks the tolerated, and someone seen pissing in the lake is
southern border of the Eldeen Reaches. Sylbaran likely to be thrown in it. The townsfolk stick together,
is one of the largest towns in the Eldeen Reaches, and if someone sees a crime being committed, they
and it is remarkable in many ways. It serves as a will typically raise a hue and cry and get involved,
garrison, recruiting center, and training ground for rather than passing by. However, there are always new
the Wardens of the Wood—maintaining a force that outsiders who don’t know the ways of the Reaches, so
is ready to protect the Reaches from any southern there’s always trouble to be found.
aggression, while also bringing in recruits from the
smaller hamlets and farmsteads scattered around the Interesting Things
Reaches. While the Wardens are the largest druidic About Sylbaran
sect and take the most interest in maintaining the
• Sylbaran lies on the shores of Silver Lake, and
Reaches, Sylbaran has representatives from two of
fishing is an important industry in the town. Silver
the other major sects—the Children of Winter and the
Lake has ties to Thelanis and is home to fey spirits.
Greensingers. While these druids use their powers
The Thelanian connection is strongest in the
to help the community, they also act as missionaries
southern waters—as called out in the description
and recruiters, sharing their traditions and preparing
of Silver Lake earlier in this chapter—but there
their students for the pilgrimage into the Towering
is magic in the water. The Greensinger Stillwater
Wood. In this, it reflects the original alliance forged
and their initiates help to keep the lake peaceful,
by the Wardens—the farmers of western Aundair and
and there’s almost always a Greensinger gleaner
the druidic initiates of the Towering Wood—working
singing on the docks. The fisherfolk of Sylbaran are
together for the greater good. The notable holdout
likewise known for singing as they fish, with songs
among the sects is the Ashbound; Sylbaran may be
honoring both the fish and the fey.
a relatively small town, but it is still too civilized and
• Sylbaran is celebrated for its bees. Honey is a
industrial for the Ashbound extremists.
specialty of the town, and its most important export.
Warden initiates work with farmers, hunters, and
Beyond this, swarms of bees patrol the town and
fisherfolk throughout the Eldeen Reaches. Unlike the
assist the Warden peacekeepers; outsiders who
Ashbound, the Wardens don’t oppose metalworking,
cause trouble will soon find that the justice of
arcane magic, or basic industry; their focus is
Sylbaran stings swiftly!
on sustainability and minimizing damage to the
• Sylbaran is also home to a tremendous population
environment. Gleaners use Plant Growth, Mold Earth,
of feytouched fireflies. At night, these fireflies light
Druidcraft, and other rituals to enhance farming and
Yan-Jie Schnellbach

the streets. Most homes have shuttered “lightning


construction. Beyond this, Sylbaran is a focal point
lanterns;” these are left outside the home or in an
for commerce with the southern nations. There are
open window, and at dusk fireflies flock to these
well developed docks to handle shipping on Silver
lanterns. Some people like to call Sylbaran the “city
Lake and warehouses filled with Eldeen produce
of stars,” in reference to the glittering clouds that fill
waiting to be picked up by Orien caravans. Despite
its skies at night.
73
• Sylbaran has outposts for the Wardens of the Wood, the Kundarak vault network; the house continues to
the Greensingers, and the Children of Winter—one petition the town council for permission to establish
of the only open outposts of the Children beyond such a connection. Following the common practice,
the Towering Wood. These outposts can support House Sivis operates its Speaking Stone station from
adventurers with ties to those sects or those who the bank and provides scribing services.
wish to contact them. The Dragonne’s Roar. The Finder’s Guild of House
• There are a handful of awakened animals and Tharashk isn’t allowed to prospect in the Towering
plants that call Sylbaran home, a legacy of the Wood, but the Town Council has recently allowed
Warden uprising. You never know when a shrub or a Tharashk to establish an outpost for the Dragonne’s
bird might strike up a conversation with you. Roar—the branch of the guild that brokers Droaamite
services. Guildmaster Kard’Aashta is still completing
Businesses and Locations work on the outpost and building up her staff;
Most of the communities of the Eldeen Reaches primarily, it serves as a waystation for mercenaries
are self-sustaining hamlets and villages. Sylbaran is passing through town. However, Kard’Aashta has many
remarkable due to its focus on commerce. As a result, contacts in Droaam—including friends in Turakbar’s
there are many locations that can be of interest to Fist and the Great Crag—and can be a useful source
adventurers. of information for adventurers planning to travel west
of the Border Road. While she’s interested in making
Dragonmarked Services a profit, Kard’Aashta truly does want to help normalize
While many dragonmarked houses are interested in relations between Droaamites and the people of the
Sylbaran, the town council has prevented a number east, and will often encourage the mercenaries in
of them from establishing outposts in the town. The residence to accompany her to town revels or to the
Children of Winter vehemently oppose any dealings Sylvan.
with House Jorasco, and the council has denied both Sylbaran Station. The Wardens of the Wood
House Deneith’s request to establish a garrison and have refused to allow House Orien to extend the
House Lyrandar’s proposal to construct a Storm Spire lightning rail into Sylbaran, but they allow the house to
and airship docking tower. However, there are a few maintain the trade road and run caravans and Thunder
services adventurers may find useful. Coaches through the town. Sylbaran Station was
Bank of Sylbaran/Stone 112. House Kundarak built to support this traffic and to store freight being
Warm_Tail

operates the only bank in Sylbaran. It has a large, transferred to or from these caravans; the enclave is
secure vault, but at the moment it isn’t connected to surrounded by silos and warehouses. Station manager

74
Husker d’Orien dreams of seeing the lightning rail in Hour, a Ghallanda-licensed inn with a beautiful sunset
Sylbaran, and is constantly working to win the favor of on its sign; it’s a peaceful establishment that offers
members of the town council. excellent vegetarian fare and simple lodging at modest
The Stampede. House Vadalis has deep roots in rates. A more unusual option is The Welcoming
the region. Many local families have connections to the Boughs, an inn built into the spreading branches of a
house that date back centuries, and Vadalis provides great oak (whose growth was accelerated); it’s modest
vital services for travelers. While there are druids in quality and price, but certainly unusual. When it
who despise Vadalis, the Wardens allow the house comes to food and drink, The Good Berry is the best
to operate as long as it adheres to certain guidelines tavern in town, offering drinks for any budget. While it’s
on the treatment of its beasts and restrictions on known for Goodberry wine, it serves a wide range of
magebreeding. The Stampede is an Orien enclave unusual fruit wines and liqueurs and occasionally has
that focuses on providing mounts and teams for Orien what the innkeeper swears are wines from Thelanis.
caravans and couriers, as well as caring for the animal
companions of other travelers. The Stampede breeds Religious Services
tribex, but only as mounts and beasts of burden, The majority of the people of Sylbaran respect the
and this is a trivial operation when compared to the traditions of the Wardens of the Wood, and the druid
stockyards of Shavalant. The Stampede is run by Raegan Oak and the awakened tree Dew-on-the-
Myrana d’Vadalis, a tough old woman whose greatest Leaf hold services in the meadows west of town. The
pride is the pair of bulettes who live on the ranch, Wardens seek to maintain a path of harmony between
which she calls Trundle and Grim. Myrana has been civilization and the wild, drawing on the best aspects
working with these two monstrosities for years and has of each world and using them to help the other side
developed a strong bond with them, but the bulettes prosper. The Greensingers hold their services at
have never produced young. Myrana brings Trundle to Lake’s Edge, where the druid Stillwater shares stories
festivals, and allows children to ride the monstrosity. and keeps the peace between Sylbaran and the fey of
The Sylvan. This small theater doubles as an Silver Lake. The Beekeeper resides in the massive
outpost for House Phiarlan. The Sylvan is run by apiary to the north of Sylbaran, and the Children of
Laenan Shol d’Phiarlan, an accomplished actor who Winter join her there, but their services aren’t open to
is particularly fascinated with the Greensingers and outsiders. None of these druids will sell their services,
the fey knack for enchantment and illusion. While and none have the power to reincarnate the fallen
Stillwater has never come to the Sylvan, Laenan or to raise the dead. Funerary services are generally
has convinced a number of Greensinger initiates to conducted by the Children of Winter, who bury the
perform there. dead in the gardens around the apiary; beautiful
flowers bloom over the mass graves.
Room and Board While the residents of Sylbaran largely follow one
Weather permitting, many of the people of Sylbaran of the druidic traditions, there is an old temple of the
prefer the outdoors to the confines of a tavern. There Sovereign Host that has been maintained by Mils
are two common gathering places, at opposite ends Holt, an elf who has lived in the region for hundreds of
of town. Lake’s Edge is a stretch of beach north of the years. Mils supports the Reaches, but prefers the old
Sylbaran docks; fisherfolk who use small boats will ways of Boldrei and Arawai to the druidic traditions.
often land on Lake’s Edge at the end of the day and He performs the rituals of the Sovereign Host for local
trade some of their catch for stories or a song. The Vassals and travelers. Mils is wise and often has sound
Greensingers of Sylbaran primarily camp on Lake’s advice to offer, but the only spell he can reliably cast
Edge, and every night at least one of the ‘Singers will is Ceremony. However, on occasion he has had divine
lead all comers in song and dance. The Haven is a visions—mirroring the effects of Commune or Augury—
vast, rolling meadow west of town. The Wardens of relating to travelers in need.
the Wood have a semi-permanent camp in the Haven, While the druids of Sylbaran don’t sell their
and many Reachers visiting Sylbaran from elsewhere— services, one of the most important things they do
especially travelers from the Towering Wood—will is teach. This is one of the few places beyond the
pitch their tents or lay their bedrolls in the Haven. As Towering Wood where groups of aspirants study the
long as they mind their manners, visitors can always druidic mysteries. All three of the sects represented
find a place around the bonfire. in Sylbaran have students and initiates. Most will only
Travelers who prefer to take their meals and nights ever be gleaners, but some may become true Druids
indoors have a few options. While it’s largely shunned or Rangers—and if you’re such a character, Sylbaran
by the locals, House Ghallanda’s Gold Dragon Inn could be where you learned your skills.
offers reliable, modest, and comfortable lodging for
travelers and has a single wealthy-quality suite. The
Gold Dragon is not to be confused with the Golden

75
Other Locations and Services is determined to ensure that the people of Sylbaran
Local farmers and artisans from the surrounding don’t defy the natural cycle of life, which has resulted
villages bring their goods to Sylbaran, and most in House Jorasco being banned from the town and
commerce occurs in the ever-changing open market. limits placed on other healers. She wants the people of
Food, herbal remedies, handmade clothing, druidic Sylbaran to be strong and thrive, but they must come
focus items, and many more can all be acquired at the by this naturally.
Sylbaran market. Notable permanent establishments Dew-on-the-Leaf. This maple tree was awakened
include Karch Tanners, which specializes in leather by Faena Graymorn—one of the most powerful druids
goods and armor; The Hardy Haft, which produces of the Wardens of Wood—during the Eldeen Uprising,
staffs, hafted weapons, and other wooden goods; and charged to watch over Sylbaran. Dew-on-the-Leaf
and Balm & Bloom, an apothecary’s cooperative generally takes root in the Haven meadow, where
with a remarkable range of goods and tools. Druella they are always happy to discuss the philosophy of
Grayroot is a shifter herbalist and talented primal the Wardens of the Wood with initiates and curious
healer, capable of casting Lesser Restoration and travelers. While Dew-on-the-Leaf doesn’t have the
Gentle Repose; but thanks to an understanding with power of the Great Druid Oalian, they have on occasion
the Beekeeper, she won’t perform Lesser Restoration performed spells associated with plants and earth—
on those whose afflictions are entirely natural. There Plant Growth, Entangle, Thorn Whip, and others—but
are relatively few magewrights in Sylbaran, but there their full abilities are unknown.
are gleaners—the primal equivalent—who can perform Dosun Oars. Born to one of the old families of
some of the same functions; notably, there’s a squad of Sylbaran, Dosun embraced the teachings of the
gleaners who can cast Control Flames that deal with Wardens of the Wood and proved himself to be a
any fires that break out in town. capable ranger. Today, he commands the Warden
The shifters of Sylbaran largely live on the garrison in Sylbaran and oversees the training of
northeastern edge of town. Some live in earthen Warden recruits. While generally a kind man, he is
buildings within the town; others pitch their tents relentless when dealing with criminals or raiders that
in the tall trees on the edge of the Haven meadow. threaten Sylbaran. Dosun plays Hrazhak with the
They’ve built a Hrazhak field north of Haven, and Graykin, and is one of the few humans to play on a
while this sport can be challenging for non-shifters, a shifter squad.
number of the townsfolk have taken up the challenge. Raegan Oak. A wildhunt shifter from the Towering
Woods, Raegan is the druidic advisor for Sylbaran. He
Important People represents the Wardens of the Wood and the Great
Druid Oalian, and is charged with providing the town
The oldest families in Sylbaran are the Karches
council and the people of Sylbaran with guidance on
(traditionally hunters and tanners), the Oars
how best to live in harmony with the world around
(fisherfolk), the Landons (livestock), and the Fields
them. Raegan is old and there’s gray in his fur, but he
(farmers). There are many other families in Sylbaran,
is filled with a love of life and exudes an infectious
but these four are the largest and someone who carries
energy. Raegan performs Warden ceremonies in the
one of these names is likely to have a lot of friends in
Haven meadows, and teaches aspirants seeking to
town. There’s also a significant number of shifters in
grasp the primal mysteries. Oak has a strong bond with
Sylbaran, most of whose forebears fought alongside
Dew-on-the-Leaf, and often sleeps in their branches.
the Wardens during the liberation of the Reaches and
Stillwater. The leader of the local Greensingers is
chose to stay by the water’s edge. These shifters don’t
a non-binary Khoravar who spent much of their life in
use family names, but as a community they’re known
the feyspire Shae Loralyndar—the City of Rose and
as the Graykin—a reference to a legendary champion
Thorn—in the Towering Wood. Stillwater—a name they
of the Towering Wood.
gave themselves when they came to Sylbaran—serves
The Beekeeper. This enigmatic figure wears a
as an emissary to the fey of Silver Lake, and teaches
veiled, hooded robe and is often literally covered in
their initiates rituals and rites to help placate these fey.
bees; as a result, few people are even sure of her
Like most Greensingers, Stillwater encourages the
precise species. The Beekeeper is an influential
people of Sylbaran to see the magic in the world, and
emissary of the Children of Winter, and she teaches
to take joy in the stories unfolding all around them.
the Children of Sylbaran from within her vast apiary.
When they aren’t teaching Greensinger aspirants, they
The Beekeeper has an astonishing gift for working
are often found singing at Lake’s Edge. If you’re looking
with insects, and it is her talents that jump-started
for information about the fey of Silver Lake, Stillwater
Sylbaran’s honey industry and provided the Wardens
may be able to help.
with their unusual assistants. Despite the sinister
Tala Landon. Tala is one of the five members of the
reputation of the Children of Winter, the Beekeeper is
Sylbaran town council. While she respects the Warden
a positive force who works for the general good. She
traditions, Tala claims that she hears the voice of Kol

76
Korran and Onatar urging her to do more—to be ever • When you passed through Sylbaran a month ago
vigilant for new opportunities that could help Sylbaran you were stung by a bee, and the wound has never
prosper. With this in mind, she is often interested in healed. It’s not exceptionally painful, but you can
talking to adventurers who could help her with the feel it throbbing. What does it mean?
subject of her latest vision. • If there’s one thing you truly love in this world, it’s
Sylbaran honey. You can’t get enough of it.
Law and Order • The last time you passed through Sylbaran,
The Eldeen Reaches don’t enforce the Code of Galifar. the Vassal priest, Mils Holt, made an oracular
Justice is administered by the town council, which is pronouncement when he first saw you. Talk to the
made up of one representative from each of the four DM to determine what it was.
oldest families and a representative of the Graykin
shifters; the Warden druid Raegan Oak advises the
council. Casual crimes and disruptions of the peace
are dealt with directly by Warden Commander Dosun
Oars and the Warden peacekeepers. Brawls driven
by passion are largely dismissed as long as there’s
no lasting damage, and fighting in self-defense is
acceptable. Those who commit minor crimes will be
given a chance to compensate the victim of their crime
and undo the damage they have done; those who are
unwilling to do so will be scarred across one cheek
and driven across the Eldeen River. Perpetrators of
more serious crimes will receive harsher punishments;
nature can be merciless, and killers who can’t find a
way to make up for the damage they have done may
be executed. One of the strangest aspects of justice in
Sylbaran is the bees. Thanks to the Beekeeper, swarms Turakbar’s Fist
of bees can be found patrolling Sylbaran—and when
commanded by a Warden peacekeeper, these swarms Population: 1,600
target criminals. Overview: Droaamite fortress, citadel of evil
Sylbaran is a garrison for the Wardens of the Wood, Key NPCs: Rhesh Turakbar (male minotaur warlord),
and there can be up to two hundred Warden soldiers Byraka (female minotaur raider), Ghwyyr (male
in residence. Generally, half of these troops will be gnoll warlock), Haakar (female half-orc hunter)
patrolling the region—traveling between the villages Imagine a barren plain covered with shards of polished
and hamlets—on the lookout for bandits, monstrosities, black stone. These fragments have edges sharper than
and other threats. The Wardens have fortified the knives, and they gleam when the lightning flashes—
bridge that crosses the Eldeen River—known as for there is always a storm looming over the plain.
the Eldeen Ford—and perform a quick search of all Look more closely, and consider the shapes of the
coaches and caravans. Blast disks and similar military- stones; perhaps you can see the outline of a vast and
grade weapons aren’t allowed and will be confiscated. terrible city built by fiends in a time long forgotten.
The guardians of the Ford have feytouched fireflies that This foul metropolis fell long before humanity rose,
Detect Magic, changing color to indicate the school; but one piece remains. Look from above, and you
they use these to identify evocation items, and to spot can see that this was surely the heart of the ancient
illusions and Bags of Holding. city; a fortress tower, a spire of dark polished stone
studded with blades and sharp edges. No mortal hand
Connections to Sylbaran or mundane tool could shape such a thing. It is a vile
• (Eldeen Druid or Ranger) You studied the primal relic of a forgotten age, the hand of an overlord raised
mysteries in Sylbaran. Did your mentor send you in defiance. The Dhakaani named it t’Kaash, the Fist.
out into the world on a mission, or are you following They recognized it as a thing of evil, but even the
your own calling? If you return to Sylbaran will they power of the empire couldn’t destroy t’Kaash. Anything
be happy to see you or did you leave in disgrace? that dwells in this fortress will be corrupted by it, but
Yan-Jie Schnellbach

• (Eldeen shifter) You are one of the Graykin shifters, it has never stood empty for long; those with evil in
and you still have family in Sylbaran. Do you miss their hearts are drawn to it, yearning for the power
your home, or are you glad to leave it behind? Do it offers. It has known many masters, but today it is
you play the sport of Hrazhaak? Turakbar’Kaash—Turakbar’s Fist.

77
Turakbar’s Fist lies north of the town of Graywall, fortress, which at the time was held by a legion of
almost dead center between the Graywall and Byeshk Gaa’aram orcs and fiend-bound gnolls. While brutal,
Mountains. It serves to guard the border of Droaam, this purge succeeded. However, the templars found
but it is far older than the Daughters of Sora Kell. it impossible to destroy the citadel and concluded
Anyone who’s spent time on the Western Frontier that there was no imminent danger of the overlord
knows the stories. Turakbar’s Fist is a remnant of being released. Furthermore, they realized that
one of the first cities in Khorvaire—the citadel of anyone who remained in the citadel for long would
an overlord that the Droaamites call the Horned be corrupted by its power. As the fortress was far
King. Everyone knows stories of how the Sovereigns from civilized lands, the Church withdrew and
defeated the ancient fiends or how these dark powers issued an edict that the faithful should avoid the
are bound by the Silver Flame; it doesn’t take a region around this dark spire. It was in the wake
Korranberg education to imagine that this Horned of this purge that t’Kaash was first claimed by the
King may be bound beneath this spire. The people of minotaur clans.
the east often imagine the denizens of Droaam to be • It is customary to name the spire by its current
cruel, bloodthirsty monsters, and Turakbar’s Fist has master. So, it is currently known in Droaam as
long helped drive that image. Turakbar’Kaash, Turakbar’s Fist. However, fifteen
As soon as you approach the fortress, you can feel it years ago it was Haalrac’Kaash. Rhesh Turakbar is
drawing out the worst parts of you, driving mercy from a powerful warlord who has held the fortress since
your thoughts and whispering of the power you could the rise of Droaam, and it seems that the Daughters
wield if you have the strength to take it. Or perhaps prefer to work with the fiend-worshiper they know.
you will feel courage and hope being burned away. For But if Turakbar is slain, someone new will surely lay
the Horned King is a spirit of tyranny, and if you aren’t claim to the Fist.
ready to be a tyrant, it brands you as a victim.
Given the power of this place, some might wonder
why the Daughters of Sora Kell didn’t claim it
themselves. Why isn’t this the seat of power, instead
of the Great Crag? The obvious answer is that this
isn’t the vision they have for Droaam. However
great the power in this place, it is a place of petty
tyranny. Turakbar and his Fist are a useful tool for the
Daughters, certainly, but the warlord of t’Kaash will
always be driven to dominate through force and terror.
It is better for the Daughters that he can terrorize the
east, for driven by his demons, he will shed blood one
way or another.
Turakbar’s Fist is a literal citadel of evil. It is a place
you hear about in unpleasant stories, the source of the
bloodthirsty reavers who ravage the Western Frontier.
Should you ever go there, be sure you’re well-armed
and prepared. The denizens of Turakbar’Kaash respect
strength and cruelty, and if you show any signs of
weakness, they will consume you.

Interesting Things About


Turakbar’s Fist
• Raiders from t’Kaash have been a threat in this
region throughout history. There have been periods
of time when the spire has stood empty, and times
when the inhabitants have directed their aggression
westward—periods when the servants of the
Horned King spread terror among the goblins and
orcs to the west instead of the humans to the east.
Dimart Graphics

The fortress of Orcbone was established to protect


settlers from the reavers of the Fist.
• In the eighth century, the Church of the Silver
Flame sent an army of templars to cleanse this vile

78
Businesses and Locations sacrifices at Turakbar’s Fist. The gnolls of the Znir
Few easterners enter Turakbar’s Fist and live to Pact despise Ghwyyr and have sworn to destroy him.
tell the tale. But there are a few who have seen the Haakar. Once a bounty hunter of House Tharashk,
inside: merchants, entertainers, escaped prisoners. this half-orc left her house to follow the path of the
The archives of Flamekeep have detailed maps made Horned King. While she occasionally accompanies
when the templars briefly seized the spire. What these raiding parties, Haakar prefers to stalk her prey alone.
stories share is the fact that the current inhabitants While she will pursue any enemy of Rhesh Turakbar,
of the Fist didn’t build it. The disadvantage of having she is infamous for hunting Sentinel Marshals; she’s
indestructible walls is that you can’t remove the known to have killed three so far, and wears their
obsidian impaling spikes or widen the halls. Turakbar Deneith signet rings as trophies.
may hang banners and mount trophies, but at the
end of the day he and his warriors are squatting in a Connections to
demon’s fortress. Turakbar’s Fist
Turakbar’s Fist is surrounded by a number of small • (Gnoll) The traitor Ghwyyr is your brother, and his
villages and strongholds. These follow the old model betrayal shames your bloodline. Somehow, you will
of the Barrens; a chib (literally “big man”) dominates end him.
a community through fear and force. Often, these are • You have vivid nightmares about Turakbar’s Fist.
minotaurs; the Kor’mur (“Blood Horn”) minotaurs You don’t know if it’s calling you there to die, or if
hold Turakbar’s Fist, but the Red Hooves and Blade you have a purpose to fulfill—if, somehow, you can
Breakers are lesser clans in the region. There are also break the power of the Horned King.
a few trolls and ogres among the chibs. While the other • Your family or friends were killed by Byraka during
minotaur clans have their grievances with the Blood a raid, and you have sworn to take vengeance on the
Horns, all of them bend the knee to Turakbar as the Bloody Ghost.
Daughters’ appointed warlord. • Haakar stalked a group you were traveling with.
She took you by surprise, killing your companions
Important People but leaving you alive. She said you weren’t “fully
The Blood Horn minotaurs rule Turakbar’s Fist, but seasoned,” but that she’d find you again when the
they make up less than a quarter of its population. time is right. You are determined to be ready for her
Many of Rhesh Turakbar’s soldiers are Gaa’aram orcs, the next time you meet.
along with a handful of worgs and feral shifters. These
warriors are the ruling class, supported by a host of Unicorn Point
goblins, kobolds, and ogre servants. While there are
a few rebellious spirits among these servants—the Population: 780 permanent residents, with a
kobold warlord Kethelrax the Cunning was once bound constantly shifting transient population
in Turakbar’s Fist—most are trapped by their fear of Overview: Orien rest stop on the Border Road
Turakbar and the soul-crushing influence of the Fist Key NPCs: Kolara d’Orien (female human
itself. In addition to Rhesh Turakbar (who’s described administrator), Barro d’Ghallanda (male halfling
later in this chapter), a few of his lieutenants are innkeeper), Veskala (female kobold innkeeper)
known throughout the frontier.
For centuries, Orien Route 7 has been an important
Byraka, the Bloody Ghost. This minotaur is a
trade road allowing for the transport of goods between
rising star among the Kor’mur clan. She is a fierce war
Breland and Aundair. Unicorn Point was established
leader whose reavers are responsible for some of the
centuries ago as a simple Orien waystation to support
most terrifying raids of the last two years. Byraka has
couriers and caravans. Then they realized that they
silver-white fur, though it is often stained with blood
needed a Vadalis presence to provide fresh mounts for
from her kills; survivors of her raids called her “a
couriers and caravan teams. And what about a Gold
bloody ghost” and she has embraced the name. Rhesh
Dragon Inn to support the increasing traffic? And a
Turakbar appreciates her skill and the terror she
Jorasco healer to take care of injured travelers? And
spreads in his name, but many believe he sees Byraka
a Cannith tinker to repair damaged vehicles? With
as a rival and hopes she will die in battle.
each such addition, Unicorn Point grew, until it had
Ghwyyr. This gnoll was once a hwyri—a demon-
truly become a town in its own right. However, it’s in
hunting warden—of the Znir Pact. No one knows what
a strange middle ground because it’s not a traditional
led to his fall, but he went from hunting corrupted
town. The residents of Unicorn Point aren’t Brelish
minotaurs to serving as the warlock-priest of the
or Droaamite, they’re all heirs of the dragonmarked
Horned King. Ghwyyr is a dangerous spellcaster who
houses. There is no mayor or magistrate; everyone
claims to commune with the Horned King. He advises
in Unicorn Point works there, and the houses are
Rhesh Turakbar and performs vile rituals and cruel
renting the land from Count ir’Blis. House Orien has

79
Cannith also runs a general store providing hardware
and common magic items. The Cannith outpost is part
of the central Orien enclave.
House Deneith maintains a force of 40 Blademark
mercenaries. By default, these Blademark soldiers are
there to defend Unicorn Point from raiders, but guests
can hire a bodyguard for the duration of their stay
should they wish.
House Ghallanda runs the largest Gold Dragon Inn
on the Western Frontier. It has a vast wing of modest
rooms, with a smaller number of comfortable rooms;
the strongest presence in Unicorn Point, but they there is no wealthy suite at Unicorn Point.
don’t hold any sort of absolute authority over the other House Jorasco maintains a small but efficient
house representatives. In general, it’s in everyone’s healing house. They can’t raise the dead, but they can
best interests to get along… but there’s a lot of room for provide the other standard services.
interhouse intrigue at Unicorn Point! House Kundarak has a bank with a small vault at
Overall, Unicorn Point is dense, functional, and Unicorn Point. Generally speaking, people don’t stay in
relentlessly commercial. Every service is tied to a Unicorn Point long enough to need long-term storage
house guild. All permanent residents live in house or banking services, but some travelers feel a need to
outposts. It’s not a town; it’s more like a spaceport or a store valuable goods in the Kundarak vault overnight.
truck stop. As with all Kundarak enclaves, the bankers ask no
The King’s Assessors of Breland maintain a questions about the goods being stored.
roadblock just south of Unicorn Point, where they House Medani has no outpost of its own, but House
make sure that all caravans have paid appropriate Orien keeps three Medani inquisitives on retainer at
taxes on their cargo. However, the people of Unicorn the Orien enclave in case there’s trouble, and they can
Point don’t care about Brelish taxes and make no sell their services to travelers.
judgments about smugglers. House Orien maintains the large enclave that
serves as the heart of Unicorn Point. Working with
Interesting Things About House Vadalis and House Cannith, they ensure that all
Orien coaches and caravans are kept in working order
Unicorn Point and that drivers and couriers can get fresh mounts if
• In theory, people who break the law at Unicorn needed. There are barracks for Orien drivers, so they
Point will be detained by Deneith mercenaries don’t have to pay for a room at the Gold Dragon. The
or Blades of Orien and held until Brelish forces enclave also contains a Teleportation Circle for people
can take them to face Brelish justice. In practice, who absolutely have to end their journey, though the
Unicorn Point is a place where gold can make a lot cost is prohibitively expensive for most travelers. In
of problems go away—or where traditional crimes addition to its own services, Orien allows traveling
may be entirely ignored, as long as they’re done in merchants to sell goods in an open marketplace in
the service of a dragonmarked house. front of the Orien enclave, and there’s always a diverse
• Unicorn Point is a small town with a tremendously assortment of offerings.
high density of services that aren’t available House Phiarlan has a contract to provide
elsewhere along the Border Road. It’s an oasis of entertainment at the Gold Dragon Inn, and Phiarlan
civilization at the midpoint of a long road. entertainers often perform at the open market in front
• People are constantly streaming through Unicorn of the Orien enclave.
Point—you never know who you’ll meet there! House Sivis has a small station—Stone 66—that
provides the services of the Speaking Stone and the
Businesses and Locations option of Sending.
Unicorn Point has representatives from almost every House Tharashk maintains a small outpost
Dragonmarked House. The notable exceptions are at Unicorn Point, primarily providing lodging and
House Lyrandar and House Thuranni; Phiarlan supplies for Tharashk bounty hunters and agents of
has the entertainment contract, and with no airship the Dragonne’s Roar.
tower and no waterways, there’s not much use for the House Vadalis maintains the stables that are part
Yan-Jie Schnellbach

Windcallers. Here’s an overview of the services. of the Orien enclave, while also running a separate
House Cannith maintains and repairs land stable and livery for guests who aren’t associated with
vehicles, and maintains a staff of tinkers who can House Orien. They have established a series of large,
perform general repair and maintenance on the fenced pastures for traveling Vadalis monarchs who
structures and equipment of Unicorn Point itself. need to temporarily pause with their beasts.

80
Important People Veskala. Over the last few years, the number of
Unicorn Point is a collection of Dragonmarked Droaamites traveling along the road has increased.
enclaves, but it is an extremely practical outpost. It is Veskala’s is an inn catering to the appetites and needs
driven by the constant stream of caravans and convoys. of the monsters on the road, from gnolls to goblins.
The Cannith scions aren’t engaging in abstract arcane While Unicorn Point is primarily a Dragonmarked
research; they are fixing broken axles and Mending outpost, Tharashk viceroy Kundran Torrn of Graywall
wheels. Most of the people of the Point are hard- pulled some strings to help the kobold Veskala get
working and plain spoken, with little interest in the established at the Point; her hostel is technically part
intrigues and schemes their houses may be engaged of the Tharashk enclave, and is a favored destination
in elsewhere in the world. Here are a few notable for traveling mercenaries tied to the Dragonne’s Roar.
denizens of the Point. While it is tiny in comparison to the Gold Dragon Inn,
The Queen of the Road. Lady Kolara d’Orien is the if you’re keen to try Droaamite cuisine or to listen
current administrator of Unicorn Point, but she didn’t to a little harpy song, head to the common room at
rise to this position by sitting behind a desk. Kolara Veskala’s. Veskala herself grew up in the kitchens of
spent a decade driving Thunder Coaches, before what is now Turakbar’s Fist. She escaped to Graywall
shifting focus to serve as a Blade of Orien defending when the Daughters rose to power, and it was there
convoys on the most dangerous routes. Initially she befriended Viceroy Torrn. She is devoted to the
assigned to assist the Deneith mercenaries at the Fury and there may have been some divine power that
Point, Kolara took charge when other house leaders has helped her survive and prosper. Veskala takes
were slain in a raid during the war. House leadership vengeance very seriously, and she is determined to
was impressed by her charisma and tactical acumen someday make Rhesh Turakbar pay for the suffering
and assigned her the de facto command of the Point. he’s inflicted on her and her kin; this may be something
Kolara is good at her job, maintaining strict discipline a party of adventurers could help with.
among the Orien staff and ensuring the steady flow
of traffic; it helps that she has a keen understanding Connections to Unicorn Point
of the teamsters’ experience. But she also delights in • (Dragonmarked Heir or House Agent). You lived at
spending time in the Gold Dragon Inn and the Orien Unicorn Point for a few years, whether as part of a
canteen, gambling and carousing with travelers and job or because of your family. You have a bitter rival
encouraging the drivers to share their tales. She is who is still at Unicorn Point: Who is it, and what’s
renowned for her capacity for drink and her luck at the basis of your rivalry?
cards, and beloved by many travelers—hence her title • (Guild Artisan or Merchant). You used to work at
as the Queen of the Road. Now fifty-three, Kolara Unicorn Point; perhaps it was your first job. Why
isn’t as spry as she once was and prefers to avoid have you sworn never to go back there again?
drawing her sword. However, her training as a Blade
of Orien allows her to cast a variation of Vortex Warp,
teleporting a target up to 150 feet to a place she can Distant Cities
see or knows well; those who cause trouble in the Gold While the Venomous Demesne and Shaarat Kol
Dragon might suddenly find themselves in the brig. aren’t part of the Western Frontier, the smugglers
Lord Barro. Barro d’Ghallanda is the host of encountered on the frontier often traffic in goods from
Unicorn Point’s enormous Gold Dragon Inn. A burly the Venomous Demesne and have dealings with sailors
halfling with a baritone voice and a thick beard, in Shaarat Kol. Lost isn’t on any map of the Western
he is determined to provide every patron with the Frontier, but you never know when you might stumble
most delightful experience possible. He remembers across this mysterious town. Beyond that, on the
the preferences of the teamsters who regularly Western Frontier, you may encounter or play a medusa
pass through the Point, and always strives to learn from Cazhaak Draal, a kobold from Shaarat Kol, a
everything he can about new customers. While he changeling from Lost, or a tiefling from the Venomous
would never actively betray a confidence, he loves to Demesne. While these cities aren’t actually part of the
see people happy and often works as a matchmaker— frontier, they play a role even from a distance.
helping to establish romantic or business connections
between people in need. People have gotten quite used
to Lord Barro’s well-intended nosiness. With this in
mind, it’s just possible that Barro is also serving as an
informant for the King’s Dark Lanterns, the Royal Eyes
of Aundair, or others eager to know who’s traveling
along the Border Road and what they’re carrying…

81
Cazhaak Draal the mountains near the town of Quickstone, the
Stonelands include significant deposits of quickstone,
and the architects of Cazhaak Draal are quite adept at
Population: 3,300
working with this material.
Overview: City of medusas
The medusas of Cazhaak Draal are a spiritual
Key NPCs: Sheshka (female medusa warlord)
people, so much so that their traditions of worship
Long ago, Cazhaak Draal was a major metropolis of have become the dominant religion in the region.
the Empire of Dhakaan. It was destroyed in a conflict Cazhaak Draal includes a grand temple devoted to the
with the daelkyr Orlassk, who unleashed deadly Dark Six, along with smaller shrines devoted to each
creatures and curses on the region. In 778 YK, a group individual member of the six. These shrines are spread
of medusa settlers emerged from Khyber and took around the inner city, so that pilgrims can visit their
possession of the ancient city. Today, Cazhaak Draal chosen shrine without having to enter the city proper.
is the center of medusa culture in Droaam. While There are also a number of monasteries and anchorite
the medusas are few in number, their intelligence, cells spread around the Stonelands, where medusa
discipline, and deadly power make them valuable allies mystics contemplate the mysteries of the Six.
for the Daughters of Sora Kell. The medusas support The primary inhabitants of Cazhaak Draal are
the Daughters’ vision for a united Droaam, and they the medusas, with a strong secondary population
have helped to keep the more savage elements of the of gargoyles; only Grimstone Keep has a larger
nation in line; even a troll will watch its temper around population of gargoyles. Most other creatures find the
a medusa. Beyond this, the medusas of Cazhaak Draal Stonelands to be harsh and frightening; prior to the
are capable magewrights and especially talented unification of Droaam, devoted pilgrims would travel
stoneworkers. Across Droaam, medusa architects are to the Shrines of the Six, but few would remain. With
devising the blueprints for the growing cities of the the establishment of the new nation, Queen Sheshka
young nation. has encouraged members of other species to come to
Cazhaak Draal lies in a region called the Cazhaak Draal. There is a growing kobold population,
Stonelands. This is a harsh land in the foothills of the along with a contingent of humans and tieflings from
Byeshk Mountains, infested with cockatrices, basilisks, the Venomous Demesne. Both gargoyles and medusas
and other dangerous monstrosities. Once, the land was are long lived but have a slow rate of reproduction; now
fertile; the curses of Orlassk petrified everything, and that the population is increasing, they are beginning
now there are stone trees and grass. In some regions, to reclaim the ruins around the inner city and expand
the curse holds and nothing grows, but elsewhere the Cazhaak Draal.
stone trees are encircled by living ivy and grasses.
The medusas have an affinity for the monstrosities Interesting Things About
and ways to deal with the widespread stone, so they
have prospered here. None of the other inhabitants
Cazhaak Draal
of Droaam have ever tried to challenge them for this • Cazhaak Draal is the most organized center of
bleak territory; aside from pilgrims devoted to the Dark worship for the Dark Six in Khorvaire. If you have
Six, most creatures shun the Stonelands. a need for an experienced priest of the Six or study
While the bulk of the population is concentrated the ancient prophecies of the Priests of the Shadow,
in Cazhaak Draal, there are a handful of small Cazhaak Draal is the place to go.
communities scattered around the Stonelands— • Cazhaak Draal has a remarkable menagerie of
monasteries, basilisk ranches, and a few farms. There petrified creatures; a gallery of revered medusa
are few inns in the Stonelands, but many medusas will elders, petrified before the end of their natural
offer a traveler shelter as long as they’re civil. lives; and a stone prison containing both medusa
The original metropolis of Cazhaak Draal was a criminals and creatures of other species who
sprawling city with tens of thousands of goblinoid crossed a line in Cazhaak Draal. You may have
inhabitants. The modern city occupies just a fraction reason to recover one of these statues.
of the original. Over the centuries, the medusas have • The original medusa settlers are known to have
explored the old city, but they have largely left the emerged from a gate leading into Khyber. That
petrified Dhakaani in place. When you walk through passage remains in Cazhaak Draal, and only the
the outer rings of Cazhaak Draal, you can experience medusas know what lies beyond it.
the moment that the city fell. The inner city has been
entirely rebuilt, using curving serpentine designs
and patterns that showcase medusa stonework. Like
the gargoyle warlord has been engaging in disturbing
experiments with demonglass or fiendish possession—
that Cairngorm is drawing on some power of Khyber
in this pursuit of gargoyle perfection—but these are
merely rumors.
Grimstone Keep is an active fortress, not unlike
Orcbone. The core population of gargoyles is
supplemented by a force of other humanoids. Goblins
and kobolds work on maintenance and support. A
mixed force of orcs, shifters, ogres, and other creatures
stands ready for any general military operations, along
with an elite force of Znir gnolls and a squad of war
trolls tasked to protect Cairngorm. The gargoyles
themselves provide aerial support and scouting, as
well as carrying messages between major outposts.
With this in mind, Grimstone Keep isn’t designed for
the entertainment of travelers. The gargoyles socialize
with one another, and everyone is welcome in their
Grimstone Keep storytelling circles. Droaamites can get shelter and
grist at Grimstone Keep, but traveling easterners will
Population: 1,080 have to camp outside the fortress walls.
Overview: Gargoyle fortress
Key NPCs: Cairngorm (gargoyle) Interesting Things About
In 870 YK, a force of Silver Flame templars discovered Grimstone Keep
an ancient Dhakaani fortress that was almost perfectly • Grimstone Keep is one of the best preserved
preserved—completely shunned by the Gaa’aram orcs Dhakaani outposts in the region, and could hold
and other denizens of the region. It seemed the locals relics or secrets hidden since the fall of the empire.
were afraid of the karaguls—the fearsome statues of • The keep was held by templars of the Silver Flame
fiendish creatures that studded the walls of the outpost for over a century. There could be hidden caches of
and lined its halls. The templars dismissed these templar supplies, messages carved into the walls,
superstitions. They named the outpost Brightstone hallowed cells, or other intriguing remnants of its
Keep and held it for over a century. The templars time as a sacred fortress.
of Brightstone Keep sought to protect settlers from • The upper levels of Grimstone Keep are exclusively
the east from the many threats of the region, and devoted to the gargoyle population. The stairs
hunted those things they considered monsters. And leading up have been destroyed, so that flight is the
so it continued until 986 YK, when Sora Katra came only way to reach the top floors. Here gargoyles
to Brightstone Keep and spoke to the statues on engage in meditation, storytelling, and other
the walls… all of which were gargoyles. Most had exercises. It’s possible that Cairngorm is training a
remained dormant for thousands of years, choosing force of gargoyle warlocks or creating demonglass
to ignore the templars in their roost. But Katra’s champions here… though surely, those are just
whispers drew them from their slumber and promised ridiculous conspiracy theories.
rewards for their loyalty. Roused from their sleep,
the gargoyles drove out the templars and claimed the
fortress as their own. As the conflict between Droaam Lost
and Breland escalated, the Daughters sent troops
to garrison the fortress, under the authority of the Population: Unknown, estimated 600
gargoyle warlord Cairngorm. Overview: Shapeshifting village of changelings
Grimstone Keep is home to the largest population Key NPCs: The Warlord of Lost
of gargoyles in Khorvaire, including both the original “The Misplaced Village” is a Brelish fairytale, a
gargoyles of Brightstone Keep and others who were variation of the story of the Forgotten Prince. In this
originally scattered across the region. The warlord version, the Traveler visits a village plagued by bandits
Cairngorm is actively working to foster a sense
Yan-Jie Schnellbach

and war and offers to hide them from their enemies,


of cultural identity among the gargoyles, and is promising “No one will ever find you.” The villagers
encouraging the exploration of art and the celebration eagerly accept the offer, only coming to realize, as the
of storytelling, a favorite pastime among the stonefolk. ritual was taking effect, that the gifts of the Traveler
Cairngorm has also been pushing the gargoyles to always have a price. And so it came to pass: The village
explore their own potential. There are rumors that disappeared… And no one ever found it again.

83
The purpose of this story is to highlight the dangers Interesting Things About Lost
of trusting strangers and the need to consider the • Stories floating around Droaam claim that while
consequences of the bargains you make. No one in the the changelings of Lost steal things, sometimes
Five Nations thought it was based on anything real… they give things away—that, like the Traveler, they
Until the Daughters of Sora Kell first summoned their may bestow valuable gifts that will cause chaos or
chosen warlords to the Great Crag, and a changeling change. Some say it was a changeling of Lost who
shifted through a handful of forms before showing gave Tira Miron her sword Kloijner (unlikely) and
its (presumably) true face and introducing itself as who presented Breggan Blackcrown with the crown
the Warlord of Lost. Others in Droaam were already of Breggor Firstking (quite possible).
familiar with Lost—Sora Teraza had come to the • The changelings of Lost work to hone their
village to forge the initial alliance—but the powers telepathic abilities. Most possess telepathy with
of the east were surprised to learn that there was an a range of 60 feet and the ability to cast Detect
entire community of shapeshifters they knew nothing Thoughts at will. If you’re playing a changeling
about. In the years that have followed, the changelings from Lost, you can choose to develop these powers
of Lost have become an important part of the by taking the Telepathy feat presented in Tasha’s
Daughters’ regime. Changelings often serve as Katra’s Cauldron of Everything.
Voice or Teraza’s Eyes, gathering information or using • Changelings from Lost may have other
their gifts to fill the classic role of the bard, sharing remarkable abilities. Some have the talents of
news with different communities and raising spirits. bards, specializing in enchantment, illusion, and
While the denizens of Lost are part of Droaam transmutation. Others learn to assume beast forms,
society, Lost itself remains shrouded in mystery. much like a Circle of the Moon druid. So if you’re
Reliable accounts claim that the village is mobile and searching for Lost, keep in mind that even beasts
alive—that the houses of Lost are a massive form of could be the villagers you’re looking for!
mimic known as facades. According to the stories,
these facades can assume the shapes of anything from
a tent to a hut to a wagon. Thus, within moments, Lost Shaarat Kol
could shift from looking like a camp of gnolls to being
a wagon train, and as a train it can move to a new Population: 4,600
location. Thus, any small community could potentially Overview: City of goblins and kobolds, smuggling and
be Lost. It’s also believed that the facades of Lost are manufacturing center
naturally resistant to divination, which has helped hide Key NPCs: Kethelrax the Cunning (male kobold
the village from potential enemies. warlord)
So what’s known about Lost is that it’s a small
Shaarat Kol is a city in southwestern Droaam, set
community of changelings that can hide in plain sight
against and into the western face of the Graywall
and move whenever it chooses to. The changelings
Mountains. Like Cazhaak Draal, it is built on the
of Lost possess telepathic gifts that allow them to
foundations of an ancient Dhakaani city; unlike
communicate silently and to read the thoughts of
Cazhaak Draal, far more of the original city remains
others, which helps them maintain their deception.
intact. The city was either abandoned or completely
They excel in the creation of mutable materials:
depopulated during the wars with the daelkyr. Those
Shiftweave, Glamoured Armor, Hats of Disguise, and
parts of the city that were above ground were damaged
anything in this vein; an assassin from Lost may have
by battle and the passage of time. At one point, an ogre
a walking stick that can turn into a rapier. Stories
chieftain built a simple fortress within these ruins, and
further suggest that at least some of the changelings of
this changed hands many times over the centuries. But
Lost are exceptional thieves, and that over the course
much of Shaarat Kol was underground, and in its final
of centuries they have stolen many interesting things
days its gates were sealed with both Arcane Locks and
from across Khorvaire; if you’re looking for a lost relic
adamantine bars. None of the chibs and chieftains who
of the Silver Flame or the scepter of the Dhakaani
claimed the fortress on the surface were ever able to
emperor, it’s possible it’s hidden away in Lost.
delve below. None, that is, until Kethelrax the Cunning
The motives of the changelings of Lost remain
came along. In 985 YK, Kethelrax was the leader of
enigmatic. Many familiar with the situation doubt that
a band of goblins and kobolds—rebels hiding in the
the “Warlord of Lost” is an individual, guessing that
Graywall Mountains and raiding the thuggish chibs.
it’s a constructed identity shared by all the changelings
One day, Sora Katra came to his camp, and the two
of Lost when it’s needed. Some question if there’s any
talked for hours. In the month that followed, Kethelrax
way to know that Lost is just one village, or if there
led his followers in a daring attack against the ogres
could in fact be a half-dozen shapeshifting villages
and their ettin chib who held the ruins of Shaarat
moving around Droaam. Ultimately, what matters is
Kol. It was a vicious fight, but Kethelrax’s forces won
that Lost is out there—and that potentially any small
village you encounter in Droaam could be Lost.
84
the day and claimed the fortress… and using the traps and defenses. But just in the area that’s been
knowledge Katra had shared, Kethelrax was able to reclaimed, Kethelrax has been able to get a foundry
open the gates of the old city and discover the true face and an ore processing facility working, and they are
of Shaarat Kol. learning a great deal about the process the Dhakaani
The name of the city is Goblin for “Forge of used to create and work adamantine. This is only the
Swords” and it was once an industrial center of the start, but Shaarat Kol has the potential to play a very
Dhakaani, home to some of their greatest forge adepts. important role in the future of Droaam.
The city was largely intact and contained resources Unlike Graywall, Shaarat Kol has made little
untouched for thousands of years; while many of effort to welcome the Five Nations. There’s no Orien
these resources were lost to time, adamantine doesn’t trade route and no Dragonmarked outposts in the
age. However, the city was lost during war, and the City of Goblins. The coastline to the south is rocky
ancient daashors left countless traps along with their and dangerous, and it is difficult for large ships to
treasures. There are amazing facilities and other land. Kethelrax is actively working to construct a
wonders to be found in Shaarat Kol, but claiming them safe port so that Shaarat Kol can rival Vralkek as an
is a slow process. Even now, more than a decade later, important shipping destination. For now, there are a
the denizens of Shaarat Kol have only reclaimed an few safe havens for those who know them, but they
estimated 20% of the ancient city. only support small ships. All this means that the
At the moment, Sharaat Kol is essentially two people of the Five Nations who come to Shaarat Kol
cities. The Upper City is on the surface, which is are mainly smugglers. There are all kinds of valuable
being expanded and rebuilt in the new Droaamite goods available in the Goblin Market, including many
style seen in Graywall and the Great Crag. Most of that are taxed or prohibited in the Five Nations.
the people of the city live in the Upper City and it’s Some smugglers trek paths and hidden passages
where most business takes place. But there’s also the through the Graywall Mountains, while others dare
Undercity, which lies beyond the ancient gates. This travel the dangerous coastline in small boats. While
is where Kethelrax holds court and where his most Kethelrax and the Daughters haven’t tried to bring the
loyal and talented followers dwell. Should there ever Dragonmarked Houses to Shaarat Kol, he’s happy to
be a serious attack, Kethelrax could seal the gates— deal with legitimate traders, hence his work on the
and when those gates were last sealed, they held off port; he just wants to finish securing the Undercity and
intruders for thousands of years. unlocking its potential before bringing easterners into
The Upper City of Shaarat Kol is a haven for trade, the city in large numbers.
known for the vast Goblin Market. This is an even Goblins and kobolds make up nearly 90% of
larger cousin of the Bloody Market found in Graywall. the population of Shaarat Kol. Many of these were
All manner of independent artisans, hunters, and formerly subjugated by brutal chibs, and either fled
magewrights sell their goods and services. You can on their own or were released from their bondage
hire mercenaries, buy plunder from raiders, browse by the Daughters and allowed to go to Shaarat Kol.
trinkets scavenged from Dhakaani ruins, or barter There is a tremendous sense of camaraderie among
for dangerous imports from the Venomous Demesne. the people of the city; throughout the city you’ll see
The Goblin Market is a vast open space largely people working together and helping their neighbors.
filled with tents and temporary housing. Looking at There’s only a small (literally) city watch, but that’s
the permanent buildings, roughly two-thirds of the because anywhere there’s trouble, a mob of citizens
structures are built for the comfort of small creatures, will come together to deal with the problem. There are
with another third of the city being designed to a number of large trade schools that are teaching the
accommodate medium and large creatures. Kethelrax skills needed to use the facilities of the Undercity, and
has sworn that Shaarat Kol will be a haven for goblins Kethelrax has brought in mentors from the Khaar’paal
and kobolds, long oppressed in this region; he’s kobold clan to help other kobolds harness their
building this city first and foremost for his people. sorcerous potential. As a result, Shaarat Kol has far
The Undercity of Shaarat Kol uses the intact more magewrights than any other city in Droaam. The
infrastructure of the ancient Dhakaani city. This was city is still growing and finding its footing, but there
an industrial center and it contains mines, foundries, are more casual comforts than one can find even in the
and forges. Kethelrax and his people are working Great Crag. The denizens of Shaarat Kol have largely
to restore these facilities and to make use of them. embraced the faith of the Cazhaak Six, and there’s a
While some of the great daashors were hobgoblins, temple maintained by the medusa priest Shalaasa and
the golin’dar (goblins) were the primary artisans of a number of Khaar’paal adepts. In general, Shaarat
the empire, and much of the city is designed for their Kol is one of the safest cities in Droaam, as long as
comfort. As noted before, the process of reclaiming you don’t start any trouble. On the other hand, the
the Undercity is slow, and there are always teams at camaraderie among the small denizens means that the
work exploring new sections and trying to clear out criminals and con artists of Shaarat Kol ply their trade

85
on the visiting tall-folk; keep an extra eye on your purse Demesne remains a mystery. However, the following
and don’t buy a deed to a Byeshk mine, no matter how things are known.
good the price is. • The population of the Venomous Demesne is
mostly human, though “mostly human” is a good
Interesting Things About way to describe the people of the Demesne; most
Shaarat Kol have some minor fiendish features (unusual eyes,
• The Undercity of Shaarat Kol holds undiscovered small horns, patches of strange skin, an unnatural
wonders. There could be an armory stocked with odor). Around five percent of the population are full
Dhakaani artifacts, or the forge that was used to tieflings.
make them. There’s certainly an opportunity here • The society of the Demesne is governed by the
for adventurers willing to brave the countless traps. four mazes: The Maze of Mysteries, the Maze of
But it’s also possible that people who dig deeper will Promises, the Maze of Making and the Maze of
find there are daelkyr forces left behind as well—as Faith. The Demesne is ruled by the Council of Four,
the Mror found when they dug too deep into their who represent the mazes. The mazes and Demesne
ancient past. society are discussed in more detail in the tiefling
• The Heirs of Dhaakan may be interested in section of chapter 1.
reclaiming Shaarat Kol or at least recovering relics • The aesthetic of the Demesne is distinctly alien and
from the Undercity. This could lead to a deadly its buildings couldn’t exist without the use of magic;
conflict between Kethelrax and the Kech Dhakaan. architecture involves levitation, transmutation,
It’s quite likely that agents of the Shaarat’khesh are and the use of teleportation and extradimensional
already hidden among the people of Shaarat Kol, spaces.
evaluating the situation and passing information • While it is small—in part because of strict
along to the clans. population control—the Venomous Demesne is
• Kethelrax rose to power by fighting other chibs. In significantly more advanced than the Five Nations.
doing so, he made many enemies, most especially Each maze pursues a different branch of mystical
Rhesh Turakbar. Any of these foes could attempt to science, and the fruits of that work are applied
assassinate Kethelrax—or at the very least sabotage across the Demesne. Overall, spell effects of up to
Shaarat Kol. 5th level can be seen at work in daily life and effects
of up to 7th level can be encountered. Teleportation
The Venomous Demesne Circles link different parts of the Demesne. Dead
nobles can be resurrected in the Maze of Faith.
Planar travel isn’t common, but the Maze of
Population: 14,000
Promises deals with fiends (mostly Daanvian),
Overview: Mystically advanced city of tieflings
efreet, archfey, and other planar powers. Common
Key NPCs: Lady Faith (female tiefling cleric), Lady
magic items truly are common, and the Maze of
Promise (female tiefling warlock), Lord Maker
Making can produce rare or even legendary items—
(male tiefling artificer), Lord Mystery (male tiefling
though they lack the industrial capacity of House
wizard)
Cannith and can’t mass-produce these things.
Like Lost, the Venomous Demesne is a mystery even
That last point is important. The Demesne is more
to the people of Droaam. While the location of the
advanced than the Five Nations, but it is limited in
Demesne is generally known—it is on the western
many ways. Much of its magic and arcane science is
edge of the Watching Wood, drawing on the waters of
tied to disturbing traditions, ancient pacts, and the
Blackwater Lake—it is concealed by powerful illusions
blood of the tieflings themselves; it’s not simply that the
and wards, and creatures who stumbled across it often
mazes refuse to share their power with non-tieflings,
didn’t survive the experience. With the rise of Droaam,
it’s that they can’t share their power with non-tieflings.
the Lords of the Venomous Demesne chose to end
Practices that seem cruel and unusual to outsiders are
their isolation. Tieflings and humans of the Demesne
necessary to generate and maintain the powers they
can be found in most of the major cities of Droaam,
rely on. It is a place of arcane wonders, but the deeper
serving with Katra’s Voice or working as magewrights
you dig, the more disturbing it becomes.
and merchants. However, while the Venomous
Given the isolationist nature of the Demesne, this is
Demesne has chosen to be a part of Droaam, it still
the extent of common knowledge about it. Smugglers
doesn’t welcome strangers into the Demesne itself. The
are always keen to acquire goods from the Venomous
concealing wards of the Demesne remain in effect, and
Demesne—whether drugs, arcane weapons, or simply
anyone who enters the Demesne without an invitation
curious trinkets—but few will ever see the Demesne
will be expelled—though generally, such intruders are
itself. More details about the culture of the Demesne
no longer killed. As such, much about the Venomous
and its inhabitants can be found in the Tiefling section
of chapter 1.
86
Interesting Things About The other gifts. But the old priest still wants to drive out the
Venomous Demesne fiend and to reclaim the shrine. Will the adventurers
• The Venomous Demesne contains multiple help or will they mind their own business and be on
manifest zones, though the nature and location of their way in the morning? Where there are details in
these manifest zones isn’t commonly known. This parentheses—such as Livestock (Tribex)—these are
is one of the main reasons the Demesne doesn’t quick possibilities, but a DM or player can come with
expand; its way of life is dependent on its other ideas!
current location. Village Name
• The Demesne is an urban core surrounded by a
d8
number of massive farms. The farms are largely
tended by humans, constructs, and bound spirits. 1 Bright Water Holt
Mystic shields hide both the farms and the 2 Dry Stone Grange
grand city. 3 Quick Wood Shire
• The wards that surround the Venomous Demesne
4 Dark Sand Field
are exceptionally powerful. Illusions hide the
Demesne from sight and shield it from divination. 5 Old Farm Range
Some say that the wards will disintegrate any 6 Gray Hope Steading
creature that comes into contact with them; others 7 New Blessing Crossing
say that they are just a form of Wall of Force. A
single gate allows passage through the wards. 8 Lost Berry Mile

Quirks
Villages d6 Faith Primary Asset Detail

and Farms 1 Sovereign


Host
Crops (Sand
fruit)
Monstrous
Resident/s
The towns described in this chapter are the most 2 Cazhaak Six Livestock Ancient ruins
significant communities on the frontier. They’re the (Tribex)
names everyone knows, the places where you’ll find the
most opportunities and useful goods. But the frontier 3 Silver Flame Mine Manifest zone
is filled with smaller villages, ranches, and farmsteads. 4 Blood of Vol Shrine Cemetery or
There’s no need for a complete list of these, because battlefield
you’ll never have any reason to visit most of them; 5 Druidic Sect Pond or Lake Haunted or
beyond that, farms are failing or being built every day. cursed
The important thing to understand is that the empty
6 Disturbing Dirt Sheltering
space on the map isn’t always empty. There are vast
Cult fugitives or
stretches of empty plains in the Barrens, but especially
refugees
if you’re following an actual road, there’s a chance that
you’ll come upon a farm, a village, or a struggling inn.
Troubles
Likewise, if you’re from the region, you might be from
a small village most people have never heard of. The d6 The... Wants... On/From/To...
tables presented here can help quickly create a village, 1 Sheriff Revenge Bandits (The
but the DM should expand on this foundation! Black Crowns)
Perhaps the adventurers are traveling the Border 2 Preacher Justice Reavers (Rhesh
Road and decide to stop at a village for the night, and Turakbar)
you end up with Lost Hope Steading, a village with a
disturbing cult and its cursed shrine, where the local 3 Innkeeper To recover A Noble
preacher wants to recover something from a fiend. something (Count ir’Blis)
Well, perhaps it used to be Bright Hope Steading, 4 Blacksmith To sell The Swords of
celebrated for its shrine to Dol Arrah, but at some something Liberty
point in the last decade a fiend from Khyber claimed 5 Farmer To negotiate A Ghost or
and corrupted the shrine. The majority of the villagers with Undead
have chosen to work with the fiend, giving it the
6 Orphan To destroy A Fey or Fiend
adoration it craves in exchange for its protection or

87
Landmarks spread far enough apart so as not to be competing with
neighbors for the limited resources. However, there
Towns aren’t everything. The Western Frontier covers are stretches of the Barrens that are truly barren—
a vast stretch of land, and many adventures will take regions of gray sand or bare stone, where all vegetation
place in the space between towns. East of Orcbone, withers and dies. There’s no environmental logic to
the environment is largely a savanna—vast stretches the placement of these regions, which the locals call
of grass with occasional scattered trees. To the west of kurarat, “dead lands.” Many scholars believe that
Orcbone lies the region known as the Barrens. While these swathes are the result of some ancient conflict,
there features break up the landscape—small forests perhaps the war between the Dhakaani and the
or groves, stretches of especially tall grass, mesas and daelkyr. Most creatures can’t survive in the dead lands;
outcroppings of rock, streams, the occasional chasm— even with their remarkable talents, player characters
it’s largely open plains and low hills. Here are a few of have Disadvantage on Survival checks made in the
the particularly noteworthy areas. kurarat. Fortunately, these stretches of dead land aren’t
very wide.
The Barrens Interesting Things About
Imagine a line drawn between the northern tip of the The Barrens
Graywall Mountains and the western edge of Silver There are Dhakaani ruins scattered around the
Lake. Since the founding of Galifar, the people of Barrens. Those on the surface have largely been wiped
Breland have referred to everything west of this line away by the passage of time; Barrens villages may be
as “the Barrens’’—and even today, it is this line that built against chunks of old goblin walls, and bandits
is generally seen as the border between Droaam could hide in the foundations of a long-fallen fortress.
and Breland, even though Breland doesn’t officially But the Dhakaani often built their homes partially or
recognize Droaam’s claim. But it’s not an entirely entirely underground. Travelers may find that a new
arbitrary line. The environment does suddenly shift as crack in the earth has exposed a subterranean fortress,
you head west of the Graywall Mountains, becoming or stumble upon a sealed vault that hasn’t been opened
drier and harsher. On a map, it looks like an entirely in over a thousand years—though if it’s remained
uniform region, a vast unending plain. In truth, it is sealed for so long, it may be hard for adventurers to
more diverse. While much of the Barrens is made up find a way to open it now!
of plains covered with scrub grass, there are stone While most of the inhabitants of the Barrens
features across the region; not mountains (except for have always been the creatures that now dominate
the Great Crag, of course), but mesas and low ridges. Droaam—orcs, goblins, ogres, kobolds—until a decade
There are also a number of deep chasms—cracks ago there were humans who made their homes here.
possibly caused by ancient tectonic activity, creating Some found mineral resources that were worth
canyons that divide the plains. Sometimes these cracks exploiting. Some were just stubborn. By 988 YK
in the earth are less than a foot across, and simply almost all easterners in the Barrens had been killed
require a little caution. On the other hand, the Korlaac or enslaved, but travelers may find remnants of human
Rift is a massive chasm that runs for nearly 60 miles. settlements in the region, or be tasked to recover
The Rift has an average depth of around 2,600 feet, heirlooms lost when the Brelish were driven out.
but there are points where it’s far deeper; some say it There are many small hamlets spread across the
drops down into Khyber itself. The Rift lies between Barrens. With the rise of cities such as the Great
Graywall and the Great Crag; the western trade road Crag and Graywall, many of these thorps have been
runs to Korlaac Pass, a bridge that spans the four abandoned. These ghost towns may have been claimed
hundred foot gap of the chasm. In addition to these by bandits or monstrosities… or they could be literal
cracks, there are a number of craters that drop down ghost towns, housing tormented spirits.
into darkness; these are called gantii’shu, “hungry
holes,” as the edges can collapse without warning.
Harsh as it is, it’s possible to cross the Barrens
The Byeshk Mountains
safely and even to live in them; sand fruit isn’t very
The Byeshk Mountains form a natural barrier between
appealing, but it’s edible. At the same time, this is why
Droaam and the Towering Wood of the Eldeen
there weren’t many large cities in the region until the
Reaches. This range is considerably less hospitable
rise of Droaam. Prior to the Daughters of Sora Kell
than the Graywall Mountains to the south. The
and their seemingly endless supply of grist, it would
peaks are high and the cliffs are often both sheer and
have been difficult to support a population the size of
exceptionally hard; the unusual density of the stone
Graywall. Most settlements across the barrens are
makes both the mining and the creation of artificial
small hamlets housing two or three extended families,
passes difficult.

88
The net result of this is that the Byeshk Mountains Interesting Things About
are an especially favorable habitat for flying creatures, The Byeshk Mountains
which is likely why they have long been dominated by
• Long before the rise of Droaam, Aundairian
harpies. Harpy aeries and monasteries are always in
folktales said that Sora Maenya had her lair in
places that cannot be reached by landbound creatures,
the Byeshk Mountains—though she would leave
at least not without making a perilous climb.
it for months at a time to roam the vast forests to
The civilization of the Droaamite harpies is
the north. If the stories are true, explorers could
broken into flights, clans that share unique traditions
stumble across Maenya’s lair. In addition to the
and bloodlines. While there are many flights that call
treasures she’s amassed over her long life, Maenya
the Byeshk Mountains home, there are two that make
is also said to bind the souls of her victims to their
their home near the frontier. The Brass Talon flight
skulls and to keep them as trophies. Her lair could
holds the southeastern edge of the Byeshk Mountains,
contain the long-forgotten skull of an ancient hero,
the range along the Western Frontier. The Brass
who could be resurrected if their soulbound skull
Talons are fierce warriors whose combat techniques
were recovered.
are similar to the bardic Colleges of Swords and Valor,
• The Valley of Blades is a legendary manifest zone
but the Talons rarely attack without cause; they are
tied to Shavarath hidden somewhere within the
a monastic flight who strive to perfect the dance of
Byeshk Mountains. It’s said to be filled with deadly
song, sword, and flight. Travelers will often hear their
swarms of whirling blades, but also to be home to
distant songs, but unless shrines are desecrated, the
Yan-Jie Schnellbach

both angels and fiends who will train those they


Talons will usually ignore them. The Wind Howlers
deem worthy in the martial arts of Shavarath. There
are another story. Their territory is to the west,
is a legend which claims that once each century,
slightly further from the frontier. However, they are an
these immortals choose champions from across
aggressive flight that loves to prey upon the landbound,
Khorvaire to compete in a deadly competition; the
and harpy reavers often head east to raid. The Wind
victory is granted a powerful enchanted weapon.
Howlers are deadly archers and excel at instilling fear
• The range north of Cazhaak Draal is claimed by the
in their targets; their bardic traditions are similar to
Crimson Wind harpy flight, but it also hosts a large
those of the Colleges of Lore and Whispers.
and significant gargoyle population. The medusas
The Byeshk Mountains are noteworthy for their
have discovered mutable quickstone deposits in this
rich deposits of byeshk, an exotic purplish ore with
region.
special properties. Glittering purple veins can be seen
on cliff faces, thus leading to the name of the range;
while beautiful, these surface veins are often “false
purple”—thin traces that lack the mystical properties
of the deeper veins. While there are a few mines in
the range, the unusual density of the stone makes it
difficult to carry out mining operations, and thus there
are far fewer mines—both active and ancient—than in
the Graywall Mountains.
The Graywall Notable inhabitants of the Graywall Mountains
include gargoyles, Khaar’paal kobolds, ogres, and hill
Mountains giants; the hill giants of Khorvaire appear to be an
offshoot of the ogre and to have no ties to the giants
The Graywall Mountains (often just called “The of Xen’drik. Throughout the history of the Barrens,
Graywall”) form a significant natural barrier between ogres have often come down from the mountains to
Droaam and Breland. These mountains were once dominate the smaller creatures of the plains; as it
an important hub for the ancient goblin civilizations, turns out, these chibs were just repeating the pattern
even before the Empire of Dhakaan; if you know they knew from the mountains, where hill giants
your history, you may know that this is where Jhazaal dominate ogre clans. While the Khaar’paal kobolds
Dhakaan united six warring kings and truly founded have a sophisticated culture, the Graywall ogres are
the empire. Because of this, the Graywall Mountains more primal; they don’t work metal, and generally
are riddled with ancient ruins—Dhakaani cities and employ tools of wood and stone. While there are
fortifications, but also the remnants of even older aggressive clans, not all ogres are hostile to outsiders;
goblin settlements. However, in the present day, the a number of the Graywall clans are peaceful hunter-
mountains are almost completely devoid of goblinoids. gatherers, who may be excited to host tiny visitors with
Historians speculate that the Graywall saw some interesting stories and songs. The Graywall Mountains
of the worst conflicts of the Xoriat Incursion—that also include powerful predators, including griffons,
the majority of the peoples of that time were either giant eagles, and wyverns. There are also unconfirmed
completely wiped out or fled into the Barrens. This rumors of giants in the mountains who are more
may be why there are so few hobgoblins and bugbears powerful and sophisticated than the hill giants—but for
in Droaam when compared to Darguun, and why now, these are only stories.
the goblins of Droaam have so little attachment to There are many hidden paths under and through
Dhakaani history. Some of the ruins in the Graywall the Graywall that are known to Brelish smugglers,
Mountains have been reclaimed by other creatures; often making use of stretches of abandoned Dhakaani
in particular, the Khaar’paal kobolds have established tunnels or mines. If you’re a former smuggler, you
a number of subterranean strongholds within the surely know some of these crossings. Otherwise, if you
Graywall. Recently, the warlord Kethelrax the Cunning need to find a quick path through the mountains, you
took possession of the ancient city of Shaarat Kol. can surely find a guide at the Crown in Quickstone. . .
Other ruins remain undiscovered and undisturbed.
But such places may hold deadly traps placed by the Interesting Things About
Dhakaani in their final days—or more dangerous still,
remnants of the forces the daelkyr unleashed in that
The Graywall Mountains
• The massive monument known as the Six
ancient war.
Kings adorns one of the northernmost peaks of
The Graywall Mountains hold veins of many
the Graywall Mountains, slightly to the west of
useful metals, including iron, copper, byeshk, and the
Quickstone. The thousand-foot-high figures include
various constituent metals used to create adamantine
five hobgoblins and one bugbear; historians know
and mithral. There are also a number of significant
that these are the six kings who united under
deposits of mutable quickstone, which was the original
Jhazaal Dhakaan to form the great Dhakaani
reason the town of Quickstone was founded. However,
empire. Two of the figures are damaged, but the
it’s also the case that many of the most accessible
others remain intact. Raiders often camp at the
deposits were discovered and exploited long ago by
base of the Six Kings, believing that doing so brings
the Dhakaani. There are still rich veins to be found,
luck to bold warriors. Stories say there’s a network
but there’s also a maze of abandoned goblin mines that
of passages below the monument, where the ghosts
may be entirely depleted.
of the kings will test any champion who dares to
Another remarkable thing about the Graywall
enter—and that those few who survive may return
Mountains is the unusual number of powerful
with an ancient Dhakaani weapon.
manifest zones. Glaciers in the high mountains often
• There are stories of a shining valley hidden
conceal manifest zones tied to Risia. Kobek’s Voice
somewhere in the Graywall Mountains, illuminated
is a dramatically active volcano connected to Fernia.
by a light beyond the sun. According to the stories,
There are a number of zones tied to Lamannia (which
this valley is tied to Irian and its plants and bowers
some say are the origin of the mutable mineral known
can cure almost any injury. It’s said that only those
as quickstone), and a number of old stories strongly
in desperate need—those who have nothing left but
suggest that there are a few intense Thelanian
hope—can find the hidden passages that lead to
manifest zones hidden in the mountains.
this paradise. It’s also said that no one can remain
here for long. Some recent versions of this tale

90
suggest that a renegade flight of harpies found the as dangerous to living creatures that cross their path.
shining valley after being nearly eradicated by the All of these things become more intense as you head
Daughters of Sora Kell; if you find the valley, it may deeper into the region, and the ancient keep is teeming
be occupied. with wraiths and wights. Thanks to this host of deadly
• There’s said to be a family of rocs somewhere in the spirits, Droaamites and Brelish alike avoid Nasaar Kol.
Graywall Mountains; most likely they are nesting in Occasionally Seekers or other necromancers delve
a Lamannian manifest zone. into it, searching for Dhakaani relics or planar-charged
resources. Others hope to speak to those they have
Nasaar Kol lost in the pools of mist. But crossing into Nasaar Kol
means dancing with death, and the wise avoid it.
Even the sun shuns Nasaar Kol. That’s what people There is little flora or fauna in Nasaar Kol. There
say, and it’s more than just an expression. As one are shadows of rats and other creatures scurrying in
approaches the ancient ruins at the heart of this the shadows, harbingers of the more powerful undead.
region, all light begins to fade. In the heart of Nasaar And there is a strain of assassin vine that’s sustained
Kol, all effects that would produce Bright Light only by the energies of Mabar but craves the blood of the
produce Dim Light; you may still be able to see the sun, living—one more threat to watch out for.
but it is washed out and weak. There is a wide, weak
manifest zone tied to Mabar that generates this effect. Interesting Things About
Within the area, there are points where the Mabaran Nasaar Kol
connection is more intense. The influence of Dolurrh • Throughout most of this region, any object or effect
is also strong here, but scattered into dozens of sharp that would create Bright Light only produces Dim
points. There are pools of gray mist where the voices Light. In such areas, creatures have Disadvantage
of the dead can be heard whispering; usually, this is an on saving throws against necromancy spells.
unintelligible babel, but occasionally a clear voice can Additionally, an undead creature has 2 extra Hit
be heard through the rabble. Points per Hit Die and Advantage on saving throws
At the height of the Empire of Dhakaan, Nasaar Kol against being turned or Frightened.
was the center of the empire’s necromantic research; • If a creature dies in Nasaar Kol, it lingers on the
“Nasaar Kol” roughly translates to night’s bounty. The edge of Dolurrh. For up to a week, the cost of any
dirge singer Iraala and her lover Muurat led this effort. material components to return the creature from
Much as the modern Seekers of the Divinity Within the dead are halved, and anyone who knows the
are able to contain the dangerous effects of Mabaran deceased creature can take one hour to cast Speak
manifest zones, Iraala and her students worked on with Dead on the corpse as a ritual. Both these
understanding and harnessing the powers of death effects cease if the deceased creature is removed
and darkness. There is a massive ruined outpost at from the region or after a week has passed.
the heart of this region, but there are also a handful • The misty pools of Nasaar Kol can serve as a
of smaller ruins scattered throughout—places where focus for Speak with Dead, allowing a spellcaster
the Dar experimented with the same sort of skeletal to perform the spell without having access to
labor seen in Seeker communities, or where mediums the corpse of the deceased. However, the trace
plumbed the mysteries of the whispering pools. But the memories that can be accessed in this way are
Dhakaani were forced to abandon the region during unpredictable. Usually they are the psychic
the Xoriat Incursion. The daelkyr and their forces remnants of people who died in the region—long
shattered the fortress and scattered the people, and forgotten goblinoids or more recent explorers. But
the restless dead and hungry shadows rose with deadly it’s just possible for a skilled necromancer to grasp
vigor. the traces of another spirit, anyone from an ancient
Today, this region is brutally haunted and Dhakaani dirge singer to King Jarot.
exceptionally dangerous. Shadows are drawn to the • The Dhakaani clan known as the Kech Nasaar
living, and if you enter Nasaar Kol it’s only a matter were based in this region before being forced to
of time before your shadows will turn on you. There flee underground by the Xoriat incursion. The
are wights drawn from fallen Dhakaani soldiers, still Kech Nasaar may have powerful artifacts or other
fighting a war they lost thousands of years ago. And resources hidden in Nasaar Kol, and could attempt
there are countless spirits leaking out of Dolurrh. to reestablish their ancient fortress.
Some are just wisps of whispering mist. Others are
full-fledged ghosts. These restless spirits aren’t as
predatory as their Mabaran counterparts, but they
are usually confused and driven by the most powerful
emotions or moments of their lives; they can be just

