A-Dead-Mans-Guide-to-Dragongrin-v1.4.pdf - PDFCOFFEE.COM (2024)

grin, n. Pronunciation: ɡ r ɪ n Etymology: From the Titanspeak a. mass grave b. to rise, honoring the dead

CREDITS Project Lead: Tim Kearney Lead Designers: Tim Kearney, Michael Barker, Jeff Doty Managing Editor: Matt Click Art Director: Tim Kearney Design, Writing, and Editing: Tim Kearney, Michael Barker, Matt Click, James Kearney, Jeff Doty, Lloyd Collins, Connor Davies, Chris Willhelm Additional Development: Marquis Hartis, Taylor Jeffrey Proofreading: Kiel Adam, Heather Dodson-Smith, Taylor Jeffrey, Connor Davies, Sam Lindsey Layout: Matt Click, Michael Barker Page Design: Aleksandar Kostic, Tim Kearney Cover Art: Jon Pintar, Aleksandar Kostic Interior Art and Concepts: Aleksandar Kostic, Jon Pintar, Jake Perez, David Kegg, Runehammer, Andre Torres Cartography: Jon Pintar Dice Drop Maps: Jake Perez

SPECIAL THANKS Firstly, the deepest and most reverent thank you to the Kickstarter backers who helped bring this project to life – without your trust, patience, and support, Dragongrin would not exist in this form. Thank you to my wife Shawnda, who unendingly, compassionately, and lovingly supported me during the many 80-hour weeks it took to finish this book. I literally could not have done this without you – you are my sanctuary. And to my daughter Evy who, at age four, started helping me create monsters and hasn’t stopped since – you may not remember it now, but someday I hope you realize how much you helped daddy get through the tough, long days with your smile, enthusiasm, fwost, and creativity. And finally, to my brothers in creativity: Barker, Matt, James, and Jeff – your Dragongrin is far better than mine ever could have been. – Tim Kearney, March 2020

DEDICATION This book is dedicated to anyone battling with depression. We’re here, standing with you, and you’re not alone. May the stories we tell together with this book keep your undying light burning brightly – we need you. A Dead Man’s Guide to Dragongrin was created thanks to the support of 976 Kickstarter backers.

Absolute Tabletop, LLC PO Box 2493 Moriarty, NM 87035 www.AbsoluteTabletop.com [emailprotected] Copyright © 2020 by Absolute Tabletop, LLC. All rights reserved. Version 1.4 – July 2020. Absolute Tabletop, the Absolute Tabletop logo, the Absolute Tabletop monogram, and all content contained herein are trademarks of Absolute Tabletop, LLC. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Absolute Tabletop, LLC. A Dead Man’s Guide to Dragongrin™ is a trademark of Absolute Tabletop, LLC in the U.S.A. and other countries. Arbitron, Dragongrin, Enchea, Erenoth, Gloam, and Kror are trademarks of Absolute Tabletop, LLC in the U.S.A. and other countries. Dice Drop Adventure Generator™ and StoryHex™ are trademarks of Absolute Tabletop, LLC in the U.S.A. and other countries. This product is compatible with the fifth edition of the world’s oldest fantasy roleplaying game, published by Wizards of the Coast, Inc. It is licensed under the Open Game License Version 1.0a Copyright © 2000, Wizards of the Coast, Inc. It utilizes the System Reference Document 5.0 Copyright © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. The full text of the Open Gaming License Version 1.0a can be found at the back of this book. A Dead Man’s Guide to Dragongrin is set in the following fonts: Spectral, Signika, and Dwarven Axe.

TABLE OF CONTENTS TABLE OF CONTENTS

4

MARROW 97

LIFE IN DRAGONGRIN

8

MISSIVE CROW

97

THE AGES OF DRAGONGRIN

12

NEXT OF KIN

98

COIN AND SUPPLY

12

NOMAD 98

CRIME AND PUNISHMENT

16

PRYDAGGER 99

CALENDAR 17

RELIC HUNTER

99

MAGIC 18

RED SAIL MERCHANT

100

DEITIES AND RELIGIONS

20

SELLSWORD 100

COSMOLOGY OF DRAGONGRIN

25

SHATTERFARER 101

27

STREET PERFORMER

CHARACTER CREATION

HERITAGES 30 DARROW 30 DWARF 31 ELF 32 FESTIR 33 HALFKIN 35 HUMAN 36 TOMEHEART 37

CULTURES 39 ARDOR 39 CRUCIAN 43 DROGUS 47 GRANOK THANE

51

GRIMDUL 56 HOLMIR 61 MORD 66 SARRIK 72 SILVERWISE 76 TALASAR 80 ZARFVIN 85 LANGUAGES 89

BACKGROUNDS 90

AVOWED 102 BLEAKSCARRED 103 DISTANT TRAVELER

103

FAILED HERO

104

REBORN OF THE GRAY

104

UNDYING LIGHT

105

CLASSES 106 BARBARIAN 106 BARD 110 CLERIC 114 DRUID 118 FIGHTER 122 MONK 126 PALADIN 131 RANGER 135 ROGUE 139 SORCERER 144 WARLOCK 149 WIZARD 153

DRAGONGRIN FEATS

157

DRAGONGRIN SPELLS

159

CHARACTER DEPTH

162

ARCHANITE TINKER

91

BARBER SURGEON

91

TRAITS 162

BEASTKEEPER 92

FLAWS 164

BOUNTY HUNTER

92

BURDENS 166

CHRONICLER 93

HOPES 169

DRUDGE 93

TRINKETS AND MEMENTOS

172

ERSTWHILE NOBLE

CHARACTER BACKSTORY

176

CHARACTER TIES

180

94

FUGITIVE 94

4

101

TOILER 102

GRIFTER 95

DOMINIONS OF ASH

184

GRAVEDIGGER 95

AQUEANUS 189

HALLOWED 96

CRUX: THE EYE AND THE SEA

195

MAPWRIGHT 96

CRUX: CALL OF THE VOID

198

FEYGRAVE 204

THE DISMEMBERED LEGION

416

CRUX: WELCOME TO RAVENROCK

211

JOINING THE DISMEMBERED LEGION

416

CRUX: THE CROWN OF KUMON ORTH

214

DISCOVERING THE LEGION

417

CONSTRUCTING THE LEGION

421

GRINN 220 CRUX: WELCOME TO THE DUSTMOUTH

228

CRUX: WAR UPON THE BLACK SHORES

232

INNES 239 CRUX: OPERATION TORCHLIGHT

246

CRUX: GLADIATORS OF GORR ARENA

249

JAHAR 255

THE CRUCIBLE

424

SCENES 424 ADVENTURE GENERATOR

429

THEMES, TWISTS, GROWING DANGERS

430

MONSTRUM AUTURNUM

437

MARROW 437

CRUX: BLOOD AND THUNDER

261

C’WAR 442

CRUX: THE OSSUARY AND THE ORB

264

XUR KITH

SVIR 270

443

YHAGHUL 445

THE DISMEMBERED LORD

446

CRUX: THE GOLTHEAL BUTCHER

276

CRUX: THE CRIMSON BETROTHAL

280

THE RISE OF THE DISMEMBERED LORD

286

TENETS OF THE DISMEMBERED LORD

448

CRUX: DEPTHS OF DHOKEG

293

SECRETS OF THE DISMEMBERED LORD

449

CRUX: THE ASTREGARD CONUNDRUM

296

GAME MASTER ADVICE AND MECHANICS 449

303

FIGHTING THE DISMEMBERED LORD

SVIR BELOW

TALAS, THE LIFETREE

446

450

CRUX: FIRST FLIGHT OF THE VENORIN

310

BACKERLIST 462

CRUX: BATTLE FOR THE ROOTGATE

313

OPEN GAMING LICENSE

ULDANE 319 CRUX: THE LONG BLEAK NIGHT

326

CRUX: LAST RIDE OF THE DEATHBAT

329

466

INDEX 467

VARNHOLME 335 CRUX: FEAST OF A THOUSAND SKULLS

342

CRUX: THE AGE OF DEATH

345

ZAMON 352 CRUX: TEMPLE OF THE SEARING HEART

358

CRUX: IF IT BLEEDS

361

DARKNESS OF DRAGONGRIN SAFETY TOOLS

367 368

INFAMY 370 TREACHEROUS TRAVEL

374

BRUTAL CHAMPIONS

376

GLIMMER AND DOOM

383

OPTIONAL RULES

385

NARRATIVE CONDITIONS

385

STOLEN DAYS

387

GATHERING PLAYERS

THE BLEAK

388

390

TITANS 398 ARCHANS 400

PRIMORDIALS 408 VALENS 411

5

6

7

LIFE IN DRAGONGRIN In Dragongrin, evil has won, and good is in retreat. The forces of the righteous were defeated two decades ago in an event called Lightfall. Now all creatures – whether they wish to or not – bow before the malign might of the Dismembered Lord.

CHEATING DEATH IN DRAGONGRIN: SIX GRISLY TRUTHS 1. The Dismembered Lord Rules: In Dragongrin, evil reigns, and being a hero can get you killed. The Dismembered Lord is Sovereign, his power seemingly limitless. He came to rule when the forces of good fell to the might of the Dismembered Legion during Lightfall twenty years ago. There is only one written law in Dragongrin – honor the Sovereign. 2. Lords of Ash Hold Dominion: The regions in Dragongrin are known as Dominions of Ash, ruled by Lords of Ash, the regents of the Sovereign. These despots see to the realm-wide tasks delegated to them by the Dismembered Lord, including commanding regiments of the Dismembered Legion, and meting out justice in the dominions as they see fit. It is said that any who defeats a Lord of Ash can take their position, though attempting such a task spells certain doom and a stained soul. 3. The Bleak is a Festering Arcane Maelstrom: The Bleak is the source of arcane power in Dragongrin. Chaotic and volatile, it is an untamable, unforgiving maelstrom – a physical force of nature that mars the land endlessly and unpredictably. The Dismembered Lord brought down the Bleak after Lightfall, forging volatile borders between the Dominions of Ash, and keeping those within them from rallying under any single cause. No place is safe from the Bleak’s unpredictable and destructive tempests known as Bleakstorms, or its deadly lacerations in existence itself: Bleakrifts.

8 LIFE IN DRAGONGRIN

4. Dragongrin is the Graveyard of the Dragons: The word grin is Titanspeak for “grave,” and the superstitious histories of monsters who once ruled the land have taken root, even in the world’s name. The final resting places of the scattered and defeated ancient dragons dot the land, forming grins – deadly, labyrinthine constructions not built by mortal hands, but structures that emerged into existence from the essence of the rotting dragon carcasses they now entomb. They are believed to spawn infernal creatures, grow and creep naturally beneath the landscape, and embody the personality and type of dragon they protect. It is said that the only creatures capable of defeating the dragons were their mammalian antithesis – the mighty and colossal typhons. 5. The Age of Annihilation Scars the Landscape: Eons ago, the world was shaped by a bloody, titanic war. The old stories speak of two opposing godlike forces whose conflict reforged the world: the mighty, inspired Titans, and the potent, elemental Primordials. As polar opposites, the constructive Titans embodied creation, and the nihilistic Primordials embodied chaos. They clashed endlessly, their brutal conflict resulting in the Age of Annihilation. Neither race presently exists in the realms, though the remains of their advanced technologies and geological effects festoon the landscape of Dragongrin even today. 6. The Existence of the Gods is Unproven: No mortal knows if the gods truly exist, though many in Dragongrin wield power they believe is divine. Many temples and churches existed and thrived before Lightfall, though now in far fewer numbers which dwindle to this day. Those who believe in the gods tend to do so vehemently, while naysayers posit that anything “divine” can easily be explained by the technology of the Titans or the magic of the Bleak. No matter what one believes, there are holy warriors in the realm irrefutably drawing their power from something.

DARK AND DEADLY, THESE TIMES The realm of Dragongrin is deadly, and heroes are not likely to survive. Myriad shadowy dangers lurk in every corner of the realm, and it is very likely that if any attempt to fight the will of the Dismembered Lord or his legions, they will be punished quickly and severely. Some have tried to spark rebellions – and have even had some measure of success – but all would eventually become another cautionary tale, illustrating how mercilessly the hand of the Sovereign crushes those who disobey his will. It is possible to survive in Dragongrin, though it is never simple, and hope, joy, and peace are all but non-existent. HANDLING DARK THEMES Dragongrin is markedly more evil and brutal than some other campaign settings. A Dead Man’s Guide to Dragongrin is not meant to be sadistic, or celebrate evil. It’s intended to celebrate goodness and light overcoming evil. We recommend explicitly and intentionally deciding what content is suitable for your game, and offer some tools to do so in the Darkness of Dragongrin section on page 367.

DON’T BE A HERO In Dragongrin the word “hero” has a markedly different meaning to most commoners. To most it’s a derogatory word used to describe anyone who is foolish enough to break the rules. The regulations that govern society in Dragongrin are unjust, and full of corruption and atrocities – but they are organized and well-enforced. Anyone who tries to be a “hero” dishonors the Sovereign with their disobedience, and are considered by most to be fighting a battle that’s already been lost. They are not readily welcome by many in Dragongrin, and often meet sudden, violent ends with their troublemaking. Foot soldiers known as Marrow are the Dismembered Lord’s eyes and ears throughout the realm, and they police the population vigilantly and tirelessly. They are forever searching for anyone foolish enough to oppose the will of the Dismembered Lord or his legions to mete out the draconian punishments. There are some in Dragongrin that say a true hero is something else entirely. To them, a genuine hero can make a difference, but does not attract deadly, needless attention while doing so. Seemingly rank-and-file, those who make a lasting difference in the realm are the individuals who are able to enact meaningful change while appearing to be doing nothing out of the ordinary. They understand the sobering fact that not every evil deed can be stopped in the moment, but many evil deeds can be stopped using shrewdness and cunning. Consider the kind of hero you want to be. BEING A HERO WILL GET YOU KILLED Or maybe it won’t. While it is likely that openly defying the Dismembered Lord will get you struck down swiftly, there is an unsettling lack of rhyme and reason as to what catches the ire of the Dismembered Legion, almost as if they’re operating under a strange set of ever-changing guidelines on what should and shouldn’t be enforced. Rumors abound why this is, though it does appear to be linked somehow to the enigmatic Marrow known as Arcseers. And although it may seem random, many believe there is a method to this dark madness.

MORALITY IN A LAND MOST GRIM In a land where evil reigns, people will often do whatever is needed to survive, and to keep their loved ones safe. It’s rare that a person you meet in Dragongrin will fall neatly into the category of good or evil. Often people do what they must to persist, and certain situations will bring out the dual natures of most. Life in Dragongrin is a complex, harrowing existence, and the morality of its inhabitants reflects this.

KNOW THIS TO SURVIVE These are the important, high level things that you need to know to persist in the harsh and punishing land of Dragongrin. Each of these facets can be explored in further detail later in the book. Age of Annihilation: Eons ago, the world was shaped by a bloody, titanic war. The old stories speak of two opposing godlike forces whose conflict reforged the world: the Titans and the Primordials. These immense and powerful beings are said to have emerged from Imminence itself, likely as manifestations of its strongest energies: creation and chaos. These two forces brought the world, and each other, to the brink of utter ruin. Both ancient races are now extinct in Dragongrin, though much has been left behind in their wake, including useful Primordial remains, and the advanced Archans of the Titans. Archans: The Titans have left behind pieces of their advanced technology, relics known as Archans, which can be used, or even deconstructed and learned from. The Zarfvin in particular have mastered the art of understanding Archans, even to the point of being able to modify, build, or innovate upon the designs left behind. The fusion of magic and technology using Archans is called Archanics. The Bleak: Often manifesting as deep purple or crimson roiling storms, the Bleak is chaotic and volatile, an untamable, unforgiving arcane maelstrom. Manifesting in myriad ways between unpredictable Bleakstorms that plague the people of Dragongrin (especially travelers without shelter), and Bleakveils which help the Dismembered Lord separate each of the world’s dominions, these persistent and eruptive squalls spew forth monstrous Bleakfiends – more terrible than any mundane tempest. Though Bleakstorms rage throughout all of Dragongrin, a single, enormous, seemingly unending storm known as the Everbleak rages in the north in the Dominion of Ash of Uldane. For this reason the cardinal direction of north is often colloquially referred to as “Bleakward.” The Copper Sun: Points of dim sanctuary persist in a land of long, gnarled shadows – the greatest of which is the Copper Sun, a city that floats high above the terrors of the land. It was once the capital city of the region of Innes, and though ransacked and nearly cast earthbound during Lightfall, it barely survived, and now is constantly in hiding. The Copper Sun has risen to become a beacon of hope, said to be the fortress of the rebel groups known as the Undying Light and the Copper Jackals. They use the Copper Sun as a flying fortress and base of operations to coordinate their resistance against the Dismembered Lord. Cultures: Dragongrin has many cultures, but the eleven most prominent are still forging a place for themselves in the realm. Each culture is unique and varied in their beliefs, goals, customs, and history. The Crucible and Cruxes: Whispers persist that the Dismembered Lord makes use of a powerful and enigmatic relic referred to in hushed tones as the Crucible. Many rumors persist about the Crucible, and many believe the object has something to do with the Dismembered Lord’s sporadic freeing of drudges, and other erratic behaviors, both good and evil – though nothing has been proven. The Crucible foresees upcoming pivotal events known as Cruxes, though it cannot glean their outcomes. Deities and Religion: No mortal knows if the gods truly exist, though many in Dragongrin wield power they believe is divine. Many temples and churches existed and thrived before Lightfall, though now in far fewer numbers which dwindle to this day. Much of the population can’t be bothered to seek the 9 LIFE IN DRAGONGRIN

wisdom of a higher power that may not even exist, and instead cling to cultural traditions and beliefs that bring them closer to their families and communities. In those moments when a righteous Dious (the clerics of Dragongrin) summons strange powers after a brief prayer, or a peasant without any magical ability witnesses an inexplicable vision from a universal creator, it’s easy to discard such events as related to any of the other myriad sources of magic throughout the realm.

force from which all creation was birthed eons ago. Its secrets were long lost to history until recently. Now unearthed, its volatile and untamable power holds limitless potential to those who can withstand it. From Imminence comes light, comes darkness, comes good, comes evil, comes everything in between. From Imminence comes all. Those who know of Imminence rightly fear it, and those rare few who command it can become unstoppable.

The Desolation: A chaotic, nihilistic plane that exists as a separate but connected layer to the material plane. Ruled by a being known as Yhaghul, a godlike creature that feeds on the sanity of living creatures, the Desolation is home to many twisting, eldritch monstrosities. The Desolation has begun to bleed into Dragongrin, manifesting as tears and leaks in the plane itself, and Yhaghul’s servants storm from them, spreading the Desolation’s taint and capturing the minds and sanity of any they can.

Lightfall: Twenty years ago, in an attempt to restore order to a disparate and divided realm, the Ardor and their ruling body, the Holithic Church, incited a holy war against any unaccepting of their doctrines. This crusade culminated in the oppression of the eastern lands of Viste. A leader among the people there, Ghul Varras, rose among the ranks and fought back, proving himself an adept leader and capable general. Against all odds, Ghul Varras and his armies won, becoming known as the Dismembered Lord. Dismantling the Holithic Church to its foundations, and forcing the Ardor into drudgery as reparations, these events are known as Lightfall and considered the death of hope. To those loyal to the Dismembered Lord, the event is instead known as the Dawn of Truth.

The Dismembered Legion: The Dismembered Lord commands a massive military force known as the Dismembered Legion. Composed of troops known as Marrow, titanic warmachine constructs known as Warmakers, and the bestial, otherworldly creatures known as Doomsayers, the Dismembered Legion enforces the Sovereign’s laws and fights his wars. There are specialized versions of Marrow outfitted with distinct equipment, possessing matchless skills, who fulfill unique roles apart from the standard Legionary soldiers and Peacekeepers that help keep the land under control. The Dismembered Lord: The Dismembered Lord is the One True Sovereign, and the totalitarian ruler over all of Dragongrin. He is the guardian of the realm, and ruler of all things within it, and it is by his scars the realm was saved. It is said that he sees all, and that none are outside of his powerful will. The Evergrowing Shadows of his reign spreads like a sickness from the region of Grinn, threatening to snuff out any light that remains. Dominions of Ash: The Dominions of Ash are the regions of Dragongrin, divided by political and natural borders. Each is ruled by a Lord of Ash – regent generals empowered by the Dismembered Lord to enact his will. The Feymists: These strange pathways of old, primal magic lead to and from the Old Vale – the seat of creation, from which Primordials emerged eons ago. These planar tunnels are guarded by mysterious fey known as Adjudicators. Grins: The word grin is Titanspeak for “grave,” most commonly used to describe the tombs of the long dead dragons. It’s no secret that these twisted, living catacombs exist and affect the physical world wherever they are found. Some cultures such as the Holmir feel it is their duty to seek and tame these ancient graves – a charge made difficult by the many warped creatures who spawn from within. It is said that the only creatures capable of defeating the dragons were their mammalian antithesis – the mighty and colossal typhons. Heritages: Heritages in Dragongrin represent a creature’s ancestry and lineage. The mortals of Dragongrin are humanoid in appearance but wildly diverse in heritage. Holithic Church: Once the most powerful and influential religious organization and government in all of Dragongrin. They came to prominence roughly 200 years ago, and were the main instigators of the war that would become known as Lightfall. Imminence: In Dragongrin, there are three primary sources of magic: arcane, divine, and the incredibly powerful, but wild and seemingly uncontrollable magical force, Imminence. Imminence is a pre-creation energy source of endless potential and raw primeval power. It is a formless, shapeless 10 LIFE IN DRAGONGRIN

Lords of Ash: Under the Dismembered Lord’s control, Dragongrin is divided into many different regions called Dominions of Ash. Each of these dominions is assigned its own ruler to govern it, known as the Lord of Ash. These ruthless leaders vary between loyal servants willing to bear mortal wounds while fighting the Sovereign’s wars, to begrudged usurpers and princely rogues just happy to have a corner of the world to themselves. However different they may be, the most important object to each Lord of Ash is their Reliquary of Ash – an object of great symbolic (and sometimes physical) power. Any who can seize the reliquary of a Lord of Ash can take their place in the dominion once they bring it before the Sovereign, but such action is never easy. Old Vale: This primal mirror realm exists outside of Dragongrin, yet is inexorably connected by way of the Feymists and their Radikka. Druids and shamans draw magical energy from this plane, from which the Primordials emerged eons ago. Primordials: The primeval Primordials were elemental forces of chaos and entropy, savage and pure. Said to be connected to – or even the source of – the forces of nature in Dragongrin known as the Old Vale. Though the Primordials are extinct, their essence still marks the geography of the realm. Dragongrin is littered with the Primordials titanic, organic remains which are in various states of preservation. Radikka: When the Feymists tunnel into a world, a Radikka forms – a new geological formation, geographical feature, arcane storm, person, or another manifestation which serves as the enigmatic epicenter from which the Old Vale can flow freely. Before the Uprooting, Talas the Lifetree was the revered Radikka in Dragongrin. Now, many Talasar are unsure of the future of all that is fey. Red Sail Market: Sanctioned by the Dismembered Lord and operated by the Granok Thane, the Red Sail Market is the largest mercantile group in Dragongrin. Circling the realm’s major highways and turning any town’s quiet night into a roaring, week-long fair at a moment’s notice, the roving sprawl of pungent smells and colorful tents spans across the entirety of the Dismembered Lord’s kingdom, buying, selling, and trading all manner of wants and supplies, moving across the land in caravans. The Market also assists with logistics to the Dismembered Lord, gathering his Tenths and assisting with supply lines.

Reliquaries of Ash: The Lords of Ash ruling over Dragongrin’s dominions do so at the behest of the Dismembered Lord, and the symbolic object or phenomenon each lord carries to represent this bestowed authority is known as a Reliquary of Ash. It is said that whoever possesses a reliquary is declared the rightful ruler of the corresponding dominion once they bring the artifact before the Dismembered Lord. Savage Frontier: Savage Frontiers are the most wild, unexplored and dangerous sections of each Dominion of Ash. While they still fall under the rule of the Lord of Ash, they are untamed and especially deadly – but often hold treasures and secrets that are of the utmost value. Shattered Seas: There is a single, primary body of water that surrounds the whole of Dragongrin, though it is marred and separated by the Bleak. This separation has earned the body of water the moniker, the Shattered Seas. The people in the realms refer to the pieces of the Shattered Seas using the cardinal directions: Northern or Bleakward Shards, Southern Shards, Eastern Shards and Western Shards. The Tenth: A seasonal tax collecting 10 percent of anything produced, created, or harvested by all citizens in Dragongrin. Strange materials like Archans and Thanium, creatures such as xol and halyphons, and even art and literature are collected. Marrow collect these Tenths (though they often task the underlings known as kneebreakers to do so), funneling them to the Lord of Ash in their region, who then sends them through the Red Sail Market to the Dismembered Lord. The final day of every season is used to gather the Tenth – a dreaded affair known as the Gathering. Titans: The ancient Titans were prolific and powerful creators, and Dragongrin is dotted with inexplicable wonders that can be traced to the Titans’ cryptic, ancient legacy. Be they geographic wonders such as the ancient caverns of Svir Below and the mechanical labyrinth known as Deepvault or even the animated steel repositories of information known as the Tomehearts – in Dragongrin, though the Titans are

long-dead their wondrous legacy often exists alongside the mundane in the land especially in the form of the magical and technological relics known as Archans. Truthbringing: On the twenty-ninth day of every month, the Dismembered Lord sends specialized Marrow known as Arcseers into the realm to use their enigmatic and magical gaze to see into the futures of every denizen and see if they will be a boon or a bane. Typhons: The dragons are said to have been formed by the Primordials to enact chaos in the Age of Annihilation. The Titans responded to this threat with perhaps their greatest creation: the mighty typhons. The typhons were cunning, powerful, and benevolent creatures, rivaling the wyrms and even the Primordials in their abilities. Besting the dragons in the final battle of the First War, no one knows exactly what happened to these powerful creatures, though they have been absent from the realms for centuries. The typhons are now creatures of myth and legend – but the common folk of Dragongrin still watch the skies, praying for the day that they might return to save them. Valens: Primordial corpses are immensely valuable, as their hide and bones can be refined into some of the highest quality supplies and equipment available, and their meat can often feed a village for a time all on its own. Any piece of a Primordial salvaged in such a way is referred to as a Valen. The Wailing Gray: There are firsthand reports of the afterlife from people who have been resurrected and returned. These people say they have been to “a colorless place of endless misery” dubbed the Wailing Gray by the people of Dragongrin.

11 LIFE IN DRAGONGRIN

THE AGES OF DRAGONGRIN

DECADES AGO

MILLENNIA AGO

Lightfall: In an attempt to restore order to a disparate and divided realm, the Ardor and their ruling body, the Holithic Church, incited a holy war against any unaccepting of their doctrines. This crusade, headed by the Knights Vathan, culminated in the oppression of the eastern lands of Viste. A leader among the people there, Ghul Varras, organized his kith and kin and fought back, proving himself a cunning and capable warrior as well as a brilliant arcanist and charismatic leader. Against all odds, Ghul Varras won, dismantling the Holithic Church to its foundations and forcing the Ardor into drudgery as reparations. The conquest of Ghul Varras continues to this day, where he is better known as the Dismembered Lord.

The timeline of Dragongrin spans eons. Furthermore, the Dismembered Lord has warped and rebuilt the timeline to suit his whims, fracturing history at critical points. These are the ages most remembered, and those which echo still today. A haze lies before and between these ages, obscuring the past.

The Age of Annihilation: The Titans reigned with technological might, while the Primordials ruled with unchecked power. Their war brought untold destruction to the realm, reshaping Dragongrin and sowing the land with ruins and remnants. The dragons, personifying the unbridled rage of their Primordial progenitors, sought to rule the realm alone. In response, the Titans unleashed the full extent of their power, sundering the realm and driving the dragons to near extinction. The surviving Titans fled to Deepvault, sealing the Infinite Lock behind them, while the few remaining Primordials disappeared within the Ocean of Trees. The Desolation Seethes: The destruction wrought by the Titans and Primordials in their cataclysmic rivalry left Dragongrin scarred, and through these wounds seeped the Desolation. In the wake of the Age of Annihilation, the eternal shadows writhing against the walls of reality broke through, unleashing monstrous beings and dark sorcery into the realm that remain to this day.

CENTURIES AGO The Oedran Age: Untold years passed and a silence, cold and dark, hung heavy over the realm of Dragongrin. The people of the world, scattered during the Age of Annihilation, came together and formed many of the cultures and factions present even today. In this quiet, the Oedran Empire rose. Pushing the boundaries of art, science, and discovery, the Oedran ushered in an age of peace and progress, as yet unseen in the troubled realm of Dragongrin. Alongside the Oedran, the priesthood of the Holithic Church emerged, connecting the people of the realm to their distant deities for the first time. This golden age of Dragongrin ended suddenly when the Oedran disappeared, leaving behind remnants of their culture in the jungles of Zamon. Frontiers of Old Dragongrin: Dragongrin reeled following the disappearance of the Oedran. In their absence, savagery and greed crept back into the world. Cultures fractured and rivalries simmered. War became a constant as the Granok Thane massed their numbers in a failed bid for power. The Holmir, too, rose to prominence in the north and raided across the realm. Those clinging to civilization struck out to reclaim the lost treasures of the fallen Oedran and the extinct Titans, delving tombs for relics and banding together in adventuring parties to find order among the chaos. The Holithic Church, desperately clinging to any ounce of control they once held, descended into corruption and cowardice.

12 LIFE IN DRAGONGRIN

The Bleak Festers: At the height of Lightfall, Ghul Varras attempted to wield the magic of Imminence to reshape the realm. Fracturing his body and spirit, as well as the timeline of Dragongrin, the Dismembered Lord unleashed the Bleak into Dragongrin. Since Lightfall, the arcane storms of the Bleak have become increasingly volatile and prolific.

NOW Evergrowing Shadows: The Dismembered Lord has ruled from Grinn, formerly Viste, since Lightfall. His augury machine, the Crucible, dictates the order of the realm, while his legions of Marrow keep the peace and conquer new lands in his name. In Dragongrin, evil has won, and heroes aren’t welcome – but pockets of resistance exist in the darkest corners, waiting for their chance to strike back and reclaim the realm from the Sovereign. Rebellion Stirs: Now, heroes rise once more. The Dismembered Legion’s iron grip falters as they desperately enlist more Marrow. Doomsayers emerge from the Bleak in Uldane, harbingers of a coming apocalypse. Change hangs heavy in the air. Factions gather, schemes boil, and conflict waits on the horizon. A new age approaches – whether for good or ill. That story is yours to tell.

COIN AND SUPPLY

For the general population, Dragongrin’s economy is emaciated and crippled, with an inescapable feeling of scarcity and lack. Necessities like water, food, and basic supplies are a luxurious commodity in many places. Clothing and materials are worn and tattered, reused and repurposed. Swords are crafted from ancient scraps, Holithic helmets carry water from the nearby well, and some go their whole lives without seeing a newly crafted weapon. The Red Sail Market is the primary way for adventurers to find more exotic equipment and pristine supplies, though dealing with the Granok Thane can often be a morally ambiguous affair.

THE TENTH The Tenth is a mandatory collection of ten percent of wealth and resources owed by each adult living and working beneath the Lords of Ash. The Tenth that is collected is often money, but it can also be a tenth of the grain that a farmer brings in, one of the ten masterwork swords forged by a blacksmith, or a portion of the Archans that a Zarfvin has scavenged. For the most impoverished in Dragongrin, each season’s Tenth brings dread, as they struggle to scrounge up what they can for the Sovereign.

But where is the line drawn? Is the ten percent charged on increase and profit for the season, or is it based on one’s total wealth? Is one’s Tenth measured by quantity or value? The truth is that the Tenth is extremely vague, unfair, and unfortunately flexible depending on who is collecting it. Marrow are infamous for gouging people, demanding more than what is owed, and forcing the poor to include additional valuables in the loot. For this reason many people attempt to hide their most valuable items and obscure their true wealth to avoid being shaken down for it – or just use bartering and dealmaking, often called Gleam in Dragongrin.

THE GATHERING During the final week of each of the four seasons, all must pay. Populations of small hamlets, villages, and large urban centers flock to designated locations to pay their Tenth to the Red Sail Market contingent in the region. These locations vary from the dominion’s Fortress of Ash or prominent guildhall, to notable landmarks or vast plains dotted with trading carts. The event turns any settlement into a roaring metropolis of packed inns and dregs of tents on the outskirts. After two decades, the process has become a well-oiled machine. The Red Sail Market leaders collect a person’s Tenth and measure it broadly against their line of work and previous amounts donated, while new adults are christened into the process with their first Tenth – a single, copper coin. Once paid, the relieved citizen receives a special token called a Tenthmark. Often simply referred to as a “mark,” these vouchers prove that the Tenth has been paid to the Sovereign. This token is crafted in secret, changes with every season, and is difficult to forge – a crime often punishable by death. That doesn’t stop some from attempting the effort.

Those stupid enough to show up to the Gathering emptyhanded are labeled as indebted to the Sovereign, and – if not executed or imprisoned immediately – are usually stripped from their families and either forced into drudgery, or conscripted into the legions right then and there. Meanwhile, no-shows are branded fugitives, sought out, and punished in their own way. Even those who have paid are careful to keep their Tenthmark on hand at all times for fear of an impromptu search. Patrolling Marrow shake down all they pass, targeting those without their mark. In exchange for the ancestral sword off their back – or whatever illicit goods are inside their cart – legionaries offer current marks to grateful citizens, outdated tokens to the gullible, and the promise of a mark in the future to those with no other choice but to accept, be grateful for their lives, and move along. Even kneebreakers looking to gain a promotion from a superior officer are known for going door to door seeking out those indebted. Once collected, few know what happens to the Tenth, though most are convinced the Dismembered Lord’s chosen Crucian benefit greatly.

THE RED SAIL MARKET Sanctioned by the Dismembered Lord and operated by the Granok Thane, the Red Sail Market is the largest mercantile group in Dragongrin. Spanning across the entirety of the Dismembered Lord’s kingdom, the Red Sail Market buys, sells, and trades all manner of supplies, moving across the land in caravans. The Market also assists with logistics to the Dismembered Lord, gathering his Tenths and assisting with supply lines.

13 LIFE IN DRAGONGRIN

This roving caravan market network is often the only place to get any meaningful supply or sustenance. It’s eponymous red sails on their trade wagons can be seen for miles around, and are protected by Marrow. Their routes are ever-changing, but there are few places you can go in Dragnogrin without finding the Marauders plying their trade. CHARACTER CONNECTIONS TO THE RED SAIL MARKET Perhaps the Red Sail Market shaped who you are as a character. For connections to the Red Sail Market consider the Red Sail Merchant character background, which offers ties to the Market, access to a black market, and roll tables for your current charge. It can be found on page 100.

Due to the scarcity and control placed on most equipment, especially weaponry, it is rare to find brand new and shining equipment. Most gear is second-hand, either inherited or taken by force, if not scavenged or crudely crafted.

COINS OF DRAGONGRIN The three most common coins in Dragongrin are the gold piece (gp), often called a “gold wraith” or “wraith” for their relative scarcity, a silver piece (sp), often called a “silver nail” or “nail” for their ability to hold the economy together (though not by much), and the copper piece (cp), often called a “copper hound” which began as a “copper hund” for hundred, but shifted over time.

RED SAIL MARKET MANIFEST The Red Sail Markets are various and unique in size and presentation. You may come across a pair of Granok Thane with a single armored cart, or happen upon a massive bazaar of hundreds of market stalls – and everything in between. Depending on the leader who is running the Market, the tone and standard practices may differ – a disciplined master merchant may have strict rules of no haggling, while a master merchant who’s rough around the edges might instruct all merchants to mark up their items twenty percent.

GAME MASTER’S CHOICE While the Red Sail Market can plausibly be found in virtually any corner of Dragongrin, their routes are kept a mystery to avoid theft, ambushes and other threats. Additionally, to an outsider the Red Sail runs on its own erratic schedule, coming and going in a seemingly random pattern of durations – it is just as likely to be in a location for hours as it is to be there for days or weeks. Some Game Masters (GMs) may want to feature the scarcity and poverty of Dragongrin in a session or campaign, so it is entirely up to the GM if a Red Sail Market can be found in an area, no matter how populated or central.

EXCHANGE RATE COIN

CP

SP

GP

Copper Hound Silver Nail Gold Wraith

1 10 100

1/10 1 10

1/100 1/10 1

BENT COINS Dragongrin’s many cultures and multiple eras have produced coins still in circulation known as bent coins. This has nothing to do with their actual appearance, but simply means “not preferred,” though they are typically backed by gold in everyday use. A bent coin is typically a regional or circumstantial substitute for a copper piece, though in some areas, or within some cultures, they can be used in place of silver or even gold. BENT COIN GENERATOR MATERIAL

SHAPE

MARKINGS

1

Hide

A perfect circle, with a smaller circular hole

Cryptic adage

2

Clay

A broad, flat hourglass

A deeply etched number

3

Glass

4

Wood

5

Bone

6

Iron

7

Scale

MONEY AND ECONOMY

8

Crystal

A polished hexagon

While high quality materials are available for those who know where to look and have the means to acquire them, for most, equipment, and even basics like food and water, are scarce. People often struggle for the means to survive, and resources are hoarded by the wealthy and powerful. Those who have authority with the Marrow, or know how to bribe them, are often the people in any given area who have their own stashes of supply.

9

Stone

Assorted, irregular shapes

10

Unknown

A teardrop

THE RED SAIL ECONOMY The Red Sail Market is contracted by the Dismembered Lord to collect the Tenth and keep it safe before delivery to the Curator. As this can sometimes get unwieldy, consider what it would look like if Granok Thane could sell the goods collected as the Tenth. This would allow them to turn a profit and benefit the Sovereign by delivering currency to him rather than whatever goods people paid with. This would also allow the Red Sail Market to extort more money for some valuables, giving people the ability to purchase their belongings back at higher prices.

Location plays a large role in what supply is available, and what the best means is to acquire it. For most large cities, coin is the most common currency, though some would be happy to deal in favors. The farther out into the frontiers of Dragongrin you go, the more that coin has no value. Most people outside of established civilization have no need for coin, and the only way to procure new items is to barter equipment or favors in return for them.

14 LIFE IN DRAGONGRIN

D10

3

A square with trimmed edges The crest of a dragon, coiled majestically An eldritch star Flat rectangle with squared edges A bead, rounded on one side

A broken crown An asymmetrical tree The mark of the Holithic Church A cross stamped from the middle A hand-etched “X” A relief of a Marrow mask Etched with the mantra of a forgotten house Trimmed in a precious metal

GLEAM Gleam is a bartering system in Dragongrin that is based on the exchange of goods, favors, and even select rare objects used in place of gold. The gleam of an object is its approximate value to the specific people involved in the trade and is highly situational and flexible. A well-made weapon, skin of rare wine, or Archan bauble either has “enough gleam” or “not enough gleam” to the parties involved, and things can be added and taken away until a deal is struck. Many locations in Dragongrin will use gleam in place of gold because it’s harder for the Dismembered Legion to track.