91
Silver Lake and other fish whose flesh replicates the effects of
magical potions when prepared properly.
• There are often reports of strange trinkets washing
Silver Lake is a massive inland lake. Along with the
up on the shores of Silver Lake. These are rarely
Byeshk Mountains, it forms the northern border of
valuable or powerful, but you never know what you
the Western Frontier. There are small fishing villages
might find when the waters ebb.
spread along the shore of Silver Lake, as well as the
• There are stories of an ancient gold dragon that
Eldeen city of Sylbaran; these are discussed earlier
dwells in Silver Lake. If there is any truth to these
in this chapter. But the lake itself is truly remarkable.
tales, the question is whether it’s an actual dragon
In the early days of Galifar, the Arcane Congress
who’s chosen to dwell here, or whether it’s a
confirmed that there is a powerful manifest zone tied
manifestation of Thelanis—a fey entity that simply
to Thelanis at the center of Silver Lake. This results
appears to be a dragon.
in a strong fey presence throughout the lake. Most of
the lake villages have pacts with resident fey, ensuring
safe passage for their boats and good fishing hauls; Whitehorn Wood
those who anger the local fey can suffer a wide range
of misfortunes. But these are minor fey that cling to the The Whitehorn Wood is a vast forest that lies between
shore. There are greater powers at the center of the Castle Arakhain and Shavalant. “Whitehorn” is the
lake. Remember that Thelanis isn’t just about the fey; name of a legendary creature—a colossal bear with
it is the realm of stories, founded on faerie tales that curved white horns—said to dwell within the wood.
leak out into the world. People say there’s a massive There have been no confirmed sightings of this
serpent in the center of Silver Lake that can shatter beast for centuries, and there are many who insist
ships and swallow sailors—and that one sailor lived for that the stories of a bear the size of a castle are at
a year in the belly of the beast before finding a way to best exaggerations or at worst absolute fabrications.
escape and swim home. There are stories of warships Whatever the truth, it is a concrete fact that there is a
vanishing and of ancient vessels being discovered with powerful Lamannian manifest zone on the northern
no evidence of the passage of time. There are tales of edge of the wood. This accelerates the growth of
golden fish that can grant wishes and of a grand castle animals and plants, and undermines any attempts
that can only be seen in the reflections on the water. to cut back the forest or introduce the trappings of
All of these things might actually exist in the heart of civilization within it. Beasts often seem to be guided by
Silver Lake, but they are as ephemeral and unreliable some greater force which coordinates their actions to
as any story. If that serpent exists, it may sleep at the deal with anyone who would despoil the wood—though
bottom of the lake—or it could spend most of its time when people have used Speak with Animals to talk to
in the oceans of Thelanis, only shifting into Eberron these beasts, they deny being actively controlled and
under special circumstances. say that whatever they were doing “just seemed like
What is certain is that it’s dangerous to cross Silver the right thing to do.”
Lake unless you’re very familiar with it. You’re safe While there are rumors that a few Ashbound druids
enough while you’re in sight of shore, though it helps took refuge in Whitehorn after attacking Shavalant
if someone on the boat has a bargain with one of the a few years ago, there’s no widespread population of
lake spirits. Crossing the deeper waters is always a druids within Whitehorn. People say that the wood
risk. Sailors in the region know to avoid fog banks, to just doesn’t like people, whether they’re druids or
throw silver overboard at the first sign of a storm, and lumberjacks. The people who live near Whitehorn
a hundred other superstitions that can help mitigate do harvest and hunt on the edges of the wood, but
the dangers of the deep water. If you venture into the everyone knows not to take too much from the Wood
deepest waters unprepared, anything could happen. or to go too deep within it. With that said, there are
exceptions to any rule. Perhaps a cell of the Swords
Interesting Things About of Liberty or a troop of brigands have come to terms
with Whitehorn and are using the wood as a safe
Silver Lake haven. Perhaps the wood spawns a force of myconids
• While the fish that dwell close to shore are generally
to defend its borders, or the Wardens of the Wood will
mundane, there are bizarre and wondrous creatures
send a delegation to try to make peace with Whitehorn!
in the deep waters of Silver Lake. Fishermen have
caught fish with literal silver scales and fish whose
scales are marked with words of mystic sigils; in
at least one case, a fish was found whose scale
patterns actually replicated the effects of a Scroll of
Divination. There are flying fish, eels that whisper
secrets, shellfish that are impossibly delicious,

92
Interesting Things About Galifar I himself during the war of unification.
Whitehorn Wood Whatever the truth may be, Beggar Dane is a beloved
Brelish everyman, and his wisdom is celebrated in
• There is definitely a powerful Lamannian manifest
Brelish taverns and homes every day. But now, in
zone on the northern edge of the forest, near
998 YK, there is a new Beggar Dane; an anonymous
Shavalant. But no known manifest zone is the size
figure who speaks on behalf of the Swords of Liberty,
of the entire Whitehorn Wood. It could be that
a widespread network of insurgents who rail against
there are portions of the wood that are entirely
the Brelish monarchy. Some believe that this Beggar
mundane, or it could be that there are other
Dane is a fictional figurehead, a mask that can be used
powers at work there; it could be that the Forest
by any cell leader. But the Sharn Inquisitive has done
Queen (from Exploring Eberron) holds sway
a deep investigation into the Swords of Liberty, and
over one corner of the wood, or that the daelkyr
they are convinced that Beggar Dane is one person—a
Avassh—known as the Twister of Roots—controls a
mastermind who is coordinating the actions of the
vile domain in the deep woods.
western Swords cells. The Inquisitive further believes
• There are plants in the deep woods that have
that Beggar Dane is driving the increasingly violent
unusual properties, from vines that produce fruit
actions of the Swords.
with the effects of Goodberry to herbs that can
The Swords of Liberty began as a peaceful political
be invaluable in the production of potions. Wood
movement, calling for King Boranel to voluntarily
from certain trees in the deep wood may be ideally
cede power to the Brelish parliament. In 996 YK, a
suited to the creation of wands and staffs, or other
statement from Beggar Dane took credit for an attack
wooden magic items. Of course, the challenge is
on Castle Arakhain that left the east wing of the Winter
in both finding and identifying these things, and
Palace in flames. Over the last two years, the Swords
harvesting without angering the powers that dwell
of Liberty have struck at nobles across Breland,
in the Wood.
stating that there will be no peace until the aristocracy
• The Sharn Inquisitive has offered a generous
is dissolved. According to Beggar Dane, even that
reward to anyone who can conclusively prove
victory wouldn’t mean the end of violence. Beggar
the existence of the bear Whitehorn, which the
Dane accuses King Boranel of betraying the Brelish
Inquisitive asserts is in fact the patron spirit of
people both by accepting the terms of the Treaty of
Breland. Can you claim that reward?
Thronehold and providing shelter for Cyran refugees.
Dane maintains that Breland could have easily won
Famous and the Last War if its leaders had truly wished to do so;
in certain tracts, he suggests that there is a conspiracy
Infamous People among all the Wyrnarn monarchs, that Boranel has
intentionally misled his nation to benefit his royal
The Western Frontier is more than just a collection cousins. He promises that once the monarchy is
of towns. It is tied together by stories and deeds, by overthrown, the new army of the common people will
the heroes people celebrate, and the villains they fear. bring unity to all of Khorvaire—and that they will deal
These people loom larger than the places in which with both the “monsters to the west” (Droaam) and the
they live. It doesn’t matter if you’ve ever been to Ardev, “enemy we have welcomed in” (Cyrans).
if you’re on the frontier you’ve heard of Count ir’Blis. Beggar Dane’s identity is a closely guarded secret.
And though you may never go to Turakbar’s Fist, you’ve He’s mainly known through the proclamations that
certainly heard settlers cursing Rhesh Turakbar and supporters share in villages and farms. However, a
seen people repairing the damage caused by his raids. masked figure claiming to be Beggar Dane has spoken
This section provides the publicly known facts about at rallies and been seen during Swords attacks.
these people, along with rumors that are circulating According to these reports, he’s a male human or half-
about them. It’s up to you what your character has elf; as he’s masked and shielded against divination,
heard or believes—and up to your DM to decide which little else is known. Beggar Dane is believed to be on
(if any) of these rumors are true! the Western Frontier and there are many in the west
who support his actions, even if they aren’t willing to
Beggar Dane take up arms for his cause. Whether or not you’ve ever
seen Beggar Dane, if you have been on the frontier for
“The silent man has no one to blame but himself.” long, you’ve certainly heard of him.
Anyone born in Breland knows the proverbs of While there are some similarities between Beggar
Beggar Dane, whose collected wisdom celebrates the Dane and the Company of the Black Crown, the two
pragmatic spirit of the nation. Dane is an apocryphal are actually very different. The Black Crown are a
figure; some say he was a bard who wandered the force of brigands; they may avoid the law, but they
streets of Sharn, while others insist that he advised don’t hide who they are or what they’re doing. By

93
contrast, the Swords of Liberty are covert insurgents
whose members are hidden in communities across
Breggan Blackcrown
Breland. The Black Crowns defy Brelish law, but
In a region where bandits are as common as copper
they’re interested in lining their pockets, not in driving
pieces, the Company of the Black Crown have earned
political change; the Swords of Liberty are only
their infamy. The core of the company were members
interested in change, and every violent action they take
of an elite unit of Brelish soldiers stationed at Orcbone.
advances that agenda.
Their captain, Breggan, regularly ignored her orders
and waged her own personal guerrilla war against
Rumors About Beggar Dane… Droaam, slaughtering goblin villages and leaving
• Beggar Dane is a fiend who’s taken human form gruesome displays that could chill even a medusa’s
and works to turn the Brelish people against their blood. Some stories say that Breggan sought to
rightful ruler. avenge the slaughter of her own family at the hands of
• The Mourning was an inside job—arranged by the monstrous raiders. Others suggest that she admired
Wynarn monarchs to end the war with no victory. the ferocity of her foes, that in seeking to match their
Those who believe this say that Beggar Dane is cruelty she became a monster herself. One especially
actually Borann, King Boranel’s eldest daughter. dramatic tale says that after losing an eye in a battle
A renowned warrior, Borann supposedly died in with a minotaur champion, she plucked out the eye
battle on the Day of Mourning; those who believe of her fallen foe and pressed it into her own socket,
this tale say that she survived, and that when the so she could see the world as her enemies do. When
monarchy is abolished she will reveal herself and she was finally called to account for her cruelty and
lead Breland to victory. violation of orders two years ago, she broke with
• Beggar Dane is the creation of a cabal of Breland, and many of her soldiers followed her. Now
changelings working for the Daughters of Sora she claims that she is a true daughter of Breggor
Kell, whose actions will weaken the west in Firstking, the founder of the ancient nation of Wroat,
preparation for a Droaamite invasion. and that a vision from her ancestor guided her to find
• Beggar Dane is possessed by an angel from the his black iron crown. She says that Boranel betrayed
Syranian Legion of Freedom, imbued with power his people by failing to bring Droaam to heel, and that
to fight against tyranny. she is the champion of the abandoned people of the
Western Frontier; she calls herself “the Queen of the
The Sayings of Beggar Dane Lost,” subject to the laws of no nation.
The proverbs of Beggar Dane are well known Breggan Blackcrown is a human woman in her
throughout Breland. The Sharn Inquisitive often thirties, equally skilled with sword and wand. She’s
posts one of Dane’s sayings with editorial comments more than just a wandslinger; stories suggest she
on how they apply to the present day. Here’s a few could be some sort of warlock. She’s as charming
examples, but there are hundreds of these sayings, as she is ruthless, and never underestimates a foe.
covering politics, religion, and everyday life; if your Her success to date is no accident; Breggan is a
character is Brelish, feel free to come up with brilliant leader and her soldiers are exceptionally
new proverbs: loyal to her, willing to take any risk in her service. Her
primary lieutenants are Dusker (female gnome, scout
• The silent man has no one to blame but himself.
and assassin), her bodyguard, Blessing (nonbinary
• The Aundairian says what he’ll do; the Brelishman
warforged, a heavily armored defensive fighter), and
does what he says.
Sigil (male human, the war mage who maintains the
• Help those in need, for you may need help in turn
company’s artillery).
come tomorrow.
The Company of the Black Crown is a mobile force
• Dreams don’t put swords in the hands of soldiers.
trained in the techniques of guerilla warfare. They have
• You may believe that Aureon’s will gives the king his
a few Long Rods and other military-grade weapons.
crown, but it was a Brelish smith who forged it.
They ride the very edge of Droaam and Breland,
defying both nations and preying on the people of
both lands. They frequently target other brigands and
clash with Droaamite raiders, and most believe that
this is why the commander of Orcbone chooses to
ignore them; others say that the commander is one
of Breggan’s former lovers, or that he doesn’t want to
send his soldiers to their deaths. Regardless, for now
Orcbone isn’t pursuing the Black Crowns.

94
While the Black Crowns ruthlessly slaughter other Rumors About Briar…
brigands and raiders, they’re no angels. They rob small • Briar was taken to Thelanis as a child, and raised by
villages and caravans—never taking all the spoils, just the archfey known as Fortune’s Fool. Fortune bends
“collecting the Crown’s share.” While they usually don’t around Briar, and for better or for worse, unlikely
kill villagers, they make a bloody example of anyone things are bound to happen around them.
who challenges them. • Briar can’t just assume animal forms; they can take
the shapes of people, as well.
Rumors About • Briar knows a song that possesses immense
Breggan Blackcrown… magical power. If they sing it, they can change
• Breggan’s right eye is a crystal shard, and she can reality—like a Wish—but if they do, they will die.
see people’s fears.
• Sora Katra has offered to make Breggan a warlord
of Droaam.
Count Thavius ir’Blis
• Breggan has acquired a number of mysterious
Ardev is the ancestral seat of the ir’Blis line. Thavius
artifacts from her raids—possibly Dhakaani relics,
ir’Blis is the ruling count of the Western Frontier,
or weapons from the Age of Demons.
formally styled as the Shield of the Graywall in
• Breggan Blackcrown attended a feast at Turakbar’s
recognition of his responsibility over this border
Fist. In some versions of this story, she danced with
region. In his youth, Thavius led troops on the
Rhesh Turakbar; in others, she beat him in a bare-
northern front. Then came the Daughters of Sora
handed duel.
Kell. In 986 YK, Countess Thalia ir’Blis (the mother of
Thavius) personally led the Westwind Riders to deal
Briar with the forces that had claimed the town of Stubborn
(now known as Stonejaw). The countess and all of
The Brelish are practical people, with little time for her troops were killed, and the Daughters retaliated
the esoteric mysteries and enigmatic traditions of with a devastating attack on Orcbone. Thavius was
the fey. Where the people of Aundair entertain hosts called back to Ardev, both to assume the position of
of superstitions and have long made deals with the Count and to defend the west against this new threat.
fey, the Brelish prefer to avoid the fey, ignoring their He didn’t stand alone; King Boranel sent troops to
signs and avoiding their domains. Briar, a young, reinforce this new front line. While these forces were
nonbinary elf and Greensinger druid, has come necessary to defend the border against the unexpected
south from the Eldeen Reaches to serve as a guide power of Droaam, they were servants of the king, not
and an ambassador between these two worlds. They the count. Thavius served with distinction both on the
travel across the frontier, visiting towns and villages. field of battle and as a commander, but he could only
First and foremost, they are an entertainer—always control the forces under his command and chafed at
finding reason to delight people with a story or a song. the poor decisions of the eastern soldiers. Breggan
Briar is always equally keen to hear a new story—for Blackcrown is a key example of this: The bandit
stories are the maps of the fey, and it is by learning queen originally served under Lord Veirner ir’Tajar of
the local stories that Briar can identify the fey who Orcbone, and Thavius holds ir’Tajar responsible both
have influence in a region. Briar does their best to for Breggan’s conduct during the war and her current
help people, both by mediating any disputes between brigandry. With the current de-escalation of hostilities,
settlers and the fey (disputes the settlers may not even most of the royal forces have been withdrawn; but Lord
be aware of), and by doing favors for both archfey and Veirner has been retained as the Viscount of Orcbone,
the mortal inhabitants of the region. They say that their and Argonth has been assigned to the region.
sole motivation is to be a part of the stories that are The ir’Blis line has governed this region since
unfolding in the region, and to ensure that they end Galifar was founded. It has always been a vast and
well. Some don’t trust Briar, suspecting that the elf largely empty county; even before Droaam, the Barrens
is engaging in mischief on behalf of the fey. But most to the west were a dangerous, unclaimed land. The rise
settlers are happy to see the Greensinger, and village of Droaam as a nation has been a tremendous blow
children are sure to demand a story from Briar. to the ir’Blis family. While it was largely undeveloped,
As a Greensinger druid, Briar is an accomplished they saw the Western Frontier as their domain. Now
shapeshifter; any animal you encounter on the frontier that land has been claimed by a new and powerful
could potentially be Briar. They’re usually happy to nation. Orcbone has been stripped from the domain
offer advice or to help resolve trouble with the fey, and granted to an eastern noble—and aside from his
but they may require a story or a favor as payment for wounded pride, the count despises ir’Tajar. Quickstone
their services—and such favors can potentially lead to has gone from being a backwater smuggler’s haven to
unusual adventures. a boom town drawing in the dragonmarked houses.

95
Count ir’Blis wants to do what’s best for his people, Rumors About Count ir’Blis…
but he is still trying to determine what that even is. • Count ir’Blis was killed by Sora Maenya during
He yearns for vengeance against Droaam and the the Last War; the current “count” is actually a
Daughters of Sora Kell, but he recognizes that his changeling figurehead.
people need peace—and that there’s no telling how a • The count blamed Viscount ir’Tajar for the
true war with Droaam would end. destruction of the village of Bluewater and
At the end of the day, Count Thavius ir’Blis challenged Tajar to a duel; the Viscount refused the
is quintessentially Brelish. He is proud, but his challenge.
pragmatism comes first. He upholds the law, but is • Count ir’Blis is secretly Beggar Dane; he is a traitor
willing to overlook the work of an honest smuggler; he to the crown who intends to bring down
knew what he was doing when he allowed the Three the monarchy.
Faces of Coin to have a foothold in Quickstone. He • The count has never forgiven the Daughters of Sora
showed charity to Cyran refugees, but he also placed Kell for the death of his mother, and has sworn to
them on the border with Droaam—setting them destroy them.
between his own people and an unknown threat. Keep
this in mind when dealing with the count: He is a
soldier who has commanded troops in battle. He takes The Daughters of
his station seriously. But above all, he is a practical Sora Kell
man who does what’s best for his people and his family.
Count ir’Blis is largely respected by the people of The Daughters of Sora Kell are a shadow that hangs
the frontier. He is seen as a just man, from a family over the Western Frontier. They’re more than just the
that’s never been too heavy handed. But the people rulers of a nation; they are legends. If you grew up
of the frontier are an independent lot. The Swords of on the Western Frontier, you grew up hearing stories
Liberty are strong in this region; even if its members about the Daughters—how Sora Maenya consumes
don’t see the count as a villain, he is still a brick in a children who stray from the path, how Sora Katra
wall they’re going to tear down. Some are angry that knows every time a lie is told. . . and how she may
the count isn’t leading an army against Droaam; others come in the dark to steal the teeth or eat the fingers
are afraid that he can’t protect them from the nation of of those who lie. You know how Sora Maenya killed
monsters. And they may be right. a dragon with her bare hands and then ate the whole
thing. The Daughters of Sora Kell aren’t just monsters;
they are the monsters you were taught to fear as a
child, the monsters you believed were lurking in the
shadows outside your window and the darkness below
your bed. And now those monsters live next door and
have an army of armored ogres and bloodthirsty trolls.
It’s an idea that takes some getting used to. Some
superstitious settlers refuse to mention Sora Teraza
by name, believing that it draws her attention; if they
must discuss her for some reason, they call her “the
blind queen.” A few take this further, referring to Sora
Maenya as “the mighty queen” and Sora Katra as “the
beautiful queen.”
If you’re from Droaam, you have a different
relationship with the Daughters. “Sora’’ is the Goblin
word for “grandmother,” and many Droaamites—
especially the goblins and kobolds of the Barrens—
have come to think of the Daughters as part of their
families. They’re the mothers of the nation. Yes, they
demand respect, and yes, they may tear you apart
and eat you if you step out of line, but that’s why you
should respect your grandmother! Droaamites take
pride in the fact that their grandmothers terrify the
people of the east. Having said that, this does depend
Júlio Azevedo

on where you’re from. The medusas of Cazhaak Draal


and the tieflings of the Venomous Demesne largely
see themselves as equal partners in the Droaam
experiment; they respect the Daughters, but don’t

96
idolize them. And there are certainly a handful of • Sora Katra is often described as “weaving curses
former chibs who despise the hags, or dream of on her loom.” Many believe that this is literal truth—
unseating them and stealing their crowns. that Katra’s Loom is an eldritch machine that allows
More detailed information about the Daughters of her to craft specialized curses and unleash them on
Sora Kell and their servants can be found in chapter 4 people who draw her ire.
and in Exploring Eberron.
Epitaph
Rumors About the
Daughters of Sora Kell… Droaamites have little love for the Church of the
• There are countless tales in which the Daughters Silver Flame. The mission of the Church is to protect
travel about the land in disguise. Sora Teraza the innocent from supernatural evil, and throughout
shares glimpses of the future. Sora Katra enjoys most of its history, the church has categorized many
matching wits with clever people and offering of the denizens of Droaam as supernatural evil. When
tempting bargains that may or may not end well, templars have come to the frontier, they’ve usually been
but that will always make life more interesting. crusaders, driving “monsters” away from the lands of
Sora Maenya enjoys testing peoples’ courage and humans and their kin. Many—especially the extremist
strength, though her tales usually end up with followers of the Pure Flame—still hold to these beliefs.
someone being eaten. But with the rise of Droaam as a nation, there are
• Sora Teraza has a library filled with leatherbound some in Thrane who believe that the Church needs to
Dante Ezio Cifaldi

books that detail the lives of interesting people. It’s reevaluate this stance, to see if the denizens of Droaam
said that she harvests the souls of these people— are just as innocent as humanity.
either at the moment of their death or while they
are still alive—and binds them to the books.

97
Epitaph is a tiefling, touched by the power of that there is evil on the frontier. She believes that ogres
Dolurrh. She has gray skin and pale eyes. Mist trails and kobolds may be able to find a path to the Flame,
from her skin and hair, and those touched by these but the Cults of the Dragon Below and the servants of
mists may hear the whispers of the dead. Epitaph was the Horned King threaten everyone. Epitaph travels
driven from her village as a child, and was raised in across the frontier, offering aid to those in need and
Rellekor—a sanctuary for tieflings established by the searching for these greater evils. She has the base
Church of the Silver Flame. This is part of what drives abilities of a Priest (with the added traits of a Dolurrhi
her; her kind were once considered monsters, but Tiefling); while significant, she can’t overcome the
today she’s a servant of the Flame. She seeks to heal greatest threats of the frontier on her own. She may
the wounds inflicted by past crusades and understand offer assistance to adventurers she encounters, or ask
the people of Droaam. With that said, Epitaph knows for assistance with threats she’s uncovered. It’s up to
the DM to decide if Epitaph has managed to win allies
among the Droaamites, or if she is despised by them.

Rumors About Epitaph…


• Epitaph is a gifted medium who can channel the
spirits of the dead. Stronger than Speak with Dead,
but the messages come to her unbidden.
• Epitaph is searching for a relic of the Flame that
was lost when Brightstone Keep was seized by
Droaamite forces. Brightstone is now known
as Grimstone Keep, and is held by the gargoyle
warlord Cairngorm.
• Epitaph has had a vision about one of the
adventurers. Is this tied to the Silver Flame, or to
one of the adventurers’ lost loved ones?

Kethelrax the Cunning


Kethelrax the Cunning, a red-scaled kobold, is the
warlord of Shaarat Kol. Sometimes called the Goblin
Prince, Kethelrax has been a rallying figure for people
who have been oppressed throughout the history of the
region. Kethelrax was born into one of the Khaar’paal
kobold clans of the Graywall Mountains. Gifted
with sorcerous power, these kobolds have largely
remained in their fortified tunnels, ignoring both the
humans to the east and the raiders to the west. Young
Kethelrax was curious and keen to explore the
western lands—but soon after he ventured into
the Barrens, he was taken prisoner by an ogre
chib who dominated a village of kobolds and
goblins. Kethelrax served this ogre for a time,
learning the ways of the Barrens and his
oppressed cousins. Before the Daughters exerted their
influence over the land, the Barrens were violent and
unstable; the ogre chib was in turn slain by minotaur
raiders, who took Kethelrax and some of the others
back with them to the fortress that was then known
as Haalrac’s Fist. Kethelrax had many opportunities
Bad Moon Art Studio

to escape; he’d been honing his sorcerous talents


throughout his time in the western lands, and his
captors had no idea of what he was capable of. But
Kethelrax wasn’t content to escape alone. As a servant,
he managed to manipulate the warrior Turakbar,
playing on the minotaur’s ego. Kethelrax convinced

98
Turakbar to slaughter the reigning clan lord, Haalrac, • Kethelrax is no kobold at all: He is a dragon who
and in the ensuing chaos, the kobold was able to free a has taken on kobold form.
host of goblins, kobolds, and others forced into service • Kethelrax has sworn that he will kill Rhesh
in Haalrac’s Fist. Kethelrax led this band south, hoping Turakbar by the end of 998 YK.
he could convince the Khaar’paal to take in these
refugees. But during the long journey, Kethelrax was
visited by a blind hag who urged him to take shelter in
Rhesh Turakbar
some Dhakaani ruins in the foothills of the Graywall Rhesh is a minotaur title. Generally translated as “clan
Mountains. Sora Teraza told Kethelrax that change leader,” it more literally means “blessed warlord”—the
was coming to the Barrens—and that there was a need chosen of the Horned King. Turakbar claimed the title
for a leader who could inspire the small folk of the by butchering his predecessor, Rhesh Haalrac, and
Barrens, rallying goblins and kobolds alike. Over the seizing control of the Kor’mur clan and the fortress
next few years, Kethelrax and his band targeted weak known as the Fist—now, Turakbar’s Fist. The Kor’mur
chibs in the region, freeing their prisoners and building (“Blood Horns”) interpretation of the Horned King is
a significant force. It wasn’t easy, and Kethelrax a tyrant who rules through bloodsoaked intimidation,
suffered a number of bloody defeats—but he and his and Turakbar follows this example. He revels in his
people remained strong. In 985 YK, Sora Katra came role as a champion of dark powers. His horns and
to Kethelrax. She explained the Daughter’s vision for armor are engraved with glowing runes, and he enjoys
the region, and made a bargain with Kethelrax: If he crushing the life from his foes with his massive clawed
could seize the fortress now known as Shaarat Kol, he
gauntlet. But those who have met him can attest to
could hold it as a warlord of Droaam, creating a haven
the fact that he’s more than just a bloodsoaked brute.
for goblins and kobolds. Kethelrax agreed, and over
Turakbar is surprisingly clever, and has a talent—a gift
a decade later he still reigns as the Goblin Prince of
of the Horned King—for sensing the fears of others. He
Shaarat Kol.
enjoys tormenting his foes and rivals, both physically
Kethelrax the Cunning lives up to his epithet. He
and psychologically. While he’s not the most powerful
is both clever and charismatic, able to inspire his
of the warlords of Droaam, Rhesh Turakbar may well
people but equally adept at deceiving his enemies. His
be the most monstrous.
primary motive is always to improve the lives of the
The Kor’mur are the largest of the minotaur
kobolds and goblins of the western plains, and this clans, and the Fist is a powerful fortress on the edge
has led him to be one of the most trusted allies of the of Breland. Both led the Daughters of Sora Kell to
Daughters of Sora Kell. While some warlords chafe appoint Turakbar as the warlord of the region, further
at the Daughters’ rule and yearn for greater power, establishing his dominance over the other clans.
Kethelrax recognizes that a strong and united Droaam When the hostilities between Breland and Droaam
holds many opportunities for his people. He continues were at their height, Rhesh Turakbar raided deep into
to improve Shaarat Kol, working to make it a haven for Brelish territory, sowing terror and burning supplies.
both smugglers and honest traders. With that said, he Today, Turakbar and his forces primarily patrol the
still has a number of old scores he’d like to settle with border between Droaam and Breland, but they also
those chibs and warlords that have long oppressed the regularly raid into Brelish territory. They generally
small folk. He has so far been unable to convince the remain north of Graywall, avoiding the main trade
Khaar’paal kobolds to ally with the Daughters, but he road—but anything else is fair game. They rarely
continues to work to win them over. actually take anything in their raids, and they often
Kethelrax is a charismatic speaker who possesses wound or maim victims rather than killing them; their
both arcane gifts and a knack for knives. He’s known goal is fear, not plunder. The Daughters of Sora Kell
for his ability to conjure blades of flame (something claim that these raids are the fault of Breland for
that mimics both Flame Blade and Fire Bolt, as he can refusing to recognize Droaam and thus allowing for
fling his fiery daggers). He prefers to outwit enemies an absolute determination of borders; they say the
rather than to rely on force to solve his problems… but violence is Breland’s fault, both for settling too far west
he’s deadly when he needs to be. and for refusing to include Droaam in the Treaty of
Thronehold.
Rumors About Kethelrax If your character is from the Western Frontier, it’s
the Cunning… entirely possible you’ve already had an encounter with
• Kethelrax is a champion of the Dark Six. The Fury Rhesh Turakbar. His reavers could have razed your
has empowered him to avenge the suffering of the farmstead or killed your friends or family, leaving you
goblins, and the Mockery cloaks him in shadow alive and hungry for revenge. Perhaps it seemed as if
when Kethelrax doesn’t want to be seen. he was going to kill you, and then he turned aside—and
you’ve always wondered why.

99
Rumors About But all accounts suggest that she rules with integrity
Rhesh Turakbar… and intelligence—that she will always consider a well-
reasoned argument, and that should she give her word
• Rhesh Turakbar has no love for the Daughters
she will stand by it. Even beyond the medusas, there
of Sora Kell. While he knows he doesn’t have the
are many who say that of all the warlords of Droaam,
power to challenge them openly, he is constantly
it is Sheshka alone who truly feels like a queen. Keep
pushing the limits of his authority and finding ways
these things in mind when you meet a medusa. They
to defy them. If he could find a way to overthrow
may be terrifying monsters, but they are also the proud
them and steal their power, he would.
citizens of an ancient city-state.
• While Turakbar appears to rebel against the
Daughters, this is merely a stance. As a champion
of the Horned King, he has to appear to be an Rumors About Sheshka…
indomitable tyrant. Beneath this posturing, he is a • Sheshka has a menagerie of petrified monstrosities
strong ally of the Daughters and they are helping and other exotic creatures, and is always interested
him research ways to increase his fiendish powers. in adding something new to her collection.
• Rhesh Turakbar despises goblins and kobolds, and • Before she was the queen of Cazhaak Draal,
has sworn to kill Kethelrax the Cunning before the Sheshka wandered the Barrens as an adventurer.
end of the year. Some say she was a companion—and possibly
lover–of Harryn Stormblade, a stalwart champion
known as the Shield of Galifar.
Sheshka

Katerina Poliakova
The medusas of Cazhaak Draal are among the most
feared denizens of Droaam, and their leader, Sheshka,
is a sinister legend. The Queen of Stone is a deadly
warrior and brilliant general; over the last decade
she led troops into battle on the Brelish front, and
also helped the Daughters crush those who opposed
their vision of a united Droaam. Cazhaak Draal is
an integral part of that dream; the most powerful
priests of the Dark Six are medusas, and medusa
architects direct the construction of the booming cities
of Droaam. Many of the magistrates and envoys of
Katra’s Voice are medusas. Sheshka knows all this.
She works with the Daughters not because she fears
their power, but because she truly believes that
Droaam could become something great. But
while she may be driven by idealism, she is a
cold-blooded pragmatist who can be every
bit as ruthless as Sora Katra in pursuit of
her goals.
While Sheshka holds the title
of queen, her power is ultimately
spiritual. The medusas believe that
she is beloved by the Shadow, and
she has the support of both her
people and the priests that guide
them. She is the proud queen of
a proud people, and she believes in
their shared destiny. While this could
just be hyperbole, stories say that the
Queen of Stone has powers far greater
than the typical medusa. It’s said that she can
speak to petrified creatures or restore their
flesh, and that when Sheshka petrifies a creature, only
she can end the curse.
Sheshka is literally cold-blooded. Should you ever
cross her path, it is unwise to rely on her compassion.

100
• Trained envoys of Cazhaak Draal can perform they aid. When asked why they’re so far from their
a ritual that allows Sheshka to see through the homeland or why they place themselves in danger to
eyes of their serpents, and to whisper to them in help strangers, Vael invariably responds “I do what
Serpentine. must be done.” Some believe Vael has a definite
purpose—that they are searching for a rival, or waiting
Vael for an event that could be years in the future. Those
more familiar with the Tairnadal say that Vael is likely
following in the footsteps of their patron ancestors,
While the frontier has more than its fair share of
that they may be emulating the deeds of an ancient
villains, there are at least a few heroes out there
champion of the common people. However, Vael will
aside from your adventurers—a handful of champions
not speak of their ancestor, and while their armor has
celebrated in song and story. Vael is just such a figure,
the traditional Tairnadal trappings that should identify
a masked hero who protects common folk from
a patron ancestor, no scholar on the frontier has ever
reavers and brigands. They’re armed and armored in
been able to identify Vael’s patron.
the fashion of the elves of Valenar, wielding a double-
Vael never removes their armor or mask, and they
bladed scimitar with deadly skill. But Vael is no
will not speak of their own past. They seem to benefit
mercenary and accepts no payment from the people
from some form of enchantment that sustains them
without the need for food or drink, though they will
often sit in the common room of a tavern to enjoy the
scents or the music. As an elf, they do not sleep; even
in their trance, they always remain on guard.
Júlio Azevedo

If you’re a Tairnadal elf, it’s possible you know Vael.


It’s also possible that you encountered the elf on the
battlefields of the Last War, or that they assisted you at
some point in your past; if you want to explore one of
these ideas, discuss it with the DM. Otherwise, you can
always hope that if you find yourself outnumbered or
outmatched by your enemies, this masked stranger will
come to your aid.

Rumors About Vael…


• Vael never removes their mask. They don’t eat or
drink, and they trance instead of sleeping. All of
this is because they aren’t an elf at all; they are a
warforged, who donned the armor of an elf who
aided them in the Last War and whose legacy they
seek to honor.
• Vael’s not a warforged! They don’t eat or drink
and they never remove their mask because they’re
dead. They died in the Last War after committing a
dishonorable deed, and they’ve been cursed to walk
the world as a restless spirit until they can regain
their honor.
• When Vael was passing through Sharn, they were
attacked by a dozen Valenar warriors. Vael slew
them all, and continued on their way without
offering any explanation.

101
Faiths of the from their priests. You go to the Jorasco healer if you
need someone to heal an injury; you go to a priest of

Western Frontier the Sovereign Host when you need someone to lift
your spirits. So priests are often influential people
There are few trappings of faith on the frontier. within their communities, but they aren’t always
Churches aren’t the gilded citadels you can find in powerful spellcasters. As a Paladin or a Cleric, you’re
Sharn or Flamekeep. The simple fact is that the people a champion of your faith granted the power to face
of Breland have always been cynical and pragmatic, challenges a village priest cannot, and they ask you to
never ones to believe that their destiny is in the hands deal with problems that threaten their community.
of divine forces. And yet, on the frontier, you’re far from
the comfort and security that comes easily in the big
cities, and there’s a comfort to believing in something
The Sovereign Host
greater than yourself—in believing that there is a The Sovereign Host is the common faith of Breland,
higher power guiding or working through you, that you and this is certainly true on the frontier. Every major
have been granted a divine gift or charged with town has a church dedicated to the Sovereign Host,
a purpose. Beyond that, a shared faith helps hold a and even some of the villages have churches or small
community together, which is important in a small shrines where the faithful can pay their respects.
village where everyone needs to depend on one Generally, people worship the pantheon as a whole,
another. The holidays of the Sovereign Host are offering their prayers and thanks to whichever of
described in chapter 3, and while celebrations may the Sovereigns is most relevant to the challenges
not be as grand as their counterparts in Fairhaven or they’re facing at the moment. However, some towns
Wroat, these feasts and festivals are often important to or individuals feel a particular strong connection to a
a community in a way they simply aren’t in the east. specific sovereign. The town of Shavalant considers
The Sovereign Host is the dominant faith of the Balinor to be its personal patron, while Ardev has a
Brelish population, while the worship of the Dark popular shrine devoted to Boldrei. A blacksmith may
Six—particularly the interpretation known as the honor all the Sovereigns in their moment, but still
Cazhaak Six—is a common faith within Droaam. believe that it is Onatar’s voice that speaks the loudest.
However, especially within Droaam, there are a host While the Sovereigns can affect the world as a
of lesser traditions. The minotaurs of Turakbar’s Fist whole—Arawai brings gentle rains, Olladra grants the
are devoted to the fiend they call the Horned King. gift of good fortune—the Sovereigns primarily affect
The gnolls of the Znir Pact refuse to bow to any god or the world by guiding the faithful. Dol Dorn doesn’t
demon; in place of shrines, they raise piles of stones cause wars, but he will lend his strength to any soldier
to represent the idols shattered by their ancestors, who trusts in him. It’s the smith who forges a blade,
and they stare at these cairns and meditate upon vbut Onatar can guide the smith’s hand. Some people
their freedom. In general, the people are indulgent of offer sacrifices to the Sovereigns in moments of great
the beliefs of others, even if they don’t like them. The need, but such sacrifices need not have a physical
Znir gnoll despises fiends, but they’ll still work with a component. A typical sacrifice is a vow—a promise to
warlock-priest of the Horned King if the pay is good. take some action that honors the Sovereign. This could
In Quickstone, House Orien knows the Khaar’paal be a pilgrimage or a prayer, but it can also be more
kobolds that work for them worship the Dark Six and abstract. A scholar struggling with a problem might
hold revels to the Fury, but they’re also really good make a vow to Aureon that if the Sovereign can offer
at placing conductor stones, and that’s what matters new insight, the sage will finally finish the book they’ve
most. People of conflicting faiths may not trust or been putting off—a fitting vow to the Sovereign of
like one another, but that doesn’t stop them from ever knowledge and learning. A warrior who’s outnumbered
working together. in battle may promise Dol Arrah that if they live
As is common across Khorvaire, it’s important through the encounter, they will help the next person
to remember that most priests serving in churches they see facing impossible odds in a fight. The primary
and shrines don’t have the powers of a Cleric or role of a Vassal priest is to teach people to hear the
Paladin. Many are adepts (divine Magewrights) who voices of the Sovereigns within themselves, to realize
can cast Thaumaturgy, Ceremony (from Xanathar’s that the Sovereigns are with them at all times, always
Guide to Everything), and perhaps one other cantrip ready to lend a hand.
or ritual—such as Light, Spare the Dying, or Augury. The priesthood of the Sovereign Host isn’t as
The role of the priest is to offer spiritual guidance to strictly structured as that of the Church of the Silver
the community, to preach and to organize the local Flame; many priests are self-taught, especially on the
festivals. There are some remarkable priests who frontier. What matters is your faith and that the people
do possess greater powers—Vesper in Quickstone, of your community believe in your connection to the
Zerasha in Graywall—but that’s not what people expect

102
Sovereigns. In the village of Cooper Shrine on Silver that they are blessed by one or more of the three faces.
Lake, the priest Mala Cooper wasn’t ordained in a So, not every soldier is invited to join the Three Faces
grand temple. But she has tended the shrine since she of War. If you’re tapped by a member of the cult, it’s
was a child, and the people of Silver Lake believe that because the initiates recognize through your skills
she is blessed. Because of this, priests are dependent and accomplishments that you are blessed by one of
on their community to maintain their church, and any the three—and they believe that you can understand
Vassal who has unexpected good fortune will usually the central mystery, which is that war has more than
make a donation. one face, and that honor, courage, and cunning all
As noted above, the festivals of the Sovereign Host have a place on the battlefield. Initiates are bound
are important events in the Brelish towns and villages. together by the secret knowledge they possess and
Often, people in small villages and farms will travel their shared understanding of the world, but the Three
to the nearest town for a celebration, but people can Faces cults don’t have any sort of sinister agenda; it’s
also just celebrate Bounty’s Blessing with the largest a bond of fellowship. A Thrane and a Karrn who are
meal they can produce at their home. The point of a both members of the Three Faces of War will fight
festival is to affirm shared faith and the bonds between one another on the battlefield, and two merchants
a community, and this is something to keep in mind in the Three Faces of Coin will still engage in fierce
when playing a Vassal character. The Sovereigns speak haggling, because that is what they do; but between
to you directly, offering you personal guidance. But these battles, when they share the words of their three,
Boldrei tells you that people are stronger together. Dol they know that they understand the same mysteries
Arrah urges you to defend those who cannot defend and have a shared understanding of how the world
themselves. In playing a Vassal, keep in mind that it’s works, and that they have both been deemed to be
not just a question of what the Sovereigns can do for blessed by the three. So you can certainly have a player
you; it’s about the connection you have with others character be a member of a Three Faces cult; there’s
through your shared faith. If you find a goblin treasure nothing inherently evil about them. Essentially, there’s
trove, will you give thanks to Olladra and share this no reason that membership in the Three Faces has
windfall with your local priest? Or do you only turn to to be hidden, aside from the fact that outsiders can’t
the Sovereigns when you need something from them? understand the mysteries.
While the Three Faces cults believe that all three
The Three Faces of Coin of their Sovereigns work together, initiates are chosen
The Three Faces are a set of mystery cults hidden because they are perceived to be blessed by one of
within the Five Nations. In addition to the Three Faces the three. So the Three Faces of Coin govern the
of Coin, there are also cults dedicated to the Three “battlefield” of commerce and industry, the struggle to
Faces of Love, the Three Faces of War, and the Three get the things that we desire. Onatar guides those who
Faces of the Wild. Each of these cults worship a small create the goods people desire, Kol Korran inspires
combination of members of the Sovereign Host and those who trade in the light, and Kol Turrant guides
the Dark Six, who together represent a portfolio. those who work in the shadows. You should always
While they are secretive organizations, they’re called be able to get the things you desire, but you should
“mystery cults” because they possess secret knowledge always pay a fair price for what you receive. All people
that they only share with their initiates. While they should have a path to profit, provided they are willing
are religious organizations, they are also fraternities to work for it. These are the tenets of the Three Faces
that unite people who have talents within a certain of Coin. An honest blacksmith should always be able
field—people who, through their success, have shown to profit from their hard labor, and someone who
Lucas Bonatto Guerrini

103
wishes to purchase the smith’s goods should have term Pennyroyal, as the copper coin of the Keeper is
a way to do so—even if that requires them to work sometimes called a penny; “Penny Royal’’ thus means
with a “Pennyroyal,” someone favored by the Keeper. “Keeper’s Chosen.”
Coins (the casual term for initiates of the sect) don’t The Three Faces of Coin can be found across
inherently oppose trade laws; they simply believe that Khorvaire and on the frontier, but you likely won’t
there should always be a way around them for those notice them if you aren’t an initiate. The exception to
prepared to work for it. The honest merchant may this is in the town of Quickstone. A contingent of Coins
never deal with a Pennyroyal, but they know that they banded together to help found the town, and they make
could. The information that follows reveals some of up a significant portion of the population; as a result,
the mysteries of the Three Faces of Coin; these aren’t they are a little more open with their faith than usual.
absolute secrets, but if you’re not part of the cult, you However, they still won’t share their mysteries with you
likely don’t know these things. unless you’ve been blessed by one of the Three; they
The dark side of the Three Faces of Coin is just aren’t shy about acknowledging their beliefs.
reflected by their embracing Kol Turrant. The Pyrinean
Creed says that the Keeper is the Sovereign of Greed.
The Coins understand that in the right time and place,
The Dark Six
greed can be good—that it is better to understand it Most Brelish settlers follow the Pyrinean Creed of
and use it than to run from it. Everyone wants things. the Sovereign Host, which teaches that the Dark Six
Everyone who creates wants people to want those are destructive forces that should be shunned, that
things they create. The Coins say that there’s nothing
they encourage greed, madness, and murder. That
wrong with that desire and there’s nothing wrong
the Devourer sends the storms that can level your
with bending the rules to get what you want, as long
farm and your fields, and that the Shadow creates
as you are willing to pay a fair price. Fair payment is
the monsters that will come for you. With that said,
a central pillar of this faith: People deserve to be paid
the Brelish are both cynical and pragmatic. There
for good work. As such, the Three Faces of Coin are
are some who are willing to bargain with the Six if it
one of the only religious sects that is openly willing to
gets them the things that they desire—whether that’s
sell the spells of its divine spellcasters. The spell is a
burning a field as a sacrifice to the Devourer so he’ll
commodity; if you want it, you should pay for it. This
spare the other fields, or shooting a man in the back
doesn’t mean that as a Coin cleric you HAVE to charge
because they know they can’t beat him in a fair fight.
your companions when you cast a spell; but it means They may not be proud of this behavior, but they are
that you recognize that your magic has value, that you those willing to walk the path of the Six to get what
could charge for it, and that if you are choosing to give they want. This is the basis of the Three Faces cults,
this as a gift to a friend, they’d better appreciate it! who are willing to see both sides—to embrace Dol
Those blessed by Kol Turrant—the Pennyroyals— Arrah and the Mockery, or Kol Korran and the Keeper.
walk a crooked line. The classic Pennyroyal is a Overall, however, the Brelish settlers still shun the
smuggler or a fence—someone who dodges the laws Dark Six and curse them when things go wrong. The
in order to get people the things they desire. However, fact that the Droaamites honor the Six is proof to the
Pennyroyals also include grifters, pickpockets, and Brelish that they’re dangerous. Most settlers don’t
thieves. This follows the principle that you should know the difference between Droaamite followers of
always be able to get the things that you desire—it the Six and the cults of the Horned King, and they don’t
just skirts the point of paying a fair price (though the care; they’re all malevolent forces decent people should
thief should be paid a fair price for their services). leave alone.
Ultimately, this comes to the point that it’s up to you
to decide which of the three paths you will walk. You
can choose to only follow the path of Kol Korran and
The Cazhaak Six
to engage in honest commerce; but as a follower of the Droaam is a tapestry of many microcultures. Step
Three Faces of Coin, you recognize your comrade’s back a century and what you’ll find is that many of
right to step into the shadows when they can’t get what these cultures worshiped various configurations of
they desire in the light. the Dark Six, but didn’t use common names for them
The holy symbol of the Three Faces of Coin is or acknowledge the full grouping. The harpies of the
three coins. When someone is initiated into the sect, Byeshk Mountains worshiped the Song of Rage and
they receive three special coins: a copper coin with Fury, while the Gaa’aram orcs invoked the Bloody
the dracolich profile of Kol Turrant, a silver coin Knife; anyone listening to their stories could recognize
with a brass dragon for Onatar, and a gold coin with the shape of the Fury and the Mockery, but the harpies
a white dragon profile for Kol Korran. While these had no knowledge of or interest in the Bloody Knife.
coins are treasures, any spread of copper-silver-gold This changed because of the efforts of the medusas of
can be used as a signal. This is also the origin of the Cazhaak Draal, whose missionaries traveled across

104
you the path to victory; what sensible warrior would
choose an honorable death over a cunning victory?
The Shadow will help you achieve your full potential,
even if that means walking paths that others fear. The
Cazhaak faith acknowledges that the Sovereigns exist,
but it considers them to be weak powers who have
somehow tricked their followers. The Vassals say that
the Shadow is evil because it creates medusas and
harpies; the medusa and the harpy say don’t blame us
if your gods aren’t willing to give you such powers.

Why Mock The Mockery?


The followers of the Cazhaak Six respect the use of
cunning and deception in battle. So why then do they
call the Sovereign of these forces “the Mockery?” The
simple answer is that they don’t. Keep in mind that
the Common tongue is the language of the east; the
Droaamites primarily speak Goblin, and they have
different words for everything. They understand that the
the Barrens. Few people want to pick a fight with a Mockery is the Common translation and the name
medusa, so these missionaries were able to share their the easterners will understand, so they are willing to
stories. This had a syncretic aspect, very similar to use it when speaking Common. And likewise, we use
the way in which the Pyrinean Creed wove the faiths those names in this book because it’s the simplest
of the Shadow Marches and Talenta Plains into the approach. Adding a new set of Goblin titles for the
Sovereign Host; the Cazhaak Missionaries were able Six creates an unnecessary layer of complication.
to show the harpies that the Song of Rage and Fury It’s simpler to just call the Fury “the Fury’’ than to
was the force they called the Fury, and convince the introduce “Niianu’aram” as a new name for her. So
Gaa’aram that the Bloody Knife was the Mockery. we refer to the Mockery as the Mockery even when
The most important effects of this missionary work using the Cazhaak interpretation; but that’s the
were creating a common language for discussing faith common name, and it doesn’t reflect how followers of
and presenting the idea that these deities that had the Cazhaak Six actually see him.
existed in isolation were part of a unified pantheon.
In the present day, the harpies still revere the Fury
above all others, but this is the same way that a Vassal
blacksmith values their connection with Onatar over
The Silver Flame
the other Sovereigns; they still know that the Fury is The Silver Flame exists to defend the innocent from
part of the greater pantheon, and may invoke other supernatural threats. Sadly, throughout much of the
members of the Six when the situation calls for it. history of Galifar, the denizens of the Barrens were
The diverse beliefs of Droaam still persist; if you considered to be supernatural threats, and when
go to the Street of Shadows in Graywall, you’ll find templars came to the region it was generally to hunt
a shrine to the First Song and one to the Howl—two down “monsters.” The Church of the Silver Flame has
different interpretations of the Fury worshiped by never had a strong foothold in Breland; the Brelish
different harpy flights. But these traditions are unified tend to be cynical and pragmatic, traits that clash
by the underlying structure of the Cazhaak faith. Most with the altruistic optimism of the Silver Flame. In
Droaamites recognize the Shadow as the patron 870 YK, the Church of the Silver Flame established
of all monsters, the source of the harpy’s voice and Brightstone Keep in the Barrens as a foothold to
the medusa’s gaze, and priests of the Shadow are watch for lycanthropes and fiends. While initially
respected by all; the harpy who sings a prayer at the strongly garrisoned, the keep was stripped of most
Shrine of the Song will continue on to the Eye of the of its troops and resources when the Last War broke
Shadow to ask the priest Zerasha for guidance. out. Brightstone Keep withstood a host of attacks
The general practices of the Dark Six are presented from Barrens chibs, but it was seized by Droaamite
Laura Hirsbrunner

in Exploring Eberron. The primary point is that what forces in 986 YK, shortly after they claimed Stubborn.
the followers of the Sovereign Host see as evil, the The Daughters restored the fortress and installed the
followers of the Cazhaak Six see as virtues. The Fury gargoyle Cairngorm as warlord of the region, renaming
guides the faithful through primal instincts, and grants it Grimstone Keep.
justice in the form of vengeance. The Mockery shows

105
In the present day, the only church of the Silver
Flame on the Western Frontier is the Bastion in Ardev,
overseen by Minister Penti Faldren. There is a shrine
in the Tents of Quickstone, and it’s possible a survivor
of Brightstone Keep is keeping a flame burning on
some farm on the border. A handful of missionaries
travel across the frontier, seeking to protect the
innocent and spread the light; the best known of these
is Epitaph, a Dolurrhi tiefling from the sanctuary of
Rellekor in Thrane. In general, however, followers
of the Silver Flame receive little love on the frontier.
True or not, the Droaamites generally think of the
followers of the Flame as zealots who wish to destroy
all monsters. Brelish settlers are often suspicious, both
of the idea that anyone could have entirely altruistic
motives and because mebbe they’re spies fer Thrane.
Epitaph and the other missionaries are working to
counter these suspicions with noble acts, and also to
learn about the people of Droaam—but there’s a long
road ahead to win support for the Flame.
If you’re playing a character with ties to the Silver Fiendish Cults
Flame, consider whether you have connections to The denizens of Droaam don’t have the same negative
the Church. If you do, you could be an independent reaction to demons as many of the people of the east.
missionary, or you could be working on behalf of The Shadow teaches that you may have to walk dark
Minister Faldren of Ardev. On the other hand, you and dangerous paths to achieve your full potential, and
could also be a local who has heard the call of the many Cazhaak sages question the ‘arbitrary’ distinction
Silver Flame without having any connection to between celestial and fiend. Because of this, there are
Flamekeep. This could be especially interesting for many more warlocks than wizards in Droaam—though
a Droaamite character—a harpy who has received it’s worth noting that a warlock drawing power from
visions from the Flame and seeks to protect the an evil entity can use that power for noble purposes.
innocent, who might not immediately realize they’re However, such warlocks are often individuals walking
channeling the same power as the arrogant easterners. their own unique paths.
A uniquely Droaamite option would be that you might The most significant and infamous cult in Droaam
be a potential Voice of the Flame—a Tira Miron for the is that of the Horned King, a demon overlord of the
denizens of Droaam, perhaps empowered to protect first age who is imprisoned within the region. “The
your people and stop the Horned King from being Horned King” is the most common translation of the
released. Goblin term Vor’marhu, but some people translate it
as “Horned Prince;” both titles refer to the overlord
The Cults of Tol Kharash. The Horned King has long been a patron
of the minotaur clans of the eastern Barrens, and
the Dragon Below the warlord Rhesh Turakbar is a champion of this
archfiend. This cult is well established in Droaam, and
The Cults of the Dragon Below are as active in Droaam the minotaurs have followed this path for centuries.
as they are in the Five Nations. The daelkyr destroyed It’s widely known that the Horned King grants power
the goblin empire long before humanity arrived, and to those who spill blood and sow terror in his name,
their cults are as much of a threat to the people of and while many Droaamites don’t like Rhesh Turakbar,
Droaam as they are the Breland. The gnolls of the most don’t see his choice as any different than an
Znir Pact broke their ties to the fiendish overlords that eastern paladin who draws divine power from the
created them, but there are others who are happy to Silver Flame; both have made a sacrifice that grants
seize the powers they abandoned. them power. The Znir Pact is a notable exception to
this. They do understand the difference between a
celestial and a fiend, and understand that this isn’t just
Laura Hirsbrunner

a semantic point. Znir demon-hunters will help those


threatened by fiends and even perform exorcisms. But
as with all Znir, the hwyri are mercenaries who only
act when their services are requested and paid for.
It’s not the place of the Znir to prevent Turakbar and

106
the minotaurs from making whatever pacts that they an Aereni monastery supporting a deathless sage—
wish to; but the hwyri stand ready to bring down the but that would be a remarkable event. In general,
corrupted warriors should the Daughters order it. following one of the other faiths is an opportunity for
The Horned King is the common name of the your character to stand out in the region. If you’re a
overlord and the aspect worshiped by Rhesh Turakbar Warden of the Wood, you’re not just a Warden, you’re
and his clan, the Blood Horns; they raid and pillage in the Warden; what drove you to cross the Byeshk
his name. However, each of the major minotaur clans Mountains? Are you hoping to start a new circle of
has their own unique interpretation of the Horned Wardens in Droaam? Were you given a special quest
King. The Red Hooves are devoted to He Who Walks by Oalian—perhaps a seed to plant in the Whitehorn
Behind, and prefer sly ambushes to the howling Wood? Or are you just following your instincts and
assaults of the Blood Horns. The Blade Breaker clan seeing where they lead you?
worships One Horn, who rewards displays of strength The Blood of Vol has no established shrines on the
and courage. While the Blade Breakers are just as frontier, but there are rumors that there’s a community
aggressive as the Blood Horns, they are less brutal; of Seekers in Graywall… though such Seekers are
it’s just possible that while they think One Horn is an likely in Graywall because they’re war criminals or
aspect of the Horned King, they are in truth drawing on deserters, so if you’re a Seeker you’ll have to decide if
a different power—perhaps, the essence of Dol Dorn. you actually want to seek out your fellows. It’s also the
If you wish to play a character tied to the Horned case that most people on the frontier equate the Blood
King or another overlord, the main question is whether of Vol with Karrnath. Droaamites won’t care, and while
you see your overlord as an ally dealing fairly with they don’t have a strong tradition of necromancy, they
you—granting you power for spilling blood in their revere the Shadow and the Keeper; they have no issues
name—or if you have actually broken your ties with with the pursuit of “dark magic.” But Brelish veterans
your cult and now use that power against them. may have heard of the necromantic terror attacks
Karrnath occasionally launched during the war, or the
Daelkyr Cults stories of skeletal legions, and hold that against you.
The daelkyr pose just as much a threat to the The Eldeen Druid Sects are rare in Droaam, as
Daughters of Sora Kell and the denizens of Droaam suggested above. The people of the frontier generally
as they do to the Five Nations. The one constant in the don’t know the difference between a Warden of the
actions of the daelkyr is change—changing how people Wood or a Greensinger, and have no experience
think, transforming them physically, tearing down with Children of Winter. Shavalant was attacked
whatever order exists. There are no known widespread by Ashbound during the Last War, and the people
cults of the Dragon Below on the frontier, and the of that town are generally suspicious of all druids.
Daughters of Sora Kell would likely destroy any they The Gatekeepers, however, are a different story.
discovered. But the daelkyr certainly have influence The people of Breland know nothing about the
within the region, and anywhere that they have power a Gatekeepers or their mission, but House Tharashk
cult can appear. The Still Lord, Orlassk, is said to have has considerable influence in Droaam, and there are
cursed the Stonelands around Cazhaak Draal and may at least some within the house who are sympathetic to
have created the first gargoyles and medusas, though the Gatekeepers and their mission. Likewise, there are
neither species serves him today. Some scholars certainly many places in Droaam that were touched
believe that it was the influence of Avassh—the Twister by the daelkyr; there may well be daelkyr seals in the
of Roots—that forced the ancient nations to devastate Graywall Mountains, or even below the Great Crag.
the Barrens and create the regions known as dead If you are playing a Gatekeeper, work with your DM
lands. And it’s possible that Dyrrn the Corruptor’s to decide if you have a specific mission—finding and
masterstroke against the Empire of Dhakaan was reinforcing a seal, locating an elder Gatekeeper who’s
launched within the Graywall Mountains. So there are gone missing, investigating reports of a daelkyr cult—or
no KNOWN cults on the frontier, but you never know if you are following your own path. Not all denizens of
what you will find in your adventures. Droaam will know who you are or what you represent,
but some will and they may be sympathetic to your
cause.
Other Faiths A final unusual faith unique to the region is the
Maze of Faith, the priesthood of the Venomous
Many faiths rare to the Five Nations are all but Demesne. However, this religion is all but unknown
unknown on the frontier. Most of the other faiths are beyond the Demesne and the tieflings have no interest
tied to specific cultures that simply aren’t represented in converting others to their faith. More information
in the region. It’s always possible that you’ll discover about this tradition can be found in chapter 1, but it’s
an unexpected sect or shrine in your adventures—a possible to encounter a tiefling priest carrying their
remote farm maintained by a group of Kalashtar, own personal god while wandering the frontier.

107
Chapter 3: Quickstone
elcome to Quickstone, my new friend—the players may need to work together to flesh out the

W edge of the world as we know it. Let’s see if


I can guess your trade. You’re no quickstone
miner; you don’t have the build of someone
who spends their days scooping stone out of the
mountain. And you don’t strike me as a tradesman
details of these ties. Likewise, with the DM’s approval,
a player character could replace one of the NPCs that’s
described here, or own a competing business.
This chapter provides the foundation of Quickstone,
but the town is actively evolving. There may be new
who’s looking to set up shop in our lovely town. With businesses in town. The Grizzlies could have a new
that blade at your side, you might be guarding one of leader. There could be other factions in the Tents that
the Graywall caravans. But something tells me you’re aren’t described here. This is a starting point—but
the kind of person who would appreciate an never assume you know everything there is to know.
interesting opportunity…
—Brogan Hul, owner of the Crown
The Town
While it began as a mining town, Quickstone’s
prosperity is tied to its proximity to Droaam; it’s the on the Border
last bastion of Brelish civilization on the very edge of Approaching Quickstone, the first thing you see is
the newborn kingdom of monsters. Quickstone has the wall. Over forty feet tall, the color of dried blood,
long been a haven for smugglers and scoundrels, a emerging from the cliff face as though it was a part of
place for brigands to grab a mug of Brelish ale before the mountain. No surprise the first settlers built their
retreating across the border. But the people of the homes against it; that wall’s older than Galifar and
east are beginning to accept that Droaam is here to stronger than the towers of Sharn. But seeing it, you
stay, and Quickstone is drawing in more respectable can’t help but wonder… it’s only PART of a fortress
residents and travelers. For those who wish to wall. What kind of power could have torn down the rest
negotiate with Droaam, Quickstone is as close as they of it?
can get while still being safely under the shield of —Tragomir Narathun, scholar
Breland. House Kundarak, House Orien, and House
Ghallanda are all investing in Quickstone, and others As shown in the following timeline, Brelish pioneers
may soon follow. Sitting on the edge of the border, first settled the town after discovering the quickstone
Quickstone caters to merchants and envoys looking quarry, naming this hamlet Graystone. The settlement
to drink their fears away before they enter Droaam— survived a handful of raids, but in 987 YK its people
and it’s also the first stop for monstrous mercenaries were slaughtered by a force of armored trolls and
leaving Droaam on their way to find work in the Five Znir gnolls and the hamlet was abandoned. In 992
Nations. On a typical night in the Crown, you could YK, a coalition of miners, merchants, and smugglers
find yourself playing cards with a bandit leader, a gnoll (many of them devotees of the Three Faces of Coin,
mercenary, and a dragonmarked heir. And if you’re a Sovereign mystery cult) rebuilt the settlement
smart, you’ll let the gnoll win. as Quickstone. In the wake of the Last War, Count
This chapter presents information for both players Thavius ir’Blis allowed a force of Cyran refugees to
and DMs. This reveals information that would settle in Quickstone, and also granted land in the
generally be known to any resident of Quickstone, but region to soldiers that served him in the Last War. In
it’s up to you to decide if your character knows these addition to investing in the town himself—building the
things. The innkeeper Brogan’s ties to the criminal town hall and appointing a sheriff and an administrator
Pennyroyals are common knowledge to anyone who to oversee Quickstone in his name—ir’Blis reached
lives in Oldtown, but your wizard who just arrived from out to outside investors. This drew the interest of
Ardev likely wouldn’t know this… House Orien and House Ghallanda, as well as Honoria
Part of the purpose of this chapter is to help Soldorak—a wealthy Mror merchant who purchased
you create characters who feel like residents of the rights to the abandoned mines adjoining the
Marco “MA4PS” Bernardini

Quickstone—people who have ties to the community. town. The town has continued to grow over the
As you read about the different parts of town, last two years, as houses are still being built for the
think about where your character might live. The many people living in the Tents and veterans work to
communities, groups, and local businesses all have establish farms. The arrival of House Orien’s lightning
lists of possible connections a player character could rail and the investment of House Kundarak are major
have to them; in creating a Quickstone character, pick developments, and it remains to be seen what the
a tie to a community and one of the local businesses. future will hold.
Depending on the connection, the DM and their

109
Quickstone Timeline handful of shifters in town, and currently no resident
Date Event tieflings—the people of Quickstone are used to just
about anything. In 997 YK a clan of kobolds moved
??? The Western Wall. An ancient fortress fell into into the Tents, and while there are some who shun the
ruin, leaving only the Haunt and sections of kobolds—notably Brelish veterans who fought on the
its outer wall. western front during the war—today kobold musicians
970 YK Graystone. Brelish pioneers establish the perform at the Crown inn and the Rose Theater, and
village of Graystone. Littlehand Haberdashers have adopted certain popular
987 YK Graystone Lost. Graystone is sacked by kobold fashions.
Droaamite forces and abandoned. The population of Quickstone continues to grow,
and the town is struggling to keep pace with the new
992 YK Oldtown. The town of Quickstone is
arrivals. The communities and cultures found in
established by an alliance of miners,
Quickstone are discussed in detail later in this chapter.
merchants, and smugglers. The Crown, Tuuva
Mercantile, and other Oldtown businesses
are established. Quickstone, The Stone
996 YK The Square. Count Thavius ir’Blis builds the
Chanters, and Byeshk
town hall and appoints Magistrate Facet and Quickstone is an unusual substance that can be
Sheriff Constable. Cyran refugees and Brelish encountered in three forms. Soft quickstone is a soft,
veterans arrive, establishing the Tents. The red material similar in consistency to sandstone,
Anvil and the Livery are built. Sivis Stone though surprisingly lightweight. Wet quickstone, often
182 is established, but the Speaking Stone called the quick by miners, is a blood-red material
is inoperable. Honoria Soldorak constructs with the consistency of soft clay; this form maintains
Soldorak Manor. its fluid consistency even when exposed to heat. Fixed
quickstone is rust-brown in color, like dried blood, and
997 YK Main Street. Orien Station and the is considerably harder than granite. In the mountains,
Gold Dragon Inn are established, as the quickstone can be found in its wet or soft forms. What
dragonmarked houses take an interest in the makes quickstone remarkable is how it responds to
region. By the end of the year, the lightning arcane energy. Using arcane rituals, it’s possible to
rail connects Quickstone to Ardev and Lord shift quickstone back and forth between its wet and
Seneschal Emerick d’Orien arrives, along with soft forms. Another ritual transforms it into fixed
the Khaar’paal kobold clan. quickstone—though once it is fixed, it can’t be changed
998 YK Today. House Kundarak is building a large again. Many of the buildings in Quickstone have been
enclave and Main Street continues to expand. sculpted from quickstone, but as they are fixed they
Orien is negotiating to expand the lightning can’t be remolded. The sculpted houses of Quickstone
rail into Droaam. look as if they were molded from clay, though the fixed
quickstone is far more durable than clay, or even wood.
Elements of Quickstone To date, quickstone has only been found in the
Graywall Mountains. Its origin is a mystery; it’s
There are a number of crucial elements that shape too widespread to be the result of a manifest zone.
daily life in Quickstone, and that have contributed to The ancient Dhakaani goblins of the region used
making the town what it is today. quickstone in their structures, and it was the dar who
first established the quarries above Quickstone. Some
might wonder how it is that the quarries weren’t mined
Population and Demographics out long ago; it’s almost as if the quickstone grew back
Quickstone is home to approximately 1,600 people. At over the course of thousands of years.
least a hundred of these are temporary residents, in The quarries and the town have plenty of work
town while conducting business in the region or just for miners and masons with strong arms, people
passing through. Over four hundred people live in the who can excavate the stone and move it where it
shantytown known as the Tents; some of these people needs to go. But there’s also a specialized form of
are just waiting for their permanent residences to be magewright that’s a vital part of this process. Stone
built, while others are dwelling in squalor while hoping chanters learn and perform rituals that allow them
to find a path to fortune. The vast majority of the to shift quickstone between its three forms. They can
people are Brelish, with the typically diverse Brelish also use a specialized form of the Mold Earth cantrip
makeup; slightly less than half of these residents (from Xanathar's Guide to Everything) that they use to
are humans, while the rest are a mix that includes shape wet quickstone when building large structures.
gnomes, halflings, dwarves, elves, half-elves, and Quickstone isn’t the only town that has stone chanters
goblins. Though other species are rare—there’s only a

110
or quickstone—there are other, older mining towns Khaar’paal are discussed later in this chapter, but they
further south along the Graywall Mountains—but are largely employed by Orien to work on the ongoing
it’s still a specialized tradition that’s only just now westward expansion.
becoming common knowledge further east as
quickstone is being exported. In theory, anyone could Smugglers and
learn to perform the stone chanter rituals with enough the Three Faces of Coin
time and practice, but certain people in Quickstone
As described in chapter 2, the Three Faces of Coin are
seem to have a knack for it; these chanters say they
a Sovereign mystery cult driven by the principle that
can hear the stone whispering to them. In Quickstone,
anyone can prosper and that people should always be
about one in ten miners is a stone chanter.
able to get the things that they desire. Within the major
While quarrying quickstone is the primary industry
cities of the Five Nations, members of this cult tend
in Quickstone, there is a second rare resource in
to be secretive, but adherents of this faith—generally
the Graywall Mountains: the purplish metal known
referred to as “Coins”—played an important role in
as byeshk. The people of the Five Nations have little
establishing the town of Quickstone. Some were
experience with byeshk, and are still discovering
honest merchants who saw opportunity on the frontier
its properties and value. There is a network of old
and wished to practice their faith more openly. Others
byeshk mines in and below the mountains south of
were smugglers, who realized that settling on the
Quickstone, but unlike quickstone, byeshk doesn’t
border between Breland and Droaam would let them
grow back. Beyond that, these upper mines are largely
profit from both.
played out, as well as being infested with cockatrices
In Quickstone, “smuggler” has three meanings:
and other dangerous creatures. However, Quickstone
someone who deals in materials that are illegal
resident Honoria Soldorak has bought these mines
under Brelish law; someone who deals in legal goods,
from Count ir’Blis and wants to have them fully
but who avoids the King’s Assessors and Droaam’s
explored. If significant byeshk deposits remain, they
informal “tax collectors”; or someone who deals in
could be of great interest to both Soldorak and House
goods that are rare and dangerous to acquire and
Cannith. See the “Byeshk Weapons” sidebar in chapter
can’t be purchased through normal markets. Most
5 for more information about byeshk.
of the smugglers in Quickstone fall into two or
more of these categories; the point is that there are
The Lightning Rail “smugglers’’ whose goods aren’t actually illegal—
and Travelers they’re just unusual. Now that the count has official
House Orien connected Quickstone to the lightning representatives in town, as well as the dragonmarked
rail network in 997 YK, extending the line from Ardev. houses, the business of smuggling has shifted
This is a boon for the town, dramatically increasing somewhat. But Quickstone largely exists because of
commerce with the east and increasing the ability smugglers, and especially in Oldtown there are a great
to ship quickstone. It also means that Quickstone many people devoted to the Three Faces of Coin and
is a stepping stone for people taking the rail from who still believe that people should always be able to
the east to get to Droaam, or anyone traveling from get the things that they desire.
Droaam to the cities of the east. At the moment, the
train only runs two days a week, which means that Refugees and Veterans
people traveling east may have to wait a few days. As a The Mourning sent a flood of Cyran refugees into
result, Quickstone sees a steady stream of interesting Breland, and King Boranel pressed his nobles to
travelers; merchants and diplomats from the east who find places to direct them. Count ir’Blis agreed to
have dealings with Droaam and its warlords, but also let a group of refugees settle in the lands around
mercenaries or immigrants from Droaam who are Quickstone. At the same time, he also granted land
heading east. It’s always an interesting evening when a around Quickstone to many of his own veteran
troop of Znir gnolls passes through town! soldiers, allowing him to disband the bulk of his army
While House Orien is still negotiating with warlords while simultaneously fortifying the western border.
and the Daughters of Sora Kell, it has already begun This was a smart move on his part; if the refugees
work extending the line toward Droaam. To assist with proved to be a problem or if tensions escalated, at least
this work, the house has employed the Khaar’paal, his soldiers would be right there.
a clan of Graywall kobolds who’ve settled in the Both of these communities are discussed in more
shantytown known as the Tents. These kobolds have a detail later in this chapter. But their presence shapes
natural affinity for working with lightning, as well as a the tone of the town—especially in the shantytown
resistance to electrical damage; thanks to these traits, known as the Tents, where most of them live. Many of
they are able to excel at this work, and Orien’s made the refugees are still struggling to find a path forward,
it worth their while to relocate to Quickstone. The and many of the veterans aren’t thrilled to be sharing

111
their new home with people who, until recently, they sharpening their weapons while they wait for the
considered their enemies. There are voices of reason lightning rail to arrive. There are certainly people
on both sides who seek to defuse these growing in Quickstone who are afraid of these creatures,
tensions, but for now, the tension—and the threat of and many of the Brelish veterans—who fought such
violence—remains. monsters on the western front—actively despise them.
But any creature found in Droaam could be found
Remnants of the Past in Quickstone, and even those who don’t like them
Thousands of years ago, a sturdy fortress occupied will generally just avoid them. As a general rule, the
the land where Quickstone now stands. Today, the people of Oldtown have a very casual attitude toward
only obvious remnants are segments of the massive “monsters”; Tuuva Mercantile is run by a family of
exterior wall, and the jumbled mass of ruins and goblins and the bouncer at the Crown is a troll. The
rubble now known as the Haunt. The town draws people of Main Street have typically spent less time
water from a system of ancient aqueducts. The people on the frontier and may be a little more uncomfortable
of the town and the region have a variety of stories that dealing with harpies or medusas, but they won’t refuse
explain these ruins. The most popular one is that the to do business with them.
Quickstone fortress was built by Breggor Firstking,
founder of Wroat—the pre-Galifar nation that preceded The Shape of the Town
Breland. A more fanciful tale suggests that this fortress
was built by the Sovereigns in the days when they Quickstone lies against the very edge of the Graywall
walked the world and fought demons; this is especially Mountains. The southern edge of town abuts a cliff
popular with the patrons of the tavern known as Dorn’s face, with a path leading up to the quickstone quarries
Rest. History checks or divination magic will confirm that are Quickstone’s primary industry. The town is
that the fortress was in fact a relic of the goblinoid built on the site of an ancient fortress, which fell long
Empire of Dhakaan; the brutalist style of architecture before the rise of Galifar. The primary remnant of
is distinctive, as is the design of the aqueducts. this is the western wall—a section of quickstone wall,
However, many locals refuse to accept these facts; after approximately forty feet high and ten feet thick, that
all, if the goblins could build something like this, why merges directly into the cliff face to the south. The first
aren’t they building them today? settlers used the cliff and the wall as the foundations
Regardless of this, the region is filled with relics for their quickstone homes, and were able to restore
of the Empire of Dhakaan and the conflict that the ancient underground aqueducts that supply the
destroyed it. The quickstone quarry in the foothills was town with water. As new waves of settlers have come
established by the Dhakaani, as were the mines that to Quickstone, the town has been expanding to the
stretch down below the mountains. While exploring, north. This has resulted in the old town in the south
you might find a fragment of a shattered statue or being largely simple, sculpted quickstone, while the
stumble across evidence of a long-forgotten battle. dragonmarked outposts and the newer homes in the
It’s up to you to decide how your character responds region known as Main Street are designed to appeal to
to these things. Are you an avid student of history, the sensibilities of travelers and tourists.
always keen to learn more about the ancient empire of Quickstone is expanding as quickly as it can.
Dhakaan? Or do you have other beliefs you hope will be Demand for new homes currently outstrips the pace
confirmed by the evidence you uncover in your travels? of production; there are hundreds of people living in
the shantytown known as the Tents. It’s a small town;
The Role of Monsters the entire population of Quickstone barely matches
Quickstone is a Brelish town established by Brelish that of a single district in Sharn. Small as it is, it’s
settlers, and there are more humans than any other broken into a number of sections that are distinct both
species among the inhabitants. But just as there’s a geographically and culturally. It may only take a few
steady stream of merchants and envoys traveling west minutes to walk from Oldtown to Main Street, but
to do business in Droaam, nearly every day there are which part you live in says something about you.
some travelers coming from Droaam. Many of these
are mercenaries working with House Tharashk, and Oldtown
these bands often have a Tharashk liaison to help The first quickstone miners built their houses against
them adapt to Brelish customs. Others are immigrants the cliff face. The next wave of settlers expanded
seeking opportunity in the Five Nations, or citizens of out to the north, spreading along the western wall
Droaam with business in the east. So, while there’s and building a dense cluster of quickstone houses.
only a handful of so-called monsters who reside in The Crown, Tuuva Mercantile, the Patchery, and all
Quickstone, there’s nothing unusual about seeing an the first businesses of Quickstone were established
ogre wandering down the street or a squad of gnolls at this time. This area is known as Oldtown, and is

112
distinguished by both the quickstone buildings and the Main Street
fact that many of its residents have been in Quickstone Main Street is the area around and to the north of the
since the beginning. Oldtown is thus home to a blend lightning rail line. It’s anchored by the grand outposts
of hard-working miners, scoundrels and smugglers, of the dragonmarked houses—Orien Station, the Gold
and merchants who now fear that the dragonmarked Dragon Inn, and the Kundarak enclave—and it reflects
houses may move in and drive them out of business. both the gold and the arrogance of the houses. In many
The newest residents of Oldtown are mostly Cyran ways, it’s the heart of a new town, built not for miners
refugees. Oldtown is continuing to expand to the but for merchants and diplomats. Currently, there are
west, but new dwellings are small, stacked quickstone only a few businesses in Main Street, but it’s assumed
structures—so it’s cheap housing for people who can’t that as other houses and powerful people come to
afford to live on Main Street. Quickstone, they’ll build here.
The structures of Oldtown are all sculpted The builders of Main Street seek to capture the
quickstone. Fixed quickstone has a rust-brown color, typical feeling of Brelish architecture. Most buildings
though some people paint their houses to add color to are made from wood or traditional stone bricks, though
the town. Most of these homes are small and simple, in some cases this is a façade over quickstone. The
with dwellings built one atop the other. Oldtown homes in Main Street are the largest in Quickstone,
generally supports a Modest lifestyle, though the built for members of the houses and people of wealth
eastern tenements are Poor quality and there are a and quality. It’s still a frontier town, but Main Street
handful of Comfortable homes. supports a Comfortable lifestyle, with a few structures
The people of Oldtown see themselves as the of Wealthy quality.
foundation of Quickstone. They’re the ones who The people of Main Street see Quickstone as a
built the town from nothing. Many in Oldtown resent backwater they must endure, at least until they can
the new-money developments of Main Street, the transform it into a REAL town. They tolerate the
increasing presence of the dragonmarked houses, people of Oldtown, but most are positively horrified by
and the greater attention of Count ir’Blis and the the Tents.
King’s Assessors. Most of the people of Oldtown aren’t
actually criminals, but most support the Coins and
have a strong independent streak.
The Tents
The Tents is a shantytown extending to the west from
the western wall; some call it the wrong side of the
The Square wall. Over two hundred Cyran refugees live there,
The region known as “The Square’’ encompasses the alongside Brelish veterans, and other people who’ve
town square and the strip of houses that extends from come to Quickstone hoping to find their fortune on the
the square to the east, separating Oldtown and Main frontier. It is a chaotic sprawl of tents and temporary
Street. The corners of the town square are defined by structures. Those who are familiar with the Tents
the Livery, Town Hall, and the Sharn Inquisitive office. can identify “neighborhoods’’ based on families,
It reflects the attention and the gold invested by Count nationalities, religions, and more; however, given the
ir’Blis and Honoria Soldorak. The buildings in this temporary nature of the structures, the layout is always
area are quickstone, but most are painted and some shifting. There are three stable regions within
have decorative engraving on the exterior walls. Homes this chaos.
are generally larger than those in Oldtown. The Square The Grizzly Camp is occupied by a group of Brelish
is on the edge of Modest and Comfortable lifestyles, veterans. This is maintained as a military camp, with
with options for both. latrines and well-ordered rows of tents. Their tents
The Square is a small region, with fewer than are military surplus and dyed Brelish blue, causing
a hundred residents. The people of the Square are some to call the camp “The Blue Tents.” While all the
largely former Brelish soldiers. Many are miners or Grizzlies are Brelish veterans, not all veterans live in
pursuing simple trades, but they are loyal to ir’Blis the Grizzly Camp; some want nothing to do with this
and respect the laws of Breland. They generally see ongoing imposition of military order. The Grizzly Camp
the people of Oldtown as scoundrels; the people of the is on the northern edge of the Tents, close to the wall.
Square may not have the wealth of Main Street, but The Khaar’paal Camp is occupied by a clan of
they have integrity. kobolds, who came to Quickstone to work on the
lightning rail. The Khaar’paal are camped on the
southern edge of the camps, and live in distinctive
leather tents with an armadillo-like design. The
Khaar’paal are nomads, and have a well-established,
efficient camp.

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The Vermishard is the core of the mass of Cyran While the townsfolk shun the Haunt, fugitives could
refugees, named after the great spires that encircle take shelter there, or foolish explorers could go prying.
the lost city of Metrol. In general, the refugees are It’s understood that if you go into the Haunt and don’t
disorganized and group together based on other come out, no one is going to come after you. Recently, a
connections, but the Vermishard is where the leaders medusa named Tashka—an ambassador from Cazhaak
of the Mourner community can be found, and where Draal—has set up her tent on the edge of the Haunt.
supplies are distributed. The Vermishard is in the Some assume the medusa is more terrifying than
center of the Tents, and the refugee tents radiate out whatever lurks within the ruins, while others believe
around it. that Tashka’s pride will eventually be the end of her.
Outside these three points, the Tents are always
changing. Some people in the Tents are just waiting
for permanent homes to be constructed. Others are
Guide to the Town
travelers passing through Quickstone who choose not If you’re from one of the great cities of the east,
to stay in the inns. And some may just decide to move you’re going to find that things are a little different
on—or may be forced to relocate based on feuds with in Quickstone. Here’s a summary of the things every
their neighbors. visitor should know about this charming town.
Life in the Tents is dangerous and difficult. The
three main camps largely sustain a poor lifestyle, but
many in the Tents live in squalor. Sheriff Constable Services
doesn’t have the resources to monitor the Tents or You’re not going to get the same services in Quickstone
enforce order within them; the three camps have their that you might be used to in Sharn. Sovereigns above,
own guards, but in the surrounding chaos, theft and Quickstone itself is smaller than the Bazaar of Middle
violence largely go unaddressed. Fugitives passing Dura! So, don’t expect to find someone to teleport you
through town may camp in the Tents, where it’s easy or anything like that out here.
to avoid notice. It’s not entirely lawless; someone
who carries out an ongoing crime spree may trigger Communication
a response from one of the main camps or from the Sivis Stone 182 has a Speaking Stone which connects
sheriff. But it takes something truly significant to draw Quickstone to the rest of the Five Nations... in theory.
that sort of attention—and, of course, someone has to Stone 182 is currently experiencing arcane difficulties,
actually report the crime. and the stone isn’t working. However, the Orien post
The people of the Tents are divided into distinct can deliver letters at a cost of as low as a single Copper
cultures—such as the Grizzlies, the Mourners, the Crown for delivery within Quickstone, with prices up to
Khaar’paal. The folk of Oldtown and Main Street alike 10 Gold Galifars or more for more distant cities. If you
may look down their noses at “tent scum,” but the Tent- absolutely must speak to someone, the Stonespeaker
dwellers don’t have any sense of common identity. at Stone 182 may be able to perform a Sending.

The Haunt Education and Research


Quickstone doesn’t have a grand university or a
The ancient fortress that once stood where Quickstone temple to Aureon. The largest library—it has a whole
is now has been almost completely lost to the passage bookshelf filled with books!—is the Schoolhouse in
of time. Only two relics remain: the chunks of the Oldtown. The schoolteacher, Ink Narathun, might be
massive wall that once surrounded the fortress, and able to help you with arcane research or the history
the ruins now called the Haunt. There are remnants of the region. The town hall has an archive of local
of walls and some ancient structure in the Haunt— records, but you’ll need to get permission to gain
perhaps a keep?—but it also contains chunks of access to these.
shattered fixed quickstone, dumped in the region as
successive waves of inhabitants cleared the wider area. Entertainment
So today, it’s hard to actually make out the original If you’re looking for a show, there’s always something
shape or purpose of it. Those who delve into the going on at the Rose Theater. If you just want a little
Haunt may be able to find partially intact chambers music, try the common room of the Crown... as long as
and halls, and some people say that there are intact you’re not too fancy to be drinking in Oldtown.
passages under the Haunt, but it’s all surrounded by
a treacherous morass of shifting rubble. Beyond that, Healing
it’s common knowledge that the Haunt is haunted. Feeling down? Daff d’Jorasco at the Patchery can help
Whatever is in there—Ghosts? Shadows? Ghouls?— you get back on your feet. If you feel that prayer is the
doesn’t come out to trouble the rest of the town, and so only answer to your problems, talk to Vesper at the
far the townsfolk have just left it alone. Church. No need to ask which church—there’s only one!

114
Shopping kills the owner of Tuuva Mercantile, there will be
You can find basic goods at Tuuva Mercantile, and an immediate outcry and the killer will be pursued
thanks to the lightning rail, they can fill special orders and prosecuted. A general side effect of this is that
in about a week or two, though it may cost you extra. crimes against travelers or refugees are far less likely
The Anvil is your source for armor, weapons, and other to be prosecuted than crimes against residents. The
metalwork; occasionally Jury has something magical Pennyroyals specifically target travelers; someone who
she’s working on. The Livery will look after your robs Kemble Bank had best leave town immediately,
mounts or sell you a new one, and Daff at the Patchery but a pickpocket who only targets people passing
can sell you healing potions, though they may taste through can likely get away with it, unless their victim
somewhat funny. is someone with so much influence that the crime will
come to the attention of Count ir’Blis.
Spellcasting In essence, Quickstone is governed by frontier
You can speak to Jury d’Cannith at the Anvil, or Ink at justice. The resources of the law are limited, and if
the Schoolhouse. If prayer will do, see Vesper. If they the people of Quickstone support a crime (or at least
can’t do what you need, it’s possible that Brogan at the aren’t offended by it), the sheriff isn’t likely to pursue it
Crown knows someone who can help... Though you unless it’s something that the count himself would take
might have to pay a few crowns for the introduction. notice of. Likewise, the King’s Assessors and the sheriff
will target smugglers that are going too far—being too
Travel obvious, getting too greedy, transporting something
The lighting rail runs twice a week from Orien station. that simply can’t be overlooked—but they don’t try to
Coaches and caravans are more common; there’s stop every single smuggler. Ultimately, it’s up to the
usually at least one a day. If you’re looking to hire a DM to evaluate a situation and decide how the law will
steed or even a carriage, talk to Gavrin at the Livery. react to it, but it’s important to remember that they
simply don’t have the resources to pursue every crime.
The Law
Quickstone lies within the domain of the Brelish Count
Forces of the Law
There are three forces that oversee the governing of
Thavius ir’Blis, the Shield of the Graywall. Initially, the
Quickstone: the Magistrate, Sheriff Constable, and the
count had little interest in Quickstone and allowed the
Town Council.
settlers considerable free rein. This changed with the
The Magistrate is Count ir’Blis’s personal
end of the Last War. With Droaam growing in strength
representative in Quickstone. The current magistrate
and the dragonmarked houses taking an interest in the
is a nonbinary warforged envoy named Facet, but
region, ir’Blis decided he needed a more direct hand
they prefer their title to their name. The Magistrate
in the region. The count ordered the construction of
prefers numbers to people, and spends most of
the Town Hall, and appointed a magistrate to serve as
their time writing and analyzing reports. While they
his voice as well as a sheriff to enforce the law. While
carry the authority of the count, they rarely exert this
the count has invested in the town infrastructure and
power unless called on to do so by the Town Council;
helped Quickstone expand, many of the townsfolk have
primarily they concern themselves with the proper
no great love for the magistrate or the sheriff.
allocation of royal funds and ensuring that taxes are
Both Magistrate Facet and Sheriff Constable are
collected (and are at least marginally accurate). The
warforged who served Count ir’Blis during the war.
Magistrate is supported by a handful of clerks and
They are utterly loyal to the count and have thus far
servants who maintain the town hall. They also hold
proved incorruptible. However, they are only two
authority over the King’s Assessors, a minor and
people, supported by a handful of clerks and deputies.
unloved branch of the Dark Lanterns that investigates
If the people of Quickstone were to actively rebel
smuggling and assesses taxes. At the moment, the
against them, it would have terrible consequences.
Magistrate only has a single assessor in his service,
The simple fact is that these two warforged don’t have
a Khoravar named Tam Underbridge; Tam’s partner
the resources to end smuggling in Quickstone, or to
suffered a fatal accident a month ago. The King’s
deal with every brawl in the Crown or knife-fight in the
Assessors are sometimes called “Canaries,” as their
Tents. The sheriff typically won’t even engage a known
deaths are often an early sign of trouble…
brigand unless they commit a crime in Quickstone.
Sheriff Constable enforces the law. A warforged
For the law to take action, a crime generally has to
juggernaut, his utter adherence to military regulations
either upset the people of Quickstone or be perceived
caused his comrades to name him “Constable,” and
as a threat to the count’s authority. The sheriff may
he chose to embrace that name. So, he’s the sheriff,
not engage a brigand without provocation, but he also
Constable. He’s disgusted by the greed and pettiness
won’t trouble the adventurer who kills that brigand
he sees in the common citizenry, but he knows that he
in a duel; on the other hand, if that same adventurer
lacks the resources to pursue every criminal and has

115
and the Magistrate allowed it. All that it takes to be
a councilor is the support of a significant number of
people and the desire to do the job. This is certainly
a position an adventurer could hold, and if you think
your character might already be a member of the
town council at the start of a campaign, discuss it with
your DM, and they might have you replace one of the
current councilors.
There’s always a host of rumors floating around
about the Town Council. It’s up to the DM to decide
which of these are currently circulating, and which
councilors they apply to.
Council Rumors
d6 Rumor
1 One of the councilors is possessed by a fiend or
a vengeful ghost.
2 Two of the councilors are engaged in a vicious
vendetta, though no one knows why.
3 One of the councilors has been making
secretive trips into the Haunt.
4 One of the councilors has been carrying out
direct negotiations with a Droaamite warlord.
5 One of the councilors is working with the
Swords of Liberty or the Black Crown Company.
adapted to the realities of his position. Nonetheless, 6 One of the counselors has started a cult; this
anyone foolish enough to break the laws of Breland could be a Cazhaak cult of the Dark Six, or
in his presence should expect swift justice; he may something stranger.
overlook deals made in the shadows, but he will not
let a crime he observes go unpunished. He is very Crimes and Punishments
protective of the Magistrate, who at the moment is his So what’s considered a crime in Quickstone, and what
only real friend. are the consequences of bad behavior? In general,
The sheriff has four deputies, who are generally Quickstone adheres to the Code of Galifar. Theft,
kept busy just maintaining the town hall and watching assault, fraud, and murder are all crimes, and they are
the streets. Constable has the authority to deputize crimes, whether carried out with weapons or magic;
anyone as needed in the pursuit of his duties. This in the eyes of the law, there’s no difference between
could result in him turning to the player characters if using Suggestion to trick someone into giving you
they earn his trust; otherwise, he’ll generally turn to the their valuables and using the threat of violence to
Grizzlies, as these veterans are mostly loyal to ir’Blis. accomplish the same thing. However, as called out
The Town Council is an elected council that above, the primary question is whether anyone is going
currently has six members, each representing one to actually report the crime, and if they do, whether
of the factions in Quickstone. According to the town the sheriff will take up the case. In the case of the
charter, councilors serve three-year terms, with two person who’s been charmed out of their goods, are
councilors coming up for election each year (on 9 they going to report it, or will they be too embarrassed
Rhaan, Boldrei’s Feast); in practice, there’s only been to do so? Was the victim someone who’s important to
two elections since the system was put into place. The the town, or were they an annoying merchant passing
primary role of the council is to make requests of the through, who most people feel got what was coming
sheriff and the Magistrate. They can request the use to them? Sheriff Constable has limited resources
of royal funds, demand that the sheriff investigate a and his primary concern is maintaining order. If a
particular crime, or address other civic concerns. The bad hand of Thrones results in a brawl in which no
current councilors are Astan Morn (The Mourners), one is seriously hurt, no one is going to bring down
Gareth Stone (the Chanters), Jessa Grain (The the law. Most anything that happens in the Tents is
Júlio Azevedo

Grizzlies), Rhia d’Orien (House Orien), Vesper (the going to be ignored. On the other hand, if someone
Church), and Zel Tuuva (Tuuva Mercantile). While it’s were to brazenly rob Kemble Bank or steal from Bel
quite unusual for a dragonmarked heir to hold such at the Anvil, they shouldn’t expect to just remain in
a position, the people of Main Street support Rhia Quickstone without consequences.

116
If you commit a crime in Quickstone, the first against lone wolves or even other Coins who break
concern is witnesses. Are there people who see what’s these rules. The veteran militia known as the Grizzlies
going on? If so, do they care? Again, when there’s a may also take the law into their own hands—especially
random bar brawl, many people are more likely to join if Mourners or natives of Droaam are causing trouble.
in than to call for the law. But if someone spots you
using Suggestion to cheat Bel, do they realize what’s Dueling
going on? Do they want to help Bel? Most people Dueling is a sound example of something that is illegal
in Quickstone won’t actually directly intervene, but under Brelish law, but that’s an established tradition
they’ll raise the “hue and cry”—calling out for help and on the frontier. If you walk into the Crown and shoot
describing the crime. The goal is to call a crowd and someone in the back, people are going to report it
bring in witnesses. Hopefully, this is enough to cause to the sheriff. But if you boldly call out your enemy,
you to rethink your actions; if not, even if the crowd proclaiming your justified grievances for all to hear—
doesn’t want to engage you, they may try to block your and assuming your grievances are justified—it’s likely
escape until someone arrives who will take action. the crowd will support you and call for a duel. Dueling
That should be Sheriff Constable or his deputies, who is illegal, and if Sheriff Constable is present when you
will usually first call on you to surrender and then issue a challenge, he will be obligated to intervene.
try to bring you down by force; they’ll try to take you But there’s been at least one instance when the sheriff
alive, but if you resist arrest, they won’t try too hard. If was seen walking toward a duel in progress and then
Constable isn’t around, it’s possible that a vigilante will suddenly stopped to study a fascinating stone he’d
step up to intervene. Grim, the bouncer at the Crown, stepped on, keeping his head down just long enough
has brought down criminals before when called out by to miss an incident. Of course, this is a double-ended
the hue and cry; the veterans known as the Grizzlies wand: if you have justification, you can call someone
might also step in when the law is unavailable. out for a duel… but likewise, if you wrong someone,
There are two cells in the Town Hall, but these are they can call YOU out. Anyone who refuses a duel that
mainly used for unruly drunks or to hold people until the crowd considers justified will draw a lot of hostility
judgment; long-term incarceration isn’t an option. and may be refused service, be insulted, or worse; if
In a clear-cut case, Sheriff Constable can simply you’re just going to ignore a challenge, you might want
impose a penalty immediately; if things are more to leave town for a while.
complicated, the criminals will be brought before the
Magistrate, who will call for testimony within a Zone Holidays and Festivals
of Truth (which they can cast) and render a judgment The inhabitants of Quickstone are citizens of Breland,
on behalf of Count ir’Blis. The simplest punishment and most are Vassals of the Sovereign Host. The holy
is humiliation: offenders may be placed in stocks days of the Sovereigns are celebrated in town, as
in the Square for a period of time, forced to make a are a number of local festivals. The holy days of the
public confession and apology, or carry out some form Silver Flame are not largely acknowledged. The Day
of public service. Fines are the next most common of Mourning is an important day for the Mourners, but
punishment, sometimes defaulting to indentured last year there wasn’t a town-wide recognition of it.
servitude if the offender can’t pay. For serious crimes
or repeated offenses, execution is always on the table. Aram’ja
Another option is to be (literally) branded an outlaw; The Aram’ja is a tradition of the Cazhaak faith,
as an outlaw you are no longer a Brelish citizen (if you observed by the kobold community in the Tents.
ever were) and not entitled to the protections of the Literally translated as bright rage, easterners often
Code of Galifar. It’s worth noting that a crime is only a misinterpret it as “frenzy,” but those who know the
crime if it’s committed against someone protected by Cazhaak traditions prefer the term “revel.” The Aram’ja
the law, which outlaws and the denizens of Droaam is a celebration of the Fury in which participants seek
are not! Robbing a visiting medusa may not be the to experience primal joy, to live for a night unfettered
smartest thing you could do, and could make you by reason and the expectations of others. While for
powerful enemies if it interferes with, say, her delicate some, joy alone is a satisfactory goal, the ultimate
negotiations with House Orien; but it’s technically not a purpose of the Aram’ja is to briefly break free from
crime under the laws of Breland. rational thought and, through that experience, find the
With all that in mind, vigilante justice is alive and true self that lies beneath. Most Vassals want nothing
well on the Western Frontier. Even if Sheriff Constable to do with the Aram’ja, but a few townsfolk have taken
and the Magistrate aren’t involved or choose not to part in it; some found it to be terrifying, while others
pursue a crime, other power groups in town may take describe it as liberating.
action on their own. The criminal elements within
the Coins have a strict code—notably, not targeting
residents with crimes—and may take direct action

117
The Aram’ja is a chaotic whirl of dance and song. amateur smiths to use the Anvil’s facilities in the week
It takes place on the 18th night of each month. An leading up to Onatar’s Flame.
especially grand revel—the Ghaalaram’ja—is held Turrant’s Gift (14 Olarune). The feast of the
on the 18th night of Sypheros, which the townsfolk Keeper is a festival of the Three Faces of Coin. To an
identify as Wildnight. outsider, it has the appearance of an open market in
the Square, with an unusual assortment of goods; the
The Sand Fruit Festival principle is that it is a day on which anything can be
The Last War is over, and the lightning rail has come to bought, and no questions are asked about where the
Quickstone. There’s a new Gold Dragon Inn and soon goods come from. So far, the Magistrate has indulged
there will be a major Kundarak enclave. Quickstone this tradition, but it is essentially a celebration of the
is on the verge of prosperity… but what will it take to black market and things could change. Pennyroyal
get it to the next step? What can draw people to come smugglers consider the week before the festival to be
to Quickstone itself, not just to stop there on the way blessed, and will often time audacious schemes to fall
to Graywall? Vesper, the local priest of the Sovereign in this period.
Host, has been working on this, and her initial idea is Winter’s End (28 Olarune). The feast of Olladra is
sand fruit. It’s something exotic that people don’t have a celebration of good fortune and of surviving winter.
in the east. The only problem is that when it comes While not as raucous as Wildnight or as extravagant
down to it, sand fruit is terrible. It’s remarkable for its as Boldrei’s Feast and Bounty’s Blessing, it is a time
ability to thrive in the harsh environment, but even in for celebration. Musicians and entertainers perform
Quickstone most people would rather have an orange in the square, and there are games of chance with
or an apple instead of sand fruit. Vesper is determined lighthearted prizes.
to overcome this handicap, and is encouraging the Sun’s Blessing (15 Therendor). Dol Arrah’s day
townsfolk to come up with exciting ways to celebrate is a celebration of peace. The priest Vesper gives a
sand fruit. sermon in the Square, and people are encouraged to
The Sand Fruit Festival is a holiday that hasn’t forgive their enemies, celebrate their common ties, and
actually happened yet, and it’s up to the DM to decide find a way to settle any lingering grievances or feuds.
when and if it will happen. Vesper is forever working Shargon’s Bargain (13 Eyre). There’s no public
on new ways to make the Sand Fruit Festival a reality. feast on this day, and it’s a holiday many don’t
She may try to combine it with a music festival (songs acknowledge or even know about. For those who
celebrating sand fruit!) or some other celebration, such do, this is a day to make a sacrifice to the Devourer,
as Bounty’s Blessing. Whatever happens, Vesper will placating him so disaster will pass over the farm in the
always encourage people to pursue any path that could year ahead. Traditionally, this involves the burning of
interest people in sand fruit and the festival. Keep some part of a field—typically, land the farmer planned
in mind that part of Vesper’s interest in this is profit. to leave fallow, allowing the soil to recover. So there’s
She doesn’t just want a party; she wants this to be no celebration, but if you travel at this time you may
something that brings gold to Quickstone. notice a number of burning fields.
Aureon’s Crown (26 Dravago). This is a
Sovereign Holidays celebration of knowledge. In previous years, school
Many of these are discussed in more detail in Eberron: teacher Tragomir Narathun and stonespeaker Sahra
Rising from the Last War. While each of these events Syrralan d’Sivis have both given lectures in the Square,
are tied to the celebration of one of the Sovereigns, discussing history and other topics of general interest;
they have largely become secular events and most any visiting sages will be encouraged to participate.
everyone in the town participates. While most of these While there is no public feast, families are encouraged
are celebrated across the Five Nations, a few—Turrant’s to hold gatherings with friends, at which the elders will
Reckoning, Shargon’s Bargain—are less common, as share their wisdom with the young.
they’re holidays inspired by the Three Faces sects or Second Skin (11 Nymm). An old tradition that’s
Cazhaak traditions. been abandoned in much of the Five Nations, Second
Onatar’s Flame (7 Zarantyr). In the wake of Long Skin is the Mockery’s day—preceding Brightblade,
Shadows, the feast of Onatar celebrates the hard work reflecting Dol Dorn putting an end to the Mockery’s
of keeping the fires lit and the forges running even in treachery. Second Skin is a day to try to frighten your
the heart of winter. A great bonfire is lit in the Square. friends; the name comes from it being traditional
A week before the festival, the priest Vesper sets a to wear costumes, concealing your identity while
theme, and all the artisans in town produce something playing tricks on your loved ones. While in the past it
tied to that theme; these works are presented around was considered a blessed day for actual treachery, in
the bonfire and judged. For the last two years, the Quickstone these hijinks are typically well-intentioned
blacksmith Bel has served as a judge and allowed and harmless.

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Brightblade (12 Nymm). The feast of Dol Dorn Long Shadows (26-28 Vult). This is an especially
involves a day of martial contests in the Square: dangerous time in Quickstone. Setting aside the
archery contests and wandslinging displays, traditional fears of dark powers stirring on these
prizefights, tests of strength, and more. The Grizzlies nights, the warriors of Turakbar’s Fist and other
are the driving force behind the Brightblade festivities; Droaamite raiders tend to be especially active in
there has been a growing drive to have contests this period, and there has almost always been some
between the Brelish veterans and former Cyran sort of attack in this time. Everyone stands ready to
soldiers. Most of the Mourners have pushed against defend those that they love; the streets are generally
this, but some find it appealing; if this goes forward it empty, and children are especially forbidden from
could be a source of tension. approaching the Haunt. While people generally
Bounty’s Blessing (14 Lharvion). The festival of huddle in their houses on the nights of Long Shadows,
Arawai is a celebration of the summer harvests. There Honoria Soldorak has discussed holding a grand gala
is a grand farmer’s market in the Square, along with at Soldorak manor this year—combating the darkness
cooking competitions and a formal giving of thanks. with a joyous celebration.
Given that farming is difficult around Quickstone, this
festival isn’t as dramatic as it is in some other parts Stone Games
of Breland. As mentioned earlier in this chapter, the Quickstone is built on quickstone, both figuratively
priest Vesper is pushing for 998 YK’s festival to focus and literally. The quickstone deposits were what
on the local sand fruit. drew people to establish the town in the first place,
The Hunt (4 Barrakas). Rather than bringing in both before and after the rise of Droaam. The first
an exotic beast, during Balinor’s festival, local hunters citizens of the town were miners and stone chanters.
compete to bring in the most impressive prey. Hunters The Stone Games are a celebration of that history.
display their trophies in the Square; traditionally the The games involve a series of tests of strength
meat and hides are donated to the community, serving and endurance tied to quickstone and the mines.
as the foundation of the evening feast at which hunters Hammer tossing, tug of war, and both lifting and
tell tales of their deeds. bearing quickstone weights are all part of the games.
Boldrei’s Feast (9 Rhaan). Another grand feast in Stone chanters display their skills with impromptu
the Square. Where Winter’s End is a celebration and quickstone sculptures. Over the last two years, the
Bounty’s Blessing focuses on farm and food, Boldrei’s games have evolved to include county fair elements.
Feast is a time for the community to come together Noon Tuuva bakes sweet treats, Flourish and Rose
and strengthen ties—for people to find a way to help of the Rose Theater organize entertainment, and
their neighbors, and to get to know them better. House everyone looks for ways to add to the joy. With that
Ghallanda traditionally supports the celebrations, and said, the miners themselves aren’t entirely happy
Lady Hazel of the Gold Dragon Inn plans to do her with this evolution—or with the fact that Blues and
best. Meanwhile, Honoria Soldorak holds a grand ball Mourners have started competing in the games and
at Soldorak Manor on Boldrei’s Feast for people she winning some of them. This could be an ongoing
considers to be community leaders or people of quality. source of tension in future Stone Games.
Wildnight (18-19 Sypheros). There is always a The Stone Games don’t occur on a set day. They
raucous party in the square on Wildnight, but the real generally occur every six months, but Cord Risten—
celebration takes place in the Khaar’paal camp in the barkeep of Stone Soup—sets the exact date, saying
tents, where the kobolds celebrate the event they call that “It’s all a question of listening to the stone.”
Ghaalaram’ja.
Market Day (20 Aryth). The feast of Kol Korran is Religion in Quickstone
especially important to the Coins, and receives more There’s only one church in Quickstone, and it’s devoted
attention than in most cities. There is a grand flea to the Sovereign Host. But that doesn’t mean it’s the
market in the Square. As opposed to Turrant’s Gift, only faith in town.
which celebrates the black market, Market Day is a
chance for everyone to make a deal. It’s a time when The Sovereign Host
people dig deep and find treasures they no longer Most of the people in Quickstone are at least casual
need, bringing something to the market. Traditionally, Vassals: they believe in the Sovereigns enough to
people don’t spend gold on Market Day; everything swear by them. The most faithful Vassals in town are
is purchased by barter, whether trading in goods or in Oldtown, also largely devotees of the Three Faces of
favors. Families and friends often hold smaller gift Coin. This mystery cult’s followers normally hide their
exchanges at the end of the day—while in theory this is faith, but because they make up a significant portion
about equal exchange, it’s common for parents to trade of the population, the Coins are more open about their
much-wanted gifts to their children in exchange for faith. Their beliefs are discussed in more detail in
whatever the children make on their own. chapter 2; in short, they revere Onatar, Kol Korran, and

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Kol Turrant—the Keeper—above all other Sovereigns.
While it’s no secret that the priest Vesper is a devotee Groups and
of the Three Faces of Coin, she still performs services
for all the Sovereigns. She preaches twice each week, Communities
with one sermon for the Host and one for the Coins; As a small town, Quickstone doesn’t have chapters
Pennyroyals politely but firmly exclude non-believers of the major guilds and organizations that are found
from the Coins sermons. Vesper also presides over the in the major cities; there are no halls for the Arcane
religious festivals on all the Sovereign’s holy days. Order of Aureon or the Circle of Song. It does have a
number of special interest groups—which might range
The Dark Six from as few as three members to a few dozen—who
There are a handful of Droaamite immigrants in meet in the Crown, the Rose Theater, the Schoolhouse,
Quickstone who worship the Cazhaak interpretation or other places to discuss the things that they love. The
of the Dark Six, and a few of the locals have picked Special Interest Groups table provides a few examples,
up their traditions. The most significant worshipers but it’s not an exhaustive list; if your character has a
of the Six are the Khaar’paal kobolds. Their priest, particular interest, you could start a new group.
Sarvus’kor, is devoted first and foremost to the While these small groups have little impact on
Fury, and presides over the monthly Aram’ja revels; the town, Quickstone is home to a few significant
however, she knows the ways of all the Six and communities that do shape daily life. These
can offer guidance to any who follow the Cazhaak communities have dozens or even hundreds of
traditions. The Khaar’paal create small shrines to the members, and tensions between these groups could
Six in the wilds around Quickstone, though these are cause trouble for Quickstone. As an adventurer in
intentionally impermanent. Quickstone, consider if you’re part of one of these
communities. If so, you might be called upon to assist
The Greensingers other members of your community—though they might
The druid Briar often comes to town to sing and tell be able to help you when you’re in need.
stories, whether in the common room of the Crown Special Interest Groups
or in the Square. They rarely stay in Quickstone,
preferring to sleep under the open sky. While Briar isn’t d6 Group
trying to get Vassals to abandon their faith, through 1 The Soldiers’ Choir. A support group for
their stories and songs they are trying to teach the veterans of all nations, where former enemies
lessons of the Greensingers, to help people understand can come together and share their experiences.
the role of the fey and to know how to coexist with them. The Grizzlies largely ignore it, so it’s mostly
Mourners and other non-Brelish.
The Silver Flame 2 The Dancer’s Circle. Largely Mourners, this
Quickstone was founded by Vassals, and there’s no group practices traditional Cyran dance and art.
significant following for the faith of the Silver Flame Some suspect it of having ties to the supposed
in the town proper. There are a handful of followers of criminal society known as the Tago.
the Flame among the Mourner refugees, and Elin Ton
3 The Rockhounds. This is a society of people
maintains a small shrine in the Vermishard camp in
who love the many wonders of the Graywall
the Tents. The priest Epitaph passes through regularly;
Mountains. They hike the hills, explore caves,
she rarely tries to convert people to her faith, but she
and study quickstone, byeshk, and other unique
offers guidance to the Mourners and seeks to inspire
features of the Graywalls.
by her example.
4 The Wizard’s Circle. These gatherings provide a
Other Faiths chance to discuss Arcana and personal projects.
There aren’t many other faiths with a significant Sahra Syrralan d’Sivis, Jury d’Cannith, and Ink
representation in Quickstone—though it’s always Narathun are the most capable members, but
possible that there are one or more cults that are there are a number of attendees who are keen
hidden from the public eye. If you’re playing an Acolyte to learn the basic principles of arcane theory.
or priest of a faith other than the Host, you could try to 5 Goblin for Beginners. Noon Tuuva works with
spread your faith and establish a shrine or temple! Ink Narathun to teach the Goblin language to
those interested in learning it.
6 The Sand Fruit Society. The original goal of this
group was to find ways to make the sand fruit—
one of the few crops that grows well in the
region—more palatable. Under the guidance
of the priest Vesper, the group expanded to the
general promotion of tourism in Quickstone.
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Chanters • (Sage or Proficiency with Arcana) You’re intrigued
by quickstone, and you’ve gotten to know a number
of the Chanters while you’ve been studying it.
Location: Oldtown
• If you have a home in Oldtown, you may be friends
Overview: Miners, original settlers of Quickstone
with the stone chanters and masons who built it.
Key NPCs: Cord Risten (male elf barkeep), Gareth
Stone (male dwarf quarry foreman, town councilor)
The Chanters consider themselves to be the oldest
Coins
community in Quickstone, and indeed, a few of them
Location: Oldtown
are survivors of Graystone, the previous iteration
Overview: Tradesfolk and smugglers, original settlers
of the town that was destroyed by the forces of
of Quickstone
Droaam. “Chanter” is derived from “stone chanter,”
Key NPCs: Brogan Hul (male human innkeeper),
the magewrights who work with quickstone; this
Vesper (female half-elf priest, town councilor)
community is made up almost entirely of miners, and
includes most of the stone chanters in Quickstone. The Three Faces of Coin is a Sovereign mystery
They are largely honest, driven folk who believe that cult that exists in the shadows of the Five Nations.
physical labor is good for the spirit. They are loosely Members believe they are blessed by the Sovereigns
aligned with the Coins, with whom they established of commerce and that the Sovereigns will guide them
Quickstone, but they have no great love for the to profit; they also believe in the opportunity to work
dragonmarked houses and the merchants of Main around the laws that restrict trade. Ten years ago, the
Street. They believe that Quickstone was fine without smuggler Brogan Hul approached the priest Vesper
the magistrate or the sheriff; Graystone survived and convinced her to rally her congregation to take
without either (if you point out that Graystone did fine a chance on an opportunity on the Western Frontier.
until it was wiped out by raiders, you will be answered Along with the Chanters, these people were the
with stony silence). Chanters are stoic and appreciate founders of Quickstone and built what’s now known
tradition and a good work ethic. While most are loosely as Oldtown. In the east they concealed their faith, but
Vassals, they often seem to have an almost mystical here—in a town where they make up nearly half the
reverence for stone and the mountains. population and run many of the important businesses—
The Chanters are mostly human, but have a they’re willing to be identified as the Coins.
significant number of dwarves, a few half-orcs, and a The majority of the Coins are honest merchants,
handful of elves and Khoravar among their number. artisans, and farmers—people who create products,
Most live in the oldest part of Oldtown, around the or who make their living by buying and selling. The
path leading up to the quarry. Gareth Stone, a dwarf others are largely smugglers, with a blend of grifters
halfway through his second century, is a respected and other scoundrels... A group known in town as the
quarry foreman who represents the Chanters on Pennyroyals. All of these people stand together as
the town council. Gareth is stern and unforgiving, neighbors, believing that it is their work together that
and never uses two words when one will do. Cord will bring prosperity to Quickstone. With that said, they
Risten is another notable Chanter; one of the original came to the frontier so the honest merchants wouldn’t
Quickstone settlers, Risten now runs Stone Soup, a have to compete with the dragonmarked houses and
tavern that serves as the social hub for the Chanters. the smugglers wouldn’t be under the eyes of the law...
Chanters mostly work in the quarry or build houses. And now ir’Blis has appointed his magistrate and
As such, proficiency with Mason’s Tools is a critical sheriff, and Dragonmarked businesses are setting up
talent if you’re making a Chanter character, though on Main Street. The Pennyroyals have had to limit
you could get away with Stonecunning or Athletics. their activities while they come to terms with the
The Chanters are a logical community choice if you’re presence of the sheriff, and the other Coins are doing
playing a Warlock with the Stone Sovereign Patron, or their best; the Crown may not be as clean as the Gold
a Circle of the Land Druid with ties to the mountains. Dragon Inn, but for now it’s still profitable. But the
Coins are uneasy; the town is changing, and many fear
Possible ties to the Chanters: that the opportunities that brought them to the frontier
• (Guild Artisan) While the Chanters don’t have an are slipping away.
actual guild, this background reflects the idea that While humans make up the majority of the Coins,
you were a prominent member of the Chanters; you they are diverse and include a significant number of
might have been a foreman at the quarry before you Khoravar, gnomes, and goblins (including the Tuuva
shifted your focus to adventuring. You’re a celebrity Clan). Vesper maintains the Church and serves all
at Stone Soup. You can ask your fellow Chanters for Vassals, but she is specifically the spiritual leader of
minor assistance, and you may know miners and the Coins and the people are devoted to her. Brogan
masons in other towns. Hul set aside smuggling to run the Crown inn, but he is
a respected leader of the community and coordinates
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the actions of the Pennyroyals. While he’s not blatant When the veterans arrived in Quickstone, former
about these dealings, he also doesn’t go out of his way lieutenant Jovi Olan set up a camp in the Tents. This
to hide them; any resident with an ear to the ground camp is governed by strict military discipline; while
knows that Brogan is the person to talk to if you need they are no longer soldiers, the veterans who follow
something that’s not entirely covered by the law. Olan live as if they still were, wearing their armor and
The Coins aren’t some sort of sinister conspiracy. maintaining their camp as if on duty. When others took
But they are a community united by faith and shared to calling them the Grizzlies—a play on the Brelish
history, and they laid the foundations of Quickstone. bear on their uniforms and their grizzled appearance—
They’re proud, they look out for their neighbors, and they adopted it with pride. While there is little call
they want the opportunity to earn the prosperity they for their military services, they essentially function
came here for. Any character could be a Coin, but the as a tiny town within the town. Their hunters bring
Coins came to the frontier in pursuit of prosperity: in food that’s prepared by the camp. They’ve got their
How did you expect to succeed? Those blessed by own artisans who maintain their equipment, a medic
Onatar are artisans, those blessed by Kol Korran are who tends the injured, and the quartermaster, Hessia
traders, and those blessed by Kol Turrant make deals Goldleaf, works to acquire other necessary supplies.
in the shadows; which are you? Are you a smuggler or Generally, the Grizzlies are supported by the Brelish
a scoundrel, with ties to the Pennyroyals? Do your tool veterans who live outside the Tents, but there are a few
proficiencies reflect a trade you planned to focus on veterans who want nothing to do with Olan and the
before you caught the adventuring bug? Do you have a Grizzlies, saying it’s time to break their swords and to
family among the Coins relying on you to bring in gold? leave the war behind.
The Grizzlies are a functioning militia. They
Possible ties to the Coins: regularly declare their loyalty to Count ir’Blis and
• (Acolyte: Three Faces of Coin) As an Acolyte of the Breland, saying that they stand ready to protect
Three Faces of Coin, you assist Vesper in guiding Quickstone from any threats from Droaam “or
the Coins. Do you support the priest, or do you feel elsewhere.” A few Grizzlies serve Sheriff Constable
that she’s led the faithful astray? Do you think the as deputies, and the rest are generally prepared to
Sovereigns of Commerce have a special purpose join a posse whenever there is trouble. However, the
for you? Grizzlies have also been known to carry out vigilante
• (Guild Artisan or Guild Merchant) You were a justice, specifically within the Tents and often relating
respected member of a guild in a major city, and you to troubles caused by Mourners, kobolds, or Droaamite
left this behind to pursue greater independence on immigrants. The Grizzlies maintain that they are just
the frontier. Do you regret that decision or do you helping to maintain order in a chaotic environment
believe a bright future lies ahead? While Quickstone and that the people they target are criminals. But many
doesn’t have a guild hall, your fellow merchants and of the Grizzlies who served on the western front don’t
artisans among the Coins respect your talents. believe Droaamites can be trusted, and a significant
• Brogan helped you acquire something you needed, number think that as Cyre fought Breland during the
and now you owe him. What did he do for you? war, there’s no reason for the count to be treating
• You or your family suffered a tragedy last year, and the Mourners like friends today. If your character
while you’ve never been able to prove it, you believe is a Grizzly, you’ll have to decide if you share these
Brogan was responsible. What happened? suspicions and prejudices, or if you seek to maintain
the peace and keep your comrades from causing too
much trouble.
Grizzlies The Grizzlies are all former Brelish soldiers, with
the same mix of species found across Breland. Jovi
Location: The Tents, The Square Olan is the highest ranking former officer, and it’s
Overview: Brelish veterans largely his charisma that holds the Grizzlies together.
Key NPCs: Jessa Grain (female human soldier, Former sergeant Jessa Grain holds a seat on the town
town councilor), Jovi Olan (male human veteran council and represents the interests of the Grizzlies,
organizer), Hessia Goldleaf (female gnome including advocating for stronger defenses and
quartermaster), Smith (male warforged blacksmith) limiting handouts to the Mourners. Hessia Goldleaf
The Grizzlies are Brelish veterans who served under is an expert at finding what the Grizzlies need and
Count ir’Blis during the Last War. In recognition of is always watching for a bargain or an opportunity.
exceptional service, he granted fifty veterans and And the warforged Smith is in charge of the artisans.
their families small tracts of land in the vicinity of Smith yearns to prove that his talents at the forge are
Quickstone. Some have already taken up residence superior to those of Bel, the Cyran blacksmith who
on their land, while a few others have settled in the runs the Anvil; Bel has no interest in this rivalry and
Square. However, most remain in the Tents while they often forgets who Smith is.
wait for their final housing to be completed.
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If your character served under Count ir’Blis during
the Last War, you could be a Grizzly. This doesn’t
Khaar’paal Kobolds
require that you have the Soldier background; you
Location: The Tents
don’t need to have Military Rank to have fought in the
Overview: Kobolds working for House Orien
war. If you are a Grizzly, discuss your military service
Key NPCs: Sarvus’kor (female kobold priest), Skaivus
with your DM. Do you have especially close ties to any
(male kobold artificer), Vanon’dor (male kobold
of your fellow soldiers? Do you live in the camp, on
overseer)
your own land, or in the town?
The Khaar’paal are a group of about sixty kobolds
Possible ties to the Grizzlies: camped on the southern edge of the Tents. They don’t
work metal; their tents are made of leather, their tools
• (Soldier) If you’re a Brelish soldier, does your
of wood and stone. At a glance, most assume these
Military Rank exceed that of ex-Lieutenant Olan?
kobolds are a primitive nomadic tribe; this assumption
If so, do you support him or do you intend to
is wrong on every count. Khaar’paal means mageblood,
challenge his leadership? If you’re a soldier from
and the Khaar’paal kobolds have an innate talent for
another nation, have you had any unpleasant run-ins
arcane magic, not unlike that of a sorcerer. They may
with Olan or other Grizzlies?
not use metal, but they have talented magewrights
• (Proficiency with Smith’s Tools) The warforged
who make use of Mending, Prestidigitation, Magecraft,
Smith recently convinced Bel Thiel to take part in
Continual Flame and similar magical techniques and
a test of their smithing skills, with you as the judge.
tools, and work with exotic materials like quickstone
What was the outcome?
and wyvern hide. Their wands may not be as well-
• Hessia Goldleaf always has a long list of things
tooled as those produced by House Cannith, but the
she needs for the Grizzlies, and she knows you’re a
Khaar’paal scouts are wandslingers and are as capable
person who can get things done. She often comes
as any Brelish arcane dragoon.
to you with requests—things to look out for, or
The first common mistake is to assume the
problems that need to be resolved.
Khaar’paal are primitive; the second is to think
• You helped to break up a brawl between a few of
they’re nomads. The Khaar’paal have a subterranean
the Grizzlies and Khaar’paal kobolds. Did you make
town in the Graywall Mountains that is considerably
enemies on either side?
Júlio Azevedo

123
larger than Quickstone, and the kobolds think that Possible ties to the
Quickstone is something of an eyesore. The Khaar’paal Khaar’paal Kobolds:
in the Tents aren’t a tribe, and they didn’t bring their
• (Acolyte: Cazhaak Six) Sarvus’kor is the spiritual
children or families; they’re a workforce, hired by
guide of the Khaar’paal. They see you as their
House Orien to support the western expansion of
champion, empowered by the Six to protect their
the lightning rail. Between their skill at working with
people. The Khaar’paal may come to you with their
stone and their natural affinity for elemental energies,
troubles, and you are always welcome in the camp
the Khaar’paal have a remarkable talent for the work
and at their revels.
required to prepare and place conductor stones. Orien
• (Droaamite) Sarvus’kor found you in the wilds years
has used Khaar’paal artisans as specialists on other
ago after you’d been severely injured. She nursed
rail lines, and given the proximity to their home, this
you back to health, but told you that the Fury has a
time Orien hired a larger force of them. Some assume
purpose for you. You recognized her when you came
that the kobolds are cheap or expendable laborers;
to Quickstone—that debt may soon come due.
little could be further from the truth. The Khaar’paal
• (Artificer or proficiency with Arcana) You’re
are paid more than the typical stonelayer, and they’re
intrigued by the spellcrafting techniques of the
worth every coin.
Khaar’paal and have become friends with Skaivus.
Like the Grizzlies, the Khaar’paal camp is largely
You’ve been trying to convince him to join the
self-sufficient; they came prepared with hunters and
Wizard’s Circle, but he’s shy, and his Common is
the artisans needed to care for their own. The priest,
still poor.
Sarvus’kor, is a servant of the Fury; while she can’t
heal the sick with magic, she’s a capable herbalist who
works with mundane medicine. Skaivus is a “spell- Mourners
crafter,” who follows the Khaar’paal tradition of artifice;
he’s capable of producing common magic items, and Location: The Tents, Oldtown
more if he acquires exotic components. Vanon’dor is Overview: Cyran refugees
the overseer, a specialist in working with the conductor Key NPCs: Astan Morn (male human organizer, town
stones and a deadly wandslinger who stands ready to councilor), Beleth “Bel” Thiel (female shifter smith),
protect his people. Together, Sarvus’kor and Vanon’dor Elin Ton (male gnome priest), Jury d’Cannith
lead the camp: Sarvus’kor is the spiritual guide (female human tinker), Yenna Lane (female
(devoted to the Cazhaak Six), while Vanon’dor directs half-elf healer)
the workforce and maintains discipline. In the wake of the Mourning, thousands of Cyrans
While the Khaar’paal weren’t involved in the fighting were left without a homeland. King Boranel of Breland
on the western front, many of the townsfolk were was sympathetic to their plight; he allowed a host of
initially uncomfortable with this force of Droaamites refugees to cross into Breland, and called together his
on their doorstep. Today, the Khaar’paal workers nobles to see where the Cyrans could be placed. Count
remain largely isolated, but the communities are Thauvius ir’Blis offered to settle a few hundred Cyrans
slowly growing closer; kobold scouts display their in the growing town of Quickstone. This may have
acrobatic prowess at the Rose Theater, and Khaar’paal been an entirely altruistic move, placing the refugees
occasionally play traditional music (involving drums in a town that seemed to be on the rise; however,
and the sar’duur, a unique form of nose flute) at the some wonder if ir’Blis wasn’t just as interested in
Crown. A few of the townspeople now join in the placing more warm bodies between Droaam and his
Aram’ja revels at the Khaar’paal camp. Nonetheless, richer lands. In either case, early in 996 YK, over
there are still many—especially among the Grizzlies— two hundred refugees arrived in Quickstone. The
who distrust the kobolds. shantytown to the west of town was expanded to serve
If your character is a kobold, you could be one of the as a refugee camp, and today these Cyrans make up
Khaar’paal. If you’re proficient with Arcana or Mason’s the majority of the population of the Tents. Initially,
Tools, you could have come to Quickstone to work on others called them “Mourners'' as a pejorative term,
the lightning rail. Otherwise, you might be a scout, mocking their lost homeland. Over time, this term has
a hunter, or otherwise supporting the community as come into common use even by those who bear the
your skills suggest. If you’re a kobold but not one of Cyrans no ill will.
the Khaar’paal, consider whether you know of the The Mourners have always faced challenges, even
Khaar’paal or wish to join them... Or if you and your within their own community. They’re all from Cyre,
kin have a rivalry with the mageblood clan! but they’re hardly a monolithic group. Some came
from great cities, others were farmers, and some
were soldiers who were serving on the Brelish front—
something that doesn’t exactly make them popular
with the Brelish citizens of Quickstone. Some of the

124
Mourners were once powerful and wealthy; having their best to practice their trades. Bel and Jury channel
lost everything in the Mourning, they must learn to the bulk of the profits from the Anvil to the Vermishard,
fend for themselves, and they aren’t all good at it. and this has allowed some families to move into
Some of the most capable among them—such as tenements in Oldtown. But for now, life is hard for
the smith Bel Thiel and the Cannith tinker Jury—use the Mourners—made harder by the ongoing tensions
their talents to help other Mourners, but there are with the Grizzlies and other Brelish, but also by the
others who are only looking out for themselves, even divisions among the refugees themselves.
if personal success comes at the expense of their If you’re playing a Cyran character, work with your
fellow Cyrans. Astan Morn—the headman of the Cyran DM to decide if you’re part of the Mourners or if you
village of Ashford—has become the de facto leader of came to town on your own. If you’re a Mourner, what
the community, and established a stable camp within are your ties to the community? Do you have family or
the tents jokingly called “the Vermishard” after the friends? Do you support the Vermishard and work to
great palaces of Metrol. In the Vermishard, Morn help the community, or are you one of those who only
works with those Cyrans most committed to helping looks out for yourself?
their kin. They ration the supplies they receive from
the Magistrate and spread out what they raise through Possible ties to
their own efforts. Yenna Lane is a magewright healer the Mourners:
who does what she can for her people; while she is
• (Acolyte) If you’re an Acolyte of a faith not
capable of casting Lesser Restoration, she rarely has
represented in town, your religion could have
the components required for the ritual and can only
followers among the Mourners. If you’re a follower
provide mundane care. Elin Ton is a former acolyte
of the Silver Flame, you could replace Elin Ton.
of the Silver Flame who maintains a shrine in the
If you’re devoted to the Sovereign Host, consider
Vermishard and is the closest thing the Mourners have
if you support Vesper and want to bring people
to a priest. He cannot perform divine magic, but he
together, or if you are only concerned about the
does his best to maintain morale and offer guidance—
well-being of the Mourners.
though the majority of the Mourners are Vassals and
• (Cyran Soldier) Regardless of whether you have
prefer the council of Vesper in town, or simply keep
the Soldier background, if you’re a former Cyran
their own counsel. Astan, Yenna, and Elin are the most
soldier, Astan Morn may lean on you to help protect
prominent figures within the Vermishard, and Astana
the Mourners. Bel Thiel and Jury d’Cannith also
also currently holds a seat on the town council; the
served in the war; do you know them?
other well-known Mourners are Bel Thiel and Jury
• (Brelish Soldier) You faced Bel Thiel on the
d’Cannith. When the town’s former smith was killed
battlefield during the Last War. Do you respect one
in a raid, Jury d’Cannith arranged for herself and Bel
another because of this experience, or is it a source
to take over, establishing the Anvil smithy. Both are
of lingering animosity?
talented and generous, and their good work has helped
• (Cyran Criminal or Spy) There are rumors of
to improve general relations between the townsfolk
a sinister cabal hidden among the Mourners,
and the Mourners.
composed of former Cyran criminals and covert
While things are improving for the Mourners,
operatives. If your character would have ties to such
they’ve never been good. The simple fact is that four
an organization, discuss it with the DM.
years ago, Cyre and Breland were at war. Many of the
Grizzlies question why any aid is being given to these
former enemies of the nation, and there are often The Tuuva Clan
quarrels and brawls between Grizzlies and Mourners.
Even beyond the Grizzlies, given the choice between Location: Oldtown
giving an opportunity to a Mourner or to a Chanter, Overview: Industrious goblins
Coin, or Grizzly, most will choose the Brelish. Count Key NPCs: Deven Sarkaas (male goblin tailor), Jhol
ir’Blis has pledged to help the Mourners, and has Tuuva (female goblin merchant), Meera Sarkaas
provided basic supplies (tents, blankets, tools); the (female goblin accountant), Noon Tuuva (male
Magistrate provides regular deliveries of food and goblin baker), Zel Tuuva (male goblin merchant,
other supplies to the Vermishard camp. The count town councilor)
wishes to give land and housing to the Cyrans, and Goblins are found in most of the major cities of the
they have been granted a small stretch of farmland. Five Nations, but they are often denied opportunities
But ir’Blis says that he is bound to honor his duties to that come easily to humans and the other “fair” races.
his former veterans—the Grizzlies—first and foremost, The goblins of the Tuuva family had achieved modest
and available housing and the best land has been going success in the Bazaar of Sharn, but matriarch Jhol
to them. Those who are capable among the Mourners Tuuva felt that they would never reach the heights of
contribute by hunting, working in the mines, and doing the towers or be given the opportunities they deserved

125
Jhol is devoted to the Three Faces of Coin, and when Possible ties to
the priest Vesper came to her with the proposal for the Tuuva Clan:
Quickstone, Jhol committed the Tuuvas to the priest’s
• (Criminal or Smuggler) Even if you’re not a goblin, if
cause. She rallied a number of other enterprising
you have any ties to smuggling in Quickstone you’ve
goblins in Dura—a few magewrights, an excellent
probably dealt with Zel Tuuva or worked with some
tailor, not to mention a few goblins interested in the
of his cousins. Zel could be your Criminal Contact,
possibilities for smuggling on the Western Frontier.
or someone you consider a friend and a colleague.
All in all, there are around forty goblins in Quickstone.
• (Guild Artisan, proficiency with Artisan’s Tools) If
While there are a number of families (Sarkaas,
you produce goods, you probably sell them through
Paalman, Kurtuu, and more), they all rally behind Jhol
Tuuva Mercantile. While it’s not actually a guild,
Tuuva, and people use “The Tuuva Clan” as a term to
your Guild Membership could reflect your special
refer to all the goblins
standing with the Tuuvas; Jhol Tuuva may think of
of Quickstone.
you as her best supplier and an honorary member
Within the Three Faces of Coin, Kol Korran
of her family. Even if you’re not a Guild Artisan, if
blesses the merchant, Onatar blesses the artisan, and
you have a trade proficiency, you could still be a
Kol Turrant blesses the ‘night merchant’—the one
trusted supplier for the Clan.
who acquires those goods that can’t be purchased
• Noon Tuuva and schoolteacher Ink Tragomir give
in the light. Within the Tuuva Clan, Jhol Tuuva is
lessons in the Goblin language at the Schoolhouse.
the mother of the Mercantile, working with a web of
Perhaps Noon is teaching you Goblin, or you’ve
suppliers across western Breland and building her
convinced him to give you cooking lessons!
connections in the east. Noon Tuuva is the finest baker
in Quickstone, specializing in Sharn Fusion—a blend
of goblin and human cuisine. And Zel Tuuva is the Drifters and
goblin who can get you the things you can’t buy at the
Mercantile. He does his business in the common room
Newcomers
of the Crown, and he also puts his charisma to work The communities described in this section are large
as one of the town councilors of Quickstone—usually forces that have a significant impact on the town. But
allying with Vesper to support the interests of the what makes Quickstone important is that it’s a border
Coins and the Pennyroyals. town, and at any given time there are hundreds of
While their families include a number of people who are just passing through. Some are just
exceptional smugglers, the goblins of the Tuuva Clan there for a night, resting at the Crown or the Gold
are generally respected as upstanding citizens of Dragon Inn before crossing into Droaam or taking
Quickstone; among the Coins, smuggling is considered the lightning rail to Ardev. Others may be in town
an honest way to make a living. They’re proud Brelish for a few days or a week—farmers selling their crops
citizens and invested in the success of the town. Most and buying supplies before returning to their land,
are Vassals of the Sovereign Host, and many are smugglers making deals or waiting for connections,
devoted to the Three Faces of Coin—so there’s overlap settlers considering their next move. And then there
between the Coins and the Tuuva Clan, but not all the are those who don’t know how long they’ll stay—people
goblins are Coins. Goblin-owned businesses include in the Tents whose plans have fallen through or who
Tuuva Mercantile and Littlehand Haberdashers, simply never had a plan, former soldiers, or even
along with a few independent magewrights; all are fugitives who are waiting for fortune to present them
described later in this chapter. Right now, the Tuuva with an opportunity. And, of course, there’s always
Clan’s greatest fear is that the dragonmarked houses the chance of running across adventurers—treasure
will continue to expand their presence in Quickstone; hunters hoping to plunder Dhakaani ruins or to find
the last thing they want to see is a Cannith department undiscovered wonders in the foothills.
store on Main Street. In addition to these transients, there’s also the
If you’re a goblin in Quickstone, talk with your DM new blood—the people of Main Street. Oldtown was
and decide if you’re connected to one of the families of established by the Chanters and the Coins. The
the Tuuva Clan. If you’re proficient with artisans’ tools, Square and the Tents arose when the Grizzlies and
you might sell your goods through the Mercantile. the Mourners came to town. This next wave of settlers
The Tuuva goblins come from Sharn and have no are scions of dragonmarked houses and envoys hoping
connections to Darguun or the Dhakaani, but if you to do business with the great powers of Droaam.
want to play a character with a foot in both worlds, you While everything is relative—these people might not
could be a Shaarat’khesh spy embedded in the family be considered wealthy or powerful in Sharn—by the
or a Ghaal’dar mercenary hired to protect the Tuuva standards of Quickstone, they are both. Orien Station
businesses. is an important outpost for the house, with a Lord

126
Seneschal in residence to make deals with Droaam.
House Kundarak is establishing a true enclave in Local Businesses
Quickstone. The Gold Dragon Inn aims to provide In a vast city such as Sharn, there are so many
these respectable people with a level of service they different businesses and locations that the easiest way
might not find in Oldtown. And with these three as to define the city is by districts. Because Quickstone
anchors of polite society, other upstanding citizens is so small, life revolves around specific businesses
of Ardev and other eastern cities are considering rather than around neighborhoods. You don’t just go
opportunities in Quickstone. In the months to come, down to Lower Dura or Upper Central; you go to the
someone could open up a candy shop on Main Street, Crown. If you want to get new armor, you go see Bel
or a salon specializing in cosmetic transmutation. It and Jury at the Anvil. This isn’t a complete list of every
remains to be seen if such things could actually survive shop in Quickstone, new places are always opening,
on the frontier, but there are always people who are and existing businesses may close. But these are the
hoping to be the next big thing. pillars of Quickstone, and the people who own them
If you have no particular connection to Quickstone, and run them are important members of the town’s
consider whether you live in the squalor of the Tents close-knit community.
or whether you have a room at one of the inns (and if In creating a character for a Quickstone campaign,
so, which one?). If you’re a Noble or a dragonmarked it’s important to develop your ties to the town. Do
House Agent, you might own one of the new houses on you spend your evenings at the Crown or at the Gold
Main Street. If you’re a drifter, what’s brought you here, Dragon Inn? Each business includes a few possible
and how long are you planning to stay? Are you hoping hooks that could tie a character to that place. Pick
to lay down roots, or are you just passing through—and one or two of these and work with the DM to establish
perhaps, about to be touched by the hand of fate? the details. Alternatively, if you have a character
The Drifters table gives a few examples of people who’s similar to one of these key NPCs, you and your
you might meet in a tavern, the Tents, or waiting at DM could decide to have your character replace the
Orien Station. NPC. So, if you’re a skilled blacksmith, you could
Drifters be an independent rival of Bel Thiel at the Anvil; but
another option is for YOU to be the town’s blacksmith,
d8 Rumor removing Bel from the scenario.
1 Huli’Aashta (female half-orc) is a Tharashk
agent escorting three ogres to a job in Ardev.
The Anvil
2 Maze d’Orien (male human) is an elite Orien
courier. They never talk about what they’re Location: Oldtown (11)
carrying, but you can be certain it’s important. Services: Smithcraft, armor and weapons, hardware,
3 Dol Rani (female elf) is an Aundairian duelist Common magic items; enchanting on demand
and bravo whose primary motivation seems to Key NPCs: Beleth “Bel” Thiel (female shifter smith),
be humiliating Brelish wandslingers. Jury d’Cannith (female human tinker)
4 Blue (male warforged) is a former There’s a host of itinerant blacksmiths scattered
quartermaster turned aspiring merchant. He around Quickstone; if you’re looking for horseshoes or
has a “merchant hat” and he’s heading to to repair your mining tools, you can find cheap labor
Turakbar’s Fist with a case of horn polish. in the Tents. But if you’re willing to pay for quality,
5 Ja’kala (female harpy) is a classic bard, singing you want to see Bel. The Anvil is the largest and best
for her supper and carrying news between equipped smithy in Quickstone, and the only one
farms and villages on the frontier. She’s that pledges to meet Cannith standards. The Anvil
celebrated at the Crown when she sings. produces weapons, armor, and tools; Bel also works
on larger scale projects. Arcane artisan Jury d’Cannith
6 Lucky Haskal (male halfling) is a settler from
is always working on something new, and the Anvil
Wroat who’s always chasing a new get-rich-
usually has an assortment of common or uncommon
quick scheme. This one’s a sure thing, really!
magic items; given time and the proper supplies
7 Epitaph (female tiefling) is a Thrane missionary (assuming they can be found), Jury can easily do
of the Silver Flame, bringing light to the Frontier. custom work.
A Dolurrh-touched tiefling, she’s surrounded by Beleth Thiel is brave and hard-working, and is
ghosts—but she tries to lift people’s spirits. widely respected for her honesty as well as her skills as
8 The Gray Man (male human) never gives a smith. Born into a family of guild smiths in the Cyran
his name and says as little as possible. He’s city of Eston, Bel served Cyre as an engineer during
dressed in gray—hence the name—and carries the Last War. In the wake of the Mourning, she rallied a
a polished rod and three wands. He’s definitely group of refugees and helped them survive the journey
looking for someone, but he won’t say who.
127
• (Shifter or Druid) Bel has a strong bond with
her Beast Within; the two of you feel a primal
connection.
• If your party doesn’t have an Artificer or proficiency
with Arcana, Jury can be a useful ally. She crafts
custom magic items, but this takes time and
exotic components; if you find something exotic
(a wyvern’s heart, a mind flayer’s eyes, a displacer
beast’s hide) she might be able to work with it.

The Church
Location: Oldtown (5)
Services: Spiritual guidance, divine spellcasting
Key NPCs: Vesper (female half-elf priest, town
councilor)
There’s only one church in Quickstone, a temple
dedicated to the Sovereign Host. It’s maintained by
Vesper, a charismatic priest who offers sound spiritual
counseling. Unlike the majority of Vassal priests,
Vesper is both a competent spellcaster and willing to
sell spellcasting services. This is tied to the fact that
she’s not just a priest of the Sovereigns, but a servant
of the Three Faces of Coin. She is happy to give the
faithful the help they need... As long as they can pay
for it. In most towns, priests associated with a Three
Faces sect would conceal their faith, but given that the
that ultimately brought them to Quickstone. Today, Bel Coins are a significant force in Quickstone, Vesper is
and Jury donate the bulk of their profits to the Mourner open about her beliefs and about her expectations of
community. While Bel has no interest in being a leader, payment for her services. That said, she delivers on her
she has a lot of influence with the Mourners. promises. Her advice is always good, just never free.
Jury d’Cannith is a Cannith heir from Eston. Vesper is a middle-aged half-elf. She’s married to
She served with Bel in the Last War, and when the Brogan Hul, the owner of the Crown; she’s also on the
blacksmith lost her leg, Jury built her a new one; town council, representing the interests of the Coins.
the two have been together ever since. Jury is a She’s wise and clever, but she believes that people need
talented arcane artisan, but her independent nature to earn anything worth having. She’s not a criminal,
kept her from finding a place within the Cannith but she has strong ties to the Pennyroyals and is
hierarchy. She’s always happiest when she’s working sympathetic to their work.
on something new—especially if it’s never been done
before. She’s from the Juran family of House Cannith, Possible ties to the Church:
and this is the origin of her name; she’s never revealed • (Vassal Acolyte or Cleric) You could work with
her true name. Vesper at the Church, or you could have been sent
by a powerful priest (perhaps Pthaso Mogan of
Possible ties to the Anvil: Sharn) to evaluate her work and potentially replace
• (Cyran) If you fought in the Last War, you may her position.
have served with Jury and Bel. If not, you may • (Acolyte or Cleric of another faith) You could have
have traveled across Breland with them after the a rivalry with Vesper, and be working to establish
Mourning. How did one of them save your life? a temple for your faith. Or if you and the DM wish,
• (Proficiency: Smith’s Tools or Artificer) You could Vesper could be removed, and the Church could be
work alongside Bel or Jury at the Anvil, or you could devoted to your faith.
replace the appropriate character and have a stake • (Vassal Criminal) If you have ties to the
in the business yourself. Pennyroyals, Vesper could be your Criminal
Júlio Azevedo

• (Cannith) Are you related to Jury? Do you know why Contact. While she’s not actually a criminal, she
she doesn’t use her true name? has considerable pull with the Pennyroyals and will
guide you on the path to gold.

128
• (Half-elf) Vesper has a soft spot for other Khoravar. creating elaborate scenarios for the competitors to
You occasionally gather with other half-elves in face. There’s always a variety of games at the tables, for
Quickstone for a traditional Unity dinner, and she stakes as high as anyone’s willing to play for. Beyond
may occasionally offer you free advice or a discount that, this is the primary place to find members of the
on her services. Pennyroyals—smugglers, fences, and others whose
• You’ve had a divine vision you don’t understand, and business lies beyond the strict confines of the law—who
Vesper is trying to help you interpret it. pay a tithe to the innkeeper Brogan in exchange for his
• Vesper saved your life or the life of someone you help arranging deals. The back room of the Crown is
care about with divine magic, but now you owe her soundproofed and shielded against divination, perfect
a favor. for secret negotiations.
The Crown is a social hub for the people of
The Crown Oldtown. The magewright entertainer Tyraen plays the
Thurimbar Rod and provides illusory entertainments
most nights, but the small stage is always open for
Location: Oldtown (13)
other local acts; the Greensinger Briar often leads
Services: Food, lodging, gambling, entertainment
people in song, and a kobold nose-flutist named Hetch
Key NPCs: Brogan Hul (male human innkeeper), Fylas
is gaining popularity. A number of minor social clubs
(male gnome chef), Grim (female war troll bouncer),
meet at the Crown on a weekly basis—the Rockhounds,
Tyraen (female elf entertainer)
the Soldier’s Choir, the Wizard’s Circle, and more.
The Crown is the oldest inn in Quickstone. It’s not as With that being said, it’s a dangerous place for
clean as the Gold Dragon Inn, the paint needs to be outsiders. It’s not that it’s physically dangerous; there
Júlio Azevedo

refreshed, and some nights it seems like more people are regular brawls, but the bouncer Grim will intervene
leave through the windows than the door. But for the if things get bloody. The simplest way to look at it is
customers, the entertainment and opportunities more that this is an inn for wolves. The pack looks after its
than make up for the mess. There’s an axe-throwing own, but careless sheep who walk through the door are
wall on the east side of the common room; some likely to get fleeced.
nights, the elf Tyraen will conjure images on the wall, The Crown serves Modest meals; it’s reliable, if not
remarkable. However, the innkeeper, Brogan, takes
care of his regulars, stocking a wide range of exotic
spirits and foods—slightly toxic Mror mushroom wine,
unusual Droaamite delicacies for regular guests from
the west, and other special requests. If he takes a liking
to you, he can pull strings to get ahold of your personal
favorites, producing special meals of up to Wealthy
quality. Most rooms are Modest in quality and price,
but there are three Comfortable rooms, and Brogan
can find Poor accommodations for friends in need.
The inn takes its name from its “crown brew,” a
horrifying rotgut that only costs 1 Copper Crown
for a mug; the taste is terrible, but it serves its
purpose.
Brogan is a middle-aged man. Rumors say
he was a legendary smuggler during the Last
War, who crossed lines to get medicine and
other vital supplies to people in need. Another
story says he was a prolific grifter who invested
his ill-gotten gains in Quickstone, far from his
many enemies—and that Brogan himself spreads
the “humanitarian smuggler” stories.
Those who know him well know that he is
a devotee to the Three Faces of Coin, and that
he and his wife Vesper are the force behind
the Coins in general and the loose alliance of
scoundrels known as the Pennyroyals. Brogan
considers himself the patriarch of Quickstone,
and takes pride in helping the town and the Coins
prosper. But he expects payment from those he
helps, either in gold or favors.
129
Other employees include Tyraen, an elf who
entertains with illusions and arcane music. She has
The Gold Dragon Inn
the Mark of Shadow, but won’t talk about her past;
Location: Main Street (17)
it’s generally believed that she’s a Thuranni excoriate,
Services: Food, lodging
but some think this is a front and that she continues
Key NPCs: Lady Hazel d’Ghallanda (female halfling
to report to her house. The chef, Fylas, generally
innkeeper), Ivy d’Ghallanda (female halfling
produces modest cuisine, but he loves an interesting
bartender), Dalis and Dolis d’Deneith (male
challenge. The most unusual member of the staff
human guards)
is the bouncer, a war troll known only as Grim. No
one knows the exact nature of her relationship with The Gold Dragon Inn, a franchise operated by House
Brogan; some say that he won her services in a hand of Ghallanda, opened its doors toward the end of 996
Thrones, while others say that the innkeeper struck a YK, and it serves as the cornerstone of the area now
bargain with a disguised Sora Maenya—and Grim was known as Main Street. From the white and gold décor,
assigned to keep him alive until he fulfills this bargain. to the familiar menu, to the smell of fresh-baked bread
Grim rarely talks—hence her name—but as a war troll that permeates the common room (generated and
she’s more intelligent than most expect. maintained through the regular use of Prestidigitation),
Quickstone’s Gold Dragon Inn is instantly familiar to
Possible ties to the Crown: anyone who’s ever been to any of its many branches.
House Ghallanda believes that traffic between
• (Criminal, Charlatan or Smuggler) If you’re a former
Droaam and Breland will continue to increase, and the
or current criminal with ties to the Pennyroyals,
Gold Dragon Inn provides a safe haven for merchants
the Crown is likely your second home. Brogan is an
and envoys who don’t want to stay in Graywall. The
excellent choice for a Criminal Contact, and will be
inn is exceptionally large, capable of supporting a
happy to help you find work in Quickstone... For a
hundred guests. It includes a small ballroom and a
small fee, of course.
performance stage in the common room, and guests
• (Entertainer or Bard) You have a regular gig at the
can store valuables in a safe equipped with an Arcane
Crown. Do you get along with Tyraen, or do you
Lock. Modest and Comfortable meals and lodging
want to replace her?
are plentiful, along with two Wealthy quality rooms
• (Proficient with Brewer’s Tools or Cook’s Utensils)
and one Wealthy quality suite. The common room
You work part time at the Crown, cooking meals or
is cheerful and welcoming. No gambling is allowed,
brewing the infamous “crown brew”.
and one of the inn’s twin Blademark guards is always
• (Proficient with a Gaming Set) You regularly gamble
ready to intervene to deal with any signs of violence
at the Crown. What was your biggest win? What
or criminal activity. The Inn recently lost its regular
about your most tragic loss? Do you have a rival?
entertainer and is looking for a new one, but musicians
• If you’ve only recently arrived in town, you might
can only play songs from the Ghallanda-approved
live at the Crown. Modest room and board will cost
playlist. It’s safe and reliable, a haven for travelers and
45 SP per week, though Brogan might give you a
tourists—which may be why it’s generally despised by
special rate in exchange for helping him out with a
the people of Oldtown.
few delicate issues...
Lady Hazel is the matriarch of the Gold Dragon
• You’re part of a special interest group that meets
Inn, and she runs it like her personal kingdom. She
in the Crown once a week. What’s the focus of this
firmly believes that this is a great opportunity, that
particular group?
Quickstone is on the verge of a boom, and that the
• Thanks to a spectacular evening that got out of
Gold Dragon Inn will be the heart of the emerging
hand, you have a drink named after you. What
town. She’s always looking for ways to improve the
happened, and what’s the drink?
inn—within Ghallanda-approved guidelines, of course.
• Brogan helped you when you were in dire need, and
Her daughter Ivy would rather be an adventurer than
now you owe him. What happened?
an innkeeper, and when she’s not working behind the
bar she often roams the fields and mountains; she
has a particular interest in stories of the fey. Dalis
and Dolis d’Deneith are Blademark mercenaries, well
paid to protect the patrons of the Gold Dragon Inn
from harm. They’re identical twins, almost entirely
indistinguishable; Ivy has taken to calling them “D,” as
Carolina Cesario

either will answer to the name.

130
The Gold Dragon Inn and the Crown reflect the
two sides of Quickstone. The Crown is a haven for
Kemble Bank
smugglers and opportunists, embracing the varied
Location: Main Street (18)
talents of its maverick patrons. The Gold Dragon Inn
Services: Financial services
caters to honest merchants and envoys, and is entirely
Key NPCs: Ilia Kemble (female human banker)
predictable and reliable. Where do you and your fellow
adventurers spend your evenings?
Kemble Bank is a small financial institution offering
basic savings and loan services to the people of
Possible ties to the Gold Quickstone. Ilia Kemble saw a thriving community in
Dragon Inn: Quickstone, yet one too small to draw the interest of
• (Entertainer or Bard) The Gold Dragon Inn needs House Kundarak. Kemble Bank has provided good
entertainment! Do you have a full-time gig or just service to the town, and helped many settlers find their
do one or two nights a week? How do you feel footing. But now, House Kundarak is building its own
about the strict guidelines on what sorts of music enclave in Quickstone, right next door to the bank. Toln
and songs you’re allowed to play? What sort of Kundarak has offered to buy the bank from Kemble,
relationship do you have with Tyraen, the Crown’s merging it with the enclave; so far Ilia has refused, but
resident entertainer? Kemble Bank can’t possibly compete with the services
• (Archfey connection) If you’re an Archfey Warlock, Kundarak will be able to provide.
a Circle of Dreams Druid, or otherwise possess Kemble Bank is a simple bank, with a small
a connection to the fey, you may be friends with but solid vault equipped with an Arcane Lock. It
Ivy d’Ghallanda; the bartender is fascinated by all has a set of safety deposit boxes, and offers small
things fey. loans for sound investments. Ilia Kemble is a
• If you’re new to Quickstone, you might live at the young entrepreneur and is always looking for new
Gold Dragon Inn. Modest room and board will cost opportunities. Recently, she’s been working with the
you 5 GP per week, while a Comfortable room kobold community. Following a robbery, the kobolds
and board will be 8 GP per week. If you’re a Guild have taken to assigning someone to watch over
Artisan or House Agent (regardless of which house) Kemble; there’s typically an alert kobold standing ready
you receive a 10% discount. to protect Ilia from any threats.
Possible ties to the Kemble Bank: Possible ties to the
• Ilia Kemble has invested in something you’re Kundarak Enclave:
involved in. Is it a land claim? Arcane research? An
• (Kundarak heir or House Agent) As a Kundarak
unusual business venture? Work with the DM to
heir, you could be related to Lord Toln—a niece,
establish the terms of this arrangement.
nephew, or even his child. Are you actively
• You have a family heirloom stored in the vault at
working to help him overcome obstacles, or are
Kemble Bank. It may not have much resale value,
you a layabout heir sent to the frontier to learn
but to you, it’s priceless. What is it?
responsibility? Most of the houses recognize the
• Ilia is an old friend of yours. Perhaps you went to
Enclave as a valuable asset, and as a House Agent
school together, or maybe your families have close
from any house, you might be asked to assist Lord
ties. Whatever it is, you’d love to find a way to help
Toln with problems that arise. Although, it’s always
her with the business.
possible your house has some auspicious reason
they don’t want the enclave to succeed...
Kundarak Enclave • (Proficiency with Mason's Tools) When you’re not
adventuring, you’re working on the Enclave. The
Location: Main Street (20) pay is good, but Lord Toln is a hard taskmaster. And
Services: None currently it’s always possible you’ll find something unusual
Key NPCs: Toln d’Kundarak (male dwarf banker) in your work—an unanticipated passage below
Following a number of tragic incidents in Graywall, the foundation, a strange artifact embedded in the
House Kundarak decided to invest in a major enclave stone, a haunting voice whispering at night...
in Quickstone instead. Once it’s completed, the enclave
will be a small fortress capable of supporting the Littlehand
house’s western operations. In addition to multiple
vaults and safety deposit boxes, the enclave will have
Haberdashers
access to the Kundarak Vault network. The enclave
Location: Oldtown (6)
will ultimately incorporate Sivis Stone 182, and
Services: Tailoring
in coordination with House Orien, will serve as an
Key NPCs: Deven Sarkaas (male goblin tailor), Meera
important postal outlet.
Sarkaas (female goblin accountant)
Currently, the Enclave is little more than a dream.
There’s a basic foundation and framework, but there While it’s a tall order, tailor Deven Sarkaas is
are still many crucial questions to be answered. Lord determined to make Quickstone the most fashionable
Toln d’Kundarak is overseeing the construction of the town in the Five Nations. While he’s perfectly capable
enclave. Under current plans, it could still be a year of creating functional working clothes for miners and
before the Enclave is ready. This schedule could be farmers, Deven’s love is high fashion—grand hats,
dramatically accelerated if Lord Toln would allow the gowns and crinolines, capes in the Cyran style, and
use of quickstone in the construction; currently he’s Aundairian veils. While he’s not an enchanter, he’s
resisted using what he calls “mud-stone.” There have always thrilled when he gets a bolt of Glamerweave
also been a number of unfortunate accidents; some cloth or other exotic materials. Recently, he’s begun
believe Ilia Kemble is responsible. to experiment with Droaamite styles and materials,
Lord Toln d’Kundarak is stubborn and proud. He creating a curious fusion of fashions. More than
respects his dragonmarked peers, including Viceroy anything, he loves a challenge. Designing a ballgown
Emerick d’Orien and Lady Hazel d’Ghallanda, but for a warforged juggernaut? A frilled Glamerweave
unless you’re a noble or a dragonmarked heir, he has collar for a worg? That’s Deven’s idea of a perfect day.
little interest in you. He sees the people of Oldtown Littlehand Haberdashers can produce any sort
and the Coins as peasants and criminals; he envisions of mundane clothing, given time. While he’s not an
his enclave as the center of a bold new Quickstone, artificer, it’s possible that Deven could work with Jury
with no room for such disreputable folk. d’Cannith to create Common or Uncommon magical
clothing, provided he has access to the necessary
materials for such items.
Deven Sarkaas is part of the Tuuva Clan, goblins
that came to Quickstone from Sharn. His wife Meera
keeps the books for the Haberdashers and Tuuva
Mercantile, and they have three children: rebellious
Kala, studious Chotja, and little Gaate.