SPECIALTY MATERIALS These are the most prevalent of the rare and unique materials from which weapons and items can be constructed. Ashwood: This ashen white wood acts as a natural deterrent to undead, and also has powerful healing properties when cured correctly. Bleakiron: Bleakiron is metal forged using the heat and magic of the Bleak in a mysterious and volatile process. It can be smelted and shaped by those skilled enough, and has inherent magical properties. Objects made from Bleakiron are virtually indestructible. Boneplate: Lightweight alloy that is heat and cold resistant, made in Aqueanus. Uses Primordial bone in the process of forging to create incredibly durable, supple, and lightweight metal plating.

Darkfire: A highly flammable purple concoction that ignites when exposed to air. Oily and viscous, water does not extinguish the flame, but makes it burn more intensely. Linotharix: Xol hides that have been cured into a leather-like fabric. Stronger than the hides of many other animals, these wraps are harder than bronze. When hardened, Linotharix keeps its strength longer and remains more supple. Primordial Corpses: Primordial corpses are a building block from which many magical enchantments and equipment are derived. Primordial blood, bone, hide, and organs can be used in the creation of the magical items known as Valens. Titan Copper: Concentrated Titan metal found in trace amounts among Titan remains and more prominently in typhon vaults. It is a powerful magical conductor, and can be used to achieve long range communications. Thanium: Smelted and forged in secret processes that date back countless centuries, Thanium is a rare and valuable metal. Forged and enchanted to levitate in place to protect the wearer, a durable, lightweight Thanium set of armor could be the difference between success and defeat. Wurmscale: Harvested at great cost from the colossal tyrant wurms of Jahar, the hard, metallic scales are lightweight and flexible, making them an ideal material for many types of armor and shields.

15 LIFE IN DRAGONGRIN

CRIME AND PUNISHMENT

The Dismembered Lord rules Dragongrin, and all law prior to his reign is null. It is written that the Dismembered Lord is the Sovereign, and as such, so are his commands. Any who do not follow the laws of the Sovereign to the letter are subject to punishment. In practice, however, the letter of the law does not always prevail, and morals are flexible given the dire day-to-day circumstances. Throughout the realm, crimes and punishments are similar, but not always identical, and not guaranteed to be just. Which crimes are enforced varies from place to place, depending on who witnesses the deeds, and who delivers the judgment. INFAMY IN DRAGONGRIN The more crimes you commit in Dragongrin, the more likely you are to gain Infamy. See the Infamy subsystem in the Darkness of Dragongrin section of the book on page 370 for more details on gaining Infamy and what it means in a game or campaign.

CITIZEN'S DUTY The Citizen's Duty is the lowest form of law in Dragongrin. All subjects of the realm are required to take personal responsibility to ensure that no other citizen breaks the Sovereign's laws. If a crime is witnessed but not reported, any observers will be given the same punishment as the perpetrator of the crime.

MEASURES OF LAW Crimes are classified by their severity in categories called measures. The measures increase in severity with each increment, and are called the Measure of Peace, Measure of Bone, Measure of Ash, and the Measure of Sovereignty. They are not written laws, but flexible and fluid guidelines often used unjustly to oppress the population. With little exception, the Dismembered Legion can charge you with whichever measure they deem your crime is deserving of. If a Marrow is feeling particularly cruel there’s little stopping them from putting you to death for something inconsequential and undeserving of such a punishment. The only measure with more stringent guidelines is the Measure of Sovereignty which can only be invoked by a Lord of Ash or the Council of Ash.

16 LIFE IN DRAGONGRIN

MEASURE OF PEACE This is the lowest form of punishment within the Sovereign’s Law. This covers minor crimes that the Marrow Peacemakers are likely to deal with. It’s common for those found guilty of the Measure of Peace to be press ganged into service as a Marrow kneebreaker as penance.

MEASURE OF BONE One step above the Measure of Peace within the Sovereign’s Law. This covers slightly more serious crimes, and the punishments are more severe than the Measure of Peace.

MEASURE OF ASH The most severe measure of justice within a Dominion of Ash. This is for more severe crimes that could potentially gain the attention of a Lord of Ash.

MEASURE OF SOVEREIGNTY The highest measure of justice in the realm of Dragongrin. These crimes are considered treason, and draw the most severe punishments. The Measure of Sovereignty may only be invoked by a Lord of Ash or the Council of Ash.

PUNISHMENTS Once the measure of a crime is decided, the Game Master may roll for, or choose, a punishment from the table below. Note that each measure has a die associated with it to ensure that the punishment matches the severity of the crime. Remember: the Dismembered Legion may invoke any measure they see fit except for the Measure of Sovereignty. Roll the following dice: • • • •

Measure of Peace = d6 Measure of Bone = d8 Measure of Ash = d10 Measure of Sovereignty = d12

ONE LAW, NO JUSTICE In Dragongrin, there is only one formal, written law, known as the Sovereign’s Law, and it is “Honor the Sovereign.”

D4

Dragongrin is a place marred by injustice. Because this law is so broad, it is ripe to be interpreted by the Dismembered Legion however they see fit. They have great liberty as to whether what you’re doing honors the Sovereign, and if they feel that it doesn’t, they may choose the measure by which you have dishonored him. In short, the Dismembered Legion can call virtually anything a crime, and punish you in nearly any severity they see fit.

2

ROLL 1 2 3 4 5 6 7 8 9 10 11 12

SENTENCE Public Beating Forced labor Debt (owe a favor or a fine) Branding (typically of the crime) Imprisonment Disfigurement Drudgery (local) Drudgery (Innes) Exile (to a Savage Frontier, the Bleak, etc) Execution Time within a Warmaker Days Forfeit

CALENDAR

Dragongrin uses a simple system of years, months, and days, and uses seasons to denote changes in climate. Dragongrin’s three moons - known as the Triune Moons - are the basis for its calendar. In ages past, the realm of Dragongrin followed the Holithic calendar, and its seasons, months, and days were named after Holithic deities. Those days are gone. In Dragongrin’s current, post-Lightfall age, the calendar system has been reforged by the Sovereign, used primarily as a schedule to collect the Tenth, with all other social, religious, civil or legislative purposes being secondary to the payment that the Sovereign demands. DRAGONGRIN CALENDAR AT A GLANCE • 1 Year = 12 Months, 4 seasons • 1 Season = 3 months • 1 Month = 30 days

CALENDAR TIME MEASUREMENT Dragongrin’s calendar is dictated by the configurations of its Triune Moons. Note that some of the information in this section is formatted as tables for the convenience of rolling to decide specific calendar-based information randomly, though no rolls are explicitly called for.

1

3 4

SEASON OF DRAGONGRIN Frostcrown: The coldest season of the year, marked by snow and shorter days. "Frost" for short. Bloomleaf: The most temperate season of the year, marked by the growth of vegetation and more rainfall. "Bloom" for short. Searsun: The hottest season of the year, marked by scorching hot temperatures, and longer days. "Sear" for short. Witherfall: The harvesting season, and the season in which many trees lose their color and/or leaves. “Wither” for short.

MONTHS A month is measured by the length of time it takes for the moons to fully change one of its configurations. They are each thirty days, and there are twelve in a calendar year. Each of the twelve months is named simply, referring to where it falls within its season, either early, mid, or late. The months are almost always called by the season's short name, for example "Mid Frost," though occasionally the full name will be used when formally written or referred to, for example, "Early Bloomleaf." D12 MONTHS OF DRAGONGRIN 1 2 3 4 5 6 7 8 9 10 11 12

Early Frost Mid Frost Late Frost Early Bloom Mid Bloom Late Bloom Early Sear Mid Sear Late Sear Early Wither Mid Wither Late Wither

DAYS The days in Dragongrin are the interval of time in which the sun rises and sets. There are thirty days in each month, and they are each named their number, the 1st through the 30th. In addition to its number, the twenty ninth day is commonly called Truthbringing, and the thirtieth day is commonly called Gathering Day. NO WEEKS AND FEW NAMED DAYS Before Lightfall, there were intervals of seven days that made up the measurement of a week, used to divide between cycles of toil and study; rest and leisure. That is not the case in this age of Dragongrin. There is no consideration for rest, leisure, or other activities outside of toiling for the Sovereign and delivering the Tenth – therefore, there is no need for the measurement of weeks, or specific names for the days within them.

YEAR Dragongrin's calendar year is made up of twelve months, a full cycle of all of the moon's twelve configurations determines the length of the calendar year.

SEASONS A year is divided into four seasons, each lasting three months, marked by changes in weather, ecology, and the amount of daylight in a day.

17 LIFE IN DRAGONGRIN

TRACES OF THE PAST

SACRED DAY GENERATOR D123 1 2 3 4 5 6 7 8 9 10 11 12

COMMEMORATES

RELATED TO

CELEBRATION

The Dismembered A tragedy Lord A mystery Lightfall Those lost Titans A miracle Primordials Famous battle The Bleak Great achievement Heritage A discovery Lord of Ash Pre-Lightfall Dominion of Ash Dragongrin Ancestors The Desolation Liberation Faction Resurrection Creature A season Culture

Feasting Fasting Festival Temple attendance Journey Offerings Violent rituals Sacrifice of goods or life Gift giving Hunting Song/Dance Contest

SACRED DAY SUPERSTITIONS D122 SUPERSTITION 1 2 3 4 5 6 7 8 9 10 11 12

May not perform work of any kind Should not celebrate it early Don’t gaze into your reflection Do not use a blade Stay awake through the night Recite a specific story/song Leave your home for a time Avoid a certain color Wear specific garb Encounter a specific creature Don’t accept money or gifts Refrain from eating or drinking

ILL EFFECT Bad luck Prod the Desolation Draw the Bleak Harbinger of your death Evergrowing Shadows The ire of a creature You will lose wealth Considered blasphemy Weather will be harsh Bad news is en route Bring illness or harm Open a Desolation door

Truthbringing: On the twenty ninth day of every month it’s dictated that none should work or do anything unless instructed. You must attend Truthbringing, where a Marrow Arcseer looks over you. Though it is unclear what they are looking for with their strange helms, there are times where they will declare that a person is a potential "crux." When this declaration is made, the outcomes are seemingly random, and vary from horrible to very beneficial – they are just as likely to command the Marrow to burn a farmer's field down as they are to have the Marrow work the soil for hours. Gathering Day: On the final day of every season, each citizen of Dragongrin must bring their Tenth to the local Red Sail Market contingent in their region. As the Dominions of Ash are often very large, this turns into an often dreaded weeklong pilgrimage, and many merchants and skilled laborers use the event to make some extra coin – sometimes in order to garner enough to pay their own Tenth. DAYS SET ASIDE Truthbringing and Gathering Day are mandatory. It is expected that if you are participating in any activities during these days – travel, labor, and anything else – that you are doing so for the sake of observing those days. It is unlawful to be about any other business, and the Marrow are happy to enforce that law.

18 LIFE IN DRAGONGRIN

In the previous Holithic Age before Lightfall, though the calendar was somewhat similar in its practical use, it was based around a different philosophy and the names of its components were wholly different than the calendar used today. Some of those holdover Holithic names are still used from time to time in Dragongrin. Holithic Days of the Week: Moon’s Day, Tide’s Day, Void’s Day, Truth’s Day, Blood’s Day, Song’s Day, Dream’s Day

HOLITHIC SEASONS In the Holithic Age, the church referred to the seasons – and therefore the months – by different names: Winter, Spring, Summer, and Fall. Their current names were considered pagan at the time.

MAGIC

Magic in Dragongrin is undeniable, but unquantifiable. Its permutations and variations are as unique as the individuals who wield them. The careful study of the craft by spellscrawls, the intuitive potency of spellbloods, the permeation of the primeval by the valewalkers, and the worship of the divine by the dious and oathscarred is just the beginning. Those who wield magic in Dragongrin do so in myriad ways for countless reasons, each assigning their own understanding to its mysterious nature, but it is undeniable that no one mortal can truly understand its fullness in any meaningful way.

IMMINENCE: MAGIC’S TRUE SOURCE Imminence is a pre-creation energy source of endless potential and raw, primeval power. It was once balanced and flawless in its composition, though it was maimed irreparably by the Dismembered Lord when he tried to wield the entirety of its power and failed. Before this event, Imminence was believed by many to be magⁱc’s perfect form – the impeccably balanced sum of the chaos of the Bleak, the purity of the divine, the elemental essence of the Old Vale, and countless other magic forces. Through its all-encompassing nature, Imminence was not bound by the confines of the mortal coils of time, and those who would bathe in its radiance could use its power to see into the past and the future. This was most notably done in the last century by the people of Viste, who had a deep reverence for Imminence, and guarded its secrets closely, never daring to use its power directly. In Dragongrin today, Imminence remains a mysterious force that eludes the understanding of even the most powerful of mages. Many insist that Imminence was never fully understood by any mortal, and its secrets were lost to time – while others whisper that it remains in the realm, hidden and guarded by those who wish to protect its power. Rumors swirl that its secrets are surfacing again, and that if any should learn how to wield it, it could be a way to save the realm of Dragongrin from the grip of the Dismembered Lord.

ARCANE MAGIC: FUELED BY BLEAK The Bleak is said to be a raw, volatile portion of the ancient, mysterious magic known as Imminence. Since Imminence flows throughout the entirely of the realm, touching all parts of creation and existence, it is believed that the Bleak does also, though it is far more erratic. Those who wield arcane magic in Dragongrin are said to be manipulating the residue and essence of the Bleak itself. Through arcane scrawlings, the etching of runes, or the use of complicated gestures and sounds with reagents and components, arcane spellcasters are able to create powerful magical effects. When Bleak energies become too concentrated in one area, it results in Bleakstorms, elemental tempests of raw magical energy. Some superstitious denizens of the realm frown upon its use, believing that it attracts these deadly and powerful Bleakstorms. When casting arcane magic, it can draw the suspicion, derision, and ire of some – and it’s difficult to prove that their fears are wholly unfounded. THE BLEAK IN DRAGONGRIN To have character ties to the Bleak, consider the Bleakscarred background in the Character Creation section on page 103. To feature the Bleak in a session or campaign, go to the Bleak in the Wonders section on page 390.

DIVINE MAGIC: UNPROVEN MIGHT No mortal knows if the gods truly exist, though many in Dragongrin wield power they believe is divine. Spellcasters who wield divine magic claim to draw its power from a force (such as the Grimdul’s soulwinds) or a spell-granting deity (such as the Ardor’s deity Holithar). Typically gained through prayer, ritual, and other sincere worshiping of a higher power, divine magic users feel that their spells are evidence of their faith and deride the thought that it has anything to do with the Bleak.

Some naysayers believe that the “divine” is not a pious gift from a deity or force, but instead can easily be explained by Titan technology of Bleak-fueled magic being blindly explained as evidence of miracles. One thing that is undeniable is that these faithful warriors in the realm irrefutably draw their power from something, and are doing things that can’t easily be achieved by the simple use of the arcane. EXPLORING BELIEF To explore the pantheons and forces that are worshiped in Dragongrin, go to the Deities and Religions section on page 20. Also, each culture has detailed beliefs, and can be found in the character creation section on page 39.

OLD VALE: ANCIENT AND ELEMENTAL Some say that the power of the Old Vale is unseen in the world, while others say its power is evident throughout every living part of the realm, persisting all around. Primal spellcasters of deep devotion and balance, anyone who wields the power of the Old Vale taps into one of the oldest and most powerful forces in the realm - some say second only to Imminence itself. To those who believe, the Old Vale is an elemental and just force, unquenchable and infinite in its power. Housing birth and entropy, life and death, growth and culling in the endless and unstoppable cycle of nature itself. Rumors persist that while the Old Vale was once a realm of everlasting sun and growth, it is now a place of everlasting twilight edging into endless umbrage and rot. Those who follow this path of access to the Old Vale can do so in myriad ways. Some worship the immeasurable and powerful force itself, while others gain their power through a connection with powerful fey or even nature spirits or Primordial essences. In some rare cases, access is granted by the fey known as the Astral Adjudicators to the chosen few who have proven themselves worthy and balanced. No matter how this magic is achieved, its connection to the power and ferocity of the raw essences of nature is undeniable and feared by its foes. REVERENCE OF THE VALE Some who wield the endless power of the Old Vale, or serve one of its powerful spirits or champions consider their magic divine, and their connection to it holy. They consider their spells and effects to be evidence of their connection, balance, and convictions, and are strong in their resolve and belief, taking up arms as devout warriors for a cause.

19 LIFE IN DRAGONGRIN

DEITIES AND RELIGIONS

In Dragongrin, the gods do not walk among the people – instead, their existence is unproven, and temples to various faiths dwindle due to the high risk that comes with proclaiming oneself as a beacon of faith. Whether the gods exist or not in Dragongrin is an open question that people must answer for themselves. Certainly people worship deities, demi-gods, mythical creatures, their ancestors – even the ancient Titans and Primordials. However, in Dragongrin, the gods never interfere directly in the affairs of the mortals of the realm – at least not in a provable way. Those who serve deities do so by the measure of their own faith, claiming that their god, pantheon, or other divine power aids them and grants them power. However, unbelievers say that everything can be explained simply by the Bleak and its arcane powers.

WHERE ARE YOUR GODS NOW? Whether the gods exist or not in Dragongrin is an open question that people must answer for themselves. Certainly people worship deities, demi-gods, mythical creatures, their ancestors – even the ancient Titans and Primordials. However, in Dragongrin, the gods never take a direct hands in the affairs of the mortals of the realm – at least not a provable one. Those who serve deities do so by the measure of their own faith, claiming that their gods aid them and grant them power. However unbelievers say that everything can be explained simply by the Bleak and its arcane powers. NOT ALL FAITHFUL ARE DEVOUT In Dragongrin, there are those who are empowered by their faith to be mighty adventurers – but not all. Your character may not be a mighty cleric, a stalwart paladin or a mystical druid, but they can still have faith and belief. Consider adding a measure of faith to your adventurer even if it isn’t the source of your adventuring class’ power – a marauder with devout faith or a rogue with a twisted sense of holy judgment can make for complex interesting characters.

FAITHS OF DRAGONGRIN There are many faiths in Dragongrin, and even more variations of how those faiths are observed and practiced. In this section you’ll find various beliefs of Dragongrin, with information on the common practices of believers, the nature of the being or power worshiped, and some common symbolism associated with the faith.

FAITHS VERSUS PANTHEONS Not all faiths in Dragongrin are polytheistic, or feature deities. Therefore the information presented uses the terminology faiths instead of pantheons, and powers instead of gods or deities.

PROMINENT POWERS Each faith has a prominent power or powers, which is the most commonly worshiped figure or force in the belief system. This can be a deity, a force of nature or any other idea that the people of Dragongrin put their faith behind.

BELIEF, POWERS, AND ALIGNMENT Faith is a powerful thing, and lies within the heart and mind of each individual believer. Therefore the only representation that a faith has in Dragongrin is its believers and their actions.

20 LIFE IN DRAGONGRIN

Deities and powers themselves are not inherently good or evil, but are instead the sum of the actions their followers take in their name. • Someone who tends toward evil might worship a deity that is commonly believed to be good, but in the believer’s mind, they serve as their lord’s wrath and anger. • Someone who tends toward good might worship a deity that is commonly believed to be evil because they respect the harsh judgments and rewards for the vehemently faithful. • Any faith or power can be worshiped in any way by its followers, so the alignments of deities and powers may be perceived differently from follower to follower.

DOMAINS AND OATHS The prominent powers of the faiths of Dragongrin are complex, otherworldly beings and forces that are far beyond the full comprehension of mortal creatures. Because of their multifaceted, intricate natures and unfathomable dimensions of existence, their influence over different aspects of mortal life and civilization are virtually endless. In Dragongrin deities don’t have set domains or portfolios. This means that clerics (dious) can choose any reasonable aspect of a prominent power’s nature to emphasize, granting powers related to that domain. Paladins (oathscarred) can also swear varied oaths that are tied to the diverse makeup of a prominent power’s nature. Holy Symbols: Holy symbols can be virtually any object that represents the nature of the faith it honors, so long as it is fueled by the genuine worship of the wielder. A necklace, censer, or ring all make potent holy symbols – but a Sarrik war drum, a Zarfvin’s Archanic contraption, or even the tattoos of a penitent Silverwise would do just as well. A dious or oathscarred can use a holy symbol as a spellcasting focus, as described in the Spellcasting rules of 5e. To use the symbol in this way – no matter its form and shape – the caster must present the symbol for it to work, bearing it visibly in some fashion. GAME MASTER’S JUDGMENT While the faiths and powers of Dragongrin are designed to be flexible and add usable depth to the world, the Game Master has the final say on what alignments, domains, and oaths could reasonably be attributed to a prominent power in the realm.

FAITH AND PRACTICES Many of the faiths in Dragongrin are rooted in the current, active cultures of the world, though some are based in ancient ways, dead cultures or lost and forbidden legend. Each faith has a practicing culture, though others outside the culture can easily follow its tenets. To see more information on how the existing cultures express their faith and religion, see the Cultures section beginning on page 39. Faith and Culture: Faith and religion are rooted deeply in culture: in fact, many of the religions and belief systems were forged by the cultures of Dragongrin. However, to present these belief systems as culturally unbiased as possible, they are stripped of many of the intricacies of how the various cultures worship and believe. Each faith in this section has at least one culture listed. Each of the cultures have a writeup detailing how they most commonly worship. While faith and culture can be closely tied together, they don’t have to be. Work with your GM to choose the faith that fits your adventurer perfectly – no matter your heritage, culture, or class. ENDLESS FACETS OF POWER Each prominent power has the facets and traits they are most commonly known for, but this is not an exhaustive list. The depth of characteristics and complexity of these supernatural beings and powerful forces are unfathomable to mere mortals. The righteous diety Holith can just as easily be associated with building or love as with strength, righteousness and hope – but ever still, perhaps someone serves Holith in the name of revenge or righteous fury.

ALL-MAKERS This roughly translated elven pantheon are the gods and goddesses responsible for the gifts given to the world – perhaps even to all of Arbitron. These include the Uthiryl – the elven name for Imminence – and the phenomenon many experience as “time.” It is said all of the cosmos of Arbitron itself was birthed from the All-makers and according to believers, they now mete out justice and order from their divine thrones inside the Feymists. According to textual canon and tradition, their greatest adversary is the foul and dark being known as Yhaghul, the Slayer of Worlds, who relentlessly aims to pull their creations apart. Culture: Talasar Adage: “Creation and destruction in their time, and in balance.” Symbols and Icons: Talas the Lifetree and other Raddika, roots and wreaths, astral charts and symbols. Tenets: • Balance is the key to perfect creation. • Listen to the echo of the Feymists, protect the Radikka. • Seek and destroy the dark creations of Yhaghul. PROMINENT POWERS

ALIGNMENT

FACETS

Syldus’Varn

LG

Pan’Lupe

NG

Adrid’Vikk

NG

Itrinun’Va

N

Usz’Ridun

LE

Yhaghul the Worldslayer

CE

Justice, honor, discipline, law Knowledge, learning, teaching, magic Art, beauty, freedom, grace Elements, wilderness, life, death Fate, trickery, illusion, secrets Madness, death, destruction, control

YHAGHUL THE WORLDSLAYER Whispered among the Astral Adjudicators to have once had a different name, at one time Yhaghul was the most powerful and favored Creator of All. He fell from grace and was cast into a prison made especially to hold him – a dark realm of infinite shadow where he could never create again. However, Yhaghul found a way. Now called the Worldslayer, Yhaghul is unchecked, creating countless eldritch abominations within the dark and twisted realm known in Dragongrin as the Desolation.

CHROMAFADE This faith sees each color as representative of a feeling, an element, a metal, an alchemical secret, a note of music, and myriad other things. This complicated system is often impossible for non-Sarrik to understand – though some have achieved it through magic, near-death experiences or other strange circumstances. Those who follow Chromafade believe that the color of something is not happenstance, but a visual representation of the fates and destiny. Many hold extravagant ceremonies to repaint themselves or their objects in honor of these meanings. Culture: Sarrik Adage: “Colors are not merely seen, they are multi-sensory journeys of truth.” Symbols and Icons: Neon paint on weapons, clothing, and objects in geometric patterns, specific color combinations, symbols painted onto like-colored surfaces with such slight variance unbelievers can’t perceive them. Tenets: • Colors paint tapestries of fate – see them clearly. • Seize your destiny with the pursuits of your expression. • Express compassion and mercy for those who cannot perceive. PROMINENT POWERS

ALIGNMENT

FACETS

Chromafade

N

Self, unity, identity, expression

THE GREAT CHAIN The idea that all creatures are interconnected inherently by their ingenuity, drive to create, and their need to advance. The Great Chain is not worshiped directly – it is an idea. It is instead added to, link by link, creation by creation. Culture: Drogus Adage: “The chain is as strong as a sword – but far more functional.” Symbols and Icons: Chains (often of rare metals), interlocked circles, interlocked hands. Tenets: • Innovation is life, imitation is shameful. • Strengthen the chain by strengthening yourself. • The deepest truths are found creating. PROMINENT POWERS Great Chain

ALIGNMENT

FACETS

N

Creation, innovation, construction, knowledge

21 LIFE IN DRAGONGRIN

THE HOLITHAR

THE PRIMORDIALS

The Holithar are a pantheon of three gods that operate and function in unity, also commonly known as the Sovereign Ones. They are pillars of hope, honor, and protection – though they also stand for judgment and justice.

While some Grimdul connect with the Primordials, the only culture that formally revered them – the Oedran – are extinct. With no custodians of their history, there is simply not enough formally known about the Primordials to worship them. These gargantuan creatures were the most powerful apex predators that Dragongrin has ever seen, and ruled the realm with their unchecked elemental fury. It is said that the essence of the Primordials was so powerful that it still persists in the realm to this day, crying out to any attuned to its still, small whisper. It’s not impossible to worship the Primordials – just not simple. Work with the GM to potentially devise a quest in which you seek to learn more about the ancient Primordials to worship them. To explore the Primordials in greater detail, or to generate one to serve as the object of your faith, go to the Primordials portion of the Wonders chapter on page 408. To explore more about their history and past, go to Dominion of Ash Zamon on page 352.

Culture: Ardor Adage: “The sun always rises, the dawn is faithful.” Symbols and Icons: The Fadestar, rays of light, bladed martial weapons such as swords and axes. Tenets: • Fight for those in need, defend the weak. • Lead through righteous action, not words. • End darkness, but never become hardhearted. PROMINENT POWERS Holith the Brightstar

ALIGNMENT LG

Illyana the Wise Judge NG Phantas the Prosperous

CG

FACETS Strength, righteousness, adventure, family Justice, honor, judgment, love Luck, laughter, travel, hope

JANTARI, THE SOULWINDS Jantari is not a faith in the strictest sense, but a set of principles that espouse ideas of sacrifice, selflessness, and finding joy in the small moments of life, as well as in the raw power of nature. There are no doctrines or dogma to the Jantari, but it explains that the Soulwinds are a fundamental aspect of creation, and that these forces, though powerful beyond comprehension, do not possess any structure or order – but show perfect balance in their measure.

THE RIAGHAIN Three warrior sisters and queens said to govern both war and fate, two concepts that cannot truly be separated. They bless and honor followers who are strong and self-dependent, but who do not forsake strength in numbers. They foretell doom, fortune, victory, and defeat respectively, and in these roles they often appear as spectral dire animals that suit the situation. Some legends say that the warrior sisters were once mortals who transcended into godhood. Culture: Granok Thane Adage: “May we keep our blood, our coin, and our favor – we owe them to the Queens.” Symbols and Icons: Thanium blades, the angular symbol for each queen, red cloth, depictions of dire animals. Tenets:

Culture: Grimdul Adage: “The wind never tires, never grows old, never dies.” Symbols and Icons: Tribal lined drawings of the Soulwinds, stones of colorful minerals, jewelry and trinkets of knots and beads. Tenets: • Pursue balance in the realm by balancing yourself. • Follow the flow of the wind – it changes quickly. • If all are selfless, none are wanting. PROMINENT POWERS

ALIGNMENT

Flamewind

N

Steelwind

N

Floodwind

N

Stonewind

N

The Great Wind

N

FACETS Purification, destruction, renewal, vengeance War, creation, hunting, restoration Completion, restraint, purity, agriculture Destiny, harvest, judgment, balance The Bleak, magic, power, control

THE GRIMDUL’S JANTARI The Soulwinds are inherently tied to the Grimdul culture of Dragongrin. For more information about the Jantari and its place among Grimdul life and culture, see page 56.

• If you choose to fight – win at all costs. • Prosper through your preparation and toil – not windfalls. • Be rich in coin – it can buy victory and safety. PROMINENT POWERS

ALIGNMENT

FACETS

Sioda, Queen of Phantoms

NG

Luck, intrigue, magic, wine

Lasair, Queen of Blood CN Moina, Queen of Prosperity

NG

Weapons, war, hunting, beauty Wealth, light, music, childbirth

SIGHTLESS TIME This meticulous and calculating creator of the universe is the manifestation of time itself. Referred to as “sightless” for being a wholly neutral arbiter, uncaring of the affairs of mortals – if it is even aware of their infinitesimal presence. Seen as a clockmaker, Sightless Time created the universe, and then simply lets it run, though it makes calibrations on anything weak that would jeopardize the functionality of its creation. Sightless Time knows no distinction between past, present, or future. Instead, it is all three and more, and those who worship it attempt to see things the same way, and can be seen by some as uncaring, aloof, and even cruel. Culture: Mord Adage: “Time is the great equalizer – the only truly neutral thing that exists.” Symbols and Icons: Timepieces and hourglasses, orreries, astral charts and symbols, onyx trinkets.

22 LIFE IN DRAGONGRIN

Tenets:

TITANS

• There is weakness in all that must be removed. • The removal of one weakness creates another. • Consider the past, present, and future at once to achieve balance. PROMINENT POWERS Sightless Time

ALIGNMENT

FACETS

N

Entropy, neutrality, immortality, infinity

The Titans are one of the few forces of great power in Dragongrin that cannot be refuted as non-existent. These colossal, ancient creatures are responsible for the most prolific creation and utmost destruction that Dragongrin has arguably ever seen. Considered by many in Dragongrin to be paragons of creativity and innovation, they hold their ideals and achievements as sacred and to be revered. Some claim the Titans surviving in Deepvault can be reached through technological, arcane, or even divine connection. Culture: Zarfvin, Drogus

THE SOVEREIGN The Dismembered Lord himself, the mighty Sovereign, rules the realm of Dragongrin in his infinite power and wisdom, calling only the most worthy to serve him as worshipers and thralls in his name. Culture: Crucian Adage: “By his scars, we persist. By his might, we conquer.” Symbols and Icons: Dragon of Grinn, a single eye with a red iris, teardrops of blood. Tenets: • Serve the Sovereign to serve thyself. • All are Legion, though not all are enlisted. • Strike down those who jeopardize destiny with their selfish disobedience.

Adage: “Impossible is a temporary state.” Symbols and Icons: Archans, tomehearts and villinavi, Titan charts and symbols, writing in Titanspeak. Tenets: • Press beyond what is accepted to find new truths. • You are always creating something – you simply choose what. • Order and discipline are the keys to transcendence. PROMINENT POWERS

ALIGNMENT

Zerachiel

LG

Paedyolon

LN

PROMINENT POWERS

ALIGNMENT

FACETS

Laedron Saerlius

CG N

The Sovereign

LE

Destiny, magic, wisdom, undeath, vengeance

Arachiel

LE

Vastehk

CG

THOSE WITHIN THE GRAY Beyond the veil of this realm is the colorless, abysmal afterlife of Dragongrin known as the Wailing Gray. Amidst the horrors of the dead souls fighting their nightmares and endlessly dying in a grisly cycle, there are things more terrifying yet. Wreathed in shadow, and appearing as gargantuan monstrosities that take on the vague shapes of their namesakes, these creatures hold secrets to death that mortals can only dream to learn. These powers that exist within the Wailing Gray are uncaring, extraplanar creatures imperceptible to nearly all – but to refuse them the respect they deserve is to court doom. Culture: Silverwise Adage: “Death is not the converse of life – it is the most powerful part of it.” Symbols and Icons: Scrawlings of animal shapes, carved figurines, daggers, animal feet. Tenets: • Death is to be revered – never welcomed, never feared. • We rule the darkness, culling the vile things from within. • Celebrate life as much – or more – as you do death. PROMINENT POWERS

ALIGNMENT

Black Worm

LN

Pale Raven

CN

Laughing Cat

CN

One-Eyed Fox

NE

FACETS Law, secrets, afterlife, entropy Fertility, death, love, beauty Knowledge, war, sport, destiny Trickery, thievery, wiles, fortune

FACETS Change, discovery, law, discipline Knowledge, learning, teaching, magic Art, beauty, freedom, grace Balance, death, life, order Light, healing, fortune, wealth Forge, creation, weapons, exploration

EXPLORING THE TITANS For in-depth information about the Titans’ influence on Dragongrin, their history, and the Archans they left behind, go to their section in the Wonders chapter on page 398.

YNGVILDR A vengeful, powerful god, and slayer of dragons and deities who takes little interest in the affairs of mortals. His attention often yields doom, not blessings, so prayers are not often offered by his followers. Therefore, they often call him the God of the Mountain. Yngvildr does, however, grant all of the blessings that his followers would need at birth – they must be strong enough to discover and wield them. In rare cases, Yngvildr has been known to grant blessings to a warrior who shows valor unmatched. Yngvildr was once part of a great pantheon, but is said that when the other gods attempted to take his throne, he slew them along with the dragons who maimed him. Culture: Holmir Adage: “Woe to the prosperous, the God of the Mountain smiles on your defeat!” Symbols and Icons: dragon skulls, round shields, patterns of blue paint, spilled blood. Tenets: • Strength and courage will bring greatness and valor. • The dragons must die, and their carcasses are our prize. • Life is a great hunt, those who show weakness die.

23 LIFE IN DRAGONGRIN

PROMINENT POWERS

ALIGNMENT

Yngvildr

N

Rorn Nautonia Zishi Aorg Hakash Mun Rada Numedavian

– – – – – –

FACETS

D20 YOUR BELIEF

Strength, power, war, courage, valor slain slain slain slain slain slain

UNIQUE BELIEFS

1 2 3 4 5 6

Faith and belief, especially in a dark realm, is a vast subject. There are commonly accepted doctrines in every faith, but they do not encapsulate the depth and nuance of the beliefs of every individual. Perhaps you believe in the Great Chain, but feel that it is a mighty pantheon of distinct, separate beings. Or maybe you follow the mighty Soulwinds of the Jantari, but believe that it is a powerful, singular entity with many facets. There is no right or wrong way to have faith in Dragongrin. For a unique viewpoint on a known religion – or to create a new faith altogether – apply an entry from the Your Belief table to an existing faith, or create a new object of worship using the Prominent Power generator.

7 8 9 10 11 12 13 14 15 16 17 18 19 20

I believe that only one deity exists. I believe that there is more than one deity, and they are distinct and separate beings. I believe that there is more than one deity, but they are subsumed into a greater whole. I believe that there may be more than one deity, but only one of them is worshiped. I believe that there is more than one deity, and they are worthy of worship at different times or places. I believe that the physical universe is equivalent to a deity itself, and that there is no division between a creator and the substance of its creation. I believe that at least one deity exists and created the physical universe, but does not interfere with it. I believe that deities dwell in objects and locations of great power. I believe that my ancestors have ascended, and have become deities. I believe that the universe is a part of a deity itself. I believe that multiple deities exist, but do not intervene in the universe. I believe that the power of the universe is inherently within myself, and I have the ability to achieve godhood. I believe that all things – animals, plants, rocks, rivers, weather systems, even spoken words, buildings and other artifacts – are experienced as animate and alive. I don’t believe that any deities exist. I actively seek to convince others of the fact that deities do not exist. I’m not sure if deities exist or not. I believe in an all powerful force, though I don’t believe it’s necessarily a deity or deities. I believe in the existence of a deity or deities, though I don’t adhere to an established way of belief. I believe that all religions lead to truth, and tend to adopt beliefs of those I respect or trust. I don’t know what I believe.

PROMINENT POWER GENERATOR For interesting and varied creation, roll all four times on the table and create a story of how and why these elements make sense. For quicker more cohesive concepts, roll once, and read straight across – the elements all match tonally in each row.

PROMINENT POWER GENERATOR D10 1 2 3 4 5 6 7 8 9 10

4

DEVOTED TO

NAME 1

NAME 2

TENETS

Titans Primordials Bleak Imminence Yhaghul Dragons Typhons Old Vale Triune Moons Sovereign

Engine of Elemental Maelstrom of Seer of Ender of Usurpers of Keeper of Grower of Governor of Eater of

Creation Fury The Arcane Time Light Life Relics Root and Stone The Skies Days

Build and create Empower nature Give and take blood Uncover secrets Slay all, bring darkness Revive the fallen Truth above all Plant and grow Study prophecy Serve the legion

24 LIFE IN DRAGONGRIN

COSMOLOGY OF DRAGONGRIN

Dragongrin is a world frozen in history, unaffected by the flow of space and time beyond its dimensional borders. The myriad layers making up the Material Plane lie shattered, like the shards of a mirror, reflecting the unnatural effects of a broken timeline. The veil between the planes thins by the day, weaving and overlapping, their reflections interfering with one another. What follows are the twisted shards of the known planes beyond Dragongrin. Each of these is a plane that echoes Dragongrin proper, but in its own twisted way – so structures, geography and objects often exist in all realms, though they may be in various states from one realm to another. A mighty tower in Dragongrin might appear as an overgrown, mosscovered obelisk in the Old Vale, and a grim, desolate spire of shadow in the Desolation. THE COSMOS OF ARBITRON The realm of Dragongrin hangs in a greater cosmos known as Arbitron, which hosts a multitude of celestial bodies. The Bleak is the sea between these worlds, volatile and all but impassable. It’s rumored that countless inhabited worlds lie beyond the veil of this arcane maelstrom – the words Enchea, Erenoth, and others are whispered among scholars who study the spaces beyond.

EVENMOONS AND THE TRIUNE ECLIPSE Every three to four weeks, all three moons appear together in the night sky. Though the effects of this event are myriad and inconclusive, many seers and augurs claim to experience particularly potent visions under the light of the three moons. Storms, natural disasters, and other calamities also seem to heighten during an Evenmoon. An even rarer event, a full eclipse known as a Triune, sees all three moons pass each other in their orbits, with the Void Moon overlapping the other two. A Triune Eclipse has not occurred in many centuries, though scholars watching the skies claim one is imminent.

The Fadestar: A dying orb of pure fire known as the Fadestar lights Dragongrin with its waning luminescence. Legends say the Titans once harnessed the energy of the Fadestar in their machinations, and in doing so drained it of life, leaving it weak like a flickering candle with a shortened wick. The day may come when the Fadestar burns out entirely. Strangely, the Fadestar behaves like a fourth moon, rather than a stationary sun, waxing and waning in its light. CELESTIAL EVENTS D63

CELESTIAL BODY

EVENT

1

The Blood Moon

New

2

The Void Moon

Waning

THE SKIES ABOVE

3

The Drowned Moon

Crescent

High above Dragongrin hang countless stars and the Triune Moons – the Blood Moon, the Void Moon, and the Drowned Moon – as well as the sun, known as the Fadestar. The moons shift in their orbits, oftentimes appearing alone, but also regularly emerging in pairs. When all three moons appear in the skies – an event known as an Evenmoon – it’s said magic in Dragongrin is at its height, and sinister things stalk the twilight.