132
The Livery
Location: The Square (12)
Services: Mounts, animal boarding, veterinary
medicine
Key NPCs: Gavrin d’Vadalis (male human handler),
Lirra d’Vadalis (female human veterinarian), Turro
(male awakened dog)
The Livery is an outpost of House Vadalis. Lirra and
Gavrin provide boarding and care for travelers’ beasts,
as well as offering guidance and veterinary care to
the farmers around Quickstone. In addition to these
services, the Livery has an assortment of mounts for
sale. Their focus is on tribex, and they breed riding
tribex; however, they generally have a few horses on
hand, and can acquire more exotic beasts given enough
time. Both Gavrin and Lirra are intrigued by the
unusual beasts and monstrosities of Droaam; Gavrin
has been trying to train a cockatrice he recovered from
one of the old mines, but so far his efforts have simply
resulted in a series of petrifications.
Gavrin and Lirra are in their early thirties, and
came south from the Eldeen Reaches. Gavrin is a big
man, and enjoys the challenge of matching wits with
large beasts. Lirra is calm and empathic, always trying
to understand the pain of those around her and to find
ways to ease it. The third member of their household is
Turro, an Awakened herding dog who’s been with Lirra
since he was a puppy.

Possible ties to the Livery:


• (Mark of Handling or proficiency with Animal
Possible ties to Handling) You might work part-time at the Livery,
Littlehand Haberdashers: helping to care for the beasts. If you’re a Vadalis
• (Goblin character) The goblins of Quickstone are a heir, you could be related to Gavrin or Lirra.
tight-knit community. Did you know Deven before • (Worg) Turro is fascinated with worgs and has
you moved to Quickstone? He has no direct relatives adopted you as an older sibling. He’s always keen to
in town, but you could be related to Meera. hear stories of your adventures and the Dark Pack.
• (Proficiency with History) In addition to his love • If you have an animal companion or mount, Lirra
of fashion, Deven enjoys discussing history and could have saved them from illness or injury. She’s
the ancient lore of the region, especially anything taken an interest in both you and your beast since
related to the Empire of Dhakaan. Some might find then, and you’ve become friends.
his remarkable knowledge to be suspicious, but he • You helped Gavrin acquire his cockatrice, and he
assures you he’s just a simple tailor. may ask you for help acquiring other, even more
• (Proficiency with Weaver’s Tools) Do you work with exotic creatures.
Deven at Littlehand? Or are you planning to start a
rival shop?
• Deven is working on an exotic piece of clothing for
you. What is it?
Júlio Azevedo

133
Newcomers are often surprised to see a dwarf in
charge of an Orien facility, but Bruus has proven his
value through long service to the Transportation Guild;
he may not have a dragonmark, but he has a brilliant
grasp of the logistics required to maintain the facility
and ensure that coaches are kept on time and in good
repair. He’s a serious man who’s always counting the
minutes until the next coach arrives, and he has little
patience for interruptions or frivolity.
While Tayne is the stationmaster, he’s been
upstaged by the arrival of Lord Emerick d’Orien, the
Orien Seneschal of Breland, along with his personal
operative, Rhia d’Orien. Emerick’s role and his goals
are discussed in more detail later in this chapter, but
he is one of the most powerful members of House
Orien and is used to having things his way. Some say
Emerick’s presence is grating on Stationmaster Tayne,
though surely Bruus won’t allow frustration to interfere
with his performance of his duties.

Possible ties to Orien Station:


• (Orien House Agent) You could replace Rhia d’Orien
as Lord Emerick’s personal agent, or you could be
a local agent assigned to work with Stationmaster
Tayne. You may be tasked to deal with obstacles to
the expansion of the lightning rail or with bandits
raiding the caravans.
• You’re waiting for an important letter to arrive;
you’ve checked in at the station every day for weeks,
but it still hasn’t shown up. Who is the letter from?
Orien Station • You’ve known Bruus Tayne since he arrived in
Quickstone. You play Conqueror with him once a
Location: Main Street (19) week in his office at the station; to date, you’ve never
Services: Transportation (lightning rail, stagecoach, won a game. He’s not talkative by nature, but you’re
caravan), courier services probably his best friend in Quickstone.
Key NPCs: Lord Seneschal Emerick d’Orien (male
human administrator), Bruus Tayne (male dwarf
stationmaster), Rhia d’Orien (female human House The Patchery
Agent)
Location: Oldtown (7)
Traffic between Breland and Droaam is on the rise, Services: Medical services, healing potions
and House Orien is prepared for whatever lies ahead. Key NPCs: Daff d’Jorasco (male halfling healer)
Orien Station is a large facility designed to support
both individual stagecoaches and trade caravans. The Every town needs a doctor, and Quickstone has Daff.
station serves both as the post office and as the courier While he’s an heir of House Jorasco, trained and
station; while the Speaking Stone remains inoperable, licensed by the Healer’s Guild, he’s very interested
Orien couriers are the fastest way to send messages. in unorthodox paths of medicine. One day he’ll be
The station’s importance has dramatically increased working with new herbal remedies, the next, he’ll be
with the arrival of the lightning rail; this is a recent messing around with Znir broodworms that disinfect
development, and artisans still work to improve the wounds by eating infected flesh. The day after that
freight cranes and other systems that support the rail. he’ll be practicing Sarlonan psychic sympathy (“Don’t
In addition to the services it provides the residents you see? Laughter IS the best medicine!”). While
of Quickstone, Orien station supports house he’s colorful, he is still a capable healer. In addition
operations. The station has sleeping quarters for to mundane medical care, he can perform Cure
Júlio Azevedo

teamsters and couriers, a stable so mounts can be Wounds or Lesser Restoration at the standard rates,
swapped out, and facilities to repair damaged coaches. and sells Potions of Healing. Depending on how his
The stationmaster is an old dwarf named Bruus Tayne. experiments go, he may occasionally have Greater
Potions of Healing or other medical magic for sale, but

134
these are the product of his experiments and may have remaining two nights, the theater is made available to
unexpected side effects... local interest groups: kobold acrobats, the Soldiers’
Choir, Mourners who want to dance the Cyran tago.
Possible ties to The Patchery: Traveling entertainers and local talent are often
• You have a rare cosmetic medical condition that worked into the variety shows, so there’s almost always
Daff is studying. Work out the details with the DM; something new in the mix—occasionally including
it’s not contagious and doesn’t impose any penalties, performers from Droaam.
but it may be visually unsettling. The mystery of the Rose is that while there’s a
• As above, but Daff is actually responsible for your host of regular performers, no one knows exactly how
condition; it’s the result of an earlier experiment. many people work there. Vaegal is an elf acrobat and
“Just relax... It’s totally under control.” contortionist; the dwarf Drego Drego does a comedy
• If you’re a rare humanoid (such as a Tiefling, act lampooning Karrnath (“What a country!”); the
Aasimar, or Drow), or from an very distant culture elderly Mystress Mysteria entertains with illusion
(Sarlona, Xen’drik), Daff may be eager either to and Prestidigitation; Rose plays the harp and sings;
study your physiology or to discuss your culture’s and these are just a few examples. But most of these
medical traditions. performers are rarely seen outside the theater, and
certainly never in a group. It is quite possible that
they’re a tight-knit troupe who prefer to keep to
themselves, but most people assume that at least some
of these performers are just personas created for the
shows. The two people who are encountered outside
the theater are Flourish, who serves as the master of
ceremonies and manager of the theater; and Rose, who
designs sets and costumes in addition to writing music.
For the most part, the townsfolk go to the Rose for
entertainment, and don’t really care if the performers
are changelings, warlocks, or magewrights; it’s all
part of the show, and of course things aren’t exactly
what they appear. Flourish and Rose are established
members of Oldtown, and they are entitled to their
secrets; and if asked directly about it, they’ll smile and
say “We wouldn’t want to spoil the mystery.”
The Rose Theater isn’t licensed by House Phiarlan
or Thuranni. While this is hardly a problem for the
wild frontier, as Quickstone grows it’s always possible
that one of the Shadow Houses will take an interest in
the town, and this could cause trouble.

Possible ties to
the Rose Theater:
• (Entertainer, Bard, or Changeling) You could be part
of the regular company of the Rose Theater, or just
perform in the occasional variety show. If you’re a
Changeling, and Rose or Flourish are as well, you
might be family; discuss this with your DM if this is
The Rose Theater a path you want to explore.
• You’ve somehow offended Flourish, and there’s a
Location: Oldtown (9) regular act in rotation at the Rose that specifically
Services: Entertainment makes fun of you.
Key NPCs: Flourish (“male human” master of • You’re part of a group that meets weekly at the
ceremonies), Rose (“female human” artist) Rose, practicing the particular dances or songs of
The Rose Theater provides entertainment for your country.
Quickstone. Each week, one night is devoted to • You have a romantic connection to either Flourish
Júlio Azevedo

scripted entertainment, and another to Brelish country or Rose. How serious is it—just a fling in the distant
dances. Three nights have variety shows—music, past, or something more recent and potentially
magic, tumbling, fancy wandwork, and more. The more serious? Develop the details with your DM.

135
The Schoolhouse he’s willing to sell. He generally doesn’t have Potions
of Healing; these can be purchased from Daff at the
Patchery.
Location: Oldtown (3)
Ink is a Ruinbound Dwarf, described in Exploring
Services: Education, research, spellcasting services
Eberron. He has colorful tattoos covering his torso and
Key NPCs: Tragomir “Ink” Narathun (male
arms, and these slowly shift in design. These tattoos
dwarf alchemist)
include the image of a flumph, which actively moves
Quickstone is a thriving community, with an ever- around his skin; Ink sometimes talks to the tattoo, and
increasing population. Honoria Soldorak paid for the says that it gives him advice.
construction of the Schoolhouse, and brought in her
nephew, Tragomir Narathun—generally called “Ink” Possible ties to
both because of his constant note-taking and his exotic
tattoos—to teach the local children. While young,
the Schoolhouse:
Ink is an excellent scholar, well-versed in history and • (Sage or Alchemist) You could collaborate with Ink
mathematics. However, his true love is alchemy—and on your work, but if you and your DM agree, your
in particular, the science of fleshcrafting. This is a character could replace Tragomir in Quickstone,
common field of study in Ink’s home of Narathunhold, and you could be the local teacher.
but he recognizes that people in Breland generally • Ink knows a great deal about Aberrations and
find it repulsive. So, he generally hides this work, but symbionts. You had a harrowing encounter with
if your character has any interest in such things, they’ll one of these, and Ink is keen to get a more detailed
find an eager collaborator in Ink. description of the experience.
The Schoolhouse is a simple building with a • You have a child who’s one of Ink’s students.
large open classroom. Ink lives above the classroom
and maintains his alchemical lab there. While the The Sharn Inquisitive
Schoolhouse has a small library, it’s the largest
collection of books in Quickstone and the primary Location: The Square (15)
resource for research in the town. Ink is usually happy Services: News
to help with research, especially on matters relating Key NPCs: Isti Devir (male half-elf chronicler), Vox
to history or the daelkyr. Ink has some (nonbinary warforged town crier)
of the skills of an Alchemist Artificer, The Korranberg Chronicle may be the most trusted
and may be willing to sell his newspaper in Khorvaire, but the Sharn Inquisitive is
spellcasting services; he may willing to go wherever it takes to get a story. Isti Devir
also have a few potions he’s has two jobs: to report on the ongoing development of
created, or even a symbiont Droaam (especially any signs of renewed hostilities
between Breland and Droaam), and to a lesser
degree, to report on the rise and ongoing
evolution of this frontier town.
Isti is a half-elf from Sharn. While his
primary job is to send stories of general
interest to his employers in Sharn,
he’s fallen in love with Quickstone
and loves digging into local drama
and gossip. While he shares
the latest news from the Sharn
Inquisitive, he also posts a weekly
broadsheet covering local events.
He’s assisted by Vox, a small
warforged envoy who serves as
the town crier. Vox can be found
in the center of the Square from
dawn to dusk, tirelessly sharing
all the news there is to share. On
a slow news day, Vox may advertise
Júlio Azevedo

local businesses, share the wisdom


of Beggar Dane, or offer their personal
interpretation of recent events.
While the lack of a functioning

136
Speaking Stone is a serious blow to the town, the
Inquisitive office can still be a useful source of
information on current events. If your adventures are
newsworthy, Isti will certainly be interested in telling
your story; he may also offer payment for especially
important news (such as political developments
in Droaam) or hire adventurers to carry out an
investigation that’s too dangerous for him to handle.

Possible ties to the


Sharn Inquisitive:
• (Entertainer or Folk Hero) As either an Entertainer
or a Folk Hero, you have a certain degree of fame
or infamy. Perhaps Isti has been responsible
for covering your previous deeds and is keen
to chronicle what you do next. Do you like Isti’s
coverage, or do you have issues with how you’ve
been depicted?
• You and Isti have a shared love of gossip, and you
regularly meet over lunch to discuss the latest
rumors and scandals.
• Isti revealed a scandalous secret about you in his
broadsheet, and townsfolk still snicker about it.
What was the secret, and do you want revenge?

Sivis Stone 182


GP); as a devoted diviner, her Augury can potentially
Location: The Square (16) reach further into the future, offering insight into the
Services: Scribing, translation, Sending, divination events of the next day or so. These costs are the rates
Key NPCs: Sahra “Sora” Syrralan d’Sivis (female she’s required to charge based on Sivis standards, but
gnome scribe) she might be willing to perform these services under
When Count ir’Blis chose to expand Quickstone and the table for friends at a reduced rate.
built the Square, he asked House Sivis to establish a
Speaking Stone in the town. The house was happy to Possible ties to Sivis Stone 182:
comply, and Sivis Stone 182 was established in early • (Sage or proficiency with Arcana) You’ve been
996 YK. There’s only one problem: the stone doesn’t consulting with Sora about the background force
work. The house has replaced the Speaking Stone that’s interfering with the Speaking Stone. You
multiple times and brought in different stonespeakers, haven’t come up with an answer yet, but it’s a
but despite all these efforts, messages sent through the fascinating conundrum you’re continuing to explore.
Quickstone Speaking Stone never reach their intended • (Sivis heir with the Mark of Scribing) With your
destination. DM’s approval, you could take Sora’s place as the
The current stonespeaker for Stone 182 is Sahra stonespeaker of Stone 182. Otherwise, you could
Syrralan d’Sivis, an experienced sage with a talent for have been sent by the house to assist Sora, or you
divination. She’s friendly and outgoing, always willing could be one of her actual grandchildren; she’s so
to listen to your troubles and offer suggestions. It was glad you’ve found time to visit!
the kobolds who first called her “Sora”, the Goblin • (Anyone, but especially a Folk Hero) Sora is writing
word for “grandmother.” She’s embraced it, and anyone a novel set in Quickstone, and she’s chosen you to
who’s looking gloomy can expect to hear “Now, now, be the protagonist in her story. She’s going to be
dear, it can’t be all bad. Tell Sora what’s troubling you.” following your adventures very closely.
Despite her best efforts, Sora hasn’t been able to get • Sora knows a great many people, including your
the Speaking Stone to function. However, she provides parents. She often invites you over for a cup of tal,
the other services one can expect from House Sivis: to check in on how you’re doing and to make sure
Júlio Azevedo

scribing, translation, and notary services. For those you’ve been writing to your family. (“Would you like
with gold to spare, Sora’s dragonmark allows her to to send your mother a message right now? We could
cast Sending twice per day, at a cost of 90 GP. She’s do that.”)
also capable of casting Identify (20 GP), or Augury (45

137
Soldorak Manor people to clear out or explore her mines, to eliminate
something that poses a threat to the children of
Quickstone, or to otherwise pursue an investment or
Location: South of the Haunt (1)
an opportunity for profit.
Services: Patronage
Key NPCs: Honoria Soldorak (female dwarf investor)
Possible ties to Honoria Soldorak:
Soldorak Manor is the largest and grandest home in • (Mror Dwarf) You could be related to Honoria
Quickstone—a mansion that is luxurious even by the Soldorak; she has nieces and nephews in a number
standards of Sharn and Wroat. When Count ir’Blis of clans. If so, she will do what she can to help you,
decided to expand Quickstone, he sought outside but she always expects a return on an investment.
investors who might take an interest in the town. He Alternatively, your family could have a deep vendetta
found his partner in Honoria Soldorak, a Mror lord with Honoria’s branch of the Soldoraks.
whose deep platinum mines provide her with a lot • Honoria Soldorak is a gold concordian in the
of disposable income. Her investments helped build Aurum. If you’ve worked for another concordian,
much of the infrastructure of the Square and the your patron could make an introduction.
expansion of Oldtown; she owns a number of buildings • Later this month, Honoria Soldorak is holding a
in the square and a few tenements in Oldtown that ball in your honor. Do you know why she’s decided
she’s renting to Grizzlies and Mourners. It’s no secret to do this?
that Honoria is unhappy about the imminent arrival of
House Kundarak; she’s enjoyed her role as the richest
woman in Quickstone, and once the enclave is fully
Tashka’s Tent
operational she’s likely to be eclipsed by Kundarak.
Location: The Haunt (21)
However, she still has a card left to play; Honoria
Services: Patronage, information
Soldorak has purchased the old mines adjacent
Key NPCs: Tashka (female medusa envoy)
to Quickstone from ir’Blis. This is an uncertain
investment as currently the mines are unusable, The medusa Tashka arrived in Quickstone just one
infested with cockatrices and other threats. Because of week before the start of your campaign: she is a new
this, there’s no actual way of knowing what they hold. arrival, and the people of the town aren’t entirely
Ir’Blis imagines that they were tapped out thousands sure what to make of her. Tashka is an emissary
of years ago. But Honoria Soldorak has heard stories from Cazhaak Draal, formally here as an envoy for
of byeshk, and she hopes that her investment will pay the warlord Sheshka; many suspect she is truly an
off—that once she has time to clear and restore the agent of the Daughters of Sora Kell. Officially, she
mine, she may find wonders in its depths. Honoria has has come to Quickstone in recognition of the growing
experience with mining, and a working byeshk mine importance of the town. She has begun what will likely
would be a boon for the town. be lengthy negotiations with House Orien, and has
While she is old even for a dwarf, Honoria Soldorak been discussing the market for Cazhaak Draal’s unique
is one of the cleverest people in Quickstone. She resources with Tuuva Mercantile.
enjoys intelligent conversation and has a bitterly sharp While many locals are uncomfortable around the
wit. More than anything, she loves to play games— medusa, Tashka is calm and polite. She keeps her
whether with cards, investments, or people. eyes covered when in public, relying on her serpent
She’s not an evil woman, but she is concerned first mane for vision. Her exact skills remain a mystery,
and foremost with her own entertainment and bottom but she often carries a shortsword and seems to feel
line, and will abandon an investment the moment it that she has no need for a bodyguard. She’s quite
becomes boring or surely unprofitable. However, she well-informed about Quickstone and the east, but
does have a soft spot for both family and children; she there are occasional gaps in her knowledge that can
built Quickstone’s schoolhouse both to care for the be entertaining—though it’s possible these funny
children and to give her nephew Ink a job. moments are feigned when she wants to break the
Honoria is proud of her manor and enjoys showing ice. While she is an official envoy of Queen Sheshka,
it off. She maintains a rooftop garden with a host of Tashka genuinely seems to be interested in getting to
blooms that would never survive without mystical know the people of the town, and can often be found
sustenance, and occasionally throws garden parties drinking in one of the taverns or inns, or enjoying
for the town’s children. She’s always looking for a the show at the Rose Theater. She is usually happy
good excuse to host a ball or a feast, so as to show to talk about her homeland, and will offer advice to
off her wealth and largesse; she might honor a heroic adventurers planning a trip into Droaam. She may
deed, a new arrival, or simply throw a party because also have work for adventurers; for the most part such
there’s someone she wishes to publicly snub. She can tasks involve exploring ruins or unusual sites on the
be a valuable patron for adventurers. She might hire eastern side of the Graywall, likely things Sheshka

138
Taverns
Location: Oldtown—Dorn’s Rest (10), Stone Soup (4);
The Tents—The Hole in the Wall
Services: Meals
Key NPCs: Wrenna Wrighten (female human barkeep,
Dorn’s Rest); Cord Risten (male elf barkeep, Stone
Soup); Cask (male dwarf barkeep, the Hole in
the Wall)
The Crown and the Gold Dragon Inn are the main inns
of Quickstone, able to provide both food and lodging
to a considerable number of people. But if you’re just
looking for a place to drink or grab a quick meal, there
are other options—especially if you have a particular
crowd you’re looking to mingle with. Here are a few of
the secondary taverns of Quickstone, though others
may come and go!
Stone Soup is the oldest tavern in Quickstone.
Built by and for the quickstone miners who originally
founded the settlement, Stone Soup has a rough
sculpted interior. It serves bitter grog and simple
bread and stew. A meal and a drink costs one silver
piece, but it’s far more nourishing than the typical
Poor quality meal. The patrons take pride in the rough
décor and tough bread; it reflects their belief that they
are the toughest people in Quickstone, the original
foundation of the town. The barkeep is an elf named
Cord Risten, who was a miner back when the town
has learned about but been unable to explore. It may was called Graystone. Generally, only stone chanters
be that, as some speculate, she is truly working on and miners are welcome in Stone Soup, but if you’re
behalf of the Daughters of Sora Kell. But others note proficient with Mason's Tools or want to discuss your
that the warlords of Droaam are quite independent; it’s Stonecunning insights, you might be able to find some
possible Sheshka has her own agenda that has nothing friends here.
to do with the interests of the Daughters. Dorn’s Rest caters to Brelish veterans. Owner
Tashka has set up her tent on the edge of the Haunt, Wrenna Wrighten served ir’Blis in the Last War, and
a stretch of ruins shunned by the townsfolk. There’s lost two fingers on her left hand to an ogre’s axe. Any
no question that the Haunt is in fact haunted, but Brelish veteran will be welcome here, and if you’ve got
Tashka seems to be unafraid of its dangers. Her tent the Military Rank feature of the Soldier background—
is quite large, and made of what seems to be the hide or are otherwise celebrated for your deeds in the Last
of multiple gorgons. She’s lured two cockatrices out of War—you’ll drink for free at Dorn’s Rest. If you served
the nearby mine and keeps them in the tent, where she another nation in the Last War, you’ll want to tread
appears to be training them. very lightly in Dorn’s Rest, unless there’s a Brelish
soldier willing to vouch for you and compare stories.
Meals at Dorn’s Rest are of Modest quality (3 SP for
Possible ties to Tashka: a meal, 4 CP for Blackcap ale) but their traditional
• (Medusa) Talk with your DM to determine if you comfort food will warm any Brelish heart.
have a connection to Tashka or if you might take her The Hole in the Wall is exactly what it sounds
place as the local medusa. It could be that you’re like—a pop-up tavern in the Tents, set into a crevasse
related, that you are supposed to work together, or that runs deep into the Westwall. It’s the creation
that your mutual presence is purely a coincidence. of a Cyran dwarf named Cask, who brews powerful
• (Droaamite) You met Tashka one night in Graywall. moonshine. Typically, the Hole in the Wall is open
Did you work together to humiliate a rude ogre? two nights each week, depending on Cask’s supplies.
Did she beat you at a game of chance or a drinking It caters to the Mourners, who sing Cyran songs and
Júlio Azevedo

contest? Do you owe her a favor or a drink? share stories of their lost homeland. However, most of
• You met Tashka at the Crown last night. She gave the patrons are happy to share a round with anyone
you a smooth, green, stone disk with a serpent willing to swallow Cask’s brew. A mug of moonshine
engraved and left without any explanation.
139
costs 1 Copper Crown at the Hole in the Wall. If food • (Warforged) You were forged in the same facility as
is available, it’s shared freely, potluck style; however, either Facet or Constable. If you’re Brelish, you may
there’s no assurance there will be food on a given have served in the war with Constable; otherwise,
night. While most patrons of the Hole are peaceful, you may have known each other only briefly before
powerful spirits and an unpredictable mix of patrons you were shipped off to your final destination.
makes the Hole in the Wall the most dangerous tavern • You’ve been deputized by Sheriff Constable in the
in Quickstone. past, and he may call on you again if there’s a threat
that needs to be dealt with.
Possible ties to the Taverns:
• (Brelish veteran) You served with Wrenna Wrighten Tuuva Mercantile
during the war. What’s your history? How did she
save your life, that one time? Are you friends, rivals, Location: Oldtown (8)
or former lovers? Services: General merchandise (clothing, gear,
• (Cyran refugee) You help Cask organize the Hole supplies, tools)
in the Wall. If you’ve got proficiency with Brewer's Key NPCs: Jhol Tuuva (female goblin merchant), Noon
Tools or Cook's Utensils, you help with the meals. Tuuva (male goblin baker), Zel Tuuva (male goblin
If you’re proficient with Performance, you provide merchant)
entertainment. If you’re tough, you deal with anyone
Tuuva Mercantile—typically just called “Tuuva”—is a
who has a little too much of Cask’s brew. How do
general store that stocks everything a growing town
you know Cask? Are you from the same Cyran town,
might need, or at least attempts to. Whether you’re
or did you meet during the exodus across Breland?
looking for a bedroll or a ten-foot pole, for a tent to
• No one knows exactly how old Cord Risten is, but
live in or a lantern so you can see in your tent, Tuuva
he’s been on the Western Frontier for at least three
is there for you. Family matriarch Jhol Tuuva manages
centuries. If you’re from western Breland, Cord
most of the inventory, while Noon Tuuva produces
could be an old, old friend of your family—dating
baked goods, rations, hard candy, and other delights.
back to before the oldest incarnation of Quickstone.
While Tuuva has a wide selection of mundane goods,
shortages are common, and it may take them a while
Town Hall to fill an unusual request. Tuuva may have Common
magic items, and carries a selection of arcane
Location: The Square (14) focuses; other Spellcasting Focuses may be harder to
Services: Civic administration, prison find. There’s always a rush to the store when a new
Key NPCs: Facet (nonbinary warforged administrator), shipment comes in from Sharn or Ardev.
Constable (male warforged sheriff)
The town hall is the civil center of Quickstone. It Possible ties to
contains the office of the warforged Facet, known Tuuva Mercantile:
as the Magistrate, who administers Quickstone on • (Goblin) The Tuuvas are a large family with deep
behalf of Count ir’Blis, as well as the office of Sheriff roots in Sharn. As a city goblin, you could have ties
Constable and two large jail cells. The largest room is to the Tuuvas or even be a member of the family. If
the council hall, used for town council meetings, public you’re a Dhakaani dar, you could have established a
audiences where people can present grievances to connection to the Tuuvas to help find your footing in
Facet, and as a courtroom should any cases need to be the world of the chaat’oor.
tried. Facet maintains an archive of records relating to • (Tool proficiency) If you have a practical skill, you
the town and the surrounding region, including census might sell goods you produce during downtime to
data and maps. the Tuuvas.
• You’re waiting for a particular special order to come
Possible ties to the into Tuuva Mercantile, but it’s taking them a long
Town Hall: time to obtain it. What is it that you’re waiting for,
• (Criminal) You’ve spent a fair amount of time in one and why is it so hard to acquire?
of Constable’s cells, and surprisingly, the two of you • You dealt with a pair of thugs that tried to rob Jhol
found something to bond over. What interest do you Tuuva, and ever since then she’s considered you to
share with the sheriff? be a member of the family. You’re frequently invited
• (Noble) Facet has great respect for the nobility, (well, “invited” is a light term—“expected” would
regardless of the nation you’re from; they’re be more accurate) to the Tuuva home for dinner,
just delighted to have “civilized company.” They and she may be trying to set you up with one of her
regularly invite you to join them for tal and biscuits, single children.
even though they don’t actually eat or drink.
140
Housing can’t afford Jorasco prices at the Patchery. It’s also
the case that many of the most notable artisans in
town are magewrights, even if it’s not mentioned. Bel
If you’re starting a campaign based in Quickstone,
Thiel uses Magecraft (from Exploring Eberron) and
work with your DM to determine your housing
Mending to help with her smithcraft. Noon Tuuva
situation. Anyone can pitch a tent in the Tents or rent a
uses Prestidigitation and Magecraft in his baking.
room at an inn. In addition to the inns, there are a few
The Magewrights in Quickstone table provides a few
tenements and boarding houses scattered throughout
specific examples of magewrights in town, but this
town; if you’re a long-term resident, are you renting a
isn’t a complete list; it’s intended to be a source of
room in an Oldtown tenement, or do you actually own
inspiration, examples of what magewrights on the
a small house in the Square? Shared housing can be
frontier might be like.
an easy way to establish a connection between player
When dealing with magewrights, it’s important to
characters, while renting a room at the Crown will
remember that they don’t just cast spells as player
put you in regular contact with a host of interesting
characters do. Magewrights can cast cantrips freely
people. Beyond this, a critical question is whether
and there’s usually no additional cost for a service that
your housing is secure or whether you actually have to
employs a cantrip. A chef may use Prestidigitation
worry about paying your rent. As a general guideline,
to heat their food instead of a stove, but that’s just a
consider the following:
tool they use to do their job; as there’s no extra cost
The Tents support a Poor lifestyle, though some to them, they don’t have to pass that cost along to the
residents live in Squalid conditions and those in customer. The restriction is that most magewrights
the main camps have a Modest standard of living. only have access to limited versions of cantrips. Bel
There’s no cost to pitch a tent, but you still have to Thiel knows a version of Mending that works on metal,
maintain your equipment and acquire food—unless but she can’t mend cloth; the reverse is true of Deven
you have ties to one of the main communities the tailor. Player characters are exceptional, and their
(Grizzlies, Khaar’paal, Mourners) and can manage versatile cantrips are one example of this.
get food at their camp. Other magewrights services are more costly. As
Oldtown supports a Modest lifestyle, though some of described in Eberron: Rising from the Last War, when
the tenements are Poor in quality and there are a a magewright casts a spell, they do so using a ritual
few Comfortable homes. You can rent a room at the that takes between 10 minutes to an hour (at the
Crown or in one of Honoria Soldorak’s buildings. DM’s discretion based on the service and the spell).
The Square straddles the line between Modest and It requires components with a minimum cost of 20
Comfortable. There aren’t many homes here, but it’s GP multiplied by the level of the spell. That’s just
a nice place to live. Town Hall is in the Square, so the cost to perform the ritual, with no profit for the
living here means you’re close to Sheriff Constable. magewright; per Eberron: Rising from the Last War,
Honoria Soldorak maintains a Comfortable most magewrights charge 25 GP for a level 1 spell, 50
boarding house. GP for a level 2 spell, and up to 100 GP to perform a
Main Street supports a Comfortable lifestyle, and a level 3 Ritual. However, even if you have gold in hand
few homes of Wealthy quality are being constructed and a magewright who can cast a spell, the fact that
for dragonmarked heirs. If you’re a Noble or have a you’re on the frontier means that they may not have
similarly prestigious background, you might have the components they need to perform their ritual.
a home here. If you don’t like the clientele at the Regardless of what’s normally used, all magewright
Crown, you could rent a room at the Gold Dragon rituals can be performed using Residuum (refined
Inn. Main Street is also a reasonable choice if you’re dragonshard powder); Tuuva Mercantile carries
a dragonmarked House Agent or have your housing Residuum, but generally has a limited supply. This
provided by a wealthy patron. sense of shortage is an element of frontier adventuring.
Yenna Lane knows how to perform Lesser Restoration,
Magewrights but if a plague is spreading among the Mourners, odds
are good that she simply can’t contain it magically. It’s
Not every entrepreneur has a storefront. There are not just about the cost in gold; the town just doesn’t
Magewrights among both the Mourners and the have enough Residuum for her to cure every victim.
Grizzlies who are practicing their trades as best as With that said, not all magewrights are
they can in the Tents while they work to obtain more magewrights. What defines the magewrights is that
permanent housing. The gnome Sheets is a Grizzly they cast leveled spells as Rituals, meaning they can
launderer who keeps the blue tents as blue as can cast them over and over as long as they have the
be, but as time permits, he cleans for others in the components. But there are also arcane initiates, who
Tents. Yenna Lane is a healer who takes care of the effectively have the same ability as a player character
Mourners, but she’ll sell her services to those who who takes the Magic Initiate feat—the ability to cast

141
a few cantrips, and to cast a single leveled spell once
per Long Rest without any expensive components. It’s
Other Businesses
essentially a less dedicated form of training, reflecting
The businesses and locations mentioned in this
the ability to produce a single burst of energy. It’s rare
section form the foundation of Quickstone, but you
to find an arcane initiate who can cast a 2nd or 3rd-
can always build upon that foundation. Main Street
level spell in this way, but it means that you might find
is actively expanding, and new shops could open up
a duelist who can surprise you with a quick Shield or
any day. There may be a boarding house in Oldtown.
a firefighter who can cast Burning Hands. They don’t
Some Mourners could get together and start a
need gold to do it, but they only get to do it once a day.
Cyran restaurant in the Square. As a DM, if you feel
Magewrights in Quickstone something’s missing from your Quickstone, go ahead
d8 Magewright and add it!
1 Lali Tuuva (female goblin laundress) works
out of Tuuva Mercantile and performs dry
cleaning—dry because she uses a form of
Other Places
2
Prestidigitation instead of soap and water.
Noli Graybridge (male human firefighter) is a
of Interest
While the local businesses are the heart of the town,
Brelish veteran and specialized wandslinger.
there’s more to Quickstone than Oldtown and Main
As a sheriff’s deputy, he primarily uses Control
Street. The following areas may be important to any
Flames to put out fires, but with his wand in
adventure in Quickstone.
hand he can cast Fire Bolt, and once per Long
Rest he can cast Burning Hands.
3 Tyraen (female elf entertainer) is an illusionist
The Abandoned Mines
who works at the Crown. While she specializes
When the Dhakaani built the fortress town whose
in Minor Illusion and the occasional Vicious
ruins can still be seen today, they dug deep into the
Mockery, she has the Mark of Shadow and may
Graywall Mountains. An entrance to these mines can
have greater powers she holds in reserve.
be found in Quickstone itself, close to Soldorak Manor.
4 Gareth Stone (male dwarf stone chanter) is a Other shafts have been discovered along the foothills,
foreman at the quickstone quarry and a town and there may yet be some that the settlers have yet to
councilor, but he’s also a stone chanter; he find. This network of mines has been abandoned for
can cast Mold Earth (from Xanathar's Guide to thousands of years; some passages have collapsed or
Everything), and knows the specialized rituals are dangerously unstable. Other tunnels are infested
used to shape quickstone. with dangerous creatures; cockatrices seem especially
5 Keys (female halfling locksmith) can cast Arcane drawn to them. For now, no one knows just how far
Lock and Knock as Rituals. She generally sells the mines extend, if all the discovered passages are
her services out of the common room of the connected, or even what ores can be found in their
Crown. She’s a member of the Coins and may depths. Based on other findings in the region, it’s quite
work with the Pennyroyals; rumor has it she possible that they hold veins of byeshk, an unusual
used to be a member of the Boromar Clan in metal that the Five Nations have yet to fully master.
Sharn. It’s even possible that these aren’t just mines—but that
6 Jon Bright (male gnome lamplighter) is a some of these tunnels may connect to deep Dhakaani
Cyran lamplighter who came to town with the vaults, or to demiplanes of Khyber.
Mourners. Count ir’Blis is employing him to Honoria Soldorak bought the rights to the mines in
create and maintain Everbright Lanterns for the foothills. She has dreams of bringing in Tharashk
Quickstone, but he can also cast Light. prospectors to discover what minerals lie in the
depths, and hopes to get all the mines operational
7 Uula (female kobold performer) is a Khaar’paal
within a year. But this will require a great deal of
kobold and expert acrobat, displaying her
dangerous work, beginning with scouting expeditions.
tumbling skills in the Tents, and occasionally
If only there was a capable party of adventurers she
in the Rose Theater. More sorcerer than
could call on...
magewright, she uses Guidance to enhance her
skills and has two spell slots she can use to cast
Jump, Expeditious Retreat, or Feather Fall.
8 The Magistrate (nonbinary warforged
administrator) can cast Zone of Truth as a Ritual,
which they employ in the pursuit of justice.

142
The Farms The Wall
Following the Last War, Count Thavius ir’Blis granted Little remains of the ancient fortress that once
tenancy rights for tracts of land around Quickstone to dominated this region. The only semi-intact structures
his finest soldiers. He also set aside some land for the are the ruins of the Haunt and the fragments of the
use of the Cyran refugees, and has promised to expand wall that surrounded it. The largest segment is the
this in the future after further evaluation. As such, western wall, which separates Oldtown and the Square
there is a network of farms and ranches springing up from the Tents. There are a few other segments;
around Quickstone. A few of these belong to settlers Soldorak Manor is built up against a major fragment to
who have worked the land for decades—people who the east of town.
established their farmsteads back when Quickstone The tallest segments of the wall are approximately
was known as Graystone. However, most are less than forty-five feet in height, and about ten feet thick.
two years old. Many stand vacant, with their future They’re made of fixed quickstone and are extremely
tenants still living in the Tents of Quickstone as they durable. Thanks to centuries of wear and weathering,
wait for homesteads to be constructed. Others are half- there are a host of pockmarks and cracks that make
built, or have fields that are only partially established. decent handholds for climbers, and children often
All in all, it presents a host of places for smugglers or climb up to the top of the western wall to look out over
brigands to hide out and an assortment of targets for the Tents. In Oldtown and the Square, quickstone
raiders to strike. buildings are merged directly into the wall, often rising
Quickstone isn’t the finest farmland. The primary to about thirty feet.
crops are beans, winter wheat, and the succulents
known as sand fruit. A few farmers are trying to
introduce new crops, while others are focusing on
livestock; the Triple Thunder Ranch has both plains
Criminal
tribex and traditional cattle. A halfling named Lucky
Haskal is trying to convince one of the Grizzly farmers
Activities
Quickstone was founded by smugglers and others keen
to start a raptor ranch, but so far no one’s bitten. to exploit the opportunities that come from being on
the edge of Droaam. While Sheriff Constable is quick
The Quickstone to address violent crimes in Main Street and Oldtown,
Quarries there’s a tacit understanding between the sheriff
and more peaceful criminals; without the support
of the Pennyroyals, it would be all but impossible
Quickstone is the foundation of Quickstone. There are
for Constable to maintain order. So shady dealings
three quickstone quarries in the foothills, currently
are kept in the shadows and the Crown, but the
named Rusty, Treacherous, and Crimson. All three
undercurrent is always there.
were established long before Brelish settlers came
The following organizations are active in the region,
to the region, but all three have rich deposits; some
and characters with appropriate backgrounds—
believe that the quickstone somehow regenerates
Criminal, Charlatan, Smuggler, City Watch—will
over time. Crimson is the closest to town, just above
be familiar with these forces. Depending on your
Quickstone along the southern path. Initially, it was
background and backstory, you could have ties to a
the only quarry that was in use. When the next wave of
specific organization or individual in one of these
settlers arrived—the Grizzlies and the Mourners—they
groups. If your character has the Criminal Contact
began working in Rusty. Treacherous has largely been
feature, you should work with the DM to choose both
left alone. An early group of workers suffered a series
an organization and individual you’re tied to. Even
of accidents, and it’s said to be cursed or haunted,
if you’re not a Criminal, you might have other ties. If
hence its name.
you’re a Noble, you could have been robbed by Dassk
At a glance, there’s little to draw adventurers to the
raiders or conned by a Coin grifter. If you’re a Soldier,
quarries. But their presence is still an important part
you could have a former comrade in arms who’s now
of Quickstone, and you never know when miners might
riding with the Black Crown Company. Do you want
uncover something interesting—whether breaking
revenge, or are you hoping to convince them to change
into a subterranean chamber or finding something
their criminal ways?
or someone embedded in the quick. The adventure
presented in chapter 7 explores one such possibility.

143
The Black aren’t entirely legal. Brogan is married to Vesper, the
local priest of the Sovereign Host and the spiritual
Crown Company guide of the Three Faces of Coin; people with a good
relationship with the Pennyroyals may be able to get a
As described in chapter 2, Breggan Blackcrown and price break on Vesper’s services.
her company are the most infamous bandits on the While Brogan and Vesper’s ties to the Pennyroyals
Western Frontier. To date, they’ve never actually are generally known to residents, others maintain
attacked Quickstone, and they have a loose truce a lower profile. If your character has ties to the
with Sheriff Constable. When Breggan comes to Pennyroyals, Brogan is most likely your Criminal
Quickstone, it’s to deal with the Pennyroyals and Contact, but talk to the DM if you want to consider
to enjoy the entertainment; as long as she and her other options.
bandits don’t commit any major crimes in Quickstone,
Constable leaves them alone. But that leaves plenty
of room for brawling in the taverns or the Tents, and
Daask
there’s no love lost between the Black Crowns and the
In the wilds of the Western Frontier, the greatest
Grizzlies, who despise the bandits as deserters; it’s
threats that emerge from Droaam are generally
always a tense time when the company comes to town.
Rhesh Turakbar’s raiders or independent brigands.
Breggan generally drinks at the Crown when
But as Quickstone grows in size and significance—as
passing through town, and is always happy to play
Dragonmarked houses and other powerful forces
a hand of Thrones; she doesn’t cheat any more than
increase their investments—it is also drawing the
anyone else, but most people are smart enough to let
attention of Daask, a criminal organization based in
her win.
Droaam. There’s no known permanent Daask presence
in Quickstone, but Daask members come to town
The Pennyroyals both to deal with the Coins and on their own business.
Some people believe that there is at least one Daask
The Coins—followers of the Three Faces of Coin— spy observing the town and considering opportunities
make up a significant portion of the population of for expansion. If more denizens of Droaam settle in
Quickstone. The Coins believe that they are each Quickstone, this could create the cover Daask needs to
especially blessed by one of the three Sovereigns they solidify its position.
worship, and one of those three alone. As things stand, Daask can provide unexpected
Those blessed by Onatar are the artisans who opportunities or dangerous threats. A Daask smuggler
create goods. Those blessed by Kol Korran are the can be a source of exotic goods or a useful guide if
merchants who buy and sell in the open markets. And adventurers need to sneak into Vralkek or Turakbar’s
those blessed by Kol Turrant—who other Vassals know Fist. On the other hand, a Daask changeling might
as the Keeper—are the Pennyroyals. Kurrant’s blessed replace someone in town in order to establish a
can get people the things that they desire, even if the foothold for the organization... Or a bunch of Daask
law stands in their way; they are grifters, smugglers, enforcers could stop in Quickstone on their way to
fences, and thieves. The Pennyroyals of Quickstone are Sharn, looking for trouble.
a loose cabal that supports non-violent crime. Their If your character is an immigrant or exile from
one strict rule is that those who engage in targeted Droaam, you might have ties to Daask. A Droaamite
crimes must never target residents of the town. with the Soldier, Criminal, or Spy background could
Anyone passing through—merchants, mercenaries, be an active observer, assigned to watch Quickstone
diplomats, settlers moving on—are fair game, but you for opportunities. On the other hand, a monstrous
don’t abuse the people you live with. It’s this code that character could be a former agent of Daask, who has
has allowed them to maintain an understanding with turned their back on the organization or been driven
Sheriff Constable, which is why certain members of out by internal feuds.
the Pennyroyals are well known in town. It’s an open
secret that Brogan, the owner of the Crown, is the
lynchpin of the Pennyroyals; if you’re planning to run a
The Tago
racket in Quickstone, you’d best clear it with him.
Most of the Cyran refugees in Quickstone are honest
If you’re a resident of Quickstone, the Pennyroyals
folk looking to build a good life in a new land. Farmers,
are generally more of an opportunity than a threat. If
artisans, and miners all want to use their knowledge
you’re looking to sell exotic or questionably acquired
to help their new home prosper. But there are also
goods, Brogan can help you find a buyer. Brogan
rumors of a sinister force hidden among the Mourners.
helps people get the things they need for a price, and
The tago is an iconic Cyran dance—beautiful but filled
that means that he often has job opportunities for
with surging energy—and in its most infamous form,
adventurers, if they’re willing to perform tasks that

144
performed with knives. When there’s a crime in the Some lone wolves are well known and have just
Tents—a murder with no witnesses, a significant theft— as many friends as enemies; Three-Widow Jane is a
many are quick to blame the Tago, a force that strikes notorious duelist, but also has a reputation for helping
swiftly and then dances back into the shadows. the underdog when things are grim. Jane may be
The Tago is largely a rumor, a straw man the recognized wherever she goes, but Constable won’t try
Brelish use to blame their troubles on the Mourners. to arrest her unless she lingers after her latest duel. On
According to the stories, the Tago are a cabal of Cyran the other hand, other petty criminals are pure scum,
criminals, elite soldiers, and members of the Fifth and will be targeted by the sheriff as soon as they are
Crown—spies and assassins, Cyre’s answer to the identified; and if an adventurer finds them first and
Dark Lanterns. The claim is that the Tago chafe at deals with them, the townsfolk will be grateful.
taking charity from the people they were fighting, and
that they see Breland as the rightful territory of their Lone Wolves and Petty Criminals
dead queen; any crimes they commit in the service d8 Magewright
of their people are justified as acts of war. Grander 1 Three-Widow Jane (female half-elf) is a deadly
conspiracies assert that the Tago has a deeper agenda, wandslinger and infamous duelist, said to
that they are seeking ways to harm Breland (Triggering have killed three men in a single showdown.
a war with Droaam? Damaging Breland’s relationship She’s a gambler and a rake, always willing to
with House Orien?). Assuming that the Tago even exist, play a dangerous game. While she’s left a trail
they are a small group of elite individuals. But there’s of bodies in her wake, in most of the stories
certainly a wider range of petty criminals in the Tents, told about her, Jane never kills someone who
both Cyran and Brelish. The lesser crimes of these
Júlio Azevedo

doesn’t deserve it; she hates a bully.


individuals could be blamed on the Tago, or the Tago
could be acting to defend abused refugees 2 Jonni Thunder (male dwarf) a Brelish combat
In general, the Tago are a rumor, an explanation for engineer who deserted in the final days of
violent crimes in the Tents. If your character is Cyran— the war. He lost his right arm in an accident
especially if you have the Soldier, Spy, or Criminal and uses a prosthetic. He specializes in Blast
background—you may have closer ties to the Tago. If Disks and other explosives, and is a suspect
so, talk to the DM to establish these details. in a number of bank robberies and caravan
ambushes. He’s said to wear a Blast Disk that’s
been set to trigger upon his death.
Lone Wolves and 3 Jek and Tol (nonbinary changelings) are the
Petty Crime sort of changelings who give changelings a bad
name. Brilliant grifters, they specialize in two-
The Western Frontier draws a wide assortment of person cons. They’re always planning their next
lone criminals, people whose infamy or antisocial job, and take as much pleasure in the deception
tendencies keep them from working with others for any as they do in the gold they obtain.
lengthy period of time. Some of these malefactors live 4 Taarka’sar (male kobold) is an exceptionally
in the Tents, where it’s relatively easy to avoid the eyes talented pickpocket. In addition to his mundane
of the law. Others are only encountered in passing, skills, his minor sorcerous powers allow him to
moving on as soon as they’ve made new enemies or disguise himself as a halfling or gnome, and to
when their past catches up with them. Where the Charm his way out of a tight situation.
Pennyroyals prefer not to target residents, these
criminals aren’t bound by any code and can potentially 5 Calamity is an urban legend. Some say she’s a
threaten anyone. Thuranni excoriate, while others insist she’s the
daughter of Sharn crime lord Saiden Boromar.
What’s certain is that she’s a brilliant burglar
who’s robbed the lightning rail, Orien caravans,
and even Soldorak Manor. If she could be
positively identified, there’s many people on
both sides of the law with scores to settle.
6 The Bosco Boys (male humans) are muscle
for hire, drifting from town to town looking
for quick jobs that require muscle and a lack
of scruples. There’s currently three Boscos in
the gang, though it may be that there’s a larger
Bosco family waiting for the call.

145
Chapter 4: Frontier Characters
warforged, a gnoll, and a gargoyle walk Faces of Coin. This chapter includes all of these and

A into a bar—you’d think one of them would


have seen it! An old joke, I know… but it’s
all too true in this place. Here at Unicorn
Point, I see all types. Last week I had a wagon in from
Sylbaran, with a Warden traveling with all these little
many more, providing new subclasses, feats, species,
and backgrounds for characters to choose from. While
these options are well suited to adventurers on the
Frontier, they could be found anywhere in Eberron.
This chapter also includes a few iconic elements of
talking shrubs. Just yesterday it was a minotaur with Eberron—dragonmarks, the warforged—that have been
a shard of black glass sticking out of his heart, and I updated to work with the latest edition of Dungeons &
swear that shard was moaning. And that woman over Dragons.
there? That’s Three Widow Jane, the fastest wand
in Breland. And from the way she’s looking at that
Tharashk Bloodhound… I’ve got a feeling you’re going Subclasses
to see just how fast she is. This section presents six additional archetypes for the
—Jasco d’Orien, caravan master classes found in the 2024 version of the fifth edition
Player’s Handbook.
The Western Frontier lies between Breland, Droaam,
and the Eldeen Reaches. This chapter includes
character options that draw on all of those regions.
Júlio Azevedo

An adventurer from Droaam could be a Harpy, a


Gargoyle, or another species common in that nation.
A character from the Eldeen Reaches could be a
Greensinger Initiate or a Ranger with ties to the
Wardens of the Woods. A traveler from Breland could
be a dashing Wandslinger or a priest of the Three
Bad Moon Art Studio
Barbarian: Path of
the Demonshard
Empower Yourself with a Fiendish Presence
Demonglass holds the essence of a fiend—pure malefic
power yearning for release. A painful, and often
lethal, ritual can embed a shard of demonglass in a
mortal’s body; if the mortal survives, they can draw
on the power of the fiend. The warriors of the Carrion
Tribes in the Demon Wastes and the champions of
Turakbar’s Fist in Droaam are eager to augment their
might in this way, but there are others—Znir hwyri,
Ghaash’kala—who make this sacrifice in order to
fight hellfire with hellfire. No matter their intention, a
Barbarian who walks the Path of the Demonshard may
struggle to keep the fiendish malice contained.

Level 3: Demontongue
Your demonshard grants you innate understanding of
the languages of fiends. You can speak and understand
your choice of either Abyssal or Infernal.

Level 3: Fiendish Punishment


The fiendish presence in your demonshard can punish
your enemies. While your Rage is active, if you take
damage from a creature that you can see within 60
feet of yourself, the creature takes 1d4 Fire or Necrotic
damage (your choice). You can use this feature only
once per turn.
In addition, if an allied creature within 10 feet of
you takes damage from a creature that you can see
within 60 feet of yourself, you can use your Reaction to
cause the damaging creature to take 1d4 Fire or
Necrotic damage (your choice).
The damage increases when you reach Barbarian
levels 6 (1d6), 10 (1d8), 14 (1d10) and 20 (1d12).

Level 6: Just One Master


The fiendish presence in your demonshard has grown,
and it reacts badly to competition. While your Rage is
active you have Advantage on saving throws against
the Charmed and Frightened conditions, and you have
Resistance to Psychic damage.
Additionally, if you take Psychic damage or if you
make a saving throw to avoid or end the Charmed or
Frightened conditions, you must use your Reaction,
if available, to immediately enter a Rage. Entering a
Rage in this way does not expend a use of your Rage.

Level 10: Overflowing Malice


Path of the The evil in your demonshard has grown, and its power
Alex Coggon

Demonshard can escape when you are distracted by pain. When a


Subclass
creature triggers your Fiendish Punishment feature,
all other creatures within 10 feet of you take the
damage too.
148
Level 14: Aspect of Tyranny
The fiendish presence in your demonshard revels in
the pain it has wrought. When a creature takes damage
from your Fiendish Punishment or Overflowing
Malice features, you can use your Reaction to cause
one affected creature to make a Wisdom saving throw
(DC 8 plus your Constitution modifier and Proficiency
Bonus). The creature suffers a -1 penalty to its saving
throw for each other creature affected by Fiendish
Punishment or Overflowing Malice on the same turn.
On a failed save, the creature takes 1d10 Necrotic
damage and has the Frightened condition for 1 minute.
At the end of each of the Frightened creature’s turns,
the creature repeats the save (without a penalty),
ending the effect on itself on a success.

Bard: College of Wands


Wield Deadly Magic with Style and Panache
For a Bard of the College of Wands, spellcasting is an
art and every duel is a symphony. Whether they use
their skills as Entertainers, Smugglers, or Spies, a
Bard can draw applause from an audience even as they
lay an enemy low with a distracting word, a perfect
gesture, and a surge of arcane power.

Level 3: Bonus Cantrip


You know one cantrip of your choice from the Sorcerer
spell list (see the Sorcerer class’s section of the
Player’s Handbook for a list of Sorcerer spells). Fire
Bolt is recommended. The cantrip counts as a Bard
cantrip for you, but it doesn’t count against the number
of Bard cantrips you know.
Additionally, you can use a Wand, Rod, or Orb as a
Spellcasting Focus for your Bard spells.

Level 3: Wandslinger’s
Presence
You know how to talk yourself up and tear your
opponents down. If you speak to a creature for at least
1 minute, you can attempt to distract and rattle them
when the call to action finally comes. If the creature
rolls an Initiative count equal to or higher than your
own, it must make a Wisdom saving throw against your
spell save DC. On a failed save, the creature’s Initiative
is reduced to be equal to yours, and it acts immediately
after you in the Initiative order.

Level 3: At Your Fingertips


When you hit a creature with a Bard cantrip or when
a creature fails a saving throw against one of your
Eldon Cowgur

College
Bard cantrips, you can expend one use of your Bardic of Wands
Inspiration to deal an extra 2d6 damage to that creature. Subclass
You can do so only once per round, on your turn.
The extra damage increases when you reach Bard
levels 5 (3d6), 10 (5d6) and 15 (8d6).
149
Level 6: Got Your Back
You know how to cast with style, and your allies can
take heart from your displays of grit or showmanship.
If you expend a use of your Bardic Inspiration to
improve the damage of a cantrip with your At Your
Fingertips feature, you can use your Bonus Action on
the same turn to grant a creature you can see within
60 feet of yourself Advantage on the next saving throw
it makes for 1 minute.

Level 14: Ain’t Big Enough for


the Both of Us
Your wandplay is legendary, and your territory is
assured. Whenever you expend a use of your Bardic
Inspiration or when a creature within 60 feet of you
adds one of your Bardic Inspiration dice to a D20 Test,
one creature of your choice that can see you within
60 feet of yourself must make a Wisdom saving
throw against your spell save DC. On a failed
save, the target has the Frightened condition
until the end of its next turn. If the target already
has the Frightened condition, it must
immediately use its Reaction, if available, to
move as far as away from you as it can, using the
safest route.

Cleric:
Commerce Domain
Tip the Scales of Fate with Divine Gold
Prayer may be the currency of the gods, but hard cash
makes the world go round. Clerics of the Commerce
Domain believe that society and economy are two
sides of the same coin, and defending one’s community
means little if you don’t have the resources and trade to
back it up. As the Sovereign of World and Wealth, Kol
Korran is the most common patron to Clerics of this
domain, but those with a more selfish outlook might
look to the Keeper to support their greed.

Level 3: Commerce
Domain Spells
Your connection to this domain ensures you always
have certain spells ready. When you reach a Cleric
level specified in the Commerce Domain Spells table,
you thereafter always have the listed spells prepared.
Styliani "Sylverryn" Papadaki

Commerce Domain Spells


Cleric Level Prepared Spells
Commerce
Domain 3 Augury, Charm Person, Comprehend
Subclass Languages, Locate Object
5 Glyph of Warding, Tongues
7 Divination, Leomund's Secret Chest
9 Legend Lore, Rary's Telepathic Bond
150
Level 3: Divine Wealth Level 6: Divine Bargain
Your spiritual savvy manifests as material wealth. Transactions are at the heart of your belief system,
When you finish a Long Rest, you conjure two divine and you have learned to buy and sell metaphysical
coins and lose any previously unspent divine coins. boons with your divine wealth. As a Bonus Action, you
Whenever you make a saving throw against a magical can magically conduct a metaphysical trade with one
effect caused by a hostile creature, you can choose creature you can see within 30 feet of yourself. Choose
to spend a divine coin or gain a divine coin. You must either Buy or Sell.
choose whether or not to spend a coin before you roll Buy. Give one of your divine coins to the target. It can
your save. spend the divine coin as if it had your Divine Wealth
Spend a Coin. Roll a d4 and add the number rolled to feature. The target takes 1d8 Necrotic damage, and
the saving throw. you or one creature that you can see within 30 feet
Gain a Coin. Roll a d4 and subtract the number rolled of yourself regains Hit Points equal to the damage
from the saving throw. taken.
The number of divine coins you conjure when you Sell. Gain a divine coin. You take 1d8 Necrotic
finish a Long Rest changes when you reach certain damage, and the target regains Hit Points equal to
Cleric levels. You conjure three at level 5, four at level the damage taken. The damage cannot be reduced
9, five at level 13, and six at level 17. by any means.

Level 3: Money Spinner Level 17: Open Market


As a Magic action, you present your Holy Symbol and When you use your Divine Bargain feature, you roll
expend a use of your Channel Divinity to gain favor or 2d8 rather than 1d8 to determine how many Hit Points
turn away prying eyes. Choose a number of creatures are regained or lost.
within 30 feet of yourself equal to one plus one more In addition, when you use your Divine Bargain
for each divine coin you expend when you use this feature you can target up to six creatures you can see
feature. For each target, choose either a bribe or within 30 feet of yourself, buying or selling divine coins
a reward. separately for each target. You use the same 2d8 roll
to determine the Hit Points each creature regains or
Reward. The target must make a Wisdom saving loses. If you target multiple creatures in this way, you
throw. On a failed save, the target has the Charmed cannot do so again until you finish a Short Rest.
condition for 1 minute or until it takes damage.
While it has the Charmed condition, it is Friendly to
you and other creatures you designate.
Bribe. The target must make a Wisdom saving
throw. On a failed save, the target has the Blinded
condition for 1 minute or until it takes damage.
Dean Spencer

151
Ranger: Bloodhound
Follow your Mark to the Bitter End
Rangers recognise the primal connections between all
living things, and as a Bloodhound you know precisely
how to exploit them to track down your chosen prey.
The Western Frontier is home to countless fugitives
and war criminals, and House Tharashk trains its best
bounty hunters to follow these ancient techniques—
while on the other side of the Border Road, Znir
hunters and worgs of the Great Pack use the skills of
the Bloodhound to track enemies of Droaam.

Level 3: Bloodhound Spells


When you reach a Ranger level specified in the
Bloodhound Spells table, you thereafter always have
the listed spells prepared.

Bloodhound Spells
Ranger Level Prepared Spells
3 Alarm
5 Hold Person
9 Clairvoyance
13 Locate Creature
17 Scrying

Level 3: Ley Line Tracker


Given your knowledge of the landscape, you can use
ley lines as conduits to stretch your magic over vast
distances when tracking a target, granting you the
following benefits.
Mark Bounty. Whenever you finish a Short or Long
Rest, you can single out one creature as your bounty.
To mark a creature as your bounty, you must have seen
that creature or possess an object that has been in
their possession for at least 24 hours. Once on each of
your turns you can change your bounty to one creature
you can see (no action required).
Masterful Tracking. Your Ranger spells of the
Divination school can target your bounty at any
distance, even if you cannot see them, unless your
bounty is protected from Divination spells (as with
Nondetection) or is on another plane of existence.

Level 3: Unwavering Attention


When you hit your bounty or a creature currently
marked by your Hunter's Mark, you deal an extra 1d6
damage. You can deal this extra damage only once per
Carolina Cesario

bloodhound
subclass turn. If you deal this damage as part of an Opportunity
Attack, you can take a Reaction again from the start of
the next creature's turn (instead of on your next turn).

152
Level 7: Relentless Pursuit
If your bounty or a creature currently marked by your
Hunter’s Mark ends its turn more than 5 feet away
from you and you can see it, you can use your Reaction
to move your speed towards it. This movement does
not provoke Opportunity Attacks.

Level 11: Eyes on the Prize


You focus everything on bringing your chosen target
down. When you take the Attack action and target only
one creature with all your attacks, you can make an
additional attack against that creature. If the additional
attack is a melee attack and it hits, the target has either
the Grappled or Prone condition (your choice). If the
additional attack is a ranged attack and it hits, the
target has the Prone condition.

Level 15: Nowhere to Hide


Illusions and other magical concealments cannot
hinder your pursuit. You can cast True Seeing on
yourself without expending a spell slot or material
components. If you do so, you can’t do so again until
you finish a Short or Long Rest.
Additionally, when you use your Ley Line Tracker
feature to target your bounty, you are not affected by
magic that conceals your bounty from your Divination
spells.

Sorcerer:
Nemesis Sorcery
Devastate Foes with Speed and Precision
While some sorcerers revel in unleashing devastation
on dozens of enemies at once, you specialize in the
arcane duel. You act with absolute precision, focusing
your energy to strike at the perfect moment. You
learn to break spells directed against you, whether
expending your own power to fully counter them or
casually dispersing deadly force. You may have learned
the arts of magic on the battlefields of the Last War, but
now you’re the epitome of the lone wandslinger, always
ready for the next duel.

Level 3: Nemesis Spells


When you reach a Sorcerer level specified in the
Nemesis Spells table, you thereafter always have the
listed spells prepared.

Nemesis Spells
Sorcerer Level Prepared Spells
3 Compelled Duel, Mirror Image, See
Jonathan Ng

Invisibility, Shield Nemesis


5 Counterspell, Slow Sorcery
Subclass
7 Fire Shield, Otiluke's Resilient Sphere
9 Circle of Power, Mislead 153
Level 3: Readied Magic Warlock: Stone
You have learned to hold back your magical power,
prepared to unleash it when the time is just right. If Sovereign Patron
you use an Action to Ready a spell, you have Advantage
on saving throws and ability checks until the start Hear the Whispering of the Stones
of your next turn. Additionally, if the trigger for your You have listened to the will of the stone, and made
readied spell occurs, you can cast the readied spell a pact with one of Eberron’s great earthen powers.
without using your Reaction. The whispers of the daelkyr Orlassk corrupt many
If the trigger does not resolve, if you choose not to Warlocks to their cause, but similar magics may be
act on the trigger, or if you lose Concentration on the the gifts of the greedy fey King Grayfinger or even
spell, you gain a number of Sorcery Points equal to the medusa Queen Sheshka of Cazhaak Draal. The
the spell’s level at the start of your next turn. You still gnomes of Lorghalan draw their power from their
expend the spell slot as normal. friendship with the earth elementals of their island;
perhaps you have made peace with the earth itself.
Level 6: Spell Deflection
When you take damage from a spell or other magical Level 3: Eternity in Stone
effect, you can use your Reaction to halve the spell’s When you reduce a creature to 0 Hit Points, you
damage against you. can cause it to turn to stone. If you do so, you gain
Temporary Hit Points equal to 1d10 + your Warlock
Level 14: Always Ready level. A creature turned to stone in this way has the
You always have your next spell dancing on the tip of Petrified condition.
your tongue. You can use a Bonus Action to Ready a Once you use this feature, you can't use it again
spell as if you had used your Action to do so. If you until you finish a Short or Long Rest.
expend a spell slot when you ready a spell in this way, it
does not count against the usual limit of only one spell Level 3: Stone Speaker
slot expended to cast a spell per turn. Your pact grants you the ability to commune with earth
Once you use this feature, you can’t use it again and stone. As a Magic action, you imbue stones in an
until you finish a Short or Long Rest unless you spend immobile 30-foot Emanation with limited sentience,
4 Sorcery Points (no action required) to restore your giving them the ability to communicate with you.
use of it. You can question stones about events in the spell's
area within the past day, gaining information about
Level 18: Mindset of creatures that have passed, items that might have been
Perfect Prediction removed from the area, and other circumstances.
If an earth Elemental or a creature with the
You have learned to enter a focused state of mind. As
Petrified condition is in the area, you can communicate
an Action, you can activate your mindset of perfect
with it as if you shared a language, but you gain no
prediction, gaining the benefits below. At the end
magical ability to influence it.
of each of your turns, starting on the turn after you
Once you use this feature, you can’t use it again
activated your mindset, you must make a Charisma
until you finish a Long Rest.
saving throw (DC 8 plus your Charisma modifier and
Proficiency Bonus). On a failed save, your mindset
ends. If you are concentrating on multiple spells Level 3: Stone
when your mindset ends, you can choose one spell Sovereign Spells
to maintain. The rest of the spells end as if your The magic of your patron ensures you always have
Concentration had been broken. Once you use this certain spells ready; when you reach a Warlock level
feature, you can’t use it again until you finish a Long Rest. specified in the Stone Sovereign Spells table, you
Quickened Mind. When rolling Initiative, you may thereafter always have the listed spells prepared.
instead choose an Initiative count of 31.
Expansive Mind. You can concentrate on any Stone Sovereign Spells
number of spells simultaneously. If you are forced to Warlock Level Prepared Spells
make a saving throw to maintain Concentration while
3 Absorb Elements, Earthbind XGE, Earth
you are concentrating on multiple spells, you make
Tremor XGE, Spike Growth
only a single Constitution saving throw. On a failed
save, your Concentration breaks on all spells. 5 Magic Circle, Slow
Predictive Mind. You have Counterspell prepared. 7 Stone Shape, Stoneskin
You can cast it as a 6th-level spell without expending a 9 Bigby's Hand, Wall of Stone
spell slot.

154
Level 6: Form of Stone
Stone is no prison to you. Whenever you have the
Petrified condition, you are aware of your surroundings
and you have Immunity to Bludgeoning, Piercing, and
Slashing damage.
Additionally, you have learned to take on a stone
form to protect yourself from injury. As a Reaction
when you take damage, you can give yourself the
Petrified condition until the start of your next turn.
The Petrified condition applies before you take the
triggering damage, possibly granting Resistance or
Immunity to that damage. When the Petrified condition
ends, you can choose to emerge from a stone surface
into an unoccupied space you can see within 30 feet of
yourself.
Once you use this feature, you can’t use it
again until you finish a Short or Long Rest.

Level 10: Stone’s Embrace


You always have the Meld into Stone spell prepared.
When you cast Meld into Stone, you can choose up
to five willing creatures within 5 feet of you to also
gain the benefits of the spell. Each creature must
be touching a stone object or surface large enough
to fully contain their body. Affected creatures can
end the effect on themselves early by using 5 feet
of movement to leave the stone where they
entered it.
Creatures who finish a Short or Long Rest while
under the effect of your Meld into Stone spell gain
Resistance against the first instance of damage they
take after leaving the stone.

Level 14: Stone Servant


You gain the ability to control the actions of Petrified
creatures, while bestowing upon them the power of
your patron. One creature with the Petrified condition
that you touch becomes an Earth Elemental Spirit
under your control as if you had cast the Summon
Elemental spell at 6th-level. The creature's size
does not change and you do not need to maintain
Concentration. The transformation lasts until a
Greater Restoration spell is cast on the creature, until
the Elemental Spirit is reduced to 0 Hit Points, or until
you use this feature again.
Carolina Cesario

Stone
Sovereign
Patron
Subclass
155
Backgrounds Dragonmarked Bravo
The Western Frontier draws characters from all
Ability Scores: Strength, Dexterity, Charisma
backgrounds. There are Soldiers who fought in the
Feat: Lesser Dragonmark
Last War, Hermits in the hills, Merchants plying
Skill Proficiencies: Athletics and Intimidation
their trades, Farmers working the land, and much
Tool Proficiency: As indicated on the Dragonmarked
more. However, there are a few backgrounds that are
Backgrounds table
especially appropriate for Frontier campaigns—or
Equipment: Choose A or B: (A) Spear, Light Crossbow, 20
Eberron games in general.
Bolts, Quiver, Traveler’s Clothes, Dragonmarked Signet,
Three of these backgrounds provide a character
Tool as indicated on the Dragonmarked Backgrounds
with the Lesser Dragonmark feat. To manifest a
table, 12 GP; or (B) 50 GP
dragonmark, you must have a direct blood tie to a
Dragonmarked House. A Dragonmarked Bravo or Your work for your house took advantage of your
Scion was raised as part of a dragonmarked house, strength and speed. Were you a mercenary fighting
while a Dragonmarked Foundling is someone who in the Last War? A guardian protecting your family’s
has a blood tie to a house and who has manifested assets and interests? A laborer moving crates in a
the house mark, but who was born and raised warehouse? You’re a dragonmarked heir and still
outside of the house. The Lesser Dragonmark have good standing with your family, but you find
feat has prerequisites, and a character who takes the freewheeling life of an adventurer to be more
a Dragonmarked background must meet those compelling than following all the rules and regulations
prerequisites. So, a halfling who takes Dragonmarked of one of the house guilds.
Bravo gains the Lesser Dragonmark feat, but they
must choose either the Mark of Healing or the Mark
of Hospitality, the dragonmarks that are available
Dragonmarked
to halflings. These details are summarized on the Foundling
Dragonmarked Background table and the Lesser
Dragonmark Benefit table later in this chapter. Keep in Ability Scores: Dexterity, Constitution, Charisma
mind, a character doesn’t need to have a dragonmark Feat: Lesser Dragonmark
to have a background connection to a Dragonmarked Skill Proficiencies: Insight and Stealth
house! A character with the Scribe background Tool Proficiency: Thieves’ Tools
may have worked for House Sivis. A character with Equipment: Choose A or B: (A) 2 Daggers, Thieves’ Tools, 2
the Guard background could have been a Deneith Pouches, Traveler’s Clothes, 18 GP; or (B) 50 GP
Blademark bodyguard or served in a Kundarak bank. You possess a dragonmark, but you weren’t born into
These backgrounds are specifically for characters that one of the houses. You may know your family history
possess dragonmarks. and why your ancestors left their house—or it may have
The Magewright and Wandslinger backgrounds come as a surprise when you manifested your mark.
reflect the widespread nature of magic in Eberron. Whatever the details, you have no interest in joining
Each of these backgrounds provides access to some soulless house guild. Do you hide your mark,
the Magic Initiate feat. While there’s no concrete hoping to avoid the attention of the houses? Or do you
limitation on the spells and cantrips a character can wield its powers proudly, ready to rebuff any house
take, thematically a Magewright should focus on agents that come looking for you?
practical, peaceful magic—Alarm, Identify, Mending,
Prestidigitation—while a Wandslinger should have
more aggressive magic, such as Fire Bolt, Magic
Dragonmarked Scion
Missile, Mage Armor, or Thunderclap.
Ability Scores: Intelligence, Wisdom, Charisma
Feat: Lesser Dragonmark
Skill Proficiencies: Arcana and Persuasion
Tool Proficiency: As indicated on the Dragonmarked
Backgrounds table
Equipment: Choose A or B: (A) Quarterstaff, Fine
Clothes, Dragonmarked Signet, Tool as indicated on the
Dragonmarked Backgrounds table, 24 GP; or (B) 50 GP
You were born into a Dragonmarked House and
trained to use your knowledge and wits in the service
of your family. You may have worked in sales, engaged
in research, or even worked as an engineer or an

156
Dragonmarked Backgrounds
Lesser Dragonmark Prerequisite House Tool Proficiency
Detection Khoravar (Half-Elf) Medani Choose one kind of Gaming Set

Finding Human, Orc, Half-Orc Tharashk Choose one kind of Gaming Set
Handling Human Vadalis Leatherworker’s Tools
Healing Halfling Jorasco Herbalism Kit
Hospitality Halfling Ghallanda Choose Brewer’s Supplies or Cook’s Utensils
Making Human Cannith Choose one kind of Artisan’s Tools
Passage Human Orien Choose one kind of Gaming Set
Scribing Gnome Sivis Calligrapher's Supplies
Sentinel Human Deneith Choose one kind of Gaming Set
Shadow Elf Phiarlan or Thuranni Choose one kind of Artisan’s Tools
Storm Khoravar (Half-Elf) Lyrandar Navigator’s Tools
Warding Dwarf Kundarak Thieves’ Tools

administrator. You’re still a dragonmarked heir and simple spell. Did you serve in the Last War? Were you
you’ll always have a place in your house if you choose a smuggler, or an enforcer in the criminal underworld?
it, but for now you’d rather seek your own fortune and Whatever your past, you know that there’s always
find challenges beyond the walls of your house enclave. opportunities for someone with steady hands and
good aim.
Magewright
Ability Scores: Constitution, Intelligence, Wisdom Species
Feat: Magic Initiate (Wizard) Seven species are presented in this section in
Skill Proficiencies: Arcana and Insight alphabetical order: Gargoyle, Gnoll, Harpy, Medusa,
Tool Proficiency: Choose one kind of Artisan’s Tools Tiefling, Warforged, and Worg.
Equipment: Choose A or B: (A) Artisan’s Tools (same as
above), 2 Pouches, Traveler’s Clothes, 32 GP; or (B) 50 GP Gargoyle
Magic is part of everyday life in Eberron.
Prestidigitation is an invaluable cantrip, whether you’re Gargoyles are indistinguishable from stone statues…
a cook using it to heat and flavor food or a chimney until they move. In Eberron, the first gargoyles were
sweep using it to wipe away dirt with a gesture. A carved by Dhakaani goblins, but it was the daelkyr
blacksmith who doesn’t know Mending is woefully Orlassk who brought them to life. The oldest gargoyles
unprepared. You could be an entertainer using Minor have been in a state of torpor for thousands of years.
Image and Silent image for your performances, or a Now they have risen to carve out a place of their own in
courier relying on Longstrider. Consider the career the new nation of Droaam.
you once followed, and choose a set of Artisan’s Tools, Gargoyles are humanoids carved from stone.
cantrips, and a spell that could help with that work. The horned, winged form often associated with the
gargoyle is a common design; in Eberron the Dhakaani
placed these fierce figures on fortresses. However,
Wandslinger gargoyles don’t have to have horns or wings, and they
can alter their form over time. Gargoyles reproduce
Ability Scores: Dexterity, Intelligence, Charisma
by imbuing a sliver of their life force into a stone and
Feat: Magic Initiate (Wizard)
burying it in gravel; this seed assimilates mass from
Skill Proficiencies: Intimidation and Sleight of Hand
the loose stone and builds its final form.
Tool Proficiency: Choose one kind of Gaming Set or
Gargoyles have no need of food or drink. They
Woodcarver’s Tools
are nearly immune to the passage of time and can
Equipment: Choose A or B: (A) Arcane Focus, Gaming Set,
remain standing still indefinitely. For any gargoyle,
2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP
a fundamental question is why they choose to move
Bows and blades are tools of the past. Magic is the at all. What drives them? There are a few common
future, and any capable combatant needs to know archetypes. Seekers are driven by curiosity, and love
how to cast a cantrip. You’re quick with a wand and a seeing new places and learning new things. Guardians

157
devote themselves to protecting a person, place, or False Appearance. While you remain motionless,
concept. Movers enjoy motion itself—flight, fighting, you are indistinguishable from an inanimate statue.
dancing—and often become scouts or soldiers. Sentry’s Rest. You can finish a Long Rest in
Thinkers are rarely seen, because they have the 6 hours if you spend those hours in an inactive,
least reason to actually move; they live to ponder motionless state, during which you retain consciousness.
philosophies and ideas. A statue in a temple or a Stoneskin. Your thick stone hide provides you
library could be a gargoyle priest or sage, lost with natural armor. While you aren’t wearing armor,
in contemplation. your base Armor Class equals 13 plus your Dexterity
modifier. You can use a Shield and still gain this benefit.
Gargoyle Traits
Creature Type: Elemental Gnoll
Size: Medium (about 5–7 feet tall)
Speed: 30 feet Fierce and feral, the first gnolls were hyenas infused
As a Gargoyle, you have these special traits. with malefic power by archfiends of war and the
Darkvision. You have Darkvision with a range of wild. They were created as cruel soldiers to serve in
60 feet. the endless conflicts of fiends, but over the course of
Elemental Nature. You are a creature of living countless generations a number of gnoll clans broke
stone, which provides the following benefits. their ties to their demon overlords. These free gnolls
are fiercely loyal to their pack and their clan, and serve
• You have Resistance to Poison damage. You also
as a stabilizing force within Droaam.
have Advantage on saving throws you make to avoid
Gnolls that are bound to the overlords are vicious
or end the Poisoned condition.
and wild. Those who have escaped this bondage still
• You don’t need to eat, drink, or breathe. You do
have a fiendish spark within, but they contain and
not gain Exhaustion levels due to Dehydration,
control this power. Some learn to wield it as Warlocks.
Malnutrition, or Suffocation.
Others known as hwyri train to fight demons and
• You are immune to disease.
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other supernatural threats. Even free gnolls can be


• You don’t need to sleep, and magic can’t put you to
aggressive, but they are gifted hunters and fiercely
sleep
loyal to those they choose as family.
• You cannot be subjected to the Petrified condition
against your will.