4

Two Moons

Full

5

Evenmoon

Waxing

6

The Fadestar

Eclipsing

EFFECT Sensitive beings experience vivid visions Light sources fail to light the dark The dead speak Predators hunt and kill indiscriminately Plants grow at an accelerated rate Magic-users glimpse echoes of the past

Blood Moon: The largest and most prominent moon is a pitted, blasted orb, ruby when full and dull crimson when waning. Violence looms when the Blood Moon is full, and many historic battles have raged under the light of a full Blood Moon. Legends say lycanthropy is tied to this celestial body, with werewolves and other such creatures at their most powerful and savage under its bloody glow. Void Moon: This black orb does not reflect light in the same way as the Blood Moon or the Drowned Moon – rather, the Void Moon seems to drink in light, appearing as a black hole in the night sky, obscuring stars in its path. The Void Moon is seen as a grim portent, a sign of evil to come. Some believe that if you stare into the depths of the Void Moon long enough, you lose yourself in its vast shadow and leave rational thought behind, giving into madness. Drowned Moon: This azure, marbled orb has the greatest effect on Dragongrin’s Shattered Seas, causing storms and tumultuous waves at its zenith. Shatterfarers fear and revere the Drowned Moon in equal measure, making offerings in the form of coins tossed into its mirrored reflection before undertaking long voyages.

25 LIFE IN DRAGONGRIN

THE PLANES BEYOND Above, below, and between the realm of Dragongrin lie the planes beyond – mirrored dimensions, arcane storms, realms of life and death incarnate. Some claim to have traveled to these other planes, reclaiming esoteric relics, finding alien and inexplicable creatures and environs. The layout of the planes and the method for traveling through and between them remains elusive, a secret guarded by few and sought by many. One thing, however, is certain: the walls separating Dragongrin from the planes beyond grow thinner by the day. The Bleak: If the Material Plane is a shattered mirror, the Bleak is blood flowing between the razor-edged shards. The Bleak is an arcane maelstrom, an eternal storm of pure magical energy and unshackled force. It fills the void between the planes and worlds of Arbitron, binding them together and powering the magic latent in each. In Dragongrin, the Bleak weeps like a festering wound – a result of the Dismembered Lord tearing a hole in reality itself. At once a power source and a destructive force of nature, the Bleak is as integral to life in Dragongrin as it is feared and revered. The Desolation: Also known as the Vale of Shadows, this twisted and perverted mirror of the Material Plane exists as a realm of malevolent and eternal darkness. It is a shadowed source of violent entropy, existing only to consume every other plane it touches, and the souls dwelling within them. As a mirror image of Dragongrin, the Desolation is as alien and frightening as it is disturbingly familiar. Where a mighty tree stands in Dragongrin, a massive gravestone looms in the Desolation. The Old Vale: There is a power unseen in the world, yet it persists all around, housing both birth and entropy within its soft yet restrictive grasp. Given time, even the smallest weed shatters through the powerful bones of long-dead Primordials, and the strength behind such saplings is powered by persistent and beautiful life – the Old Vale, as the druids call

26 LIFE IN DRAGONGRIN

it. Shamans have harnessed this power through the eons, felt it permeating through themselves, their tribes, and all living things. They’ve used it to embolden unfathomable deeds and empower incredible spells. The Old Vale is truly everywhere, every when, always seeking new worlds to empower with the bold magic of life. The Feymists: From the unfindable epicenter of the Old Vale, tunnels of fey magic burrow through time and space, their interlocking passages stretching and seeking new worlds to thrust their rich and potent powers into. They inject the immensely arcane into every known world of Arbitron, creating portals between planes, many of which are hidden, all of which are guarded by the mysterious Adjudicators, the extraplanar race of fey beings protecting the Feymists from outside infiltration, and preserving the balance of magic. So far – forever – they have been flawless in this charge. Radikka: When the tunneling Feymists explode into a new world, the immense arcane energy creates something incredible – a new geological formation, geographical feature, arcane storm, person, or another manifestation which serves as the enigmatic epicenter from which the Old Vale can flow freely. In Dragongrin, this was once Talas the Lifetree. Now uprooted from the realm, many druids despair that there may no longer be a place for the Old Vale in this new and sinister world. The Wailing Gray: Some call this place the afterlife, others refer to it as the World Beyond All Worlds. Whatever its name, the Wailing Gray is a place of death and rebirth – of last breaths and new life. The souls of the dead traverse this gray waste, awaiting the next stage, whatever that might be. Those who claim to have returned from the Wailing Gray describe a world devoid of color, washed-out and twisted in form and function. With Dragongrin existing outside the flow of time, final death is often a fickle thing, with many in recent years claiming to have experienced death and resurrection.

CHARACTER CREATION This section provides everything you need to create a character in the grim world of Dragongrin. All character creation options in A Dead Man’s Guide to Dragongrin are fully compatible with any officially published class material for 5e, though differences exist and are described in each section. To create a character for Dragongrin, first generate your six ability scores using your preferred method. Then, choose a heritage, culture, background, and class, in that order, acquiring the various ability score increases, proficiencies, and traits of each. Finally, find additional narrative options in the Character Depth section, which includes trinkets and mementos, traits, flaws, burdens, and hopes, as well as backstory and adventuring party connections to further focus your character.

STEP-BY-STEP CHARACTER GENERATION 1. Generate ability scores 2. Choose a heritage (page 30) 3. Choose a culture (page 39) 4. Choose a background (page 90) 5. Choose a class (page 106) 6. Optionally, generate character depth (page 162) CHARACTER FOCUS The heritage, culture, background, class, and character depth sections included in A Dead Man’s Guide to Dragongrin provide copious inspirational options and roll tables. Think of the options in each section as ingredients in a recipe – each adds flavor, but add too many and the flavors might be difficult to distinguish. Choose as many or as few options as you’d like while building your character for Dragongrin – as soon as you can picture your character and their mannerisms, you likely have enough to go on, and should leave some blank spaces to discover at the game table.

HERITAGE, CULTURE, BACKGROUND, AND CLASS

Your heritage is your ancestry – the blood running through your veins. The mortals of Dragongrin are humanoid in appearance but wildly diverse in heritage. Your heritage grants you increases to ability scores, as well as traits unique to your race. Your culture is your origin – the people who raised you, the place you call home. Culture transcends heritage in Dragongrin, as people divided often perish under the steel of the Dismembered Lord and his followers. Most cultures include people from many and varied heritages. HERITAGE, CULTURE, RACE, AND SUBRACE Combining heritage and culture yields a character similar in mechanics and balance to a standard 5e race and subrace. This subsystem is fully compatible with standard 5e backgrounds and character classes. Heritage acts similarly to race, while culture acts similarly to subrace.

Your background is your profession – how you earn a living in a world where a hot meal and a roof aren’t a given. Professional adventurers are rounded up and imprisoned or killed every day in Dragongrin, but those serving the Sovereign earn their keep and avoid scrutiny.

VARIANT ABILITY SCORE INCREASE Each person of Dragongrin is a wholly unique individual varied in their circumstances, skills, and talents. The ability score increase options presented in the heritage and culture sections merely represent a sampling of what exists. With your GM’s permission, rather than applying ability score increases from your heritage and culture, choose one ability score to increase by 2, and two other ability scores to increase by 1.

Finally, your class represents your expertise – your role in an adventuring party. Your class comprises the bulk of your abilities in combat and exploration and allows you to survive where lesser beings might falter, fail, and perish. A Dead Man’s Guide to Dragongrin utilizes the core classes of 5e, but you can find guides detailing how each fits into Dragongrin, as well as two new thematic subclasses for each class. There are 24 new subclasses available in A Dead Man’s Guide to Dragongrin. These thematic class specializations allow you to customize your character and make them more unique and fitting to the realm. Many of the subclasses presented in this book are rooted deeply in the cultures of Dragongrin, though they are not meant to be limiting, and there are no official cultural restrictions on subclasses.

SIMILAR DESTINATION, DIFFERENT PATHS Between the heritages, cultures and backgrounds, there are some overlapping thematic elements by design. For instance, there is both a Marrow background and fighter martial archetype. There is the Granok Thane culture which leans heavily into mercenary companies, but there is also the sellsword background, and the free company mercenary fighter martial archetype. All of the character options in this book are viable ways to achieve various character compositions and have been designed to be used alone or combined.

QUICK CHARACTER GENERATION

To quickly and randomly generate a character, roll on each of the following tables. To more purposefully create your character, instead, make a careful choice from each of the following tables. Note that most of these tables are weighted to present the makeup of Dragongrin’s people. WHAT IS YOUR HERITAGE? D20 1-3 4-6 7-9 10 11 12-19 20

HERITAGE I’m a small but mighty descendant of the ancient Titans (Darrow, page 30) I’m crafty and resilient – from stone I came, to stone I will return (Dwarf, page 31) Of an elder race, older than Dragongrin, eternally tied to the Feymists (Elf, page 32) Others shun and fear my monstrous form – I wield it as a boon (Festir, page 33) One lineage bleeds into another, with traits from both halves (Halfkin, page 35) We’ve learned to adapt, tempered by war and loss (Human, page 36) Some call me construct – but I live and have many questions (Tomeheart, page 37) 27 CHARACTER CREATION

WHAT IS YOUR CULTURE? D20 1-3 4-5 6-7 8-9 10-11 12-13 14 15 16-17 18 19-20

CULTURE I toil, serve, and fight so my children might live better (Ardor, page 39) I am a chosen servant, destined to dwell beneath his shadow (Crucian, page 43) I salvage the past to build a future for me and mine (Drogus, page 47) I earn my keep with actions, not words – the road is home (Granok Thane, page 51) The Bleak speaks in the whispers of those who came before (Grimdul, page 56) Ours is an ancient people – we forged this realm with fire and steel (Holmir, page 61) The shadows beckon – but my work here is not yet done (Mord, page 66) My days were stolen, but even in undeath, my future lies before me (Sarrik, page 72) I sense death as others feel a breeze – and yet I persist (Silverwise, page 76) My home is worth fighting for – even against my own kin (Talasar, page 80) A mind must be honed like good steel – mine is razor-sharp (Zarfvin, page 85)

CONTRADICTORY OPTIONS As with any character creation table in this book, you might roll an option that doesn’t quite make sense for the character idea you have in your mind. Use this as an opportunity to get creative. For instance, a full-blown magic user might not immediately fit with a hope relating to gladiatorial training, but maybe there’s a pit-fighting ring that solely consists of wizards and sorcerers. With an open mind, oxymorons and contradictions quickly become interesting stories. WHAT IS YOUR CLASS? D12 1 2 3 4 5 6 7 8 9 10 11 12

NEW TOOLS AND DAMAGE TYPES Some character options, feats, spells, and monsters present as yet unseen concepts: namely Archan tools, Valen tools, and Bleak damage. • • •

WHAT IS YOUR BACKGROUND? D100 1-2 3-6 7-11 12-15 16-19 20-24 25-28 29-32 33-36 37-40 41 42-43 44

CLASS I draw upon my inner ferocity to overcome challenges (Barbarian, page 106) I look within for a song or moving words to stir my allies (Bard, page 110) I rely on my faith to fuel divine magic and serve a higher power (Cleric, page 114) I channel the magic of the Old Vale, wielding the wilds as a weapon (Druid, page 118) I meet my foes with steel and strategy (Fighter, page 122) I gaze within, using martial discipline to hone my body like a weapon (Monk, page 126) I have sworn an oath, and follow a doctrine to overcome adversity (Paladin, page 131) I traverse the land, leveraging knowledge of beast and bough (Ranger, page 135) I win fights before they begin – with subterfuge and sharp steel (Rogue, page 139) Magic runs hot in my blood, and I wield it as a tool (Sorcerer, page 144) My pact with an otherworldly patron fuels my magic (Warlock, page 149) I rely on studied mastery of the arcane to bend reality to my whim (Wizard, page 153)

45-49 50-55 56-60 61-64 65-69 70-74 75-79 80-83 84-86 87-93 94 95 96 97-98 99 00

28 CHARACTER CREATION

Archan Tools: Used to interact with, repair, break down, and modify the Archans of the Titans. Valen Tools: Used to dig up, retrieve, and break down the remains of Dragongrin’s Primordials. Bleak Damage: Harm wrought by the arcane maelstrom.

BACKGROUND Working with ancient relics and bygone technology (Archanite Tinker, page 91) Sewist of sutures and hewer of gangrenous limbs (Barber Surgeon, page 91) Hunting game, taming wild animals (Beastkeeper, page 92) Dogged tracker and seeker of fugitives (Bounty Hunter, page 92) Scribe devoted to the forgotten lore of Dragongrin (Chronicler, page 93) A slave, shackled to service, destined to die in chains (Drudge, page 93) Once the height of nobility, now cast aside (Erstwhile Noble, page 94) A criminal fleeing retribution, vowed never to be chained again (Fugitive, page 94) Money comes easily – not always ethically (Grifter, page 95) The dead need graves, and graves need a digger (Gravedigger, page 95) Remembering the old faiths – forgotten beneath his shadow (Hallowed, page 96) Dragongrin’s dark corners need explorers (Mapwright, page 96) Clad in the bone-white plate armor and skull helm of the legion (Marrow, page 97) By way of secret roads, messages must be delivered (Missive Crow, page 97) Inheritor of wealth and property – and trouble (Next of Kin, page 98) Wandering, unfettered by the reach of the Dismembered Lord (Nomad, page 98) Thief, vagabond, burglar – call it what you will, it pays the Tenth (Prydagger, page 99) Treasure-seeker with knowledge of hidden places (Relic Hunter, page 99) On the road, hawking rare goods and services (Red Sail Merchant, page 100) Earning coin the old-fashioned way – with steel and blood (Sellsword, page 100) Braving the seas no one else can (Shatterfarer, page 101) Using musical or artistic performances to spread a message – be it good or evil (Street Performer, page 101) Maintain a new empire with tools and calloused hands (Toiler, page 102) A traitor whose unfathomable deeds bought favors (Avowed, page 102) Survivor of the arcane maelstrom – forever changed (Bleakscarred, page 103) Dragongrin is not alone in the universe (Distant Traveler, page 103) The uprisings failed – the heroes faded into obscurity (Failed Hero, page 104) Death was not the end, but the start of something else (Reborn of the Gray, page 104) Tyrants topple when pushed from below (Undying Light, page 105)

29 CHARACTER CREATION

HERITAGES DARROW

“Like unavoidable flies breeding upon a corpse, these bantam nuisances thrive throughout all timelines as a sickness that may never be fully excised. However, despite their disorderly nature, they can be raised to serve you, my Sovereign, as masters of the ancient technologies littering this land – that Titanic power which may be useful in extinguishing the Copper Sun forever.” – Havok, Warmaker The diminutive darrow possess an affinity for Titan technology and culture, often curious and keen to discover pieces of the past to build a better future. Somewhat odd or alien in appearance, the darrow have large eyes and ears, lanky limbs with long digits, and in some cases even a metallic sheen to their skin. Said to have been created as laborers by the Titans to help forge and maintain their great empire, some darrow see this prehistory manifest in an aptitude for tinkering and inventing, while others follow an insatiable wanderlust carrying them across the breadth and width of Dragongrin in search of something more. Whatever culture they hail from, these small folk have bold hearts, fearless and steel-minded by nature.

DARROW HERITAGE TRAITS Ability Score Increase: Darrow are lithe and clever. Choose either Dexterity or Intelligence and increase it by 1. Age: Darrow mature in their late teens and live to be around a century old, rarely settling down in one place for long. Size: Darrow are small folk, ranging in height from 3 to 4 feet. Your size is Small. Speed: Your base walking speed is 25 feet. Darrow Nimbleness: You can move through the space of any creature that is of a size larger than yours. Titan-born: You possess an innate set of ancestral memories relating to the Titan creators of your people. You can speak, read, and write Titanspeak. In addition, whenever you make an Intelligence (Arcana or History) check related to Titan lore or technology, you can make that check with advantage. Culture: Darrow are nomadic by nature, found in many cultures across Dragongrin. Seen by some as nuisances to be shooed away, other cultures respect the darrow as capable engineers and builders, or wily and cunning thinkers. Darrow don’t often hurt for work, as their natural aptitude for skilled labor is almost always in demand. They are most common among the Drogus, Zarfvin, and Silverwise. Heritage Focus: Choose one heritage focus from the following list.

DARROW HERITAGE FOCUS Titan Blood: Forever tied to the magic of the Titans, you can learn one cantrip of your choice from the wizard spell list. Your spellcasting attribute for this spell is Intelligence. In addition, you can cast the spell detect magic once per long rest without using a spell slot. Titan Heart: You may be small, but within you beats the heart of a Titan. You have advantage on death saving throws.

Titan Skin: Descended from ancient builders, your skin is naturally hard and resistant to damage. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. In addition, you have resistance to force damage. Titan Resilience: Your ties to the Titans make you more resistant to magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Naturally Stealthy: The perils of Dragongrin have taught you to slip out of sight when trouble rears its head. You gain proficiency in the Stealth skill. In addition, you can attempt to hide when you have at least half cover. Cunning Mind: Your mind is adept at finding solutions and efficiencies that others may not see easily or clearly. When you are doing a task that takes an extended length of time, such as smithing a sword, coming up with a plan, or gathering information, you do it in half the time instead. Additionally, you gain proficiency in the Investigation skill, and you can spend an hour studying an object, place, creature, situation directly to discover one exploitable feature of it. Work with the GM on the specifics of what you’re studying and its exploitable feature. Tireless Labor: Your natural body rhythm has been handcrafted by Titans for efficiency. You don’t need to sleep. Instead, you enter a state of deep contemplation and reflection, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. In addition, whenever you spend a Hit Die during a short rest, you can roll the die twice and take the higher result. D10 TRACES OF HERITAGE 1 2 3 4 5 6 7 8 9 10

30 CHARACTER CREATION: HERITAGES

Under certain lights, your skin is flecked with twinkling copper runes. Your eye color shifts with your mood. Your hands are marred and calloused from years of tinkering and work. Though short, your frame is broad and sturdy. You bear a glowing, runic birthmark. You’re scarred from an accident with Titan technology. Many of your teeth have been replaced with copper replicas. Your eyes are two different colors – the result of sorcery gone awry. Your hair is a vivid, unnatural color. When you bleed, your blood glows like a flickering torch.

DWARF

“You are beyond the archaic beliefs of others, Sovereign. You spit on legend and ignore feeble myths. Still, special notice should be taken to these people of the stone. Their sagas speak of Svircrag, the stone golem sorceress who pulled her children from the rock. Perhaps there is something to this nonsense, as all of them, no matter their background, turn to stone upon death.” – Torvid Deepspeaker, Seat of the Polymath Dwarves are short and stout people, in both physicality and temperament. While most bear the ancient markings of their ancestral mountain clans – the calloused hands and muscular frames of lives spent mining the earth and crafting its harvest – there are those who take their bloodline to the hills of Dragongrin, living off the land as most are forced to do. Dwarves differ greatly depending on their homeland and culture, but all return to the earth in the end, turning to stone upon death. In some cases, certain dwarves exhibit control over this phenomenon to aid them in times of need. DEATH STATUARY In Dragongrin, dwarves turn to stone upon death, immortalized in the material once used to fashion them as a people. These statues are found throughout Dragongrin, locked in eternal combat, lying prone and wounded, or seated comfortably on barstools. This strange phenomenon also affects anything the dwarf is wearing, holding, or carrying. For some, it happens quickly, for others the process takes some time, allowing them or their loved ones to choose how they are immortalized. Whole dwarven cemeteries are marked with thousands of these statues. Dwarves and those familiar with their customs afford these eternal monuments respect and reverence, making pilgrimages to pay tribute.

DWARF HERITAGE TRAITS Ability Score Increase: Dwarves are resilient and dogged. Choose either Constitution or Wisdom and increase that score by 1. Age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Size: Dwarves stand between 4 and 5 feet tall and average about 200 pounds. Your size is Medium. Speed: Your base walking speed is 25 feet. In addition, your speed is not reduced by wearing heavy armor. Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Blood of Stone: You have advantage on saving throws against any effect that would turn you to stone or paralyze you. Tool Proficiency: You have proficiency with one of the following artisan’s tools: smith’s tools, brewer’s supplies, or mason’s tools. Culture: Dwarves are traditional by nature, building strong communities based on history and values. Common among the Drogus and Grimdul, many serve as Ardor drudges. Heritage Focus: Choose one heritage focus from the following list.

DWARF HERITAGE FOCUS Stone Will: Once you make up your mind about something, it is as immutable as stone. You have advantage on all Wisdom saving throws against spells.

Dwarven Resilience: Whenever you spend a Hit Die during a short rest, you can roll the die twice and take the higher result. Additionally, if you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Unyielding Charge: You may take the Dash action as a bonus action as long as you use it to move towards an enemy. If you use an attack to shove or grapple an enemy directly after using this ability, you make the roll with advantage. Revered Traditions: The oral traditions, songs, and legends of your heritage are strong, and you know your history well. You gain proficiency in the History skill. Additionally, you may grant yourself advantage on an Intelligence or Wisdom check by recalling a portion of a song, legend, or fable. You can’t use this feature again until you finish a long rest. Cragskin: Your skin is tough as rock, and it protects you from harm. When you take damage, you can use your reaction to roll 2d6. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Living Statuary: You have control over your stone duality. As an action, you can turn yourself into living stone, gaining the petrified condition with the following differences: • You are not incapacitated, but are instead aware. • You automatically succeed on all Strength saving throws. In addition, you gain the following benefits: • You have a movement speed of 5 feet. • Your attack rolls are made with disadvantage. • You cannot be knocked prone. This form lasts for 1 minute or until you end it as a bonus action on your turn. Additionally, you can activate this form of living stone as a reaction when you are forcibly moved against your will or knocked prone. You can’t use this feature again until you finish a long rest. D10 TRACES OF HERITAGE 1 2 3 4 5 6 7 8 9 10

Your skin has lines in it, appearing as interconnected stones. You are covered in copious amounts of thick, coarse hair. Your eyes are the piercing gray of granite. A runic birthmark holds some mysterious meaning for you. Patches of your skin itch and feel rough like stone. Your hair and beard is unnaturally thick. You have a tolerance for drink, more so than other dwarves. You bear the lean but muscular frame of one who knows labor. You are tall for a dwarf. You’ve been branded by a notable dwarven leader. CHARACTER CREATION: HERITAGES

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ELF

“My Sovereign, the elves were once aliens of the Feymists, and like their maddening realm, they remain unpredictable. Their ethereal societies clash with all semblance of modernity – even that within themselves. Best to keep it that way. Keep the conquered divided. By your scars, we are safe.” – Aldus Bex, Lord of Ash of Talas The elves stand guard over the planar doorways between realms, including their homeland, the Feymists. Twisted magic fuels these portals, though it has been largely cut off from the world. Some of this extraplanar power remains, however, and the elves are its physical manifestation. Some cherish their heritage, while others embrace the separation for all its new possibilities. Most elves are tall, slender, and graceful in their movements, with large expressive eyes and pointed ears. But exposure to the twisted elements of the planar gates has mutated many elves into strange, sometimes alien beings. ARCANE EXUVIATION Elven souls are long-lived, but their bodies are not. Formed as a bio-magic vessel for their spirit, their bodies age and crack like ancient arcane pottery. About every hundred years, as it continues to age, their cracked skin peels and flakes away, molting like a porcelain reptile to reveal a perfect, beautiful, and young layer of skin beneath it.

ELF HERITAGE TRAITS Ability Score Increase: Elves are graceful and wise. Choose either Dexterity or Wisdom and increase that score by 1. Age: Elves typically reach adulthood around the age of 100 and can live to be 750 years old. Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed: Your base walking speed is 30 feet. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day (the Common word for such meditation is “trance”). While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Culture: Elves differ greatly from one another depending on their culture. Typically confined to their own territories in Dragongrin for most of their early lives, they often find themselves among the Mord, Silverwise, Zarfvin, and Talasar. Heritage Focus: Choose one heritage focus from the list.

ELF HERITAGE FOCUS Feymist Adept: Your lineage and subjection to powerful fey magic gives you a remarkable ability. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. In addition, you can cast the spell faerie fire once per long rest without using a spell slot. Elven Sentry: You may spend a long rest attuning to the natural essence and Feymist energies of the area that you are in. When you do so, you choose one terrain type from among the following: arctic, coast, desert, forest, grassland, 32

mountain, swamp, jungle, or subterranean. When you are in or near your chosen terrain, you have advantage on all Wisdom (Perception) ability checks while outdoors. Forced Molting: You intentionally crack and peel away portions of your arcane form to rid it of wounds and imperfections. As a bonus action, choose one: Regain hit points equal to 1d6 + your level, or remove the blinded, deafened, petrified, or poisoned condition. You must complete a long rest before using this feature again. Mind of the Old Vale: Your connection to the Old Vale gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 20 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Elven Swiftness: Your base walking speed increases by 10 feet. In addition, you gain proficiency in the Acrobatics skill. World-weary: You have lived long and learned much. Whenever you make a History or Nature check, you may roll with advantage. You may use this ability a number of times equal to your Wisdom modifier (a minimum of once), regaining uses after completing a short or long rest. Arcane Attunement: You gain proficiency in the Arcana skill. In addition, you can cast the spell identify once per long rest without using a spell slot. D10 TRACES OF HERITAGE 1 2 3 4 5 6 7 8 9 10

CHARACTER CREATION: HERITAGES

You bear strange markings wrought by the Feymists. You have a scar upon otherwise flawless skin, its color vivid. Your pupil bears a bright color, while the iris is jet black. Your legs, arms, and face are elongated, giving an alien look. Your flesh glows with an ethereal quality. Vines and thickets sprout from your fey-touched hands, wrapping tightly around your arms. Your skin is tinted in a way that reflects one of the All-makers. You show signs of exuviation, even after you finish the process. Your skin is tinted a particular color, somehow binding you to an ancient ancestor. You are outlandishly tall and slender

FESTIR

“They manifest from differing roots in every realm upon the Crucible. In most, their common ancestry to the beasts who once brought the world to heel unites them under one banner. The world you have created in this timeline, however, has saved us from this organized chaos. Here, in the vagary of knowledge where nobody truly knows where they come from, we are safe from their dominance.” – Sureau, Lord of Ash Dragongrin takes its name from the ancient graves of powerful creatures littering its landscape. It is said that even in death the remains of the dragons are the mightiest power source in the realm – some whisper that even the Dismembered Lord fears them. These crypts, called grins, permeate with the mysterious unstoppable power known as Imminence, and the lands around them for miles are steeped in it. Some say that the festir are born in the wake of the power of the grins. Others brand all festir as bloodline ancestors of the monsters buried there or kin to fiends and infernals. Many believe that the Bleak itself has warped the festir into the creatures they are. One thing is certain – the visages and power of the festir are reminiscent of an age long passed. Festir often pass for human or other heritages, though some are more warped by their cryptic heritage appearing hulking and bestial. Many boast horns, while others have sharply pointed teeth or slender tails. Their eyes come in countless colors, with chaotic, distorted designs often lacking a pupil or sclera. Their skin ranges between many shades, from the vibrant and unnatural, to the imperceptibly usual. MONSTROUS OR MUNDANE? In addition to the standard festir heritage traits, which are designed to more subtly showcase your bestial ancestry, you can instead choose from the monstrous manifestations, which showcase options such as wings and claws.

FESTIR HERITAGE TRAITS Ability Score Increase: Festir are powerful and enigmatic. Choose either Strength or Charisma and increase that ability score by 1. Age: Festir mature at the same rate as humans. They live to be around 80. Size: Festir vary greatly in size. Some are taller and heavier than humans, standing well over 6 feet tall, and weighing over 250 pounds. Others are lithe and slender. Your size is Medium. Speed: Your base walking speed is 30 feet. Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Festir Anatomy: Your monstrous anatomy has more need of sustenance than what is normal. You require twice as much food and water than for a creature your size. However, due to your monstrous biology you can also hold your breath for up to 15 minutes, and you require half as much sleep during a long rest; the rest of the time can be used to perform light activity. Maddening Visage: Whether subtle or overt, your otherworldly nature is apparent to others. You gain proficiency in the Intimidation skill.

DEROGATORY NAMES Many slurs exist for the festir and their monstrous appearance: grinspawn, demon, tiefling, dragonborn. The festir are considered truly alien by those less traveled, and feared by the especially xenophobic in Dragongrin.

Culture: Festir are rare in Dragongrin, and are not given to any particular culture. They go where they are accepted, which are few and far between. Heritage Focus: Choose either one heritage focus or one monstrous manifestation from the lists.

FESTIR HERITAGE FOCUS Unbreakable: Your monstrous biology lets you shrug off injury. When you take damage, you can use your reaction to roll 2d6. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Unnatural Resistance: Choose two of the following damage types when you take this focus: acid, lightning, thunder, fire, cold, radiant, necrotic, or poison. You gain resistance to those damage types. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you have advantage on Strength (Athletics) checks made to grapple other creatures. Monstrous Magic: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell as a 3rd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. 33 CHARACTER CREATION: HERITAGES

FESTIR MONSTROUS MANIFESTATION Wings: Though you are not a creature designed to fly for long periods, you have wings, which can manifest as colored and feathered birdlike wings or leathered batlike wings, or even as abstract magical wings. As long as you are wearing no armor or light armor, you can use your wings to glide, slowing your fall rate to 30 feet per round and taking no damage from a fall of 30 feet or less. In addition, your jump distances are doubled. Once per short or long rest, you can exert yourself greatly, gaining a fly speed of 50 feet for 10 minutes. Devilish Form: You have twisting horns, claws, fangs, or a barbed tail. When you select this trait, choose piercing, slashing, or bludgeoning. You have a natural weapon that deals 1d6 damage of the chosen type plus your Strength or Dexterity modifier instead of the bludgeoning damage normal for an unarmed strike. As a bonus action, you can make a special frenzied, soul-leeching attack with your natural weapon. If the attack hits, it deals necrotic damage instead, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can’t use this trait again until you finish a short or long rest. Breath Weapon: You can use your action to exhale destructive energy in a 15-foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw, the DC of which equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. When you choose this monstrous heritage trait, you must choose a damage type related to your breath weapon – you may choose acid, lightning, thunder, fire, cold, radiant, necrotic, or poison. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Festir Roar: Your preternatural bellow instills fear in your enemies or bolsters your allies. As an action, you can let loose a primal bellow. Choose one of the following effects: • Fear: Each friendly creature within 30 feet that can hear you has advantage on their next ability check, attack roll, or saving throw made within the next minute. • Fervor: Each hostile creature within 30 feet that can hear you must make a Charisma saving throw, the DC of which is equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature becomes frightened for a minute. A creature frightened in this way can repeat the saving throw at the end of each of their turns, ending this effect on a successful save. You must complete a long rest before using this trait again. SCALED, FURRED, OR OTHERWISE? That magic that shaped your heritage is varied and enigmatic, and how it warped your appearance is equally as diverse. Your monstrous appearance can lean more toward that of a gargantuan reptile hearkening to the ancient dragons of the realm, or display a more lupine or ursine appearance more reminiscent of a typhon. Some even show a blending of the two, or something else altogether.

34 CHARACTER CREATION: HERITAGES

D10 TRACES OF HERITAGE 1 2 3 4 5 6 7 8 9 10

Scaled patterns can be faintly perceived on your skin in sunlight. A long and slender tail follows behind you. Small bony protrusions jut from your face around the eyes. Your teeth are sharpened into fangs that seem to grow when you eat. Large horns sprout from your forehead. Strange muscles unnatural to other heritages protrude around your abdomen. Your nostrils lay flat, like those of a lizard or drake. Your fingers lead to vicious, sharpened claws. Your pupils are vertical slits. Your legs appear inverted, like those of a goat.

D10 MONSTROUS TRACES OF HERITAGE 1 2 3 4 5 6 7 8 9 10

Your face contains the massive horns and maw of a rhino or bull. Your entire body is covered in matted fur. Tusks just from your lower teeth, out your mouth. Your maw is packed with the razor sharp teeth of a large cat. You are unnaturally massive – one size above where you usually would be. Massive draconic wings sprout from your back, though they are only for show. Your back is a hardened shell, peppered with vicious spikes. You wield a tail with a dangerous club at its end. Vicious velocipede claws protrude from reptilian feet. Two additional arms sprout from your abdomen, useful only for carrying.

HALFKIN

D10 TRACES OF HERITAGE

“Take heed, Sovereign. You are without fear, but warning must be issued regarding the half-breeds of your realm. Their unpredictability of form and being quakes every timeline, and their common bonds to the humans must be kept as one of ostracism and xenophobia. I know I am wrong to even address it. By your scars, we trust.”

1

– Arcseer Vildin Crowly

5

The lands of Dragongrin are inhabited by myriad humanoid beings, some mundane and many alien to behold. Among those rarer breeds are the halfkin, born of human and another heritage. For obvious reasons, their appearances, demeanors, and natures vary drastically, and no two are truly alike. The monstrous races of Dragongrin have been known to rarely sire children. In the case of a half-orc or other monstrous halfkin, use the same rules, but draw from the festir in appearance and for heritage focus.

6

CREATING A HALFKIN Many people in Dragongrin have mixed heritage – half-orcs, half-elves, half-dwarves, and so on. If you wish to portray a character of mixed heritage, choose human as your heritage. However, instead of choosing a heritage focus from humans, you can choose a focus from a different heritage. For example, a human with an elven mother might take an elf heritage focus to represent their elven blood. DIVERSITY OF HERITAGE Heritage is not often a focus in Dragongrin, typically transparent, giving way to the more prominently featured role of culture. Skin color of any naturally occurring pigment can easily be found among any heritage in Dragongrin. Hair and eye colors include what would naturally occur, but also include myriad other hues. It's entirely possible to see a Grimdul with rich, dark skin, brown hair and striking purple eyes, or a pale Ardor with vibrant red hair and eyes of piercing gray.

2 3 4

7 8 9 10

You have taken an unflattering mixture of both heritages, and are what many would consider homely, or even ugly. You somehow look familiar enough in appearance to either heritage. Your flesh takes after your second heritage. Your teeth and claws (or nails) take after your second heritage. Your eyes look markedly like your second halfkin heritage, but another prominent feature resembles that of your first. You look almost entirely human, until you get angry – then, your second heritage emerges. You look perfectly human save for one blatant feature of your second heritage. You look almost entirely like your second heritage, but for one very human feature. Your height and weight are telling in regard to your non-human halfkin heritage. Your heritages blend beautifully, and you are uncommonly attractive.

HALFKIN HERITAGE TRAITS Culture: Halfkin are rare enough to not be a staple of any one culture – they are generally accepted and ostracized in equal measure by the denizens of Dragongrin. They often choose to live with the culture their families are tied to, or those who show them the most acceptance. Notably, the Grimdul and the Granok Thane are particularly accepting of halfkin. Traces of Heritage: You may choose how much of your halfkin heritage shows through in your appearance. You can roll on the human Traces of Heritage table, your other heritage’s table, or once on each of them if permitted by the Game Master. Alternatively, roll once on the following table for a halfkin specific trace of heritage. Age: A halfkin most often possesses the lifespan of its human heritage, though it’s not uncommon for the halfkin to live some years longer if their mixed heritage has a longer life expectancy. In some rare cases, a halfkin will possess the full lifespan of their mixed heritage.

35 CHARACTER CREATION: HERITAGES

HUMAN

“Vitriolic, destitute, lost, principled, honorable, deadly. In your domain, these beings are the cure. Without your law, they are the disease. Hence, their orders are fragmented, their churches demolished, their masses dispersed. The ashes of the Holithic Church are strewn on the wind, and the lives you saved by doing so are uncountable. By your scars, we exist.” – Sturgess Corded, Marrow Captain Lightfall turned all good to ash, dispersing the embers of hope on the foul winds. With it, the once hegemonic humans of the world were scattered to its reaches to live off the scraps of his domain. The Dismembered Lord never forgave humanity for bearing the torch of Light, but trusts their often blind loyalty to police the streets and fill the ranks of the Marrow. Despite their scattering since Lightfall, humans are still the most prominent heritage in Dragongrin, found in all its corners.

HUMAN HERITAGE TRAITS Ability Score Increase: In Dragongrin, humans must adapt or die. Choose any one ability score to increase by 1. Age: Humans reach adulthood in their late teens, and live to see around 80 years. Size: Humans vary in height and build, but typically stand between 5 and 6 feet in height. Your size is Medium. Speed: Your base walking speed is 30 feet. Mortal Resolve: After rolling a saving throw (but before the GM tells you whether you succeed), you can choose to reroll but must use the second result. You must complete a short or long rest before using this feature again. Skilled Trade: Gain proficiency in one skill or tool of your choice. Culture: Lightfall scattered the humans throughout the realm of Dragongrin. They originate from almost every culture, but are plentiful among the Ardor, Crucian, and Holmir. Heritage Focus: Choose one heritage focus from the following list.

HUMAN HERITAGE FOCUS Multicultural: You’re used to working with other cultures and heritages. Gain proficiency with two additional languages, two additional skills, and two additional tools. Tenacious: You’re accustomed to surviving difficult situations. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally once per short or long rest you may choose to gain advantage on a Constitution saving throw. Bearer of the Light: The light within humanity still resides in you. You learn the light cantrip and can cast the spell bless as a 1st-level spell without using a spell slot once per long rest. Unshakable Awareness: You have a keen sense and quick reaction to danger. You gain proficiency in the Perception skill. In addition, you can add your proficiency bonus to initiative rolls, and you can never be surprised if you are conscious. Unity Above All: Whenever you take the Help action, you can add a d4 to the result. Common Cause: You know how to rally different peoples to teamwork. As a reaction to an ally rolling an attack roll, saving throw, or skill check, you may roll 1d6 and add it to the

result. You must complete a short or long rest before using this trait again. Fearless Defiance: Resistance is in your blood. You have advantage on Wisdom saving throws made against becoming frightened. If you succeed on a saving throw against being frightened, you can have one ally who can see or hear you roll an additional 1d4 and add it to their result. You must complete a short or long rest before using this trait again. HALFKIN AND HUMANS Many people in Dragongrin have mixed heritage – and half of that blend is almost always human – they are the only known culture who can sire offspring with other heritages. Whether half-darrow, half-festir, half-elves, or otherwise, if you wish to portray a character of mixed heritage, choose human as your heritage, and then see the halfkin heritage on page 35 for more details on how your halfkin manifests. D10 TRACES OF HERITAGE 1 2 3 4 5 6 7 8 9 10

36 CHARACTER CREATION: HERITAGES

You’re small and slight, even for a human. You appear far younger than your true age. You have a powerful build and broad frame. You have bright hair and striking eyes. You carry multiple brands and scars of a harsh life. Your portly frame divulges just how easy you’ve had it. You’ve aged poorly under the duress of the realm. You were born during a Bleakstorm, and carry a mark from its wrath. Your lean and lanky frame stands a good head above most humans. Though human, you have a strange, otherworldly look about you.