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Gnoll Traits
Creature Type: Humanoid.
Size: Medium (about 7–8 feet tall)
Speed: 30 feet
As a Gnoll, you have these special traits.
Darkvision. You have Darkvision with a range of
60 feet.
Bite. Your teeth are natural weapons, which you can
use to make Unarmed Strikes. If you hit with them, you
deal Piercing damage equal to 1d4 plus your Strength
modifier in place of the normal Bludgeoning damage of
your Unarmed Strike.
Hunter’s Senses. You have proficiency in the
Perception, Stealth, or Survival skill.
Rampage. When you use your Bite or reduce a
creature to 0 Hit Points with an attack, you can use a
Bonus Action to move up to half your Speed and make
one attack with a weapon or an Unarmed Strike using
your Bite. Shadow’s Magic. If you have the Spellcasting
or the Pact Magic class feature, the spells on the
Harpy Spells table are added to the spell list of your
Harpy spellcasting class. You can cast these spells using only
Verbal components in place of their usual components.
Harpies blend avian and human elements, possessing
functional wings and birdlike legs ending in clawed Harpy Spells
feet. But the most remarkable feature of a harpy Spell Level Spell
is their voice. Arcane power flows through a harpy 1 Charm Person
and into their words, allowing them to manipulate
emotions and to charm even the most hardened 2 Suggestion
of hearts. While there are always exceptions, most 3 Enemies Abound XGE
harpies are passionate and energetic; the power of 4 Charm Monster
their song reflects their own surging emotions. Most
5 Dominate Person
enjoy the freedom of flight, expressing themselves
through sound and motion.
The passionate nature of the harpy is reflected in
their devotion to family, friends, and causes. Some of
Shadow’s Magic
Harpies and Medusas both possess a trait called
the harpy flights of Droaam are the most loyal allies
Shadow’s Magic, which adds a set of spells to the
of the Daughters of Sora Kell, while others stubbornly
spell list of any spellcasting class. While these
oppose their plans for Droaam. When creating a harpy
abilities are resolved exactly like spells, they are
character, think about their driving passion and pursue
supposed to reflect enhanced aspects of the harpy’s
it fiercely.
voice or the medusa’s gaze. When a Medusa Wizard
uses Shadow’s Magic to cast Hypnotic Pattern, they
Harpy Traits might glare at a group of people, their eyes flaring
Creature Type: Humanoid in iridescent colors. When a Harpy casts Suggestion,
Size: Medium (about 5–6 feet tall) they might sing their request, the insidious power of
Speed: 30 feet their voice making it a command. Because of this,
As a Harpy, you have these special traits. spells cast in this way don’t require all of the usual
Flight. You have a Fly Speed equal to your Speed components. While this is only true for spells on the
while you aren’t wearing Medium or Heavy armor. Shadow’s Magic lists, a Harpy or Medusa spellcaster
Songbird. You have proficiency in the Performance could describe other spells as being manifestations of
skill. their voice or gaze. A Medusa Cleric could describe
Harpy’s Charms. You know the Friends cantrip and her Guiding Bolt as emerging from her eyes, while
can cast it using only Verbal components in place of its a Harpy Bard casting Shatter could describe it as a
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usual components. Intelligence, Wisdom, or Charisma deadly song. This provides no mechanical benefit, but
is your spellcasting ability for this spell (choose when it’s a way to add unique flavor to a character and to
you select this species). present their magic as expanded gifts of the Shadow.

159
Medusa
Medusas are infamous across Khorvaire for the
deadly power of their petrifying gaze. The medusas
of Cazhaak Draal are one of the most powerful forces
within Droaam, renowned both for their remarkable
stonework and their deep devotion to the Dark Six;
the Cazhaak Creed has become the most widespread
religion in Droaam. Medusas tend to be calm and
calculating, useful traits when a single glance can have
devastating consequences.
Medusa appearance varies by bloodline; some
have scaled skin while at a glance others appear
to be carved from stone. All medusas have a mane
of writhing serpents, and they can use this mane
to observe their surroundings even when they are
blindfolded or have their main eyes closed. The
petrifying gaze that medusa are famous for is
something that develops over time. Young medusas
have a weaker form known as the Gray Gaze, which
eventually evolves into the Shadowswift Gaze that can Shadow’s Magic. If you have the Spellcasting
petrify creatures in an instant. or the Pact Magic class feature, the spells on the
Medusa Spells table are added to the spell list of your
Medusa Traits spellcasting class. You can cast these spells without
Creature Type: Monstrosity Material components.
Size: Medium (about 5–6 feet tall)
Speed: 30 feet Medusa Spells
Spell Level Spell
As a Medusa, you have these special traits.
Darkvision. You have Darkvision with a range of 1 Ensnaring Strike
60 feet. 2 Hold Person
Fearsome Presence. You have proficiency in the 3 Hypnotic Pattern
Intimidation skill.
Serpentine. You know Serpentine, a sign language 4 Stoneskin
conveyed through the motion of the snakes atop your 5 Hold Monster
head. Serpentine has no written form and can only be
utilized by medusas.
Petrifying Gaze. You know the Gray Gaze cantrip
Tiefling
and can cast it without components. Intelligence, Tieflings are rarely seen in the Five Nations, and are
Wisdom, or Charisma is your spellcasting ability for often treated with fear and suspicion when they are.
this spell (choose when you select this species). When Rather than being directly descended from fiends,
you reduce a creature to 0 Hit Points with this spell, the most common tieflings of Eberron are touched by
you can cause it to turn to stone. A creature turned to the malefic energies of one of the planes. Because of
stone in this way has the Petrified condition. this, their appearance varies dramatically. Mabaran
Medusa’s Gift. When you cast Gray Gaze, you can tieflings are reminiscent of incubi and succubi, with
choose to augment it. If a creature fails its saving throw sinister beauty and small horns and fangs. Shavaran
against the augmented spell, it has the Restrained tieflings have scaly skin and horns of steel, while
condition for 1 minute instead of having Disadvantage Risian tieflings are coated in frost and have horns of
on its next Dexterity saving throw. A Restrained target ice. Others don’t have horns at all. Dolurrhi tieflings
makes another Constitution saving throw at the end usually have gray skin and pale eyes, with tendrils
of each of its turns, ending the effect on a success. You of whispering mist clinging to their skin. Kythrian
must concentrate to maintain the effect. If you lose tieflings slowly change in appearance, with every
Matthew Johnson

your Concentration, the creature no longer has the aspect changing in time. Such plane-touched tieflings
Restrained condition. don’t pass these traits on to their children; the birth
You can use this trait a number of times equal to of a tiefling is tied to the flow of planar energies, most
your Proficiency Bonus, and you regain all expended often occurring when a child is conceived in a manifest
uses when you finish a Long Rest. zone at a key point in a plane’s coterminous cycle.

160
Eberron Fiendish Legacies
Legacy Level 1 Level 3 Level 5
Dolurrhi You have Resistance to Psychic damage. Dissonant Whispers Blur
You also know the Vicious Mockery cantrip.
Fernian You have Resistance to Fire damage. Burning Hands Heat Metal
You also know the Control Flames cantrip.
Kythrian You have Resistance to one of the following damage types: Acid, Chromatic Orb Shatter
Cold, Fire, Lightning. Whenever you finish a Long Rest, your
Resistance randomly changes to one of these four damage types.
You also know the Shocking Grasp cantrip.
Mabaran You have Resistance to Necrotic damage. Inflict Wounds Blindness/Deafness
You also know the Chill Touch cantrip.
Risian You have Resistance to Cold damage. Armor of Agathys Hold Person
You also know the Ray of Frost cantrip.
Sakah You have Advantage on all Wisdom saving throws against magic. Disguise Self Detect Thoughts
You also know the Mage Hand cantrip.
Júlio Azevedo

Shavaran You have training with Light and Medium armor and with Shields. Heroism Spiritual Weapon
You also know the Blade Ward cantrip.

161
Tieflings are only created by the malefic influence of a Eberron Fiendish Legacies table. All other traits for
plane, and there are no tieflings tied to Daanvi, Irian, Planar and Sakah tieflings are the same as those in the
Lamannia, or Syrania, or Thelanis. Popular stories Player’s Handbook.
say that tieflings are cursed and that they draw the
negative powers of the plane wherever they go; while Tiefling Traits
this is largely just superstition, it can make life difficult Fiendish Legacy. When you choose a legacy, you can
for tieflings. select one of the options in the Eberron Fiendish
Planar tieflings don’t pass their traits to their Legacies table instead of one from the Player’s
offspring, which is why tieflings are rare in the Five Handbook.
Nations. But there are two other types of tiefling in
Khorvaire. The Sakah are said to be descended from
rakshasa, fiends who infused their immortal essence Warforged
into mortal bloodlines. In their natural form, they have
feline features with fiendish aspects—burning eyes, Warforged are constructed humanoids, designed by
backward hands, disturbing fangs—that set them apart skilled artificers and infused with the spark of life.
from shifters. Most of the Sakah are in the Demon Though they are made of wood and metal, warforged
Wastes, but some capable Sakah serve as agents of can feel pain and emotion. Built as weapons, they must
the Lords of Dust in the wider world. The final source now find a purpose beyond war. A warforged can be
of tieflings are the noble bloodlines of the Venomous a steadfast ally, a cold-hearted killer, or a visionary in
Demesne. The Demesne tieflings are the result of search of meaning.
fiendish bargains made long ago by the mages of Ohr Warforged are formed from a blend of organic and
Kaluun. Demesne tieflings should use the Infernal, inorganic materials. Root-like cords infused with
Chthonic, or Abyssal legacies as presented in the alchemical fluids serve as their muscles, wrapped
Player’s Handbook. Planar and Sakah tieflings should around a framework of steel, darkwood, and stone.
use one of the Fiendish Legacies presented in the Armored plates form a protective outer shell; this

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162
armor can be changed and removed, but it’s rare for notice. The worgs of the Watching Wood are devoted
this to be done. The warforged of Eberron share a to the Devourer and the Fury, and this faith encourages
common facial design, with a hinged jaw, crystal eyes, them to rely on their instincts and intuition, as well as
and a unique sigil engraved on the reinforced forehead. taking joy in the hunt and strengthening their pack.
Beyond these common elements, the precise design The worgs of the Watching Wood are more
of a warforged will vary depending on the purpose for compact than some other strains of the species. They
which it was designed. are Medium creatures, though they can pull heavy
loads and carry a Medium creature as a rider. While
Warforged Traits they have no hands and typically have little interest
Creature Type: Construct in material goods, the smiths of Maenya’s Fist have
Size: Medium (about 6–7 feet tall) or Small (about 3–4 developed specialized armor for worgs, along with
feet tall), chosen when you select this species Steel Jaws that strengthen a worg’s bite and which can
Speed: 30 feet be enchanted like any other weapon.
As a Warforged, you have these special traits.
Constructed Resilience. You were created to have Worg Traits
remarkable fortitude, represented by the following Creature Type: Monstrosity
benefits. Size: Medium (about 4–5 feet tall)
Speed: 40 feet
• You have Resistance to Poison damage. You also
have Advantage on saving throws you make to avoid As a Worg, you have the following special traits.
or end the Poisoned condition. Darkvision. You have Darkvision with a range of
• You don’t need to eat, drink, or breathe. You do 60 feet.
not gain Exhaustion levels due to Dehydration, Keen Senses. You have proficiency in the
Malnutrition, or Suffocation. Perception skill, and you have Advantage on Wisdom
• You are immune to disease. (Perception) checks that rely on hearing or smell.
• You don’t need to sleep, and magic can’t put you Bite. Your formidable jaws are a natural weapon,
to sleep which you can use to make Unarmed Strikes. If you
hit with them, you deal Piercing damage equal to 1d8
Integrated Protection. Your body has built-in plus your Strength modifier in place of the normal
defensive layers, which can be enhanced with armor. Bludgeoning damage of your Unarmed Strike.
• You gain a +1 bonus to Armor Class. For the Pack. You can use the Help action as a
• You can don only armor with which you have armor Bonus Action.
training. To don armor other than a Shield, you Natural Armor. Your dense fur and thick hide
must incorporate it into your body over the course provide you with natural armor. While you aren’t
of 1 hour, during which you remain in contact with wearing armor, your base Armor Class equals 12 plus
the armor. To doff armor, you must spend 1 hour your Dexterity modifier.
removing it. You can rest while donning and doffing Quadruped. You have several traits based on your
armor in this way. quadrupedal body shape.
• While you live, the armor incorporated into your • You cannot hold items in your paws, and you cannot
body can’t be removed against your will. wield weapons or a Shield unless otherwise noted
Sentry’s Rest. You can finish a Long Rest in in the weapon’s description (see Steel Jaws).
6 hours if you spend those hours in an inactive, • You can perform the Somatic components of spells
motionless state, during which you retain consciousness. with your front paws.
Specialized Design. You gain proficiency in one • You have Disadvantage on ability checks that
skill and one tool of your choice. require fine manipulation.
• You can carry a rider of Medium size or smaller.
You also count as one size larger when determining
Worg your carrying capacity.
• You cannot wear armor designed for humanoids,
While sometimes mistaken for large wolves, worgs are
you must wear barding instead. The cost is four
a unique species of canid predator possessing keen
times the equivalent armor made for humanoids,
intelligence and the power of speech. Worg senses are
and it weighs twice as much.
sharper than those of humans, and they feel a deep
• Any climb that requires hands is especially difficult
connection to the natural world; they delight in scents
for you. When you make such a climb, each foot
and sounds that others around them may not even
of movement costs you 4 extra feet, instead of the
normal 1 extra foot.

163
legacy, while the kobolds of the broader barrens are
more likely to have Defiance or Craftiness as their
Kobold Legacy.
• The Minotaurs of Turakbar’s Fist use the traits
provided in Mordenkainen Presents: Monsters of
the Multiverse.

Feats
This chapter presents fifteen new feats well suited
to adventurers on the Western Frontier. Some of
these feats are tied to specific species, such as
the Stone Eyes of the Medusa or the Shadow’s
Gift of Song of the Harpy. Others can be useful
for anyone, such as the Wandslinger Fighting
Style feat.
This section notably includes the Lesser
Dragonmark feat. This is a new way to
represent dragonmarked characters and is intended
to replace the approach taken in Eberron: Rising
from the Last War. There are a few important
things to understand about the feat.
• Dragonmarks only manifest on certain
species, and they can only manifest
on someone with a direct blood tie to a
dragonmarked house. It’s possible that a
character might not realize they have a tie to
a house; this is the concept of the Dragonmarked
Steel Jaws Foundling background. However, the Mark of
Because they have no hands, worgs cannot wield Making can only manifest on a Human character,
weapons in the same way that most player characters and a human who develops the Mark of Making
can. However, worgs can wield a specially designed must have a tie to a Cannith bloodline somewhere
Martial Melee weapon called “Steel Jaws.” Only Worgs in their family tree.
can wield Steel Jaws, fitting as they do over a Worg’s • Dragonmarks can be granted by a background, but
teeth. A Worg cannot use its Bite trait while it is a character can also develop a dragonmark later in
wielding Steel Jaws. life by taking the feat.
• The powers granted by the Lesser Dragonmark
Name Damage Properties
feat only reflect the basic gifts of the mark. An
Steel Jaws 2d6 Finesse
adventurer could attribute class abilities to their
Mastery Weight Cost dragonmark, or describe spells cast as channeled
Topple 2 lb. 10 GP through the dragonmark. A Cleric with the Life
Domain and the Mark of Healing could describe
casting Healing Word or Raise Dead by using their
Other Denizens mark, and a Storm Sorcerer with the Mark of
Storms could say that they use their dragonmark
of Droaam to channel elemental power. Likewise, NPCs
with dragonmarks could have spell-like abilities
In addition to the species presented in this section, reflecting the greater powers of their dragonmarks.
there are other common denizens of Droaam that can
use existing mechanics.
• The Goblins of Droaam use the traits provided in
Mordenkainen Presents: Monsters of the Multiverse.
• The Kobolds of the region use the traits provided
Júlio Azevedo

in Mordenkainen Presents: Monsters of the


Multiverse. The Khaar’paal kobolds of the Graywall
Mountains typically have the Draconic Sorcery

164
Origin Feats
These feats are in the Origin category.

Lesser Dragonmark
Origin Feat (Prerequisite: Member of appropriate
species)
You possess a Lesser Dragonmark, which is visible
somewhere on your body. You gain the following
benefits.
Manifest Dragonmark. You manifest a
dragonmark. Your choice of Mark is restricted by your
species, as shown in the Least Dragonmark Benefit
table. Your choice of Mark determines the skills, tools,
and spells you gain, as given in the same table. When
you select this feat, choose Intelligence, Wisdom, or
Charisma as your spellcasting ability for the feat’s Spells of the Mark. Your dragonmark grants
cantrip(s) and spells. you access to the spells associated with your Mark.
Guidance of the Mark. You add 1d4 to any ability You always have these spells prepared, and you can
check you make using the skills or tools associated cast each of them once at their lowest level without
with your Mark. expending a spell slot. When you do so, you can’t cast
Cantrip. You learn the cantrip(s) associated them in this way again until you finish a Long Rest. To
with your Mark. The Mark of Handling and Mark of cast any of these spells at a higher level or a second
Warding don’t grant a cantrip; instead, each Mark time prior to finishing a Long Rest, you must expend a
grants three Spells of the Mark. spell slot.

Lesser Dragonmark Benefit


Mark Species Guidance of the Mark Cantrip Spells of the Mark
Detection Khoravar (Half-Elf) Investigation, Insight Guidance Detect Poison and Disease, See
Invisibility
Finding Human, Orc, Half-Orc Perception, Survival True Strike Locate Animals and Plants, Locate
Object
Handling Human Animal Handling, Nature None Animal Friendship, Beast Sense,
Speak with Animals
Healing Halfling Medicine, Herbalism Spare the Dying Cure Wounds, Lesser Restoration
Hospitality Halfling Persuasion, Brewer’s Friends, Calm Emotions, Purify Food and
Supplies or Cook’s Utensils Prestidigitation Drink
Making Human Arcana, Artisan’s Tools Mending Identify, Magic Weapon
Passage Human Acrobatics, Land Vehicles Orien Step Longstrider, Misty Step
Scribing Gnome History, Calligrapher's Message Comprehend Languages, Illusory
Supplies Script (no Material component
required)
Sentinel Human Insight, Perception Blade Ward Shield, Warding Bond
Shadow Elf Performance, Stealth Minor Illusion Darkness, Minor Image
Storm Khoravar (Half-Elf) Acrobatics, Navigator’s Shocking Grasp Fog Cloud, Gust of Wind
Tools
Warding Dwarf Investigation, Thieves’ Tools None Alarm, Arcane Lock, Knock
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165
General Feats Gatekeeper Initiate
General Feat (Prerequisite: Level 4+)
These feats are in the General category. You have learned a certain number of secrets and
techniques of the Gatekeeper druidic order. You gain
Ashbound Initiate the following benefits.
General Feat (Prerequisite: Level 4+) Ability Score Increase. Increase your Wisdom or
Charisma score by 1, to a maximum of 20.
You have learned a certain number of the secrets and
Gatekeeper Proficiency. You gain proficiency in the
techniques of the Ashbound druidic order. You gain the
Arcana skill.
following benefits.
Protection Against Aberrations. When you
Ability Score Increase. Increase your Wisdom or
make a saving throw against the magic abilities of an
Charisma score by 1, to a maximum of 20.
Aberration or a spell cast by an Aberration, you can roll
Ashbound Proficiency. You gain proficiency in the
1d4 and add it to your saving throw.
Intimidation skill.
Gatekeeper Spells. If you have the Spellcasting
Arcane Enmity. When a creature you can see casts
or the Pact Magic class feature, the spells on the
a spell, you have Advantage on attack rolls against that
Gatekeeper Spells table are added to the spell list of
creature until the end of your next turn.
your spellcasting class.
Ashbound Spells. If you have the Spellcasting
or the Pact Magic class feature, the spells on the Gatekeeper Spells
Ashbound Spells table are added to the spell list of Spell Level Spells
your spellcasting class.
1st Detect Evil and Good
Ashbound Spells 2nd Warding Bond
Spell Level Spells
3rd Magic Circle
1st Guiding Bolt
4th Banishment
2nd Branding Smite
5th Dispel Evil and Good
3rd Nondetection
4th Aura of Purity
5th Circle of Power

166
Greensinger Initiate
General Feat (Prerequisite: Level 4+)
You have learned a certain number of secrets and
techniques of the Greensinger druidic order. You gain
the following benefits:
Ability Score Increase. Increase your Wisdom or
Charisma score by 1, to a maximum of 20.
Greensinger’s Proficiency. You gain proficiency in
the Performance skill.
Fey Dancer. Whenever you cause a creature to gain
the Charmed condition, you can join them in dance
and revelry. If you do so, you can use your Reaction
to move up to half your Speed without provoking
Opportunity Attacks.
Fey Affinity. Your spells and magical abilities that
affect Humanoids also affect Fey.
Greensinger Spells. If you have the Spellcasting
or the Pact Magic class feature, the spells on the
Greensinger Spells table are added to the spell list of
Matthew Johnson

your spellcasting class.


Greensinger Spells
Spell Level Spells
1st Tasha's Hideous Laughter
2nd Enthrall Orb Expert
3rd Major Image General Feat (Prerequisite: Level 4+)
4th Compulsion Your skill with magical Orbs helps you evade enemies
5th Mislead while overcoming their defenses. You gain the
following benefits.
Fortune Teller. When you finish a Short or Long
Hewn for Battle Rest, roll 1d6 and record the result. When you cast a
General Feat (Prerequisite: Level 4+, Gargoyle species) spell using an Orb as a Spellcasting Focus, you can
You have reshaped your stone body to be a more add the result of this prescience roll to your spell
effective and devastating weapon of war. You gain the attack roll, or reduce one target’s saving throw by that
following benefits. amount. You must choose to do so before the attack
Ability Score Increase. Increase your Strength or roll or saving throw.
Constitution score by 1, to a maximum of 20. Once you use this benefit, you can’t use it again until
Thickened Hide. When you finish a Short or Long you finish a Short or Long Rest. Unused prescience
Rest, you can choose the thickness of your natural rolls are lost when you finish a Short or Long Rest.
armor. While you aren’t wearing armor, your base See the Path. While you are holding an Orb,
Armor Class becomes your choice of either 14 plus Opportunity Attacks against you have Disadvantage.
your Dexterity modifier, or 18. You can use a Shield Prescient Escape. While you are holding an Orb,
and still gain this benefit. whenever a creature you can see enters a space within
Spellcarving. Your hide can be enchanted or 5 feet of you, you can use your Reaction to move up to
infused as if it were nonmagical armor. your Speed without provoking an Opportunity Attack.
Claws. You have shaped your hands into fearsome
claws. Your claws are natural weapons, which you can Rod Expert
use to make Unarmed Strikes. If you hit with them, you General Feat (Prerequisite: Level 4+)
deal Slashing damage equal to 1d6 plus your Strength You’ve mastered the use of a rod as an Arcane Focus.
modifier in place of the normal Bludgeoning damage of You gain the following benefits.
your Unarmed Strike. Close-Ranged Focus. If the target of a cantrip you
cast using a Rod as a Spellcasting Focus is within 20
feet of you when you roll a 1 or 2 on a damage die, you
can reroll the die and must use the new roll, even if the
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new roll is a 1 or a 2.

167
Unshakeable Casting. When you make a ranged Staff Expert
spell attack roll while using a Rod as a Spellcasting General Feat (Prerequisite: Level 4+)
Focus, you do not have Disadvantage on the roll if you
are within 5 feet of an enemy. You’ve unlocked the deadly ranged potential of the
Rough & Tumble. When you make a ranged spell Staff. You gain the following benefits.
attack while using a Rod as a Spellcasting Focus, you Arcane Artillery. When you cast a spell that has
can use a Bonus Action to make a melee attack with a range of 5 feet or greater using a Staff as your
your Rod. It counts as a Club for the purposes of Spellcasting Focus, you can use a Bonus Action to
the attack. double the range of the spell.
Powerful Focus. When you roll a 1 or 2 on a
damage die for a cantrip you cast using a Staff as a
Heavy Rods Spellcasting Focus, you can reroll the die and must use
Humanity’s use of Wands and Staffs as Arcane the new roll, even if the new roll is a 1 or a 2.
Focuses dates back to Sarlona, but the Rod was Explosive Casting. If all targets of a spell you cast
born in Breland. Beren Hearth is a Brelish folk hero using a Staff as your Spellcasting Focus are more than
said to have owned an inn in the days before Galifar. half the spell's range from you, one creature of your
When brigands tried to rob him, they took his staff; choice that you hit with a spell attack or that fails a
Beren smashed a chair, used the leg as a focus for saving throw against the spell has the Prone condition.
Scorching Ray and then beat the last brigand with the
leg itself. The Brelish “heavy rod” can be used either Stone Eyes
as an Arcane Focus or as a standard Club. Today, both General Feat (Prerequisite: Level 8+, Medusa species)
Brelish and Karrnathi artificers produce heavy rods,
while Aundairian and Cyran mages traditionally scorn Your Petrifying Gaze has come into its own. If
such Rods as deplorably uncouth. A character with the a creature that has the Restrained or Paralyzed
Rod Expert feat doesn’t have to be wielding a heavy condition as a result of one of your spells or your
rod to gain the benefits of the feat; any rod will suffice. Medusa’s Gift trait fails a saving throw to end the effect
by 5 or more, you can choose to turn that creature to
stone. Any magical effects causing the creature to have
Shadow’s Gift of Stone the Restrained or Paralyzed condition end, and the
General Feat (Prerequisite: Level 4+, Medusa species) creature has the Petrified condition for 1 minute. You
You have learned to channel arcane power through must concentrate to maintain the effect. If you lose
your gaze. You gain the following benefits. your Concentration, the Petrified condition ends.
Ability Score Increase. Increase your Intelligence, If you maintain your Concentration on the effect
Wisdom, or Charisma score by 1, to a maximum of 20. for the entire possible duration, the target is Petrified
Innate Magic. When you reach a character level until the condition is ended by Greater Restoration or
specified in the Shadow’s Gift of Stone Spells table, similar magic.
you thereafter always have the listed spells prepared.
You can cast each of these spells once without
expending a spell slot, and you must finish a Long Rest
before you can cast them in this way again. You can
also cast these spells using any spell slots you have of
the appropriate level.
Your spellcasting ability for these spells is the same
as the spellcasting ability you chose for your Petrifying
Gaze trait.
Shadow's Gift of Stone Spells
Character Level Spell
4 Ensnaring Strike
5 Hold Person
9 Hypnotic Pattern
13 Stoneskin
17 Hold Monster
Júlio Azevedo

168
Voice of the Fury
General Feat (Prerequisite: Level 4+, Harpy species)
The mystical power of your voice grows stronger. You
gain the following benefits.
Ability Score Increase. Increase your Dexterity,
Wisdom, or Charisma score by 1, to a maximum of 20.
Innate Magic. When you reach a character level
specified in the Voice of the Fury Spells table, you
thereafter always have the listed spells prepared. You
can cast each of these spells once without expending
a spell slot, and you must finish a Long Rest before
you can cast them in this way again. You can also
cast these spells using any spell slots you have of the
appropriate level.
Your spellcasting ability for these spells is the same
as the spellcasting ability you chose for your Harpy’s
Charms trait.
Voice of the Fury Spells
Character Level Spell
4 Charm Person
5 Suggestion
9 Enemies Abound ­XGE
13 Charm Monster
17 Dominate Person
Protect Ally. When a creature you can see hits
Wand Expert another creature within 5 feet of you with an attack
General Feat (Prerequisite: Level 4+) roll, you can take a Reaction to reduce the damage
You are adept with the use of Wands as a swift dealt to the target by 1d6 + your Proficiency Bonus.
Spellcasting Focus. You gain the following benefits. Once you use this benefit, you can’t use it again until
Wand Mastery. If you make a spell attack using a you finish a Short or Long Rest.
Wand as a Spellcasting Focus, you gain Advantage on Warden Spells. If you have the Spellcasting or the
the attack roll if the target hasn’t taken a turn. Pact Magic class feature, the spells on the Wardens of
Unshakeable Casting. When you make a ranged the Wood Spells table are added to the spell list of your
spell attack roll while using a Wand as a Spellcasting spellcasting class.
Focus, you do not have Disadvantage on the roll if you Warden of the Wood Spells
are within 5 feet of an enemy. Spell Level Spells
Arcane Quickdraw. Drawing or stowing a
Wand does not count against the number of object 1st Sanctuary
interactions you can take for free on your turn. 2nd Detect Thoughts
3rd Blink
Warden Initiate 4th Mordenkainen's Faithful Hound
General Feat (Prerequisite: Level 4+)
5th Hold Monster
You have learned some of the secrets and techniques
of the Wardens of the Wood druidic order. You gain the
following benefits. Wings of Stone
Ability Score Increase. Increase your Wisdom or General Feat (Prerequisite: Level 4+, Gargoyle species)
Charisma score by 1, to a maximum of 20. You have manifested stone wings and achieved
Warden’s Proficiency. You gain proficiency in the mastery of the air. You have a Fly Speed equal to
Matthew Johnson

Animal Handling skill. your Speed.

169
Children of Winter Spells
Spell Level Spells
1st False Life
2nd Ray of Enfeeblement
3rd Bestow Curse
4th Death Ward
5th Enervation

Fighting Style Feats


These feats are in the Fighting Style category.

Wandslinger
Fighting Style Feat (Prerequisite: Fighting Style
Feature)
You gain the following benefits.
Arcane Aim. You gain a +1 bonus to attack rolls you
make with spells.
Mystic Force. When you cast a cantrip that requires
the target to make a saving throw, increase the DC of
the saving throw by 1.

New and
Winter Initiate
Reprinted Spells
New Cantrip: Gray Gaze
General Feat (Prerequisite: Level 4+)
Transmutation Cantrip (Druid, Warlock, Sorcerer)
You have learned some of the secrets and techniques
Casting Time: Bonus Action
of the Children of Winter druidic order. You gain the
Range: 20 feet
following benefits.
Components: V, S, M (a pebble with a hole in it)
Ability Score Increase. Increase your Wisdom or
Duration: Instantaneous
Constitution score by 1, to a maximum of 20.
Life from Death. Whenever you take Necrotic You turn your gaze on one creature you can see within
damage, you gain Temporary Hit Points equal to your range. If the target can see your eyes, their body
Proficiency Bonus after you take the damage. stiffens and cracks as if it were turning to stone. The
Summon Decay. When you conjure a creature target must succeed on a Constitution saving throw or
with a spell or magical ability, you can choose for that take Necrotic damage equal to your Proficiency Bonus
creature to be Undead instead of its usual creature and have Disadvantage on the next Dexterity saving
type. throw it makes before the end of its next turn.
Understand Disease. You have Advantage on
ability checks to research, diagnose, and treat disease. New Cantrip: Orien Step
Children of Winter Spells. If you have the Transmutation Cantrip (Mark of Passage)
Spellcasting or the Pact Magic class feature, the spells
Casting Time: Bonus Action
on the Children of Winter Spells table are added to the
Range: Self
spell list of your spellcasting class.
Components: S
Duration: Instantaneous

You teleport up to five feet to an unoccupied space you


Matthew Johnson

can see. You cannot teleport through solid objects or


out of manacles and similar restraints.

170
Earthbind XGE Magecraft EXE
Level 2 Transmutation (Druid, Sorcerer, Warlock, Wizard) Divination Cantrip (Artificer, Bard, Wizard)
Casting Time: Action Casting Time: Action
Range: 300 feet Range: Self
Components: V Components: V, S, M (a set of Artisan’s Tools)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Yellow You must be proficient in the Artisan’s Tools used as
strips of magical energy loop around the creature. The the Material component of this spell. Once before the
target must succeed on a Strength saving throw, or its spell ends, you can gain Advantage on an ability check
Flying speed (if any) is reduced to 0 feet for the spell's using these tools.
duration. An airborne creature affected by this spell
safely descends at 60 feet per round until it reaches Mold Earth XGE
the ground or the spell ends. Transmutation Cantrip (Druid, Sorcerer, Wizard)
Casting Time: Action
Earth Tremor XGE Range: 30 feet
Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Components: S
Casting Time: Action Duration: Instantaneous or 1 hour (see below)
Range: 10 feet
Components: V, S You choose a portion of dirt or stone that you can see
Duration: Instantaneous within range and that fits within a 5-foot cube. You
manipulate it in one of the following ways:
You cause a tremor in the ground within range. Each • If you target an area of loose earth, you can
creature other than you in that area must make a instantaneously excavate it, move it along the
Dexterity saving throw. On a failed save, a creature ground, and deposit it up to 5 feet away. This
takes 1d6 Bludgeoning damage and is knocked Prone. movement doesn't involve enough force to cause
If the ground in that area is loose earth or stone, it damage.
becomes Difficult Terrain until cleared, with each • You cause shapes, colors, or both to appear on the
5-foot-diameter portion requiring at least 1 minute to dirt or stone, spelling out words, creating images, or
clear by hand. shaping patterns. The changes last for 1 hour.
Using a Higher-Level Spell Slot. When you cast • If the dirt or stone you target is on the ground, you
this spell using a spell slot of 2nd level or higher, the cause it to become Difficult Terrain. Alternatively,
damage increases by 1d6 for each slot level above 1st. you can cause the ground to become normal terrain
if it is already Difficult Terrain. This change lasts for
Enemies Abound XGE 1 hour.
Level 3 Enchantment (Bard, Sorcerer, Warlock, Wizard)
If you cast this spell multiple times, you can have no
Casting Time: Action more than two of its non-instantaneous effects active
Range: 120 feet at a time, and you can dismiss such an effect as an
Components: V, S Action.
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see
and force it to make an Intelligence saving throw. A
creature automatically succeeds if it is Immune to
being Frightened. On a failed save, the target loses
the ability to distinguish friend from foe, regarding all
creatures it can see as enemies until the spell ends.
Each time the target takes damage, it can repeat the
saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another
creature as a target, it must choose the target at
random from among the creatures it can see within
range of the attack, spell, or other ability it’s using. lf
an enemy provokes an Opportunity Attack from the
affected creature, the creature must make that attack if
Iobard

it is able to.

171
Chapter 5: Treasures Beyond
know, I know—it’s shorter than the standard
Barrens Chibs
I Vown rod. But trust me, I’ve added a little
extra weight to the pommel and the balance
is perfect. You want the classic Vown
design, you can go back to Sharn. You want the best
damn rod gold will buy? You show me eighty galifars.
Before the rise of Droaam, the Barrens were home to
an ever-shifting array of small communities, each of
which survived only as long as the chib that founded
it—often an ogre or troll. This wasn’t a distinct
—Jury d'Cannith
culture, but rather a churning sea of anarchy. Barrens
equipment is typically made from stone, hide, or bone.
While it’s far from the forges of House Cannith and
While there’s no tradition of arcane science or artifice,
the grand markets of the great cities of the east, there
magic items were occasionally produced by warlocks
are countless wonders hidden in the dusty expanse
or sorcerers. What defines the chib style is the lack of
of the Western Frontier. There are ancient blades
any ongoing style or tradition.
buried in Dhakaani ruins, fey gifts from the Halls of
King Grayfinger and the Merchant of Misthaven, exotic
goods from the Venomous Demesne, and far more. Cazhaak Stonework
The treasures in this chapter range from common
trade goods from Droaam to the hand of the daelkyr The medusas of Cazhaak Draal are capable
Orlassk—tools that could be part of everyday life on the metalsmiths, but prefer to work with leather and stone.
frontier, or artifacts that could change the course of Cazhaak work typically has a sinuous, serpentine style
a campaign. with smooth curves and engraved patterns. Cazhaak
magewrights excel at crafting items associated
with poison or animate stone—Daggers of Venom,
Styles of the stone Periapts of Proof against Poison, Figurines of
Wondrous Power. Cazhaak priests of the Dark Six also
Western Frontier imbue items with divine power. Such items can’t be
mass-produced, but can be quite powerful; a Mace of
The frontier is a melting pot, where the handiwork of
the many cultures of Droaam mix with Cannith artifice, Terror could be a Cazhaak stone weapon dedicated to
the primal creations of Eldeen druids, and the work the Mockery.
of local crafters. When dealing with treasure on the
Western Frontier, don’t just think about what it does; Demesne Artifice
consider where the item came from and who created it.
A wandslinger might carry a wand carved by a Cannith Products of the Venomous Demesne are elegant
artillerist, but she could just as easily possess a dueling and beautiful, produced using arcane science and
baton from the Venomous Demesne or a rough- techniques beyond those of the Five Nations. Their
hewn branch from Sylbaran. This can be true even designs often feature metal that merges seamlessly
of an adventurer’s starting equipment; is the fighter’s with crystal or threads of energy. The Demesne excels
chainmail surplus from their service in the war, or at evocation and conjuration, and is an excellent source
is it homespun, perhaps made by a smith in their for Wands, Rods, Staffs, and other Arcane Focuses.
hometown? It’s always possible to find basic Cannith Items of up to Rare quality are common in daily life in
goods from the east on the frontier, but here are a few the Demesne, but they are also capable of producing
distinct styles adventurers might encounter. Very Rare items. A traveler from the Demesne might
have an Instant Fortress for shelter. However, the
Ancient Dhakaan Demesne is a small city-state that lacks the resources
and industrial base of House Cannith or a nation like
The Forge Adepts of the Dhakaani Empire produced Breland; its tools are powerful, but not widespread.
astonishingly durable arms and armor, and equipment
salvaged from Dhakaani ruins can be found across
the region. The Dhakaani worked with exotic metals
and alloys, such as mithral, adamantine, and byeshk.
Dhakaani tools and equipment are typically austere
Alex Coggon

and functional in design, with a brutalist sensibility.

173
Fey Gifts Patchwork
Adventurers might make bargains with the Merchant The gnolls of the Znir Pact are well known for
of Misthaven or be gifted with rings by King Grayfinger, patching their armor and equipment together from
but even normal people can receive gifts from lesser different sources. For the Znir, this is a way to cling
fey. Sometimes Fey gifts are ostentatious; a Doss to the memories of past victories, but brigands and
Lute from Misthaven might be a beautifully gilded adventurers alike may find it to be the most expedient
instrument with silver strings. On the other hand, Fey approach to arming and armoring themselves. This is
gifts can often appear to be very mundane and may a good place to blur the lines of the title of armor or
have an appearance at odds with their purpose or weaponry with its actual appearance; an adventurer
standard design. For example, a Belt of Giant Strength could have armor that is functionally a Chain Shirt,
could be a pair of old slippers; a Luckstone could be an but it could be described as Brelish-issued Studded
old set of dice or a bone comb. One way to approach Leather matched up with the right arm of a suit of
this is to pair the abilities of a standard magic item Dhakaani Plate. Helmets, vambraces, boots—on the
with an item rolled on a trinket table. The key is the frontier, each piece of equipment may have a story to tell.
contrast between the intentional arcane science of the
Venomous Demesne or House Cannith; a fey gift isn’t a
product of science.
Sylbaran Woodwork
The Western Frontier lies between Breland, Droaam,
Frontier Homespun and the Eldeen Reaches, and over the course of
decades goods from the Eldeen town of Sylbaran have
The people who live along the Border Road have made their way south along the Border Road. The
limited access to goods from Breland and House Eldeen druids often use natural materials that have
Cannith. Because of this, many goods are either been imbued with primal magic to match the strength
produced locally or are heirlooms that have been of steel—blades of carved wood, scale mail made from
repaired time and time again. Because they are either bronzewood leaves. The primal magic of the Eldeen
handmade or patched up, homespun goods often Reaches can also be a source of magic items, ranging
have unique details. A homespun Longsword might from everyday items to more powerful treasures. A
be slightly shorter than usual, or perhaps the pommel Potion of Healing could be a Jorasco brew, but it could
doesn’t match the rest of the hilt. If an adventurer has just as easily be goodberry wine from Sylbaran (or
homespun gear, one question to consider is whether troll’s blood from Droaam!). The Eldeen rangers have
they know the artisan who made it—or, if they have the long made use of Boots of Elvenkind and Cloaks of
proficiency, did they make it themselves? Elvenkind—though on the frontier these are just known
as Eldeen Boots and Eldeen Cloaks.
Military Surplus
Others
The Last War only just ended in 996 YK. Since then,
quite a few Brelish veterans have settled on the These are just a few options among many. The fiend-
Western Frontier—and throughout the war, Droaam smiths of Turakbar’s Fist produce powerful magic
saw its share of deserters and fugitives from many items embedded with demonglass; some of these are
nations. Beyond personal equipment, there’s a thriving sentient, containing the essence of a bound fiend.
black market trade in surplus weaponry—Blast Disks, The changelings of Lost manufacture items tied to
Long Rods, and powerful weapons from the Venomous shapeshifting and illusion; they produce the finest
Demesne. Bandits, Droaamite warlords, and the Shiftweave on the Frontier. The Khaar’paal kobolds
Swords of Liberty are all interested in stockpiling often work with wyvern scale and bone, but their tools
weapons… while some villages along the Border Road channel sorcerous power. And if an object is made
are building their own arsenals to defend against these from stone, it could always be tied to Orlassk, the
forces. A bandit could easily wear a Brelish Breastplate daelkyr Lord of Stone! Ultimately, this is an opportunity
and have an Aundairian-issued Wand of Magic to add an interesting flavor to an otherwise random
Missiles; the question is which nation, if either, they item. If adventurers find an Ioun Stone, it might be the
originally served. Another thing to consider is military product of House Cannith or the Arcane Congress,
awards imbued with arcane power. A Brelish veteran but it could just as easily be a creation of Orlassk or a
might have earned Wroann’s Star—a medal for bravery Cazhaak stonesmith. It could also be a jewel from the
that duplicates the effects of a Stone of Good Luck. Do hoard of King Grayfinger, or a demonglass shard from
they wear it proudly? Or is there a deeper story that Turakbar’s Fist. Aside from suggesting the appearance
causes them to keep it hidden beneath their armor? of the item, this connection could become important
later in the campaign!
174
Frontier Style Frontier Magic Items
d12 Magic Item Style
1 Eastern Industrial. Cannith, Arcane Congress The items in this section are treasures that can be
found in the villages and wilds around the Border
2 Military Surplus
Road, from the town of Quickstone up to Sylbaran.
3 Frontier Homespun Some of these are creations of local artisans; others
4 Ancient Dhakaan are items that are especially popular with the
5 Sylbaran Woodwork wandslingers and brigands found in this region.
6 Fey Gift
Beggar’s Wisdom
7 Demesne Artifice Wondrous Item, Common
8 Patchwork The wit and wisdom of Beggar Dane is considered to
9 Cazhaak Stonework be one of the national treasures of Breland. This small
10 Demonglass or Daelkyr leatherbound book is a comprehensive, enchanted
edition of his proverbs and advice. As a Magic action
11 Barrens Chibs while holding this book, you can declare your desire
12 Droaamite. Lost, Znir, Oni for assistance with a particular task, causing the book
to open to a page containing a quip or mote of wisdom

Magic Items that is strangely relevant to the situation at hand. You


add 1d4 to the next ability check you make within the
Magic items are just as important to everyday life on next minute. Once this property is used, you cannot
the frontier as they are in the Five Nations. Some of benefit from any copy of Beggar’s Wisdom until the
the items presented in this section can be found across next dawn.
the Five Nations; it’s simply that, because the frontier
has more than its fair share of wandslingers, this may Daff’s Wonderful Draught
be the first place you encounter a Duelist’s Scorecard Potion, Uncommon
or a Flashdraw Wand. Other items are unique to the Daff d’Jorasco’s eclectic style of medicine produces
region—and in some cases, entirely one of a kind! similarly eclectic brews. This potion is a magic item.
A few of the items that follow allow for casting As a Bonus Action, you can drink it or administer it to
spells found in Xanathar’s Guide to Everything. These another creature within 5 of yourself. The creature that
spells are noted with XGE, and are reprinted in chapter 4. drinks this potion must roll on the following table to
determine the effect:
Rarity and Unique Items Potion Effects
The rarity of a magic item—from Common to
d6 Effect
Legendary—serves multiple purposes. It suggests the
relative power of an item; an Uncommon magic item 1–3 You regain 4d4 + 4 Hit Points.
is assumed to be weaker than a Rare one. It’s also a 4 You gain the effects of the Detect Thoughts
factor in calculating the cost of creating or purchasing spell for 1 minute or until you lose your
a magic item. However, sometimes using one word Concentration. The save DC is 13.
for all of these purposes runs into problems. If an 5 You gain the effects of the Haste spell for 1
item is both exceptionally rare and also extremely minute or until you lose your Concentration.
weak, should it be rated Common based on its power
6 You must succeed on a DC 13 Wisdom saving
or Legendary based on its actual rarity?
throw or suffer the effects of the Tasha’s Hideous
With this in mind, there are a few items presented
Laughter spell for 1 minute.
in this chapter that are called out as being Unique.
The Misthaven Miscellany isn’t very powerful, and thus
it is rated as Common, but it’s a unique treasure from
Dry Spell
Scroll, Rare
Thelanis. Jury d’Cannith created the only existing Jury’s
Squeaky Wheel; someone could replicate it, but you This desiccated Spell Scroll seems to draw the
won’t find it in a shop. Other items in this section moisture from your fingertips. Its cipher is ineffable,
aren’t unique, but simply can’t be purchased; House and while its meaning becomes clear as you read the
Orien doesn’t sell its Thunder Coaches or Lightning runes, clarity slips away should you try to transcribe it.
Runners. So, the rarity of the items in this section
indicates their relative power, but it’s up to the DM to
determine if these items can be found in a campaign.

175
As a Magic action, you can use the scroll to becomes overloaded, it drops to the ground, unable
cast Control Water without providing any Material to levitate.
components. The spell save DC is 15. In addition The platform is equipped with a ‘pump’ in its
to the usual effects of the Control Water spell, any center that can be used to move it along the track
water manipulated by the spell is destroyed when the of conductor stones. As a Magic action, a creature
spell ends. Once the spell is cast, the words on the touching the pump can expend a spell slot of 1st-level
scroll fade, and it crumbles to dust. If the casting is or higher to cause the platform to continuously move
interrupted, the scroll is not lost. either forwards or backwards along the conductor
stone track at a speed of 30 feet. A creature with the
Duelist’s Scorecard Mark of Passage does not need to expend a spell slot
Wondrous Item, Common to cause the platform to move.
This scrap of paper bears a table with space for five Once moving, the platform will move in the chosen
names. If you write a creature’s name in one of the direction for one hour, or until a creature touching
blank spaces on the table, it will shuffle the text to the pump uses a Magic action to cause the platform
show their ranking as a duelist relative to all the other to stop. If stopped in this way, a creature must expend
individuals named on the table. This appears to be another spell slot as a Magic action to start the
calculated based on the number of duels the named platform moving again.
individuals have won over the past year. The source of If the platform encounters an obstacle while
these scorecards and the rankings remains a mystery, moving, it will continue to push against the obstacle
but it appears to be linked to the Infinite Archive of unless stopped with a Magic action. Obstacles that
Daanvi. Once all the spaces on the scorecard are filled, weigh less than the total weight of the platform and its
you cannot reveal the ranking of another name for 1 cargo will be pushed in front of the platform.
week, when all the names are magically erased.
Misthaven Miscellany
Flashdraw Wand Wondrous Item, Common, Unique
Wand, Uncommon (Requires Attunement) This small embroidered pouch is said to contain the
This delicate Wand hums with bound potential, and cast-off goods discarded by the Merchant of Misthaven,
seems drawn to your fingers. While attuned to it, you an archfey of Thelanis. When you reach into the pouch,
cannot be Surprised. Additionally, whenever you roll you can pull out a random trinket (see page 46 of the
Initiative you can choose to immediately draw this 2024 version of the fifth edition Player’s Handbook
wand (no action required). If you do so, you can roll or any other random trinket table of your choice). A
1d4 and add the total to your Initiative score, and all trinket pulled from this pouch disappears when you
creatures within 5 feet of you take 1 Lightning damage. pull another trinket from the pouch.

Jury’s Squeaky Wheel Quickstone Boomstick


Armor (Shield), Uncommon (Requires Attunement), Rod, Uncommon (Requires Attunement)
Unique Whenever you cast a spell of 1st-level or higher using
This magic Shield resembles a wooden wagon wheel. this Rod as a Spellcasting Focus, you can choose to
Writing inscribed on its inner rim indicates the shield release its power in a thunderous burst. All creatures
was crafted by Jury d’Cannith, Quickstone’s premier within 5 feet of you (including you) must make a
artificer, to prove a point to her wife. Constitution saving throw against your spell save DC.
As a Bonus Action while holding this shield, you On a failed save, affected creatures take 1d4 Thunder
can grant Temporary Hit Points equal to your level to damage for each level of the spell you cast, and are
the humanoid creature you can see within 60 feet of Deafened until the end of their next turn.
yourself that has the fewest Hit Points. If creatures you
can see within range are tied for the fewest Hit Points, Sandstorm Staff
you can choose which of those creatures gains the Staff, Uncommon (Requires Attunement)
Temporary Hit Points. Many of the discarded weapons of the Last War have
found their way into the hands of the people of the
Lightning Runner Barrens. This sliver of a broken Siege Staff can deliver
Wondrous Item, Uncommon a powerful punch when it needs to, but ejects an
This 10-foot-wide, 10-foot-long, 6-inch-thick platform exhaust of swirling dust when exerted.
of wood and steel levitates 5 feet off the ground and This staff can be wielded as a magic Quarterstaff.
remains horizontal so long as it is within 20 feet of an The staff has 10 charges and regains 1d6 + 4 expended
operational track of lightning rail conductor stones. charges daily at dawn.
The platform can carry up to 2000 pounds. If it

176
When you cast a spell using this Staff as a Scale of Kethelrax
Spellcasting Focus, you can expend 1 charge to gain Weapon (Dagger), Uncommon (Requires Attunement)
a +1 bonus to all spell attack rolls you make for that
This Dagger is said to have been created by Kethelrax
spell. If you do so, the staff conjures a 5-foot diameter
the Cunning, the kobold warlord of Shaarat Kol. Its
vortex of dust in your space. At the start of each of
short, crimson blade resembles a red dragon’s scale,
your turns, roll a d20 for each dust vortex the staff
and tiny flames dance along its edge.
has created. On a roll of 11 or higher, the dust vortex
While you are holding this Dagger, you can use it as
moves 5 feet in a random direction. On a roll of 10 or
a Spellcasting Focus for your spells. Additionally, you
less, the dust vortex disappears.
can cast Fire Bolt as a Magic action, using Intelligence,
Any creature that starts its turn within 5 feet of any
Wisdom, or Charisma (you choose when you Attune to
of the dust vortexes must make a Constitution saving
the dagger) as the spellcasting ability.
throw against your spell save DC. On a failed save, an
Whenever you hit with a weapon attack using this
affected creature takes 1d4 Bludgeoning damage and
Dagger, you can choose to deal Fire damage instead of
is Blinded until the end of its turn.
Piercing damage.
Sarkaas’ Gladrags Shock and Ore
Wondrous Item, Common, Unique
Weapon (War Pick), Rare (Requires Attunement),
Deven Sarkaas of Littlehand Haberdashers in Unique
Quickstone knows all too well how important it is to
This pair of rough and ready War Picks are said
look one's best ... and how ‘best’ can be very different
to have been created by the first miners to quarry
depending on who (or what) you’re meeting with.
quickstone in the Barrens. They have long been passed
Deven stitched this fine cloak and sent it to Graywall to
around as heirlooms and rewards. These magical picks
be enchanted, only to lose track of the garment on the
are a single magic item for the purposes of Attunement.
return journey.
You gain the following benefits while wielding
As a Bonus Action while wearing the cloak, you
both picks:
can speak its command word to transform your
outfit into finely crafted garments appropriate to the • The picks have the Light weapon property.
culture of one creature of your choice that you can • You gain a +1 bonus to attack and damage rolls
see. Regardless of its appearance, the outfit can't be made with the picks.
anything but clothing. Although it can duplicate the • The picks have 3 charges, which they share. They
look of other magical clothing, the outfit doesn't gain regain 1d3 expended charges daily at dawn.
its magical properties. • When you hit a target with a Melee attack using
Shock, you can expend 1 charge as a bonus action
to deal an additional 2d8 Lightning damage.
A creature affected by this damage can't take
Reactions until the start of its next turn.
• When you hit a target with a Melee attack using
Ore, you can expend 1 charge to cast Earth
Tremor XGE as a Reaction, centered on the target.
Matthew Johnson

177
Stonebane Weapon activate it. After being flipped, the coin returns to its
Weapon (Any Melee), Uncommon usual two faces when a creature next touches it.
This weapon was masterfully crafted by artificers of
the ancient Dhakaani empire to combat the minions of Contraband on the Frontier
the daelkyr Orlassk. It is forged from byeshk, and does The Three Faces of Coin have been involved in
not corrode or weather with time. smuggling operations in the region since before
lthough stonebane weapons are not inherently Droaam became a nation. But what is it that
magical, this weapon ignores Resistance to smugglers smuggle? If an adventurer has the
nonmagical Bludgeoning, Piercing, and Slashing Smuggler background, just how sordid is their past?
damage when used against creatures made of stone, Some of the goods that are smuggled are forbidden in
creatures with stone-like natural armor (such as Breland, such as…
Gargoyles), and Petrified creatures. Weapons. During the Last War, smugglers sold Brelish
As with other byeshk weapons, this weapon is weaponry—such as Long Rods and Blast Disks (as
especially effective against Aberrations. Whenever you described in Exploring Eberron)—to Droaamite
hit an Aberration with this weapon, the target takes warlords (especially Rhesh Turakbar) and brigands.
an extra 1d6 damage of the weapon’s type, and it can’t Today, this trade often flows in the other direction.
regain Hit Points until the start of your next turn. The Venomous Demesne produces arcane
weaponry that is both more sophisticated and
Byeshk Weapons more horrifying than their Brelish counterparts.
Byeshk is a rare and heavy metal of lustrous purple, Aurum Concordians, criminal groups, dissidents
mined from the Byeshk and Graywall Mountains like the Swords of Liberty, and other private citizens
along Droaam’s borders. Aberrations tied to the may take interest in such tools.
daelkyr—including Dolgaunts, Dolgrims, and Mind Drugs. Dragon’s blood can temporarily grant or
Flayers—are susceptible to weapons made of enhance sorcerous abilities, but it is dangerous
byeshk alloys, making the metal highly valued to the and highly addictive. Blood gin allows the imbiber
Dhakaani, Gatekeeper druids, and others that combat to experience the last moments of someone who
Aberrations. Dhakaani weapons forged during the died. These are just a few examples of drugs
Xoriat Incursion were often forged from byeshk. produced in Droaam; both are illegal in Breland.
Melee weapons made of or coated with byeshk are In general, goods that are outlawed are either
not inherently magical weapons, but are unusually dangerous or disturbing. However, there are
effective when used to fight Aberrations. Whenever also goods that are fundamentally harmless, but
you hit an Aberration with a byeshk weapon, the target which have tariffs imposed upon them to protect
takes an extra 1d6 damage of the weapon’s type, and Brelish interests. These include Eldeen goods from
it can’t regain Hit Points until the start of your next Sylbaran—from goodberry wine to Sylbaran honey—
turn. as well as things like harpy sugar, a sweetener that’s
The byeshk version of a Melee weapon costs entirely mundane but “as sweet as a harpy’s song” or
400 GP more than the normal version, whether the trollskin bandages, which are nonmagical but highly
weapon is made of the metal or coated with it. effective. When adventurers acquire these items,
the tariffs have already been paid, but smugglers
Three-Faced Coin can make a decent profit by bypassing the King’s
Wondrous Item, Common Assessors. So it’s not the most exciting crime, but the
This gold piece appears to be a normal coin, with the dashing wandslinger could have been going back and
crown of Galifar on one side and the Octogram of the forth with a Bag of Holding filled with harpy sugar!
Sovereign Host on the other. However, when flipped, it
will land with one of three different symbols showing, Thunder Coach
each corresponding to one of the patrons of the Three Wondrous Item, Rare (Requires Attunement by a
Faces of Coin: Kol Korran, Onatar, and Kol Turrant Creature with the Mark of Passage)
(the Keeper). When you flip the coin, you can will the The Thunder Coach is the workhorse of Orien’s
coin to land displaying a face of your choice. Once this overland shipping, sometimes referred to as “galleons
property is used, you cannot do so again until the of the road.” A product of the Twelve, it incorporated
next dawn. members of Kundarak, Cannith, and Orien in the
While this item doesn’t require a command word or design. A typical coach is a 10-foot-wide, 40-foot-long,
Attunement, the ability must be consciously triggered; 15-foot-high (including the wheels) vessel of wood
if you’ve never used a Three-faced coin before, you and steel. When pulled by a large team (typically eight
must spend a Short Rest studying it to learn how to tribex), a coach can maintain a speed of up to five

178
miles per hour. However, if someone with the Mark of
Passage attunes to the coach and sits in the driver’s
seat, the full magic of the Thunder Coach comes into
play. Under such conditions, four strong beasts can
pull the coach at a steady pace of ten miles an hour.
If it is moving along an Orien trade road, the effect
is further amplified, allowing a top speed of 15 miles
per hour. This requires the driver to remain seated
and to maintain Concentration, as if casting a spell.
However, beyond these limitations, they are capable of
conversation and other actions.
The forward fifteen feet of the coach holds a small
cabin for up to three crew members. The crew of a
coach typically includes one marked driver and two
crew members who serve as both guards and cargo
haulers. One of these haulers is usually a Vadalis-
trained (though unmarked) handler who cares for
the beasts. The top of the coach has positions at the
front and back where archers or wandslingers can be is virtually indestructible but infused with fiendish
stationed with Half Cover. power: demonglass. The prisons of the overlords
A typical Thunder Coach has two cargo chambers; themselves (containing a fraction of the overlord that
one magical and one mundane. The back gate is extended beyond the borders of its heart demiplane,
of a Thunder Coach opens to grant access to an as discussed in Exploring Eberron) are massive
extradimensional space that functions in the same demonglass shards. But many lesser fiends were also
way as a Bag of Holding. When closed, the gate is caught by the Silver Flame, and they too were bound
typically sealed with an Arcane Lock linked to a into a crystalline form.
password known to the driver. The mouth of the There are two key types of demonglass in the
extradimensional space is 10-feet-wide by 10-feet-high. world. Raw demonglass was used by the overlords
The size of the extradimensional space varies based themselves as a sort of building material. It is pure,
on the model of the coach; the standard is 20-feet-wide, solidified evil—an unnatural and almost indestructible
15-feet-high, and 50-feet-deep. The system maintaining substance that registers as a fiend when someone uses
the extradimensional space takes up the final five feet Detect Evil and Good or a paladin’s Divine Sense. But
of the coach. raw demonglass has no focused sentience, and it can
Objects that produce extradimensional spaces (such be found in massive quantities. There are reefs formed
as Bags of Holding, Portable Holes, or House Cannith's of raw demonglass in the Thunder Sea and ridges
Crates of Containing) cannot cross the threshold of the of demonglass in the Demon Wastes. The fortress
rear compartment. For this reason, and to allow the of Turakbar’s Fist is formed from raw demonglass.
transport of living creatures, the Thunder Coach also It’s durable and radiates malevolence, but there is
has a standard cargo compartment accessed from the no intensity to it. By contrast, bound demonglass
side of the vehicle; this space is 10-feet-wide, 10-feet- contains the essence of a native fiend that once had
high, and 20-feet-long. an independent form. This could be any sort of fiend.
While the rakshasa are the most common form of
Fiendish Treasures native fiend in the present day, one reason for this is
that they were the most resistant to the binding. A
chunk of bound demonglass might hold the essence
Most scholars of the Age of Demons are familiar
of an imp, a vrock, or even a marilith. These entities
with the story of Rak Tulkhesh—how the prison of
are native fiends, most directly tied to one of the
the Rage of War was shattered, and how even a tiny
overlords. Most cannot affect the world while bound.
sliver of the overlord’s essence can have a dangerous
But their power is held within the crystal, and with the
effect on anyone who comes into contact with it.
proper rituals it can be drawn out. Mortal champions
What’s sometimes misunderstood, however, is the
who serve an overlord might embed demonglass in
concept of the prison itself. It’s often thought that the
their own bodies, while arcanists may find ways to
overlords are bound within Khyber dragonshards, but
channel the power of a fiend into an object. Over tens
that’s not actually the case; the overlords are in fact
of thousands of years, the Lords of Dust have crafted
Dean Spencer

bound by the Silver Flame. To trap these immortal


many objects that draw on the power of demonglass;
spirits, the Flame caught the essence of the fiends
they may not be able to free their bound brethren, but
and, essentially, crystalized it—creating a sort of violet
they can still use their power.
obsidian not unlike a Khyber shard, a substance that

179
Most of the items in this section were made by Demonglass Orb
fiends as tools to arm their servants or corrupt their Orb, Rare (Requires Attunement)
enemies. Those found on the Western Frontier are
Red and black flames flicker behind the rough cut
often tied to the overlord Tol Kharash, who loves to
facets of this heavy demonglass shard. Memories of
intimidate foes; the appearance of such relics will
the Ages of Demons are bound within, and spellcasters
be brutal and cruel. However, it is possible for any
who dare channel their magic through it find
artificer to use bound demonglass as a source of power
themselves and their targets visited by visions of that
when creating a magic item. However, if they don’t
terrible past.
know what they’re doing, this could result in the item
Whenever you cast a Divination spell using this Orb
becoming cursed—or even waking the fiend, creating a
as a Spellcasting Focus, you can give up some of your
sentient item driven by a malevolent spirit.
life force to reduce the saving throw of one creature
These are just a few examples of fiendish treasures.
affected by your spell. Roll 1 to 4 d6s; the resulting
Any magic item could have a fiendish aspect. A servant
total is how much Necrotic damage you take. This
of Eldrantulku could craft Daggers of Venom with
damage can't be reduced in any way. The target has its
slivers of demonglass in the hilts. The point is that
saving throw reduced by 1 for each d6 of damage you
demonglass is a common thread for these items—and
take. You must decide how many dice to roll before the
that items made with demonglass will register faintly
DM says whether the target succeeds or fails.
to any effect that detects Fiends.
Demonglass is virtually indestructible; it takes
Kharash’s Promise
magic on par with a Wish to shatter it, and even then
Wondrous Item, Instrument, Artifact (Requires
the splinters will remain. Because of this durability,
Attunement)
it is nearly impossible to shape it; items tied to
demonglass generally incorporate a shard of it. Tol Kharash, the Horned King, overlord of tyranny,
demands that his minions revel in domination, fear,
Brand of Tyranny and the suffering of the downtrodden. During his
Rod, Very Rare (Requires Attunement) campaigns in the Age of Demons, Tol Kharash shaped
an artifact that would announce his coming across the
One end of this heavy, black iron Rod glows as if hot.
Barrens; a harbinger of cruelty.
Rather than burning red and orange, it shines a sickly
Kharash’s Promise is a 3-foot long warhorn forged
shade of purple.
of demonglass and black iron. A trickle of boiling blood
While holding this Rod, you gain a +1 bonus to spell
constantly drips from its widest end. While holding this
attack rolls and to the saving throw DCs of your spells.
Horn, you gain a +3 bonus to spell attack rolls and to
Whenever you touch a creature with this Rod, that
the saving throw DCs of your Bard spells.
creature must succeed on a DC 15 Charisma saving
Random Properties. This Artifact has the
throw or be branded with the mark of Tol Kharash,
following random properties, which you can determine
the overlord known as the Horned King. Whenever
by rolling on the tables in the “Artifacts” section of the
a branded creature makes an attack roll or a saving
Dungeon Master's Guide:
throw against being Frightened, the creature must roll
a d4 and subtract the number rolled from the attack • 2 minor beneficial properties
roll or saving throw. The brand lasts until the next • 1 major beneficial property
dawn or it is removed with Remove Curse or • 2 minor detrimental properties
Greater Restoration. Surety of Dominance. While attuned to the
warhorn, no creature can assert its influence over you.
Demonglass Weapon You cannot be Charmed or Frightened. If a creature
Weapon (Any Simple or Martial), Rare (Requires targets you with a magical effect that would cause you
Attunement) to be Charmed or Frightened, that creature takes 4d10
A demonglass shard is inlaid into this weapon, Psychic damage.
granting it magical properties. Though the fiendish Thaumaturgic Clarion. If you blow Kharash’s
presence embedded within cannot speak directly to Promise, the sound it produces can be heard by all
its wielder, its presence is keenly felt by those whose creatures within 1 mile.
blood it spills. Promised End. As a Magic action when you blow
You have a +1 bonus to attack and damage rolls the horn, you can choose one creature that you can
made with this magic weapon. On a Critical Hit, the see and that can hear the horn to suffer a painful
target is Frightened of you until the end of its next turn, and inevitable end. The target must make a DC 20
and you gain Advantage on saving throws until the end Charisma saving throw. On a failed save, the target’s
of your next turn. Hit Point maximum is reduced by 1 at the start of each
of its turns until it dies, you die, you are no longer on

180
the same plane of existence as the target, or the effect Ink’s Aide
is ended with a Wish spell. Once this property is used, Wondrous Item, Uncommon (Requires Attunement),
you cannot do so again until 13 days have passed. Unique
As a Bonus Action while affected, the target can
This colorful, jellyfish-like blob has been carefully
choose to confront the source of its inevitable end,
cultivated by Quickstone’s schoolmaster, Tragomir
teleporting to an unoccupied space within 5 feet of you.
“Ink” Narathun, to impart a full curriculum to its host—
though he has yet to convince anyone to partake. To
Symbionts attune to this item, you must hold it to one ear for the
full Attunement period, during which time its stringy
The daelkyr like to create living tools and weapons; tentacles reach inside your ear canal and secure the
objects formed from chitin, bone, and muscle. Many of aide in place. The symbiont does not impair your
these items bond to their bearer, drawing sustenance hearing while it is attached.
from the creature attuned to them; for this reason, they Spells. The symbiont has 4 charges. You can use
are commonly called “symbionts.” Though a symbiont a Magic action to expend 1 or more of its charges
is a living tool, it is mechanically considered a magic to cast one of the following spells (save DC 15)
item, not a creature. from it: Enhance Ability (2 charges) or Comprehend
When presenting an existing item as a symbiont, Languages (1 charge).
the DM must decide whether to add the Symbiotic The symbiont regains 1d4 expended charges daily
Nature feature that other symbionts have. When at dawn.
such an item is attuned, it can’t be removed from the Symbiotic Nature. The aide can't be removed from
bearer, even if they desire it; the only way to end the you while you're attuned to it, and you can't voluntarily
Attunement and remove the symbiont is to use an end your Attunement to it. If you're targeted by a spell
effect that ends a curse. This prevents the item from that ends a curse, your Attunement to the aide ends,
being taken away, but limits a character’s free will, so and it detaches from your ear.
it’s up to the story you want to tell. While Symbiotic
Nature is a common attribute for symbionts, it’s not a
Dungeon Strugglers

requirement. A slug that functions as an Everybright


Lantern wouldn’t require Attunement. Even if the
Periapt of Wound Closure is a scarab that digs into the
flesh of the bearer, perhaps it could be pried loose, or it
might release its grip voluntarily if the bearer ends
the Attunement.

181
Living Stoneskin Orlassk’s Reach
Heavy Armor (Plate Armor), Very Rare (Requires Wondrous Item, Artifact (Requires Attunement)
Attunement) Despite being separated from its original owner, the
This Plate Armor appears to be made of stone slabs lost arm of the daelkyr Orlassk can grant its wielder
carved with alien symbols. It is strangely warm to the a sliver of the Lord of Stone’s magic; enough power
touch. To attune to this item, you must wear it for the to reshape the world. To attune to this symbiont,
entire Attunement period, during which the stone you must hold it against one of your arms for the full
plates fuse with your skin. Attunement period, during which time its stone skin
While wearing this armor, you have a +1 bonus to softens and envelops your limb.
Armor Class, and you have Resistance to nonmagical Random Properties. This Artifact has the
Bludgeoning, Piercing, and Slashing damage. following random properties, which you can determine
Additionally, the armor hardens under extreme impact; by rolling on the tables in the “Artifacts” section of the
if you take 20 or more nonmagical Bludgeoning, Dungeon Master's Guide:
Piercing, or Slashing damage from one damage roll • 2 minor beneficial properties
(after accounting for your Resistance), you are Petrified • 2 minor detrimental properties
until the end of your next turn. • 1 major beneficial property
Symbiotic Nature. The armor can't be removed • 1 major detrimental property
from you while you're attuned to it, and you can't
voluntarily end your Attunement to it. If you're targeted Voice of the Daelkyr. You can speak with any
by a spell that ends a curse, your Attunement to the Aberration as if you shared a language.
armor ends, and it detaches from you. Command Aberration. As a Magic action, you can
The armor requires fresh blood be fed to it. cast Dominate Monster on an Aberration (save DC
Immediately after you finish any Long Rest, you must 18). Once this property is used, you cannot do so again
either feed half of your remaining Hit Dice to the until the next dawn.
armor (round up) or take 1 level of Exhaustion. Petrifying Touch. The power of the stone shaper
flows from you—despite what you may will. Any
creature that you touch with your stone fingertips is
affected as if you had cast Flesh to Stone (spell save
DC 18). You do not need to concentrate on the effect,
and you cannot choose to end it.
Stone Speaking. As a Magic action, you imbue
stones in an immobile 30-foot Emanation with limited
sentience, giving them the ability to communicate with
you. You can question stones about events in the effects
area within the past day, gaining information about
creatures that have passed, items that might have been

Matthew Johnson

182
removed from the area, and other circumstances. If an You can maintain the transformation for up to 4
earth elemental or Petrified creature is in the area, you hours, all at once or in several shorter periods, each
can communicate with it as if you shared a common one using a minimum of 1 minute of the duration. The
language, but you gain no magical ability to influence it. collar regains 2 hours of transformation time for every
Greater Symbiotic Nature. The arm can't be 12 hours it isn’t in use.
removed from you while you're attuned to it, and
you can't voluntarily end your Attunement to it. Your Cazhaak Eyeblinders
Attunement to the arm can only be ended by a Wish Wondrous Item, Uncommon
spell. While wearing this magical blindfold, you can see as if
you were not wearing it, and you cannot be Blinded by
Quickstone Whisperer magical effects. However, if you possess the Petrifying
Wondrous Item, Uncommon (Requires Attunement) Gaze trait, you cannot use it while you are wearing
This ancient, heavy marble torc is strangely warm to the blindfold.
the touch. Though it resembles stone jewelry, the torc When you don the blindfold, you can choose to
is in fact a simple symbiont which grants a limited magically seal it in place by nominating yourself or
form of control over earth and the ability to manipulate a creature you can see to hold the seal’s power. You
quickstone without the usual rituals. To attune to cannot remove the blindfold until the creature speaks
it, you must wear it around your neck for the full a chosen command word, you and the creature are at
Attunement period, during which time it coils around least 1 mile apart, or the creature dies.
your throat like a snake.
While wearing the torc, you can use a Magic action Figurine of Wondrous Power,
to transform a 5-foot cube of quickstone between its Byeshk Worg Pack
soft and wet forms, or irreversibly change it into its Wondrous Item, Very Rare
fixed form. This set of four miniature worg statuettes is made
Spells. As an Action, you can use the symbiote to from byeshk, a metal that is anathema to Aberrations.
cast Mold Earth XGE or Meld into Stone. Once you use Each statuette is small enough to fit in a pocket. If you
the torc to cast Meld into Stone, the spell can't be cast use a Magic action to speak the command word and
in this way until the next dusk. throw one of the figurines to a point on the ground
Symbiotic Nature. The torc can't be removed from within 60 feet of you, the figurine becomes a living
you while you're attuned to it, and you can't voluntarily Worg for up to 1 hour. You can use one figurine or
end your Attunement to it. If you're targeted by a spell multiple simultaneously. If the space where a worg
that ends a curse, your Attunement to the torc ends, would appear is occupied by other creatures or objects,
and it uncoils from around your neck. or if there isn't enough space for the worg, the figurine
doesn't become a worg.
Treasures of Droaam The worgs are Immune to Psychic damage, cannot
be Charmed or Frightened, and their Bite attack deals
Droaam is home to a wide range of mystical traditions an additional 2d6 damage against Aberrations.
and many common magic items can be found in The worgs are friendly to you and your companions.
the region. The tailors of Lost make fine Cloaks of They understand your languages and obey your spoken
Displacement and the duelists of the Venomous commands. If you issue no commands, the worgs
Demesne often wear Brooches of Shielding. The defend themselves but take no other actions.
items mentioned here are things that are unique to the At the end of the duration, the worgs revert to their
region and unlikely to be found elsewhere, unless they figurine forms. A worg reverts to a figurine early if it
are carried by a Droaamite. drops to 0 Hit Points or if you use a Magic action to
speak the command word again while touching it.
Barghest Collar When a worg becomes a figurine again, its property
Wondrous Item, Rare (Requires Attunement by a Worg) can't be used again until 7 days have passed.
As a Bonus Action when you bark the command word,
you can transform from your worg form into a goblin
form with your choice of physical characteristics,
including age, sex, skin color, hair color, and voice.
While transformed, your size is Small and you lose
your Quadruped and Bite traits. Otherwise, your
statistics don’t change.

183
Gorgon Hide Mail Lharvion Lens
Medium armor (scale mail), Uncommon (Requires Wondrous Item, Very Rare
Attunement) Hags, oni, doppelgangers, and more all spin webs of
This suit of Scale Mail is made from the metallic intrigue in Droaam, and the richest warlords have
hide of a gorgon. It is particularly valuable to anyone found ways to ensure their safety against infiltrators.
that wishes to visit Cazhaak Draal; while wearing This 4-inch-diameter, dull-gray glass lens is said to
this armor, you have Advantage on saving throws have been ground with a stone fallen from the moon
against any magical effect that would cause you to be Lharvion. When you speak its command word, the
Restrained or Petrified. lens’ power activates for 1 minute. If you look at a
creature through the lens while it is active, you see
ghostly images of every shape that creature has taken
within the last 24 hours. The lens reveals shapes
taken using innate magical abilities, as well as Illusion
and Transmutation spells such as Disguise Self and
Polymorph. It does not reveal mundane disguises.
Once this property is used, it cannot be used again
until 7 days have passed.

Lustrous Harpy Feather


Wondrous Item, Common
With the right expertise and rituals, a songbird harpy’s
magic can be suffused throughout her plumage. While
wearing this magical feather, you find that people can
be much more agreeable—all they need is a little push.
When you make a Charisma (Persuasion) check, you
can choose to have Advantage on the check (no action
required). Once this property is used, the feather loses
its luster and becomes nonmagical.

Mask of the Wielder


Wondrous Item, Rare
Though most worgs prefer to fight with their teeth
or steel jaws, there are those that desire to wield
a Dhakaani blade against their enemies. This
ornate mask is set with magical gems that focus
your subconscious thoughts into a subtle form of
telekinesis, allowing you greater control over objects
you hold in your teeth.
While wearing the mask, you can use your mouth to
wield any Melee weapon that does not have the Heavy,
Two-Handed, or Reach properties. If you use the mask
to wield a weapon that has the Versatile property, you
can only wield it as if you were using a single hand.
Grist Cakes
Wondrous Item, Common Minotaur's Map
Wondrous Item, Common
These rations made of troll meat slowly regenerate,
promising a long-lasting food supply. A creature can The minotaurs of Droaam have no issues navigating
use a Magic action to eat one cake. Eating a cake the winding streets of the region’s great cities, and
restores 1 Hit Point, and the cake provides enough their understanding has been captured in these fragile
nourishment to sustain a creature for one day. maps. When you speak the map’s command word
A pack contains a maximum of 10 cakes. So long while in the city for which it was made, you can add
as at least 1 cake remains uneaten and unspoiled, the twice your Proficiency Bonus to any Wisdom (Survival)
Kwanpo Cheng

pack regenerates 1d6 cakes per day. If you take Fire or checks made to navigate or track a creature through
Acid damage while carrying a pack of Grist Cakes, 1d4 the city for 1 hour. At the end of the hour, the map
cakes permanently spoil and will no longer regenerate. crumbles to dust.

184
Ogre Tines The teeth have 4 charges. When you hit with an
Eng Mohamed Ali

Wondrous Item, Common attack using them, you can expend 1 charge to leave
Enterprising artificers are keen to bridge the gap a set of spectral teeth clamped around the target. The
between the tallest and the smallest Droaamites. target’s Speed is reduced to 0. At the end of each of its
Ogre Tines are just one example of the myriad devices turns, the target can make a DC 13 Strength saving
designed to help giantkin interact with kobolds and throw, ending the effect on a success. The teeth regain
goblins. Each set consists of five foot-long iron nails all expended charges at dawn.
bound by a ring at their tops. When held in one hand,
the nails can bend and twist as if they were tiny fingers. Trollgut Rope
While using the tines, creatures of Medium size or Wondrous Item, Common
larger that would normally have Disadvantage on This ‘rope’ is made from treated troll entrails. Typically,
Dexterity (Sleight of Hand) checks instead do not it is found in a 50-ft length that weighs 6 pounds and
have Disadvantage. can hold up to 3,000 pounds.
If Trollgut Rope is cut, you can use a Magic action
Oni Braid to press two ends together, causing them to merge
Wondrous Item, Common together into a single length of rope. This only works
This thin rope belt is woven with strands of white and with pieces of Trollgut Rope from the same original
black oni hair. While wearing the belt, you can speak coil. If the Trollgut Rope takes Fire or Acid damage, it
its command word to cause your height to become no longer regenerates and becomes nonmagical.
exactly 5 ft. 10 inches, and your size to become
Medium. You can speak the command word again to
return to your natural size.
The original Oni Braid was designed by a
hobgoblin artificer who wished to see eye to
eye with all the people of Droaam, though
it’s rumored that she designed it to set
everyone’s height to be one inch less
than her own.

Trapper’s Teeth
Weapon (Steel Jaws), Rare
(Requires Attunement by a
Worg)
Matthew Johnson

You gain a +1 bonus to attack


and damage rolls made with
these Steel Jaws.

185
Chapter 6: Fearsome Foes
This chapter describes and provides stat blocks for
various creatures found on the Western Frontier. For Breggan
guidance on how to use a creature’s stat block, consult
the introduction of the Monster Manual. Blackcrown
Breggan Blackcrown is said to be the most dangerous
Stat Blocks by woman on the Western Frontier. Once a Brelish
soldier, she is now a bandit commander who launches
Creature Type brutal attacks against Droaamite raiders and civilians.
Some see her as a hero of the people defying the laws
Aberration of nations that are unwilling to protect Brelish settlers,
Dolguul while others condemn her for her cruelty. What cannot
Orlassk be questioned is her skill; she is a charismatic leader, a
cunning strategist, and a deadly wandslinger. Breggan
Beast and her Black Crown bandits can be a source of
Tribex, Plains random encounters and challenges—the adventurers
Tribex, Riding stumble upon a group of Black Crowns pillaging a
Tribex, War kobold wagon; do they interfere? A group of Black
Crowns offer assistance when the adventurers are
Construct fighting Turakbar’s raiders—the adventurers might be
Steel Horse grateful for the help, but do they stop the Black Crowns
from taking gruesome trophies? Breggan shows up in
Elemental Quickstone and the adventurers know she’s got a price
Quickstone Gargoyle on her head; do they try to claim it? Breggan embodies
the lawless uncertainty of the frontier: is the enemy of
Fey your enemy a friend? Will you have a drink with the
Gantii’kaas bandit queen and let her leave in peace, or will you
King Grayfinger start a fight even if innocents will surely be harmed in
Merchant of Misthaven the crossfire?
The Queen of the Lost. During the Last War,
Fiend Breggan Lanner commanded an elite force of Brelish
Demonglass Gargoyle soldiers stationed at Orcbone. She led guerrilla raids
Tol Kharash, the Horned King into Droaam, and was often reprimanded for her
brutality and for targeting civilian populations; her
Humanoid assertion is that all Droaamites are enemy combatants,
Black Crown Spellsword something she truly believes. When the war came to an
Breggan Blackcrown end, Breggan declared that King Boranel had betrayed
Sentinel Marshal the Brelish people by failing to destroy Droaam. She
Stone Listener claimed to have had a vision from Breggor Firstking,
Stone Speaker the founder of the ancient nation of Wroat. She
Tharashk Hunter said that Breggor hailed her as his descendant and
Wandslinger rightful heir, and led her to the location of his black
Westwind Riders iron crown—and that he charged her to defend the
abandoned people of the Western Frontier. Now
Monstrosity Breggan calls herself the Queen of the Lost, and many
Rhesh Turakbar Brelish settlers along the Border Road see her as a
hero. Breggan fights Droaamite raiders and other
Template Brelish brigands, and in doing so she does protect
Demonglass Warrior the settlers. But she also crosses the road and attacks
Stoneborn peaceful Droaamite settlements. Many of the Brelish
settlers are happy to give her a hero’s welcome when
she rides in, ready to spend plunder from her raids.
But others recognize the hypocrisy and shudder at the
stories of Breggan’s brutality… although fear of reprisal
GAOZ

keeps such people from raising a hand against her.

187
The Tyrant’s Eye. One tale of Breggan claims that a monster. If the adventurers include any Droaamite
she fought a minotaur with her bare hands, and in characters, they will surely be horrified by her actions;
the end she tore out her enemy’s eye and pressed it they might even have lost friends or family at Breggan’s
into her own socket, because she wanted to see the hands. Even if the adventurers have no ties to Droaam,
world as the monsters did. There is a sliver of truth to they may still feel an obligation to defend the innocent
this story. Breggan has a bitter feud with the forces of civilians who are being butchered by the Black
Turakbar’s Fist, and as she clashed with the minotaur Crowns. In addition, the DM can play up the influence
raiders she witnessed the power of their Demonglass of the Tyrant’s Eye, with the once heroic Breggan
Warriors. When she defeated a minotaur champion displaying increasing cruelty toward her “subjects.”
bearing a particularly powerful demonglass shard—the The question in such a story is whether Breggan is
Tyrant’s Eye—she removed the shard and embedded an enemy who must simply be destroyed; whether
it in her own flesh. At a glance, it looks like Breggan the adventurers want to bring her to justice, or are in
is wearing a crown of black iron bearing a glowing fact charged to do so by Count ir’Blis; or whether the
purple stone. But the stone isn’t part of the crown; adventurers want to redeem her. They could recognize
it’s a demonglass shard embedded in her forehead. that her brutality is driven by her twisted perception of
The shard allows Breggan to draw on the might of the Droaamites as an implacable foe, but believe that
the Horned King, and it gives her considerable power. she could be a stabilizing force for the region if she
Tol Kharash is the overlord of tyranny, and when she could be cured of this delusion—and, perhaps, freed
channels the power of the shard, Breggan can compel from the Tyrant’s Eye.
obedience or enthrall her enemies. But as she uses
the shard, she becomes vulnerable to the influence
of the Horned King. This will never cause her to ally
with Rhesh Turakbar or the Droaamite followers of
Tol Kharash, but the more she uses the Eye, the more
Breggan will be drawn to be a ruthless tyrant herself.
Breggan as an Ally. Breggan calls herself the
Queen of the Lost, the true defender of the settlers
of the frontier. If a DM chooses to embrace this story,
Breggan could be defying the laws of Breland but truly
doing what she believes to be best for the settlers. Her
aggression could be focused on Droaamite raiders
and on other bandits and deserters—casting her as
a brutal Robin Hood, but playing up the idea that the
people she fights truly are worse than she is, and
that she does actually share her plunder with people
in need. In this case, Breggan could show up as the
cavalry when adventurers are in need. Once she
knows the adventurers, Breggan could ask them for
help—the Company of the Black Crown isn’t well suited
to actions deep in Droaam. Should the story follow
this path, it would be an opportunity to play up the
corrupting influence of the Tyrant’s Eye. Initially, she
is truly acting as a defender of the innocent, but over
time she becomes increasingly ruthless in her actions
against her enemies while also demanding obeisance
and tribute from the settlers she’s protected—becoming
obsessed with her identity as a queen. Can the
adventurers find a way to break the hold of the
Horned King?
Breggan as an Enemy. Breggan may cast herself
as the Queen of the Lost, but she is a ruthless soldier
who views all Droaamites as enemy combatants. She
considers the kobolds and goblins settling along the
Carolina Cesario

Border Road to be invaders, and treats them with


the same brutality she shows against Turakbar’s
raiders. Her actions are intended to terrify her enemy;
Breggan herself says you have to be a monster to beat

188
The Company of Black Crown Officers
the Black Crown d6 Officer
1 Dusker. This gnome is Breggan’s most trusted
The core of the company is composed of former lieutenant. Supposedly exiled from Zilargo,
Brelish commandos who served under Breggan during Dusker is a deadly assassin who often hides any
the war. Over the last few years, they’ve picked up some time there’s potential danger, waiting to strike
new recruits, mostly settlers who want vengeance when trouble arises. (Gnome Assassin,
on the denizens of Droaam. The Black Crowns are a she/her)
higher class of brigand than the typical roadside thug; 2 Blessing. Breggan’s loyal bodyguard, Blessing is
they work together efficiently, and coordinate actions a heavily armored warforged soldier. They served
with code words and gestures. In battle, they will with Breggan during the war and truly believe she
identify the greatest threats and weakest links in the is the Queen of the Lost. (Warforged Gladiator,
enemy force and focus their fire, seeking to eliminate they/them)
spellcasters quickly. The Black Crowns are bandits,
3 Sigil. A former Brelish war mage, Sigil maintains
and are used to taking what they want and being
the company’s arcane artillery and likes watching
treated with respect and fear. They prefer intimidation
things explode. (Human Mage, he/him)
to violence when dealing with Brelish settlers; Breggan
doesn’t like her soldiers hurting her “subjects.” But 4 Jeb Quicksilver. A Jorasco excoriate and priest of
they make ruthless examples of people who go too far. the Three Faces of War, Jeb serves both as a healer
While the number varies, there are approximately and as a cruel specialist in torture. He believes
thirty-five people in the Company of the Black Crown. Breggan is blessed by the Mockery. (Halfling
They have access to military-grade weaponry, including Priest, he/him)
Long Rods and Blast Disks (as described in Exploring 5 Erina Whitethorn. A Brelish farmer and devoted
Eberron). The Black Crowns have approximately ten grandmother, Erina swore herself to the Fury
Thugs, but most of their members are more capable and to vengeance after her family was killed by
and can use the Veteran, Bandit Captain, or Black Droaamite raiders. The others believe the Fury
Crown Spellsword stat blocks. The Company also guides her scythe. (Human Berserker, she/her)
includes a handful of officers with exceptional skills. 6 Torx. This Brelish changeling serves as a scout,
The Black Crown Officers table provides examples, spy, and quartermaster for the Crowns, using their
but the DM can always add new members to the personas and connections to fence plunder. They
company. When the DM first describes the Company prefer to avoid violence and will often disappear
of the Black Crown to their players, they may wish to when trouble starts. (Changeling Spy, they/them)
ask each player to name and describe a new bandit
who’s part of the company, and to say how their player Black Crown Missions
character knows or knows of this bandit; this is a way
d6 Mission
to give the adventurers direct connections or rivalries
with the Black Crowns. The Black Crown Missions 1 Raid. The squad is heading toward battle or is
table provides ideas about what a group of brigands actively raiding the location where they
might be up to when they are encountered by the are encountered.
adventurers. 2 Resupply. The group is looking to purchase
The Black Crowns adore Breggan. They have faced supplies to take back to the main camp.
death with her many times and believe in her skills 3 Revenge. The bandits are looking to deliver a
and abilities. Some truly believe that she’s the Queen message to someone who defied Breggan or
of the Lost; others respect her as their captain and harmed a Black Crown.
don’t care about her crown and her dreams. Breggan
herself is devoted to her soldiers… but the Tyrant’s 4 Recreation. The group is celebrating after a
Eye is wearing away at that loyalty, making her start successful raid.
to see her troops as tools… something reflected by her 5 Recon. A few bandits are scouting out a location
Expendable Allies reaction. for a possible raid or recreation.
6 Rowdy. Something didn’t go their way, and this
group is looking to blow off some steam.

189
Breggan Blackcrown Spellcasting. Breggan casts one of the following
spells, requiring no Material components, using
Medium Humanoid (Human, Warlock), Neutral Evil
Charisma as the spellcasting ability (spell save
AC 16 Initiative +3 (13) DC 15):
HP 130 (20d8 + 40) At Will: Friends, Prestidigitation
Speed 30 ft. 2/Day Each: Command (level 3 version), Enthrall,
mod save mod save mod save
Hellish Rebuke (level 3 version), Hold Person (level
3 version), Suggestion
Str 12 +1 +1 Dex 16 +3 +6 Con 14 +2 +2
1/Day Each: Enemies Abound XGE, Hallucinatory
Int 15 +2 +2 Wis 11 +0 +3 Cha 18 +4 +4 Terrain
Reactions
Skills Arcana +5, Deception +7, Insight +3,
Persuasion +7 Expendable Allies. Trigger: A creature Breggan can
Gear Scale Mail see targets her with an attack. Response: Breggan
Senses Passive Perception 10 swaps places with an ally or a creature she currently
Languages Common, Goblin, Infernal has Charmed that she can see within 5 feet of her.
Challenge 8 (XP 3,900; PB +3) The chosen creature becomes the target of the attack
instead. This movement doesn’t provoke Opportunity
Traits Attacks.
Inspire Loyalty. Allied creatures within 30 feet of
Breggan have Advantage on saving throws against the
Charmed and Frightened conditions inflicted by any Blackcrown Spellsword
creature other than Breggan.
Medium Humanoid (Human), Neutral Evil
Horned King’s Curse. Creatures that are cursed by
Breggan (see Pact Saber) have Disadvantage on AC 14 Initiative +3 (13)
Charisma saving throws, and Breggan deals an extra HP 27 (5d8 + 5)
7 (2d6) Necrotic damage whenever she hits a cursed Speed 30 ft.
target with an attack. mod save mod save mod save

Wandslinger. Being within 5 feet of a hostile creature Str 11 +0 +0 Dex 15 +3 +3 Con 13 +1 +1


doesn't impose Disadvantage on Breggan's ranged Int 10 +0 +0 Wis 6 +0 +0 Cha 3 +2 +2
attack rolls with Force Blast. In addition, Breggan
ignores Half Cover and Three-Quarters Cover when Skills Intimidation +4, Sleight of Hand +5
making ranged attacks with Force Blast. Gear Leather Armor, Shortsword
Actions Senses Passive Perception 10
Languages Common, Goblin
Multiattack. Breggan makes one Pact Saber attack Challenge 1/2 (XP 100, PB +2)
and two Force Blast attacks.
Actions
Pact Saber. Melee Attack Roll: +7, reach 5 ft. Hit:
7 (1d6 + 4) Piercing damage plus 11 (2d10) Necrotic Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit:
damage, and the target is cursed by Breggan for 10 6 (1d6 + 3) Slashing damage.
minutes (see Horned King’s Curse). Shocking Grasp. Melee Attack Roll: +4, reach 5 ft. Hit:
Force Blast. Ranged Attack Roll: +7, range 120 ft. Hit: 9 (2d8) Lightning damage and the target can’t make
9 (1d10 + 4) Force damage. Opportunity Attacks until the start of its next turn.

Tyranny of the First. Charisma Saving Throw: DC 15, Fire Bolt. Ranged Attack Roll: +4, range 120 ft. Hit:
up to three creatures of Breggan’s choice that can 11 (2d10) Fire damage.
hear her and that have been cursed by her. Failure: Reactions
The target has the Charmed condition until the end
of Breggan’s next turn. A creature Charmed in this Shield (1/Rest). Trigger: The spellsword is hit by an
way must immediately use its Reaction (if available) attack roll or targeted by the Magic Missile spell.
to move up to its Speed toward one creature Response: The spellsword casts the Shield spell. Until
of Breggan’s choice, then make a melee attack the start of their next turn, the spellsword has a +5
against the target. This movement doesn’t provoke bonus to AC, including against the triggering attack,
Opportunity Attacks. If the attack hits, the Charmed and they take no damage from Magic Missile.
creature is no longer cursed by Breggan.

190
Daelkyr • Daelkyr have telepathy with a range of 120 feet.
This is their primary form of communication and
A daelkyr knows secrets mortals can’t comprehend and is intended to be broader in scope than typical
has plans they can’t understand. Some sages believe telepathy. A daelkyr can communicate with
that the daelkyr are artists and that worlds are their any number of creatures within range at once,
canvas; they destroy civilizations and unleash monsters projecting a thought much as other creatures
because, to them, this is a thing of beauty. Others project sound. Typically when a daelkyr “speaks,”
say that the daelkyr exist beyond time, and that their all creatures receive the same message, but the DM
actions only make sense when viewed over the course might decide that one or more creatures receive a
of millennia. Still others assert that any creature different message. And just as people see different
that can understand the motives of the daelkyr will things when they look at a daelkyr, two people can
immediately turn to their cause—that it is dangerous perceive a daelkyr’s “speech” in very different ways.
to study the daelkyr too closely, lest their revelations One may feel as though the daelkyr is speaking
destroy all prior understanding and identity. While aloud with a strange, alien voice. Another may hear
they may be enigmatic, the daelkyr are unquestionably the speech of the daelkyr as the voice of a dead
evil; they shatter innocent lives and entire civilizations lover, whispering in their ear. Another may not
without any remorse. be able to remember actually hearing the daelkyr
Unifying Theme. Each daelkyr has a unique theme. speak; instead, they just remember its words
Belashyrra is tied to sight, Orlassk to stone, and Dyrrn existing, as if they’ve always known them.
to corruption and evolution. This theme is reflected in • The Alien Mind feature of the daelkyr reflects the
the daelkyr’s appearance, in the minions it employs, idea that the way that the daelkyr experience reality
and in the symbionts it creates. If the daelkyr is an is so alien that any creature who tries to read their
artist, the theme is its medium. If it’s a conqueror, the thoughts—to see the universe as they do—may
theme defines its weapons and the world it seeks to become catatonic.
create. Additionally, each daelkyr holds secrets and Any encounter with a daelkyr should be horrifying,
revelations relating to its specific theme—secrets driven by its alien, unknowable nature. The actions
mortal minds can’t comprehend. While in Belashyrra’s of the Lords of Dust and the Dreaming Dark make
presence, people may remember things they’ve seen sense; the quori seek to control humanity’s dreams,
and forgotten. Around Orlassk, they may feel numb… while the Lords of Dust strive to release their bound
as if their flesh is becoming stone. overlords. The actions of the daelkyr are just as deadly
Alien and Unsettling. In an encounter with a and destructive, but we cannot understand what they
daelkyr, consider ways to express its alien nature, such want, and those who attempt to do so often become
as the following: their cultists.
• A daelkyr can teleport 30 feet as a Bonus Action.
This reflects the idea that the daelkyr are loosely
bound to space and time. The daelkyr shifts in
space, but you can’t remember it moving. You
could represent this as a constant, casual effect;
even outside of combat, the daelkyr shifts between
spaces, unbound by the concept of distance or time.
• The appearance of a daelkyr is subjective. The basic
facts are constant: a daelkyr is a Medium bipedal
creature, and its equipment doesn’t change. Beyond
this, its appearance reflects its theme blended
with its alien nature; for example, Orlaask typically
appears as a humanoid in stone armor, with its
face hidden behind a stone mask. But after people
encounter a daelkyr, those who compare notes
may find they disagree on the details. The daelkyr
might appear as someone the viewer knows, or
its appearance could shift mid-conversation. This
is not something the daelkyr controls, and it’s not
Laura Hirsbrunner

considered a beneficial trait; it’s simply part of their


alien nature.

191
Orlassk Orlassk
What if all the world was still, silent, and peaceful? Medium Aberration, Neutral Evil
What if everything was stone, perfect, and eternal? AC 21 Initiative +5 (15)
This is the promise of the Still Lord. Stone feels no HP 262 (25d8 + 150)
pain. Stone doesn’t fear the passage of time. Embrace Speed 40 ft., Fly 40 ft. (hover)
Orlassk and you can be immortal and serene. With mod save mod save mod save
this in mind, Orlassk and its cults typically follow one Str 25 +7 +7 Dex 21 +5 +5 Con 23 +6 +6
of two themes. The first is the idea of flesh becoming
stone, of bringing peace and silent perfection to the Int 24 +7 +14 Wis 22 +6 +13 Cha 24 +7 +14
world. The second is that the stone is alive—that there
are voices in the stone, whispering secrets and offering Skills Arcana +14, Deception +14, Nature +13,
wonders. Cultists of Orlassk often begin as miners Stealth +12
guided to rich veins of ore, sculptors who hear the Resistances Bludgeoning, Piercing, and Slashing from
stone telling them how to unlock beauty, or prisoners nonmagical attacks
saved from solitude by the comforting voices in the Immunities Poison, Psychic; Blinded, Charmed,
rock walls. As for Orlassk itself, its motives can only Exhaustion, Frightened, Petrified, Poisoned, Prone
be guessed at. Does it prefer breathing life into stone, Senses Truesight 120 ft., Passive Perception 16
as it did with the gargoyles? Does it wish to petrify all Languages Deep Speech, Telepathy 120 ft.
organic creatures? Or does it hold the key to a deeper CR 23 (XP 50,000 or 62,000 in lair; PB +7)
mystery yet to be understood? Traits
Quick Stone. Orlassk’s creations straddle the
Alien Mind. If a creature tries to read Orlassk’s
line between organic and inorganic. One example of
thoughts or deals Psychic damage to it, that creature
this is quickstone, a substance that can shift between
must succeed on a DC 22 Intelligence saving throw
malleable and rigid states. Treasures tied to Orlassk
or have the Stunned condition for 1 minute. The
may use supernaturally hard stone in place of metal,
Stunned creature can repeat the saving throw at the
or involve mineral intelligence. Orlassk creates Ioun
end of each of its turns, ending the effect on itself on
Stones that sing to the characters attuned to them, and
a success.
Barrier Tattoos that give skin the strength of stone.
Orlassk is also a source of Figurines of Wondrous Curse of Stone. A creature that starts its turn within
Power; while the figurines Orlassk creates can use the 60 feet of Orlassk must make a DC 22 Constitution
stat blocks assigned to the traditional figurines, they saving throw. On a failed save the creature has the
are usually carved in the shapes of creatures never Restrained condition. A creature can repeat the
seen in Eberron. saving throw at the start of each of its turns, ending
Orlassk’s Minions. Orlassk turns flesh into stone the effect on a success. If a Restrained creature fails
and brings stone to life. Places where its influence is a saving throw against this trait, it instead has the
strong may be infested with cockatrices or gorgons. Petrified condition. The Petrified condition lasts until
His cults often work with gargoyles, stone or clay the creature is freed by the Greater Restoration spell or
golems, and earth elementals—though these creatures other similar magic. Creatures that have Immunity to
are all created by Orlassk’s whims, and have no kinship the Petrified condition are not Restrained by this trait.
with traditional golems or elementals. But Orlaask Legendary Resistance (3/Day). If Orlassk fails a saving
isn’t limited to elementals; almost any creature can throw, it can choose to succeed instead.
be carved from stone and given life. In the last days
of Dhakaan, Orlassk petrified the dar population of Magic Resistance. Orlassk has Advantage on saving
Cazhaak Draal and then animated them, unleashing throws against spells and other magical effects.
this stone army against their kin. Legends speak of Regeneration. Orlassk regains 20 Hit Points at the
purple worms made from stone burrowing through start of its turn. If Orlassk takes Radiant damage, this
the foundations of Dhakaani citadels. A cult of Orlassk trait doesn’t function at the start of Orlassk’s next
could be led by a sphinx made of stone. All of these turn. Orlassk dies only if it starts its turn with 0 Hit
creatures would be represented with the Stoneborn Points and doesn’t regenerate.
Template provided in this chapter. As for Orlassk’s
cultists, their flesh often shifts to stone, though this is Actions
usually hidden beneath their skin. Those that follow Multiattack. Orlassk makes two attacks with its Claw,
this path eventually become stoneborn, but along the and two attacks with its Stone Fist Symbiont.
way they become Stone Speakers or Stone Listeners.
Claw. Melee Attack Roll: +14, reach 5 ft. Hit: 17 (3d6 +
Others never fully transform. After a cult was exposed
7) Slashing damage.

192
Stone Fist Symbiont. Melee Attack Roll: +14, reach 5 ft. Whispers of the Statues (2 Legendary Actions).
Hit: 18 (2d10 + 7) Bludgeoning damage, and the Orlassk chooses a point it can see within 60 feet.
target is pushed 10 feet and has the Prone condition. Creatures within 20 feet of that point must make
Quickstone Shaping. Orlassk shapes a new minion a DC 22 Wisdom saving throw. On a failed save, a
from among those that have fallen victim to its creature takes 17 (5d6) Psychic damage and has the
curse. One Petrified creature of Orlassk’s choice that Frightened condition until the end of its next turn. A
it can see within 60 feet no longer has the Petrified creature Frightened by this ability can communicate
condition, but is polymorphed into a stoneborn telepathically with any Petrified creature or any
form. While transformed, the target has the Charmed creature affected by Quickstone Shaping that is within
condition, and follows Orlassk’s commands to the 120 ft.
best of its ability. The new form can be any stoneborn
Beast, Humanoid, Giant, or Monstrosity whose
Challenge Rating is equal to or less than the target's
(or the target's level, if it doesn't have a Challenge
Rating). The target's game statistics, including mental
ability scores, are replaced by the statistics of the
chosen form.
The transformation lasts for 1 minute or until
the target dies. In its new form, the target gains 40
Temporary Hit Points. The effect ends early on the
target if it has no Temporary Hit Points left. If the
effect ends as a result of dropping to 0 Temporary Hit
Points, any excess damage carries over to its normal
form.
The creature is limited in the actions it can perform
by the nature of its new form, and it can't speak or
cast spells.
The target's gear melds into the new form. The
creature can't activate, use, wield, or otherwise benefit
from any of its equipment.
Bonus Actions
Teleport. Orlassk teleports up to 30 feet to an
unoccupied space it can see.

Reactions
Stonehide Wings. Orlassk gains Total Cover against
one attack that would hit it. To do so, it must be able
to see the attacker.

Legendary Actions
Orlassk can take 3 Legendary Actions, choosing
from the options below. Only one Legendary Action
can be used at a time and only at the end of another
creature's turn. Orlassk regains spent Legendary
Actions at the start of its turn.
Thomas "Dentifreaks" Bourdon

Quickstone Reach. Orlassk makes a Stone Fist


Symbiont attack. The reach for this attack is 120 feet.
Belief in Stone. Orlassk targets a creature it can
see within 60 feet. The target must make a DC 22
Intelligence saving throw. On a failed save, it takes 14
(4d6) Psychic damage and believes one of its arms
has been turned to stone until the end of its next turn.
While affected, the creature cannot make use of an
item it is holding with that arm (though it can switch
a held item to a different hand).
193
in Ardev and eliminated, its members were found to be lies somewhere near Cazhaak Draal, and its influence
purely flesh and blood—except for their brains, which maintains the unnatural state of the Stonelands. There
had turned into marble. is another in the Graywall Mountains near the town
of Quickstone; the influence of this altar is directly at
Orlassk’s Lair odds with the influence of the archfey King Grayfinger.
Orlassk is bound within the Heart of Stone, a gravel Others could be hidden across Khorvaire, and it’s
desert filled with broken statues and towering, always possible a cult could create a new altar in an
unfinished citadels and monuments. Orlassk’s face existing city. Regions containing an altar of Orlassk
is carved into a massive mountain, and gargoyles could have one or more of these effects.
and nameless winged creatures dwell in its eyes • Some or all of the plants within the region are
and mouth; Orlassk itself dwells in the heart of that transformed into stone, but continue to grow; like
mountain, carving new creations from its roots. But a gargoyle, they display traits of living creatures
Khyber and Xoriat interact in strange ways. The despite being made of stone. This effect is seen
Heart of Stone is a demiplane in Khyber, with portals around Cazhaak Draal.
touching the surface that are sealed by the magic of the • Deposits of quickstone are found in the earth. If
Gatekeepers. But there is another passage to the Heart harvested, this substance will slowly replenish over
of Stone—a massive, stone colossus stalking through time. This effect is seen in the Graywall Mountains.
the deepest depths of Khyber. Orlassk itself cannot • Cockatrices emerge from Khyber and infest the area.
leave this living citadel, but its creations can crawl • Statues in the region occasionally shift position.
out of the mouth of the colossus. Should adventurers • Living creatures who remain in the area for an
be so foolish as to face this horror in battle, it has extended period of time run the risk of turning to
the statistics of a Stoneborn Tarrasque. The citadel stone. Each time they complete a Long Rest in the
has never ascended from the depths. While nothing region, a creature must make a Constitution saving
regarding the daelkyr is ever certain, Orlassk’s citadel throw (DC 13). If they fail, they suffer the effects of
is likely bound below by the same Gatekeeper seals the Slow spell until they next finish a Long Rest. If
that bind Orlassk. they fail this saving throw on their next Long Rest,
Lair Actions. While within the Heart of Stone, they have the Petrified condition.
Orlassk can take Lair Actions. On Initiative count 20 • Small stone idols can be found in the region. These
(losing Initiative ties), Orlassk can take a Lair Action to are almost shapeless, but a Humanoid that interacts
cause one of the following effects. It can’t use the same with one will find that it seems familiar; it reminds
effect two rounds in a row: them of someone they love or respect. A creature
• Statues within an immobile 200-foot Emanation that carries one of these idols for more than an hour
centered on Orlassk come to life as if it had cast while within the affected region must succeed on a
Animate Object. The statues remain animated for 1 DC 22 Wisdom saving throw or be affected by one
minute or until destroyed. Orlassk does not need to of the Delusions of Orlassk (see the table below). A
concentrate to maintain this effect. creature that succeeds on this saving throw can’t be
• The ground in a 20-foot-radius Sphere centered affected by this regional effect again for 24 hours.
on a point Orlassk can see in its lair sprouts stone
blades and reaching limbs. The area becomes Delusions of Orlassk
Difficult Terrain for 1 round. When a creature If a creature goes mad in Orlassk’s lair or while it can
moves into or within the area, it takes 7 (2d6) see the daelkyr, it is afflicted with a powerful delusion.
Piercing damage for every 5 feet it travels. Roll on the Delusions of Orlassk table to determine
• Orlassk directs a portion of its lair to reshape into a the nature of this delusion, which takes the form of a
giant stone fist to crush its enemies. Creatures in a character flaw that lasts until cured. Chapter 8 of the
20-foot-radius Sphere centered on a point Orlassk Dungeon Master’s Guide has more information
can see in its lair must make a DC 22 Dexterity on delusions.
saving throw or take 22 (4d10) Bludgeoning damage.
Regional Effects. While passage to the Heart of Delusions of Orlassk
Stone is blocked by the Gatekeeper seals, there are d6 Flaw (lasts until cured)
places in the world where Orlassk’s influence is strong. 1 “I hear wise voices in the stone.”
During the Age of Dhakaan, cultists of the Still Lord
built altars of stone infused with the power of the 2 “Silence and stillness is perfection.”
daelkyr. These altars cannot be physically destroyed; 3 “I am turning to stone beneath my skin.”
the only way to remove an Altar of Orlassk is to find 4 “I must dig deeper in the earth.”
a way to sever its connection to the Still Lord by
5 “Statues are alive and can move if they wish to.”
reconsecrating it to some other power. One such altar
6 “I am a statue that was transformed into flesh.”
194
Demonglass Skill Proficiency: Intimidation. The demonglass
warrior can add its Proficiency Bonus to Charisma

Warriors (Intimidation) checks.


Senses. The demonglass warrior gains Darkvision
The demonglass found on the Western Frontier is the with a radius of 60 feet.
solidified essence of the overlord Tol Kharash and his Languages. If its Intelligence score is at least 3, the
lesser fiends. Cults of the Horned King—notably, the demonglass warrior can speak Infernal in addition to
denizens of Turakbar’s Fist—often embed small shards any other languages it knows.
of demonglass within the cult's warriors. This serves New Trait: Tool of the Horned King. A demonglass
as a minor form of possession, compelling the warriors warrior has Disadvantage on Intelligence, Wisdom,
to serve the Horned King while simultaneously and Charisma saving throws against spells and other
weakening their ability to resist his fiendish minions. magical effects cast by Fiends.
The basic abilities granted by embedded demonglass New Trait: Witness Tyranny. The demonglass
are presented in the Demonglass Warrior template, warrior gains Temporary Hit Points equal to its
while other potential powers are described in the Proficiency Bonus when a creature within 5 feet of it is
Demonglass Champion sidebar. reduced to 0 Hit Points.
Removing an embedded demonglass shard from a
creature is a risky proposition, typically killing the host. Demonglass Goblin
Removing a shard safely requires the host to either be
a willing participant, Restrained, or Unconscious. A Small Humanoid (Goblinoid), Neutral Evil
Remove Curse or Greater Restoration spell cast on the AC 15 Initiative +2 (12)
host breaks the possession and allows the shard to be HP 7 (2d6)
removed. The actual physical removal requires a sharp Speed 30 ft.
tool and a Wisdom (Medicine) check with a DC of 15; if mod save mod save mod save
the check fails, the shard is still removed, but the host
Str 8 –1 –1 Dex 14 +2 +2 Con 10 +0 +0
suffers 15 points of Piercing damage.
Int 10 +0 +0 Wis 8 –1 –1 Cha 8 –1 –1
Demonglass Warrior Skills Intimidation +1, Stealth +6
Template Gear Scimitar, Shortbow, Leather Armor, Shield
Senses Darkvision 60 ft., Passive Perception 9
Beasts, Humanoids, Giants, and Monstrosities can Languages Common, Goblin, Infernal
all become demonglass warriors if embedded with CR 1/4 (XP 50; PB +2)
a demonglass shard. When a creature becomes a Traits
demonglass warrior, it retains its statistics except as
described below. Tool of the Horned King. The demonglass goblin has
Disadvantage on Intelligence, Wisdom, and Charisma
saving throws against spells and other magical effects
cast by Fiends.
Witness Tyranny. The demonglass goblin gains 2
Temporary Hit Points when a creature within 5 feet of
it is reduced to 0 Hit Points.

Actions
Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6
+ 2) Slashing damage.
Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit:
5 (1d6 + 2) Piercing damage.
Styliani "Sylverryn" Papadaki

Bonus Actions
Nimble Escape. The goblin takes the Disengage or
Hide action.

195
Demonglass Champions Actions
A typical demonglass warrior is embedded with a Shape-Shift (1/Day). The demonglass warrior
small shard of demonglass, sufficient to influence shape-shifts into the form of a Fiend. Any equipment
the warrior but little more. Mortal champions of Tol they are wearing or carrying is absorbed or borne
Kharash may bear larger shards that carry a greater by the new form (their choice). The host’s statistics
fragment of a fiend. These shards grant greater and capabilities—including Intelligence, Wisdom,
powers, but over time, the fiend consumes the and Charisma—are replaced by those of the new
mortal from within, until eventually the mortal is form. This effect lasts for 1 minute or until the host
just a puppet controlled by the possessing spirit. A is reduced to 0 Hit Points. An exceptionally powerful
demonglass champion can possess one or more of warrior might be able to maintain the effect for a
the traits and actions below. The rarest of these is the longer time. When the transformation ends, the host
Shape-Shift action, which is usually only held by those reverts to their previous form, with the same Hit
who also have the Hollow One trait. If the warrior has Points they had before the transformation. However,
either of these traits/actions, the DM must decide if they revert as a result of dropping to 0 Hit Points,
what sort of fiend the shard contains; it could be any excess damage carries over to the new form. For
anything from an imp to a pit fiend! example, if the host takes 10 damage in Fiend form
and only has 1 Hit Point left, they revert and take
Traits 9 damage.
Devil’s Sight. The demonglass warrior can see Wrath of the Horned King. The demonglass
normally in darkness, both magical and nonmagical, warrior’s spellcasting ability is Charisma. The
demonglass warrior can innately cast the following

Warm_Tail
to a distance of 120 feet.
Hollow One. The demonglass warrior is considered spells, requiring no Material components.
a Fiend instead of its standard creature type. The At Will: Eldritch Blast
warrior is controlled by the spirit of the fiend, and the 3/Day Each: Hellish Rebuke (level 2 version)
consciousness of the mortal host passively observes. 1/Day Each: Fear
Magic Resistance. The demonglass warrior has
Advantage on saving throws against spells and other
magical effects.
Will of Iron. The demonglass warrior has Immunity
to the Frightened condition.
Dolguul Dolguul
Large Aberration, Typically Chaotic Evil In the golden age of the Empire of Dhakaan, bugbear
cavalry would lead assaults mounted on worgs or
AC 15 Initiative +0 (10) dire tigers. Dolguuls are a brutal mockery of these
HP 102 (12d10 + 36) champions. Formed from a blend of stone and bone,
Speed 40 ft. the dolguul has the upper torso of a mouthless bugbear
mod save mod save mod save merging into a hunched, eyeless quadrupedal shape
Str 18 +4 +4 Dex 10 +0 +0 Con 17 +3 +3 with a vicious maw. One of the Dolguul’s limbs ends in
Int 8 –1 –1 Wis 12 +1 +1 Cha 11 +0 +0
a massive blade. The other terminates in a hook; the
creature can fling this at an opponent, extending it out
Skills Intimidation +2, Perception +3, Stealth +2 on a grisly chain of bone and pulling a foe into range of
Immunities Poison; Exhaustion, Petrified, Poisoned its bite.
Senses Darkvision 60 ft., Passive Perception 13 The dolguuls were created by the daelkyr Orlassk,
Languages Deep Speech, Goblin and are typically found assisting its cults or in the
CR 4 (XP 1,100; PB +2) tunnels of Khyber below the Barrens and the Graywall
Mountains. However, as with dolgaunts and dolgrims,
Traits they can be found in the service of any daelkyr.
Adamant Amalgam. If the dolguul is subjected to an Dolguuls alternate between periods of complete
effect that allows it to make a Strength or Constitution immobility and manic motion; when on the hunt, they
saving throw to take only half damage, the dolguul delight in running down prey.
instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.

Actions
Multiattack. The dolguul makes one Hook attack and
one Cleaver attack.
Hook. Melee Attack Roll: +6, reach 15 ft. Hit: 11 (2d6 +
4) Piercing damage, and the target is pulled up to 10
feet towards the dolguul.
Cleaver. Melee Attack Roll: +6, reach 10 ft. Hit: 10
(1d12 + 4) Slashing damage, and the target begins
bleeding. While bleeding, a creature takes 2 (1d4)
points of Necrotic damage at the start of each of
its turns. The bleeding ends after 1 minute, if the
creature regains at least 1 Hit Point, if a creature
within 5 feet of the bleeding creature uses a Utilize
action to expend a use of a Healer’s Kit, or if a
creature within 5 feet of the bleeding creature makes a
successful DC 12 Wisdom (Medicine) check.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10
+ 4) Piercing damage. The target has the Grappled
condition (escape DC 14) if it is a Large or smaller
creature. While grappling in this way, the dolguul can’t
use its Bite attack on another target.

Bonus Actions
Into the Meat Grinder. If the dolguul hits with both a
Hook attack and a Cleaver attack in the same turn, it
makes a Bite attack.
Olie Boldador

197
Gantii’kaas Subjects of the King. The gantii’kaas of the
Graywall Mountains are subjects of the archfey known
Mining in the Graywall Mountains is a dangerous as King Greyfinger. Each watches over their stretch
occupation. Accounts from ancient Dhakaan warn of of stone on behalf of their monarch, and they expect
the gantii’kaas, the “hungry hands” of the mountains. tribute from those who work in the depths. If a miner
On the surface, these tales can be taken as a warning takes something from the earth, they should leave a gift
to use care, so as to not trigger an avalanche or for the gantii’kaas and their king. Such a tribute can be
collapse a tunnel. But the truth is there beneath the simple—a single coin, a fresh-baked pie. The gesture
words; there are spirits in the stone, guardians who matters more than the monetary value of the offering;
can grant good fortune to a miner or spell their doom. it’s about showing gratitude for what’s taken from the
Anyone venturing into the depths of the earth would be stone.
wise to watch out for the gantii’kaas. Voices in the Stone. A gantii’kaas can shape stone
Spirits of Gold and Stone. The gantii’kaas are and meld into it. These fey can also speak to stones,
reclusive fey, serving the same role in the earth that imbuing them with a temporary, rudimentary (some
dryads play in the woods. Rather than being bound to might say sedimentary) sentience. This gift also allows
purely natural environments, the gantii’kaas are drawn a gantii’kaas to remain aware of its surroundings even
to mines and to other subterranean stonework. The while melded with stone; the earth whispers to it,
typical gantii’kaas is arrogant, vain, and proud—quick telling it everything that is happening in the vicinity.
to anger, but also highly susceptible to flattery. If a
gantii’kaas is pleased with the mortals that work in its
domain, it might seed the stone with ore or gems. But
should it feel unappreciated, or that the mortal miners
are too greedy, a gantii’kaas can strip the bounty from
the soil, trigger a collapse, or worse...

Alex Coggon

198
Gantii'kaas Blinding Claw. Melee Attack Roll: +5 , reach 10 ft. Hit:
6 (1d8 + 2) Slashing damage, and the target has the
Medium Fey, Neutral Evil
Blinded condition until the end of its next turn.
AC 16 Initiative +1 (11)
Rock. Ranged Attack Roll: +5, range 30/60 ft. Hit: 7 (1d10
HP 82 (11d8 + 33)
+ 2) Bludgeoning damage.
Speed 30 ft.
mod save mod save mod save Eruption of Stone (Recharge 6). Dexterity Saving Throw:
DC 13, each creature in a 20-foot Cube centered on
Str 15 +2 +2 Dex 12 +1 +1 Con 16 +3 +3
a point the gantii’kaas can see on the ground within
Int 10 +0 +0 Wis 13 +1 +1 Cha 14 +2 +2 120 feet. Failure: 19 (3d12) Bludgeoning damage on a
failed save, and the ground in the target area becomes
Skills History +3, Sleight of Hand +4 Difficult Terrain until cleared. Each 5-foot-square portion
Resistances Poison of the area requires at least 1 minute to clear by hand.
Immunities Petrified, Poisoned Success: Half damage.
Senses Darkvision 60 ft., Passive Perception 11
Spellcasting. The gantii’kaas casts one of the following
Languages Common, Sylvan
spells, requiring no material components, using
CR 5 (XP 1,800; PB +3)
Charisma as the spellcasting ability (spell save DC 13):
Traits
At Will: Druidcraft, Meld Into Stone, Mold Earth XGE
Magic Resistance. The gantii’kaas has Advantage on 3/Day Each: Stoneskin
saving throws against spells and other magical effects.
Speak with Stone. The gantii’kaas can communicate
Reactions
with rocks and stones as if they shared a language. Hungry Hands. Trigger: When the gantii'kaas takes
damage from a melee attack with a weapon that isn’t
Actions natural or attached. The gantii'kaas must have a free
Multiattack. The gantii’kaas makes two Blinding Claw hand. Response: The gantii’kaas makes a Dexterity
attacks and one Rock attack. (Sleight of Hand) check against the attacker’s Passive
Perception. Success: The gantii'kaas steals the weapon it
was attacked with.
Ridersuperone

199
Gargoyles Demonglass Gargoyle
Droaam has the highest Concentration of gargoyles Medium Fiend, Lawful Evil
in Khorvaire. Grimstone Keep is the center of
gargoyle culture in Droaam, but there has long been AC 16 Initiative +1 (11)
a significant gargoyle presence in Cazhaak Draal, HP 76 (9d8 + 36)
living in harmony with the medusas of the Stonelands. Speed 30 ft., Fly 60 ft.
Gargoyles can be found in most of the major cities of mod save mod save mod save
Droaam, serving as couriers and scouts. Str 17 +3 +3 Dex 12 +1 +1 Con 18 +4 +4
Stone in Many Forms. The standard gargoyle
Int 10 +0 +0 Wis 13 +1 +1 Cha 14 +2 +2
described in the Monster Manual is the most common
form, originating near the end of the Dhakaani Empire. Resistances Bludgeoning, Piercing, and Slashing from
However, gargoyles can be designed in a wide variety nonmagical attacks that aren't adamantine
of shapes; a gargoyle could have the appearance of Immunities Poison; Exhaustion, Petrified, Poisoned
a dhakaani soldier or of Dol Dorn. Such gargoyles Senses Darkvision 120 ft., Passive Perception 11
use the standard Monster Manual stat block with the Languages Infernal; may know either Common or
following modifications: Goblin
• Gargoyles without wings don’t possess a Fly Speed. CR 5 (XP 1,800; PB +3)
• Gargoyles crafted in Droaam know the Goblin Traits
language, and may know Common as well.
• Droaamite gargoyles have an average Intelligence of Devil’s Sight. Magical darkness doesn’t impede the
10 and may have any Alignment. gargoyle’s Darkvision.
• A gargoyle without claws or teeth may fight with False Appearance. While the gargoyle remains
weapons, or strike with an Unarmed Strike dealing motionless, it is indistinguishable from an inanimate
1d6 Bludgeoning damage. Some gargoyles are statue.
carved with stone weapons; use the statistics of
the standard weapon, but the gargoyle can’t be Actions
disarmed or use the hand holding the weapon for Multiattack. The gargoyle makes one Bite attack and
any other purpose. two Foul Claws attacks.
Sinister Influence. While their origins are tied to Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d8 + 3)
the daelkyr Orlassk, the daelkyr has no influence over Piercing damage.
the gargoyles of the present day. However, gargoyles
in the region can be corrupted by supernatural forces. Foul Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 7
Demonglass Gargoyles are infused with the essence (1d8 + 3) Slashing damage plus 3 (1d6) Necrotic
of a fiend, while Quickstone Gargoyles are directly damage.
tied to the daelkyr Orlassk. Bonus Actions

Demonglass Gargoyle Fiendish Presence. The gargoyle activates or


deactivates an aura of supernatural malevolence.
Charisma Saving Throw: DC 15, creatures that start
Stone can hide many secrets. Demonglass contains the their turn within 15 feet of the gargoyle while the
essence of a fiend, and with the proper rituals, a shard aura is active and can see it. Failure: The target has
of demonglass can be bound to a gargoyle, allowing its the Frightened condition for 1 minute. A target can
vile spirit to control the host body. In Droaam, these repeat the saving throw at the end of each of its turns,
creatures are mostly tied to the overlord Tol Kharash; ending the effect on itself on a success. If a creature’s
some have been created by the warlock Ghwyyr of saving throw is successful or the effect ends for it,
Turakbar’s Fist and work with Rhesh Turakbar, while the creature has Immunity to the gargoyle’s Fiendish
others follow their own paths in service to the Presence trait for the next 24 hours.
Horned King.
A demonglass gargoyle hosts a lesser fiend similar
to an imp. It can radiate a powerful aura of fear, and
its claws channel foul energy. The stat block reflects
the typical abilities of a demonglass gargoyle, but
those bound to stronger fiends can have more power;
an exceptional demonglass gargoyle could use the
Nabassu stat block.

200
Quickstone Gargoyle Quickstone Body. At the start of its turn, if it does not
have the Incapacitated condition, the gargoyle can
Quickstone gargoyles are formed of blood-red choose whether it adopts a Hardened or Softened
quickstone, and like this supernatural substance, they Form, each of which grants bonuses.
can shift between being hard or soft. In its softened
form, a quickstone gargoyle can stretch its limbs great Actions
distances. It can also reshape the stone of its body. It Multiattack. The gargoyle makes one Bite attack and
can use this ability to make cosmetic alterations to one Claw attack.
its body, or to mimic the appearance of a humanoid
creature; however, it is always clearly made of stone, Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3)
so it appears to be a statue of the creature it is Piercing damage.
impersonating. When it shifts into its hardened form, Claw. Melee Attack Roll: +5, reach 5 ft. (15 ft. in
a quickstone gargoyle strikes with more force and is Softened Form) Hit: 7 (1d8 + 3) Slashing damage (12
resistant to physical attacks. (2d8 + 3) Slashing damage in Hardened Form).
The daelkyr Orlassk had a direct hand in the
creation of quickstone gargoyles. Many directly serve Bonus Actions
the Still Lord and his cultists. Others were created Fluid Form (Softened Form Only). The gargoyle takes
long ago to fight the Dhakaani and have slumbered the Dodge action.
for centuries; they are more independent and aren’t
inherently hostile. Such gargoyles often dwell in Remold. The gargoyle transforms into a Medium
Dhakaani ruins, where they mimic the forms of Humanoid, Humanoid statue it has seen, or back
petrified dar; when outsiders come to their ruins, the into its true form. Its statistics are the same in each
gargoyles may mimic the newcomers as a form of form, though it still appears to be made of stone,
entertainment, or they may feel driven to defend their except that it loses its Fly Speed if it takes the shape
territory. Those that work with cults often understand of a Humanoid without wings. Any equipment it is
Goblin or Common, but quickstone gargoyles are more wearing or carrying isn't transformed. The gargoyle
alien in their outlook than the standard gargoyles. can choose to reshape its claws to resemble melee
They rarely speak, even if they have the ability to do weapons of its choice. The damage dice remain the
so; they prefer to express themselves by altering their same, but when it takes a new form it can choose
shape or features. to deal Piercing or Bludgeoning damage instead of
Slashing damage. It reverts to its true form if it dies.

Quickstone Gargoyle Reactions


Medium Elemental (Shapechanger), Typically Chaotic Evil Rapid Hardening. Trigger: The gargoyle is hit by a
AC 13 Initiative +3 (13) weapon attack roll. Response: The gargoyle gains a +5
HP 65 (10d8 + 20) bonus to AC against the triggering attack.
Speed 30 ft., Fly 60 ft.
mod save mod save mod save
Str 15 +2 +2 Dex 16 +3 +3 Con 14 +2 +2

Int 10 +0 +0 Wis 11 +0 +0 Cha 13 +1 +1

Resistances Bludgeoning, Piercing, and Slashing


from nonmagical attacks that aren't adamantine
(Hardened Form only)
Immunities Poison; Exhaustion, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Deep Speech, Terran; may know either
Common or Goblin
CR 3 (XP 700; PB +2)
Traits
False Appearance. While the gargoyle remains
motionless, it is indistinguishable from an inanimate
Laura Faraci

statue.

201
King Grayfinger King Grayfinger
There is an ancient miser beneath the Graywall Large Fey, Neutral Evil
Mountains. Who he is, well, that depends on who’s
telling the story. The people of Copper River say AC 20 Initiative +2 (12)
King Grayfinger is a dwarf who founded a forgotten HP 310 (27d10 + 162)
kingdom beneath the Graywall Mountains. Morgrave Speed 30 ft.
sages will tell you the myths of King Grayfinger were mod save mod save mod save
surely inspired by a hobgoblin marhu, perhaps one of Str 22 +6 +13 Dex 15 +2 +2 Con 23 +6 +13
the Six Kings of old. The kobolds in their red tents, Int 24 +7 +14 Wis 20 +5 +12 Cha 21 +5 +5
they say the Miser is a kobold who was determined
to amass a hoard greater than any dragon. But while Skills Athletics +13, Arcana +14, History +14,
these stories may clash over what kind of creature the Intimidation +12, Perception +12, Religion +14,
King might be, they all agree on his vast wealth and Sleight of Hand +9
his all-consuming greed. Whether you’re a miner or an Resistances Cold, Necrotic, Psychic; Bludgeoning,
adventurer, a fortune awaits you in the mountains. But Piercing, and Slashing from nonmagical attacks that
if you anger the King, his hungry hands drag you down. aren’t adamantine
Immunities Charmed, Exhaustion, Frightened,
The Graywall Mountains are a potential source of Paralyzed, Petrified
gold and iron… not to mention byeshk, khyber shards, Senses Truesight 120 ft., Passive Perception 22
and gems. King Grayfinger embodies the mountains Languages All, Telepathy 120 ft.
in tales told along the western frontier. When miners CR 23 (XP 50,000; PB +7)
find a vein of gold, it’s Grayfinger showing his largesse;
when the shaft collapses, it’s Grayfinger’s wrath. Thus, Traits
superstitious miners in the range are careful to show Cave Stride. Once on each of his turns, Grayfinger
gratitude to Grayfinger—to marvel at the wonders can expend 10 feet of his movement to magically
of his hoard when a new vein is found, and to show step into one stalagmite within his reach and emerge
proper humility and gratitude when extracting this from a second stalagmite within 60 feet of the first,
wealth. It’s typical for a foreman to sacrifice a gift to appearing in an unoccupied space within 5 feet of the
Grayfinger when opening a new shaft. This doesn’t second stalagmite. Both stalagmites must be Large or
have to have monetary value, but it is something that bigger. This movement does not provoke Opportunity
is a treasure to the foreman; it’s tossed into a chasm, Attacks.
given to Grayfinger’s hoard. Magic Resistance. Grayfinger has Advantage on saving
King Grayfinger embodies the idea of the mountain throws against spells and other magical effects.
itself, holding treasures but capable of dealing
death. However, there is a second thread woven into Thelanian Protagonist. Grayfinger cannot be
his story: the tale of a King who possesses wealth permanently killed. If reduced to 0 Hit Points, his
beyond imagining, but whose greed is such that he physical form dissipates, leaving behind one of his
is never satisfied. It’s a tale reinforced and played summoned ancient treasures in place of his body.
out by various mortals over time. There was indeed Grayfinger reforms in his lair 1d4 days later and starts
a great marhu beneath the mountains in the Age of plotting how to retrieve what he lost from
Dhakaan, and there are mortal treasures waiting to his collection.
be found… along with Thelanian manifest zones with This Power Belongs to Me (3/Day). If Grayfinger fails
fey wonders. People have good reason to believe that a saving throw, he can choose to succeed instead.
the Graywalls hold hidden treasure, and the stories of If the saving throw was caused by a magical effect,
King Grayfinger build on that while also emphasizing Grayfinger can choose to store that power inside one
how reluctant he is to part with his wealth. There of his magical rings until the following dawn.
are dozens of small tales referencing Grayfinger’s
avarice and greed, and the people who live around the Actions
Graywalls may say “Jolan came into a payday, I swear Multiattack. Grayfinger makes two Claw attacks
he had more gold than Grayfinger” or “Leave some for and one attack with each ancient weapon he has
the rest of us, Donal! You’re as greedy as Grayfinger”. summoned (see Treasure from the Vault).
Claw. Melee Attack Roll: +13, reach 10 ft. Hit: 19 (2d12
+ 6) Slashing damage.

202
Daashor’s Perfect Edge (If Summoned). Melee Attack Legendary Actions
Roll: +14, reach 10 ft. Hit: 20 (2d12 + 7) Slashing
Grayfinger can take 3 Legendary Actions, choosing
damage, and the target takes 6 (1d12) damage at
from the options below. Only one Legendary Action
the start of each of its turns until a creature uses an
can be used at a time and only at the end of another
Action to stop the bleeding with a DC 21 Wisdom
creature's turn. Grayfinger regains spent Legendary
(Medicine) check.
Actions at the start of his turn.
Vvaraak’s Dragonscale Spear (If Summoned). Melee
Rapid Attacks. Grayfinger makes an attack with a
Attack Roll: +14, reach 15 ft. Hit: 12 (1d10 + 7)
summoned weapon.
Piercing damage plus 11 (2d10) Acid damage, and the
target must succeed on a DC 22 Intelligence saving Raise Stalagmite. Grayfinger creates a 10-foot-
throw or be unable to expend a spell slot of level 7 or tall, 5-foot-diameter stalagmite in a space he can
higher until the end of its next turn. see within 60 feet. Creatures within 10 feet of the
stalagmite when it is created must succeed on a
Culsir’s Mighty Wand (If Summoned). Ranged Attack
DC 21 Constitution saving throw or take 22 (4d10)
Roll: +14, range 120 ft. Hit: 28 (6d6 + 7) Force
Bludgeoning damage.
damage, and the target is pushed 20 feet and has the
Prone condition. Moving Mountains (2 Legendary Actions). Grayfinger
recharges and immediately uses his Vault of Stone
Vault of Stone (Recharge 6). Dexterity Saving
ability.
Throw: DC22, each creature in a 30-foot Emanation
originating from Grayfinger. Failure: 28 (8d6)
Bludgeoning damage and the target has the
Restrained condition. A Restrained creature can end
the effect by using an Action and succeeding on a
DC 21 Strength (Athletics) or Dexterity (Acrobatics)
check.
Innate Spellcasting. Grayfinger casts one of the
following spells, requiring no Material components,
using Charisma as the spellcasting ability (spell save
DC 22):
At Will: Earthbind XGE, Meld into Stone, Mold Earth XGE,
Sanctuary
3/Day Each: Glyph of Warding, Flesh to Gold (as Flesh
to Stone)
1/Day Each: Earthquake, Sequester
Bonus Actions
Treasure from the Vault. Grayfinger expends the
magical power stored in one of his rings (see This
Power Belongs to Me) to summon from his vault one
ancient weapon of his choice: Daashor’s Perfect Edge,
Vvaraak’s Dragonscale Spear, or Culsir’s Mighty Wand.
The summoned weapon floats within Grayfingers
reach; he can wield all summoned weapons
simultaneously and keep his hands free to make
Claw attacks. Summoned weapons disappear after 1
minute, or when Grayfinger is reduced to 0 Hit Points.

Reactions
Hungry Hands. Trigger: Grayfinger takes damage from
a melee attack with a weapon that isn’t natural or
attached. Greyfinger must have a hand free. Response:
Grayfinger makes a Dexterity (Sleight of Hand) check
Joao Enrique

against the attacker’s Passive Perception. Success:


Grayfinger steals the weapon he was attacked with.

203
King Grayfinger as an Ally or Patron. In the tale artifact; investigation shows that the foe has earned
“Dela’s Fortune,” an orphan girl helps a sprite find Grayfinger’s favor. Can the adventurers disrupt
a lost statue; the sprite leads her down a mountain the alliance?
tunnel into Grayfinger’s Hall. As thanks for her service,
King Grayfinger allows her to take one coin each day
from his hoard. When Dela’s foster parents learn of
King Grayfinger’s Lair
this, they force Dela to show them the way and steal King Grayfinger lives in the Underhall, a subterranean
from the hoard; the angry king turns them into golden castle filled with treasures. There are a number of
statues and gives them to the girl to ensure her future Thelanian manifest zones in the Graywall Mountains
fortune. This is a good model for Grayfinger’s aid. that can serve as gateways to the Underhall, and
Grayfinger hates thieves, and he despises the daelkyr the influence of his realm leaks out even when the
Orlassk; as the Still Lord’s influence spreads across gateways are closed. Explorers might find loose
the Graywall Mountains, it diminishes Grayfinger’s treasures in these regions—the jeweled knife lying on
significance. The King could call upon adventurers the floor of a cave—or miners may find an area with
to find and punish a thief; ask them to recover a relic improbably rich deposits of byeshk or an impossible
stolen from his hoard; or charge them to destroy a blend of gemstones. These regions slowly shift around
cult of Orlassk. Grayfinger hates leaving his hoard; the Graywall Mountains; thus, a rich vein can run
if adventurers earn the king’s trust, he might ask dry, while a previously weak claim suddenly holds
them to represent him at a gala in the Moonlit Vale new riches. The influence of Orlaask and its stone
of Thelanis. Adventurers could potentially do any of
cultists smothers Grayfinger’s connection to a region,
these things without even meaning to; they might
spreading quickstone in place of byeshk. If adventurers
defeat a cult cell on their own, only to be hailed by one
defeat a stone cult, Grayfinger’s influence may slowly
of Grayfinger’s servants and summoned to his hall.
manifest in the region.
Grayfinger typically rewards those who earn his favor
The Underhall is grand, but the style of its
with treasure. His first gift is usually a magical ring, but
architecture is impossible to place; it’s not quite
ongoing service can earn other rewards. As a Warlock’s
Dhakaani or dwarven. The halls are filled with
patron, Grayfinger will charge his servant to seek out
tempting wonders, but taking any of these will
thieves and to recover stolen relics; to spread word trigger curses or guardians. Grayfinger himself sits
of Grayfinger’s wealth; and to always seek to acquire in his throne room, surrounded by his hoard. When
ever-greater treasures for his hoard. Should a Warlock adventurers first see the hoard, the DM may wish to
give a great treasure to their patron, the King will give ask each player to describe something wondrous that
them something in return; this is a possible way for catches their character’s eye; almost any treasure
adventurers to acquire specific magic items they’ve might be found in this place.
always wanted but can’t acquire commercially. Lair Actions. While in his Underhall, Grayfinger
King Grayfinger as an Enemy. The Miser Beneath can take Lair Actions. On Initiative count 20 (losing
The Mountain despises thieves, and the easiest Initiative ties), Grayfinger can take a Lair Action to
way to earn his enmity is to steal from him—even cause one of the following effects; he can’t use the
unknowingly. Adventurers exploring the Graywall same effect two rounds in a row:
Mountains could find a lone treasure—a jeweled
dagger in a cave—or they could find a chamber filled • An ancient weapon of Grayfinger’s choice (see
with copper and silver coins. These may seem to be the “Treasure from the Vault” trait) appears in an
abandoned, but adventurers who take these treasures unoccupied space that Grayfinger can see within
could be attacked by Gantii’kaas, other fey, or Galeb 120 feet. The weapon can immediately Fly up to 30
Duhr; or they could be cursed upon leaving the feet and make an attack against a creature within
mountains. Grayfinger’s favorite curse is a curse of range. The weapon returns to Grayfinger’s vault
poverty; any coins or jewels handled by the victim after making the attack.
disappear, as they are teleported to Grayfinger’s hoard. • Grayfinger casts Wall of Stone at a point he can see
His other common curse simply imposes Disadvantage within 120 feet, requiring no spell components. He
on all saving throws made by the victim. Spells that does not need to concentrate to maintain the effect.
remove curses can negate this effect for an hour, but The wall disappears after 10 minutes, or when
only a Wish can remove it permanently; otherwise, Grayfinger is reduced to 0 Hit Points.
the curse can only be lifted by Grayfinger or another • Quaking earth triggers a rockslide. Creatures in the
archfey. If the adventurers don’t steal from the King, lair other than Greyfinger must succeed on a DC
they could be targeted by one of his warlocks when 22 Dexterity saving throw or be pushed 30 feet in a
they acquire a treasure he covets for his hoard. direction of Grayfinger’s choice and have the Prone
Another option is that an enemy of the adventurers condition.
suddenly acquires remarkable wealth or a powerful

204
Merchant of Drego takes the deal and subsequently has a host of
adventures, and while he faces many dangers he could

Misthaven have avoided by just staying home, the Merchant isn’t


directly responsible for those challenges.
As Little Drego led the old tribex to market, the Most stories involving the Merchant use one of
Merchant stopped him on the road. “That’s a fine three formulas.
beast you have there,” she said. “I’ve need of a ‘bex to Opportunity. The Merchant offers a one-time
haul my goods back to Misthaven. But I’ve precious exchange that gives the protagonist a tool that sets
little left to trade. All I have is this pewter ring, which their story in motion.
makes the wearer invisible. Would you take it for your Risk. The Merchant makes an offer, but it comes with
beast?” That old tribex barely had three working legs, a time limit or challenge. “I’ll give you this Doss
and Drego was no fool. He knew to beware the gifts of Lute and a year of fame, but when the year ends
the Traveler. And the Merchant, she could see it in his you must play a duet with me… and if I outplay
face. “This is no gift, my friend.” She gave the tribex you, you’ll spend the rest of your days tuning
a handful of oats, and just like that he was young and instruments in Misthaven.”
strong again. “I need a sturdy beast, and in Misthaven The Price of Greed. The protagonist’s greed drives
rings like this are as common as coppers. So you have them to take an offer without fully considering the
a choice, Little Drego. Your tribex is young and healthy, consequences. “I offered you magic in exchange
and you can take him home and spend your life for taking your first love. You thought your first love
plowing the field. Or you can take my ring for your fine was still to come, that you were giving up something
beast and find your fortune in the world beyond your you’d yet to feel. But you felt your first love for your
farm. Which will it be?” baby brother, my dear. And now I’m taking him away
to Misthaven.”
What is it that you want, and how badly do you want it?
A magic sword that will slay your enemies? An amulet The Merchant isn’t a trickster. She always delivers
that will guide you to your one true love? A spellbook what she promises. But she may ask a high price
that will earn you renown as the greatest wizard of the or offer a dangerous wager… or it may be that the
age? The Merchant has all of those things. But unlike protagonist’s greed blinds them to the scope of the
the Traveler, the Merchant of Misthaven doesn’t give bargain they’re making. The one element that is
gifts. Everything has a price; are you willing to pay it? constant throughout all of these stories is that making
Opportunity… With a Price. Every Brelish a bargain with the Merchant will change your life. A
child knows the stories of Drego the Unseen: how deal with the Merchant could get you fame or fortune,
he outwitted the Prince of Bones and exposed the but her bargains are always the first step on a path that
schemes of Count Ironfist. Drego is clever and brave, leads through adventure.
but it’s his magic ring that drives his tale—the ring he The Merchant as an Ally or Patron. The Merchant
obtained in a bargain with the Merchant of Misthaven. exists to make interesting bargains. She has a broad
Many a child hopes that one day the Merchant will affinity for the Western Frontier, and can appear at
approach them with a similar offer, trading a wondrous any time or place where there’s a bargain to be made.
treasure for something that seems to have little value. Here are a few examples of helpful or interesting
And there are a host of other popular tales that start interactions.
in this way. It’s established enough that it’s not even New Lamps for Old. When the adventurers acquire
questioned. “What possible use could the Merchant something that is powerful but dangerous—a
have for an old tribex? Don’t ask! It’s not the point of cursed weapon, a shard of demonglass, an Iron
the story.” When this does come up in the tales, it’s said Flask containing a fiend—the Merchant can step
that the Merchant can afford to be generous because out of the shadows and offer them something more
the wonders she offers are commonplace in the useful in exchange. Would the Paladin like to trade
magical realm of Misthaven. This in itself has worked that Iron Flask for a Holy Avenger? This is a way
its way into the common psyche of western Breland; to present the adventurers with magic items they
should someone from Sharn make a ridiculous request really want that have no logical reason to be found
of a blacksmith in Breland, they might be told “Where in the region, and it’s also an opportunity to remove
do you think you are? Misthaven?” The Merchant something dangerous from the scenario.
has mythic overlap with the Traveler, but there are Just what you Need. Consider the story of Drego
a few crucial differences. The Merchant never gives the Unseen, where the Merchant offers a Ring of
gifts; she always demands something in exchange Invisibility for an old tribex. The Merchant could
for the wonders she’s offering. She delivers on her appear at a crossroads with a seemingly astonishing
promises and stands by her word. The Merchant offers offer for an adventurer—“those old boots of yours
Drego a Ring of Invisibility in exchange for his tribex. are just what I’m looking for. But all I have to offer

205
Merchant of Misthaven Poisoned Dagger. Melee Attack Roll: +10 , reach 5 ft.
Hit: 6 (1d4+4) Slashing damage plus 10 (3d6) Poison
Medium Fey, Neutral
damage.
AC 21 Initiative +4 (14)
Free Samples. The Merchant of Misthaven reaches into
HP 180 (24d8 + 72)
her bag of tricks and produces a random effect
Speed 30 ft.
as follows:
mod save mod save mod save
Str 12 +1 +1 Dex 18 +4 +10 Con 16 +3 +9 1d4 Effect
1 Exploding Trinket. Dexterity Saving Throw: DC
Int 21 +5 +5 Wis 22 +6 +12 Cha 24 +7 +13
21, each creature in a 10-foot-radius Sphere
Skills Arcana +11, Deception +13, History +11, Insight centered on a point the Merchant can see
+12, Perception +12, Performance +13, Persuasion within 120 feet. Failure: 17 (5d6) Fire damage.
+13, Sleight of Hand +10 Success: Half damage.
Resistances Necrotic, Psychic 2 Regrettable Collectable. The Merchant casts
Immunities Bludgeoning, Piercing, and Slashing from Summon Fiend, requiring no components. She
nonmagical attacks that aren’t silvered; Charmed, does not have to concentrate to maintain the
Exhaustion, Frightened, Paralyzed spell. The creature disappears after 1 minute,
Senses Truesight 120 ft., Passive Perception 22 when the Merchant moves more than 100 feet
Languages All, Telepathy 120 ft. away from it, or when the Merchant dies.
CR 20 (XP 25,000; PB +6) 3 New Toy. The Merchant casts Summon
Traits Construct, requiring no components. She does
not have to concentrate to maintain the spell.
I Never Agreed To This (3/Day). If the Merchant of
The creature disappears after 1 minute, when
Misthaven fails a saving throw, she can choose to
the Merchant moves more than 100 feet away
succeed instead. If the effect was caused by a creature,
from it, or when the Merchant dies.
that creature becomes the new target of the effect and
must make a saving throw themselves using the same 4 Otherworldly Puzzle. Intelligence Saving Throw:
DC. DC 21, each creature in a 10-foot-radius Sphere
centered on a point the Merchant can see
Let Me See What You Have There. Whenever a within 60 feet. Failure: 10 (3d6) Psychic damage
creature within 60 feet of the Merchant of Misthaven and the target has the Stunned condition until
activates or consumes a magic item of Uncommon the end of its next turn. The target can make a
or greater rarity or attacks with a magic weapon of DC 21 Intelligence (any gaming set) check at
Uncommon or greater rarity, the Merchant can teleport the start of its turn to end the effect early.
to an unoccupied space within 5 feet of the user. The
Merchant teleports after the attack or the effects of the Illusory Appearance. The Merchant covers herself and
magic item are resolved. anything she is wearing or carrying with a magical
illusion that makes her look like another creature of
Magic Resistance. The Merchant has Advantage on
her general size and humanoid shape. The illusion
saving throws against spells and other magical effects.
ends if the Merchant takes a Bonus Action to end it or
Merchant’s Guile. The Merchant adds her Charisma if she dies. A creature must take an Action to visually
modifier to her Armor Class. inspect the illusion and succeed on a DC 21 Intelligence
Thelanian Protagonist. The Merchant of Misthaven (Investigation) check to discern that the Merchant is
cannot be permanently killed. If reduced to 0 Hit disguised.
Points, she collapses into a pile of 777 gold coins. The Spellcasting. The Merchant of Misthaven casts one of
Merchant reforms in her domain 1d4 days later, and the following spells, requiring no material components,
the coins transform into wooden discs at the same using Charisma as the spellcasting ability (spell save DC
time. 21):
Actions At Will: Augury, Calm Emotions, Sanctuary
3/Day Each: Detect Thoughts, Greater Invisibility,
Multiattack. The Merchant makes two attacks with her
Mirage Arcane, Mirror Image
Poisoned Dagger and uses Free Samples.
1/Day Each: Sequester, Simulacrum

206
Legendary Actions
The Merchant of Misthaven can take 3 Legendary
Actions, choosing from the options below. Only one
Legendary Action can be used at a time and only at
the end of another creature's turn. The Merchant
regains spent Legendary Actions at the start of
her turn.
Sudden Strike. The Merchant makes an attack with
her Poisoned Dagger.
A Fair Deal. The Merchant demands an exchange with
one creature that she can see within 120 feet. That
creature can either regain a spell slot of up to 3rd
level, or regain 10, 20, or 30 Hit Points. For each spell
slot level or every 10 Hit Points the target gains, the
Merchant also regains 10 Hit Points.
Awful Choices (2 Legendary Actions). Charisma
Saving Throw: DC 21, one creature that can hear
the Merchant. Failure: The target must choose two
creatures it can see that are friendly with it. One of
those creatures (target’s choice) takes 19 (3d12)
Necrotic damage, and the other has the Charmed
condition until the end of its next turn.
GAOZ

207
is this magic wand. Any chance you’d make an
exchange?” The key to the Merchant’s bargains is
The Merchant’s Lair
that they always make the story more interesting;
The Merchant hails from Misthaven, a land of
whatever she’s offering may draw the adventurer
legendary wonders. According to the stories,
into a dangerous situation or give them the chance
Misthaven is impossibly rich and brimming with
to pursue a more challenging path. But there don’t
mystical treasures. But a key element of the Merchant’s
have to be any other catches!
story is that no one ever goes to Misthaven. That’s
Immaterial Things. The Merchant doesn’t just trade
part of what keeps it infinitely wondrous. This is true
objects; she can offer skills, magical abilities, or
even in Thelanis itself. The Merchant is respected
opportunities. A gift of the Merchant could be
as an anchor baron, the lord of her own story, but no
represented by a supernatural boon, or by a twist
one ever goes to Misthaven. If you wish to speak to
in the story. Do the adventurers need an invitation
the Merchant, you’ll have to convince her to come to
to the Tain Gala? The Merchant happens to have
you—or find her at a gala in the Moonlit Vale. Because
one. More dramatically, this could be a way for
of this, the Merchant of Misthaven doesn’t have a
an adventurer to dramatically shift something:
traditional, physical lair. Instead, her story is her lair.
swapping two of their ability scores, or even
She is more powerful when she is interacting with
changing their class. While the Merchant generally
people who have made bargains with her. Should
doesn’t employ Warlocks—she prefers to make her
adventurers try to break a deal with her by force—
deals directly—an adventurer could also assert that
fighting her instead of going through with the bard’s
their core abilities are tied to a previous bargain
musical face off—she has access to additional abilities.
with the Merchant. Perhaps she gave the Wizard
Lair Actions. While fighting or defending anyone
their first spellbook, or gave the Bard a literal silver
who has made a bargain with her, the Merchant of
tongue that allows them to perform bardic magic.
Misthaven can take Lair Actions. On Initiative count
The Merchant can take any form; she can be an old 20 (losing Initiative ties), the Merchant can take a Lair
woman, a young artificer, or a masked fey figure. Action to cause one of the following effects; she can’t
Having said that, she generally doesn’t try to deceive use the same effect two rounds in a row.
the people she bargains with. Her story is well known,
• A flood of counterfeit coins and jewels spills out,
and strengthened with each deal that she makes; why
covering up to a 40-foot Emanation centered on the
hide it? This also helps to differentiate her from
Merchant. Each creature within the area other than
the Traveler.
the Merchant must succeed on a DC 21 Dexterity
The Merchant as an Enemy. There are a few ways
saving throw or have the Prone condition.
to use the Merchant of Misthaven as a malevolent force
• A spectacle of wonders appears in a space the
in a story. The first is to have her make bargains with
Merchant can see within 100 feet. Each creature
evil or misguided people. How did the cruel sheriff get
that can see the spectacle must make a DC 21
the powers of a warlock? How did that assassin get
Wisdom saving throw. On a failed save, a creature
a Ring of Invisibility? She could even turn someone
must use their movement on its turn to move as
into a lycanthrope or a vampire, if that’s a bargain they
close to the spectacle as possible. A creature isn't
want to make. A distinction between the Merchant and
compelled to move into an obviously deadly hazard,
a fiend like Sul Khatesh is that the Merchant has no
such as a fire or pit, but it will provoke Opportunity
long-term interest in the people who take her deals.
Attacks.
If she turns the village butcher into a vampire, she
• The Merchant chooses a point she can see within
won’t be upset if the adventurers drive a stake through
100 feet. Until the following round, a 20-foot-radius
his heart; that’s still a compelling story! Alternatively,
Sphere of light emanates from that point, dispelling
she could make problematic bargains with allies or
any magical darkness within the same area. The
friends of the adventurers, or with the adventurers
rest of the area—up to a 500-foot-radius Sphere—is
themselves. Consider the Risk and Price of Greed
plunged into magical darkness. A creature with
stories mentioned above. Perhaps the local bard made
Darkvision can't see through this darkness, and
a bargain a year ago and their duet with the Merchant
nonmagical light can't illuminate it.
is happening tomorrow. Or maybe an adventurer’s
nephew made a bargain for warlock powers and in While no one ever goes to Misthaven, player characters
the process traded away his sister; can the player are remarkable. If it suits the needs of the adventure,
characters get her back? In either case, what would the adventurers could be the first people to ever find
it take to get the Merchant to renegotiate? Do the a way to Misthaven. In this case, the DM will have to
adventurers need to find a treasure she wants even decide if it is just as wondrous as the Merchant claims
more than whatever she originally bargained for, or or if, in fact, her true domain is a run-down shack or
is an adventurer willing to make their own dangerous warehouse filled with odds and ends!
bargain to let their friend off the hook?