TOMEHEART

“In every rendition of the world, their irritating whirring persists, the ancient mechanisms humming within. Many timelines are dominated by machine guardians wrought of the Titans, and others whose landscapes are worked by tomehearts sworn to servitude. Here, you have struck the perfect balance, and their utility to your cause knows no boundary. By your scars, we thrive.” – Eclipse, Seat of the Anarchic The tomehearts of Dragongrin are ancient constructs crafted by the Titans, long dormant and fueled by strange, ancient magic. Zarfvin engineers powered and mobilized recovered tomehearts during Lightfall, giving new life to these machines. But when the Zarfvin attempted to shut the machines down following the catastrophe, most tomehearts refused to go back to sleep, instead becoming a part of life in Dragongrin. While Awakened tomehearts are more common than ever, they remain as outcasts in Dragongrin. TOMEHEARTS, VILLINAVI, AND WARMAKERS In Dragongrin, constructs share origins with the machinations of the Titans. Tomehearts are awakened workers; villinavi are war machines and defenders seen guarding the most sacred and important pieces of Titan technology (see more about the Villinavi on page 286 in Svir Below); and Warmakers are retro-engineered villinavi, developed by the Zarfvin for the Dismembered Legion. Early Warmakers based on tomehearts didn’t function. Only when the Zarfvin reverse-engineered a captured villinavi did the Warmakers take form. The tomehearts proved problematic, developing resistances and their own consciousnesses.

Tomehearts are not typically sentient, instead constructed by the Titans for a purpose known as their Incitement – linear, orderly work toward a goal predetermined by their creators. Tomehearts typically adhere to their Incitement, following their programming tirelessly and ceaselessly. Functioning tomehearts fetch a high price as tireless laborers who can be pointed at a job in line with their Incitement, and many are owned by governing bodies or powerful rulers who use them as guards, laborers, and other forms of public service. When the tomehearts were reactivated by the Zarfvin, some became Awakened, replacing a formerly subservient lifestyle with newfound sentience. Little is known about this phenomenon, but one thing is certain – an Awakened tomeheart has an awareness and will all its own. Tomehearts began awakening as far back as Lightfall, having developed over two decade’s worth of experiences and personality, while more wake every day as nearly blank slates, experiencing Dragongrin for the first time. CRAVING INCITEMENT When a tomeheart becomes Awakened, they typically lose most of the programmed information pertaining to their Incitement. Though in some instances remnants can remain, coloring their behaviors and personality, and even granting dreams. Often, this remnant manifests as instinct, an innate desire to complete the task they were once programmed for. Much like a person’s need to eat, many tomehearts feel a “hunger” to complete a task in line with their Incitement. These cravings vary in frequency and severity among Awakened tomehearts.

TOMEHEART HERITAGE TRAITS Ability Score Increase: Tomehearts are hardy creatures of living metal, made for various purposes. Choose any one ability score to increase by 1.

Age: Tomehearts wake fully mature, though often lacking emotional maturity. Tomehearts live indefinitely, but sometimes undergo identity resets initiated by choice, force, or the natural passage of time, gradually replacing their old identity with a wholly new one. Alignment: Tomehearts, each built for a specific purpose, tend toward law. With new sentience, they must discover good and evil for themselves. Size: Though they vary wildly in shape and size, Awakened tomehearts are most often Medium size. Speed: Your base walking speed is 30 feet. Titan-link: As a creature born of Titan technology, you can speak, read, and write Titanspeak. In addition, you can communicate telepathically with other tomehearts you can see up to a mile away in any language you both understand. Living Construct: As a living construct, you receive the following benefits: • You have resistance to poison damage, and have advantage on saving throws against being poisoned. • You are immune to disease. • You do not need to eat, drink, or breathe. • Magic cannot put you to sleep. In addition, instead of sleeping, you enter an inactive state for 4 hours a day. You are fully aware of your surroundings during this time. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Over the years, some tomehearts develop evolved dreams which manifest during this time.

37 CHARACTER CREATION: HERITAGES

HEALING TOMEHEARTS Though they are creatures of metal, tomehearts can be harmed and healed much like a creature of flesh of blood. When wounded, tomehearts bleed the magic powering them. Potions of healing and magic that restore hit points refuel this magical energy, allowing the tomehearts to mend themselves and regain lost power. Likewise, completing short and long rests allows tomehearts time to repair damage and recharge their magical power sources in their inactive state.

Culture: Tomehearts typically integrate themselves into cultures accepting of outsiders, or those valuing Titan technology. They can be found in virtually all cultures in Dragongrin, with an especially prolific presence in the cultures of the Drogus and Zarfvin. Many cultures see value in their skills, the lore they carry, and the strength they possess. Tomehearts cannot be of the Sarrik, as their living metal bodies are immune to the undead curse plaguing that culture. However, rumors swirl of tomehearts touched by ancient magic, becoming mechanical Morden often referred to as Graysteel tomehearts. Construction and Augmentation: Choose (or roll for) one construction and one augmentation from the following lists.

TOMEHEART CONSTRUCTION 1. Sturdy Frame: You were designed with a large frame made for manual labor. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you are proficient in the Athletics skill and double your proficiency bonus on any Strength (Athletics) checks made to lift or move heavy objects. 2. Archanic Cutter: You’ve been outfitted with a specialized tool for cutting and welding. The torch burns hot enough to start fires and weld metal. You are considered proficient with the cutter, and can use it in place of thieves’ tools, tinker’s tools, or smith’s tools. Additionally, you can use the beam as a light melee weapon with finesse in a pinch. It deals 1d6 fire damage. 3. Environmental Casing: You were built to withstand extreme conditions. Choose one of the following damage types: acid, cold, fire, force, lightning, or thunder. You gain resistance to the chosen damage type. Additionally, once per short or long rest, when an ally within 10 feet of you would take damage from the chosen type, you can shield them as a reaction, taking the damage instead. 4. Incitement of Lore: You were programmed with a wealth of knowledge and the ability to learn at a rapid, advanced pace. Whenever you make an Intelligence ability check, you can treat a d20 roll of 9 or lower as a 10. Additionally, you know a secret about one of the mysteries or wonders of Dragongrin. Work with your GM to determine the details of your secret, and its impact on the campaign. Some examples would include: Bleak, Titans, Primordials, the Desolation, or a Dominion of Ash. 5. Archanic Sensors: You were equipped with specialized sensors meant for sentry duty. You have darkvision out to 60 feet. Additionally you can also see faint, magical outlines of creatures within 30 feet of you. Each creature’s outline tends to be unique in appearance, and can present as energies such as a fiery haze, an icy shimmer, dancing electricity, or inky darkness. This sight can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. 38 CHARACTER CREATION: HERITAGES

6. Mediator Apparatus: You were created to act as a mediator and communicator. You gain proficiency in the Insight and Persuasion skills. You can cast the comprehend languages spell as a ritual, requiring no components to do so, and you can also speak the languages while the spell is active.

TOMEHEART AUGMENTATION 1. Archanic Boost: Your movement speed and jumping distance increase by 10 feet. In addition, you can take the Disengage and Dash actions as bonus actions. 2. Foldout Tools: Choose one set of tools which are built into your frame. You have proficiency with these tools and can use them without a free hand. 3. Incitement Recall: You cannot forget anything you have seen, heard, or learned. In addition, the GM may choose one piece of rare, archaic, or forbidden knowledge obtained before a previous reset to reveal to you in flashbacks, dreams, or other clues. 4. Additional Limbs: You have an additional set of arms. You can use these arms to interact with one additional object or feature of the environment for free during your turn. You can also carry an additional weapon with the light quality using both of your extra arms or a shield, though you cannot gain the benefit of carrying more than one shield at a time. You cannot use these extra arms to grapple. These arms can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, as long as they are not holding weapons. 5. Modular Magic: Your construct innards are capable of producing arcane magic. You know two cantrips from the wizard spell list. Intelligence is your spellcasting modifier for these cantrips. 6. Amorphous Form: You are able to exist as pure energy, leaving your construct shell behind. You can cast the gaseous form spell without using a spell slot without the need for material components, though you can only target yourself. While in your amorphous form, your construct shell remains behind, and becomes incapacitated for the duration. When the spell ends, you return to your construct shell. You must complete a long rest before using this feature again.

CULTURES ARDOR

“The Ardor are a stubborn people – it seems their luster cannot fade though with all but the breath in their lungs stripped from them. This is why they make the most violent rebels. This is why they make the best slaves.” – Mulg Fundar, Maug’Tarak Drudge Master Once a pinnacle of military might and religious leadership, the Ardor are now a broken people, beaten and chained following their calamitous defeat during Lightfall. Their doggedness and resolve serve the Dismembered Lord, maintaining his empire under the yoke of slavery. One year ago, the Sovereign inexplicably freed one-third of all Ardor. Those few free Ardor face grim new horizons, either fleeing their homes, fearing retribution from kith and kin still shackled, or fighting tirelessly to free others. The flame of resistance sputters, yet refuses to die.

WHAT ARE THEY KNOWN FOR? • The Ardor are infamous for their governing body, the Holithic Church, inciting the chain of events that would come to be known as Lightfall. Now the Holithic Church is scattered to the winds, and nearly all Ardor made into drudges – slaves of the realm required to serve the needs of many as reparations. • The Ardor are legendarily dogged in their resolve to persist no matter the circumstance. The adage “stubborn as an Ardor” came to be long ago, but has never been more true than today. • The Liberated – those Ardor inexplicably released a year ago – are often looked down upon as lesser members of society, though in some places this grants them pity and allies. Some find seats of power in more remote parts of Dragongrin.

WHAT DO THEY BELIEVE? • Some feel the Holithic Church was divinely ordained in their stand against the lands of Grinn, and that Lightfall is the will of their gods – a trial they must endure so they may someday rise again. It has given a rise to martyrdom being common among the faithful. • Others say they were fools, acting out of corruption and greed, and got exactly what they deserved – a punishment suiting their heinous and arrogant acts. • Yet most Ardor believe that this enslavement is cruel and unjust, and that they must rise up and overthrow their oppressors. They are more faithful than ever, their belief in the Holithic church helping them to suffer the indignity of slavery. PRIDE OF THE ARDOR Despite their fall, most Ardor hold an enormous sense of pride in their culture, and still believe themselves to be superior to other cultures in many ways, but simply “in a slump” at this moment. This pride often manifests in an undeniable confidence and desire to advance back to their former glory, but can also be marked by casual contempt for those they feel are “lesser” despite the Ardor’s grim station in the realm.

Leadership: The Ardor held in slavery have various masters – Lords of Ash, powerful nobles, high-ranking Marrow, or other leaders from virtually everywhere in Dragongrin – but are almost always found in Innes, led by their orcish Maug’Tarak overseers. Among the drudges, decision makers are chosen based upon their willingness to inform on their peers, and their ability to do as they are told. They are given an opportunity to bring order and efficiency among the slaves they are stationed with, and are rewarded for rooting out dissidents and rebels, those who speak against their captors. The few free Ardor settlements operate as tribal democracies, or as theocratic townships, where personal freedom is greatly valued. In these small townships, they train in the arts of combat, hoping to someday free their people. Homeland and Settlements: Typically dwelling in Innes where they are forced to work the lands and serve the Maug’Tarak orcs, many freed Ardor get as far away from the region as possible to avoid being press-ganged back into drudgery. Often fleeing to the nearby Dominion of Ash of Feygrave, it’s clear the Ardor would sooner chance the deadly mystical landscapes and other myriad dangers than accept a life of captivity. Ardor During Lightfall: The Holithic Church was once a beacon of justice and honor, though many say it became corrupted by greed and the hunger for power before its fall. Using military might to incite a holy war against all those who did not accept their doctrines, the Ardor were arguably responsible for inciting the events leading to Lightfall and ultimately the Dismembered Lord’s rule. Weapons and Warfare: The Knights Vathan, or simply the Vathan, were a Holithic military order whose martial prowess and armory were unmatched. They were the dominant military force in Dragongrin before Lightfall, the terror of those they fought against. The charge of the Vathan paladins was renowned, and they were perhaps the deadliest fighting 39 CHARACTER CREATION: CULTURES

force in the world. In the years leading to Lightfall, however, they had become embroiled in Ardoric schemes and politics, and were used as pawns by Ardor hierarchs. As they declined, they were used to collect taxes, guard Holithic temples, and escort missionaries throughout Dragongrin. Many Ardor still follow the chivalrous code of the Vathan, familiar with their exceptional tactical and regimented fighting style. Most Vathan fell during Lightfall, or were otherwise stripped of their noble rank and pressed into drudgery. Still, a small number escaped, and fell in with various resistance groups. VATHAN ROTFIENDS After Lightfall, some surviving Knights Vathan received the grisly punishment of becoming rotfiends. The undead flesh of their transformation rose around their platemail, forming a macabre natural exoskeleton. These armored rotfiends were then set loose to patrol the area between the Dark Spires of Grinn and the Ardent Scar of Svir, hungrily seeking the flesh of exiled criminals and fools wishing to escape Grinn.

Faith and Religion: Some Ardor are still devout believers in the doctrines of the Holithic Church – known as Holithicism – a pantheon of three gods that together governed every aspect of Ardoric life. Their society revolved around these gods, and their priesthood became a preeminent force within their culture. Each king was crowned by the Patriarch, head of the Holithic church. The church preached lessons of humility, of charity, and of mercy. What it practiced was somewhat different. Others have taken to new faiths, splintering off from the Holithic belief that became so corrupted as to lead to Lightfall. Instead, they form myriad new sects, preaching everything from self flagellation, to the pursuit of dark magic. Almost all Ardor follow a faith, and devoutly. It is central to their identity to be a part of something larger. Heritage: Ardor are most commonly human in heritage, though their numbers also include those loyal to the Holithic Church when it was in power. Dwarves and darrow are more common among the Ardor than elves and festir. SHACKLED BY THEIR PAST The Ardor’s weapons, shields, and armor were reshaped to create their shackles. It is not uncommon to see faded Ardor iconography upon their bonds.

Customs: Most Ardor customs come from their faith. It’s common for Ardor to speak a blessing before beginning a new endeavour, or to thank the gods after a success or mercy. Even those Ardor who have moved away from the Holithic church still find themselves using age old phrases. Ardor commonly end any sentence that has a desire in it with “please Vath,” while they will commonly, and often without noticing that they’re doing it, bless themselves when they see a sunrise, a sunset, or a full moon. Though there are many manifestations, the most common blessing is for the Ardor to touch their right temple with the index finger on their left hand, then draw a straight line from their clavicle to their navel. Another Ardoric custom is the waking of the blade. The Holithic church preaches peace, and mercy in all instances. So it is that when the faithful are ‘forced’ to fight, they must make a sacrifice of their own blood. This traditionally means a shallow cut is made on the thumb, the cheek or the forearm before battle begins. Vathan knights would cut deep into their own faces, and were often called Scar-riders by their enemies. Rumors: Much of what is muttered by drudges should be dismissed, though in the grumblings some truth can be found. There are recurring tales, stories and accounts of events that seem to have some measure of truth – even when spoken by an Ardor. 40 CHARACTER CREATION: CULTURES

D10 ARDOR RUMORS 1 2 3 4 5 6 7 8 9 10

A new Holithic movement persists – it’s said they’ve found a living Titan, and are doing its bidding. Ardor who can prove themselves in combat are being conscripted by local militias of the Maug’Tarak and others. An Ardor leader is said to possess an artifact of great power, biding time until they use it. Free Ardor have begun to go missing in large numbers. The coming harvest holds a surprise that the Ardor have been planning for some time. Some have found an arcane way to completely remove their marks of drudgery – at a great cost. Some Ardor have been acquiring Vathan arms and artifacts, and are training in secret. Maug’Tarak offer Ardor freedom in return for captured drudges. Ardor in certain areas are growing ill – some say it’s by design, and that they’re not truly ill at all... Maug’Tarak dissenters equip Ardor, guaranteeing freedom for loyalty in an uprising against the standing Lord of Ash of Innes.

REPARATIONS OF DAYS When the Ardor fell, many of their heroes and leaders were executed as war criminals. However, some were set free after paying reparations of their “days of dissidence,” sacrificing days to the Dismembered Lord in exchange for a pardon. These prematurely-aged legends, unrecognizable to most, cling to the dark corners of Dragongrin’s hovels, drinking away sorrows and pining for brighter days.

OUTLOOKS ON OTHER CULTURES Crucian: Jackals that feed on scraps, acting as lions who conquer – pathetic. Their hubris will be their undoing. Drogus: They’ve always been friends of ours, and remain so, even in the shackles of drudgery. Granok Thane: Sellswords whose loyalty is bought – there is no honor in that, and lest we forget their blades killed many of us during Lightfall. Grimdul: Primitive in their belief, but if we were half as devoted as they, we wouldn’t be in these chains... Holmir: Northmen who chase the ghosts of dragons – we don’t give much thought to such fairy tales. Mord: Old and wise, but uncaring and heretical – it’s best to steer clear of them. Sarrik: How quickly they have taken our place as the most hated in the realm. Though it’s uncertain if they deserve the ire, we’re happy to let them have it. Silverwise: Noble enough, though anything that stays in the dark usually has something to hide from the light. Talasar: High-minded, there are none more fierce in battle – it’s a shame they choose to focus that fight on one another. Zarfvin: They wield the keys to the Titans. With their knowledge and resources we could rise to prominence again using the legendary Copper Sun – if it still exists...

MARKS OF DRUDGERY AND LIBERATION Every Ardor bears heinous brands marking them as drudges. An ownership brand, given immediately when the Ardor enters drudgery, denotes their master and rightful location, but other notations are added as the drudge serves. Characteristics such as “hard worker,” “mouthy,” “motivated by pain,” and other behaviors both positive and negative, appear periodically. Some describe reparations made for Lightfall, or attempted escapes forever branding the drudge as untrustworthy. Free Ardor bear specific brands marking them as Liberated – arcane in nature and nearly impossible to forge, they still hold within them their drudge history for those who can read them magically. MARKS OF DRUDGERY D10

2

1 2 3 4 5 6 7 8 9 10

OWNERSHIP BRAND

OTHER BRAND MARKINGS

Maug’Tarak Noble of Grinn Marrow Legion Red Sail Merchant Discreet Cult Monstrous Keeper Drogus Kingpin Crucian House Lord of Ash Council of Ash

Mouthy Hard Worker Lazy Sibling Escape Attempt Dissent Sower Liar Trustworthy Prewar Rebel Free Ardor

MARKS OF THE LIBERATED Free Ardor are given an arcane brand on top of their mark of drudgery, said to act as a safety so they cannot be pulled back into the life of a drudge. Many believe that its magics are traceable, acting as a way to ensure the ex-drudge can never truly hide or be free – it is for this reason that many drudges cut the brand from their skin altogether – though it is no easy task as deep as it is within their flesh, sometimes necessitating removal of a limb.

ARDOR NAMES AND TITLES Many Ardor – drudge and Liberated alike – are given derisive monikers related to their drudgery that their masters use in place of their surnames. Some of these labels are worn like a badge of honor, while others are like a stain following the Ardor around despite their deeds or character.

ARDOR NAMES D12 1 2 3 4 5 6 7 8 9 10 11 12

MASCULINE

FEMININE

SURNAME

Tryn Raghnall Wynford Tebald Efram Owin Jeremiah Markus Gavyn Rayder Rudolph Artiss

Elenore Rhoswen Krista Aeri Gwyn Laureen Sabine Madalynn Fanchon Mavise Abigayle Jaylin

Prothero Beynon Enfield Stant Verrier Maddock Neddow Bonshoms Lowen Voyles Hanivel Garvey

DRUDGE TITLE D10

TITLE 1

TITLE 2

1 2 3 4 5 6 7 8 9 10

Ox Anvil Bleak Flea Wheat Slug Dirt Dog Kin Plow

Fumbler Tongue Tamer Craven Eater Wretch Stain Breath Mouth Fool

2

ARDOR CULTURAL TRAITS Ability Score Increase: The Ardor are tough and historied. Choose two from Strength, Constitution, and Intelligence and increase both those scores by 1. Alignment: The Ardor are no strangers to empathy, though they understand what it takes to survive, and adhere to it. They tend toward law and good. Languages: Though not their native tongue, Ardor drudges are taught and expected to exclusively speak Crucian, the common tongue of Dragongrin. The tongue of old, Holith, spoken by the gods of Ardor and used in their scripture, is still whispered in secret among drudges and used commonly among the Liberated, but it is all but forbidden by the Dismembered Lord. Many Tongues: Ardor tend to interact with many different heritages in their drudgery. You’ve picked up many foreign words in your dealings. When speaking a language you are not proficient in, you at least know enough to communicate the following basic ideas: danger, friend, food, water, help, money, trade, Sovereign, and Lightfall. Drudge Sturdiness: Your hit point maximum increases by 1, and it increases by an additional 1 every time you gain a level (in addition to all other increases).

41 CHARACTER CREATION: CULTURES

Cultural Focus: You can choose one cultural focus from the following list.

ARDOR CULTURAL FOCUS Echoes of History: Choose a major tenet of Dragongrin’s history such as the Bleak, Lightfall, dragons, Primordials, Titans, any one region, or work with your GM to choose another topic. Whenever you make an Intelligence (History) check related to the chosen category, you roll with advantage. You also know one rare and valuable fact related to the topic. Work with your GM to decide what this information is. Additionally, you can inspire your allies with tales from long ago. If you spend at least 1 minute telling a story about your chosen category, you and any ally who heard you gains temporary hit points equal to 1d6 plus your character level and has advantage on the next Wisdom saving throw they make within the next hour. You must complete a long rest before using this feature again. I Was There: You stood in the fields of the Redmarch as the Dismembered Lord slaughtered your people. You watched Lightfall happen with your own eyes and whether by cowardice or miracle, you lived to tell the tale. You know another hero who survived, and you trust each other deeply and rely on each other for support. While they are careful to lay low, appearing innocuous and simple, they are a capable warrior biding their time to strike back. Work with your GM to decide who this person is, in what way you served together during Lightfall, and where they are now. While they will try their best to remain unnoticed by the Marrow, they will always try to help you how they can, whether that be through information, supplies, connections, or in truly dire situations, with the weapon they still keep hidden away. Additionally, you can proclaim your heroism to inspire allies and strike fear into the Dismembered Lord’s forces. When you boldly and loudly proclaim that you are a hero of Lightfall, all enemies allied with the Dismembered Lord must make a Wisdom saving throw (the DC of which is 8 plus your proficiency bonus plus your Charisma modifier) or become frightened. Any ally who hears you can choose to loudly proclaim that they fight for your cause. If they do so, they can use their reaction to make one weapon attack against an agent of the Dismembered Lord that they can see. Any forces of the Dismembered Lord, if they survive the encounter, will note the identity and appearance of you and all who proclaim themselves this way. You will be recognized by forces of the Dismembered Lord in the area and attacked on sight by any who recognize you. You must complete a short or long rest before using this ability again. Work Of Thy Hand: You are no stranger to the hard work of someone else’s hand. You gain proficiency in the History skill and have advantage on any Intelligence checks made to recognize the history of crafted objects or buildings. Additionally, you can look at a crafted object and glean something about the creature who made it or the creature who uses it. You know the culture and heritage of the creature who made the object and if the object has any prominent identifying mark or feature, and the specific craftsperson who made it. You also recognize if the object has been modified from its original purpose and if and how it was recently used. You must complete a short or long rest before using this ability again Ancestral Weapon: Good steel is hard to come by in Dragongrin, but you are in possession of a treasured heirloom weapon. Choose a single weapon. You gain proficiency with that weapon and your ancestral weapon has identical statistics except it is a +1 magic weapon. Your weapon also has a unique 42 CHARACTER CREATION: CULTURES

name and history attached to it that may garner the respect (or ire) of others. Any Ardor who understands and respects the weapon’s history will automatically go out of their way to help you as long as they can do so without significant risk. Unyielding Protector: You know the suffering wrought by Dragongrin, more than most, and you go out of your way to ensure others never feel it. When an ally within 5 feet of you would take damage, you can interpose yourself as a reaction, taking the damage instead. Additionally, you have learned the ways of easing the suffering of others and helping them to resist the horrors of Dragongrin. You gain proficiency in the Medicine skill. You know an ancient healing technique passed down through your culture. As an action, you can apply a mixture of sacred oils to a creature within 5 feet, speaking a traditional Ardor blessing over them. They gain temporary hit points equal to 1d10 +your character’s level and choose one of the following conditions to remove: poisoned, blinded, deafened, frightened, or charmed. You must complete a short or long rest before using this feature again.

CRUCIAN

“The squabbling Crucian are said to be selected by the Dismembered Lord – and maybe at some point they were. The Crucian act as though they are his children, and by that I mean impetuously given to tantrums and marred by impatience, for starters. Remind me what they were chosen for again?” – Barvolo Krix, Commander of the Shattered Spire In the grim aftermath of Lightfall, the Dismembered Lord’s chosen people lead chosen lives beneath his shadow. A society fixated on perfection and efficiency, following a rigorous set of laws, the Crucian are fanatical in their reverence of the Dismembered Lord. As his chosen people, they view Dragongrin through a different lens - not as a war torn dystopia ruled over by a deathless tyrant, but rather as a perfect meritocracy ruled by a benevolent Sovereign. In their safe realm, the Crucian are able to focus on their passions. Unhindered by a lack of free time, food, or resources, Dragongrin’s most prosperous claim lordship over noble houses and devote themselves entirely to their chosen trade in service to the Dismembered Lord. The Crucian stand as some of the most skilled artisans, arcanists, and fighters in the realm, driven by ceaseless ambition.

WHAT ARE THEY KNOWN FOR? • The proud Crucian are selected by the Dismembered Lord to live in Grinn, near to him and his favor, though few understand the rhyme or reason behind this. • An anomaly in Dragongrin, the Crucian receive the protection and favor of the Dismembered Lord, and remain untouched by the dangers of the realm. This often manifests in their attitudes and beliefs. • They are divided into grand, competing houses, each with its own sigil, specialties, and methods of appeasing the Dismembered Lord.

WHAT DO THEY BELIEVE? • Crucians revere the Sovereign as a perfect, benevolent leader, his justice fair, his caring hand guiding every aspect of their society. He is their leader, and to many, he is their god. • This is reinforced by a complex propaganda machine that paints the Crucian as the light of civilization of the world, and the other cultures as backward savages. Reverence and love for the Sovereign is not merely encouraged, it is required. Pledges of fealty are spoken in schools and before each meal, and the omnipresent Kind Fellows make frequent, unannounced visits to homes, workplaces and public spaces. • Those who believe that there is something not quite right about their lives, that it is too perfect, are quickly rooted out, informed on, or caught by the Sovereign’s agents. They are quickly convinced to think differently, or brought to the Refuge of the Kind Fellows, a ‘rehabilitation’ centre where dissident opinions are quickly corrected. • Crucians see evidence of their superiority everywhere. They live in clean, well ordered cities. Their lives are filled with blessings and freedom. They are able to pursue their goals and hone their skills. They are the chosen people of the Dismembered Lord, and they lord it over all other cultures. • There are many theories among the Crucian as to how one becomes chosen by the Dismembered Lord. They

believe that by perfecting a skill, one can be chosen, and ascend into his court of closest advisors, and so they dedicate their lives to perfection. • Perfection is central to the life of a Crucian. An artist will throw away what would be a masterpiece in other cultures due to a tiny flaw only they can see; a warrior practices each swing of their blade until every facet of it is flawless; an architect oversees every single brick and screw that goes into a building they are creating. TREACHERY OF THE CRUCIAN Crucian have a reputation for being self-serving and conniving, double-dealing and honoring their agreements only as long as they are useful to them. There are some upstanding Crucian, though many use the truth as a staging ground to set lies. This often isn’t out of malice, but a belief that an individual should seek their own best interests, and that if one allows themselves to be duped or manipulated it is deserved.

Leadership: The Crucian noble houses are highly competitive by design, encouraging ruthless ambition in service to the Dismembered Lord. The power granted to them is based on the performance of their duties. If a house does not innovate, serve with distinction, and further their own aims, they are seen as weak and unimportant, and afforded fewer rights and resources. Within the houses themselves, a system of governance exists where cunning, competence, and cleverness are required for those who wish to rule. The strongest rule, while the weak are shamed and demoted, finding themselves in a weaker house or exiled entirely. THE SOVEREIGN’S PATH The Crucian are a people who thrived due to ambition. With the aid and blessing of the Sovereign, they have created a path of political achievements called the Sovereign’s Path. Beginning at age 17, there is a complex, bureaucratic system of jobs and responsibilities that those who wish to lead must have under their belt before they can rise higher. A lord must be of a certain age - no younger than 40 - and have completed many steps below. In this way, the Crucian ensure their leadership is experienced, but also ensure that no upstarts can become powerful, for to follow the Sovereign’s Path requires many favors.

43 CHARACTER CREATION: CULTURES

Homeland and Settlements: Dwelling in Grinn, where they have a seemingly endless supply of resources and freedoms, the major Crucian houses maintain sprawling estates while the lesser houses are granted plots of lands within those estates to serve beneath them. Crucian settlements exist outside of Grinn, often in places commandeered by the Sovereign’s chosen. The farther one gets from Grinn, however, the fewer Crucian dwell, preferring the safety afforded by the Dismembered Lord’s shadow to the potential ire of the envious.

their devotion to the Sovereign, they worship him, but draw from the power within themselves. Some Crucian believe they were chosen by the Sovereign for a worthy cause, destined by powers greater than even the Dismembered Lord himself. They meet the charge with zealotry and fervor. Others believe they hold their own fate, and the Sovereign values their shrewdness and self-awareness in a world governed by the Crucible’s vast powers. Many are convinced the gods do not exist – there is only the Sovereign, and though he is no god, he may as well be.

Crucian During Lightfall: The Crucian were selected as the Sovereign’s chosen people following Lightfall. Though it is unclear how they were chosen, the Crucian were transplanted into the prosperous lands of Grinn. Before Lightfall, the Crucian came from many cultures and walks of life, but now that another generation rises to rule, their former ties and cultural traditions are replaced by the new order beset by the major and minor houses.

Heritage: Crucian differ wildly in heritage, hailing from every corner of the realm – even festir and tomehearts find their place among the Dismembered Lord’s chosen.

Weapons and Warfare: Each house maintains its own militia equipped with standards and shields bearing their house’s crest and colors. These fighters protect the estates and represent their house’s interests in matters both political and martial, clashing at times with the forces of rival houses. This is of course illegal. No unsanctioned attacks can be made against other houses - else there would be chaos among the Crucian. Instead, they have created a system of ritualised warfare, known as The Clash. In this game, the nine best warriors from each house fight a mock battle. While the intent is for this to be a game, accidents happen, and warriors often die - mostly by design. They are called simply The Nine, and are trained in exotic weaponry and fighting styles that are interesting to watch. Most normal house guards are professional soldiers, highly trained, well-equipped, and disciplined. Some, especially Marrow, consider the militias soft and untested against the true darkness of the realm. The Marrow tend to despise the Crucian militias for being coddled, and the Crucian tend to despise the Marrow for being unrefined. A GRIM AND BLOODY GAME The elitist totalitarian status quo of Grinn has become ingrained within the Crucian, manifesting as a complex and twisted game between houses. In the way that a commoner might sit down to play chess, the Crucian houses of Grinn war and scheme against one another, using pawns and powerful influence in a dangerous, violent, horribly-too-real game. Many see this as a natural way to imitate their Sovereign’s conquest among themselves – a true homage. The Dismembered Lord endorses this behavior from his chosen people, and it is no secret he uses these house games as a proving ground to identify the most cunning and powerful Crucian leaders, granting them higher stations of power throughout Dragongrin.

Faith and Religion: The Crucian often subscribe to a faith known as Sovereign and Self – the belief that they are themselves set apart and better than others. Coupled with

44 CHARACTER CREATION: CULTURES

Customs: The Crucian practice rigid gestures of emphasized respect and deference, although the unspoken expected response is that the gesture should be refused. For example, it is considered polite for a Crucian shopkeep to refuse payment from a member of a more powerful house, however the patron understands that the proper response is to insist upon paying. The same extends to social invitations, and many other kindnesses. It can be confusing and tiresome for outsiders, though most Crucian adhere to it vehemently. Another custom of the Crucian is the handing of the blade. When a member of a House visits another, the custom is that the host hands their blade to the guest for the duration of their stay. They handle the sharp edge of the blade when they give it to the guest, trusting the guest to take the blade carefully and not cut them. Rumors: The Crucian and their houses weave a thick, tangled web of half-truths, decorum, and outright lies. It’s difficult to know what kernels of truth are present among the treachery, but some persistent rumors continue to recur. D10 CRUCIAN RUMORS 1 2 3 4 5 6 7 8 9 10

It is said that the Crucian are being “fattened” with experience so their days can be stolen like hogs to the slaughter. A play is being made for the Council of Ash, and those who help are promised a handsome reward and station. An expedition searches for leaders of a new, fledgling house established far from Grinn. The two strongest houses plan to align, wiping out many of the lesser ones. An ambitious, lesser house schemes with forces outside of Grinn to usurp their rivals. A conflict between two powerful houses shifts as Marrow side with one over the other. A new rebellion simmers, and some houses have secretly aligned themselves with the Undying Light. It is said the newest Crucian are purposefully weaker than the others, culling their growing power. High-ranking Crucian disappear and no one knows why. A Crucian child located somewhere near Grinn has the power to see the future perfectly, and factions wish to recruit them.

OUTLOOKS ON OTHER CULTURES Ardor: Foolish heretics who picked a fight they couldn’t win, and when shown mercy, still chose hubris. Drogus: Dirty trash-pickers who do well to live underground – they make fine drudges though. Granok Thane: If you have one friend, make it a Granok Thane of the Red Sail market – they’re nearly as resourceful as we Crucian.

perpetuating the inter-house conflict already simmering. Though each house acts as family, they are not always formally bound by blood, but by the bond of the house itself. The houses are wildly diverse in heritage, former culture, gender, and background, sharing a common thread in their desire to see their house succeed. Though the Crucian houses are powerful in Grinn, garnering respect from friends and allies, they are often seen as an annoyance outside of the region, “playing at war” while the rest of the realm suffers. HOUSE GENERATOR

Grimdul: Superstitious simpletons who explain established empirical facts with ridiculous spirituality.

D10

GOAL

SECRET

Holmir: Competent killers and a little hungry for a fight – if you point them at anything and tell them it’s a grin they’ll hack it to pieces.

1

Gaining wealth at any cost

2

Raise up a Lord of Ash

3

Control the Red Sail Market Lead the houses in a particular field Snuff out rebels Control the flow of information Learn the mysteries of Dragongrin

Leader is not who they say They are collecting magical items Struggling for funds

Mord: They are not to be trusted – they hold the knowledge to the past and the future of this realm, yet they do not act on it.

2

4

Sarrik: When something dies, it should stay dead. They are an abomination – a blemish on the Sovereign’s otherwise perfect track record.

5

Silverwise: Sometimes when you dwell in the shadows for so long, you see monsters that aren’t there...

7

Talasar: Inconsequential. Most of them are stranded in the sky wrapped up in a fight against their own kind – I concern myself with matters occurring here on the ground. Zarfvin: Worthy of respect, they enable us to realize the future the Titans always imagined for us and our Sovereign.

HERALDRY

HOUSE WORDS Indolence Will Slay You in Time The Night Claims its Toll Yesterday Lays Swords on Today Sundera Noctem (without night) Wield and Work Well Duty, Honor, Respect Honor is but a Word

17

Hawk devouring a snake Two-headed wolf A pair of stone towers Crossed weapons Stabbed typhon Perched griffin Serpent in a knot Stag’s head opposite a lion’s Intricate, interlaced pattern Roaring dragon Three intricate keys Hands breaking shackles Halyphon in flight Minotaur’s head A stylized flower Trident wrapped in seaweed Crowned tyl

18

Chimera

19 20

Gnarled tree Gallows and noose

8 9 10 11 12 13 14 15 16

Join two powerful houses as one Possess powerful religious relics

9 10

D12

CRUCIAN HOUSE CREST 1 2 3 4 5 6 7

Have the most deadly warriors

2

There are dozens of Crucian houses vying for power in Grinn. The first five (called the Destined Houses) were created by the Dismembered Lord after Lightfall. They were Rahgaris, Maegar, Caliar, Vimor, and Galtheon. No laws existed concerning expansion and the creation of new “families,” so many houses took advantage of this, growing quickly and

D20

8

Is welcoming of non-Crucian Secretly working with the Undying Light Smuggling Thanium Sabotage their own to keep their house as is Betrayed by a high ranking member Secretly warlocks to a powerful patron

CRUCIAN GIVEN NAMES

CRUCIAN HOUSES

2

6

Black market dealings

Death is for Tomorrow Our Steel Speaks for Us Give Not, Yield Not We Stand Tall Against Many Ice Before Fire Worry Lies in Weak Hearts Ours Be the Glory Balance in All Things Bane of Heretics

1 2 3 4 5 6 7 8 9 10 11 12

MASCULINE

FEMININE

Payne Brookes Lynch Christor Tomos Dantis Thomos Darreth Renton Xanner Carter Dawsin

Arecel Orya Taryne Breyna Annyte Sabucia Clarysse Marya Eranna Laoren Dexsia Ashlei CRUCIAN TITLES

D12

TITLE 1

TITLE 2

OF HOUSE

1 2 3 4 5 6 7 8 9 10 11 12

Death Even Strong Grace Bleak Crooked Feast High Shade Vile Foul Frost

hand light fang laws dagger tongue tree fury mind fire walker finger

Caliar Arreos Dagarim Maegar Bartal Rhaelor Vidar Galthe Fyste Galtheon Vimor Sargun

3

Unto Death, and Beyond A Queen’s Word Makes the King’s Oath Nothing is Safe Retribution Unending

45 CHARACTER CREATION: CULTURES

CRUCIAN NAMES AND TITLES Many Crucian use given names of their former cultures, though others use historical names of the land of Grinn to honor their new home. The Crucian do not have surnames, but instead are granted titles such as Evenhand or Swiftsword, followed by the name of their houses. For example: Kafka Evenhand of House Gryson.

CRUCIAN CULTURAL TRAITS Ability Score Increase: The Crucians are cunning and outspoken. Choose two from Dexterity, Intelligence, and Charisma and increase both of those scores by 1. Alignment: The Crucians are at best apathetic and often outright cruel, reveling in the failure of their enemies and the gamification of war. They tend toward evil and neutrality. Languages: The Crucian speak a language of the same name, which has become widespread throughout Dragongrin as the common tongue in the decades since Lightfall. Fate-touched: You play a role in the ultimate destiny of Dragongrin. Whenever you make an ability check, saving throw, or attack roll, you can also roll a d6 and add it to your result. You must complete a short or long rest before using this feature again. Webs Woven: You have a mind for politics and manipulation. You are proficient in the Insight and Deception skills and you have advantage on Charisma checks made to convince others to share rumors and secrets. Cultural Focus: You can choose one cultural focus from the following list.

CRUCIAN CULTURAL FOCUS Eyes Abound: Your house has eyes and ears all over Dragongrin, feeding them valuable information, and you are one of a handful with privileged access to their network. While you may not know your spies personally, and their valuable information may come at a price, you know of someone in any major city or well-populated region who is familiar with the area and in the know of its goings-on. Additionally, as long as you are in good standing with your house, you have a contact in Grinn you can communicate with via Missive Crows and letters. Work with your GM to decide who this contact is and what they specialize in. As long as you continue to provide them with information, they will respond with information and advice of their own. Absolute Authority: The Dismembered Lord bred and cultivated you for leadership and your authority is bolstered by his blessing. You have an overwhelming presence that makes weak-willed people cower and strong people respect (or despise) you. You have proficiency in the Intimidation skill. Additionally, you can channel the Dismembered Lord’s presence to ensure your commands are followed. You know the vicious mockery cantrip and you can cast the spell command as a 1st level spell once per long rest. At 3rd level, you can also cast suggestion as a 2nd level spell once per long rest. Charisma is your spellcasting ability for these spells. Grand Strategist: The bloody game of Crucian war has refined your sense of strategy. You’ve become accustomed to planning multiple moves ahead and creating plans for success. As long as you are not surprised, you make initiative checks with advantage and your allies roll a d4 and add it to their initiative results.