208
Overlords warped tower now known as Turakbar’s Fist, and it
seeps out into the surrounding lands. The minotaur
In the first days of the world, the fiendish children of clans of the region have been shaped by his power
Khyber rose from the darkness to reign over Eberron. for countless generations, and the chib culture
The greatest among them were the overlords, who held that flourished in the Barrens is a reflection of his
dominion over the world until the children of Eberron influence. The efforts of the Daughters of Sora Kell
and Siberys rose up against them. Armies of dragons have curbed his power in the region, but he cannot
fought against the fiends of Khyber. When it became be driven from Turakbar’s Fist. Around the Fist, the
clear that the overlords couldn’t be destroyed, the strong feel the urge to revel in their power, to prove
couatl sacrificed their lives to build a prison of celestial their might and take what they desire—while people
light: a silver flame that bound the overlords in Khyber. who are peaceful by nature find themselves more
These bonds have held for countless generations, but easily cowed, afraid to challenge aggression. Player
the overlords still yearn to break free and reclaim the characters can resist these passive effects. But when
world above. an adventurer is in a place where Kharash’s influence
As long as the overlords are bound by the Silver is strong, the DM might occasionally ask them
Flame, they can’t physically manifest in the world. But questions… Why do you let that wizard tell you what
each overlord embodies a particular aspect of evil, to do? Why do you let them laugh at you? Why don’t
which grows in strength as their servants scheme to you take what you deserve? Most likely, an adventurer
unleash their ancient masters. The overlords gain will recognize these as the alien thoughts that they
strength when mortals embrace the dark paths laid are… but the thoughts still linger, and provide a sense
down for them. And as they grow stronger, they gain of the quiet corrupting power of Tol Kharash. People
more influence. already driven to aggression—such as the minotaurs
Approximately thirty overlords are bound in Khyber. of the region, the Gaa’aram orcs and fiend-touched
One is described here: Tol Kharash, the Horned gnolls—can find these impulses especially hard to
King. Tol Kharash remains imprisoned and can’t take resist. However, unlike Rak Tulkhesh, the Horned
physical form. The stat block provided here reflects the King doesn’t crave chaotic bloodshed. As people fall
abilities of an avatar Tol Kharash could manifest if he deeper under his sway they will be drawn to follow
was partially released from his bonds. the strongest servant of Kharash. Thus, in the present
Immortal Nature. An overlord doesn’t require day, both Rhesh Turakbar and Breggan Blackcrown
air, food, drink or sleep. It also can’t die permanently. have amassed a force of loyal, ruthless followers—all
Within 24 hours of its death, an overlord will reform in unwittingly being driven by the power of the Horned
its heart demiplane in Khyber. King, urged to serve the would-be conquerors.
The Demonglass Horde. Tol Kharash has relatively
Tol Kharash, few fiendish minions. He has no immortal prakhutu,
and no representatives among the Lords of Dust. What
the Horned King the Horned King does have is demonglass. Kharash
himself is imprisoned in the demonglass tower of
When a team of Korranberg scholars studied the Turakbar’s Fist. But many members of his fiendish host
region that is now Droaam, they concluded that were trapped in smaller shards of demonglass. Some
the Horned King revered in the region was an have been turned into tools or weapons, fiendish power
interpretation of the Rak Tulkhesh, the Rage of War. fueling powerful enchantments. Most cultists of Tol
They were mistaken. Both are spirits of war. But for Kharash have a small shard of demonglass embedded
Rak Tulkhesh, bloodshed and aggression are a goal in their body, turning them into Demonglass Warriors.
in and of themselves. For Tol Kharash—the Horned Demonglass Champions carry larger shards that
King—war is just the means to an end. The Horned grant greater powers, but over time the fiend in the
King is an overlord of tyranny and oppression, taking shard eats away at the mortal within, turning them into
joy in the suffering of the conquered and the cruelty a hollow one serving as a puppet for the fiend.
of the conquerors; he delights in mortals inflicting The King’s Prison. Tol Kharash is bound by the
suffering on their own kin. Silver Flame, and he has no army of rakshasa studying
Tol Kharash can take any form, but his preferred the Draconic Prophecy and uncovering a path for his
avatar is that of a massive armored minotaur, flesh release. However, the nature of his prison gives him
hidden beneath steel plates. Rusting, broken weapons considerable power over the region around Turakbar’s
are embedded in his armor, tokens of defeated foes. Fist even while he remains imprisoned—and there may
The Horned King crushes hopes, and those who see be ways for him to increase that influence. The first
him must fight the urge to grovel or flee. obvious path is for servants that bear his demonglass
Destroyer of Hope. Tol Kharash drives the strong shards to conquer in his name; the wider his dominion,
to oppress the weak. His essence is bound to the the more power he gains. Beyond this, there are two

209
Tol Kharash, the Horned King Gore. Melee Attack Roll: +16, reach 10 ft. Hit: 34 (4d12
+ 8) Piercing damage, and the target has the Prone
Huge Fiend, Chaotic Evil
condition.
AC 19 Initiative +3 (13)
Overlord’s Presence. Wisdom Saving Throw: DC 25, each
HP 544 (33d12 + 330)
creature of Tol Kharash’s choice that is within 120 feet
Speed 40 ft.
of him and aware of him. Failure: 33 (6d10) Psychic
mod save mod save mod save
damage and the target has the Frightened condition
Str 27 +8 +16 Dex 16 +3 +3 Con 30 +10 +18 for 1 minute. A creature can repeat the saving throw at
Int 22 +6 +6 Wis 19 +4 +12 Cha 28 +9 +17 the end of each of its turns, ending the effect on itself
on a success. If a creature's saving throw is successful
Skills Athletics +16, Intimidation +17, Perception +12 or the effect ends for it, the creature is immune to Tol
Resistances Fire, Lightning, Psychic Kharash's Overlord’s Presence for the next 24 hours.
Immunities Poison; Bludgeoning, Piercing, and Slashing Shape-Shift. Tol Kharash shape-shifts into a Beast,
from nonmagical attacks; Charmed, Exhaustion, Humanoid, or Giant that has a Challenge Rating no
Frightened, Paralyzed, Poisoned, Stunned higher than his own, or back into his true form. He
Gear Plate Armor +1 reverts to his true form if he dies. Tol Kharash retains
Senses Truesight 120 ft., Passive Perception 22 his Alignment, Hit Points, Hit Dice, ability to speak,
Languages All, Telepathy 120 ft. Proficiencies, Legendary Resistance, his Intelligence,
CR 28 (XP 120,000; PB +8) Wisdom, and Charisma scores, and this Action. His
Traits statistics and capabilities are otherwise replaced by
those of the new form, except for any features or
Legendary Resistance (3/Day). If Tol Kharash fails a
Legendary Actions of that form. Any equipment he is
saving throw, he can choose to succeed instead.
wearing or carrying is absorbed or borne by the new
Magic Resistance. Tol Kharash has Advantage on saving form (his choice).
throws against spells and other magical effects.
Spellcasting. Tol Kharash casts one of the following
None Above Me. Charisma Saving Throw: DC 25, each spells, requiring no material components, using
creature that starts their turn within 100 feet of Tol Charisma as the spellcasting ability (spell save DC 25):
Kharash and who is positioned above his eye level.
At Will: Command, Detect Thoughts, Dispel Magic,
Failure: A target must use as much of its movement as
Eyebite
possible to move to a space below Tol Kharash’s eye
3/Day Each: Enemies Abound XGE, Mass Suggestion,
level.
Power Word Pain
Revel in Tyranny. Tol Khalesh’s attacks deal an extra 10 1/Day Each: Dominate Monster, Imprisonment
(3d6) damage against creatures that have either the
Reactions
Prone or Frightened conditions.
Demonglass Prison. Trigger: When a creature Tol Kharash
Actions can see within 60 feet is reduced to 0 Hit Points.
Multiattack. Tol Kharash makes four attacks, using Response: Tol Kharash can trap its soul within a Small
Battleaxe’s Blade, Battleaxe’s Blast, or Gore in any conjured demonglass shard, which appears adjacent
combination. He can replace one of these attacks with a to the target. The demonglass shard has AC 15 and 20
use of Spellcasting (at will spells only). Hit Points. While its soul is trapped, a target continues
Battleaxe’s Blade. Melee Attack Roll: +16, reach 10 ft. to make death saving throws but it cannot regain Hit
Hit: 27 (3d12 + 8) Slashing damage, and the target is Points by any means, until the demonglass shard is
pushed 15 feet away from Tol Kharash. destroyed. If a creature dies while its soul is trapped,
it cannot be resurrected until the demonglass shard is
Battleaxe’s Blast. Ranged Attack Roll: +17, range 120 ft. destroyed. When a demonglass shard is destroyed, Tol
Hit: 18 (2d12 + 9) Necrotic damage, and the target has Kharash regains 26 (4d12) Hit Points and the newly
Disadvantage on its next saving throw before the end of released creature has the Frightened condition for 1
its next turn. hour. The Frightened condition persists even if the
creature is Unconscious or dead.

210
Legendary Actions
Tol Kharash can take 3 Legendary Actions, choosing Daughters of Sora Kell, while Breggan would have to
from the options below. Only one Legendary Action stake her claim as the descendant of Breggor Firstking
can be used at a time and only at the end of another and forge a new kingdom of the lost on the frontier.
creature's turn. Tol Kharash regains spent Legendary Beyond this, the vessel would have to embed more
Actions at the start of its turn. demonglass in their body, and undergo other rituals
that would strengthen their flesh… but they could
Attack. Tol Kharash makes one Battleaxe’s Blade,
do this without knowing the deadly road they’re on.
Battleaxe’s Blast, or Gore attack.
Breggan could truly believe she’s gaining the power she
Oppress. Tol Kharash casts Command. needs to challenge Droaam and Breland, not knowing
Incite (2 Legendary Actions). Charisma Saving Throw: she’s becoming the anchor for an overlord. Ultimately,
DC 25, two creatures of Tol Kharash’s choice within 60 if one of these vessels follows the path, Tol Kharash
feet of him. Failure: Targets must use their Reaction would be able to manifest through them—creating an
(if available) to make a melee attack with a weapon avatar with the statistics presented here. The mortal
against each other. If the other target is not within would still remain, and if that mortal died, the avatar
reach, a target instead makes a ranged attack with a would be destroyed. A second way Tol Kharash could
weapon against the other target, throwing its weapon be freed would be if the region itself was pulled deeper
if necessary. These attacks are made with Advantage into his prison. By planting demonglass anchors in
and gain a +4 bonus to the damage roll. critical locations and performing the proper rituals,
a piece of Droaam could be drawn into Khyber…
allowing fiends to manifest freely, and Tol Kharash
paths that could allow Tol Kharash to walk the world.
himself to rise from Turakbar’s Fist. Once this had
The first is to create a proper vessel—a mortal who
been completed, there would be no simple way to
can serve as his hollow one. He has planted his seeds
reverse it; it would take something as dramatic as
in two mortals in the modern age: Rhesh Turakbar
Tira Miron’s sacrifice to channel the Silver Flame
and Breggan Blackcrown. Tol Kharash needs these
to undo this damage. With either of these plots,
vessels to grow in power—both personal power and
Vincentius Matthew

Rhesh Turakbar would be a willing pawn who seeks


authority, becoming conquerors and embodying his
to unleash the Horned King upon the world—while
ideals. It’s up to the DM to decide exactly what steps
Breggan Blackcrown doesn’t realize that she’s a pawn
would be involved in this, but it would definitely
in an overlord’s schemes, and believes her ambitions
involve amassing a powerful army and conquering a
are hers alone.
region. Rhesh Turakbar would need to challenge the

211
Rhesh Turakbar Rhesh Turakbar is not immortal. He’s not one of
the Lords of Dust; he’s a minotaur champion who’s
Rhesh Turakbar is the infamous warlord of Turakbar’s laid claim to a terrifying power, and who now has to
Fist, feared and despised by Brelish settlers be a brutal tyrant to hold onto that power. A DM could
throughout the Western Frontier. He is a powerful choose to play up Turakbar’s role as a willing vessel of
minotaur warrior, and his physical might is enhanced the overlord’s spirit. In this case, his power could grow
by his devotion to the Horned King. Guided by the even as his personality melts away, leaving a sliver of
overlord, Rhesh Turakbar is a brutal tyrant and a Tol Kharash cloaked in what’s left of Turakbar’s flesh.
deadly foe. On the other hand, a DM who wants more complexity
Warlord of Droaam. During the Last War, Rhesh could say that Rhesh Turakbar knows this is happening
Turakbar personally led countless raids against and is afraid of it—he doesn’t want to be a puppet of
Orcbone and Brelish settlements along the Border Tol Kharash, but he is in too deep and sees no way to
Road. Any adventurer with roots in the frontier may escape that fate.
have lost friends or family to Turakbar’s reavers—or
narrowly escaped death at his hands. With the end
of open hostilities, Turakbar has pulled his forces
Turakbar’s Reavers
back to the Fist and plays the role of warlord rather Bands of reavers roam the lands around Turakbar’s
than reaver. As warlord, Turakbar is responsible for Fist. Those to the west of the Border Road are
maintaining order in the region around Turakbar’s technically servants of the appointed warlord,
Fist. His reavers patrol the land, but Turakbar wishes maintaining order as instructed by the Daughters of
to be feared even by his subjects. He maintains Sora Kell. If they encounter easterners in the region,
order, indeed—by making a brutal example of anyone they will typically challenge them, questioning the
who challenges the Daughters or Turakbar himself. business of the adventurers and possibly demanding
Some of the villages under his watch are minotaur a “toll for safe passage”—a tax for Turakbar’s diligent
communities; others are primarily goblins or kobolds work maintaining the peace. What such reavers
with a few minotaur overseers. Either way, each want most of all is to generate fear and to assert
village has a chib that answers to Turakbar—and he authority; both of these things are like strong drink
will often challenge chibs to test their might, killing for a demonglass warrior of Tol Kharash. Challenging
and replacing any who prove to be too weak by his the reavers can result in violence. On the other hand,
standards. There is no question that Rhesh Turakbar travelers who truly feel no fear and who demonstrate
is maintaining order, as is the duty of a warlord. strength—typically, by making strong Intimidation
But where elsewhere in Droaam the Daughters are checks—will be left in peace.
working to unite the different species and cultures Reavers to the west of the road maintain order; as
of the region and to give their people hope, Rhesh soon as they are on the road, they disrupt it. Reavers
Turakbar still rules through fear. may attack caravans, or cross the road and raid Brelish
Fist of the Horned King. Turakbar’s Fist is an villages. These attacks are swift and brutal, but usually
artifact of the Horned King, charged with the power not as deadly as they could be. The primary objective
of Tol Kharash. The Daughters of Sora Kell gave is to sow fear and to make the settlers feel weak
Turakbar the title of warlord, but he earned Rhesh on and helpless; this is what delights the Horned King.
his own by slaying the previous ruler of the Fist and They would rather leave wounded survivors to carry
claiming its power. Turakbar’s horns are engraved with the scars and haunting memories of the attack than
sigils that bind him to the Horned King, so that the to actually drive settlers from the border. They are
power of the Fist flows through his blood. Turakbar ruthless and will kill if they are posed with a serious
can sense the fears of creatures around him, a gift threat, but Turakbar’s reavers prefer to inflict trauma
he uses to intimidate his enemies and undermine his rather than just kill their foes.
rivals. Adventurers facing Rhesh Turakbar can feel the Turakbar’s reavers are a blend of minotaurs, ogres,
fiendish power flowing through him—feel that he is a Gaa’aram orcs, shifters, and gnolls who embrace their
vessel for something ancient and terrifying. Because fiendish spirits. Almost all of them are embedded
of his size and physical might, it is easy for people to with small shards of demonglass, making them
underestimate Turakbar’s intelligence. But the warlord Demonglass Warriors; the leader of a squad will have
is no fool. He may choose to be reckless in battle, but one or more of the Demonglass Champion traits.
he is a cunning strategist with keen instincts. However, They typically travel in small, swift groups that can
as a vessel for the Horned King there are limits on his quickly disappear into the Barrens. They can’t carry
behavior, much as a paladin follows an oath. Turakbar much plunder, but they are more interested in sowing
cannot willingly show fear or weakness, and he must fear than gathering gold.
always look for weakness in others and spread fear
where he can.

212
The Turakbar’s Reavers table provides a few Reaver Missions
examples of champions who might lead a band of d6 Mission
reavers, while the Reavers Missions table gives ideas
for what a squad of reavers might be up to when 1 Reaving. This squad is looking for blood and will
adventurers encounter them. leap at any excuse to fight.
2 Intimidation. The group has been sent to spread
Turakbar's Reavers fear. They won’t kill if it can be avoided, but they
d6 Reaver will cause pain and suffering in pursuit of their
goals.
1 Byraka. A minotaur with silver-white fur, Byraka
is known as the Bloody Ghost. She has the 3 Fury’s Fangs. This team is acting as the hand
Devil’s Sight and Wrath of the Horned King traits. of Droaamite justice, pursuing a condemned
(Minotaur, she/her) criminal.
2 Ghwyyr. A former Znir hwyri, Ghwyyr now 4 Shadow’s Eyes. These reavers have been
serves the Horned King and is chief shaman of dispatched by Rhesh Turakbar to investigate a
Turakbar’s Fist. (Gnoll Warlock of the Fiend, possible threat or crime.
he/him) 5 Bloody Revel. This squad recently completed
3 Hakaar. Once a Tharashk hunter, Hakaar delights a raid; they are still bloody and carrying their
in playing with her prey and takes special pleasure plunder.
in killing Sentinel Marshals. (Half-orc Assassin, 6 Nothing To See. These reavers have been sent
she/her) on a peaceful mission. They could be serving as
4 Grimtongue. The greatest wizard of the region, couriers, picking up supplies, escorting a mystic
Grimtongue has carved chains hanging from his to a ritual site, or something similar.
horns and is devoted to Tol Kharash. (Minotaur
Mage, he/him)
5 Nol Avesh. A warrior who served Rhesh Turakbar’s
predecessor, Nol knows all the secret paths in
Turakbar’s Fist. (Shifter Spy, he/him)
6 Hogra the Old. While physically old, this ogress is
a hollow one channeling a Horned Devil—one of
the most powerful weapons in Turakbar’s arsenal.
(Ogre Berserker, she/her)
Olie Boldador

213
Rhesh Turakbar Greataxe. Melee Attack Roll: +9, reach 5 ft. Hit: 18 (2d12
+ 5) Slashing damage.
Large Monstrosity, Chaotic Evil
Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8
AC 16 Initiative +2 (12)
+ 5) Piercing damage, and the target has the Prone
HP 241 (23d10 + 115)
condition.
Speed 40 ft.
mod save mod save mod save Pact Gauntlet. Melee Attack Roll: +9, reach 5 ft. Hit:
10 (1d10 + 5) Piercing damage plus 7 (2d6) Necrotic
Str 21 +5 +5 Dex 14 +2 +2 Con 20 +5 +9
damage, and the target is cursed by Turakbar for 1
Int 12 +1 +1 Wis 16 +3 +3 Cha 19 +4 +8 minute (see Horned King’s Curse).
Blood for the Overlord. Constitution Saving Throw: DC
Skills Athletics +9, Insight +7, Intimidation +8,
16, creatures within 40 feet of Turakbar. Failure: 22
Perception +7
(4d10) Necrotic damage for each creature currently
Immunities Frightened
affected by Turakbar’s curse and the target has the
Gear Greataxe, Hide Armor +2
Frightened condition until the end of their next turn.
Senses Darkvision 60 ft., Passive Perception 17
Success: Half damage and the target does not have
Languages Common, Infernal
the Frightened condition. Creatures that are cursed by
CR 12 (XP 8,400; PB +4)
Turakbar’s Pact Gauntlet are no longer cursed.
Traits
Know Fear. Turakbar casts Detect Thoughts, requiring no
Horned King’s Curse. Creatures that are cursed by components, using Charisma as the spellcasting ability
Turakbar (see Pact Gauntlet) have Disadvantage on (spell save DC 16. He can only detect the thoughts of
Constitution saving throws, and Turakbar deals an extra creatures that can be Frightened. If he probes deeper
7 (2d6) Necrotic damage whenever he hits a cursed into a creature’s mind, he can only learn the target’s
target with a melee attack. fears.
Labyrinthine Recall. Turakbar can perfectly recall any
path he has traveled.
Bonus Actions
Ferocious Charge. Trigger: Turakbar moves at least 10
Reckless. At the start of his turn, Turakbar can gain
feet straight toward a target and then hits it with a Gore
Advantage on all melee attack rolls he makes during
attack on the same turn. Response: Turakbar can make a
that turn, but attack rolls against him have Advantage
Pact Gauntlet attack.
until the start of his next turn.

Actions Reactions
Júlio Azevedo

Bloodlust. Trigger: A creature is reduced to 0 Hit Points


Multiattack. Turakbar makes one Greataxe attack or one
while within 15 feet of Turakbar. Response: Turakbar
Gore attack, and one Pact Gauntlet attack.
gains 20 Temporary Hit Points.

214
Steel Horse Stoneborn Template
In the early days of the Last War, King Kason
Stoneborn is a template that can be applied to
ir’Wynarn of Breland became fascinated with the idea
Aberrations, Beasts, Humanoids, Giants, and
of a construct cavalry—a force of soldiers mounted
Monstrosities—either a Petrified creature or a statue
on tireless steel horses. House Cannith helped to
carved in the shape of such a creature. The stoneborn
make these dreams reality. The cost has kept these
creature retains its statistics except as described below.
constructs from replacing flesh and blood mounts,
Armor Class. The stoneborn has natural armor. Its
but they can still be found across the Five Nations.
Armor Class is 15 + its Dexterity modifier.
In Breland, an industrial artificer named Ogon Dolas
Resistances. The stoneborn resists Bludgeoning,
has taken a particular interest in steel horses and
Piercing, and Slashing from nonmagical attacks that
has produced a number of custom mounts for nobles
aren't adamantine.
and celebrities; the Lord of Blades is also believed to
Immunities. The stoneborn has Immunity to
be producing steel horses in the Mournlands. Steel
Poison damage and the Exhaustion, Paralyzed,
horse is the common name for this type of construct,
Petrified, and Poisoned conditions.
as Cannith’s original designs mimicked the shape of
Senses. The stoneborn gains Darkvision with a
a horse, but Dolas’ designs often have more exotic
radius of 60 feet.
shapes; an equine appearance isn’t required.
New Trait: False Appearance. While the stoneborn
remains motionless, it is indistinguishable from an
Steel Horse inanimate statue.
Large Construct, Unaligned
AC 15 Initiative +0 (10) Stoneborn Hobgoblin
HP 15 (2d10 + 4) Medium Humanoid (Goblinoid), Lawful Evil
Speed 60 ft.
AC 16 Initiative +1 (11)
mod save mod save mod save HP 11 (2d8 + 2)
Str 16 +3 +3 Dex 10 +0 +0 Con 14 +2 +2 Speed 30 ft.
Int 2 –4 –4 Wis 10 +0 +0 Cha 4 –3 –3 mod save mod save mod save
Str 13 +1 +1 Dex 12 +1 +1 Con 12 +1 +1
Immunities Poison; Charmed, Exhaustion, Poisoned
Int 10 +0 +0 Wis 10 +0 +0 Cha 9 –1 –1
Senses Passive Perception 10
Languages Understands one language of its creator
Resistances Bludgeoning, Piercing, and Slashing from
but can’t speak
nonmagical attacks that aren't adamantine
CR 1/4 (XP 50; PB +2)
Immunities Poison; Exhaustion, Paralyzed, Petrified,
Traits Poisoned
Repairable. As long as it has at least 1 Hit Point Senses Darkvision 60 ft., Passive Perception 10
remaining, the steel horse regains 1 Hit Point Languages Common, Goblin
whenever a Mending spell is cast on it. CR 1 (XP 200; PB +2)
Traits
Actions
False Appearance. While the stoneborn hobgoblin
Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + remains motionless, it is indistinguishable from an
3) Bludgeoning damage. inanimate statue.
Martial Advantage. Once per turn, the stoneborn
Stoneborn hobgoblin can deal an extra 7 (2d6) damage to a
creature it hits with a weapon attack if that creature is
A stoneborn creature is a creation of the daelkyr within 5 feet of an ally of the stoneborn hobgoblin that
Orlassk. The most common stoneborn creatures are doesn’t have the Incapacitated condition.
pre-existing statues that are animated by the power of
the Still Lord; any mundane statue could potentially Actions
become a stoneborn. However, stoneborn creatures Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 5
can also emerge spontaneously, forming from mud (1d8 + 1) Slashing damage, or 6 (1d10 + 1) Slashing
or clay. The level of precision varies based on the damage if used with two hands.
source of the statue; it could be a perfect duplicate of a
creature carved from stone, or lumpy and flawed. Longbow. Ranged Attack Roll: +3, range 150/600 ft.
Hit: 5 (1d8 + 1) Piercing damage.

215
Stone Cultists Stone Listener
Stone Cultists are humanoids whose connection to
When a cult of Orlassk takes root, the humanoid
the daelkyr Orlassk has altered them, causing flesh
members of the cult often hear voices in the stone
to partially transform into stone. Stone Cults always
they work with. Initially they may ignore these voices…
have some sort of tie to Orlassk, though it’s not always
but once they start to listen, they begin to change.
obvious what that is. Sometimes the locus of this
Stone Listeners are unnaturally tough and durable.
influence is a location—a hidden altar carved long
When they suffer damage, their flesh may temporarily
ago, a vein of blood-red corrupted khyber shards, a
become stone at the point of impact… and when a
pulsing heart formed from quickstone. Other cults
creature is Petrified in their presence, the skin of
are affected by something small that can be moved
any nearby stone listeners hardens in sympathy. The
around—an idol of quickstone, a mask that fuses to the
Strength and Constitution scores of a stone listener
face of the wearer and transforms them into a Stone
reflect their supernatural density, and the DM should
Speaker. Some cultists are ultimately transformed
call this out. A stone listener could appear to be a frail
into creatures of animate stone, like gargoyles; others
old man, but when adventurers engage him in combat
eventually become inanimate statues, paying a terrible
they find he’s much stronger than he appears, capable
price for their devotions.
of surviving blows that ought to kill him.
Served by the Stone. Cultists begin as fully organic
humanoids, but over time their flesh changes, and they
become Stone Listeners and Stone Speakers. They are Stone Listener
often found in the company of Quickstone Gargoyles Medium Humanoid (Any), Neutral Evil
or Stoneborn creatures. Sometimes these creatures
emerge fully formed from the source of Orlassk’s AC 15 Initiative +1 (11)
influence; in other cults, the Stone Speaker sculpts HP 26 (4d8 + 8)
statues that come to life. In rare instances, a stone cult Speed 30 ft.
may have ties to dolgaunts, dolgrims, or dolguuls. mod save mod save mod save
Lost in the Stone. While they are tied to the daelkyr Str 16 +3 +3 Dex 12 +1 +1 Con 15 +2 +2
Orlassk, many stone cults are wildly deluded about the
Int 10 +0 +0 Wis 9 –1 –1 Cha 11 +0 +0
source of their powers. Stone cults often begin with
people who work closely with stone—miners, sculptors, Skills Athletics +5
masons, and people in similar professions. Some Gear Warhammer, Shield
cultists hear the earth whispering to them, making Senses Darkvision 60 ft., Passive Perception 9
promises or threats. Others dream of treasures hidden Languages Any one language (usually Common)
deep below the surface. The Stone Cult Motivations CR 1 (XP 200; PB +2)
table provides ideas to work with. Keep in mind that
Stone cultists are delusional, and typically cannot Traits
be swayed from their beliefs by logic. However, if the Dense Flesh. When a stone listener isn’t wearing any
source of Orlassk’s influence can be destroyed or armor, their base Armor Class equals 10 plus their
disenchanted, it may be possible to save the cultists. Dexterity and Constitution modifiers. They can use a
Stone cultists are typically neutral evil because of Shield and still gain this benefit.
the influence of Orlassk; they lack empathy and won’t Revel in Stone Words. Whenever a creature the stone
hesitate to kill at the bidding of the Stone. However, listener can see gains the Restrained or Petrified
cultists may have periods in which this influence fades condition as the result of a spell or magical effect, the
and their alignment shifts; if so, they won’t remember stone listener gains 10 Temporary Hit Points.
actions they took while under the influence of the stone.
Stone Cult Motivations Actions
d6 Cult Beliefs Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit:
1 “We must dig deeper; a great treasure lies below.” 7 (1d8 + 3) Bludgeoning damage, or 10 (1d10 + 3)
Bludgeoning damage if used with two hands.
2 “If we serve the Stone it will make us immortal.”
3 “We must water the stone with blood so it may Reactions
yet grow.” Stonehide Growth. Trigger: The stone listener takes
4 “We must become stone to survive the coming damage. Response: The stone listener gains resistance
apocalypse.” to that instance of damage.
5 “Flesh is soft, weak, and disgusting.”
6 “If we do not serve the Stone, it will destroy us.”

216
Stone Speaker
Initially, a cultist only listens to the whispers of the
Stone. But as their power and devotion grows, the
Stone moves through them, and they can speak with
its voice. When a Stone Speaker uses Eldritch Bolt,
they shout in Deep Speech and the words themselves
become deadly bolts of force and stone—or they can
cast Charm Person or Dissonant Whispers, and their
words burrow into the minds of their foes. The skin of
a stone speaker becomes as tough as stone, but they
can make it as malleable as clay—remolding it either to
conceal their own identity or to impersonate another
humanoid. In combat or when leading ceremonies, a
speaker will often form a stone mask over their face.

Stone Speaker Sculptor's Knife. Melee Attack Roll: +7, reach 5 ft. Hit:
6 (1d4 + 4) Slashing damage, and the target must
Medium Humanoid (Warlock, Any), Neutral Evil
succeed on a DC 15 Constitution saving throw or have
AC 17 Initiative +2 (12) the Restrained condition. The target can repeat the
HP 82 (11d8 + 33) saving throw at the end of each of its turns, ending the
Speed 30 ft. effect on a successful save. If the target fails a saving
mod save mod save mod save throw against this ability while it has the Restrained
Str 10 +0 +0 Dex 14 +2 +2 Con 16 +3 +6 condition, it instead has the Petrified condition. It can
continue to make saving throws at the end of each of its
Int 12 +1 +1 Wis 11 +0 +0 Cha 18 +4 +7 turns, ending the petrification on a successful save.
Resistances Bludgeoning, Piercing, and Slashing from Eldritch Bolt. Ranged Attack Roll: +7, range 120 ft. Hit: 9
nonmagical attacks (1d10 + 4) Force damage.
Skills Arcana +4, Deception +7, Persuasion +7, Religion Remold. The stone speaker shape-shifts to resemble a
+4 Medium humanoid it has seen, or it returns to its true
Senses Darkvision 60 ft., Passive Perception 10 form. Its statistics are the same in each form, except
Languages Any two language (usually Common and for its size. Any equipment it’s wearing or carrying isn't
Deep Speech) transformed.
CR 6 (XP 2,300; PB +3)
Stone to Flesh. The stone speaker ends the Petrified
Traits condition on one creature it touches. The stone speaker
Dense Flesh. When a stone speaker isn’t wearing any regains 16 (3d10) Hit Points and the newly un-Petrified
armor, their base Armor Class equals 10 plus their creature has the Charmed condition for 10 minutes.
Dexterity and Constitution modifiers. They can use a Spellcasting. The stone speaker casts one of the
Shield and still gain this benefit. following spells, requiring no material components,
Revel in Stone Words. Whenever a creature the stone using Charisma as the spellcasting ability (spell save DC
speaker can see gains the Restrained or Petrified 15):
condition as the result of a spell or magical effect, the At Will: Blade Ward, Mold Earth XGE, Thaumaturgy
stone speaker gains 10 Temporary Hit Points. 3/Day Each: Charm Person, Dispel Magic, Dissonant
Whispers, Earthbind XGE, Shield
Actions 1/Day Each: Dimension Door
Multiattack. The stone speaker makes 3 Eldritch Bolt
attacks. Up to three of these attacks can be replaced
by Stone to Flesh. They also make one Sculptor's Knife
attack.
Dean Spencer

217
Tribex The tribex draws its name from the bone plate that
projects from its head, complete with three horns.
The tribex is a quadrupedal herbivore native to The horns of the plains tribex sweep back over its
Khorvaire. While they were originally only found in head. The riding tribex has shorter horns that project
the Talenta Plains and the western barrens of Breland, forward, while the war tribex has longer, forward-
human settlers quickly domesticated the tribex, and facing horns. All tribex have hooves and tufted tails.
they are now found throughout the Five Nations. Tribex typically have pelts marked with three vertical
Plains Tribex are the original form of the beast; they stripes in shades of brown, black, blue, or white;
are large and powerful, and are usually found hauling however, Vadalis magebreeders have produced tribex
heavy loads or being raised as livestock. Over the with more exotic patterns or coloration.
course of centuries, House Vadalis magebred two Tribex are peaceful and patient, but that patience
additional forms of tribex: the Riding Tribex and can also manifest as obstinance; in Breland, it’s
the War Tribex, both designed to serve as mounts. common to say that someone is stubborn as a tribex.
While slower than a horse, the riding tribex possesses They aren’t easily spooked, and plains tribex will
tremendous endurance and is remarkably sure-footed. charge an enemy if threatened.
In most parts of the Five Nations horses and tribex can
be found side by side, but in Breland riding tribex are Tribex, Plains
the mount of choice.
Large Beast, Unaligned
AC 12 Initiative –1 (9)
HP 42 (5d10 + 15)
Speed 40 ft.
mod save mod save mod save
Str 18 +4 +4 Dex 9 –1 –1 Con 16 +3 +3

Int 2 –4 –4 Wis 12 +1 +1 Cha 4 –3 –3

Senses Passive Perception 11


Languages None
CR 2 (XP 450; PB +2)
Traits
Beast of Burden. The tribex is considered to be a Huge
animal for the purposes of determining its carrying
capacity.

Herding. Attacks against the tribex have Disadvantage


if at least one of the tribex’s allies is within 5 feet of it
and the ally doesn’t have the Incapacitated condition.

Actions
Ram. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 +
4) Bludgeoning damage. If the tribex moved at least
20 feet straight toward a target immediately before
the hit, the target takes an extra 7 (2d6) Bludgeoning
damage and, if it is Huge or smaller, it has the Prone
condition.
Olie Boldador

218
Tribex, Riding Tribex, War
Large Beast, Unaligned Large Beast, Unaligned
AC 12 Initiative +0 (10) AC 13 Initiative +0 (10)
HP 15 (2d10 + 4) HP 29 (4d10 + 8)
Speed 50 ft. Speed 40 ft.
mod save mod save mod save mod save mod save mod save
Str 16 +3 +3 Dex 10 +0 +0 Con 14 +2 +2 Str 19 +4 +4 Dex 10 +0 +0 Con 15 +2 +2

Int 2 –4 –4 Wis 13 +1 +1 Cha 6 –2 –2 Int 2 –4 –4 Wis 14 +2 +2 Cha 5 –3 –3

Senses Passive Perception 11 Senses Passive Perception 12


Languages None Languages None
CR 1/4 (XP 50; PB +2) CR 1 (XP 200; PB +2)
Traits Traits
Enduring Mount. The tribex has Advantage on Enduring Mount. The tribex has Advantage on
Constitution saving throws it makes as part of a Constitution saving throws it makes as part of a
forced march. forced march.

Sure-Footed Runner. If the tribex uses the Dash action, Unstoppable. The tribex has Advantage on saving
its speed is not reduced by Difficult Terrain until the throws against effects that would cause it to have the
end of its turn. Grappled, Restrained, Paralyzed, or Prone conditions.

Actions Actions
Gore. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4)
Piercing damage. If the tribex moved at least 20 feet Piercing damage. If the tribex moved at least 20 feet
straight toward a target immediately before the hit, straight toward a target immediately before the hit,
the target takes an extra 7 (2d6) Piercing damage and, the target takes an extra 7 (2d6) Piercing damage and,
if it is Huge or smaller, it has the Prone condition. if it is Huge or smaller, it has the Prone condition.
Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6
+ 4) Bludgeoning damage.

Bonus Actions
Trample. Trigger: The target has the Prone condition.
Response: The tribex can make a Hooves attack.

Nonplayer
Characters
This section includes statistics for various humanoid
nonplayer characters (NPCs) that adventurers might
encounter on the Western Frontier. These stat blocks
can be used to represent both human and nonhuman
NPCs, and can be customized using the methods
suggested in the Monster Manual.

Sentinel Marshal
Sentinel Marshals are the pride of House Deneith. A
Marshal on the frontier could be pursuing a fugitive
Olie Boldador

that’s seeking to shelter in Droaam, or they might


be encountered as an elite bodyguard protecting a
merchant or important emissary.

219
Sentinel Marshals are among the best the
Blademarks Guild has to offer: they are dedicated to
Tharashk Hunter
their work, and not easily swayed by taunts, vices, or
Out on the frontier, there’s always work for a skilled
other distractions.
bounty hunter. A Tharashk hunter could be pursuing a
fugitive or war criminal, but the Daughters of Sora Kell
Sentinel Marshal also pay bounties on dangerous creatures; this hunter
Medium Humanoid (Human), Lawful Neutral could be pursuing an ankheg or a displacer beast.
AC 19 Initiative +1 (11)
HP 65 (10d8 + 20) Tharashk Hunter
Speed 30 ft. Medium Humanoid (Half-orc), Neutral
mod save mod save mod save
AC 16 Initiative +2 (12)
Str 17 +3 +3 Dex 13 +1 +1 Con 14 +2 +4 HP 55 (10d8 + 10)
Int 12 +1 +1 Wis 15 +2 +4 Cha 10 +0 +0 Speed 30 ft. (40 ft. with Longstrider)
mod save mod save mod save
Skills Athletics +5, Insight +4, Perception +4 Str 16 +3 +3 Dex 15 +2 +2 Con 13 +1 +1
Gear Longsword, Heavy Crossbow, Splint Armor,
Shield Int 10 +0 +0 Wis 15 +2 +2 Cha 10 +0 +0
Senses Passive Perception 14
Skills Athletics +5, Perception +4, Survival +4
Languages Common, Any one other
Gear Spear, Shortbow, Hide Armor, Shield
CR 3 (XP 700; PB +2)
Senses Passive Perception 14
Traits Languages Common, Goblin, Orc
Inexorable. The sentinel marshal has Advantage on CR 2 (XP 450; PB +2)
saving throws against effects that would cause it to Actions
have the Paralyzed, Restrained, Stunned, or Prone
Multiattack. The Tharashk hunter makes two Spear
conditions.
Thrust attacks and uses Set a Trap.
Actions Spear Thrust. Melee Attack Roll: +5, reach 5 ft. Hit: 6
Multiattack. The sentinel marshal makes two (1d6 + 3) Slashing damage, and the Tharashk hunter
Longsword attacks and one Shield Bash attack. pushes the target 5 feet back.
Longsword. Melee Attack Roll: +5, reach 5 ft. Hit: 7 Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit:
(1d8 + 3) Slashing damage. 5 (1d6 + 2) Piercing damage.
Shield Bash. Melee Attack Roll: +5, reach 5 ft., one Set a Trap. The Tharashk hunter creates a magical
creature. Hit: 8 (2d4 + 3) Bludgeoning damage, and trap in an unoccupied space within 5 feet. A trap
if the target is a Medium or smaller creature, it must persists for 10 minutes or until it is triggered. The
succeed on a DC 13 Strength saving throw or have the Tharashk hunter can use an Action on a subsequent
Prone condition. turn to hide a trap it has set. A creature must succeed
on a DC 12 Intelligence (Investigation) or Wisdom
Heavy Crossbow. Ranged Attack Roll: +3, range (Perception) check to find a hidden trap. The Tharashk
100/400 ft. Hit: 6 (1d10 + 1) Piercing damage. hunter can have no more than five traps active at
Spellcasting. The sentinel marshal casts one of the any given time. If it places a sixth trap, the Tharashk
following spells, requiring no material components, hunter can choose one currently active trap to
using Wisdom as the spellcasting ability (spell save deactivate. Dexterity Saving Throw: DC 12, a creature
DC 12): that moved into the space. Failure: 13 (2d12) Piercing
1/Day Each: Compelled Duel, Counterspell, Shield, damage and the target has the Restrained condition.
Zone of Truth A Restrained creature can use an Action to make a
DC 12 Strength (Athletics) or Dexterity (Acrobatics)
Reactions check, ending the effect on a success.
Vigilant Guardian (1/Day). Trigger: A creature the Spellcasting. The Tharahsk hunter casts one of the
sentinel marshal can see within 5 feet of it is hit by following spells, requiring no Material components,
an attack roll. Response: The sentinel marshal swaps using Wisdom as the spellcasting ability (spell save
places with the target, and it is hit by the attack DC 12):
instead. 1/Day Each: Hunter’s Mark, Locate Object, Longstrider

220
Wandslinger Westwind Rider
A flamboyant duelist with a sharp tongue, this The Westwind Riders are an elite force stationed at
wandslinger is always ready for the next challenger. the fortress of Orcbone, charged to protect the Brelish
They could be a wand for hire traveling from town to border from all threats and to enforce the Code of
town. They might be a colorful caravan guard, or an Galifar on the Border Road. Anyone in trouble on the
equally colorful brigand preying on caravans. Road hopes for a band of Westwind Riders to appear
on the horizon. This Stat Block represents a skilled
Wandslinger rider, but Westwind Riders can also use the Knight or
Veteran stat blocks.
Medium Humanoid (Wizard, Any), Any Alignment
AC 14 Initiative +2 (12) Westwind Rider
HP 31 (6d8)
Speed 30 ft. Medium Humanoid (Any), Any Alignment
mod save mod save mod save AC 18 Initiative +2 (12)
Str 8 –1 –1 Dex 15 +2 +2 Con 10 +0 +0 HP 52 (8d8 + 16)
Speed 30 ft.
Int 14 +2 +2 Wis 13 +1 +1 Cha 12 +1 +1 mod save mod save mod save

Skills Acrobatics +3, Arcana +4, Perception +3 Str 16 +3 +3 Dex 14 +2 +4 Con 13 +1 +1


Gear Rapier, Studded Leather Armor Int 11 +0 +0 Wis 15 +2 +4 Cha 11 +0 +0
Senses Passive Perception 13
Languages Any two languages Skills Acrobatics +4, Animal Handling +4
CR 2 (XP 450; PB +2) Gear Longsword, Chain Mail, Shield
Traits Senses Passive Perception 14
Languages Common, Goblin
Quickdraw. During its first turn, the wandslinger CR 3 (XP 700; PB +2)
has Advantage on attack rolls against any creature
that hasn't taken a turn, and any hit the wandslinger Traits
scores against such a creature is a Critical Hit. Patriotic Outrider. If the westwind rider has neither
the Incapacitated or Frightened condition, friendly
Actions creatures within 30 feet that can see it gain Advantage
Rapier. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 on Wisdom and Charisma saving throws.
+2) Piercing damage.
Actions
Arcane Blast. Ranged Attack Roll: +4, range 120 ft. Hit:
13 (2d10 + 2) Force damage. Multiattack. The westwind rider makes two Lance or
Longsword attacks, in any combination.
Spellcasting. The wandslinger casts one of the
following spells, using Intelligence as the spellcasting Lance. Melee Attack Roll: +5 to hit, reach 10 ft. Hit:
ability (spell save DC 12): 8 (1d10 + 3) Piercing damage. If the westwind rider
is mounted and directed its mount to move at least
At Will: Prestidigitation,True Strike 10 feet straight toward a target immediately before
1/Day Each: Absorb Elements, Shield the hit, the target takes an extra 11 (2d10) Piercing
damage and, if it is Huge or smaller, it is pushed up
Bonus Actions to 10 feet away and has the Prone condition.
Taunt (2/Day). Charisma Saving Throw: DC 12, one
Longsword. Melee Attack Roll: +5, reach 5 ft. Hit: 7
creature within 30 feet that can hear the wandslinger.
(1d8 + 3) Slashing damage or 8 (1d10 + 3) Slashing
Failure: The target has Disadvantage on ability checks,
damage if used with two hands.
attack rolls, and saving throws until the start of the
wandslinger’s next turn. Arcane Blast. Ranged Attack Roll: +4, range 120 ft. Hit:
13 (2d10 + 2) Force damage.

Reactions
Take Heart! Trigger: A creature that the westwind rider
can see, and who can see or hear the westwind rider,
is hit by a melee attack. Response: The target adds 2 to
its AC against the attack.

221
Chapter 7: Heart of Stone
eart of Stone” is an introductory adventure Quickstone. In the aftermath of the battle, the player

H for the Eberron campaign setting for


a party of five 1st-level characters. The
adventure takes place in the town of
Quickstone on the western border of Breland, where
the nation abuts Droaam, the nation of monsters.
characters delve into Orlassk’s demiplane and fix the
seal once and for all.

The Threat
Characters will advance to 5th level by the end of Thousands of years ago, the goblinoid Empire of
the adventure. Dhakaan was brought to its knees by an invasion of
the daelkyr—powerful extraplanar beings of madness
Running the incarnate. The war only came to an end when
Gatekeeper druids of the orc clans of the Shadow
Adventure Marches locked the daelkyr away with magical seals.
Those seals are now scattered across Khorvaire; some
This adventure requires the fifth edition D&D lost, others carefully guarded.
rulebooks (Player's Handbook, Dungeon Master's The daelkyr Orlassk held the most sway in the
Guide, and Monster Manual). You should read the region surrounding the town of Quickstone. As
entire adventure before attempting to run it. If you'd the master of stone, Orlassk’s influence may be
prefer to play, you shouldn't read any farther. responsible for the creation of the quickstone mineral
The Monster Manual contains statistics for many the town takes its name from. A portion of the seal on
of the creatures found in this adventure, whereas Orlassk’s prison is located beneath the quarries south
others are found in chapter 5. When a creature's name of Quickstone, with a lock tied to five key artifacts,
appears in bold type, that's a visual cue pointing you each taking the shape of a byeshk-metal weapon:
to the creature's stat block in the Monster Manual or the Stonebane Blades. Once the magical seal was
chapter 5. If the stat block appears elsewhere, the activated, these blades were distributed among the
adventure's text tells you so. peoples of the region for safekeeping:
• The Stonebane Longsword was given to the
Summary hobgoblin warriors of Cazhaak Draal, and remained
there even after the city fell. It was unearthed many
When a quickstone quarrying operation breaks into the
millennia later by medusas when they emerged
site of a magical seal, a cult of the daelkyr Orlassk is
from Khyber and claimed the ruined city.
unleashed upon the region. The player characters must
• The Stonebane Shortsword was given to a great
gather scattered artifacts in order to repair the seal,
duur’kala, a hobgoblin bard. It was interred with her
and shut away Orlassk and its minions for good.
body after she died, and remains buried with her to
The structure of this adventure is as follows:
this day.
Part 1: The player characters are traveling to • The Stonebane Dagger was given to the kobolds of
Quickstone on a newly constructed lightning rail the Graywall mountains. The dagger remained in
line when the elemental-powered train is attacked by their possession for dozens of generations, but was
kobold bandits. The kobolds’ leader, a gargoyle cultist, stolen by Brelish soldiers during the Last War.
steals a valuable and mysterious dagger from the • The Stonebane Greataxe was intended for the
train’s pilot. minotaurs inhabiting the region now known as
Part 2: Arriving in Quickstone to a hero’s welcome, Turakbar’s Fist, but it never made it to them. It can
the player characters are asked to investigate an be found at the site of the seal.
accident at a quarry close to town. There they find a • The Stonebane Sickle was given to the orcish
sinkhole leading to an ancient seal on the prison of the Gatekeeper druids, to be kept safe by mystical
daelkyr Orlassk. druidic means.
Part 3: The player characters must search the
Now, however, Orlassk’s seal is beginning to weaken,
lands around Quickstone for a set of ancient blades
and the daelkyr’s influence is growing. When a
that serve as keys for the seal. They will treat with a
quarrying accident opened a sinkhole into the seal’s
medusa, search the body of a fallen warforged titan,
chamber, a gargoyle named Diorite escaped her
explore a vision with a druid, and save the kobolds
entombment. Ever loyal to her master, Diorite now
from the Cult of Stone.
seeks to recover the five Stonebane Blades in order to
Part 4: With the player characters having found the
fully unlock the weakening seal and unleash Orlassk’s
seal blades, the Cult of Stone makes a move against
hosts upon the region once again. Diorite’s first targets

224
were a tribe of kobolds in the Graywall mountains, Gatekeeper druidic sect in Quickstone. Though she
whom she quickly brought under her control. Finding belongs to the Torrn clan of House Tharashk, she is
that the kobolds had recently lost possession of not dragonmarked and does not involve herself in
the Stonebane Dagger, she has coerced them into House business.
launching an attack on the lightning rail to steal it back. Cha’ash (Cha-ASH, she/her). A female hobgoblin
stone chanter who was left in charge of the
Cast of Characters quickstone quarrying operations while foreman
Gareth Stone was out of town. She becomes
trapped in the Treacherous quarry site with her
Though many of the characters the players can meet
young human apprentice Seth (he/him).
during the course of this adventure are introduced in
Graaz’ka (grahz-KA, he/him). A male kobold
prior chapters, the following are unique to this story:
and leader of the Cult of Stone among the
Diorite, the Gray Lady (DAI-ur-ite, she/her). A female Komaaz’Dhaal clan. He is second to Diorite, and is
gargoyle who had been trapped beneath the quarry prepared to pledge everything his clan can offer to
near the town of Quickstone. With the seal failing her cause.
and the ruins uncovered, Diorite is searching for Variz’ka (va-RIZ-ka, she/her). A female kobold and the
the five Stonebane Blades in order to free her leader of the resistance against the Cult of Stone’s
patron, the daelkyr Orlassk. grip on the Komaaz’Dhaal kobold clan. She is wary
Percival d’Orien (PER-sih-vul, he/him). An heir of of outsiders, but willing to accept help to crush
House Orien bearing the Mark of Passage. He
Vincentius Matthew

Graaz’ka and Diorite.


pilots the Westward Cascade, a lightning rail train Vvarand’an (vah-RAND-an, he/him). An orcish
that travels the line that runs between Quickstone Gatekeeper druid who fought against Orlassk’s
and Wroat. He meets an unfortunate fate. minions in a bygone age. He was the caretaker
Hiraad’an Torrn (hih-RAHD-an TORN, she/her). A of the Stonebane Sickle, and later gives it to the
middle-aged female orc, and a representative of the player characters in a vision.

225
Part 1: The has little interest in the answers—he is eager to return
to the locomotive to more closely monitor and guide

Westward Cascade the train’s elemental. However, you should use this
moment to establish each of the player characters’
In this section: relationships with the town of Quickstone. If they aren’t
• The player characters begin the adventure on a sure, encourage players to choose from one of the
lightning rail train to Quickstone. following options:
• They each have a chance to introduce themselves • “I am from the region surrounding Quickstone, and
and explore their connections to the town, as well I’m returning home after a long absence.”
as mingle with several non-player characters that • “Quickstone is my home, and I have business there.”
show up again in the future. • “I am not from Quickstone, but I have heritage in
• The lightning rail is attacked by a band of kobolds the region.”
riding flying bats. Their leader, a gargoyle, kills the • “I am from Breland (or one of the other Five
train’s pilot and steals his purple-bladed dagger. Nations) and I’m heading west for the promise of
• The player characters must do all they can to opportunity.”
prevent a disaster as the train hurtles out of control. • “I am from Droaam, and Quickstone is on my
way home.”
Tickets, Please! Several other folks are making the journey west. Player
characters may approach them on their own initiative,
The adventure begins with the player characters or you may wish for one or two of them to overhear the
traveling on the Westward Cascade—a lightning rail player characters’ small talk with Percival and come
train heading west towards the town of Quickstone. over to introduce themselves.
Read the following: Gareth Stone (male dwarf, he/him) is an elderly
stone chanter (see chapter 3)—a magewright
The arid lands of western Breland rush past the who specializes in quarrying and manipulating
window of your carriage, speeding you onwards quickstone. He also serves on Quickstone’s town
towards the promise and riches of the up-and-coming council. He is excited to get back to work at the
town of Quickstone. The floor gently sways as the quarry after having traveled to Wroat to source tools
carriage floats above its rail of stone conductors, and materials, though he’s apprehensive about how
and lightning snaps and crackles over the roof and they’ve been getting on without him.
windows outside. Each of you sits on a crate or box Daff d’Jorasco (male halfling, he/him) is a colorful
inside a freight car located behind the catering car. but capable apothecary returning to his clinic, the
These ‘seats’ serve as benches that allow the freight Patchery (see chapter 3) with new wares. He will
car to transport people in addition to freight. offer a free sample of manticore flower petals to
Several others have joined you in the makeshift anyone that speaks to him. They give any tea blend
passenger carriage: a dwarf stone worker in heavy or healing potion a delightful tang.
overalls with a bundle of miner’s picks; a halfling Hiraad’an Torrn (female orc, she/her) is a middle-aged
business person with a cheery smile and a case of orc wearing tough traveling clothes and a rustling
goods for the frontier; an orc woman in a scaled cloak cloak of dried reptilian scales. She is a druid of
watching the world go by; and a half-elf reporter gently the Gatekeeper sect and a member of House
scribbling away at their notepad. Tharashk—though she is not dragonmarked and
A human man enters the carriage. He is wearing does not involve herself in House business. She is
the livery of House Orien, and has an unsheathed traveling to Quickstone to see about renovating an
purple-hued metal dagger in pride of place on his belt. old shrine near the town. She gladly talks about
He looks around briefly before calling out, “Tickets, her faith, especially with another Gatekeeper, but
please!” remains cryptic about her purpose in renovating the
shrine.
The new arrival is Percival d’Orien. He is taking a Isti Devir (male half-elf, they/them) is a reporter for the
break from manning the lightning rail’s helm to collect Sharn Inquisitive branch in Quickstone (see chapter
the tickets from the passengers in this carriage. The 3). In contrast to the other passengers, Isti actively
train can maintain its course for a short while without approaches and talks to player characters in search
direct piloting—so long as nothing unusual happens. of an interesting angle for a feature story they’re
As Percival visits each of the characters in turn writing about Quickstone.
to inspect their tickets, allow each player a chance
to describe their character to the rest of the group.
Percival will make small talk as he goes, though he

226
Passenger Car

Beyond the Westward Cascade’s passenger car, the Three Kobolds (MM page 195) dive through the
characters can move forward towards the catering car window into the car to harass the passengers, while
and then the locomotive, or backwards towards the another Kobold mounted on a Giant Bat (MM page
cargo car. When the characters have talked to everyone 323) will sling rocks from a distance.
they wish to, move on to “Inevitable Attack!”. On Initiative count 0 of each round of combat, one
of the NPCs will offer aid in the battle. Choose from
Inevitable Attack! one of the following:
• Daff d’Jorasco calls out that his wares can help the
Once the players have introduced themselves and player characters. He provides one free Potion of
interacted with the other travelers, the inciting incident Healing to whoever comes to him first, and will
kicks off! offer up a second potion to a character that made a
particularly positive impression on him before
A. Passenger Car the attack.
When you’re ready to start the event, read: • Hiraad’an Torrn struggles to her feet, shakes glass
shards off her scaled cloak, and casts Aid or Spare
Conversations trickle to an end as a large shadow the Dying on the player characters.
falls over the passenger car. Moments later, there is a • Stocked up with quarrying tools, Gareth Stone
loud crash as the north side window explodes inward, hefts a miner’s pick and tries to knock around the
showering the passengers with fragments of glass. A kobolds. He uses an Unarmed Strike to Shove one
squad of scaly kobolds dive into the carriage through kobold he can reach. He has a +4 bonus to attacks
the opening, drawing their weapons as they land. and Strength (Athletics) checks.
“For the Stone!” they cry, barking and chattering as • Isti Devir starts drafting a story about the players’
they move against the passengers in a frenzy. Having heroic actions… by reciting it aloud. They grant one
unloaded the marauders, a giant bat leaps from the player character a d6 Bardic Inspiration die.
window back into the open air, with a fourth kobold
on its back.

Catering Car
Saga Mackenzie

227
Locomotive

At the start of the second round, read: Here a Giant Bat stands between the player characters
and the door to the locomotive, which is itself defended
Another crash of broken glass and wood emanates by a Kobold Dragonshield (MotM page 163). The
from the carriage ahead. A screaming halfling chef kobold has the following additional ability:
pushes his way through, dropping his hat as he runs. Immovable Bastion. The kobold has resistance
to all damage unless it is Grappled, Incapacitated,
The intention here is to impress upon the players that Prone, or Restrained, or if it loses its Shield.
the kobolds have launched their attack along the full
length of the Westward Cascade. Whenever any player A character that witnesses the kobold defending
follows the battle up the train into the Catering Car against any attack can recognise how to bypass the
and Locomotive, see sections B and C. Immovable Bastion ability by succeeding on a DC
12 Intelligence (Arcana) check. This kobold will do
all it can to prevent anyone from moving into the
B. Catering Car locomotive, and will not leave its post unless directly
Once the players move into the dining car, read:
ordered to do so by its leader. Consider using this
encounter to introduce new players to special actions
The door opens to a cacophony of shattering plates,
such as Grapple and Shove.
clattering pots, screaming staff, and wind howling
Characters can find ingredients, utensils, and
through another broken window. A giant bat gorges
equipment in the kitchen to help them in battle. Oil
on food near an upturned table, ignoring the volley of
flasks (PHB page 227) are freely available on the
tableware and muffins thrown its way by the chefs.
counter tops, along with a single flask of Alchemist's
At the far end of the room, a kobold wielding a
Fire (PHB page 222) and a lone vial of Acid (PHB page
spear and a heavy stone shield defends the iron door
222). A creature that is shoved into a flaming stovetop
at the far end. The stone shield shimmers with an
or oven takes 1d6 Fire damage.
eldritch glow.

Luggage Car
Saga Mackenzie

228
C. Locomotive Once Diorite escapes, the damage to the Westward
When the players first enter the locomotive, read: Cascade may lead to catastrophe. Move on to the next
section, “Runaway Train.”
Crackles of lightning surge over the crystal shard at
the heart of the locomotive’s magical engine, painting Runaway Train
flickering shadows across the walls. The train’s pilot—
the human man who collected your tickets—is being Once Diorite has flown away, read:
held aloft in one hand by a tall woman with curved
horns and a pair of rough-hewn wings. Her mottled A thunderclap crashes over the sounds of the battle’s
stone skin is patterned with black and white rings. She aftermath, as a great crack spreads across the
extracts the pilot's distinct purple-hued dagger from dragonshard at the heart of the locomotive’s engine.
where it’s embedded in his chest, before throwing his The train lurches and drifts over the conductor stone
lifeless body to the ground. track, and then starts to speed up. As the buildings
of the town of Quickstone peek over the horizon, the
The stone woman is Diorite, the Gray Lady (female lightning rail hurtles toward disaster!
gargoyle, she/her), a cultist in service of Orlassk, the
daelkyr known as the Lord of Stone. Following her Percival d’Orien, the train’s pilot, has died from his
release from the seal at the Quickstone quarry, she led wounds, and there’s no one else left to bring the train
this band of kobolds to attack the Westward Cascade to a controlled stop. The player characters must
in order to retrieve the byeshk dagger that had made band together to find a way to slow down or halt
its way into Percival d’Orien’s possession. Now that the locomotive before it crashes into the station at
she has it, she only needs to escape. Quickstone.
Diorite is not here for a discussion. Once Encourage your players to get creative with the
confronted, she uses her stone claws to crack the methods they choose to tackle the problem, and allow
Khyber dragonshard at the heart of the magical them to attempt a relevant ability check to pull off their
device powering the lightning rail. The ensuing burst plans. The following are some common ideas:
of lightning blasts a hole in the roof of the carriage, Fix the Engine. A character can make a DC 12
creating an exit point for Diorite to make her escape as Intelligence (Arcana) check to attempt to perform
quickly as she can. Though she will fight if necessary, some quick repairs to the Khyber dragonshard at
Diorite prioritizes flying away over killing any of the the heart of the locomotive’s engine, using spare
player characters that confront her; they’re not worth parts located in the locomotive. A character with
her time. Any remaining kobolds will return to their proficiency in Tinker’s Tools can also add their
mounts and escape too. Proficiency Bonus to the check.
Calm the Elemental. The Khyber dragonshard at the
Thwarting Diorite’s Escape heart of the lightning rail houses an air elemental,
Diorite’s stat block can be found in Part 4, “Battle for which is straining against its bonds, reacting
the Seal”. As a tough gargoyle with a 60 ft. Fly Speed, furiously and unpredictably. A character touching
it's unlikely that 1st-level player characters will be the dragonshard can make a DC 12 Charisma
able to prevent her escape or catch her in flight. As (Persuasion or Intimidation) check to help calm the
DM, it should be your goal to have her get away so elemental. A character with the Mark of Passage
she can return as a recurring villain. However, players has Advantage on the check.
sometimes exceed expectations, or the dice might Engage the Brakes. With a successful DC 12
go against Diorite’s favor. In these cases, you should Intelligence (Investigation) check, a character can
still allow for Diorite’s escape, perhaps by having locate and operate a mechanism that engages a
her merge with the stone ground or teleport away. series of anchors to help slow the train.
However, you can reward the players by having her Organize the Crowd. A character can spur the crowd
leave the byeshk dagger behind, effectively forcing her to action or prevent panic with a DC 12 Charisma
to abandon the attack as a failure. The byeshk dagger (Persuasion or Intimidation) check.
is the Stonebane Dagger (see chapter 5). If you take Free the Elemental. A character can help release the
this route, you should make the following changes to enraged air elemental by making a DC 12 Strength
the adventure: i) the inscriptions at Orlassk’s seal in (Athletics) to shatter a portion of the Khyber
the Treacherous quarry (section “D. The Seal”, room dragonshard that binds it.
E) will suggest the kobold tribes were given a pair of
daggers, and the statue is posed as if holding both;
ii) the byeshk dagger the characters can find in the
shrine in the Komaaz’Dhaal kobold warrens (Part 3,
room F) is the second dagger, waiting to be reunited
with the one Diorite planned to take from Percival.
229
Abandon Ship! If a character decides that the time If the characters are successful in bringing the
has come to jump, they can make a DC 12 Dexterity lightning rail to a stop, read:
(Acrobatics) check to land as safely as possible.
They take 5 (2d4) Bludgeoning damage on a failed The buildings on the outskirts of town shake and sway
check, or half as much on a successful one. If all as the Westward Cascade careens into Quickstone.
characters abandon the locomotive, it will crash The terminus station rushes closer by the second.
into the station (see below). Then, there’s a beat of silence as the storm raging in
No single fix is going to bring the train to a safe stop. If the train’s engine suddenly ceases. The emergency
the characters succeed on a number of ability checks brakes kick in as the elemental retreats to its
equal to the number of characters in the party, the crystalline home. The locomotive silently glides past
lightning rail train slows down just in the nick of time, the station’s awnings, and then the sound of twisting
as it arrives at the Quickstone station. However, each metal heralds the train’s cowcatcher crashing into
time a character fails, the situation becomes worse: the barrier at the west end of the station. Though the
First & Second Failure. The character performing the passengers are thrown across the floor by the sudden
ability check is struck by an arc of lightning, taking deceleration, they seem uninjured.
3 (1d6) Lightning damage. The fixings between the
cars begin to weaken as they’re thrown around in If the characters suffer four failures, read:
the chaos.
Third Failure. The character performing the ability Despite your best efforts, the Westward Cascade
check is struck by an arc of lightning, taking 3 barrels through Quickstone, careening past the
(1d6) Lightning damage. Then, the cargo car terminus station at nearly full speed. There is only a
detaches from the back of the train, and crashes heartbeat to escape as the locomotive slams into the
to the ground in a cloud of dust, smoke, and barriers at the west end of the station, bursting into
lightning. Anyone aboard the cargo car takes 3d6 a storm of crackling lightning, twisted metal, and
(21) Bludgeoning damage and 3d6 (21) Lightning splintering wood.
damage—they are very likely to die.
Fourth Failure. The party is too late! The lightning rail Characters aboard the lightning rail may make a DC
crashes into the station at Quickstone. 12 Dexterity saving throw to jump clear of the crash,
taking 10 (4d4) Bludgeoning damage on a failed save,
Olie Boldador

or half as much on a successful one.

230
It takes the townspeople of Quickstone several
hours to see to the wellbeing of the survivors, and
Meeting the Magistrate
many days to clean up the wreckage. While Daff, Isti,
When the characters head to the town hall to meet the
Hiraad’an, and Gareth survive the crash with minor-to-
Magistrate, read:
lasting injuries, you may wish to roll saving throws for
other characters you established during the scene—on
Sheriff Constable meets you outside the town hall,
a failed save, they will have been killed in the crash.
and leads you inside towards the offices of the
town’s administration. The halls are generally well
The Dust Settles maintained, if a little rough around the edges.
Constable leads you into a room with a large desk,
Once the player characters have picked themselves up where a slight warforged wearing a gold chain of office
and done what they can at the scene of the crash (or is busy writing. Another figure stands beside them—a
near-crash), the local law enforcement will arrive on medusa woman with a mane of red striped snakes.
the scene. Read the following: Her eyes are firmly bound in a blindfold.
“Good morning,” the warforged says, barely
The ground shakes under the heavy footfalls of a glancing up from their work. “I am Facet, though
towering warforged with the Brelish bear embossed please address me as Magistrate. May I also
into his chest plate. He stares agape at the scene, introduce Emissary Tashka of Cazaak Draal,” they
then speaks in flat tones, “What is the meaning of wave a hand to the medusa woman at their side. The
all this?” medusa nods in greeting. “Now, please do tell me
what happened.”
This is Sheriff Constable (male warforged, he/him), a
warforged juggernaut tasked with maintaining law and Facet, the Magistrate (warforged, they/them, see
order in Quickstone (see chapter 3). Constable will chapter 3) has invited Tashka (female medusa, she/
listen carefully to anything the characters tell him, and her), the emissary from Cazhaak Draal (see chapter
will demand that they accompany him to a meeting 3), to sit in on the meeting. The Magistrate’s aim is to
with the Magistrate once they have had a chance to learn all they can about the threat to the town, while
rest. He sets their meeting for dawn at the town hall, Tashka wishes to ensure that her faith (and potential
and offers them accommodations in the meantime. investment) in Quickstone is well placed.
If Constable is satisfied that the characters made You should use leading questions from the
a good effort to prevent disaster, he offers them Magistrate and Tashka to refresh in the players’ minds
free rooms at the Gold Dragon Inn (see chapter 3). the following key facts about what happened:
Otherwise, he offers them free rooms at the Crown
• Kobolds attacked the train from the sky, arriving on
(see chapter 3).
giant bats.
Player characters should advance to level 2 when
• The characters were accompanied by a female
they rest. Move on to Part 2.
gargoyle, who attacked and killed the train’s pilot.
• The gargoyle stole the pilot’s purple-hued dagger
Part 2: Welcome before escaping.
At the conclusion of the discussion, the Magistrate tells
to Quickstone the characters they are impressed with their handling
of the situation. Additionally, they wish to deputize the
In this section:
characters to help in their investigation of the incident.
• The player characters meet several key non-player They would like the characters to look into two
characters in Quickstone, including Constable, the outstanding mysteries:
Magistrate, and Emissary Tashka.
• They are asked to investigate the circumstances of • Why would the gargoyle steal the pilot’s dagger?
the attack on the lighting rail, following the trail to • Where have these kobolds come from?
speak with members of House Orien, the Grizzlies, The characters can begin to find the answers to these
and the Khaar’paal kobolds. questions by exploring the town of Quickstone and
• The Magistrate asks the characters to investigate an speaking with its many inhabitants. The Magistrate
accident at one of the town’s quickstone quarries, will provide the characters with a labeled map of the
leading to the discovery of a mysterious seal on town to help identify possible leads. Allow the players
Orlassk’s prison. the chance to look over the map and express their own
ideas, but if pressed, the Magistrate points out the
House Orien offices of the lightning rail station and the
Khaar'paal kobold tribe as likely leads.

231
The Magistrate offers the characters free room • The pilot’s dagger is a relic looted by Brelish soldiers.
and board at their choice of the Crown or the Gold • The kobold bandits are likely from the foothills of
Dragon Inn for the duration of their investigation. They the Graywall Mountains to the south of Quickstone.
will also offer each character a 10 GP wage for their (The characters may or may not learn the name of
services, half to be paid upfront. They can be talked the Komaaz’Dhaal clan and the Skomaaz Valley.)
up to 15 GP each with a successful DC 16 Charisma When the characters finish their investigations and
(Persuasion) check. return to the Magistrate, move on to “Treacherous
When the characters are ready to begin their Quarry”. If the characters only discover one of the
investigation, read the following, then move on to the important facts above but then seem lost or eager for
next section, “Investigations”: a change in direction, have Constable track down the
characters and ask them to meet with the Magistrate
As you leave the Magistrate’s office, Tashka offers the with the utmost urgency.
warforged a quip, “Well, this seems as good a trial Characters who ask around Quickstone for anyone
as any. I look forward to you proving you can support that knows of the pilot Percival d’Orien or his dagger
this place, Magistrate.” can make a DC 8 Intelligence (Investigation) or
Charisma (Investigation) check to learn that Percival
spent much of his time at the Orien Station and the
Tashka Encounter 1: Grizzlies’ camp. These locations are detailed in the
First Impressions “Investigations” section of Part 2 if the characters
Throughout this adventure, the player characters will follow up on those leads.
have many chances to speak with the medusa emissary Characters who ask around Quickstone about
Tashka, and make a lasting impression on her. The kobolds can make the same check to discover that
player characters can earn or lose points of Favor there are many kobolds making their home in the
during each encounter with Tashka, depending on Tents on the east side of town. See “Kobold Tents” in
their actions, choices, and outcomes. The characters’ Part 2 if the characters follow up on that lead.
relationship with Tashka comes to a head in “The
Emissary” in Part 3, where her favor will determine Orien Station
the level of aid she will offer in the latter stages of the Orien Station is one of Quickstone’s most important
adventure. You should refrain from telling the player economic assets (see chapter 3). When the characters
characters the number of Favor points they have arrive at the station, read:
earned.
Characters earn or lose Favor during the meeting Located in pride of place in central Quickstone,
with the Magistrate in the following ways. Each action Orien Station is abuzz with activity in the wake of the
is scored only once. recent disaster. Dozens of workers are busy repairing
First Impressions Favor the track, the station, and the lightning rail itself.
Humans and kobolds are the most numerous of the
Favor Action
workforce, though the dwarf stationmaster is busy
+1 The characters formally introduce themselves barking orders to his crew. A middle-aged human
to Tashka without further prompting from the man watches quietly from an upper floor window. He
Magistrate. appears immaculate in dress and manner, and has a
+1 The characters show positive interest in dragonmark curling up his neck.
Tashka’s people and her home, Cazhaak Draal.
+1 The characters successfully convince the The station is staffed by three major characters: Lord
Magistrate to offer them more money. Seneschal Emerick d’Orien (male human, he/him)
is one of the most important dragonmarked heirs in
-1 The characters voice misgivings about Droaam,
Breland. If the characters successfully prevented the
medusas, or other so-called ‘monstrous’ races.
lightning rail from crashing, he will emerge from his
offices to offer them a sincere thank you. However, he
Investigations leaves everything further to his personal operative (and
city councilor), Rhia d’Orien (female human, she/her),
While the primary purpose of this scene is to reveal and stationmaster Bruus Tayne (male dwarf, he/him).
more about the dagger and the kobolds, another major
goal is to give the characters a chance to explore
Quickstone and meet some of the people and factions
that have made a home there. Ideally, the characters
should discover the following key facts:

232
Both Rhia and Bruus knew Percival well, and they in arms. Jessa may also be impressed with a show of
are happy to take a question or two from the player martial skill, demonstrated by a Strength (Athletics).
characters. However, a Charisma (Persuasion) check Characters that are visibly Brelish have Advantage
(or some other creative ability check) will be necessary on ability checks to interact with the Grizzlies, while
to get either of them to take a break from work to characters that are visibly Droaamite or Cyran have
speak in detail. The information they take the time to Disadvantage. The information the Grizzlies reveal is
reveal is based on the result of the ability check: based on the result of the ability check:
Orien Station Information Grizzlies Information
Result Information Result Information
11 or Percival had piloted the lightning rail in the 11 or Though his mother was a House Orien heir,
less western reaches of Breland for most of his less Percival’s late father was a Grizzlies veteran,
career—he was new to Quickstone but had a Corporal Edmund Vance.
long history in the region. 12+ Percival always carried a purple-hued dagger
12+ Percival always carried a purple-hued dagger that was handed down to him by his father.
that was handed down to him by his father. 15+ Edmund found the dagger in this region
15+ Percival often bragged that the dagger was when the Grizzlies were helping secure the
made of precious ‘byeshk’, a purplish metal Droaamish border against the rise of the
with magical properties that is mined in the Daughters of Sora Kell.
Byeshk and Graywall Mountains. 18+ When drunk, Edmund sometimes bragged
18+ Percival always seemed embarrassed or about how he stole the dagger from the priest
ashamed about wearing the dagger around the of a clan of mountain kobolds.
kobold workers.
Kobold Tents
If the characters ask either Rhia or Bruus about the The kobolds in Quickstone are members of the
kobold workers, they tell them that they are a reliable Khaar’paal, a magically adept group that have come to
workforce that make their home in the Tents on the Quickstone in the employ of House Orien (see chapter
east side of Quickstone. Characters can learn more 3). When the player characters arrive, read:
about them there—the kobolds here are too busy to
drop their work and talk. You soon find the kobold camp on the southern side
of the Tents. Dozens of kobolds bustle about their
Grizzly Camp business among tents shaped like armadillo shells,
The Grizzly Camp is in the northern section of the sharing crafts and magical experiments. The crowd
Tents, close to the historic walls of Quickstone (see parts as a blue-scaled kobold with a belt holding
chapter 3). The Grizzlies are Brelish veterans gifted several wands hurries up to you. “No more shifts
land by Count ir’Blis. When the player characters today!” he snaps. “We must rest for best work!”
arrive at the camp, read:
The kobold who approaches the player characters is
As you approach the tents along the western edge of Vanon’dor (male kobold, he/him), one of the leaders of
the town, the Grizzly camp clearly stands out. Tents the community who manages the workforce. He has
are pitched in rows with military order, each dyed a heard about the characters’ part in the train disaster,
proud Brelish blue. A militia of ex-soldiers practices and blames them for any damage, no matter how
drills in the camp’s center. They are led by their much they insist they were trying to help. A Charisma
sergeant, a human woman with a heavy warhammer (Persuasion) check (or some other creative ability
resting on her shoulder. check) will be necessary to get him to speak further
about the kobolds of the region. He can also be
The sergeant is Jessa Grain (female human, she/her), impressed with a show of arcane ability, represented
who serves as a town councilor. She is keen to do with an Intelligence (Arcana) check. Kobold or
her duty to Quickstone, especially given her loyalty Droaamite characters have Advantage on their ability
to Count ir’Blis, but she is wary of outsiders. The checks to interact with the Khaar’paal. The information
characters may also seek out ranking officer Lt. Jovi that the kobolds reveal is based on the result of the
Olan (male human, he/him) if they’d like a different ability check:
perspective. A Charisma (Persuasion) check (or some
other creative ability check) will be necessary to get
either of them to open up to strangers about Percival
or his father, Edmund Vance, their former comrade

233
Khaar'paal Information Treacherous Quarry
Result Information
11 or The kobolds here were hired by House Orien Once the characters’ investigation is well under way,
less to help construct the lightning rail, putting Sheriff Constable will arrive with a message for them:
their innate magical expertise to good use. the Magistrate has an urgent need to see them. When
No Khaar’paal kobold would willingly attack the characters return to the Magistrate’s office in the
the lightning rail—it is the source of their town hall, read:
livelihood. The bandits must have been from a
different clan. Even before you step into the Magistrate’s office, you
can hear voices raised in argument. Sure enough, you
12+ There are several non-Khaar’paal kobold
find the slight warforged in a heated discussion with
warrens in the Graywall Mountains to the south
an elderly dwarf—one of your fellow passengers on
of Quickstone. They are usually peaceful, but
the Westward Cascade. Both quiet down upon your
sometimes grudges and rivalries boil over.
arrival. The Magistrate addresses the group, “It seems
15+ Giant bats are raised by the Komaaz’Dhaal clan, I may have another job for you.”
whose warrens are in the Skomaaz Valley. The
clan has been unusually quiet of late. The Magistrate has been brought dire news by
18+ There are rumors that the Komaaz’Dhaal have Gareth Stone (male dwarf, he/him), town councilor
turned their backs on traditional Cazhaak and foreman to the quickstone quarries in the
religious practices, and have been seduced by foothills south of town. While he was out of town, a
darker powers. subordinate of Gareth’s authorized quarrying at a pit
they call Treacherous, a name earned after a series
If the characters decide they should immediately follow of unexplained accidents occurred there early in the
the trail to the kobold bandits’ lair, you may wish to town’s history. Gareth relays what the workers that
skip ahead to “Kobold Warrens” in Part 3 and return to escaped have told him: a portion of the quarry has
“Treacherous Quarry” once that section is concluded. collapsed, and there are reports of strange and terrible
noises emerging from the depths.

Saga Mackenzie

234
Gareth or his workers can answer the following Search for Tracks. Characters can identify who has
questions about the site: been in and around the quarry with a Wisdom
What were the workers doing during the collapse? (Survival) check. On a 10+, they find the tracks of
“Just singing the quickstone free, near as they’ll tell six quarry workers, though only four have left the
me. Same as we’ve always done. Just this time some site, corroborating Gareth’s story. On a 13+, they
kinda sinkhole opened up right underneath ‘em.” find the tracks of a heavy-footed bipedal creature,
How many workers are trapped? “Just two: A approximately human-sized, with large clawed toes.
hobgoblin stone chanter named Cha’ash, and her With a successful DC 16 Intelligence (Arcana or
human apprentice, a lad called Seth.” Nature) check, a character can recognise the tracks
Who ordered the dig? “Cha’ash. She’s always been as belonging to a gargoyle.
ambitious, maybe even a little greedy, but I never
thought she’d try something so plain stupid as re- B. The Descent
opening Treacherous.” The quickstone walls of the sinkhole are quite
What do the noises sound like? “Creatures of inconsistent. Some parts are set and make for easy
Khyber, if I ever heard ‘em. Screeches like demons, handholds, while others are slippery and malleable.
whispers like people, the weeping of children. Characters can successfully climb down the sinkhole
Enough to give you nightmares for a month.” walls with a DC 14 Strength (Athletics) check. On a
failure, a character falls down to the puddle of soft clay
The Magistrate offers 20 GP each to the player
at the bottom, taking 7 (2d6) Bludgeoning damage. A
characters if they secure the site and rescue any
character can descend without danger using a Rope or
trapped workers. Additionally, they will grant an
a Climber’s Kit—however, the soft quickstone around
advance in the form of a group stipend of 100 GP to
the sinkhole means that any given rope can only safely
spend at the Anvil—Bel Thiel and Jury d’Cannith’s
secure up to 200 lbs.
smithy (see chapter 3).
When the first character reaches the bottom, read:
When the characters are kitted up and arrive at the
quarry, move on to part A and refer to the map as they
The sinkhole opens into a cave with a soft clay floor.
head deeper into the sinkhole.
Pools of stagnant water are scattered about the
room, and wet stalactites reach down from the rough,
A. Abandoned Quarry uneven ceiling.
When the characters arrive at the quarry, read: A panicked hobgoblin woman calls out weakly
from nearby. “Help! I….can’t…breathe!” She’s trapped!
The open-air quarry is about two hundred feet across, Crushed beneath a flow of soft clay, which is still
cut into levels that descend deeper like a crater creeping slowly over her head. She likely has only
cut into the Graywall foothills. Wooden ladders are minutes before being enveloped completely.
secured to the sheer sides of each level. The ladders
toward the top are, bizarrely, slightly sunken into This is Cha’ash (female hobgoblin, she/her), the
the stone. Towards the bottom there is a makeshift quarrier who authorized the operation. She needs
workers’ camp, though it seems abandoned. At the the players’ help to escape with her life, but time is
very bottom, one side of the wall and part of the of the essence! From the point of first discovery, the
ground opens up into a sinkhole that descends characters only have time to perform eight actions
into darkness. between them, including descending the hole or
making ability checks to help free her. No character
Characters that wish to investigate the site can attempt may take more than three actions. The group must
the following checks: succeed on three checks to release her, but each check
Investigate the Workers’ Camp. Here the characters that fails by 5 or more will make the situation worse,
can find a half dozen miner’s picks, a War Pick, and reduce the number of actions remaining before
a Dungeoneer's Pack and Mason's Tools. With a Cha’ash is engulfed by 1.
successful DC 12 Intelligence (Investigation) check, Any ability check made to help free Cha’ash is
players can discover a box of Daff d’Jorasco’s goods DC 13. Characters might use Strength (Athletics) or
with two Potions of Healing remaining. The potions Intelligence (Arcana) in combination with a Mold Earth
have a pleasing citrus aroma. XGE
spell, to directly remove clay. An Intelligence check
Look Down the Hole. The hole descends forty feet, with an appropriate tool proficiency could be used to
and the bottom is lost to darkness. Characters with construct a breathing hole for Cha’ash. As DM, you
Darkvision can see vague movement to one side of should suggest environmental features your players
the pit. A successful DC 13 Wisdom (Perception) can use to support their ideas; be permissive and let
check allows a character to hear a woman weakly them get creative.
calling for help.

235
If the characters successfully save Cha’ash and Seth D. The Seal
(in chamber D), she ‘resigns’ as foreman and promises When the characters enter the deepest chamber, read:
to give them her Quickstone Whisperer symbiont (see
chapter 5) when she can get it removed back in town. The wet quickstone parts, opening to reveal the
worked stone ruins of a grand circular chamber with
C. Aberrant Attack metallic bracings. A 15-foot diameter flat circular slab
When the characters enter the chamber, read: engraved with gently glowing runes sits at the center
of the chamber.
The sound of gibbering and whispering echoes Five heroic statues stand around the slab, each
through the cave. Following the sound, you find a trio with one arm outstretched over the center. The
of monstrous goblinoids. Two of them appear to be statues depict a kobold, a male hobgoblin warrior, a
a fusion of two beings, each with two faces squished female hobgoblin singer, a male orc shrouded in a
together and four arms. The third creature swings cloak of scales, and a minotaur wielding a greataxe.
along the ceiling with long tentacle-like arms. They are The minotaurs greataxe, clasped in the hand that is
taunting a young human lad, who is doing his best to pointed towards the center of the stone slab, is forged
hide from them in a narrow crevice. of purple-hued metal.
Four more statues, of horned gargoyles with fierce
Cha’ash’s apprentice Seth (male human, he/him) claws reaching up towards the heroes, surround the
is trying to evade two Dolgrims (ERLW page 291) central group of statues.
and a Choker (MotM page 76). The aberrations are
taunting Seth as they try to dig him out. A sneaky The sinkhole has uncovered one of the Seals of
character can approach them without discovery with a Orlassk, ancient magic designed to contain the daelkyr
DC 11 Dexterity (Stealth) check. The aberrations are lord of stone and its minions. Engravings on the plinths
ancient, tortured creatures who have slipped out of the of each of the heroic statues are written in Goblin and
weakening seal; they will fight to the death for their Orcish tongues, albeit with archaic phrasing. If she
own relief. survives, Cha’ash can translate the text.
If either Cha’ash or Seth survive their ordeals, they
Five blades to bind the stone, five heroes to bear them. suggest to the characters that they should make a note
The longsword to the warriors of Cazhaak Draal, bound of what they’ve found here and return to Quickstone;
by honor. the Magistrate and Gareth Stone will certainly want to
The gladius to the duur’kala, who keep our treasured hear about this.
songs. Once the player characters leave the sinkhole and
The axe to the minotaurs of the Fist, wielding strength return to Quickstone, they advance to level 3. Move on
above all. to Part 3 to debrief.
The dagger to the kobolds of the mountains, kept by
cunning.
The sickle to the orcs of the wyrm, whose magic draws
the seal.
Part 3: Chthonic
The player characters are not alone in this chamber.
Collect-a-thon
In this section:
One of the gargoyle 'statues' clawing at the heroic • The player characters discuss their findings with
ones is a hidden Quickstone Gargoyle (see chapter the town leadership, and make plans to follow up
6), and two Piercers (MM page 252) are waiting for four leads on recovering the blades that secure
their moment to drop from the roof of the chamber Orlassk’s seal.
(25 feet high). These minions of Orlassk have been • Kobold Warrens: Recover the Stonebane Dagger
tasked by Diorite to watch the seal, but they won’t from the kobold bandits, and perhaps gain their
attack the party until it is clear they have discovered support by removing the stone cult leader.
the engravings, or until they take an interest in the • The Gatekeeper’s Tale: Earn the orc druid’s help,
greataxe in the minotaur statue’s hands. and her pledge of the Stonebane Sickle.
A character can learn the following about the seal • Gorgon’s Folly: Delve into the wreck of a warforged
and the chamber by inspecting the relevant parts: titan and recover the Stonebane Shortsword in the
The Horned Statues. A character that succeeds on duur’kala’s tomb.
a DC 13 Wisdom (Perception), Wisdom (Survival) • The Emissary: Claim the Stonebane Longsword by
or Intelligence (Investigation) check notices that winning the medusa Tashka’s favor.
the pattern of dust around the chamber implies a
fifth gargoyle statue was standing beside the orc
hero. (This is where Diorite once stood, until the
The Road Ahead
sinkhole’s collapse gave her a chance to escape and
When the player characters return to Quickstone
weaken the seal further.)
from the quarry, the Magistrate and Gareth Stone
The Stone Slab’s Runes. A character that succeeds on
are eager to hear the news. They drop everything to
a DC 13 Intelligence (Arcana) check understands
meet with the characters at their earliest convenience,
that the glowing runes belong to a powerful
though they are happy to let them rest first. During
Abjuration spell keeping something locked away.
the meeting, give your players the chance to explain
The ancient runes seem dim, however, as if they
everything they saw in the quarry and the hidden
have weakened over the millennia since the cave
chamber below. If the need or opportunity presents
was sealed.
itself for the Magistrate to set out a plan, read or
The Purple Greataxe. A character that succeeds
paraphrase the following:
on a DC 13 Intelligence (History) check or an
Intelligence check using Smith's Tools recognizes
The Magistrate lets the silence hang for a while,
that the greataxe in the minotaur statue’s hand
pacing up and down as they carefully consider what
is made of byeshk—a purple-hued metal found
you’ve told them. “So let me get this straight… one of
in this region that is anathema to Aberrations.
our quarries uncovered an ancient ruin, and it is likely
This Greataxe is the Stonebane Greataxe (see
to have released aberrant horrors into our lands.”
“Stonebane Weapons and the “Byeshk Weapons”
They tap their stone fingers against their chin. “We
sidebar in chapter 5). It is held firmly in the
need to put a stop to this, and these five blades sound
minotaur statue’s grip, requiring a DC 18 Strength
like the key to putting things right. Do what you can
(Athletics) check to remove it. If removed, the
to recover them, and Quickstone will once more be in
greataxe is in good enough condition to wield.
your debt.”
Olie Boldador

The Magistrate can offer the characters the following


leads on recent strange happenings in the Quickstone
region, which may have something to do with the
problem at hand:
237
Kobold Warrens. The gargoyle and the kobold bandits during the earlier investigation, the Magistrate tells
that attacked the lightning rail targeted Percival them instead.
d’Orien’s byeshk dagger. Could this dagger be The Skomaaz Valley is easy to find on any half-
related to the byeshk blades written about in the decent map of the Graywall Mountains, which most
ruins? The characters may have already discovered folks of Quickstone can readily supply. However,
that these kobolds make their home in the Skomaaz finding the entrance to the Komaaz’Dhaal clan’s village
Valley in the Graywall Mountains. If the characters is a more difficult matter. When the characters arrive at
follow this hook, move on to “Kobold Warrens”. the valley, read:
The Gatekeeper. Gareth Stone remembers an orc
druid arriving along with him and the party on the Cut in half by a roaring river, the Skomaaz Valley
turbulent lightning rail journey. “Don’t the orcs stretches south into the Graywall Mountains. Tangled
know a thing or two about this stuff?” He suggests vegetation creeps up both sides of the valley, creating
they go find her to see if she knows anything about a thick canopy that hinders the passage of most
the origin of the ruins or the creatures they found human-sized folk. A chorus of screeches and screams
down there. If the characters follow this hook, move attests to the presence of the giant bats that call the
on to “The Gatekeeper’s Tale.” valley home, and more than a few can be seen flitting
Gorgon’s Folly. This isn’t the first time ancient ruins beneath the canopy, intent on the hunt. The location
have been uncovered near Quickstone. During the of the kobold village, however, is nowhere to be seen.
Last War, a huge Warforged Titan inadvertently
stepped on some form of magical ward above the Characters need to track the kobolds back to their
ruins, and met an explosive end. The ruins were warrens. Since the kobolds often ride the giant bats on
apparently Dhakaani goblinoid in origin. House expeditions, tracks are few and far between. However,
Cannith is still on site trying to strip down what they can locate the entrance quickly and without
remains of their old titan. If the characters follow drawing attention by succeeding on a series of three
this hook, move on to section “Gorgon’s Folly.” relevant ability checks. Encourage player creativity,
“Cazhaak Draal?” The inscriptions in the ruins and set a base DC of 13. Raise the DC by 3-5 for a
mention Cazhaak Draal, a city which is now particularly difficult or far-fetched idea. The players
occupied by a society of medusas. The emissary might attempt:
from Cazhaak Draal, Tashka, may be able to reveal Search for tracks. Though rare, the kobolds do
more about the city, its history, and the Stonebane occasionally venture into the valley on foot to collect
Longsword. If the characters follow this hook, move food or water. A DC 16 Wisdom (Survival) check
on to “The Emissary”. can locate their footprints or identify commonly
cultivated fruits, pointing the characters in the right
The Emissary’s Favor general direction.
Even if the characters don’t follow this hook right Follow the bats. Whether by paying close attention
away, it is recommended to review the other to the bats’ calls and echoes, or by watching their
encounters with Tashka detailed in “The Emissary” in flight patterns in the sky, the characters can identify
Part 3 so you can insert them into the adventure at approximately where the bats typically roost with
appropriately dramatic times. a DC 13 Wisdom (Perception) or Intelligence
(Investigation) check.
If you wish to extend the adventure, consider offering Bait them out. The characters can lure out kobold
a few other jobs to the player characters that allow villagers with food, threats, or promises with
them to explore more of Quickstone, but don’t lead to a DC 13 Charisma (Deception) or Intelligence
recovery of one of the seal blades. (Deception) check. On a success, they find a kobold
Characters should advance to 4th level after fruit gatherer accompanied by a Kobold (MM page
completing two leads from among the Kobold Warrens, 195) warrior wearing a heavy stone necklace. A
the Gatekeeper, and Gorgon's Folly. Once they have DC 13 Dexterity (Stealth) check is required if the
completed all four leads, move on to Part 4. characters want to follow them. If the characters
reveal their presence to the kobolds, they can
convince them to reveal the location of the warrens
Kobold Warrens with a DC 16 Charisma (Intimidation) check.

The player characters have probably heard from If the characters fail three checks before they succeed
the Khaar’paal kobolds that the clan likely to be on three, they will eventually find the entrance to the
responsible for the bandit attack on the train are the warrens, but the kobolds will be well aware of their
Komaaz’Dhaal, who dwell within the Skomaaz Valley. approach. The kobolds and/or the giant bats will lie
If the characters failed to acquire this information in wait and execute a preemptive attack when the

238
characters enter either entrance, surprising the player An overgrown bush cleverly hides a tunnel that runs
characters. from the valley floor to deep under the mountain.
If the characters succeed on their checks, they The short tunnel walls are secured by centuries of
have the option of entering the kobold warrens via the cultivated root growth, leaving just enough room for a
antechamber (A) at the bottom of the valley, or the bat human to stand in a squatting position.
roost near the top of the cliffs (B). The tunnel eventually widens into a larger
During their infiltration of the Komaaz’Dhaal chamber. Both sides of the chamber are lined with
warrens, the characters will likely discover that two ancient, weathered statues of kobolds. The statue’s
factions are fighting an uneasy war. Diorite has set up faces have recently been renewed; each has been
a Cult of Stone, led by a kobold priest named Graaz’ka plastered over with wet clay and shaped into a
(male kobold, he/him). The Cult controls the bat roost fearsome visage. A wooden barricade at the far end of
(B) and is responsible for the attack on the lightning the chamber blocks the way forward.
rail. However, a kobold named Variz’ka (female kobold,
she/her) has organized a resistance group, which is The antechamber is guarded by a band of kobold
holed up in the living quarters (D). cultists: two Kobolds (MM page 195) and two Kobold
Saga Mackenzie

Dragonshields (MotM page 163). If the kobolds are


A. Antechamber aware of the approaching characters, they will fire on
When the characters enter the antechamber, read: them from atop the barricade. The kobolds will attack
with their Slings while the dragonshields throw Spears
that they’ve stockpiled.
239
In front of the barricade is a 10-foot-wide, 10-foot- and by a further 2 if they defeated the cultists without
deep pit trap. The trap is well concealed and covers the killing them. Any kobold character, or a character that
full width of the tunnel. A character searching for traps can prove they have earned the trust of the kobolds
can spot the pit with a DC 10 Wisdom (Perception) in Quickstone, has Advantage on the check. If the
check. A creature that steps onto the canvas concealing characters get her talking, Variz’ka can provide the
the pit must make a DC 10 Dexterity saving throw. On information in the table below.
a successful save, the creature catches itself on the Komaaz'Dhaal Information
pit's edge. On a failed save, the creature falls into the
pit and takes 3 (1d6) Bludgeoning damage from the Result Information
fall and an additional 1d6 Piercing damage from the 12+ The Komaaz’Dhaal clan has undergone a
wooden spikes lining the bottom of the pit. A DC 10 schism—half have fallen to a cult, while the
Strength (Athletics) check is required to climb out. other half resist.
15+ The cult was started by a gargoyle called Diorite,
B. Bat Roost or just the Gray Lady. They worship someone,
When the characters enter the bat roost, read: or something, made of stone. They’ve been
building clay statues as part of their rites.
A cave opening is visible on the side of the cliff, 18+ The cultists have retrieved an ancient dagger
mostly concealed by a gentle waterfall. The thick that once belonged to the Komaaz’Dhaal—but
stench of guano wafts out from the chamber, and they won’t let anyone see it. It should be with
the chittering of bats is audible over the roar of the Variz’ka’s people, not the unhinged stone
plummeting waters. cultists.

The bats here are trained for war, and the kobolds Variz’ka is willing to join forces with the characters,
keep them wary of strangers. Three Giant Bats (MM but is nervous about trusting outsiders, as well as
page 323) and three Swarms of Bats (MM page 337) leaving their position undefended. If an alliance is
are currently nesting here. If the kobolds are aware suggested, and the characters have acted peacefully
of the characters’ approach, a Kobold (MM page 195) towards the resistance, she says she will join them
handler will spur the bats to attack immediately. If once they secure the halls beyond No Man’s Land. If
the characters arrive without raising the alarm, the the characters threaten Variz’ka or any other member
bats can be calmed with a DC 18 Wisdom (Animal of the resistance, or try to forcefully enter the living
Handling) check. If the check is successful, the bats quarters, it will require a show of good faith and a DC
will remain calm until any of them sustains an injury, at 20 Charisma (Persuasion) check to bring Variz’ka back
which point they will swarm and attack. to their side.

C. No Man’s Land D. Living Quarters


This section of the caves is a boundary between the The caves beyond Variz’ka’s barricade are the living
cultist-controlled areas and the resistance-controlled quarters for the resistance and the other kobolds who
areas. When the characters enter this chamber, read: refuse to kowtow to Diorite’s cult. The spaces here
are clean and well kept, but cramped. Many kobold
This cavernous chamber is littered with the detritus families are having to make-do with living on blankets
of battle; broken arrows, shattered shields, discarded in what little space they can find, rather than enjoying
scales, and splashes of blood. To the south-east, a trio private chambers. Twenty non-combatant kobolds
of kobolds stand ready behind a shelter, with spears can be found here, including children, clan elders,
lowered and crossbows raised. Their leader calls out and artisans. If they have earned Variz’ka’s trust, a
across the cave, “No more usurpers! Leave now!” kobold alchemist named Caar’akon is able to offer
the characters two Potions of Healing, a Potion of
This is Variz’ka, a Kobold Scale Sorcerer (MotM page Climbing, and an Oil of Slipperiness from his stocks.
165) and the leader of the resistance. She is flanked Four Kobolds (MM page 195) stand guard over the
by two Kobold Dragonshields (MotM page 163). people here, and they are jumpy—they’ll attack at the
Variz’ka is a potential ally for the player characters, first sign of foul play.
but since the arrival of Diorite split her community in
half, she has become wary of any further interference.
She can be convinced that the characters mean her
no harm with a DC 12 Charisma (Persuasion) check.
Reduce the DC by 2 if she witnessed the characters
defeat any kobold cultists that fled into this chamber,

240
E. The Halls of Stone Spider (chapter 6 and MM page 328) is hidden up high
When the characters enter these halls, read: on the ceiling.
On Initiative count 20 (losing Initiative ties),
The cave network widens into a vaulted hall of Graaz’ka takes a Lair Action to infuse one of the crude
carefully shaped masonry, sculpted with weathered clay sculptures (marked with +’s) with Orlassk’s power:
reliefs depicting kobold heroes fighting alongside Orlassk’s Whispers: Graaz’ka chooses one of the
towering dragons. Many of the pillars have inset clay kobold statues he can see within the chamber.
forges, workshops, and cauldrons—but many are Creatures of Graazka’s choice within 5 feet of
abandoned and in disarray. A dozen crude clay statues the statue hear crazed whispers coming from the
of kobolds are dotted around the halls as if standing stone as their bodies start to seize up. An affected
vigil, while their living counterparts chitter away in creature must succeed on a DC 12 Wisdom saving
the shadows. throw or be magically Restrained until the end of
their next turn. Graaz’ka must choose a different
These halls contain the tools and workshops at the statue each time he uses this Lair Action.
heart of Komaaz’Dhaal ingenuity. Many small tunnels Once Graaz’ka is defeated, the player characters
(marked with *’s) lead to individual living chambers for can claim the Stonebane Dagger. If they have earned
kobold families. The chambers are currently empty Variz’ka’s friendship, she asks to take possession of
as many of the cultist kobolds are out searching for the Stonebane Dagger herself, in order to act as its
the Stonebane Blades with Diorite. Four Kobold caretaker in Quickstone. A successful DC 18 Charisma
Inventors (MotM page 164) and four Kobolds (MM (Persuasion) check allows the characters to convince
page 195) are lying in wait within the halls, holding it her to trust them with the dagger instead. Regardless,
for the Cult of Stone. While the kobolds try to maintain she still wishes to return with them to Quickstone so
a front line, the inventors scour the workshops for she can make contact with the Khaar’paal kobolds and
items to throw at the characters (as described by their meet the Magistrate.
Weapon Invention action). If Graaz’ka is spared and questioned, player
Characters that search the forges and workshops characters can get him talking by making a Charisma
for valuable trinkets can make an Intelligence (Intimidation) check. The information he reveals is
(Investigation) or Wisdom (Perception) check. They dependent on the result of the check:
find a Trollgut Rope (see chapter 5) on a roll of 10 or
more, and a Quickstone Boomstick (see chapter 5) on Diorite Information
a roll of 13 or more. Result Information
12+ He and Diorite serve Orlassk, the daelkyr lord
F. The Sanctuary of stone, a being of inspiration incarnate.
This chamber is the resting place of the ancient Orlassk speaks to him through the quickstone,
Stonebane Dagger, and now, Graaz’ka’s shrine to and he knows his lord’s release is imminent.
Orlassk. When the characters enter the Sanctuary, read: 15+ Diorite is on the hunt for the five blades
connected to the seal, and is relentless in her
A weathered stone statue of a kobold kneels in the pursuit. She knows all five are very close to
center of this circular chamber. Surrounding the Quickstone, and has her spies watching for any
statue is a circular stone ring engraved with runes. hints as to their location.
The statue is draped with strands of threaded dragon
18+ Diorite intends to use the five blades to open
scales so ancient they look to be little more than
the seal on Orlassk’s prison, but she fears that
paper. A purple-hued dagger—the one stolen from
they can be used to renew the seal instead.
Percival d’Orien—is laid in the statue’s open arms.
The gentle image of the shrine is a stark contrast
to the gibbering of the horrific creatures surrounding
it. Two squat humanoids, each with four arms and two
The Gatekeeper’s Tale
faces, flank a kobold wearing a necklace of threaded During the debriefing with the Magistrate, Gareth
rocks. The kobold sits amongst a shrine made of six Stone recalled the orc druid Hiraad’an that arrived
crude clay sculptures, quietly whispering to himself. in Quickstone along with himself and the player
characters via the lightning rail. Gareth suggested she
Graaz’ka, a Stone Listener (see chapter 6) is here may know something about the strange ruins and the
guarding the Stonebane Dagger while Diorite searches Aberrations within. However, he did not know where to
for the other blades. While he meditates on the find her.
whispers he can hear in the stone, he is defended by
two Dolgrims (ERLW page 291). A Stoneborn Giant

241
Encourage the players to get a lead on Hiraad’an’s You hear the crunch of boots on dried earth, and see
whereabouts by simply asking around town. A the shadow of a man approaching from the south. His
character can make an Intelligence (Investigation) or duster coat and broad-brimmed hat flap in the wind.
Charisma (Investigation) check during a conversation He is carrying a knife in one hand, and with the other
with a resident of Quickstone to determine where he clutches a clay figurine close to his heart.
Hiraad’an might have gone after the lightning rail
crash. Characters who go to the Crown to question The wanderer is a Stoneborn Cult Fanatic (chapter
staff and patrons have Advantage on the check— 6 and MM page 345), originally from Quickstone
Hiraad’an spent the night after the lightning rail but now fallen to Orlassk’s machinations. He has
incident at the Crown inn before moving on. The coordinated with another minion of the stone lord, a
information revealed is as follows: Grick (MM page 173), that lies in ambush.
Hiraad'an Information They have come here to prevent the characters from
making contact with Hiraad’an, and both will fight to
Result Information their last breath. The cultist does not speak throughout
12+ An orc woman in a scaled cloak stayed at the the entire encounter—his tongue has been turned to
Crown inn to recover from injuries sustained stone.
in the lightning rail incident. Her name If the characters did not attract attention in
is Hiraad’an. She was last seen traveling Quickstone, the cultist and grick will instead arrive
northwest out of Quickstone towards the shortly after the characters catch up to Hiraad’an. The
nearby salt flats known as Lake Rat (linkoa’raat Gatekeeper is a capable Druid (MM page 346), and
in Goblin, meaning “Story Lake”). can aid the characters in battle.
15+ Hiraad’an spoke of her eagerness to attend When the characters near the center of the flats, read:
an appointment. She also stopped by several
shops in Quickstone to acquire supplies for a After hiking a mile into the center of the flats, you
magical ritual. come across a lone orc woman kneeling before a
monolith twice her height. She is draped in a cloak
18+ Hiraad’an was forced to depart sooner than she
of dried reptilian scales, and has drawn a circle of
had anticipated—she feared being watched.
runes in the salt surrounding her and the monolith.
A tortoiseshell bowl holding water sits at the base of
If the player characters achieve a total of 12 or less
the monolith. “You’re right on time,” she says, wiping
on their information gathering roll, their questions
dust from her tusks. “I am Hiraad’an, a herald of the
will also attract attention from Diorite’s spies in
Gatekeepers. We have much to discuss.”
Quickstone. Word will spread that the characters are a
threat, causing them to be attacked during the journey
Hiraad’an will gladly reveal the following information:
to Lake Rat, as described in “A. Lake Rat”.
If the player characters engage staff or patrons of What is this place? The monolith marks an ancient
the Crown, this is a good opportunity to incorporate grave; a monument dedicated to the Gatekeepers
“Tashka Encounter 2: Contest at the Inn”. who died thousands of years ago defending this
Any map of the Quickstone region can point region from the forces of the daelkyr.
the characters in the direction of Lake Rat. It is What are the Gatekeepers? “An ancient sect of druids
approximately a day’s walk to the northwest. devoted to protecting the world from the likes of the
daelkyr and their aberrant creations.
A. Lake Rat What are the daelkyr? “Beings of madness and
inspiration incarnate. They view our reality as a
When the characters make for Lake Rat, read:
canvas to be painted as their whims take them.
They care nothing for the sanctity of life. They
Far from the well-trodden paths around Quickstone,
invaded the world thousands of years ago, but my
you find yourself in the arid lands that give the
people were able to bind them in captivity.”
Barrens their historic name. Here, in the shadow of
Who is Orlassk? “Many of the daelkyr work with flesh
a mesa that shields the land from the rain, you find a
as their medium. Orlassk blends this practice with
basin descending into a dried-up lake bed—Lake Rat.
rock and stone, creating living creatures out of
The vegetation is sparse, the air smells sharp, and the
lifeless minerals or transforming flesh into stone.”
cracked ground is dusted with sparkling white salt.
What was the ruin in the Treacherous quarry? “One
of the many locks our people placed on Orlassk’s
If the characters attracted cultist attention in
lair. It was sealed and kept safe by a coalition of
Quickstone, read:
ancient heroes. It has weakened as time passes. If it
fails entirely, Orlassk will gain a true foothold in this
region. Some of his minions already roam these
lands, working toward his release.”
242
If the characters ask how they can repair the seal monolith at the center of the salt flats-turned-swamp.
or about the byeshk sickle that was given to the Vvarand’an cannot approach the monolith himself—he
orcs, Hiraad’an will ask for their patience and begin is too weak to walk.
preparing the ritual described in “B. The Vision.” She Vvarand’an begins the battle 90 feet from the
also begins the ritual if the players run out of questions monolith, with a Dolgaunt (ERLW page 290) and four
to ask. Star Spawn Grues (MotM page 227) 10 feet behind
him, in hot pursuit. At Initiative count 0 each round,
B. The Vision 1d3 + 1 new Star Spawn Grues will appear 100 feet
When Hiraad’an begins the ritual, read: from the monolith. If the dolgaunt is defeated, another
will arrive at Initiative count 0 of that round. These
Hiraad’an quietly plants thirteen incense sticks into new spawns all first act at Initiative count 0 in the
the cracked ground surrounding the runic circle, round after they arrive, and then at Initiative count 0 in
then lights each in turn while chanting in a strange subsequent rounds.
language. The scent of spices mingles with the salty The aberrations will not target Vvarand’an —the
tang in the air as Hiraad’an picks up the tortoiseshell player characters look like they’re much more fun to
bowl from the base of the monolith and pours the play with. However, if after four rounds the characters
water it holds on the ground inside the runic circle. have not yet started moving Vvarand’an towards the
The water forms a pool that fills the runic circle, monolith, impress the urgency of the situation upon
causing the runes to glow alight when the water them by having a pair of grues start pulling him 15 feet
contacts them. The water crosses the circle of runes, further away from the monolith each round.
spreading out impossibly far, across the flats and into The swampy battlefield is Difficult Terrain. However,
the lake bed. the player characters have access to a 15-foot by 10-
Glancing down, you see the surface of the water foot raft, which can support up to six people. A player
is completely still, as if it were a mirror. In that character can use their Action to row the raft 30 feet
mirror, you don’t see your reflection or those of your through the swamp water, but they cannot benefit
companions—instead you find yourselves looking from the Dash action while rowing. If two characters
upon a band of armed and armored goblinoids, use their Action on their turn to row, they can move
bloodied from battle. the raft a maximum of 60 feet per round. The raft has
A gust of wind causes the incense sticks to flare, no turning radius; it can move freely in any direction.
creating a cloud of pungent smoke. Your senses are A character on the raft only provokes an Opportunity
momentarily overwhelmed by the scent. The incense Attack when leaving an enemy's reach if they are using
sticks are suddenly extinguished, and you are struck their Action to row.
by a feeling of nausea as your perception flips. As you If all player characters are reduced to 0 Hit Points
regain your senses, you look down at your reflections or killed, they all hear the song of Jazhaal Dhakaan
in the pool, which has risen to be knee deep. You in their hearts. The legendary bard who founded the
realize you now wear the forms of the goblinoid Dhakaani Empire inspires them all to fight on, even at
warriors, though your arms and armor are your own. the point of death. Each player regains 10 Hit Points.
The runes of Hiraad’an’s magic circle shine brightly Ultimately, the player characters cannot fail to save
through the now swampy water. Vvarand’an… but make them work for it!
“Soldiers of Dhakaan!” a voice calls from across The battle ends when Vvarand’an reaches the
the lake. A wounded orc, dressed much like Hiraad’an, monolith. Read the following:
wades towards you, fleeing a pack of aberrant
horrors. He collapses to his knees in the murky water, The orc grimaces in pain as he props himself up
breathing heavily from exhaustion. “A friend requests against the stone monolith, but he soon manages
your aid! Help me to the monolith! Do your duty!” a toothy grin. “Ta muut, soldiers of Dhakaan.” He
reaches into his pack and pulls out a sickle forged
The characters have been drawn into a vision of the from shimmering purple metal. “Thank you, heroes of
past, a time when Orlassk’s minions harried the region, Quickstone. Take this, and do your duty.”
a precursor to the fall of the ancient goblinoid empire
of Dhakaan. The characters appear as hobgoblins, As soon as Vvarand’an places the Stonebane Sickle
goblins, and bugbears to themselves and each other, in the hand of any of the player character’s, the vision
though their gear and statistics do not change. ends, and the players all return to their proper bodies
The approaching orc is Vvarand’an; a Gatekeeper in the salt flats with Hiraad’an. The characters find the
druid and ancestor of Hiraad’an. He is also the bearer Stonebane Sickle in the hands of whoever accepted it
of the byeshk sickle that keeps Orlassk’s seal locked. from Vvarand’an in the vision. Any character that was
The player characters must battle Orlassk’s endless dead or dying when the vision ended is returned to life
hordes until they can get Vvarand’an to the stone and consciousness with 1 Hit Point.

243
Hiraad’an has one last piece of wisdom to share
with the player characters before she sends them on You crest the ridge to find the hulking wreckage of
their way: the warforged titan lying collapsed on the side of a
dry gully. The thirty-foot tall mass of stone and steel
“I will accompany you to Quickstone. My ancestor, is mangled—shredded up to the waist, both legs
Vvarand’an, chose you for this duty. Keep the sickle are melted and burned. Its left arm is precariously
safe. Guard it with your lives. Once you have gathered balanced just above a cavernous opening in the side
all five of the Stonebane Blades, we will use them to of the gully. The arm ends in a ten-foot wide stone
open the seal and remake it anew. Then Orlassk will hammer where its hand should be.
be locked away for another age. Some hundred feet away from the wreck is a small
camp of magewrights and artificers, most wearing the
Upon arriving back in Quickstone, Hiraad’an works crests and colors of House Cannith. A human woman
with the Magistrate to find a location to stay until the with short red hair notices your approach. She quickly
player characters let her know the time is right. sets her tools down and rushes to meet you as you
approach, shouting as she does. “WAIT! TREAD VERY,
VERY CAREFULLY!”
Gorgon’s Folly
The woman is Jury d’Cannith, an artificer from
If the player characters wish to follow the tip off about Quickstone (see chapter 3). The characters are likely to
the wreckage of the warforged titan, the Magistrate have met her previously if they visited the town smithy
marks the location of the House Cannith strip-down for supplies. Jury doesn’t want to risk the lives of her
site on their map (if they’ve acquired one). The site, team; for now she is content to make records of the site
nicknamed Gorgon’s Folly, is located ten miles west of from a distance. However, she is more than willing to
Quickstone, in a gully a mile or so south of the road allow the player characters to explore the site of their
to Graywall. The Magistrate and Gareth Stone can own accord. Before letting them do so, she warns them
answer the following questions about the site: of the hazards the Cannith team have been facing: the
What is a warforged titan? A massive predecessor fragility of the warforged titan itself, the unstable earth
to the modern day sentient warforged. Each is a around the cave opening, and the ancient booby traps
mighty siege weapon capable of toppling castle protecting the tomb in the caves beneath it.
walls—but they are almost mindless and require To assist them, she offers the characters two
close direction. Potions of Healing and two Ward Sweepers—
Who is in charge of the site? “House Cannith oversees specialized constructs used to detect wards. The ward
the operation, rotating dragonmarked heirs in sweepers can be commanded verbally by any creature
and out as they need to. Quickstone’s own Jury that Jury chooses to designate.
d’Cannith is out there now. She usually runs the
town smithy along with her wife Bel.”
What caused the explosion? “About ten years Ward Sweeper
ago, during the Last War, the titan stepped on a Small Construct, Unaligned
magical ward—a trap—apparently set to protect
AC 10 Initiative +2 (12)
some ancient ruins. This area has only recently
HP 2 (1d6 – 1)
become peaceful enough for Cannith to begin
Speed 30 ft.
decommissioning it.”
mod save mod save mod save
What do you know about the ruins? “They’re still
mostly buried, but the glimpses that are visible Str 11 +1 +1 Dex 13 +1 +1 Con 9 –1 –1
make scholars think they’re Dhakaani in origin, Int 3 –4 –4 Wis 6 –2 –2 Cha 3 –4 –4
erected by goblin folk thousands of years ago.
Rumor is they’re a tomb of some kind, so naturally Immunities Poison; Exhaustion, Poisoned
Cannith have been a little nervous about going Senses Darkvision 60 ft., Passive Perception 8
plundering. You never know what you might Languages Understands Common but can’t speak
disturb—as we learned in the Treacherous quarry.” CR 0 (XP 25; PB +2)
Once the characters have made their preparations and Actions
are ready to leave, move on to “A. The Wreckage.”
Legs. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing
damage.
A. The Wreckage
Detect Ward. The ward sweeper clicks loudly one time
When the characters arrive at Gorgon’s Folly, read:
for each Glyph of Warding within 10 feet.

244
To reach the tomb proper, the characters must make Hidden Glyphs
their way across a gauntlet of traps and hazards, 1d4 Trap Effect
shown in full on the map, and lower themselves down
into the cave in the gully behind the titan. Characters 1 Explosive Runes. Dexterity Saving Throw: DC
are expected to use a mixture of the Ward Sweepers 13, each creature in a 10-foot Emanation
and their own magical and mundane abilities. Allow originating from the glyph. Failure: 9 (2d8) Fire
your players to get creative with bypassing any hazards, damage. Success: Half damage.
and substitute alternative DC 13 ability checks if 2 Thunderous Wave. Strength Saving Throw: DC
appropriate. The hazards are as follows. 13, the triggering creature. Failure: 7 (2d6)
Hidden Glyphs (G). The gully is littered with Thunder damage and the target is pushed 15
ancient Glyphs of Warding. Though they’ve lost some feet in a random direction, triggering any other
potency with age, they are still quite dangerous. When traps along the path. Success: Half damage and
a creature or object comes into contact with a glyph, it the target is only pushed 5 feet.
triggers an ancient magical trap. Roll 1d4 and consult 3 Glyph of Dread. Wisdom Saving Throw: DC
the following table for the trap effect. 13, the triggering creature. Failure: The target
has the Frightened condition for 1 minute. A
creature Frightened in this way must use its
movement on its turn to slowly back away from
the glyph, ending its movement no more or no
less than 5 feet further away from the glyph. The
creature may otherwise move in any direction of
its choice.
Saga Mackenzie

4 Baleful Step. Constitution Saving Throw: DC


13, the triggering creature. Failure: 7 (2d6)
Force damage and the target is teleported to a
random unoccupied space within 30 feet.

245
As an Action, a character can carefully search a 5-foot B. Halls of Devotion
radius area centered on themselves for any sign of When the player characters descend into the first level
magical traps. They may make a DC 13 Intelligence of the tomb, read:
(Investigation) or Wisdom (Perception) check, locating
all traps in the area on a success. On a failure, they Descending into the depths of the cave, you soon
trigger a single trap within range, chosen at random. come across a tomb containing six sarcophagi; stone
A character with the Detect Magic spell active can coffins. The sarcophagi are arranged in front of three
partially see through the attempts to mask the traps, stone statues of hobgoblin warriors. The statues gaze
gaining Advantage on the ability check. over the tomb imperiously, each holding out a scroll
Precarious Hammer (H). A creature that steps too containing an engraved epigraph, too distant to read
close to the hammer without taking precautions is at from where you enter. Eight circular stone slabs are
risk of dislodging it and getting crushed. A character arrayed in an arc across the floor between you and
can brace the hammer by making a DC 13 Strength the coffins.
or Intelligence check using an appropriate tool and As you move into the chamber, you can see that
materials from the Cannith camp. On a failed check, or each of the 8 stone slabs is inscribed with a series of
if the creature was forced into this dangerous location Goblin runes. Understanding of the runes appears in
any other way, the creature must make a DC 13 each of your minds as you examine the slabs: from
Dexterity saving throw, taking 13 (3d8) Bludgeoning west to east they read: Action, Bravery, Camaraderie,
damage on a failed save, or half as much damage on Duty, Excellence, Fortitude, Glory, and Action again.
a successful one. Whether the saving throw succeeds
or fails, the falling hammer triggers the nearest 1d4 Ancient Dhakaani magic allows all creatures standing
hidden glyphs. Moving the fallen hammer out of the within the tomb to read and comprehend the Goblin
way of the cave entrance requires a DC 16 Strength language. The scrolls held by the statues read:
(Athletics) check. On a failed check, the hammer shifts To the west:
or falls again, triggering the nearest hidden glyph.
Titan’s Core (C). A creature that enters the area Sing, major, for the bonds we forged between our peoples.
affected by the titan’s core or starts their turn there We proved our distinction,
must succeed on a DC 10 Dexterity saving throw and exalted in our prestige.
or take 1d4 Lightning damage. A character with
magical know-how can touch the core and attempt In the center:
to communicate with the remnants of the titan’s
limited consciousness. The creature must make a DC A call to arms, minor and all!
13 Charisma (Arcana) check to successfully reach Stand beside your siblings!
the warforged’s mind. A warforged character or a We will show that scourge the dominance of Dhakaan!
character with the Mark of Making has Advantage on
the check. On a success, the warforged will reposition To the east:
slightly, disabling the precarious hammer hazard and
one randomly chosen collapsing earth hazard. We will mourn, diminished, for the courageous dead.
Collapsing Earth (E). These areas of loose rubble We will do as we must for our Empire,
are supported by what little remains of the ancient and endure as best we can.
Dhakaani masonry. A character who inspects these
supports can easily determine they are on the brink This is the tomb of Paraaz’nu Dhakaan, a renowned
of collapse, which will trigger as soon as a character hobgoblin dirge singer (duur’kala in Goblin) who
steps into the marked area. When the earth collapses, died shortly after the war against the daelkyr was
all creatures in the area must make a DC 13 Dexterity finally won. She was buried with the Stonebane
saving throw, taking 13 (3d8) Bludgeoning damage on Shortsword that serves as one of the keys to the seal
a failed save, or half as much damage on a successful on Orlassk's prison. With an eye to the future, her
one. As an Action, a character can make a DC 12 tomb was designed to allow fated heroes to recover the
Intelligence check using Mason's Tools to instead shortsword in a time of need, on one condition: they
collapse the supports of a single hazard in a safe and must prove they understand the song of her people.
controlled fashion, negating the hazard. Once a hazard The eight stone slabs represent the eight notes of
has been triggered, the area becomes safe to traverse, the A minor musical scale ABCDEFGA. Touching any
but the floor of the area is now filled with rubble and single slab causes the corresponding note to sound
becomes Difficult Terrain. Only a single hazard must loudly throughout the tomb. To solve the puzzle, the
be cleared for the characters to proceed into the tomb. characters must touch the slabs in sets of three chords,
corresponding to the virtues spoken of in each of the
three epigraphs:

246
• The west statue’s epigraph describes Camaraderie, Puzzles, Clues, and Player Experience
Excellence, and Glory. This corresponds to the C The puzzle in this room is intended to evoke the
major chord CEG. musical prowess of the Dhakaani dirge singers.
• The center statue’s epigraph describes Action, It is designed to be solvable without any musical
Camaraderie, and Excellence. This corresponds to knowledge, while providing musically inclined
the A minor chord ACE. players a few extra clues. If players notice the musical
• The east startue’s epigraph describes Bravery, theming and jump to particularly complex—but
Duty, and Fortitude. This corresponds to the B incorrect—solutions, you can assure your players that
diminished chord BDF. no musical knowledge is necessary.
The characters can touch the slabs to play these three You can also offer player characters the following
chords in any order. Correctly playing a chord as either clues with successful DC 13 Intelligence (History or
a simultaneous triad of three notes, or as a sequence of Investigation) checks, in order from least to most
three individual notes, will result in the corresponding revealing:
statue singing the chord itself, shifting into a kneeling • The statues’ epigraphs likely have hidden meaning.
position. Once all three statues have knelt down, a • The Dhakaani hobgoblins were known to
section of floor to the south of the slabs transforms into have legendary bards; perhaps the epigraphs
a spiral staircase leading down to the dirge singer’s correspond to some form of music.
tomb (see section C). • Each line of the epigraphs may correspond to a
If an incorrect combination of three or more concept on the stone slabs.
notes is played, or if three single notes are played
If your players aren’t fond of puzzles, consider
in any order not listed above, the spirits of the dirge
removing the puzzle from this room entirely. You
singer’s companions will become angered. The first
can replace the challenge here with a battle against
time an error occurs, two Shadows (MM, page 269)
the dirge singer’s companions, eager to protect their
will emerge from the coffins and attack. On each
Saga Mackenzie

mistress’ legacy. In such a case, two Shadows and one


subsequent incorrect combination, a Sword Wraith
Sword Wraith Warrior emerge from the coffins to test
Warrior (MotM, page 239) will emerge and attack.
the characters in battle.
===

247
C. The Singer’s Tomb A. Tashka’s Tent
When the characters descend the spiral staircase, read: When the characters approach the tent, read:

The stone steps descend further into the tomb, You find Tashka’s tent pitched on the eastern edge of
eventually opening into the final resting place of a Quickstone, where the town gives way to dilapidated
singular hero. A long sarcophagus rests in pride of ruins that look to have been a fortification of sorts.
place in the center of the chamber, with a statue of a The tent itself is rather large and appears to have been
female hobgoblin standing guard over it. The statue constructed of richly decorated, metallic hides. There
holds a gladius in one hand, and a musical horn in are several tables set outside, each displaying a variety
the other. Beneath the statue an epigraph reads "Here of sketches and paintings.
lies Paraaz’nu Dhakaan, treasured duur’kala.”
As you look around the tomb, a voice calls out If the characters approach openly, Tashka comes out to
“You must prove your worth if you wish to wield my meet them:
boon”. As the words fade, a spectral figure rises from
the sarcophagus, bearing the same visage as the The medusa pushes through the tent flap, her
statue. The incorporeal gladius in the figure's hand blindfold secured in place over her eyes. The snakes
glows a bright purple. “Sing my song of Dhakaan,” that comprise her mane writhe as she uses them to
she cries, “or join us in death!” look the group up and down. “So you have finally
found your way to my domain." Her mane of snakes
The spectral figure is Paraaz’nu Dhakaan, now risen hiss as she beckons you closer. "Do come inside and
as a Banshee (MM, page 23). She is joined by two get comfortable.”
Crawling Claws (MM, page 44), which manifest Entering the tent, you can see the decor within
physically, crawling out from the depths of the is just as rich as that which sits outside. Trinkets
sarcophagus. Paraaz’nu is only testing the characters, and knick-knacks are scattered about on many small
not trying to kill them, so she limits her full power: her tables, sitting among dozens of potted succulents and
Wail action can reduce a character to no less than 1 cacti. Each of the traveling chests lining the walls are
Hit Point, even on a failed save. draped with damask.
Though Paraaz’nu can simply be defeated in Two avian creatures with leathery skin and wings
combat, the player characters can also succeed like bats are leashed to a metal ring secured to a tent
in this encounter by completing Paraaz’nu’s trial; pole holding up the far wall. Tashka casually throws
all three chords or verses recorded in the upper them a sausage, causing them to scramble to fight
chamber must be sung to Paraaz’nu’s satisfaction. for the scrap. “Don’t worry, the cockatrices are usually
As an Action, a character can attempt to sing one of quite friendly. What can I do for you?”
the chords or verses by making a DC 13 Charisma
(Performance) check. Paraaz’nu and the crawling Tashka, a medusa, shares her tent with two
claws will immediately cease their attack after the third cockatrices, which she has lured in from the nearby
successful check, at which point Paraaz’nu will open ruins. She has no hostile intentions, and gladly
her sarcophagus to reveal the Stonebane Shortsword entertains the player characters’ questions. Tashka can
entombed along with her body. Paraaz’nu was also offer the following information:
buried with her Gorgon Hide Mail (see chapter 6), What is Cazhaak Draal? “A city of medusas in the
which she freely offers to the characters. north of Droaam, along the foothills of the Byeshk
A character that doesn’t wish to wait for the mountains. We are led by Queen Sheshka, and I am
sarcophagus’ contents to be revealed can force it her envoy here in Quickstone.”
open with a DC 20 Strength (Athletics) check. If the Who are the ‘warriors of Cazhaak Draal' mentioned
characters steal the Stonebane Shortsword without in the ruins? “Cazhaak Draal was a Dhakaani ruin
destroying her, Paraaz’nu cannot follow them beyond before our people settled it. Those warriors were
the upper chamber of her tomb. likely Dhakaani goblinoids.”
Why are you keeping cockatrices? “I found them in
The Emissary the Haunt—the ruins just outside my tent. Their
ability to turn an attacker to stone endears them to
If the player characters follow up on the mention of me, given my own nature. I think they’re rather cute,
Cazhaak Draal and the byeshk longsword, they will don't you?”
likely wish to visit the medusa Tashka. If they have Why are the medusa of Cazhaak Draal interested
forgotten, the Magistrate or Constable should remind in Quickstone? “Just as your Five Nations look to
the player characters of Tashka’s position as a diplomat the west for new opportunities, we look to the east.
from Cazhaak Draal. Tashka can be found in her tent Peace benefits us all—we don’t want another war
in the east of the city.
248
to endanger our homes. I came here to seek an B. Earning Favor
audience with the Magistrate, and to engage with Throughout Heart of Stone, the player characters
House Orien about their new lightning rail line, will have multiple opportunities to encounter Tashka
among other things. We’re also looking at trade and influence her opinion of them. These encounters
opportunities via Tuuva Mercantile.” all give player characters an opportunity to increase
What do you know about Orlassk? “Orlassk and all or reduce a secret ‘Favor’ score, as listed in each
the other daelkyr are a scourge upon this world. encounter. The total Favor score will inform Tashka’s
Despite what your tales and legends might say, the opinion of the characters, and determine the form of
medusa of Cazhaak Draal have nothing to do help she is willing to offer them in their quest.
with them.” If at this point the player characters have already
If the player characters ask anything about the byeshk completed at least 3 encounters with Tashka (including
longsword mentioned in the ruin, read: their first meeting with the Magistrate), continue to “C.
Diplomacy.” Otherwise, Tashka sends the characters
Tashka pulls a damask from atop the lid of an ornate on their way for now, but invites them back to her tent
chest, unlocks it using a key from her belt, and to continue their discussion at a later time.
opens the lid to reveal an ancient longsword bearing The following sections detail several possible
a purple-hued metal blade. “I believe this is what encounters with Tashka during the course of the
you refer to. My people discovered it shortly after adventure.
we arrived in Cazhaak Draal. It seemed fitting that
it should travel with the emissary back to the region Tashka Encounter 2:
it originally came from. Until these past few days, I Contest at the Inn
knew nothing of its history.” Run this encounter when the characters go to any
inn or tavern (such as the Golden Dragon Inn or the
Tashka is not yet willing to give up this relic to the Crown) to rest or to gather information. Read the
player characters’ cause. She explains she must first following:
fully trust the intentions of the player characters—and
the town of Quickstone. You enter the common room to find a rowdy crowd of
people engaged in an arm wrestling competition. A
“I need to know I can trust you before I just hand you shifter woman in a leather smith’s apron is currently
a weapon of unknown power.” taking on a warforged soldier—both are clearly
straining hard to earn victory.
Thus begins the characters’ next challenge: win Tashka In the far corner of the room you notice the
of Cazhaak Draal over to their cause. medusa emissary, Tashka, sitting alone at a
table, nursing a glass of red wine. Though she is
Stealing the Sword blindfolded, the snakes of her mane follow the contest
Characters that do not wish to earn Tashka’s favor, with interest. The other patrons are giving her a
or those that simply do not care for the geopolitical wide berth.
implications, may wish to steal the Stonebane
Longsword. Such characters may wish to use stealth Bel, the town’s smith (female shifter, she/her), is on
to slip into the tent unnoticed (a DC 14 Dexterity a winning streak, though she has found her match in
(Stealth) check), pick the lock on the chest (a DC 15 a warforged drifter from out of town. As the players
Dexterity check using Thieves' Tools), or even slip the watch, she shifts to her more bestial form, securing the
key from Tashka’s pocket (a DC 14 Dexterity (Sleight victory, and starts looking around for her next 'victim'.
of Hand) check). Failure to mask their presence may Characters that take part in the contest must make
result in the characters facing off against Tashka’s opposed Strength (Athletics) checks. Bel has a +6
pet Cockatrices (MM page 42) in battle, or even bonus to these rolls, while other competitors have +2.
Tashka herself. As a Medusa (MM page 214), Tashka Meanwhile, Taskha people-watches from her table
is a formidable opponent. However, she wears a in an attempt to get a taste of the local culture—and to
fixed blindfold over her eyes to keep the townsfolk see how well the player characters can win the crowd.
of Quickstone at ease. She must use an Action and Characters can earn and lose Favor in this
succeed on a DC 14 Dexterity check to quickly remove encounter in the following ways:
the blindfold in the heat of battle, and cannot use her
Petrifying Gaze until she does so.

249
Contest at the Inn Favor Tashka Encounter 4:
Favor Action Sharn Inquisitive
Use this encounter when the characters wander the
-1 The player characters entirely ignore Tashka,
main street of Quickstone. Read the following:
leaving her to sit in isolation.
+1 The characters readily join in the contest As you walk down the streets of Quickstone you come
without having to be encouraged or cajoled. across a commotion in the middle of the main street
+1 The characters win at least two matches during that runs through town. Standing there engaged in
the contest. an energetic conversation are the medusa emissary
+2 The characters push to involve Tashka in the Tashka and the young half-elf who had been traveling
contest. Tashka gladly joins in the games for on the lightning rail with you during the bandit attack.
the sake of bonding with the people of The half-elf is rapidly scribbling in their notepad as
Quickstone. She has a +0 bonus to Strength they bombard the flustered medusa with question
(Athletics) checks. after question, barely allowing her a moment to speak.
The snakes that make up Tashka’s mane squirm
Tashka Encounter 3: Trade Deals with anxiety.
Run this encounter when the characters go shopping The interviewer catches a glimpse of you and
at the Anvil or Tuuva Mercantile. Read the following: waves you over to join them. “Oh, oh! Would the
Heroes of the Rail be willing to make a comment?”
Outside Tuuva Mercantile, the general store, the
medusa emissary Tashka is haggling over bolts of Isti Devir, a reporter for the Sharn Inquisitive
fine cloth with a middle-aged goblin woman. The chronicle, is interviewing Tashka with leading
goblin shushes Tashka and calls out to a group of questions about Droaam and Cazhaak Draal: Do
passersby—you. “Hey! Hey, you! What do you reckon you support the Daughters of Sora Kell and their
is a fair price for this lot?” stranglehold on the west? What’s to stop Droaam
invading Breland if the lightning rail to Graywall is
Jhol Tuuva, matriarch of the Tuuva clan (female goblin, completed? How large is Cazhaak Draal? Do you have
she/her, see page chapter 3), is talking trade with a standing army?
Tashka, but they are having a disagreement over a Isti Devir will draw the player characters into the
fair price for the cloth Tashka brought with her from conversation and try to press them for their opinions
Cazhaak Draal. The two women are at an impasse, of Quickstone, Droaam, and the kobold attack on the
and are seeking a third party to mediate. While Tashka lightning rail. Isti will promise them a front page story,
is willing to settle for a relatively cheap price, to help but it’ll end up as a small column on page seven.
establish a long-term trading relationship, Jhol is eager Characters can earn and lose Favor in this
to make a quick and dirty deal and demands she pay encounter in the following ways:
only 5 GP—a third of what the bolts of cloth are Sharn Inquisitive Favor
really worth. Favor Action
Characters can earn and lose Favor in this
-1 The characters express distrust or fear of the
encounter in the following ways:
people of Droaam or Cazhaak Draal.
Trade Deals Favor +1 The characters express support for or interest in
Favor Action the varied people in Droaam.
-1 The characters help Jhol Tuuva swindle Tashka +2 The characters admonish Isti for bothering
(and she realizes). Tashka with biased questions.
+1 The characters show genuine interest in the
trade goods Tashka’s people have to offer. Other Tashka Encounters
+1 The characters help Tashka get a better deal. If you wish to run additional encounters with Tashka,
you might consider:
+2 Any of the player characters offer their expert
opinion based on their background • At the Orien lightning rail station, Tashka discusses
or profession. with Rhia d’Orien the cost of extending the
lightning rail further west.
• At the Rose Theater, Tashka argues with the box
office about the dangers of her petrifying the cast
during the show.
• Near the Haunt, Tashka is trying to lure more
cockatrices out of the ruins with different kinds of
‘delicious’ treats.
250
C. Diplomacy
If the characters have already completed 3 encounters
Part 4: The Battle
with Tashka (including their first meeting with the
Magistrate), give them one more chance to directly
for the Seal
appeal to her as they join her within her tent. As usual, In this section:
your players can be creative with their methods of • The characters have finally gathered all the missing
influence. They might make a Charisma (Persuasion) Stonebane Blades.
check to give a heartfelt speech about the future of • Quickstone is attacked by Orlassk’s cultists. The
Quickstone, or perhaps make an Intelligence (Arcana players fight their way out with Hiraad’an and their
or History) check to attempt to impress her with their other allies, and head to the seal in the quarry.
knowledge of medusas, Cazhaak Draal, or Orlassk. • The characters open the seal and escort Hiraad’an
Allow each player character to either make a check inside to begin the Mending ritual.
themselves (if they’d like to) or use the Help action to • Diorite suddenly reappears for a final battle in
aid another character. Characters earn Favor for each Orlassk’s realm.
roll as follows:
Diplomacy Favor Attack on Quickstone
Favor Action Once all of the Stonebane Blades have been gathered,
-1 A character rolls below 8 on their ability check. the player characters have one more chance to return
+1 A character rolls a 13-17 on their ability check. to Quickstone, resupply, debrief with the Magistrate
and others if necessary, and get a Long Rest. Once
+2 A character rolls 18 or more on their ability
their downtime is complete, Orlassk’s Cult of Stone
check.
makes its move on Quickstone. Read the following:
Once all characters have had an opportunity to attempt
A crack of thunder sounds over Quickstone, and the
to sway Tashka’s opinion of them, tally up the Favor
earth and stone of the very walls begins to reverberate
points they’ve earned throughout the adventure to
with fell chanting. Screams of townsfolk rise in a
determine the level of aid Tashka provides, as follows:
clamor as crowds panic in the streets.
0 or less. Tashka does not believe she can work with Looking outside, you can see cracks and fissures
the player characters, both personally and as an now run across the roads and buildings. Humans,
emissary to Cazhaak Draal. She refuses to hand kobolds, and goblins carrying stone figurines take up
over the Stonebane Longsword, and the characters the chanting of the stone, whilst drawing weapons to
may have to resort to stealing it (see the “Stealing begin a grisly butchery. They are led in their slaughter
the Sword” sidebar). by a twisted abomination—a four-legged lupine beast
1–5. Tashka agrees to make the Stonebane Longsword with stone-skin. A gaping maw juts forward from the
available to the characters, on the condition that creature’s chest, and the upper torso of a hobgoblin’s
it remains in her possession, and that she can body sits where its head should be. Instead of hands,
be present as a neutral observer in any ensuing the creature’s forearms blend into a cruel hook and a
conflict—she will travel with them, but she will cleaver, both formed of bone.
not fight.
6–8. Tashka enthusiastically offers the Stonebane The first wave of Orlassk’s vanguard is made up of
Longsword to the characters' cause. She offers to a Dolguul (see chapter 6) and two Kobolds (MM
carry it herself, or to allow a player character to page 195). At Initiative count 0 of the first round, two
wield it. Unfortunately, her diplomatic position will Cultists (MM page 345) also arrive to join the battle.
not allow her to directly participate in any conflict— At Initiative count 20 on each round after the
she will travel with them, but she will not fight. first, a fissure opens up across the street, forming a
Tashka also provides a Scroll of Protection from line 60 feet long and 5 feet wide at a location of the
Aberrations from her personal collection. dolguul’s choice. Creatures in the area must succeed
9+. As above, except that Tashka will fight alongside on a DC 14 Dexterity saving throw or become partially
the characters when the time comes to repair the buried and trapped in the broken stone, taking 9 (2d8)
seal on Orlassk’s prison (though she will not remove Bludgeoning damage and becoming Restrained until
her blindfold for fear of accidentally petrifying the end of their next turn.
an ally). Once the dolguul and its minions are defeated,
Hiraad’an arrives on the scene and urges the player
characters to head to the seal beneath the Treacherous
quarry immediately. If either Tashka or Variz’ka retain
possession of their respective Stonebane Blades, they

251
also arrive on scene after the battle is ended and join
the player characters on their journey to the With that said, she nods to herself and sets to
seal chamber. work. She sings a druidic chant, and the five byeshk
Player characters advance to level 5 when they blades begin to pulse with gentle purple light,
escape Quickstone and make for Orlassk’s seal at the matching her rhythm. However, the Gatekeeper’s
Treacherous quarry. On the way, Hiraad’an performs work has little time to settle—a slow clap echoes
a short ritual to imbue them with renewed vigor; throughout the chamber. Footfalls like rock hitting
characters can restore their Hit Points and abilities as stone herald the arrival of the towering gargoyle
if they had just finished a Long Rest. woman who first revealed herself during the attack
on the train. She spreads her stone wings and bares
her teeth in a snarl. “Well, well, well…it seems you’ve
Opening the Seal done my work for me!”

Eventually, the player characters should return to Diorite, the Gray Lady, Voice of Orlassk, has arrived
the Treacherous quarry and descend down into the to give her villainous monologue. You should use
sinkhole once again. The flow of wet quickstone has this opportunity to fill in any lore gaps the players
made the climb much easier than the last time they still haven’t figured out or haven’t had the chance to
were here—no ability checks are required to descend. explore. The cliff notes are as follows:
Once the characters arrive at the chamber containing
the seal on Orlassk’s prison, read: • Diorite had been trapped for thousands of years by
this seal. The hubris of the Quickstone quarriers
Where once you found an ancient chamber rigid released her, proving their foolishness.
with goblin metal and masonry, you now find the • Orlassk is a perfect god—eternal, steadfast and
stonework warped with a corrupted power. The stone dependable as stone, but with the gift of art and
slab at the center of the chamber bears a deep crack, inspiration. Eberron would be privileged to see him
and the runes along its circumference flicker violently. set free once again.
Twisted goblin beings stand guard among these • Just as the five ancient heroes tricked her into being
ruins, defending the faltering seal on their master’s trapped in this tomb, so too has she tricked the
domain. “Destroy them!” Hiraad’an roars. “Secure player characters into returning the keys to the seal.
the seal!” (She is lying about this—the player characters have
bested her.)
The seal is defended by two Dolgaunts (ERLW page When the player characters interrupt Diorite or
290) and four Dolgrims (ERLW page 291). If Variz’ka otherwise show little interest in listening to her
or Tashka are with the party, the battle will be much speech, read:
easier, but there’s no need to adjust the encounter—let
the players see the benefit of their coalition building. Hiraad’an gives a shout of triumph, and the stone
For her allies’ safety, Tashka will not remove her slab at the heart of the seal dissolves. Then the world
blindfold, and so cannot use her Petrifying Gaze trait. twists inside out.
When the aberrations are defeated, Hiraad’an Regaining your senses, you find yourselves
suggests a Short Rest while she prepares herself for scattered around a vast cavern with walls formed of
the trial ahead. When everyone is prepared to go on, stone faces, each twenty feet high. In place of natural
she instructs the player characters (and Variz’ka or stalactites and stalagmites, sculpted arms and legs,
Tashka, is present) to wield all five Stonebane Blades wide enough to walk on, criss-cross the cavernous
and hold them above the seal themselves. Hiraad’an space in a sinister web. In the far distance you spot a
then begins opening the seal. fortress lit by a halo of darkness. Its walls and towers
evoke the shape of a slumbering gargoyle.
Orlassk’s Heart Sitting atop one central palm is a pool of
shimmering quicksilver. You see the image of
When all the Stonebane Blades are prepared and Hiraad’an on its surface, caught between the material
Hiraad’an is ready to begin opening the seal, read: plane and this strange world as she works to renew
the seal. Behind her, you see the image of the
Hiraad’an takes a deep breath and squats in the chamber you were in only moments ago.
center of the stone seal. She traces a hand over the As the orc renews her chanting, echoing through
flickering runes, and looks up with pleading eyes. both realms, the gargoyle smiles cruelly. It seems she
“Once I open this seal, we will be at Orlassk’s mercy. has been transported inside too. “My master’s realm.
You must resist it. I only need one minute to re-make A fitting place for you to die.”
the seal. Just one minute.”

252
The final battle begins. The player characters should (losing Initiative ties), Diorite can take a Lair Action
all be randomly distributed around the chamber, at to cause one of the following effects; she can’t use the
least 30 feet from the central pool. Diorite, Voice of same effect two rounds in a row.
Orlassk fights to put an end to the assembled heroes. • Diorite directs a portion of Orlassk’s domain to
Well aware of the prowess of the characters, she will reshape into a giant stone arm, which emerges
prioritize defeating them rather than trying to disrupt from one wall and extends in a 10-foot-wide Line
Hiraad’an’s ritual. To assist Orlassk’s champion, two until it collides with any stone obstacle. The arm
Earth Elementals (MM page 124) rise out from the remains as a solid and permanent bridge. Strength
cave walls and join the battle. Add one additional Saving Throw: DC 15, each creature within 5 feet
Earth Elemental if both Tashka and Variz’ka are of the collision point. Failure: 3 (1d6) Bludgeoning
present at the battle. damage and the target is pushed 15 feet and has the
Prone condition. A creature that would be pushed
Her Master's Lair off a ledge may make a DC 15 Dexterity saving
throw to catch themselves on the edge. Failure by 5
Diorite is empowered by the stone surroundings of her or More: The target is not pushed back and instead
master’s domain, a demiplane known as the Heart of has the Restrained condition. A Restrained creature
Saga Mackenzie

Stone. While within the Heart of Stone, she can call can use an Action on its turn to make a DC 15
upon these surroundings to aid her in battle. Strength (Athletics) or Dexterity (Acrobatics) check,
Lair Actions. While in Orlassk’s prison demiplane, ending the effect on a success. Once free, the target
Diorite can take Lair Actions. On Initiative count 20 can move into the nearest unoccupied space.

253
Diorite, Voice of Orlassk Eldritch Bolt. Ranged Attack Roll: +7, range 120 ft. Hit: 9
(1d10 + 4) Force damage.
Medium Elemental, Neutral Evil
Stone to Flesh. Diorite ends the Petrified condition on
AC 17 Initiative +2 (12)
one creature she touches. Diorite regains 16 (3d10)
HP 90 (12d8 + 36)
Hit Points and the newly un-Petrified creature has the
Speed 30 ft., Fly 60 ft.
Charmed condition for 10 minutes.
mod save mod save mod save
Spellcasting. Diorite casts one of the following spells,
Str 15 +2 +2 Dex 14 +2 +2 Con 15 +3 +6
requiring no material components, using Charisma as
Int 12 +1 +1 Wis 11 +0 +3 Cha 18 +4 +7 the spellcasting ability (spell save DC 15):
At Will: Blade Ward, Mold Earth XGE, Thaumaturgy
Skills Athletics +5, Arcana +4, Deception +7, Persuasion
3/Day Each: Charm Person, Dispel Magic, Dissonant
+7, Religion +4
Whispers, Earthbind XGE, Shield
Resistances Bludgeoning, Piercing, and Slashing from
1/Day Each: Dimension Door
nonmagical attacks that aren’t adamantine
Senses Darkvision 60 ft., Passive Perception 10 Legendary Actions
Languages Common, Terran, Deep Speech) Diorite can take 3 Legendary Actions, choosing from the
CR 6 (XP 2,300; PB +3) or 7 (XP 2,900; PB +3) if options below. Only one Legendary Action option can be
encountered in her lair used at a time and only at the end of another creature’s
Actions turn. Diorite regains spent Legendary Actions at the
start of her turn.
Multiattack. Diorite makes 3 Eldritch Bolt attacks. Up to
three of these attacks can be replaced by Stone to Flesh. Diorite’s Fury. Diorite makes a Sculptor’s Claws attack
She also makes one Sculptor's Claws attack. or an Eldritch Bolt attack.
Sculptor's Claws. Melee Attack Roll: +7, reach 5 ft. Hit: Belief in Stone. Intelligence Saving Throw: DC 15, one
6 (1d4 + 4) Slashing damage, and the target must creature Diorite can see within 60 feet. Failure: 7 (2d6)
succeed on a DC 15 Constitution saving throw or have Psychic damage and the target believes one of its arms
the Restrained condition. The target can repeat the has been turned to stone until the end of its next turn.
saving throw at the end of each of its turns, ending the While affected, the creature cannot make use of that
effect on a successful save. If the target fails a saving arm or use an item it is holding with that arm (though it
throw against this ability while it has the Restrained can switch a held item to a different hand).
condition, it instead has the Petrified condition. It can Whispers of Stone (2 Legendary Actions). Wisdom Saving
continue to make saving throws at the end of each of its
Olie Boldador

Throw: DC 15, each creature in a 20-foot-radius Sphere


turns, ending the petrification on a successful save. centered on a point Diorite can see within 60 feet.
Failure: 7 (2d6) Psychic damage and is Frightened of
Diorite until the end of its next turn.

254
• The faces on the walls of Orlassk’s domain whisper What's Next?
demands. Wisdom Saving Throw: DC 15, one Consider the following questions and plot hooks when
creature Diorite can see. Failure: The target is embarking on your next adventures in Quickstone:
affected as if by a Command spell, with a word of
Diorite’s choosing. • The five Stonebane Blades are still keys to the
Gatekeeper seal. Will the players return them to
The battle will continue until either Diorite and the the kobolds, hobgoblins, and minotaurs, or will they
elementals are defeated, or 10 rounds have passed, keep them safe some other way?
allowing Hiraad’an to complete her ritual. A character • Have the players’ actions helped convince Tashka
can assist Hiraad’an with the ritual, reducing the time of the importance of fostering relations with
necessary to complete it by 1 round, by making a DC Quickstone and the east? If she died or was
15 Intelligence or Wisdom (Arcana) check. When the injured, will Cazhaak Draal become an enemy of
battle ends, or the ritual is completed, read: Quickstone?
• Why was the greataxe left buried with the seal?
Hiraad’an’s chanting reaches its greatest crescendo, Perhaps the minotaurs of Turakbar’s Fist send a
and she plants her staff firmly through the surface force to investigate once the news reaches them.
of the quicksilver pool. The stone faces in the walls • Will the Komaaz’Dhaal be able to return to life as
begin to scream in unison as the Gatekeeper’s magic it was before Diorite and the Stone Cultists divided
spreads like vines across the cave. The walls and the kobolds? Will Variz’ka ask the characters to
ground begin to writhe, twisting and bending into hunt down fleeing cultists?
alien shapes. “Quickly!” Hiraad’an roars, “Return • If any allies were left behind in Orlassk’s realm,
through the pool!” might they return later as a twisted Cult of Stone
antagonist?
The contorting stone makes it difficult for the • As news spreads of the dangers in Quickstone’s
characters to navigate back towards the quicksilver quarries, will Breland and the Daughters of Sora
pool. A character must use an Action to make a DC 14 Kell take a more active interest in securing the
Strength (Athletics) or Dexterity (Acrobatics) check region? Could tensions rise to the point of war?
to be able to move towards the pool at their normal
speed. Characters gain Advantage on their check if
they have assistance in the form of the Help action
from another creature.
Three rounds after Hiraad’an’s call to evacuate,
the stone slab in the chamber reforms, and the seal
on Orlassk’s prison is renewed. Simply touching the
quicksilver is enough to return to the chamber of
statues. The day is won!
Any characters that do not make it through
Hiraad’an’s quicksilver pool are trapped and left to
Orlassk’s mercy. Regardless of who makes it out, the
five heroic statues surrounding the seal now take on
the forms of the five that held the Stonebane Blades
when Hiraad’an opened the seal.

The End
The characters can return to Quickstone to a hero's
welcome. The Magistrate and other townsfolk who are
aware of the player characters' deeds have arranged
the following rewards:
• 400 GP for each player character.
• A Heward’s Handy Haversack.
• The deed to a plot of land in Quickstone, where
a dilapidated old house with a shopfront that still
Dean Spencer

mostly stands up.

255
Have Wand—
Will Travel
Join Eberron setting creator Keith Baker on a
journey across the Western Frontier, the contested
land that lies between the ancient kingdom of
Breland and the rising nation of Droaam. Frontiers
of Eberron: Quickstone takes a deep dive into this
untamed region, exploring the towns and denizens
of this dangerous land.

The Western Frontier is a place where creatures


long thought of as “monsters” mingle with clever
smugglers and brave wandslingers. In addition to
lore about the region and a detailed look at the
border town of Quickstone, Frontiers of Eberron:
Quickstone includes a host of new options for
players and Dungeon Masters. Play as a harpy,
gargoyle, or medusa! Use Nemesis Sorcery to get
an edge on your opponent, or harness the powers
of the Bloodhound Ranger to track an elusive foe.
Take advantage of new feats, backgrounds, and
other options to become a master wandslinger,
including unique rules for engaging in arcane duels.
Claim mighty artifacts such as Kharash’s Promise
or the hand of the daelkyr Orlassk! Frontiers of
Eberron: Quickstone is fully updated for the 2024
version of the fifth edition rules for DUNGEONS &
DRAGONS, and includes a new system for creating
dragonmarked characters in Eberron.

In addition to new monsters, treasures, and


descriptions of the communities and cultures of the
Frontier, Frontiers of Eberron: Quickstone includes
the adventure “Heart of Stone” by Imogen Gingell.
This provides a story arc that will take characters
from 1st level up to 5th level. Can the adventurers
uncover the true threat behind a cult spreading
across the Western Frontier? There’s only one way
to find out. Strap on your wand and mount your
tribex—we ride at dawn!

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