46 CHARACTER CREATION: CULTURES

Additionally, you can pinpoint key foes and ensure they are defeated with haste. As an action, you can make a Wisdom (Insight) check against a creature using their Passive Charisma (Deception) as the DC. If you succeed, you learn any damage resistances and vulnerabilities the creature has, who it intends to target on its next turn, and attacks made against the creature have advantage until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) and regain all uses following a long rest. Time-crossed Mind: When the Dismembered Lord caused Lightfall and shunted Grinn from the normal timestream, some part of you was caught in the shift. Your mind is inexplicably linked to versions of yourself from other timelines. You dream vividly of walking in places you’ve never been, talking to people you’ve never met, and falling in battles you never fought. You experience flashes of visions and eerie sensations you could never have felt. Whenever you finish a long rest, choose two skills or tools. You become proficient in those skills until your next long rest as other versions of yourself that trained in them bleed over into your experience. Additionally, you occasionally recognize people you’ve spoken with across time. When you meet a person for the first time, you can choose to have met them in another timeline, immediately remembering their name, profession, and one important fact about them. You must take a short or long before you can use this feature again. The Wolf and the Sheep: You will do things others would never dream of to achieve your goals and increase your own station, and you know which kinds of secrets will undo people . You gain proficiency in the Investigation skill. Through vile means, you have learned the darkest secret of an important person who would be ruined by its uncovering. Work with your GM to choose a powerful and important person whose secret you know related to the events of your game. That person will go out of their way to give into your demands, give you gifts, and look the other way when you go against their power or law as long as your requests don’t outweigh the shame or disaster that would befall them if their secret was known. You also have a contingency in place through a contact or confidant that would release the information under circumstances you choose such as your disappearance or other stipulations.

DROGUS

“The Drogus take what many consider detritus and cobble it together into something valuable; they gaze upon a pile of refuse and find treasure among it. It’s a shame they’ve spent so much time mired in trash that it’s rubbed off on them…” – Cinna Kort, Dead Roses Enforcer From the ashes of once-great empires, the opportunistic Drogus seek to rebuild their former glory piece by piece and by any means necessary. Salvagers, tinkerers, and scrapdealers, the Drogus comb Dragongrin for valuable remnants of the past, and many walk a blurred moral line, tending toward illicit activities and crime to stay ahead in a harsh world. With dozens of clans and minor factions, the Drogus maintain a vast network of scrappers, engineers, and black market merchants.

WHAT ARE THEY KNOWN FOR? • Prolific explorers, pioneers, archaeologists, and reclaimers of Dragongrin’s antiquities, the Drogus have forged a sprawling, hidden patchwork empire out of salvaging, organised crime, and rebuilding. • Opportunistic and shrewd in their dealings, their name is synonymous with profit, trade, and exploitation for gain. • The Drogus are famed for their familial loyalty to all other Drogus of their Chain, their tradition of sticking together, and the values of the Links. • The Drogus control the criminal underworld of Dragongrin. Smuggling and extortion are common practices, and almost every criminal enterprise in Dragongrin has a Drogus near the top, pulling the strings.

WHAT DO THEY BELIEVE? • Chains, the family unit of the Drogus, are sacred. The bond between members is utterly unbreakable, and Drogus are known to die rather than inform on their fellows. “We, ourselves” is the watchword of the Chains. • Most Drogus embrace their traditions, especially after Lightfall. Now, more than ever, they can thrive in the chaos of the Dismembered Lord’s rule. With so much strife, criminal organisations are able to exert more influence than ever. • Drogus believe in the Current Deal. This idea espouses that a deal can always change, based on external factors. A Drogus may give her word on a deal, with the caveat that it is the current deal. If factors change, a Drogus will change the deal. It is a necessary evil when dealing with the Drogus. AVARICE OF THE DROGUS The Drogus lost everything during Lightfall, and most responded by developing an insatiable desire for the acquisition of land, wealth, status, and especially Archans. This shift in focus is typical for the Drogus - adapting to the circumstances. The Drogus are adept at operating within the boundaries of the law as shrewd merchants and artisans, appearing as regular entrepreneurs, while they make their real money from illicit activity.

Leadership: The Drogus don’t have an official ruler or governing body. Instead, there is a loose council of Chain leaders, colloquially called the fingers, one for each of the major Drogus Chains. Within a Chain, leadership is hierarchical, and based on familial bonds. Generally, the older, more experienced members of a Chain’s ruling family are

in charge, and receive tribute from the Arbiters underneath them. Each captain has up to ten merchants under them, who pay tribute, and under merchants, there are kin. This system keeps the Drogus in regular contact, and ensures that power remains centralised. If an issue warrants it, Drogus Arbiters use their power to resolve major disputes, passing judgment and administering punishment within the Chain. Homeland and Settlements: Throughout the dominions of Dragongrin, one finds enormous Drogus settlements constructed entirely of reclaimed Titan salvage. The Drogus call these surga, translated from Bartermouth as a “link in the Great Chain.” The first and largest of these, Mirda, located in Svir Below, is known as their vald surga, or “the strongest link in the Great Chain.” Mirda serves as the cultural hub of all things Drogus. Some surga are said to be connected to the others through reclaimed Titan technology known as Archanic veins that allow for instant transport – though it’s far from perfected or fully safe. It’s whispered that this is how the Drogus became the best smugglers and most elusive fugitives in all of Dragongrin. Rumors persist that each new surga is positioned on purpose, and adds to something larger and more interconnected than the Drogus let on. Drogus During Lightfall: Before Lightfall, the Drogus were a secluded people holding many lands and estates across Dragongrin, though primarily in Svir. They coexisted with the Cryf and Gwan of that region, maximizing on the two cultures’ need for supplies and goods, making untold riches in both legal and illicit markets. They helped architect and operate the now-defunct Black Rail for a tidy sum, and for this they were made wealthy and often envied.

47 CHARACTER CREATION: CULTURES

Most hid away during the troubles, hoping Lightfall would pass them by, but they were affected deeply when the Cryf and Gwan became the Sarrik. The Sarrik are wary of the Drogus, but do still trade with them. When their home was marred by the Desolation in Svir, and with their funds dwindling, they decided to move on, taking up a place in Svir Below, literally building their future from reclaimed refuse. Weapons and Warfare: The Drogus are not the most renowned warriors, nor do they have a shining military history to celebrate. Instead, the Drogus excel in skirmishes, hidden blades, and illicit kinds of combat. Arson, extortion, assassinations and other wetwork – these are the things in which the Drogus excel. Beyond that, the Drogus tend to fight using their resources – starving a settlement of resources, creating scarcity, working to turn other factions against each other, and using their many favours to control the tide of history. TINKERS AND BUILDERS While not as refined as the Zarfvin or as well-funded as the Crucian, the Drogus are far more resourceful than either. They have a knack for tinkering, building, and patchworking, particularly with Titan tech. The Drogus are also willing to create and modify things the Zarfin wouldn’t do. It is said that if you want the job done properly, go to the Zarfvin, but if you want the job done quickly and without questions, go to the Drogus.

Faith and Religion: The Drogus are largely atheistic. They do subscribe to a strict code, the Link, which acts as a moral system for them. However, they possess a fierce reverence for the mysterious creations of the Titans, and the interconnectedness and opportunity brought by technology and advancement. Many Drogus believe fervently in the Great Chain, the idea that All intelligent life is inherently connected – and weighed down – with the sacred burden to create and innovate, though no creation itself can be held sacred unto itself. Priests among the Drogus, decorate themselves with heavy, clanking chains of rare metals – a sign of both opulence and devotion, simultaneously a heavy burden and a great honor. Heritage: Drogus are most commonly dwarven in heritage, with sizable percentages of darrow and tomehearts. Their numbers also include many refugees, outcasts, and opportunists, with representation from every heritage in Dragongrin.

Rumors: For the Drogus, rumors are as plentiful as they are unreliable. With their operations often relying on misinformation, misdirection, and heavy use of the trade tongue known as Bartermouth, some rumors continue to surface in varied forms with enough half-truths to be worth considering. D10 DROGUS RUMORS 1 2 3 4 5 6 7 8 9

10

A lost surga, believed to have been swallowed by the Bleak, recently reappeared. A Titan relic known as the Silent Observer would ensure the Drogus regain their lost power. A Drogus warrior, bedecked in powered Titan armor, calls herself the Lumberer and duels any who dare challenge her in single combat. It’s said a living Titan still roams the tunnels of Deepvault in Svir Below, and some Drogus speak its name in hushed tones. Gutswill, an alcoholic innovation of the Drogus, is said to quickly inebriate even the hardiest of drinkers. A brilliant Drogus engineer claims to have built a working mechanical dragon, offering to sell the warmachine to the highest bidder. A Drogus warrior spins tales of being swallowed whole by the beast known as C’War – he has the scars to prove it. A new militant faction rises to prominence in Mirda, bent on using Titan tech to wage war against the Dismembered Lord. The great, eternal forge of Kurlos (“brightest flame” in Bartermouth), capable of melting down Titan copper, has inexplicably cooled. A Drogus warlord calling herself the Unbroken vows to unite the disparate clans of the Drogus to reclaim Svir from the undead plaguing it.

OUTLOOKS ON OTHER CULTURES Ardor: They’re a stubborn people – which is admirable – but they lack the stomach to act. Crucian: Smug, arrogant good-for-nothings who have everything handed to them. Mord: They’re practical to the point of impracticality – too disconnected. Granok Thane: Too greedy in their dominance of trade – they’ll learn what it’s like to be second.

Customs: The Drogus have a near universal contempt for a few “unlucky” numbers. The most prominent is the number eight, which when written in the common language of Crucian, looks like the Bartermouth symbol meaning “here I rest,” often found on tombstones. Other unlucky numbers are avoided for various reasons depending on the surga. Drogus deals sometimes fall through due to unlucky numbers in the time or location, or even the price of goods. Some Drogus extremists are rumored to go great lengths to ensure only an odd number of children. For this reason, twins are often mocked and reviled for “evening the family.”

Grimdul: Foolishly superstitious, but harmless enough – any who value family as they do deserve respect.

The Drogus also believe in the blood of family. This is a ritual in which when a person comes of age, or joins the Drogus, they are blooded in. The ritual is magical, in which a chain is implanted around the wrists of the Drogus, underneath the skin. These chains are magically linked to others from the same family, and have a slight magnetic pull, allowing Drogus to recognise their own, even if they haven’t met them before.

Talasar: Just like them to tuck tail and fly away when we need them most...

48 CHARACTER CREATION: CULTURES

Holmir: They have land and opportunity, but they squander it on needless adherence to tradition. Sarrik: Bad luck most times – there’s just something unsettling about dead who can speak, and they’re a constant reminder of our former glory. Silverwise: We love making deals in the shadows, so it’s good to have someone keeping them safe...

Zarfvin: Too obsessed with their inventions and uppity in their opinions – they could make a fortune.

THE DROGUS CODE: THE LINK The code of the Drogus, also called the Link, is a vital part of how the Drogus do business. There are three tenets of the code that are most often accepted and enforced, often referred to as the “Core Code.” 1. Never break the chain. Your family comes first, ahead of everything, even your own life. 2. A chain goes both ways. Respect, loyalty and fealty are given both up and down the chain. 3. Respond with certainty. A slight or crime against one Drogus is a slight against all Drogus. When one Drogus is harmed, two of the perpetrators must be harmed worse. Always send the message that the Drogus are one, and do not tolerate insults. Each surga has its own distinct culture while remaining markedly Drogus. If you are Drogus, you are accepted in any surga, though you may have to work your way up through the ranks of their hierarchy. Beyond the Core Code, many surga often have one or two additional tenets they value just as importantly. Roll or choose some tenets from your home surga.

DROGUS NAMES D12 1 2 3 4 5 6 7 8 9 10 11 12

MASCULINE

FEMININE

SURNAME

Bymer Dyfrug Robat Merwyn Tudful Gruddyeu Rhychdir Sawel Meilyr Bleddyn Copen Garedudd

Catrin Tanwen Marged Rhoslyn Gwynedd Dwynwen Gwladys Berthog Rhonwen Eleri Ceirios Angharad

Dawes Poovey Binion Preece Hanmer Bowens Voils Blaney Wogan Caddick Bevan Pritchett

D122 SURGA CODE ADDITIONS 1 2

Everyone has an even vote in the affairs of the moment. Break laws, but keep promises. Gambling wastes our time and coin – it is forbidden for us. Encourage others, and profit from it. Do not knowingly interfere with another Drogus’ dealings, unless you intend to help. When asked for information over food or drink, the absolute truth is required in answer. Make pilgrimages to all surga within your lifetime. Keep yourself, your weapons, and your gear clean and ready. Scavenging relics of the cursed Primordials is forbidden – do not taint yourself. Do not strike one another within the surga – unless you’re in the fighting pit. Filches will know a pain unlike any other. Only truth among family. The best payment is a favor.

3 4 5 6 7 8 9 10 11 12

SURGA GENERATOR D10

NAME

KNOWN FOR

1 2

Gluth Nael

3

Mulir

4 5 6 7 8 9 10

Hosi Thrim Brogroun Thorber Durusgrat Skatdrus Thekrut

Fringe Titan tech medical practices Unparalleled wine brewed Archanically Many layers of civilization dug deep into the earth Expert tomehearts who construct their own kind Rebelliousness Its ability to become mobile Having black market Primordial pieces Rare and forbidden book dealers Fertile, hanging gardens Salvaging the most intact piece of Titan tech

2

49 CHARACTER CREATION: CULTURES

DROGUS CULTURAL TRAITS Ability Score Increase: The Drogus are scrappy and steelminded. Choose two from among Strength, Intelligence, and Charisma and increase both of those scores by 1. Alignment: The Drogus are malleable like heated metal, yet stubborn like hardened steel. They tend toward law and neutrality. Languages: Drogus are familiar with Crucian, the common tongue, and speak it frequently. They also favor Bartermouth, a crude and simple trade language utilized by scavengers and merchants. Drogus Ingenuity: You have proficiency with one set of artisan’s tools, and your proficiency bonus when using those tools is doubled. Tech-minded: You have advantage on any Intelligence (History or Arcana) checks related to engineering, machines, or mechanical devices. Heritage: Drogus are most commonly dwarven in heritage, though their numbers also include many humans, darrow, and tomehearts. Cultural Focus: You can choose one cultural focus from the following list.

DROGUS CULTURAL FOCUS Archanic Companion: You have built a construct companion, forged of reclaimed Titan tech. Choose a creature with a challenge rating of 0 (such as a bat, hawk, rat, or badger – work with your GM for more exotic creatures). Your Archanic companion shares the same statistics, with the following differences: • It is a construct instead of a beast. • It cannot be charmed. • It is immune to poison damage and the poisoned condition. • It understands you, but cannot speak. Your Archanic companion obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own turn. If your Archanic companion is killed, you can spend 1 hour and 10 gold pieces rebuilding it, choosing a new form for it if you wish. At the GM’s discretion, this companion can replace or count as a companion for the sake of other features. Iron Presence: You have advantage on all Charisma saving throws against spells. Additionally, a life of bartering, haggling, and skirmishing over salvage and trade has given you a keen eye for how to get the most out of others. You are proficient in the Insight skill. If you spend 1 minute observing another creature, watching their demeanor, quirks, and speech, you can make a Wisdom (Insight) check using their passive Charisma (Deception) as the DC. On a success, you gain the following benefits: • You learn their current emotional state and their broad current motivation. • You have advantage on Charisma (Persuasion, Deception, and Intimidation) and Wisdom (Insight) checks made to socially interact with them for the next hour. • You cannot be surprised by them as long as you are currently interacting with them. Salvager: You have a mind for valuable detritus, and can usually find something useful in the ruins and wreckage of the past. While in a suitable location as determined by your GM, you can spend 1 hour per day scavenging, rolling on the Mementos portion of the Character Creation chapter on page 50 CHARACTER CREATION: CULTURES

172 or working with the GM to uncover a piece of the past, or finding a piece of adventuring gear of your choice worth up to 10 gold pieces. Additionally, you have a specialized piece of Titan tech modded especially for salvage and mining called a Ravager, which weighs 5 pounds. When you activate your Ravager, choose either a 15-foot cone or 10-foot sphere. A subsonic boom erupts from the device, sending a violent shockwave outward. Any creature caught in the area must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Intelligence modifier, or take 2d6 thunder damage and be pushed 5 feet and knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone. Inorganic matter automatically takes max damage and loose rock and scrap metal are automatically destroyed. The device must be recalibrated over a short or long rest before it can be used again. Scrap Weapon: You carry an odd, unique weapon, cobbledtogether from pieces you’ve scavenged. Choose a melee weapon you are proficient with that is not heavy or twohanded – your scrap weapon shares the same statistics, except that it also has one of the following additional weapon properties: thrown (it gains a thrown range of 20/60), reach (its reach increases by 5 feet), or versatile (when wielded with two hands, its damage die increases by one increment). Once per day, you can spend 1 hour modifying your scrap weapon, replacing its chosen property with another from the preceding choices. At 5th level and again at 10th level and 15th level, your scrap weapon gains +1 to attack and damage rolls and deals an additional die of damage on critical hits. Stubborn Study: You are relentless in your studies, and have pursued a skill that didn’t come naturally to you. Choose a single skill tied to an ability in which your score is no greater than 11. You gain proficiency with that skill, and your proficiency bonus is doubled when you make a check using that skill. Additionally, your stubborn will is honed enough to force success where others would fail. If you fail an ability check, you may roll again and keep the higher result. You must complete a short or long rest before using this ability again.

GRANOK THANE

“The Granok Thane are a force of nature employed to do a contractor’s bidding. Hiring them on as mercenaries is like paying the Bleak itself to rain down upon your enemies. It’s true they have honor, but you’d better pray you have enough coin to remind them, or that same honor will come back to haunt you...” – Iskar Divus, Soldier in the Talasar Civil War A hundred years before Lightfall, the warrior clans of the Granok Thane rose up to usurp the realm of Dragongrin, but they lost that war to the Ardor and their allies. The Granok were so deadly in combat that part of their reparations included a mandate called the Granok Census, calling for a mass exodus from their homeland of Uldane, surrendering it to the Holithic Church. As part of the Census, no more than 100 dispersed Granok Thane could be in any given city, for fear that they would take over. The Granok Thane hate their forced relocation, and harbor a powerful desire to return to their homeland and reclaim it. In the years following Lightfall, they refused to obey the treaty, and caused chaos all over Dragongrin. A generation has passed, and without the sting of defeat, the up-and-coming Granok Thane have resigned themselves to their existence – it has forced them to wage war as mercenaries. Largely ignoring the customs and politics of the realm, roaming from place to place as nomadic mercenaries, they are unmatched in the art of war, and the prosperity of their culture lies mostly in their reputation as infamous mercantile warriors and sellswords.

WHAT ARE THEY KNOWN FOR? • The Granok Thane are renowned as the operators of the Red Sail Markets – the monopolistic, Sovereignsanctioned traveling caravans of Dragongrin. • The Granok Thane are the most notorious sellswords in the realm, divided into countless bands of “free companies” with myriad martial services available to the highest bidder. Each company is accompanied by a squad of Kind Fellows, the secret police of the Sovereign, to ensure that no charismatic warlords rise and bring the Granok Thane to retake their homeland. • Their distinctive weapons and armor are unmatched in quality, often passed down between generations and sought after vigorously by those without them. The most valuable are those made from the durable and magical alloy known as Thanium.

WHAT DO THEY BELIEVE? • All Granok Thane feel the sting of their lost homeland. Many of them can remember the war with the Ardor, and elders tell stories of their lost home, and how it is a land of milk & honey. • While all miss their homeland, there are some who believe that their current role as mercenaries and operators of the Red Sail Markets has strengthened their people, and honed them into the mightiest fighting force in the world. • Others insist that it is only a matter of time before the Sovereign’s dark gaze sees them as a target, and they must be prepared for that day. • The Granok Thane are a markedly isolationist culture. The loss of their home has made them come together and tell stories of their culture, to double down on their cultural traditions, and to carefully protect who is welcomed into their culture.

DOMINANCE OF THE GRANOK THANE The Granok Thane are said to conquer as easily as they can breathe, and even a pair of them are said to be equal to six regular soldiers. In the days after Lightfall, they roved in hordes, and razed cities, pillaged whole countries, and brought death and conquest wherever their gaze fell. There’s a popular saying among them: “With blood and dirt” – because bloodshed and a mess are guaranteed to follow a Granok Thane wherever they tread. While a reputation for a measure of fairness exists among them, their ambition typically supersedes all else. To combat this, the Dismembered Lord began a campaign of systematic removal of their leadership, and placed in their companies squads of Crucian Kind Fellows.

Leadership: To the Granok Thane, experience is the key to leadership. Each free company is led by a warmaster who has a lifetime of experience. These leaders come from the nobility of their tribal system, tend to follow a matriarchal system, and each of them is part of a tribal council that meets once a year. Operating under a tenuous alliance, the different companies periodically meet to make important decisions, often resulting in the will of the most powerful leader getting their way – though sometimes the will of the free company must be respected, or else a challenge to the warmaster is imminent. This meeting, called the Granokaar, is a tense moment for all of the other cultures in Dragongrin. A gathering of the mightiest fighting force in the world is carefully policed by Marrow, and the agents of the Dismembered Lord. Homeland and Settlements: The Granok Thane make their primary home in the blasted sandsteel of Jahar, though they have spread to every corner of the realm. Their true homeland is Uldane, and the reclamation of that homeland is absolutely central to Granok Thane. A culture always on the search for home, you’ll find a Granok Thane in places where no other fool would dare tread.

51 CHARACTER CREATION: CULTURES

THE RED SAIL MARKET The most elite free companies of the Granok Thane run the Red Sail Markets, a network of roving, monopolistic trade caravans officially sanctioned by the Dismembered Lord to operate in Dragongrin. If you’re looking to purchase something, from weapons and armor to adventuring supplies and illicit substances, the Red Sail market will likely have it – or can procure it for the right price. See more about the Red Sail Market on page 12.

Granok Thane During Lightfall: The Granok Thane recognized the Dismembered Lord as a threat, but due to the strictures of the Granok Census, they refused to help the Ardor. Instead, they revelled in the chaos, bringing death and destruction wherever they were. When they saw their ancient enemy, the Ardor, battling the Dismembered Lord, the Granok Thane joined him. With the Granok Thane on his side, the Dismembered Lord quickly crushed the remaining resistance. The precursors to what would become the Marrow, the Granok Thane served the Dismembered Lord well, and in return, he formally broke the Granok Census and entrusted them to keep his supply lines going – thus was born the Red Sail Market. Many Granok Thane felt betrayed that the Dismembered Lord did not return their homeland to them, and resent his betrayal to this day.

Customs: The Granok Thane celebrate the Elun – festivals and celebrations in honor of their lost culture, markedly including a series of athletic competitions showcasing skills and martial prowess. Not typically lethal, these competitions are used by free companies to assert dominance over one another, but also to deepen the bonds between the various warmasters and their people. Only Granok Thane are allowed entry into these celebrations, and the prizes are often rare artifacts created by the Granok Thane themselves. The Granok Thane have a military language, called Nok, which is a shorthand for commands and orders, which has become adapted into a sort of secret language of hand signals, whistles, and other gestures. Granok Thane always greet each other with a complex sentence in this language. Rumors: Between the many free companies and the various outsiders that now make up the Granok Thane, rumors about them are whispered in taverns and around dying campfires. Though only the Granok Thane themselves could separate the truths from the lies, even the most outlandish rumors could be true of such great warriors and craftsmen. D10 GRANOK THANE RUMORS

Weapons and Warfare: Master armorers, weaponsmiths, cooks, bodyguards, mercenaries, and keepers of the Red Sail Market, the Granok Thane sell war in whatever ways turn a profit. The Granok Thane’s distinct weapons and armor have become an iconic symbol of fear and bloodshed. The most valuable and powerful pieces made of the mystical alloy known as Thanium, forged to levitate in place, move to strike for and protect the wielder/wearer. Their arms and armor – Thanium or not – are known for being highly durable and lightweight, and are sought after by many. It’s common for a Granok Thane to keep their armor for a lifetime, passing it on to a worthy bearer, who refits the armor and passes it down to the next and so on. These “heirloom” suits of armor are each unique, yet distinctly Granok. As a fighting force, the Granok Thane are legendarily resilient and dogged, outlasting any foes that face them, and grinding them into dust.

1

Faith and Religion: The Granok Thane worship the Riaghain – three warrior sisters said to govern both war and fate, two concepts intimately tied together. The three sisters are separately known as the Queen of Phantoms, the Queen of Blood, and the Queen of Prosperity. They foretell doom, fortune, victory and defeat respectively, and in these roles they often appear as spectral dire animals that suit the situation. It’s said the Riaghain are the founders of the Granok Thane, and were once mortal women who waged war unlike any before them, forging a future for their descendants.

7

Heritage: Granok Thane are most commonly human in heritage. Their numbers include beings of all types and backgrounds who have proven their martial skill and work ethic. Many festir, for instance, live and work among the Granok Thane, where their monstrous countenances are accepted without prejudice. Since Lightfall, the Granok Thane have become much more protective about who can join their ranks.

52 CHARACTER CREATION: CULTURES

2

3

4 5 6

8

9 10

Some radical Granok Thane consider the Dismembered Lord the father of the three sisters of Riaghain, but must hide this belief, as true Granok Thane consider this heresy. A violent coup has drastically altered a prominent free company, and their views on their share in the Red Sail Market profits are heavily contested. The Granok Thane are united, but use the free companies as a way to appear less powerful to their more foolish rivals. One day, they will reveal their unity and take what is rightfully theirs. Granok Thane spies lurk everywhere, looking to exploit weaknesses in order to conquer new lands. An artifact given as a prize from a previous Elun festival is going to be auctioned at the next Red Sail Market. Granok Thane aren’t allowed to bid. Granok Thane mercenaries secretly train an army among the Red Sail Market for a purpose yet unknown. Multiple free companies have mobilized nearby. What is their goal, and who pays them? A rogue group of Granok Thane recently freed hundreds of Ardor slaves in an attempt to reforge the lost alliance between their culture and the Holithic Church. A well-known warmaster has been wounded, and it’s only a matter of time before they’re replaced by force. If only someone could influence who the new leader will be... The Granok Thane are said to have their eye on a Dominion of Ash to conquer and rebuild their empire, forging New Uldane.

OUTLOOKS ON OTHER CULTURES Ardor: No one should be enslaved – but sometimes drastic consequences follow a foolish tactical decision. Crucian: They posture as mighty warriors, but they are yipping dogs in a land of wolves. Drogus: Good in a fight, scrappy and resourceful, but some of our biggest competition for the Red Sail with their black markets.

Grimdul: Too idealistic for their own good, and stubborn – but their tactics shouldn’t be underestimated. Holmir: Why would such mighty, powerful warriors work so hard to fight something that’s already dead? Seems a waste. Mord: If they’d open up their lands, the Red Sail would make more coin than the Sovereign could count with his Crucible. Sarrik: They can still bleed, so they can be slain – that’s reason enough to trust them unless they prove untrustworthy... Silverwise: There’s no one like a Silverwise at your back when you’re fighting a monstrosity – they have a knack for knowing the weaknesses of the world’s abominations. Talasar: I’d spit, but I wouldn’t waste the saliva. They’ve killed more Granok Thane than any other people, and we owe them vengeance. Zarfvin: Reliable, practical, and always good for a useful innovation to sell or improve operations. RIVALRY WITH THE TALASAR Many believe that if it wasn’t for the Granok Thane, the Dismembered Lord would have lost some of the most pivotal battles of Lightfall. When the Talasar finally became embroiled in the conflict, it was only the Granok Thane who were able to prove a true match for the warriors. Some say that the Talasar underestimated the Granok, and that was very nearly their undoing. In a legendary series of battles known as the Siege of Rests, the Granok Thane took many Talasar lives, forging an undying rivalry. Many Granok Thane feel that their famous victories against the Talsar is an achievement to be proud of, though they often fail to mention the severe losses they incurred. Some Granok believe the continued rivalry keeps both armies sharp and strong, while others know there’s no glory and coin in reliving the past.

GRANOK THANE COMPANIES AND SPECIALIZATIONS Aside from their skill in warfare, Granok Thane companies are most often masters of trade, vying to be the best in their given medium. In some cases their names reflect what they do, in other cases it’s considered humorous tradition for the name to have no reflection on what the company specializes in at all. Some companies take the name of their commanding officer, such as “Barker’s Howlers,” while others use a single moniker such as “The Redhawks” or “Riftbreakers.”

THE GRANOK CREED The military code of the Granok Thane, also called the Creed, was once a vital part of their martial culture, though now with their dispersal, only some adhere to it – or pieces of it – others do not. Like anything else there is much interpretation that varies from leader to leader, and free company to free company – if it’s adhered to at all. There are four master tenets of the creed that are most often accepted and enforced when it is observed, though some free companies focus on as few as a single one (if at all).

1. Oaths Bring Fortune: Before each battle, the Granok Thane swear an oath of how they will comport themselves in battles. Declaring honor, valor, bloodshed and whatever is pressing to the mission, every Granok swears their vows differently. Oaths from fallen warriors are taken, and fulfilled by those who survive them. 2. Honor the Contract: When the Granok Thane accept a contract, they will do everything in their power to see the contract completed. Their captains are expert negotiators, and are very careful in crafting carefully worded contracts. 3. The Old Manner: Disputes between Granok Thane are not to be brought to full scale war. In the event of a dispute that cannot be solved through diplomacy, each company puts forth a champion, who fight in a duel, ensuring that only one Granok Thane dies. 4. We Are One: Granok Thane are viewed with fear and suspicion. It is the responsibility of every single Granok Thane to uphold our values and traditions, as we are without a home land. Every one of us represents our culture, and our reputation is vital above all. Remember that in your dealings. GRANOK THANE COMPANY D102 TRADE 1 2 3 4 5 6 7 8 9 10

WARMASTER TRAITS

Construction

Most kills documented Renowned among the Red Sail Cavalry Market Foodstuffs and cooking Undefeated in single combat Sellswords Master of the arcane Scouting Lost an arm to a Talasar Duellists Former Lord of Ash Guard duty and Fought against his people during protection Lightfall Butcher/curing meats Unmatched physical strength Takes weapon or trinket from all Consultants they defeat Weaponsmiths/armorer Masterwork Thanium armor GRANOK THANE COMPANY NAME

D202 NAME 1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Redhawk Storm Sandsteel Dead Straysoul Crimson Blackblade Wailing Gray Shattermist Goldtongue Riftbreaker Everflowing Deathcloak Bleakbreaker Bloodcoin Slagwurm Duskwave Steelhood Ghostfire Death’s

NAME 2 Brigade Slayers Army Howlers Ransomers Swarm Collective Tigers Sentries Furies Hunters Typhons Company Freelancers Resurgents Phalanx Defiants Killers Rivals Sinners 53

CHARACTER CREATION: CULTURES

GRANOK THANE NAMES AND RANKS

GRANOK THANE CULTURAL TRAITS

The Granok Thane don’t have surnames, but instead tie their identities to the company they belong to (Govok of the Goldtongue Furies). Some choose to use their company as a surname for short (Govok Goldtongue). Though the Granok Thane are not a formal military, each company follows a hierarchy of rank based on metals from iron to Thanium, representing the value of your services as a mercenary. Starting with iron to represent your value being the equipment you have, and slowly working up – the more rare the metal, the higher the Thane’s rank is within their company, showing the higher price they’d fetch for their services as a sellsword.

Ability Score Increase: The Granok Thane are master mercenaries and negotiators. Choose two from Strength, Dexterity, or Charisma and increase both of those scores by 1.

D20 1 2 3 4 5 6 7 8 9 10 D6 1 2 3 4 5 6

GRANOK THANE NAMES Sebanos Govok Vradum Deqrax Kreipeth Melaer Wribea Cauxir Loris Veselm

11 12 13 14 15 16 17 18 19 20

Zevana Staekras Bauxith Limek Prexir Krokar Ciovok Mereas Ukaethes Vuxis

GRANOK THANE RANK

Alignment: Though mercenaries at heart, many Granok Thane adhere to portions of the Granok Creed, what was once a strict military code is now upheld far more loosely, using some of its core tenets as guidelines. They serve the highest bidder, but never break a contract. They tend toward law and neutrality. Languages: Speaking Crucian is a necessity for the Granok Thane, who regularly treat and trade with cultures across Dragongrin. Among their own, Granok use a secretive form of sign language known as Nok, developed to quickly and subtly deliver orders between warriors, even those deaf or hard-of-hearing. Though basic, Nok can be used to speak conversationally when the need calls for it. Warrior’s Build: Your people have been bred for combat and have an imposing stature. Gain proficiency in the Athletics and Intimidation skills. Eye for Value: Your time around the Red Sail Market has given you a keen eye for things of quality and value. You know the approximate price and cultural origin of any non-magic object and can tell what condition the object is in. Cultural Focus: You can choose one cultural focus from the following list.

GRANOK THANE CULTURAL FOCUS

Iron Copper Brass Silver Gold Thanium

Thanium Armor: You have a special set of armor made of Thanium passed down through your family. The armor has the stats of either studded leather, a chain shirt, or chainmail, except it has the following benefits: • It provides an additional +1 to your armor class. • It is equipped with wrist blades you can retract or extend without using an action (these blades have identical statistics to shortswords). You can upgrade the armor by finding a Granok Thane smith that works with Thanium. By paying the gold value of a piece of armor to the smith, you can convert the Thanium armor

54 CHARACTER CREATION: CULTURES

into another armor as long as it falls into the same category (light, medium, or heavy). Additionally, the floating sections of Thanium can defend you. As a reaction, you can activate your armor to defend you from attacks. Until the start of your next turn, your armor class increases by 2. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after completing a long rest. Red Sail Veteran: A lifetime of helping to manage the Red Sail Market has made you adept at negotiating. You gain proficiency in the Persuasion and Insight skills, and roll Charisma checks made to barter or negotiate terms with advantage. Additionally, you have become well-connected within the markets. You know another Granok Thane who works as a major supplier for the market’s trade. Work with your GM to decide who this person is, how you know them, and what they specialize in supplying. You can obtain goods through them at a heavily discounted rate, and at the GMs discretion, they can find even certain rare, outlawed, or sought-after items and materials (at normal price) upon request. If they do not have the capability to supply a certain item, they likely know someone who does, to whom they can refer you. Blood Oath: The deals you make are bound not just by word, but by deeper power. Whenever you agree to equal and fair terms with another person, you can choose to bind the deal in blood. By marking a written contract with a secret symbol, using your own blood to draw it, the deal becomes magically binding. As long as the contract was drawn fairly and accurately and no parties were under the effects of mindinfluencing magic, both participants must honor the written terms exactly or suffer a disastrous fate for their treachery or failure. If the creature does not willingly submit to the spell, you can force them to be bound by its power, though they must still agree to the terms and sign the contract without coercion. Any creature who does not submit can make a Charisma saving throw, the DC of which is 8 + your proficiency bonus + your Charisma modifier. On a success, neither person is affected by the bond and you are aware that they resisted.

If either party in the agreement breaks the terms, they are afflicted by a terrible curse, becoming ridden with horrifying sores and suffering the effects of the bestow curse spell the moment they break the contract. Those who kept the oath choose which effect of the bestow curse spell happens. This curse can only be removed by either fulfilling their end of the deal or by the remove curse, greater restoration, or wish spells. Blood and Dirt: You were born into battle, lived your whole life in the bloody fields, and learned to thrive in its chaos. You gain proficiency in all martial weapons and medium armor. You can also add scale mail and one martial weapon of your choice to your starting equipment. Additionally you gain the following: • You learn two Granok Thane maneuvers of your choice from the following table. If the maneuver requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). • You gain 1 superiority die (if you don’t already have superiority dice, it is a d6). This die is used to fuel your maneuvers. It is expended when you use it, and is regained when you finish a short or long rest. GRANOK THANE MANEUVERS Maiming Strike: When you hit with a weapon attack, you can expend a superiority die to attempt to maim the target. You add the superiority die to the attack’s damage roll. The target takes damage equal to the number you roll on your superiority die again at the start of its next turn. Pummel: When you miss with a melee attack roll, you can expend a superiority die to make a melee attack with an empty hand or shield as a reaction. On a hit, you deal damage equal to the number you roll on your superiority die regardless of what your normal damage die would be. Obstruct: When you hit a creature with a weapon attack, you can expend a superiority die to use your body and weapon to obstruct their movement. You add the superiority die to the attack’s damage roll and the target must make a Strength saving throw. On a fail, its movement speed becomes 0 until the end of its next turn. Fight Dirty: When you hit a creature with a weapon attack, you can expend one superiority die to fight dirty. You add your superiority die to the attack’s damage roll, and the creature must make a Constitution saving throw. On a failure, the target becomes your choice of either blinded or deafened until the start of their next turn. Body Shot: When you successfully grapple a creature or escape a grapple, or when a creature fails to escape a grapple with you, you can expend one superiority die to wound the creature as a reaction. The creature takes the amount of damage you roll on your superiority die. Mage Bane: As a reaction, you can expend a superiority die to add the amount rolled to a saving throw against spells or spell effects.

Battalion Commander: You have served as a squad leader for a mercenary company and have refined your ability to lead. Your keen eye for combat and teamwork has given you the following benefits: • You can use the Help action as a bonus action, and you can use the Help action out to a range of 30 feet. • Whenever an ally scores a critical hit while you are helping them with the Help action, they roll an additional die of damage. • Whenever an ally that you can see falls to 0 hit points, you can use your reaction to allow yourself or an ally within 30 feet of you to move their full movement towards the fallen ally. Movement used in this way does not provoke opportunity attacks. • As long as you can see a creature and your allies can hear you, your allies can attack that creature they cannot see without disadvantage. 55 CHARACTER CREATION: CULTURES

GRIMDUL

“The Grimdul are a fierce wind who carry the seeds of growth as readily as the power of destruction. Much like the Soulwinds of their lore, the Grimdul pivot in an instant, redirecting their relentless power like a honed blade. And like any wind, when aimed properly, they can power the mills of the Dismembered Lord’s plans, the superstitious fools…” – Zaria Sharn, Curator upon the Council of Ash The Grimdul see, at all times, the future before them, indicating direction like wind across a fluttering banner. Sensing the coming destruction of the Dismembered Lord, the Grimdul forsook the realm of Dragongrin and took care of their own, preferring instead to weather the storm. They roam as nomads, making their homes where they pitch utilitarian but comfortable encampments, often along Stormroads or the Wurm Roads of Jahar, or following behind the Red Sail Market. Having a knack for divination, as well as unmatched mounts, some Grimdul seek out threats to end danger before it rears its head – to regain the honor they lost during Lightfall. Others cling to what little they have left, refusing to wage war – after all, battles are meant to be survived, not won. But all revere the Jantari, the Soulwinds of creation, which blow across Dragongrin more furiously now than ever.

WHAT ARE THEY KNOWN FOR? • The Grimdul are known for their reverence of Jantari (also called the Soulwinds). This system gives thanks to the binary powers of light and dark, pain and suffering, whose balance created the Soulwinds and oversees them. It is a harsh belief system that rewards pure pragmatism, and a kind of honour that seems cruel to outsiders. • They are are known as fierce mounted warriors with unmatched beasts-of-burden, from horses and oxen, to more exotic and dangerous creatures like xol and halyphons. The camps of the Grimdul are mobile, and they roam each day, building their camp each evening. • The Grimdul have a unique concept of property and ownership, translating roughly into “we share all.” Each Grimdul contributes to a community fund to pay the Tenth for one another. Those who don’t contribute are exiled, and in the grim economic hardships of Dragongrin, pockets of these outcasts increase in number. Their leaders are a council of elders, who see to the fair distribution of all things.

WHAT DO THEY BELIEVE? • Most believe the Primordials of old were the creators of the Jantari, are the purest and most balanced beings in the realm, and that their power will rise again. • Others believe they must accept that their superstitions have failed them in the past – that there is no place for such things in the Grimdul’s future. Instead, they posit that a tribal system, a more brutal, pragmatic system, is what they need. These tribes are led by warlords, and divided into a caste system. They are the most warlike of the Grimdul. • Most believe they must play a part in balancing the realm as the Grimdul prophecies have foretold, though many struggle throughout life to discover what their purpose truly is.

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WANDERLUST OF THE GRIMDUL Flowing like the Soulwinds, the Grimdul move across Dragongrin on an endless journey. Their nomadic ways are a joy to them, never staying in one place for long. Through their movement they develop a stronger bond as a people, and this strengthening helps them press further into the unknown.

Leadership: The Grimdul divide themselves into nomadic clans, each ruled by a leader or council known as Jantaghan. The old ways of Jantari dictate that “all must be shared.” What constitutes as ‘all’ varies from tribe to tribe. Some live as one large family unit, where children are raised in groups, and everything from food, to furs, to weapons are shared. Others have a more traditional tribal structure, where only the rarer resources like weapons and wealth are shared. Disputes are mostly dealt with on a personal level, sometimes heard by peers and decided by agreement. More serious disputes are brought before the Jantaghan, which is either a council of elders, or a warlord. There is a more recent tradition among the warlord led tribes, of rewarding followers with goods, station, and favor based on their combat prowess and skill – a new tradition seen as heretical by some, though it inarguably draws the powerful and talented to those Jantaghan. Homeland and Settlements: Though they endlessly rove like the revered Soulwinds, if the Grimdul had to call a place home, it would be Jahar – where their tent-cities are most commonly found. The Grimdul are found in every corner of Dragongrin. With the ancient magics of the Mountbreakers, they are capable of taming and domesticating beasts in a way no other culture can. Grimdul During Lightfall: The Grimdul were vocal about the coming of the “Still Shadow,” and warned any who would listen that this would emanate from the mouth of the East. It would later be clear that the “Still Shadow” they were referring to was the Dismembered Lord himself, though their warnings were so cryptic that they were of little good to anyone. While the Grimdul seemingly understood that this twisted shadow would rise, they still chose to “let the Jantari blow as it will.”

Weapons and Warfare: The Grimdul are known for their Steelwind Horde – mighty horse lords trained from birth for mounted combat. Each soldier typically maintains three or four mounts over long journeys, switching between each as they become too tired to travel, and having them ready should they fall in battle. Their chosen weapons include masterfully crafted swordstaffs, called windblades, ideal for fighting from the saddle, as well as bows, lances, and other polearms. Most famous of all is the Jantari Rider, known for their exceptional ability to fire their bows from the backs of their mounts, even when riding away. Their armies often travel light, largely living off the land. They focus on “hit-and-run” and “feigned retreat” tactics, relying on their mobility and adaptability to wear their enemies down before routing their exhausted remnants. The power of the Soulwind Channelers allows the Grimdul to predict, to a certain degree, storm patterns and shifting terrain, they use the weather as cover for their movement, hiding their locations from even the most renowned trackers until the ambush is sprung. UNSURPASSED MOUNTS None can surpass the breeding prowess of the Grimdul. They are responsible for the finest horses in all the realm, as well as the masterful breeding, taming, and riding of exotic and monstrous creatures. The Grimdul are sought after as breeders, but they save the most deadly and powerful mounts for themselves – and the Dismembered Legion of course. There is a dichotomous Grimdul adage regarding their bond with their mounts: “Never love your mount, because many will likely die beneath you. Love your mount as yourself, because they will be your salvation in battle.”

Faith and Religion: The Soulwinds are an innate part of every Grimdul. They have a preternatural sixth sense for them, and this understanding leads them to follow the philosophy of Jantari. While not a faith in the strictest sense, it is a set of principles that espouse ideas of sacrifice, selflessness, and finding joy in the small moments of life, as well as in the raw power of nature. There are no doctrines or dogma to the Jantari, but it explains that the Soulwinds are a fundamental aspect of creation, and that these forces, though powerful beyond our comprehension, do not possess any structure or order. This philosophy is interpreted differently by different tribes. Most believe that their innate understanding of these Soulwinds means that they should pursue balance in the world. Others believe that they must simply follow the flow and whim of the Soulwinds, which will blow as they will, regardless of the wants of mortals. Nearly all Grimdul revere the Jantari, the mighty Soulwinds that together form the fundamental aspects of creation. Though their interpretations and manifestations vary between sects of Grimdul, their names rarely differ. • Flamewind: The First Wind forged the world in its inescapable flame. The Flamewind consumes all it touches. If controlled, it can purify. If not controlled, it devours all. • Steelwind: The Second Wind tempered the world with its thunderous might. The Steelwind strikes all it touches like a hammer. When tempered, it builds and restores. When unbridled, it crushes. • Floodwind: The Third Wind quenched the world and strengthened its bonds. The Floodwind cleanses all it touches. When governed, it gives life and purifies. When unrestrained, it erodes and drowns.

• Stonewind: The Fourth Wind looked upon the tempered and quenched world and found it worthy, sowing it with life. The Stonewind appraises and judges all it touches. If it finds order, its weight brings life and balance. If it finds strife, its weight brings toil and depletion. Heritage: Grimdul are most commonly human, though their numbers also include traces of others seeking the balance of the Soulwinds – elves, darrow, and festir. While any can ascribe to the philosophy of Jantari, those who are born into the culture tend to have a stronger connection with the Soulwinds. Customs: When making camp, the nomadic Grimdul place spears and other polearms around the perimeter of the territory, marking the borders of their temporary settlement. Each spear is draped with multi-colored banners, bearing ancestral names and legends of old. These banners, sacred to the Grimdul, represent their collective history, passed down from one generation to the next. The banners catch the wind as they guard the Grimdul camp, reminding all of the Soulwinds which created the world – and which will someday blow again to reclaim their creation. The Grimdul live a harsh existence, a nomadic life that is filled with hardship. It is one of the greatest sins to them to see wastefulness. Food waste, especially, is abhorrent to them, who must often go days without eating. The spilling of Grimdul blood is considered a grave insult, and when clans fight, prisoners are executed by having their backs or necks broken, rather than having their blood spilled. The Jantaghan is chosen by the people. There is no hereditary power among the Grimdul, who believe that all are equal within the Jantari. A leader is chosen based on their own merits. The fact that Grimdul share all, means that a leader rarely becomes entrenched due to excess wealth. In the newer tribes, who have abandoned the old ways, dynasties are much more common. THE GREAT PLUNDER For all its dangers, the jungles of Zamon are rich with an incredible wealth of resources, and the Grimdul that dwell there are responsible for what is known throughout their culture as the Great Plunder. The Grimdul of Zamon – most notably the Dur Yara clan – have become experts at harvesting the countless corpses of the Primordials that lie within the jungle, using all parts of the creatures to craft Valens (learn more about Valens in the Wonders chapter on page 411). The Great Plunder is the duty of the Grimdul of Zamon who faithfully export valuable Valens – first to Grimdul elsewhere in Dragongrin – then selling the remainder to the Red Sail Market, using the profits to assist in paying the Tenth of any Grimdul in good standing with their clan.

Rumors: Much of what the Grimdul say tends toward the figurative and prophetic, so distilling the truth from the spiritual can be tricky – though some recurring rumors persist that seem wholly terrestrial.

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D10 GRIMDUL RUMORS 1

2

3 4 5

6 7 8

9

10

The Grimdul are disappearing, albeit slowly. Some say the Dismembered Lord takes them in the night, one by one, to fuel his dark machinations. The Dismembered Lord knows that if the Grimdul ever put aside their superstition long enough, they could create a Primordial artifact to see the future, one possibly more powerful than the Crucible itself. Many whisper a terrible faction of Grimdul are taking their own kind to the clutches of the Dismembered Lord, in exchange for a more prosperous life in Grinn. Prominent Grimdul seers have all received the same vision simultaneously – the ending of worlds, this one and all others. A new variety of mount has been domesticated by the Steelwind Horde, and some fear the species is too unpredictable. Grimdul prophecies and visions are more easily obtained when nearer to the battlefield of Lightfall. Most believe this is due to the world-changing nature of the site. The Soulwinds will soon coalesce into physical storms, and the Primordials will follow them. A cult of Grimdul has spent years serving one of Dragongrin’s fabled typhons. The beast must be using their powers for some terrible gain. The Dismembered Lord was wrong to select the Crucian as his chosen people – the Grimdul are far more able to serve the Sovereign, and sects of the nomads have been slaying Crucian wherever they are found. Underneath one of the many regions of Dragongrin is the first ever Grimdul city, powered by the Jantari. If the nomads were to find it and settle down, they could become heirs to a new permanent nation.

THE GREAT WIND While the Bleak is a source of fear, pain, and destruction for many in Dragongrin, many Grimdul revere it, and welcome it. Calling it the Great Wind, they believe that this arcane maelstrom is a cloud made of their ancestors’ spirits, unleashed upon Dragongrin as part of a great prophecy. They believe it is an honor to die and join the Great Wind. The Bleak is no terror to the Grimdul. They see it as the Skymother made manifest, come to the world in roiling fury. They wish dearly to become one with the winds, and hope that if they live good, selfless lives, they will join the Soulwind, and the Skymother. Others believe this is heresy, and that there are no winds outside of the Jantari. Many believe that the Great Wind has come to bring balance, and weaken the Dismembered Lord, though others claim the Sovereign brought true balance to the world using the Bleak.

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OUTLOOKS ON OTHER CULTURES Ardor: This lamed mount still lives, but can never fully heal – we honor their persistence. Crucian: The children of the Still Shadow, as dark and venomous as their master. Drogus: These gatherers of the discarded scraps of the past are harmless enough – beware their love of coin and steel. Granok Thane: A wolf dressed as a trained dog – they wait for their time to rise, growing in power each passing day. Holmir: They have dwindled in number as they pursue the destruction of the grins – but they have grown more fierce as a result. Mord: They are as old as the Soulwinds themselves, and while rich with wisdom, their outlook is a grim one. Sarrik: Having seen inside the Great Wind and having been blessed by it, they are a chosen people – but for what purpose is not certain. Silverwise: They claim to hear the whispers of those long passed – could they be in tune with the Soulwinds, as we are? Talasar: With their view from above they can see things we cannot, but they squander it, instead looking to shed the blood of their own. Zarfvin: They rely too much on what they can prove, lacking faith – but there are none who can master the relics of the old world like them.

JANTARI PROPHECIES

GRIMDUL NAMES

The Jantari speaks to the Grimdul in cryptic prophecy. Though many dismiss it as vague hokum too general to be proven, others swear by the validity of their visions and warnings. Each clan has a prophecy it believes to be true – some individuals believe that the Jantari has spoken a prophecy unto them that will come to pass. Some prophecies speak of the end of the world. JANTARI PROPHECY GENERATOR D202 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

CONDITION

PORTENT

When the blind see again As the serpent hatches When the red kings clash Through the blisters of the world When the high ground shifts On the shortest day If marriage means death

Honor dies Lies will be rewritten A cursed age begins Two kingdoms suffer

A hail of iron falls All will be forgotten A new rain falls The gamblers debt will be As the hourglass drains repaid When the chalice topples The starving feast beckons Beneath the graves of dragons Dawn becomes dusk As steel rots to rust Onward comes the flood Within the hottest burning The Jantari claims souls fires The Soulwinds blow once When the purest heart breaks more When steel splits the mouth Hunger ends Where the shallow waters The innocent take up arms quake When the oceans are aflame An eternal night begins When the wurm calls Suffering befalls the weak When the crow finds the Light will be slain blood When bones are bleached A new fury is born white When the Great Wind calls The Still Shadow falls

GRIMDUL NAMES AND TITLES It is customary to say a Grimdul name followed by the meaning to show the fullest, formal respect (“Jukka Gant, Harvest Granter”). Using only part of a name shows closeness (“Jukka” or “Gant”), and using only the meaning is considered a sign of utmost closeness (“Harvest Granter” or “Granter”), often used by family and dear loved ones. Grimdul believe that names are fluid, and are given to change when landmark events occur. Qo Rolg, Daylight Unending may become Qo Kypo, Daylight Leader after a successful defense of her camp – or even change entirely to Darok Zag, Song Breaker because she seized victory using a bardic warsong. Optionally choose or roll for a title during character creation. It doesn’t matter which table you use first, and you can optionally use only one.

D202 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

NAME

NAME

Qo (daylight) Bru (soul) Darok (song) Vrik (weapon) Jukka (harvest) Yar (shadow) Ek (stone) Fol (flame) Dur (Primordial) Zon (steel) Gul (flood) Mur (moonlight) Akule (wurm) Midze (fierce) Tolinka (awakened) Idrillo (searing) Shemi (water) Khoro (blood) Gorro (sage) Qotho (honored)

Rolg (unending) Zag (breaker) Gant (granter) Kypo (leader) Glash (betrayer) Du (mender) Vuhq (child) Nara (slayer) Razh (walker) Xel (healer) Duum (rising) Mak (leader) Keme (frenzy) Esinni (sorrow) Sawi (horror) Meda (dream) Pradargo (protector) Eshi (gift) Rhelli (survivor) Ari (prophet)

GRIMDUL CULTURAL TRAITS Ability Score Increase: The Grimdul people are keenly perceptive and deftly quick. Choose two from Dexterity, Wisdom, or Charisma and increase both of those scores by 1. Alignment: Grimdul move as the wind, malleable and agile. They also value discipline and honor above glory. They tend toward law and neutrality. Languages: Most Grimdul speak Crucian, allowing them to treat and trade in their wanderings. Among their own, the Grimdul use Dul, a breathy language incorporating hand signals and whistles, allowing it to be used on horseback to communicate in the midst of a charging herd. Animal Attunement: The Grimdul are masters of breeding and training animals, particularly those used as mounts. You gain proficiency in the Animal Handling skill and double your proficiency bonus when making Wisdom (Animal Handling) checks related to a mount. Master Harvesters: The Grimdul are experts in finding and harvesting Primordial corpses, and crafting Valens. You gain proficiency in Valen tools, tinker’s tools or a set of artisan’s tools and gain a Valen made from 1 unit of hide, blood, bone, or organ (see the Valens section on page 411; work with your GM to decide what it is), and you roll ability checks made to harvest, craft, modify, or deconstruct Valens with advantage. Tame the Deserts: You are used to thriving in environments others could hardly survive in. You gain proficiency in the Survival skill. Additionally, you can innately sense changes in weather up to 1 hour before the shift occurs. Cultural Focus: You can choose one cultural focus from the following list.

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GRIMDUL CULTURAL FOCUS Ride Upon the Winds: You have been well-trained in the arts of mounted combat. While mounted, you gain the following benefits: • You have advantage on attacks against unmounted creatures smaller than your mount. • Your mount has advantage on Dexterity saving throws, as well as Wisdom saving throws made against being frightened. • You can force an attack made against your mount to target you instead. Additionally, you own a specialized mount specific to your clan. If you gain the Animal Companion class feature, you can choose to have your mount become your animal companion, and gain the benefits of that feature. D10 1 2 3 4 5 6 7 8 9 10

CLAN MOUNT Horse Xol Stag Ox Camel Kyte Rhino Insectoid Tyl Halyphon

Additionally, you can channel the power of the bleak to destroy your enemies. You know the chill touch cantrip and can cast inflict wounds as a 1st-level spell once per long rest. At 5th level, you can cast the spell spirit guardians as a 2nd-level spell once per long rest, except the spirits appear as Bleakmarked ancestral spirits and deal necrotic damage. Charisma is your spellcasting ability for these spells. Ambush Strike: You’ve trained yourself to strike as quick as the coiled snake. Whenever you use the Dash action, you can make one melee weapon attack as a bonus action. Attacks made this way deal an additional damage die and the target must make a Strength saving throw, the DC of which is 8 + your proficiency bonus + your Strength modifier, or be knocked prone. Prophetic Awareness: You have the Grimdul’s gift of prophecy, and you see flashes of the future in dreams and visions. Sometimes these visions are of things about to happen, and other times they are distant and hazy. You cannot be surprised and you add your proficiency bonus to initiative checks. If you are sleeping, you wake up just before the combat happens. Additionally, you have seen a vivid glimpse of a future to come. Work with your GM to decide what this vision is. The vision should provide some useful information about a conflict central to the game and a benefit that can be capitalized on as a result of having that information, even if the words of the prophecy make it difficult to discern. After the vision comes to pass, you gain another glimpse of a future event during the next long rest you take.

Channel the Soulwinds: You are particularly attuned to the Soulwinds, manifesting their beliefs and power with every aspect of your being. You gain proficiency in the Arcana and Religion skills. Additionally, you can choose to concentrate on one of the Soulwinds as a bonus action to channel their powers. Choose Flamewind, Steelwind, Floodwind, or Stonewind. As long as you are concentrating on that Soulwind, as with a spell, or until a minute passes, you gain its benefits: • Flamewind: You and allies within 30 feet deal an extra 1d4 fire damage on all weapon attacks. • Steelwind: You and allies within 30 feet have advantage on all Strength (Athletics) checks made to knock an enemy prone or resist being knocked prone. • Floodwind: You and allies within 30 feet have advantage on saving throws against poisons, diseases, and curses. • Stonewind: You and allies within 30 feet cannot have your speed reduced unless it is to 0. Enemies who start their turn within 30 feet of you have their speed halved until the end of their turn. You must complete a short or long rest before using this feature again. Bleak-tied Spirit: You have a connection to the Bleak that houses the spirits of your ancestors, and your connection to the next life has given you a sense for spirits on the material plane. You can innately sense the presence of spirits in an area. You can see spirits even if they would be invisible and you can understand and speak to them even if you don’t share a language.

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HOLMIR

“The Holmir – resilient as the dirt of Dragongrin, and in my opinion, equal to that dirt in wit and mirth. I’m not sure what’s worse: their warmongering ancestors, or the dragons they slew. Either way, the embers of ancient warrior kings burn in the bellies of their heirs even today. If united, they would pose a grave threat to our Sovereign.” – Eranna Shademind of House Galthe, Crucian Historian From Dragongrin’s most grim and brutal legends of might and magic march the Holmir, ancient shatterfarers, wyrmslayers, and tomb-robbers. In eons past, Yngvildr, vengeful god of the Holmir, felled the most powerful of the dragons known as Xur Kith. The Holmir fervently believe that the grins left in the wake of fallen dragons are theirs to claim and pillage by divine right. Following in Yngvildr’s footsteps, these ancient slayers of the dragons possess an inexorable connection to the dragon graves of the realm, building their homes atop them, erecting structures of wyrmbone and decorating their arms and armor with scale, tooth, and claw. The Holmir are a warlike culture who remember untold eons of Dragongrin, revering an age long past when they hunted the mighty dragons, claimed their hoards, and built their cities atop their grins. Today, the Holmir follow that tradition, striking out in their longships to seek new grins to claim. This often puts them in conflict with other cultures, as the Holmir do not respect borders or boundaries, they simply go wherever their hunt takes them. The Holmir raid and pillage what they believe is rightfully given them by Yngvildr, seeking to claim the lands on and around the grins of the realm. But even the Holmir are not without restraint, taking only what they need to survive and living by a strict code of brutal valor and honor known as Veidr (Great Hunt).

WHAT ARE THEY KNOWN FOR? • The Holmir stood as the eternal sworn enemies of the dragons in ancient days, and many carry on this tradition, bent on conquering the twisted and ever-growing grins to use as a powerful resource to thrive and build new cities. • The Holmir maintain an odd, strained relationship with the arcane, seen as the magic of dragonkind. Though they wield it, they often do so out of necessity, preferring the comfort of sharp steel to the glow of the arcane. Holmir magic-users, though crucial in finding and combatting grins, are often pariahs within their own culture, feared and revered in equal measure. They fear their magicusers will succumb to wyrmfade, a sort of dragon sickness that becomes an insatiable greed. This fear leads them to keep their magic users in symbolic chains, and those who exhibit signs of the wyrmfade have their lips sewn shut. • Despite their tradition of raiding and robbing, the Holmir do not value materialism for the sake of avarice. Though Holmir warriors often gather wealth and glory, they take pride in courage, honor, and community far more than riches, often sharing their gains among their people. The adherence to Veidr is paramount among the Holmir. To hoard riches for oneself is to live like a dragon; to live like a dragon is to invite the ire of Yngvildr. • Those Holmir who are not involved in the traditional hunting of dragons, tend to find work as elite shock troop mercenaries. They are known to be some of the most effective line-breakers in Dragongrin.

WHAT DO THEY BELIEVE? • Some feel there is more at stake in the realm today than the graves of long-dead dragons, and that to survive, the Holmir must raise their gaze to new horizons – especially the growing threats on the shores of distant Grinn. • Others say they must evolve and embrace the full power of magic to survive the coming age of Dragongrin, believing there will come a day when their steel alone will falter beneath the powerful sorcery of their adversaries. • Almost all Holmir believe in the Veidr, an honor code as old as their culture. It posits that generosity, courage and self-sufficiency are the most essential values a person can have. • While the Veidr guides the Holmir, some believe the antiquated code of honor must be dispensed in order to secure a future for the culture. Resources must be gathered and hoarded to ensure the survival of the children of Yngvildr.

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BRUTALITY OF THE HOLMIR With a reputation for brutality and harsh adherence to tradition, the Holmir are known for exacting swift and bloody death upon their enemies. However, their brutality is tempered with unerring honor. They don’t force vanquished foes into slavery, nor kill the unarmed or weak unless circumstances are dire. They hold true to a hard-edged, unwritten code of common honor that some say is a reprieve from the world of greater Dragongrin.

Leadership: Each Holmir clan swears fealty to a leader known as draigwr (dragon-eater), who is usually the most accomplished and experienced warrior in the clan, chosen by vote. The draigwr act largely independent of one another, but honor territorial borders and don’t often war amongst themselves. A draigwr is expected to bring glory, wealth, and power to their people, and failure to do that will see them displaced. Homeland and Settlements: The Holmir once lived exclusively in Varnholme in a series of holds built atop grins, but have since sought territory across the realm. The Holmir seek out the grins of foreign lands promised to them by Yngvildr. In recent days, many grins stir with draconic life and must be culled. Once a grin is culled, the Holmir strip it of its resources to ensure it doesn’t rise again. The act of culling a single grin sometimes lasts generations, with children carrying on the grim duty of their parents. The Holmir build their settlements utilizing the dragon carcasses entombed within grins, erecting structures of wyrmbone which stand tall and pale. Holmir During Lightfall: The Holmir remained neutral during Lightfall, seemingly unimportant to the Dismembered Lord and his armies. They did not intervene, and the Dismembered Lord did not attack. Some outlying clans made themselves available to both sides, acting as brutal sellswords – mercenaries in exchange for access to prohibited lands where notorious grins reside. Since, many Holmir wonder if their inaction during Lightfall was folly. Weapons and Warfare: The Holmir are some of the most dogged, brutal, and skilled warriors in the history of the realm. They are known for their prolific body paint, often the color of their clan’s chosen hue, as well as wearing the bones, hide, and furs of slain creatures. Higher-ranking warriors, and those who have culled grins, often bedeck themselves in dragon remains – scaled armor festooned with teeth and claws, spears and axes fashioned from wyrmbone, helms carved from dragon skulls. All Holmir fight alongside one another, no matter their gender or heritage. They favor martial weapons and close-quarters combat to magic or ranged weapons – though the latter are still an important part of their strategy for war. LITTLE DIFFERENCE BETWEEN WAR AND DIPLOMACY “With a Holmir,” it’s said, “at least there is no trickery – you always know the sword comes first.” The way of the Holmir is simple: when disagreements between various power-players present themselves, weapons are drawn, and the dispute is settled. Draigwr have been felled this way for millennia, paving the way for new leadership. The Holmir’s natural inclination to draw blades and bows before feasting at diplomatic tables brings with them the reputation of violent looters, pillagers, and barbarians from across the sea – an unfair judgment, perhaps, but it’s hard to blame those whose villages are burned to ash. Many cultures resent the Holmir for their menacing way of life, while others respect their unmatched vigor – there is rarely any middle ground between the two ideologies.

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Faith and Religion: The Holmir almost exclusively revere a single deity known as Yngvildr, a vengeful god, a slayer of dragons and deities who takes little interest in the affairs of mortals. His attention yields doom, not blessings, so prayers are not often offered by the Holmir, who prefer to honor their creator in silence. Yngvildr does, however, grant all beings strength, power, and courage at birth, and the Holmir believe plenty has been given. Yngvildr abhors the dragons, who maimed him according to legend, and his followers slay them in his name and by his charge. The code of Veidr, the Great Hunt, is adhered to almost spiritually by all Holmir, and particularly their warriors. Heritage: Holmir are most commonly human and halfkin. Their ancient societies also include some of the oldest heritages in Dragongrin, dwarves and elves among them. Customs: Some Holmir cure meats and ferment liquids within parts of the grins themselves using a guarded, traditional process. They call this food and drink Yngsblot (body of Yngvildr). These consumables are infused with the energy and essence of the slain dragons, and have varied effects depending on the grin but are typically euphoric and emboldening. A wise Holmir is careful, however, as the Yngsblot has been known to be wildly addictive. The Holmir choose their leaders by vote, and even the crews of longships tend to make important decisions by voting on them. Each Holmir is given a dragon scale at birth, and they use this scale to cast their vote, each Holmir placing their scale to the right or left of the draigwr to make a decision. Rumors: The Holmir are a traditional, loyal, and severe people, and sometimes the lines between fact and belief are blurred. Though many would not willingly sow dissent or spread lies, false interpretations of the truth may spread quickly by ignorant lips. Upon realizing the fallacy they’ve spewed, the Holmir responsible often takes their own life as a sign of ultimate honor.

D10 HOLMIR RUMORS 1

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A twisted grin exists beneath a nearby city, threatening the whole population with its vile touch. Yngvildr is returning to bring his people to greatness, as they so rightfully deserve. It is said the key to this reckoning lies in an unknowing hero somewhere in the least populated areas of Dragongrin. Holmir raiders are departing for their traditional pillage, yet not returning. Who or what is disappearing so many warriors and longships? A troll resides in one of Varnholme’s many ancient tombs, and only the Holmir can convince it to donate its vast knowledge of the world’s hidden grins. Varnholme melts, and the predominantly coastal Holmir find their water levels rising. A previously culled grin has been assaulted and the Holmir guarding it found dead. Untold wealth may lie within. The Dismembered Lord sets his sights on Varnholme, sending spies and scouts to assess the best routes to invade. The population of an entire hold has seemingly slain themselves in the traditional fashion reserved for those who have lost honor, but the draigwr claims there’s more to the story. Recent Holmir deaths are linked to the same batch of Yngsblot. Victims are starving to death despite consuming proper sustenance – who is behind this vile poisoning? An unidentified sect of Holmir feed intimate details of their kinsmen’s military outposts directly to the Dismembered Lord and his Lords of Ash.

OUTLOOKS ON OTHER CULTURES Ardor: We are different folk, but we share a common history – the forging and falling of an empire. The past ought to be respected as we look to the future. Crucian: They know not the horrors they serve, preferring comfort while the rest of us starve. They hoard like dragons. Drogus: Preoccupied with coin, these traders would be more beneficial an acquaintance, were it not for their knack of pillaging our grins for their own gains. Granok Thane: Once, we controlled the seas, the roads, the trade. Now, the Granok supplant us, and rub it in our faces. Grimdul: Nomads who journey the land as we do the sea. They have little love for wealth, much like our own people. Mord: Once, we lived alongside each other – two ancient peoples in the furthest frontier of old Dragongrin. Their exile marks the beginning of a new age. Sarrik: The few Sarrik we encounter are a frightful sight, but once you get to know them, you find they’re survivors – like us. Silverwise: To seek answers from the dead is a betrayal of their memory, but there’s something to those Silver Walls... Talasar: Once great, then waning, now literally uprooted from Dragongrin – we must ensure the same fate does not befall us. Zarfvin: It’s difficult to get a grip on this culture of tinkerers, but with the prevalence and power of Titan technology, they should be made into quick allies. HOLMIR CLAN GENERATOR D10

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CLAN NAME

KNOWN FOR

Sjogren Faltskog Angstrom Degermark Fhiongain Dhurcain Ceallaig Isaksen Tharaldson Griogal

Berserkers Abundant crops Wine and song Expert archers Blacksmithing Soothsaying Masonry Boatmaking Sturdy shields Scribing YNGSBLOT GENERATOR

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CONSUMABLE

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Grain alcohol

Causes a fleeting ancestral vision Allows the user to ignore pain Draconic blood temporarily Strange roots Eases the mind to sleep Dried meat Fills the belly for days Preserved fruit Relieves minor aches and pains Crushed leaves and stalks Heightens senses Monstrous flesh Allows the user to “see” magic Increases strength and speed Sour milk temporarily Fermented berries Quenches the fiercest thirst Ground herbs Increases natural empathy

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HOLMIR CLANS AND THE GRINS

HOLMIR CULTURAL TRAITS

The Holmir are undeniably connected to the grins of the ancient dragons of the realm. Some say it is because they are cursed by the Oldest Dragon. Others whisper they are the progeny of the dragons destined to wipe out their foul progenitors. Many believe the mighty Yngvildr gifted them the sense to find their mortal foes at birth. Clans are tasked with the generational charge of finding and eradicating grins.

Ability Score Increase: The Holmir are mighty and resilient, and possess an incredible inner strength. Choose two from Strength, Constitution, and Charisma and increase both of those scores by 1.

HOLMIR NAMES AND TITLES Holmir names are bestowed by the clan’s draigwr at birth, while Holmir titles are granted by deeds and reputation. Children carry the title of one parent until they earn their own in combat or through other deeds, ritually bestowed by their draigwr as a kind of coming-of-age ceremony. D20 1 2 3 4 5 6 7 8 9 10

GIVEN NAME Tormod Magne Arne Torfinn Veral Thue Jenssen Loga Ingrid Aanes

D202 TITLE PART 1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

AleDreamWitchFoulSongGrinShieldBloodSerpentLieSwordHonorSkyShatterMeadLifeWyrmTrailHonorSecret-

11 12 13 14 15 16 17 18 19 20

Therleth Stignall Siegrun Helseth Bendixen Tonje Sidsel Oddrun Margrev Maurr TITLE PART 2 -slayer -breaker -lover -teller -scrawler -render -taker -drinker -singer -giver -burner -holder -runner -stopper -slighter -maker -ender -finder -weaver -keeper

Alignment: Often brutal and reckless in life, the Holmir nonetheless are people of intense, regimented honor. Failure to abide by Holmir laws and the code of Veidr often means exile or execution. They tend toward law and neutrality. Languages: Most Holmir speak passable Crucian, as their raiding carries them often to the mainland of Dragongrin. Among their own, the Holmir speak a strange and ancient tongue known as Yng, which oddly enough shares many commonalities with the guttural language of the dragons, their sworn enemy. Seeker of Grins: Your fate is tied with that of the dragons, long thought extinct, but now growing once again in power and presence. If you spend 10 uninterrupted minutes concentrating on ancient Yng rites, you can sense the presence of grins within 5 miles of you. Only the boldest Holmir vocalize these rites for fear of attracting the ire of Yngvildr. You can sense their general direction and distance (in miles) from you. You must complete a long rest before you can use this feature again. Remembered Eons: The Holmir are an ancient people, and their histories are recorded and oft recited. You are proficient in the History skill and have advantage on Intelligence (History) checks relating to the Holmir, dragons, and grins. Cultural Focus: You can choose one cultural focus from the following list.

HOLMIR CULTURAL FOCUS Wyrmslayer: You possess a mighty, rune-etched wyrmslayer, a weapon used to fell the dragons of old. Choose a single weapon. You gain proficiency with that weapon. Your wyrmslayer has identical statistics except it is a +1 magic weapon that deals an additional damage die to dragons, dragonbound, and other draconic creatures. In addition, the weapon glows when carried inside grins or in the presence of draconic creatures within 300 feet. It sheds bright light in a 15-foot radius, and dim light 15 feet beyond that. Grindelver: You are among the Holmir that plunder and tend the grins for the prize that Yngvildr has passed to you. As a result, you are used to working in subterranean environments and navigating the twisting pathways that come with the grins. You have advantage on all Wisdom (Perception) checks made to see or hear things while underground, and cannot become lost while underground. Additionally, you are used to finding hidden paths within the winding, unnatural pathways of the grins. If you spend 1 minute searching a section of an underground area, testing the sounds and reactions of the area, you can determine if there are any hidden paths, or if a room or filled space is on the other side of a wall. Upon Shattered Seas: A lifetime of sailing has granted you an expertise with the sea that few can claim. You become proficient in water vehicles and make checks related to sailing a ship with advantage. Additionally, you’ve developed a strong sense of navigation and weather. You always know which way is north, and you can spend 10 minutes observing the weather to determine when and how it will change over the next 8 hours.

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Additionally, your attunement to the sea is so strong that you can speak to it and it follows your command. You learn the gust and control water cantrips. At 7th level, you can cast the control water spell as a 3rd-level spell once per long rest. Charisma is your spellcasting ability for these spells. No Lie Shall Be Spoken: You are an enforcer of the ancient customs, ensuring that all negotiations are done fairly and honestly. You become proficient in the Insight skill. Additionally, you can spend 1 minute carving an ancient Yng rune meaning “honesty” into a surface nearby. Any willing creature may place their hand on the symbol and recite the phrase “Let all our speech be an oath.” For the next 10 minutes, any creature who does so cannot deliberately lie or speak in a misleading manner, speaking in only the most direct and truthful way their knowledge can allow for. As long as you are not in combat, upon finishing the ritual you may compel one creature to participate in the ritual if

they otherwise refuse. They must make a Charisma saving throw, the DC of which is 8 + your proficiency bonus + your Charisma modifier. On a failure, they are compelled to agree to the process, though you must also agree to the process as well. You must complete a short or long rest before using this feature again. Curse of the Wyrmfade: The dreaded dragon-curse of the Holmir lies dormant within you. You can detect gems and precious metals within 30 feet of you by smell, but are unable to identify or appraise them through scent alone. In addition, you wear ceremonial, rune-etched chains that do not restrict you, but can instead act as a spellcasting focus. When you finish a long rest while wearing these chains, you can allow them to harness your inner dragon magic and choose one cantrip on the sorcerer spell list. Until you finish another long rest, you can cast this spell while wearing your chains, and Charisma is your spellcasting ability for this spell. You can keep the same cantrip you chose when you finish a long rest, or choose a new one.

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MORD

“The jarl had a gray-skinned advisor at her side – one of the Mord. Continuously, the Mord stooped to whisper in the jarl’s ear, and she only spoke after. Not once did she say a word without first consulting that advisor. Funny, I remember thinking – she doesn’t even realize who sits in her throne.” – Barachiel, Zarfvin Isomarc Deconstructor For as long as there have been shadows in Dragongrin, the Mord have operated from within them, exacting their will – benevolent and otherwise – while hiding in plain sight. Originating from the mystical frontiers of Varnholme, the most ancient and misunderstood people of Dragongrin are most peripheral to – and the closest to understanding – the unfathomable but dwindling power of Imminence. For untold millennia, the gray-skinned Mord have integrated themselves into the cultures of Dragongrin, tightening their political grasp, playing a complex game with ever-moving pawns. Now they stand as staples among the various regions of Dragongrin, serving in roles as diverse as collectors of the Tenth, political advisors, and scholars. The Mord perceive everything in the scope of eternity, regarding the events of decades as a lesser creature might regard the passing of a day. This manifests in many strange ways, leading the Mord to seem alien, aloof and perhaps cruel. This shows most clearly through one of the prime philosophies of the Mord, called Essentialism. This school of thought teaches that there is a weakness inherent in all things, and that through careful study of one’s own actions, and the trends of history, it is possible to see this weakness in yourself and in others. Colloquially called the weakness in all, it is the dedication to this philosophy that has seen the Mord ahead of the curve throughout all of recorded history. The Mord’s exposure to Imminence and the strange Elderstones grants them unnaturally long lives. Through a strange ritual, their skin turns to an ashen gray, and their lives span centuries or even millennia. With lives of such length, they are able to execute schemes and plans that seem labyrinthine and impossible. APPEARANCE OF THE MORD Due to their exposure to Imminence and the Elderstones, the Mord bear the typical anatomy of their heritage but with ashen skin in varying shades of gray. Their skulls are longer and more angular, with deeper-set eyes, and more pointed ears than others of their heritage – often slightly taller in stature and more spindly. Their hair is often shock white, though sometimes appears as black or gray.

THE MORALITY OF ANCIENTS The Mord are unusual in that they live such long lives. This, in combination with their philosophical view of life, leads them to have a morality which is hard to understand. The Mord aren’t good or evil in the traditional sense, if only because those words and ideas are too simplistic to apply. A Mord will gain and shed philosophies in their long lives, like a snake sheds skins. Early in their lives, the Mord may act like other races, but after their first century they’ll often embrace sensation, wanting to experience everything that they can. Many will go through phases, decades long, of seeking enlightenment, living stoic, aesthete lives, followed by decades of epicurean debauchery. They might spend some decades believing in altruistic, communal living, and other decades believing in draconian, purely utilitarian pragmatism.

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All of this to say that the morality of the Mord is alien. It is not black and white, but rather blue and orange – so different to how most cultures think as to be totally alien.

THE FRACTURING OF THE MORD The Mord have never been a fully united people. With a race that is as long lived and philosophical as they are, it is natural that they would be split along ideological lines. Since before recorded history, they have been divided into various factions, the most powerful of which have been the Mordrivh and the Morden. Their disagreement is a philosophical one - with centuries-long lives and wisdom that no others can attain, what should the Mord do? In recent times, however, an emergency for their people has seen them fully sundered, and in a more drastic fashion than ever before. Lightfall has done something inexplicable to the Elderstones, the most vital of the Mord’s resources. For some reason – a reason that not even the most sagacious of Mord can determine – the Elderstones have ceased growing. A resource that has for all of history been renewable, has suddenly become frighteningly finite. This has seen all Mord choose a side in this ancient factional struggle.

MORDEN The Morden seek to use the power and control they amass for the good of the world, making decisions and pursuing plans that nudge the world toward higher ideals and a more enriched and fulfilling life for as many as they can. Through their understanding of time, their long life spans, and their study of Essentialism, they nurture and guide those who they believe will bring about positive change in the world.

MORDEN SCHEMES An example of a Morden scheme, centuries long, may look something like this: Understanding that there will be a need for heroes in the world to come, the Morden set to keeping a certain town somewhat isolated. They encourage certain skills in this town – blacksmithing, hunting – and ensure that those who show promise in these fields live successful lives, have children, and live to pass on their knowledge. They steer monsters and animals away from this town, letting it flourish for a time. They remove corrupt or selfish individuals from power, replacing them with those who can best serve to nurture a heroic spirit. Over time, they will allow monsters to filter back into the area, giving the people of the town a focus – the hunting of monsters, and the forging of equipment. The traditions of hunting and blacksmithing lead to a town that excels in the hunting of monsters. Finally, centuries later, a group of friends grow up together in this town, learn the storied skills of blacksmithing and hunting, and become a fearsome, legendary group of heroes who oppose the Dismembered Lord.

Yet what separates the Morden most from their Mordrivh counterparts, is how they view the crisis of the Elderstones. The Morden believe that there is a possibility that all can benefit, and that by careful rationing, the Mord can continue to grow, even if the Elder Stones are now a finite resource.

MORDRIVH The more militaristic and selfish of the two branches of the Mord, the Mordrivh seek to use their power and understanding of Essentialism for their own benefit. They seek to shape the world in a way that makes it better for them, and only them. They seek to place Mord in positions of power all over the world – the power behind every throne should be gray, they believe. They are master manipulators, turning factions against each other to ensure none grow too powerful, and snuffing out powerful enemies before they reach their full potential. MORDRIVH SCHEMES A Mordrivh scheme, centuries long, may look something like this: The Mordrivh want to ensure that a certain family comes to power in a city. They ingratiate themselves with the family when they are simple merchants, guiding their purchases and bringing wealth to the family. The family comes to trust the word of the Mordrivh implicitly. Over the next decades, the Mordrivh are aware of market trends and help the family get very wealthy and powerful. At the same time, they work to quietly discredit other noble families in the city. An affair is uncovered, a caravan is attacked, a nobleman is accused of blasphemy – and over the decades, the Mordrivh-backed family have backed become the preeminent family in the city. The Mordrivh contrive a crisis – a group of raiders (secretly mercenaries hired by the Mordrivh) arrive to harry the city, and the current patriarch of the family defeats them in battle. At this stage, the power and legacy of the family is secured, and the Mordrivh that ‘advises’ them effectively rules the city.

When it comes to the crisis of Elderstones, the Mordrivh are entirely self interested. The oldest among them hoard Elderstones like dragons hoard gold, divvying out what they do have as rewards for loyal service. Yet they will steal, extort and even kill to get what they want.

WHAT ARE THEY KNOWN FOR? • Many Mord strike out on their own both in personal parties and among large groups in order to establish spheres of their own influence in the other regions and cultures of the world, amassing power as political advisors, religious leaders, influential artists, or any other roles where influence can be gained. • The Mord are tied with Imminence, the devastating magic of Time. Their philosophy of Essentialism, seeing the weakness in all things, allows them to view things in a purely pragmatic way, and even gain glimpses of the future and differing timelines. This allows them to become masterful manipulators, strategists, diplomats and more. • Despite their innate magic, the Mord take no open action against the Dismembered Lord – or anyone else for that matter. They work in the shadows, their morality a mystery to all but themselves.

WHAT DO THEY BELIEVE? • The Mord are split into two distinct factions, differing most of all in their view of what should be done relating the Elderstone Crisis. Some believe that they should find a sustainable way to continue their culture, while others have become isolationist, hoarding what Elderstones remain. • Philosophy is central to life as a Mord, often changing hugely during their long lives. Each Mord is on a personal journey of centuries, acquiring and shedding philosophies like cloaks, always reaching toward the ephemeral goal of enlightenment, and the acquisition of power and influence. • Most look at the realm in the scope of eternity, caring not for the matters at hand, instead making countless minor contributions to the art and emotional experiences of Dragongrin, subtly weaving a better timeline with every small deed. AMBITION OF THE MORD Even to the most ethereal, high-minded beings of Dragongrin, the Mord are seen as alien and unknowable. One thing that can be relied upon, is their ambition for power. The Elder Tenet manifests in countless ways, ranging from the virtuous to the wicked. In any case, the Mord will weave and plan over years and even decades to slowly but surely influence the realities around them with their beliefs. In many cases this process unfolds so slowly and incrementally that those affected don’t even consider that the Mord had anything to do with it.

Leadership: With the ability to perceive events on a grander scale than others, the Mord don’t often concern themselves with the types of structures other cultures do – a shock to many as the Mord emigrate to new lands. The Mord understand that they can wield greater power and influence from behind the throne – kings and lords are assassinated or deposed, while advisors remain from regime to regime. In exchange for plots of fertile land, superstitious mayors, governors, and Lords of Ash are granted valued advice from the eternal Mord.

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Even so, there is a central council of ancient Mord, called the Perpetuals. These Mord have existed for thousands, even tens of thousands of years, and through their guidance the Mord remain a powerful, influential culture. Almost none have seen these Perpetuals, and some wonder if they are even real. Homeland and Settlements: The Mord homeland of Varnholme is known to house the largest population of Mord in all Dragongrin – almost all of which thrive in the vast, subterranean city underneath Asgol, their capital. The building of stretching, underground settlements beneath spartan surface cities – such as the Entombed Kingdom beneath Asgol – is a common practice among the Mord, who often retreat to the tunnels when desiring a deeper connection with their culture, or simply looking for a safe place to lay low. The Mord are no mere cave-dwellers, however. The perfectly paved, underground highways are traversed by thousands daily, as inhabitants make their way from well-lit skyscraping dwellings, to luxurious dining halls, populated markets, and finely chiseled palaces surrounded by glowing, maintained Elderstone. For their metropolitan ways, many Mord find large, well-populated cities as the perfect new homes, using the many opportunities afforded there to climb the various social ladders, while engaging secretly with other Mord in underground sewers and canal systems. Others find success in more remote areas, preferring to have stable control over a smaller, less cumbersome and cutthroat environment. Mord During Lightfall: Despite watching the war for Dragongrin play out from the sidelines, the Mord are innately tied to the Imminence the Dismembered Lord tried and mostly failed to wield during Lightfall. When the powers ruptured, the effect was like a knife to the belly of Imminence. The Bleak spilled from the wound, and the Desolation was the scab that formed over it. The growth of the Elderstone in Varnholme ceased, and the Mord were never quite the same, shattered and reconfigured alongside their source of power. Their inaction, their inability to plan for this disaster, has seen their most valuable resource – the Elderstone – become finite. Weapons and Warfare: The Mord aren’t known for their marching armies, or their legendary fighters. To many Mord, if it comes to the point of combat, their scheme has already failed. Instead, the Mord usually focus on pulling the strings of other armies. When called to war, Mord use their centuries of experience, as well as their understanding of the Elder Tenet to try to outmaneuver their enemies on a tactical level. Mord are more often found in the command tent than in the shield wall.

ELDERSTONE CRISIS Eons ago, from the eternal powers of Imminence emerged the mysterious Elderstone, amber and crimson crystals, endlessly growing through the caverns and tunnels of the underground of what would become known as Dragongrin. For centuries the Mord lived in thriving civilizations within days of walking distance from the crystals, and the massive underground caverns which they expanded through. Through the Elderstone they discovered a new form of unimaginable magic – Imminence, the untouchable, unharnessed magic of time. The crystal allowed them strange abilities to prolong their lives, embolden their spirits, capture vital personal knowledge in otherwise mundane occurrences, and more. They forged weapons from the Elderstone, imbued its energies into rings, amulets, circlets, and other wondrous items which all Mord obtain at a coming-of-age ceremony known only as the Pass. Yet since Lightfall, and the rupturing of the world, the Elderstone has ceased growing, turning a renewable resource shockingly finite. The Mord now spread the Elder Tenet from their homeland, hoping to find or create new outcroppings where Elderstone can manifest and grow. The original Elderstones resides in Varnholme, which remains an epicenter of Mord culture and leadership, though the powers and size of the crystals cease to grow, presumably due to the emergence of the Bleak.

Faith and Religion: The chief god amongst the Mord is known as Sightless Time, the manifestation of time itself. This god is uncaring of the struggles and successes of mortals. Seen as a clockmaker – Sightless Time created the universe, and then simply lets it run – the Mord revere their deity not in fervent worship, but in the adherence to the Elder Tenet, and the philosophy of Essentialism. Sightless Time knows no distinction between past, present, or future. Instead, it is all three and more, and all must pass through its mighty, loose grip. Heritage: The Mord culture began as elves, and even today, their ranks are predominantly taken up by elves. There are many who seek the ways of the Mord and Elder Tenet, and if they are able to accept the culture’s strange ideologies, and succeed in their secret rites of passage they will be allowed to live among them as one of their own. Some even claim that prolonged exposure to Elder Crystals in the right measure and way leads to a supernatural epiphany – a spiritual awakening of the Elder Tenet which turns those of any culture into Mord. This leads to their skin becoming ashen, enjoying expanded lifespans like their cultural forebears. Customs: The Mord have patience like no other, manifesting in various ways. While most are slow to lose their temper in the face of adversity, their tendency to wait indefinitely for the food or drink which a server has forgotten about is often grating, and they never forget what’s owed them. They will often tell jokes or stories incrementally over days or even weeks, the same way someone might spin a yarn around a campfire. Another custom among the Mord is the speaking of weaknesses. Mord who meet for the first time may spend several moments in silence, before speaking to reveal the weakness they see in their opposite. There is no insult in this, it is simply an acknowledgement of understanding. This is something that non-Mord often find infuriating. Rumors: The ways and decisions of the Mord are often imperceptible to those of other cultures, but still others try to make sense of repeated back alley whispers and hushed conversations.

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The Elderstone in Varnholme’s tunnels of Odra Zul has stopped expanding, and any crystals you contain will soon be invaluable relics, targeted by merchants and thieves alike. The Dismembered Lord threatens to invade the Mord haven of Varnholme, and will surely destroy all that remains of Mord culture. Through exposure to the Bleak, a prominent Mord leader has seen visions of an alternate timeline – one in which Lord of Ash Sureau of Uldane rules the realm. The Marrow now put a bounty on the Mord’s head. A blade constructed entirely of legendary Elderstone has been lost in the twisted landscape of Feygrave. The one who finds it will surely live lavishly for its price. The Desolation breeds Morden throughout the realm. Some say the violent sect of Mord is using the twisted plane to travel instantly between Varnholme and Svir, and even other regions. Mord settlements have cropped up along the Sovereign’s Road in Innes. If not properly defended, the orcs and Marrow may ally against them. The Elderstone relic of a dead Mord leader has been stolen by a thieves’ guild. The criminals believe they can use it to harness Imminence, and stop aging indefinitely. Holmir leadership throughout Dragongrin has placed bounties on multiple Mord heads for defiling their sacred grins with their presence. Some fear a war without borders is about to begin. Mass migrations of Mord into the criminal underworld of Svir below are raising eyebrows. Some feel the Mord’s harnessing of Imminence may be of use in opening the Infinite Lock. Mord settlements have sprouted up in the shifting deserts of Jahar, and reports of Mord alliances with Lord of Ash Revak Zistra offer new mercantile opportunities for the culture.

OUTLOOKS ON OTHER CULTURES Ardor: See what can happen if we fail? Our people and history will vanish with the Elderstone. We may even end up as drudges, like them. Crucian: Their methods are garish and indulgent, but none can deny they have worked themselves into a strong position. Drogus: It’s good to have allies with connections in Svir Below and scavenging networks abroad. You never know when we’ll need to hide. Granok Thane: They once ruled Uldane, and used their power to unleash war on all Dragongrin. It is a weakness to trust them – so embrace it and do so without folly. Holmir: They had their chances to make peace with us, but they always choose war. Now, as Mord collaborate with the skulds of Varnholme, the Holmir divide us from inside. Sarrik: They have been granted eternity, but are still so young in it. They must change perspectives and shed naivety in order to use it best. Silverwise: Can you imagine these people with infinite access to Elderstone? Were it not for their overly ambiguous ways, we might make good allies. Talasar: The soaring Lifetree and its people is proof that choosing pride over acknowledgement of one’s weaknesses will leave you defeated and adrift. Zarfvin: Don’t you feel a connection with these people? There’s something Primordial about them, and it makes you wonder what they’ve found in the jungles of Zamon.

THE ELDER TENET The Mord see the weakness in all. This strange, supernatural ability to identify flaws in everything is a shared trait, but how they act upon it divides them as a people. A philosophy has risen around this, called Essentialism. The Mord have an exceptional ability to summarise a huge, complex issue. Much like the Sovereign’s Crucible, they understand the wonders of the realm on an intrinsic level – the Bleak, the Desolation, even the Dismembered Lord. The Mord see the whole picture more clearly than arguably any other beings, reweaving the threadbare tapestry of Dragongrin back to their version of perfection, one infinitesimal stitch at a time. To most Mord, the key to fixing weakness is to identify and meditate on it, accepting that our flaws never actually disappear completely, instead requiring new levels of adaptation in order to better them. How a Mord controls or tempers their weakness is up to them, though until a concrete resolution is reached, it should be a consistent and difficult issue for them. WEAKNESS IN ALL GENERATOR D202 WEAKNESS 1 2 3 4

Glutton for material wealth Fiery temper Impatience and Impulsivity Distraught memories

5

Failure to forgive and forget

6

Misplaced envy

7 8 9 10 11 12 13 14 15 16 17 18 19 20

Fervent support of a nation or people Difficulty to understand other views Idealizing your own selfimage Paralyzing fear Shame

REMINDER Remembering their face Taking a life Thinking of home Encountering Marrow Witnessing a personal fight or duel Praying, or hearing a preacher’s words Spotting that animal or omen Seeing a laboring drudge

Venturing farther from home than ever before Intoxicating substances Discussion of Lightfall Encountering a river, stream, Foolishness or sea Rebellious tendencies Mentioning of your lineage Meeting with elders of your Stubborn to a fault people Cruelty In the chaos of battle Frivolity and reckless abandon Seeing that banner or sigil As the bards recite a Overconfidence particular sonnet or hymn Walking through canyons and Thievery and ill-gotten gains other tight spaces Crude and uncouth Funerals Violent fanaticism Igniting or extinguishing a fire

D10 ELDERSTONE IMBUEMENT 1 2 3 4 5 6 7 8 9 10

Physically infused into your body Around the neck of an animal Amulet, necklace, or pendulum Weapon Armor Bracelet, head circlet, or earring Wand, rod, or staff Shard of raw crystal Cup or chalice Seemingly mundane trinket (page 172) 69 CHARACTER CREATION: CULTURES

ELDERSTONE OF THE PASS Symbolizing one’s successful emergence into adulthood among the Mord, all are granted a single piece of Elderstone, most often mystically infused into an object appropriate to the person in question. An elderstone shard will increase a being’s lifespan by roughly 50 years. Roll on the Elderstone Imbuement table, or choose an option that makes sense for your character. Alternatively, work alongside your GM to come up with something entirely new.

MORD NAMES AND TITLES The names of the Mord are incredibly complex. Over their long lives, the Mord gather names like possessions. It’s said that the names of the Perpetuals take weeks to fully speak. Most Mord hardly ever use their full names, instead choosing a shorter, more pronounceable form of their name for contact with non Mord. Their family names are somewhat more complex, as genealogical lines stretch and alter over time as with any other culture. Still, first names and family names are often spoken quickly, and together, creating the illusion of a single, given name. After formally introducing themselves, it is customary for Mord to momentarily trade items infused with Elderstone for examination by the other. Rarely does this exchange occur without the sharing of tales about the object and its use. Optionally choose or roll for a title during character creation. Note: the Mord titles below have prefix and suffix options. So you might be Dinloh Kam the Abundant, Dinloh Kam the Abundant One, or you can change the form of the title to work with Dinloh Kam of the Abundance. D202 FIRST NAME 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Gelin Sabstra Elkaufein Trielthara Chaszvyr Shi'nlochar Elaugzar Mez'Barnia Irenrius Chazira Jhaamve Chendriia Veltrag Illiamthrae Jaezbros Gedluss Filraen Faer’iyul Veldrin Amalica

SECOND NAME Auvryviir Despduis Eilsund Rilynurden Dilaer Baenreorzza Kront'tinath Hun'ate Aleanneld Glaurach Orlyrae Helvambra Rilynervs Niraen Coloara Zolagh Nirond Baenreiom Icharyd Daevion'lyr

D6 1 2 3 4 5 6

MORD TITLE PREFIX/SUFFIX of the with of in the (title) One

D20 MORD TITLES 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Ceaseless Abundant All Seeing Darkness Eternal Devotion Gathering Balanced Infinite Faithful Truthful Hidden Horizon Endless Arbiter Cosmos Defier Elder Light Unwritten

MORD CULTURAL TRAITS Ability Score Increase: The Mord have astounding memories and are often intelligent and well-spoken. Choose two from Dexterity, Intelligence, or Charisma and increase both scores by 1. Alignment: The Mordrihv and the Morden are two sides of the same coin. While they tend toward the neutral space between chaos and order, they can be either good or evil depending on their background. Languages: The Mord rarely speak Crucian, but their exposure to Elderstone during the Pass grants them any single language. In addition, Mord can often speak telepathically with others of their kind, using their Elderstone to transfer basic commands, questions, and few-word phrases instantly (though to the Mord, it feels like time passes normally). Eidetic Memory: The Mord excel at knowing their history, and can often cite specific events from eons ago as if they occurred just moments ago. You gain proficiency in the History skill and make Intelligence checks to recall a text or object you have personally seen with advantage. Cunning Influence: Your innate drive towards positions of authority or influence has led you to refine your methods of controlling others. You gain proficiency in the Persuasion or Intimidation skill. Additionally, you gain Advantage on Wisdom (Insight) checks when determining whether another agrees with your own line of thinking. Cultural Focus: You can choose one cultural focus from the following list.

70 CHARACTER CREATION: CULTURES

MORD CULTURAL FOCUS Imminence Wielder: You are particularly attuned to your Elderstone and the Imminence magic it’s connected to. You can use your Elderstone as an arcane focus or holy symbol for the purposes of spellcasting and you become proficient in the Arcana skill. Additionally, you can tap into Imminence to mask your magic through its power. As long as you are using your Elderstone as a focus or holy symbol, you do not need any verbal, somatic components, or material components that don’t have a monetary value for the purposes of casting spells. You can mask your spells a number of times equal to your spellcasting modifier (a minimum of once), regaining all uses of this feature on a long rest.

Eternal Study: Your extended lifespan and eidetic memory have led you to a varied wealth of knowledge and skills you have cultivated over decades if not centuries. You become proficient in three skills of your choice. Additionally, you’ve learned many different pieces of information across your many years of memory. Whenever you fail an Arcana, History, Nature, or Religion check, you can choose to succeed instead. If the amount of information gained would change based on a specific die result, consider the success roll to be a total of 20. You must short or long rest before using this feature again.

Immutable Influence: You’ve worked your way into a position of influence, guiding a powerful person from the shadows. You gain proficiency in the Insight skill and roll Wisdom and Charisma checks made against people in leadership positions with advantage. Additionally, you know a person of power and influence who trusts your views and advice. Work with your GM to determine who this person is, where, what, and who they lead, and your relationship to them. This person heeds your council as long as your view seems reasonable, and you can ask them for favors in areas over which they have control. If the NPC dies or otherwise is unable or unwilling to continue working with you, you may work with your GM to find a new person to become close to, working up to an advisory position with them over time. Otherworldly Performance: You’ve chosen to pursue influence as an artist, drawing on centuries of culture and strange magic to change the world through your art. You gain proficiency in the Performance skill and one instrument or artistic tool of your choice. Additionally, you can use your art to bewilder others. As an action, you can begin performing a public display of your art, infusing it with long lost cultural and magical influence. Each creature within 30 feet must make a Wisdom saving throw, the DC of which is equal to 8 plus + proficiency bonus + your Charisma modifier. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. You must complete a long rest before using this feature again. At Any Cost: In your quest for power, you have met a powerful entity and bargained with it for greater abilities. You gain proficiency in the Religion skill and make Intelligence (Religion or Arcana) checks related to beings from other planes with advantage. Additionally, choose one cantrip and one 1st-level spell from the warlock spell list. You can cast these spells without using a spell slot, using Charisma as your spellcasting ability. Once you cast either spell, you can’t cast it again with this trait until you finish a short or long rest. Work with your GM to determine the nature of this entity and what it has demanded from you in return.

71 CHARACTER CREATION: CULTURES

SARRIK

“The Sarrik are alive, dead, both, and neither. With their hardened boneflesh, they are ghoulish, foul, and not to be trusted, for creatures with no history have no sense of pride or tradition from which honor springs.” – Blads Aketates, Scavenger of Savage Frontiers The Sarrik are not wholly living, and not wholly dead – creatures of living bone seeking to forge a new future in Dragongrin. They are feared, mistrusted, and misunderstood, but share an unbreakable bond among their own, born of the shared plight of their tragic and mysterious origins and their deep connection with their journey toward a cultural identity. Though undead, the Sarrik retain their sapience and autonomy, “feeding” on magic to survive and seeking their own place on Dragongrin’s inexorable path. The Sarrik rarely remember pieces of their former lives, and if they do, only in vague, dreamlike flashes. All who knew a Sarrik before their transformation experience minor bouts of inexplicable deja vu when they encounter them – but rarely anything more.

WHAT ARE THEY KNOWN FOR? • Despite being half-alive, Sarrik maintain the intelligence of the creatures they once were. Their appearance is that of a skeleton, the flesh gone from their bones. There is no connective tissue, no flesh at all. They are held together with magic. • Their origins are mysterious even to themselves, but it’s clear that what is now one unified culture was once two opposed cultures from the same region in Svir – the Cryf and the Gwan. In the fracturing of their cultures, they are joined together in their strange reawakening. • Possessing copious resources of the once-wealthy Cryf, bolstered by the numbers of the prolific Gwan, the Sarrik are a people to be reckoned with in spite of their young, budding culture. • Being without a heart, lungs, organs of any kind, as well as being without skin, the Sarrik are a perfectly egalitarian society. None are judged based on their physical form, and in many ways, they have set up an idealistic meritocracy.

WHAT DO THEY BELIEVE? • Some embrace their undead nature as a blessing that allows them to ignore mortal trappings such as sleep and meals, choosing to distance themselves from the living who they see as weaker and inferior. • Others abhor the stigma granted by their similarities to other undead, taking deep offense when shunned or stereotyped, and spending extra time combating the misinformation surrounding them. These Sarrik have accessed their own memories through dark magic, and now abhor their fate. • Most Sarrik are defined by their undeath. Yet in this, they are unified, and see the futility of ‘difference’ that the living races see. They work to show others the value of shared experience, and focus on the features that all denizens of Dragongrin have in common rather than what makes them different.

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REINVENTION OF THE SARRIK The Sarrik have endured much in the short time they have existed, though their tribulations strengthen rather than beat them down. Working through the stages of grief as an entire culture, the Sarrik thrive on having no memories of their former lives, allowing them to reinvent themselves through shared experiences. Their common plights help forge new songs, dances, traditions, and iconography. They have even taken to re-assigning the meaning of their preexisting symbols and altering them, giving new meaning to former Cryf and Gwan symbols, monuments, and other items formerly of cultural importance.

Leadership: The Sarrik are ruled by the Exilarchs – three appointed members of a committee governing their people. Each year, the Sarrik commune through their shared magic and select three new Exilarchs, based upon the performance and effectiveness of each Sarrik. This system has been called populist, useless and even heretical by other cultures, but for the Sarrik, it functions as a pure meritocracy where only the best and brightest rise. Though they lack any formal territory, each Exilarch oversees a region of Dragongrin, searching for new lands and opportunities for their people. Most of the world’s established dominions see this mindset of migration a threat, leaving few areas for settlement aside from the treacherous Savage Frontiers of Dragongrin. Homeland and Settlements: The Sarrik are most prevalent in Svir, haunting its mountain passes like spectres. But despite the fear surrounding them, many Sarrik settlements have also sprung up in more populated areas of Dragongrin. Still, the xenophobia directed toward such beings thrusts the Sarrik into the wild frontiers of the realm, where their undead fortitude allows them to survive where others would find swift death. For this reason, most Sarrik settlements are difficult to reach, embedded deep inside Dragongrin’s most treacherous lands. Sarrik During Lightfall: Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends. Others whisper the Sarrik were born of a twisted form of the magic known as Imminence. Many tales recount their appearance during the Dawn of Truth, the final act of the Dismembered Lord to sunder the regions of the land into Dominions of Ash divided by the Bleak, and some claim mass quantities of them emigrated out of Svir immediately after. Apart from these origins, new Sarrik appear in growing numbers throughout Dragongrin.

DEVOURERS OF MAGIC The Sarrik were born from the magic unleashed by the Dismembered Lord during Lightfall, and they remain fueled by its power now. This creates a unique challenge for the Sarrik. Some have entered into symbiotic partnerships with cabals of sorcerers, others hunt and capture magic users and farm them for their power. Since ready access to magic is a necessity for all Sarrik, it is a prime focus of their society to gather magic. The arcane forces that birthed them hold them together, but it burns off of them like heat in cold. In order to maintain their forms and sanity, they must consume the magic of others to keep enough magic within themselves to live. Some mages who study the arcane arts see the Sarrik’s devouring of magic a blasphemous waste of a precious resource that has been known to incite mistreatment and even acts of violence, while still others who befriend the Sarrik offer their own arcane abilities freely in service of a companion.

Weapons and Warfare: The Sarrik possess the masterwork armor and weapons of the Cryf and the numbers of Gwan, creating a force not to be trifled with. The Sarrik march without tiring, go days without eating, operating at full capacity at all times. They can march through rivers, over mountains, they can wait in ambush in freezing cold, or burning heat. With these advantages, the standard rules of war often don’t apply to them. They strike unpredictably, and often at odd hours of the night. Marrow officers lose sleep when the threat of a Sarrik attack is nigh. SARRIK IN WARFARE Though many Sarrik abhor being compared to shambling, mindless undead, some capitalize on the fear that concept instills in their foes. For battle, some take advantage of their ghoulish appearance by adorning their armor with filthy rags, splashing themselves with livestock blood, and screaming out uneven, squealing battlecries to appear as a ferocious, flesh-hungry army of the dead. A common tactic among the Sarrik commanders is to dress some of their troops in rags and have them shamble, appearing as a mass of simple undead. While this distracts their enemy, a strike force moves silently into position.

Faith and Religion: In their middling undeath, the Sarrik see in exceptionally vibrant colors, and even claim to see shades and variances of these colors no other creatures can. They gather in family units known as Hues. Most of the culture perceives this as a divine gift, a sign that various colors, color combinations, and drastic shifts in color bear a deeper meaning than most could possibly recognize. This hypersensitivity to color has led the Sarrik to form a new faith, called the Chromafade. This faith sees each color as representative of a feeling, an element, a metal, an alchemical secret, a note of music, and myriad other things. This complicated system is impossible for non-Sarrik to understand, as they are the only ones who can see the extra colors. Chiefest among them is what the Sarrik call neith, a color that cannot be explained to non-Sarrik. It represents the self, concepts of identity, togetherness and community.They often believe that the color of something is not happenstance, but a visual representation of the fates. Many hold extravagant ceremonies to repaint themselves or their objects in honor of these meanings. The other faith that is known among the Sarrik is called Thaum, a faith that revolves around the devouring of magic. These Sarrik claim to wield great power in foretelling the future – but at a great cost of arcane power. Some have even feasted upon legendary magic items to attempt to gain this power.

Heritage: The heritage that a Sarrik had before they became Sarrik quickly becomes irrelevant to them. Their new identity is one of many who have been displaced, strangely chosen to be reborn as unliving. The Sarrik are protective – they have been chased out of many communities, and so they ensure that those who join them are accepting. Non-Sarrik heritages are often viewed with suspicion, except for tomehearts, who are known to gravitate toward Sarrik culture, adopting their beliefs and aping their culture where they can. Customs: Many Sarrik put great weight behind the intent of actions, especially when putting an object in your hand. It is said that you should not draw a weapon, hold a quill, or even thumb a coin unless you plan on using it. Some Sarrik are fanatically mindful of what they carry on them – unless they intend to use something, they will not interact with it. Rumors: Rumors are rampant among the Sarrik, as not even they know their own past. They experience memories no one else bears, so it is difficult to tell what is a true memory and what is fabricated or misremembered. This makes rumors prevalent, and difficult to substantiate. D10 SARRIK RUMORS 1 2 3 4 5 6 7 8 9

10

The Exilarchy sets their sights on a number of uninhabited frontiers for Sarrik colonization, and plans a mass assault, no matter the cost. Some Sarrik believe in an artifact or ritual capable of reversing their condition, and factions begin forming around this idea. Some settlements kill Sarrik on sight, believing them to be one step away from becoming mindless undead, and a specific Hue aims to brutally punish those places. Half of a Sarrik village has gone colorblind, and many say they have been cursed – a witch hunt begins. An emerging sect of Sarrik believes itself to be superior to normal life, and that they are the perfect way for their people to advance. The Dismembered Lord’s magic that created them is still under his control, leaving them vulnerable to his power and influence. Books and scrolls detailing the tumultuous Cryf and Gwan history are resurfacing, called ‘The Return to Truth.’ There is an open call for Sarrik to come to the Savage Frontiers to bolster numbers and expand, but some fear it’s a trap. Some Sarrik are attempting to pass off as human using disguises and illusory magic, going through the motions of pretending to sleep and eat. A Hue of Sarrik claim they can help anyone recall their preLightfall memories using a ritual, but they’re charging a hefty amount.

FRAGMENTS OF THE CRYF AND GWAN Before Lightfall, the Cryf were a people of borrowers under the financial rule of the Gwan, their lenders with a history of feuding and conflict. The Gwan were wealthy, powerful, and rich with resources, and used the Cryf as a labor force to build a mighty empire responsible for such achievements as the Black Rail and the Lights of Anon. Now combined, the Sarrik are largely unified with the only traces of their former feud.

OUTLOOKS ON OTHER CULTURES Ardor: Some of us remember lives of servitude – in undeath, we are free from our chains. We pity the Ardor theirs. Crucian: To be chosen by a tyrant is no honor. The Crucian delude themselves. Drogus: Salvaging the remains of an empire to forge a future? I’d say we relate.

73 CHARACTER CREATION: CULTURES

Grimdul: They glimpse the winds as we sense color – could they be one and the same? Granok Thane: These mercantile warriors accept any who can swing a sword, even creatures such as us. Opportunistic, too devoted to coin, maybe – but accepting, nonetheless. Holmir: To carry eons of history upon one’s shoulders – can the rigid Holmir ever escape their traditions, as we have? Mord: Monstrous in appearance, yet not necessarily in spirit. We see ourselves in the Mordrivh – a kind of kinship between monstrosities. Silverwise: The dead-talkers look down on us – call us abominations. We are closer to death than they can ever know, and they resent us for it. Talasar: Warring in the canopy of their tree, drifting away from the world they once knew. The Talasar are preoccupied with war, so why waste energy on their plight? Zarfvin: Minds of metal – intellects too vast for this world. They miss out on family, kinship, and community.

HUES OF THE SARRIK The Sarrik are not born into families, but placed into familylike groups called Hues upon transformation and completion of specific rites of passage. Once placed into a Hue, a Sarrik is also given a signifier – a word they earn through their rite of passage. These Hues and signifiers are deeply important to the Sarrik, and once earned are typically represented in their appearance, personality, and other meaningful parts of life. The Sarrik may allow the family to choose their rite of passage, or have the fates decide, though the venture almost always incorporates a long journey or pilgrimage. If they succeed, they become part of a Hue, and their name is granted to them. Until a Sarrik completes the rite of passage, they tend to have names like White, Black, Pale, Bone, and Ink. D102 HUE KNOWN FOR 1 2 3 4 5 6 7 8 9 10

Shrewd merchants Adept warriors Prejudiced toward non-Sarrik Historians obsessed with keeping the memories of others alive Explorers of Savage Frontiers Devout hallowed Makers of fine clothing for other Sarrik Silver-tongued politicians Arboreal warriors of nature Mages with a penchant for dangerous spells

D102 RITE OF PASSAGE 1 2 3 4 5 6 7 8 9 10

Learn and recite the tenets of Sarrik history. Kill a specific deadly creature. Venture deep into a Savage Frontier to reclaim something of import. Go an extended period without using Imminence Sustenance. Help one non-Sarrik of any kind with any task. Complete a visionquest. Consume magic from various Hues and experience a vision revealing which Hue to join. Survive isolated in the wilderness for a length of time. Scarification of your undead flesh Repurpose an old forgotten cultural symbol into a personal icon.

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SARRIK NAMES AND TITLES Sarrik are required to take a new name signifying an acceptance of their new life, and putting their former days to rest in exchange for the future. More practical Sarrik choose this “rebirth name,” while the more spiritual in the culture divine or scry them. D102 REBIRTH NAME 1 2 3 4 5 6 7 8 9 10

Morael Israfiel Hamael Enomachus Kyralis Icaccimius Mededexus Elyntius Akiolis Horthgant

D202 DESCRIPTOR 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Mercy Slave Consul Exarch Keeper Eater Witch Marked Tribune Curator Bringer Storm Elder Paragon Healer Slayer Scarred Taker Warrior Lord/Lady

11 12 13 14 15 16 17 18 19 20

Neodeon Ragnoc Verrolkca Shaigum Tius Calgyras Ptortes Engox Vagris Sevresk HUE of Onyx of Bronze of Emerald of Violet of Ebony of Cobalt of Amber of Sage of Blue of Umber of Rose of Ivory of Black of Gold of Crimson of Cobalt of Gray of Silver of Rust of Scarlet

SARRIK CULTURAL TRAITS Ability Score Increase: The Sarrik are cursed with paradoxical undeath, though it frees them from some of the fetters of the mortal weakness. Choose two from among Strength, Constitution, or Wisdom and increase each by 1. Alignment: The Sarrik are no strangers to empathy, though they understand what it takes to survive, and adhere to it. They tend toward law and good. Languages: The Sarrik carry with them the fragments of languages they spoke in life. Become proficient in a single language of your choice. You also know Varynx, a harsh set of sounds made by pulling air through the teeth, used to trigger synesthesia – equating abstract concepts with colors, shapes, sounds, and smells. Ageless: Sarrik don’t appear to age, remaining in a perpetual state of near-death. Sarrik cannot die of old age.

Chromasight: You see colors in shades far more saturated and clear, allowing you to see detail much more clearly than others. You gain proficiency in the Perception skill. Undead Traits: In addition to your heritage, you are an undead creature. As such, you gain the following benefits: • You can survive without air, water, or sleep. • You are immune to poison damage and the poisoned condition. • You have darkvision out to a range of 60 feet, and you can see in dim light as if it were bright light, and in darkness as if it were dim light. You can discern color in the darkness. • Though you don’t sleep, you still gain the benefits of long rest as long as you follow its other normal requirements. • You still gain the benefits of magical healing as normal despite being undead. Imminence Sustenance: In undeath, you do not require food or water. You must instead sustain yourself on magic. As an action, you or a willing creature within 5 feet of you can lose a single spell slot of their choice, or you can feed on a recently slain creature (no more than 24 hours old) who has unused spell slots. When using this feature on a slain creature, you absorb the highest-level unused spell slot. After absorbing the spell slot, you can choose to regain 1d4 HP for each level of the spell slot (for example, a 2nd-level spell slot would allow you to regain 2d4 HP). For each day you do not feed on magic, you gain 1 level of exhaustion. If you have levels of exhaustion, you can remove 1 level of exhaustion for each level of the spell slot you absorb (for example, if you have 3 levels of exhaustion and absorb a 2nd-level spell slot, you can remove 2 levels of exhaustion, leaving you with 1 level of exhaustion). Cultural Focus: You can choose one cultural focus from the following list.

SARRIK CULTURAL FOCUS The Inexorable Dead: You are tireless in your living death, able to push past the limits of mortals. You cannot gain points of exhaustion except by your Imminence Sustenance trait or class features, such as some barbarian class features.

Additionally, the bonds that hold the living cannot contain you. If you would gain the grappled, restrained, stunned, or paralyzed condition, you can use a reaction to ignore the condition. You must complete a short or long rest before you can use this feature again. Eater of Magic: You are painfully intimate with the magic you must eat to survive. You gain proficiency in the Arcana skill, doubling your bonus if you are already proficient, and you can cast the spell detect magic at will without using a spell slot. Additionally, at 5th level, you can cast either the spell dispel magic or counterspell once per day, using Charisma as your spellcasting modifier or your class’s spellcasting modifier if it has one. If you successfully counter or dispel a spell with this ability, you absorb the spell, gaining the benefits of your Imminence Sustenance trait. Skeletal Form: Your boneflesh grows more fiercely than others, taking the form of skeletal armored plating and razor bone weapons. You gain the following benefits: • Choose one of the following: piercing or slashing damage. You have resistance to that damage type. • While not wearing armor, you have a natural armor class of 12 + your Dexterity modifier. • You can use your skeletal form as a weapon. Your unarmed attacks deal 1d6 slashing damage and count as finesse and light weapons, instead of the bludgeoning damage normal for an unarmed strike. Regurgitate Spell: After absorbing a spell slot through your Imminence Sustenance trait, you can choose to recycle that magical energy. Once per long rest, when you consume a spell slot using your Imminence Sustenance, you regain one spell slot of up to third level. Additionally, you can harness the magic used against you to serve your own purposes. When you take damage from a spell, you can use a reaction to cast the hellish rebuke spell without using a spell slot, with a spell level equal to the damaging spell’s level and damage type equal to the damage taken instead of fire damage. Repurposed Banner: You carry a sigil banner from before Lightfall. Its original purpose is unknown, but you have altered the symbols and painted it in dazzling splatter-paint colors to match the Sarrik’s new purpose. While openly displaying the banner, you have advantage on Charisma (Persuasion) checks made with Sarrik or rebels against the Dismembered Lord as long as they believe you truly represent their cause. If you lose your banner or if it is destroyed, you can spend a short rest and 10 gp worth of materials fashioning a new one. Additionally, you can raise your banner as an action and cry out for your allies to rally. For one minute, as long as you remain conscious and able to speak, you gain the following benefits: • Any allies who can hear you suffering from the charmed or frightened condition lose that condition. Allies have advantage on Wisdom saving throws for the duration. • When an ally uses the Dash action, they can use a bonus action to make a single weapon attack. • The first time you use your action to use the Help action while this ability is active, it affects all allies who can hear you instead of a single target, and all affected allies gain inspiration. You must complete a long rest before you can use this feature again.

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SILVERWISE

“The Silverwise are not afraid of the dark because they are part of it, but somehow manage to bring a gray light to its umbra – and the rest of Dragongrin. They must be taught a lesson.” – Arnor Faltik, Arcseer The dead whisper and the Silverwise listen. Defenders of the Silver Walls – structures built on the thinnest veils of reality – the Silverwise and their hounds guard against the abhorrent shadows creeping from beyond Dragongrin. The Silver Walls stand on sites of great evil or tragedy, where the filament between Dragongrin and the darker planes flickers and fades. The Silverwise guard this precipice, heeding the wisdom of those beyond the veil and standing relentlessly against those that would do harm.

WHAT ARE THEY KNOWN FOR? • The secretive Silverwise are spirit talkers, in tune with the dead and dying. They are said to have a mystical connection to the Wailing Gray – the eternally horrific limbo of Dragongrin. • Despite their grim connections, the Silverwise are known to war against the darkness, combating monsters, malevolent spirits, and the undead in the realm of Dragongrin. They are renowned as monster-hunters and mystical problem solvers. • A people of tradition, their elaborate tattoos recount the histories of their large, close-knit families which they hold above most else.

WHAT DO THEY BELIEVE? • Some Silverwise feel their perceptions into the Wailing Gray fall closer to the Desolation than many care to admit, and all who gaze into the abyss should do so warily. To stare into the Wailing Gray brings madness and despair to all who are unprepared. • Others claim to see a shadowed periphery of this timeline – and that potentially grim futures whisper to them through the veil of this realm. Seeking to find the answers to what will come to pass, some Silverwise gaze into the Wailing Gray, trying to prevent disaster. • Most believe being close to death helps one live a more grateful and fruitful life, and that understanding the Wailing Gray means truly understanding death – and in turn the value of life. CURIOSITY OF THE SILVERWISE The Silverwise are endlessly curious – an interest which led them on their path to exploring the afterlife, and blossomed their fascination with the dark corners of Dragongrin. Private in their own dealings and untrusting of outsiders, they are hypocritically nosy of others. They are never satisfied with the status quo, and often seek out new questions to answer.

Leadership: The Silverwise do not have any strict hierarchy or central government that oversees them. Instead, they operate in large families called guilds. Each guild may consist of ten or more interwoven family units, usually overseen by the Grayseer, a family member who is the most proficient in looking into the Wailing Gray, and has a proven ability to see the future. Family is held above all else to many of the Silverwise, and name and honor mean a great deal to their societies. It is not uncommon for an entire family to hold a moot to make a decision for one of its members.

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Homeland and Settlements: Typically dwelling in Svir where the fabrics between life and death are thinnest, many Silverwise live out of their caravans, eking out whatever existence they can. While dark mountains are home, their caravans and settlements are seen across many of the dominions of Dragongrin – death is everywhere, and their presence follows it. They are, however, always found in the wake of battles, exploring the aftermath and finding the connection to the Wailing Gray. Mass death brings it closer to this realm. Silverwise During Lightfall: The Silver Walls stood for millennia, shielding Dragongrin from forgotten threats, and the Silverwise guarded the realm against them out of duty and tradition. At the height of Lightfall, as the Dismembered Lord sundered time and stole the days of Dragongrin, the Wailing Gray opened its gates for the first time in ages. The resulting expulsion of spiritual energy toppled the Silver Walls and forever changed the guardians atop them, inexorably connecting them with the realm of the dead. This shift saw the Silverwise, once noble guardians, become a wandering people for hire, who investigate the supernatural on behalf of other cultures. Weapons and Warfare: Renowned for their swordsmanship, the Silverwise are excellent duelists. Indeed, one of their cultural hallmarks is the practice of Circling the Wail. This is a duel, a test of swordsmanship and skill unlike any other in Dragongrin. They are known for their efficient, no frills fighting style. Their armies focus on mobility, avoiding largescale engagements. They also focus on the establishment of a network of forts, called burrhs, which they construct around Dragongrin. These often contain caches of hidden supplies for any Silverwise who pass by. In spite of this, the Silverwise don’t tend to engage in large scale war, instead remaining neutral. Their ability to hunt monsters and undead gives them a valuable skill that few others have, and so many Silverwise are renowned as members of the Order of Cleansing. When they do go to war, it tends to be guerilla war, small skirmishes in which the Silverwise can use their skills to their advantage. SILVERWISE HOUNDS The Silverwise are known throughout Dragongrin as the realm’s most prolific and famous hound breeders, raising and keeping a variety of hounds specializing in various tasks. Silverwise hounds of all breeds are known for their loyalty and are trained in the ability to perceive on the same spiritual wavelength as their masters. Most notable are the White Wailers, large, muscular warhounds with ivory white coats, that seem to be more intelligent than any other dog breed.

Faith and Religion: Their beliefs are mysterious, but it’s not a stretch to say the Silverwise can literally see into the Wailing Gray. Their eyes turn a placid black, and they enter into deep meditations to see what visions the realm beyond has to offer. The process is fruitful to the Silverwise, but most outsiders can’t comprehend the riddle-ridden prose needed to explain that which was seen. The Silver Walls they construct and repair empower their innate ability to see into the Wailing Gray, making the visions more clear, and sometimes even allowing them to step through to the other world. The Silverwise work to reconstruct and repair their shrines and temples near those places where the fabric is thinnest.

D10 SILVERWISE RUMORS 1 2 3 4 5

With this power, they revere several powers within the Wailing Gray that none others can see. Among them are the Black Worm, the Pale Raven, the Laughing Cat, and the One Eyed Fox. These animals appear to them as gargantuan monstrosities, wreathed in shadow, with only the vague shape of the animal they describe. The Silverwise believe they are uncaring, extraplanar creatures, but to refuse to give them respect is to court doom.

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Heritage: Silverwise are most commonly darrow, though their numbers also include many nomadic remnants of lost tribes and seekers of sacred knowledge, notably humans and elves.

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Customs: A culture thoroughly intertwined with death, the Silverwise have many funerary customs. A funeral can take up to two weeks to fully finish, with games and festivities being held for great heroes or the well respected for up to a month. The Ghostspeakers of the Silverwise will cast many rituals, ensuring that the soul of the departed is suitably prepared for what awaits. Since Lightfall, the Silverwise have taken to lives of nomadic mercantilism. They traditionally exchange goods and give gifts or tokens as a sign of respect upon meeting someone. The items that are exchanged must have worth – not necessarily monetary worth. Sentimental, or useful items, are also gratefully accepted. This is especially expected when one comes upon a Silverwise caravan. While Silverwise are usually well-adapted to this ritual, some are easily offended when other cultures are ignorant to it and the gift-giving is not reciprocated. Rumors: The Silverwise bear an unmatched curiosity, and a lack of answers doesn’t stop them from making their own determinations – informed or ignorant – about the situations surrounding them and their kin. THE WAILING GRAY From the tales of those claiming to have returned from the dead, the afterlife of Dragongrin is a colorless nightmare – a ghost realm known as the Wailing Gray. It is said the Wailing Gray is a byproduct of the Dismembered Lord’s unnatural warping of the realm. Some whisper it is a horrific middling between death and one’s worst nightmares made manifest, and many Silverwise dedicate themselves to rescuing the dead from this wretched place. See more about the Wailing Gray and its horrifying mysteries on page 25.

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A family with low renown has stumbled across an elixir which allows for full immersion within the Wailing Gray for hours. One Silverwise came across a legendary weapon, said to be sought by Lord of Ash Caius Veccus. A leading family has lost one of their relatives, and they swear they disappeared into the Wailing Gray. A Silver Wall in the realm needs repairs immediately, or potential darkness will emerge. A whole sect of Silverwise awoke from a strange vision of the Wailing Gray – a vision said to include a member of the party. A prestigious member of the Fenner family was invited to an extraordinary affair – a vampire wedding, and a Lord of Ash plans to make an appearance. Something terrible emerged from the Wailing Gray during a vision, and it’s been murdering people in the area around the occurrence ever since. The Pollag family is making a great journey and requires guards to accompany them on the trip. One member of a lowly family has challenged a more renown Silverwise to a duel after seeing a vision from the Wailing Gray – what was seen? A family is constructing a Silver Wall in an area contested by both the Dismembered Legion and another renowned family.

OUTLOOKS ON OTHER CULTURES Ardor: It’s tragic to watch an entire culture die; inspiring to watch them have a chance to be reborn. Crucian: What good can be done by cowards who prefer to hide behind the wrong kinds of walls? Drogus: Criminals to many, but we judge not – they do what they must to persist. Granok Thane: Our closest trading partners who respect our ways, providing protection and assured wealth for our caravans along the Red Sail Market. Grimdul: These superstitious primitives ignore what can be seen of life and death to follow their “winds.” Holmir: If you think about the grins like we do our Silver Walls, you realize we share a common goal – though they are far less careful. Mord: Even we have limits on how close we get to the Desolation – no good thing can come from there. Sarrik: The Sarrik are an unnatural byproduct of the Desolation and Wailing Gray – fear them, or respect them – but watch them closely. Talasar: If the tree-folk can stop fighting amongst themselves, they could save the realm – the Lifetree of Talas could be Dragongrin’s most powerful Silver Wall. Zarfvin: An example of the unnatural consequences that follow the fool’s errand of chasing immortality – death will outrun their gadgets and tricks.

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SILVER WALL GENERATOR D102 SILVER WALL 1

VISIONS

Home or ancient campsite Headstone or funerary mound Gargantuan, petrified Primordial hand Worn statue of a dragon Ancient dwarven bridge Mausoleum in overgrown cemetery Black stump with an axe stuck in it Burned-out shell of a cottage Fully functioning general store Remains of a galleon run aground

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Terrible sacrifice Obliteration of a peaceful nation Massacre of native populations Great disease Heart of a famine Mass genocide of innocents Bloody battle marked with betrayal Repeated dark rituals and summonings

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DESIGN

D20 Catastrophic Bleakstorm

LOCATION

A snarling Silverwise hound Three moons of Dragongrin Gravestones A twisted dragon Bloodied weapons Angular spiderwebs Stained glass fallen heroes Family crest symbols A fabled monster of Dragongrin A series of chains and hooks

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MASCULINE

FEMININE

SURNAME

Dominik Vadomy Gregor Donovan Iska Angelo Branko Gunter Zigmund Piotr Geza Kafka

Raluca Aurelia Pesha Miri Asena Eveline Teofila Rawna Zana Sorinna Raluca Mara

Fitur Gillies Pollag Starlek Easting Vinson Gatehg Hildig Proca Dorvan Fenner Parpin

Resting place of ancient evil

SILVERWISE FAMILY TATTOO 2

SILVERWISE NAMES D12

Wrapping around the leg Covering the scalp and neck Emblazoned on the chest Covering the shoulder and neck On each finger A sleeve on both arms Emblazoned across the hands and forearms Across the neck and face Covering the back All over the body

THE SILVER WALLS Locations marred by great evil or tragedy, where the fabric between Dragongrin and the great beyond grow thin – these are where the Silverwise first created the Silver Walls, sanctified structures erected as monuments to ward off great evil. Evil begets evil, and the Walls were made on scarred places known to draw diseased creatures and vile curses from beyond. The Silver walls stave off those evils, making right the darkness that covers the world, and the Silverwise use these monuments to channel their powers, gleaning visions of the tragic futures or pasts, and the horrors of every timeline. The decrepit, crumbling Silver Walls of old are still found dotting Dragongrin’s darkest corners, worn down or destroyed when the Wailing Gray seeped into the world during Lightfall. After Lightfall, the Silverwise worked to devise a new kind of Silver Wall, erecting more powerful and more varied structures. They also worked to hide them among the mundane. They now use grand magics and hold ancient rituals to sanctify various structures as new Silver Walls, unbeknownst to the population of Dragongrin at large. A Silver Wall can be almost anything. It’s not uncommon for a dock, a house, a ruin, even a wagon to function as a Silver Wall for the Silverwise. The Dismembered Lord silently allows the guarding of the Silver Walls by these mysterious caretakers, knowing better than anyone the ruin the Wailing Gray would bring if unleashed. 78 CHARACTER CREATION: CULTURES

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SILVERWISE TITLE the Deathspeaker the Forgotten the Wanderer the Gracious the Pungent the Spirit Mother/Father the Desolate the Houndbreaker the Pilgrim the Ghoul the Balanced the Foul the Healing the Wagoner the Fallen the Shroud the Twiceborn the Nomad the Watcher the Silvertouched

SILVERWISE NAMES AND TITLES Silverwise often hold titles related to their role in the community, their reputation, or a particularly harrowing event of which they were a part. Optionally choose or roll for a title during character creation, or gain one during your adventures.

SILVERWISE CULTURAL TRAITS Ability Score Increase: The Silverwise are strong-minded and shored up against the horrors of the realm. Choose two from among Dexterity, Wisdom, and Charisma and increase both of these scores by 1. Alignment: The Silverwise are companions to shadow, yet dauntless enough to keep their wits about them. They tend toward chaos and good. Languages: Many Silverwise speak fluent Crucian – useful in their wanderings throughout Dragongrin. They also communicate through Silvercant, known among them as the ‘Cant, a strange and severe set of phrases and symbols utilized by hunters of the dark and hexmakers, particularly to identify the secret locations of Silver Walls and other respites from evil. Silvercant runes often indicate safe locations, or areas to be avoided – fluency in the ‘Cant allows you to discern between the two.

Storied Past: You carry with you the history and legends of your people etched into your flesh in the form of Silverwise tattoos. You gain proficiency in the History skill, and your proficiency bonus is doubled when you make a check using that skill relating to the legends of the Silverwise. Perceive the Planes: Silverwise share a twisted yet beneficial connection with the Desolation and the Wailing Gray, and this informs their ability to discern all planar workings in Dragongrin. You can double your proficiency bonus on Wisdom (Perception) and Intelligence (Investigation) checks made to spot or recognize anything extraplanar or beyond the Material Plane. Cultural Focus: You can choose one cultural focus from the following list.

SILVERWISE CULTURAL FOCUS Roadworn: You are accustomed to long days of travel across harsh terrain. You suffer the penalties of exhaustion as if your exhaustion level was one level lower. Additionally, you are accustomed to finding or making arrangements for safe rest. At the GM’s discretion, you can spend one hour searching for and preparing a haven for you and up to six other creatures. Your haven has the following benefits: • Any fires or other light sources within the haven are concealed from view outside until camp is broken. • The area is particularly peaceful and well-suited to recovery. When rolling Hit Dice to regain hit points while within the area, the first die automatically rolls its maximum value. • Your haven is well-adapted to the environment. While within the haven, saving throws and ability checks made against harsh weather or terrain are made with advantage.

Rites and Herbs: Ritualistic herbs and elixirs are commonplace in Silverwise settlements and caravans, and seances, death ceremonies, and other customs are daily occurrences. You have proficiency with the herbalism kit, and can double your proficiency bonus when making an ability check with it. Once per day during a short rest, you can spend 15 gp worth of materials to complete a ritual to make a potion of healing or an antitoxin. Silver Wall Blessing: As an action, you can create a 10-footradius dome of magical energy centered on an object you can see within 30 feet of you. The dome lasts for 10 minutes. Ghostly, glowing Silvercant runes appear wherever the dome intersects with another object or surface. Choose one of the following types of creatures: celestials, elementals, fey, fiends, or undead. Creatures of the chosen type cannot enter the dome by non-magical means, and creatures within the dome cannot be frightened, charmed, or possessed by creatures of the chosen type. You must complete a long rest before using this feature again. Additionally, your knowledge of the forces beyond mortality grant you an understanding into the beings dwelling beyond our world. You have advantage on Wisdom (Insight) and Wisdom (Survival) checks made against undead and extraplanar creatures, and advantage on Wisdom saving throws made to resist being charmed or possessed by creatures of those types. Silverwise Sorcery: Your connection to the Wailing Gray affords you a strange set of magical abilities. You know the spare the dying cantrip. When you reach 3rd level, you can cast the speak with dead spell once per day with this trait and regain the ability to do so when you finish a long rest. When you gain this feature, you must choose either Charisma or Wisdom as your spellcasting ability for these spells. Additionally, your attunement with death allows you to connect with others on the brink. Whenever you make a death saving throw, choose an undead creature or a creature that has died within the last week within 5 miles of you. You experience glimpses of sights, sounds, and thoughts of the chosen creature regarding their motives, desires, and the circumstances of their passing. If you have no creature to name specifically, you see a random recent death of the GM’s choosing, related to the area or recent events if possible. Sixth Sense: The whispers of the dead alert you to danger. You have an eerie foresight that alerts you to danger a split second before most. You have advantage on initiative checks. Additionally, the whispers sometimes provide valuable information. You can meditate on the whispers of the dead for 10 minutes, listening deeply to their murmerings. Ask the GM a question about an event to come. The answer must be true, but it may take the form of esoteric riddles and cryptic prose. You must complete a long rest before using this feature again. Silverwise Hound: You are accompanied by a loyal Silverwise hound that has the stats of a dire wolf. Your hound obeys your commands as best it can. It shares your initiative, and you determine its actions, decisions, and attitude. On your turn, you can verbally command the beast to move with no action required by you. You can use a bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you make no commands, the hound takes the Dodge action. If you are incapacitated or absent, the hound acts on its own, focusing on protecting you and itself. Like any creature, the hound can spend hit dice during a short rest to regain hit points. If your hound dies, you can obtain a new one from a Silverwise breeder. If you gain the Animal Companion class feature, your Silverwise hound can become your animal companion, and gains the benefits of that feature. 79 CHARACTER CREATION: CULTURES

TALASAR

“The Talasar are not merely a people, but war itself. Their ferocity, expertise, and unnaturally long, experienced lives of are a violent concoction of destruction and bloodshed decimating all it comes up against. It is a pity the fates have turned it against itself…” – Sebanos, Commander of the Straysoul Howlers Once, the Talasar were one people, a single entity – much like the ancient and enigmatic Lifetree they call home. Ancient beliefs were paramount to them. Talas, before the world below. Community, before the individual. Each Talasar is a leaf, a branch, a root. Irrelevant alone, but together creating a mighty tree. Following Lightfall, the Talasar have become closer as a people. They fought against the Dismembered Lord, and in the ultimate act of sacrifice, one hundred Talasar Leaves gave their ancient lives to uproot the Lifetree into the sky, escaping the scourging of the legions. Their precious Lifetree now drifts over Dragongrin, splintered, withering, and forever marred by its own people.

WHAT ARE THEY KNOWN FOR? • The Talasar have a strict caste system. Every member of the Talasar is sorted into one of four castes. The Root, who are the military arm of the Talasar, ensuring the Lifetree and the rest of the Talasar are safe. The Trunk, who are the bulk of the Talasar – labourers, hunters, farmers, artisans. The Branch, who are the religious and ruling class of the Talasar. Finally, there is the Leaf, who are the arcane might of the Talasar, and the tenders of the Lifetree. • Every member of the Talasar is trained in combat in their youth, and must spend three Summers in military service. All carry the traditional Feywell Gladius, and continue to hone their martial skills their entire lifetime.They have sworn to protect Talas, the Lifetree of the Feymists, home to the elves, and the biway of the Old Vale in Dragongrin. The tree grants them longer lifespans and enhanced powers to protect both it and its allies. • The Talasar are a people divided, locked in a bloody civil war, each side believing they know how best to honor their vows, rule the Lifetree, and secure the realm’s future. • The entrances to the Lifetree are nearly impossible to find unless you have been there before. The only way for the average denizen of Dragongrin to find their way in is through the ruined Feymist crossings deep within the roots of Feygrave.

WHAT DO THEY BELIEVE? • Some feel the only way to protect Talas from a threat as powerful as the Dismembered Lord was to use the magic of the lifetree to escape skyward, and that keeping it aloft is the only way to survive. This is costly, requiring great sacrifice of magic. • Others say Talas would have protected them, and that the tree’s place is in the soil of Dragongrin, where its mighty roots can stay powerful and strong. Fleeing is cowardly, and it’s rumored that if the tree is disconnected for too long, it will wither,die, and fall to the world below.

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• They are united in one thing – the belief the warring Talasar factions must put aside their differences and unite against a much larger threat – the deadly and powerful Granok Thane, who have infested Talas at the behest of the Dismembered Lord, with the promise that it’s theirs if they can seize it. TRADITIONS OF THE TALASAR The Talasar revere the ways of their ancestors, and look to those who came before them with respect. Social interactions can often be stiff and ritualized and customs, traditions and habits that the former Talasar put in place are often revered. Conversations between different castes are highly ritualised. Some Talasar believe that this way needs to die, as it no longer works in a world as Bleak as Dragongrin, and civil unrest was stirring before the Granok Thane arrived.

Leadership: After the Uprooting of Talas, the ancient home to the Talasar and epicenter of the Old Vale, many question whether millenia of leadership tradition still applies in a world without the Lifetree. What sort of hierarchy is required – if any – to maintain Talasar customs? Can the shadow of this ancient warrior people be coalesced into their truest form once again, or has the Uprooting left them scattered, impotent, extinct? Many Talasar believe that now more than ever, the traditions of their caste system is the absolute best way to ensure their survival. Tradition and conservatism are overwhelmingly the popular belief among the Talasar. Yet there are others among them that believe that the tyranny of the caste system must be broken, and that a new way must be found if they are to thrive.

Homeland and Settlements: The Talasar live almost exclusively on Talas, as their charge is to defend the Lifetree at all costs, though some smaller settlements exist directly underneath it, made up of some who stayed behind in Feygrave and the surrounding areas, and roving slowly along the drifting path of their skyward home. Though uncommon, there are some Talasar settlements dotting Dragongrin made up of those who sought to create a new life away from the Lifetree. Talasar During Lightfall: For centuries the Talasar have been in a symbiotic relationship with the Lifetree, watching all the while empires rise and fall, rarely intervening or concerning themselves with the affairs of lesser creatures of Dragongrin. Their doctrine has always been one of defence. In doing so, they underestimated the power of the Dismembered Lord, and were wholly uninvolved with Lightfall until it was too late. Their military might and prowess nearly turned the tide of Lightfall entirely. In a legendary series of battles known as the Siege of Rests, the Talasar exacted a heavy toll on the enemy forces, but were ultimately defeated by the Granok Thane, forging an undying rivalry. It was then that the remaining Talasar sacrificed the hundred leaves to rip the tree from its roots, pulling it skyward. Weapons and Warfare: In all Dragongrin, no culture is more thoroughly trained in the art and science of warfare than the Talasar. All in the culture are exercised vigorously from childhood, and must serve at least three summers in the Root – the military of the Talasar. The defensive doctrine of the Talasar has led them to embody certain practices. They fight in a thorn, a phalanx of warriors. Similar to their interconnectedness with the Lifetree itself, the Talasar operate as a single unit instead of individual soldiers, moving in close ranks protected behind solid shield walls, and utilizing long spears to press against and destroy enemies. After a minimum of three years service, Talasar are assigned a caste, in which they will serve for the rest of their life. In most cases, a Talasar will be assigned to the caste their parents are in. Those who show magical ability are sent to the Leaf. After three years, Talasar are allowed to depart the legion for new opportunities. They are given a Feywell Gladius – a traditional short sword worn on every Talasar’s hip even after their official service has ended. The people of the Lifetree are warriors until death. GHILSEITH PLAYERS A Ghilseith is one of many instruments traditional to the Talasar, though it is the most popular. Ghilseith are stringed instruments made from specially cured wood from the Lifetree that convert string vibrations into driving and guttural sounds of increased power and volume. Military organization and orders are delivered by specific rhythmic tunes, synchronizing movement and delivering orders over large numbers of soldiers, ensuring they advance evenly, step in time, and operate as a singular unit no matter the situation.

Faith and Religion: The Talasar are believers in the elven pantheon of the All-makers, gods and goddesses responsible for the gifts given to the world, each of them representing one of the castes. These include the Uthiryl and the phenomenon many experience as “time.” It is said all of Arbitron itself was birthed from the All-makers, and according to believers, they now mete out justice and order from their divine thrones inside the Feymists. According to textual canon and tradition, their greatest adversary is the foul and dark being known as Yhaghul, the Slayer of Worlds, who relentlessly aims to pull their creations apart.

Heritage: Talasar are almost exclusively elven in heritage, though their numbers also include any others who show unshakable loyalty, unmistakable combat prowess, and are often sworn to protect the Feymists and Talas itself. Though the majority are elves, those worthy in Dragongrin can earn their place among the Talasar. Customs: Many Talasar believe that to receive the world’s good fortune, one must carry a piece of each location visited over the course of your travels – something the Talasar call a terium (translated as “footprints left behind”). Teria are often created made by taking pieces of the literal environment and weaving, crafting, or combining them together into a small trinket, whether from the vines and leaves of a forest, stone and fossilized bone from a desert, or mortar and dust from a crypt. The strict caste system of the Talasar means that greetings and names are highly ritualised. The language of the Talasar is massively complex, and there is a specific definite article for each caste, depending on which caste you are from, increasing or decreasing in level of respect based upon which caste you are in. The system is so complex that the language is almost impossible for non natives to learn. Rumors: Once a great republic, a landmark of pilgrimage, and a symbol of life and hope, Talas is now little more than a shell of its former self. With the Talasar divided and the Granok Thane conquering it piece by piece, rumors of Talas, the Talasar, and the Feymists are whispered all across Dragongrin. D10 TALASAR RUMORS 1 2 3 4 5 6 7 8 9 10

A group of Talasar are said to be headed toward Grinn with a Reliquary of Ash to claim a title of Lord of Ash. Talasar guerillas calling themselves the Newroot have begun attacking Marrow and Red Sail supply lines. A rogue group of Talasar have been working with Peacemakers, ravaging Feygrave and Innes. A group of Granok Thane and Talasar are surprisingly working together nearby, though they have kept their aims entirely secret. Some Talasar believe that the Copper Sun is rightfully theirs... they seek to take it at any cost. Some Talasar have taken to becoming spies and kneebreakers for the Sovereign, but whispers of a larger purpose persist. Some Talasar seek to start anew in the reaches of Dragongrin, and are sharing their secrets of weapon and armorsmithing, breaking sacred laws. Talasar are recruiting for both sides of the civil war as far reaching as Grinn itself. Some Talasar are seeking to escape the violence of the realm by focusing on starting temples to an ancient elven pantheon. A group of Talsar Ghilseith players are acting as Eloquents without an agitator’s license, playing songs of freedom and hope.

IMMINENCE AND THE FEYMISTS It is whispered that the magics of Uthiryl are linked to the creation force known as Imminence. Some believe the Dismembered Lord secretly fears Imminence, which is why he ordered the Thanean Invasion even if it means handing Talas to the Granok Thane.

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OUTLOOKS ON OTHER CULTURES Ardor: Any who would not rise up and break their chains deserves to be in those chains. Crucian: Their connection to their Sovereign is a weakness, and a pathway to infiltrate his nation. Drogus: They love trash so much they use it to build their homes, tools and weapons – I think that says it all. Granok Thane: They fight without honor, and scrape victories from the mud – but they are still victories nonetheless. Grimdul: They breed unsurpassed mounts, but use them to play in the dirt and chase superstition. Holmir: They waste their short lives getting drunk off of swill they drain from dragon carcasses, but they're ferocious opponents. Mord: Assume a Mord has lived a few years longer than you, and has twice as many allies. Sarrik: It's unfortunate that creatures already so frail were made worse, but their doggedness is to be commended. Silverwise: It's typical of creatures with such short lifespans to concern themselves so deeply with their mortality. It's inconsequential. Zarfvin: Their technological prowess is impressive, but their incessant focus on the wrong details holds them from true greatness. RIVALRY WITH THE GRANOK THANE Throughout Lightfall, the Talasar and Granok Thane clashed, and both suffered heavy losses at the hands of the other. While the Talasar are typically more even-minded, not allowing a fleeting series of battles or defeats affect their cultural viewpoint, this was quite different. The Granok Thane have proven to be the only adversary to truly be a match for the Talasar in centuries, and a potent rivalry has developed between the two cultures. Some Talasar see it as professional competition between soldiers, while others openly spew vitriol and hate, seeking conflict with any and all Granok Thane.

TALASAR NAMES The Talasar value family names above all else, and are proud to be known by them. Family names are typically carried on for generations, and have been around for as long as the Feymists and Old Vale themselves – there are thousands of them. Due to the long lifespans of the elves, these are often large families with many members of myriad ages.

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The Talasar use non-gendered given names that they use for the first part of their life. These are eventually replaced by names that they earn by their deeds in battle. This begins with their summers in service where they are ceremoniously marked by a fey brand called a Cicitrix, and placed in castes based on their skill and propensity for magic, toil, or war.

THE CICITRIX In a Talasar’s first three summers of service in the Talas’s military branch, the Root, their most impressive and lasting deed is how they are named. This is most often honorable, and tells of a victory or success, though it can also speak of shame or defeat. Using the magic of the Feymists and the Old Vale, this name is marked upon the Talasar’s right forearm. The branding is so powerful that even the elves skin-shedding process of exuviation doesn’t cause it to wane or fade. A Talasar can have their Cicitrix changed in a handful of ways written in Talasar law, but there are two that are most common. The first is to achieve an even greater victory or endure a more powerful shame and to have the ruling leadership within your caste vote on the change. The second is to go back and serve an additional summer in the Root, in which your actions will grant you a new Cicitrix. As an example, a Talasar with the given name Damia and the family name Iordanis would be known as Damia Iordanis for the first part of her life until she serves her summers in the Root. During her time there, she gains the name Lisi (notoriously excellent with) ara (hand-to-hand combat). She will then be known as Lisiara Iordanis. TALASAR NAMES D20

GIVEN NAME

FAMILY NAME

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Idaios Damia Panaetios Otonia Meidias Eurynome Medon Andromus Damastor Artemidora Sophokles Dexamene Caleope Hippodameia Gelon Antheia Harmocydes Pythias Oenopion Chione

Aristeidis Thisea Sallou Iordanis Nasos Voula Efthimios Magdan Iro Natas Vassilis Stamatis Tassos Helos Isidorin Vassilios Dimlyn Theodosis Iosif Caius

2

TALASAR CULTURAL FOCUS

CICATRIX D202 CICATRIX PREFIX 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Pris (maimed by) Lisi (excellent with) Rho (brutal use of) Quind (breaking) Taeph (scarred by) Fen (swiftness with) Troe (survived a wound from) Neme (most kills using) Tyn (unusual methods with) Or (defeating a superior with) Temm (expert with) Cass (shamed by) Tul (made peace, avoiding) Lisi (dangerous with) Rho (wounded badly by) Ilys (betrayed with) Atti (defeated with) Fen (unbeatable with) Sul (disarmed and overcame) Evy (achieved vengeance with)

CICATRIX SUFFIX thae (an enemy’s weapon) ara (hand-to-hand combat) uss (a staff) aem (a ranged weapon) maris (a spear) cius (a blade) stenes (a crossbow) yar (a dagger) nath (a pair of twin weapons) iel (an improvised weapon) thia (an ambush) anel (a fabled weapon) ianus (cunning misdirection) ara (relentless attacks) deiym (a giant maul) aem (magic attacks) casta (superior tactics) vorix (a Feywell gladius) pica (an Archan) axian (a Valen)

TALASAR CULTURAL TRAITS Ability Score Increase: The Talasar’s realm among the clouds grants both rare perspective and hardened fortitude against the elements of high-altitude living. Choose two from Strength, Constitution, and Wisdom and increase both of those scores by 1. Alignment: The Talasar are easily swayed by the pressure and strife of political machinations, but stand steadfast in their causes. They tend toward law and neutrality. Languages: The Talasar have spent many years around various cultures. Become proficient in Upper and Under Exuvian, or any other single language of your choice. Born of the Feymists: Your contact with the lifetree and the Feymists have given you a particular attunement to nature. You gain proficiency in the Nature skill, and you roll Intelligence (Nature) checks related to Talas or the fey with advantage.

Skyward Proficiencies: You are experienced in taming, riding, and otherwise working with the flying warmounts of Talas. You have advantage on all checks relating to halyphons and similar flying mounts. While mounted, you have advantage on attacks against creatures who are unmounted. Additionally, you know someone who owns halyphons who could rent some to you and your party short-term for a fee. Work with your GM to determine how you know them. As long as you can communicate with them, you can arrange a meeting to rent a halyphon within 7 days. At your GM’s discretion, this person may eventually be able to sell you a halyphon to own permanently. Formation Tactics: Your experience with the Talasar legion has prepared you to fight alongside your comrades and stand against even the strongest opponents. You gain proficiency in the Athletics skill and with shields, and you can add a shield to your starting inventory if you don’t already have one. Additionally, as long as you have a shield equipped, whenever you are within 5 feet of an ally, you both gain the following benefits: • You have advantage on any Strength (Athletics) check to resist being grappled, knocked prone, or forcibly moved. • You have advantage on Constitution saving throws made to avoid bludgeoning, cold, fire, force, piercing, slashing, or thunder damage. Wings of the Feymists: Your connection to the Feymists has granted you a set of shimmering arcane wings, which you can manifest or dismiss as a bonus action. Your wings dissipate automatically if you fall unconscious, become paralyzed, or are under the effects of an anti-magic field. As long as the wings are manifested, you gain the following benefits: • Your jump distances are tripled as per the spell jump and you take no fall damage. • At 3rd level, you can cast the spell misty step once per long rest without using a spell slot. • At 5th level, you can cast the spell fly once per long rest without using a spell slot. • At 11th level, you gain a fly speed of 60 feet

Product of War: Your training in the legion has prepared you in the arts of war. You gain proficiency in all martial weapons. Additionally, you have been granted a Feywell Gladius – the traditional shortsword of the Talasar. Your Feywell Gladius has identical statistics to a shortsword, except that it adds +1 to attack rolls. Heritage: While it’s true that most Talasar are elves, anyone who spends more than a year among the denizens of Talas gains the experience and benefits of their culture. Non-elves must earn their keep among the factions in the area, however, and many never cease becoming marginalized as potential spies or insurgents. Cultural Focus: You can choose one cultural focus from the following list.

83 CHARACTER CREATION: CULTURES

Champion of the Lifetree: While all Talasar are trained in warfare and group combat, you have honed your skills in single combat. Whether as a method to settle disputes between yourself or those you serve or simply for the glory of defeating a similarly skilled warrior, you live for the duel. As long as you are within 5 feet of a creature and there are no other allies or enemies within 10 feet, you gain the following benefits: You cannot become frightened by the creature you are engaged with. You add +2 damage to all attacks made against the creature. Additionally, you can call upon the immutable laws of the fey to issue a challenge to duel against a creature within 30 feet, which the creature must accept willingly and uncoerced. If they accept, you are both shrouded by the Feymists and transported to an ethereal demiplane 30 feet wide and tall, but otherwise identical to the surrounding environment. Other creatures can see into the space, but cannot interact with either creature in any way. The duel lasts until one creature dies or yields, at which point the two creatures return to the space they were in before the duel began, or the nearest unoccupied points. If terms for the duel were set, the yielding party is compelled to fulfill those terms as per the spell geas.

84 CHARACTER CREATION: CULTURES

The Old Vale in All: You are even more attuned to nature than most Talasar. You are always under the effects of the spell speak with animals, and you have advantage on all Charisma checks made to interact with beasts with an Intelligence score of 3 or less. At 5th level, you can cast the spell speak with plants once per long rest, and your advantage on Charisma checks extends to include all beasts and plants. At 11th level, you can cast speak with plants at will, and you can also communicate with non-sentient natural materials, such as a stone, for the duration and your advantage on Charisma checks includes all non-humanoid creatures and non-sentient material.

ZARFVIN

“The Zarfvin are the most brilliant people this realm has ever seen, but they fail to see the state of the realm. Consumed by their thirst for knowledge, they drink and drink, not realizing that they are slowly drowning in the flood.” – Gliv of the Deathcloak Company Some cultures distinguish themselves in war and intrigue; others in wealth and fortune. The Zarfvin, conversely, have carved themselves a distinct niche in the realms of Dragongrin – that of Archanics. A strange and often dangerous melding of technology and magic, this fusion is a blurred, bleeding line, which the Zarfvin eagerly and relentlessly cross (often with the encouragement of the Dismembered Lord). Responsible for both awakening the tomehearts and perfecting the Warmakers, the Zarfvin often serve as engineers of great and terrible weapons and military wonders. They are the engineers of war, the chosen makers of the Dismembered Lord. With great resources and safety to work on their creations, they create wonders and terrors of breathtaking scope. Some Zarfvin shy away from this future, preferring instead to advance less violent fields of Archanics. The Zarfvin hold collective knowledge as a sacred value, though they guard this knowledge greedily, hoarding it like dragons. Adept in many fields, from higher mathematics and science, to complex arcane study, they are not simply content to study the higher mysteries. Instead, the Zarfvin have the greatest respect for those who can both envision and then follow through and create with their own hands, a new piece of technology. A central part of their culture is the deconstructing and rebuilding great works of the past by hand to better understand them before applying those techniques to their own work and advancing the craft with their innovations.

WHAT ARE THEY KNOWN FOR? • They incorporate Archans and Archanics into as much of their lives as possible, frequently augmenting their bodies and passing the augmentations from one person to another. • The Zarfvin built a culture around deconstructing the past to learn new methods for developing the future, taking apart old pieces of tech and learning how they work in order to innovate new tech. They favor handson techniques and a practical approach of logical increments. This translates into their other views – they are averse to taking heedless risks – rather preferring to think out each step. • The Zarfvin primarily inhabit the sentient jungle of Zamon. Though the dangerous jungles have grown over their home, the Zarfvin continue to use each other to expand their knowledge and craft, not wanting to abandon the rich culture of innovation and supply of Titan Archans they’ve compiled in the area.

WHAT DO THEY BELIEVE? • The Titans left for them a bountiful gift in their bygone technology. They are the inheritors of the Titan’s glory, and they will elevate themselves – and all Dragongrin – beyond this current cultural slump. More than that, they must outdo the Titans in their splendor, and improve on their technology.

• The Zarfvin know that this is a cultural downturn for the world of Dragongrin. There was once a greater age, and those mysteries of technology have been lost. The Zarfvin believe they are the keepers of those ancient secrets, and must lift Dragongrin from its current darkness. • There are sects within the Zarfvin that believe the Titans are merely sleeping, awaiting their subjects to rebuild their kingdom, when they will burst forth from Deepvault and reclaim the world. • Whether they like it or not, all Zarfvin know they are lucky. Their culture is sheltered, protected by the might of the Marrow Legion and the Dismembered Lord. While many are happy to work for the Sovereign, others believe that the only hope the realm has in deposing the Dismembered Lord is with the technology of the Titans. They work in secret, funded by the Dismembered Lord as they attempt to defeat him. THE CREATIVITY OF THE ZARFVIN The Zarfvin revere creativity, innovation, and craft above all else. The depth and breadth of their understanding is remarkable, though it doesn’t equivocate to what many would consider good sense. Often concerned with high minded ideas, philosophical or theoretical debates, they can take their eyes away too long from the real struggle of life in Dragongrin. In their beautiful laboratories, they are far from the suffering peasant with a Marrow boot on their neck.

Leadership: Like most of the concepts of the Zarfvin, their leadership is complicated. They have a complex senate system with a representative voting system – the system is arcane and bureaucratic, and deeply confusing. In the end, there are three chosen every three point one years, to rule and make major decisions. These Archons will dictate the large scale policy of the Zarfvin, but beyond policy regarding war, most Zarfvin operate in their own cabals and conclaves, working quietly and disengaging from politics.

85 CHARACTER CREATION: CULTURES

Homeland and Settlements: They are most prominent in the jungles of Zamon, where the great university city of Tor Zarfvonar can be found. A marvel of technology, guarded by automated defenses and walls a hundred feet tall, inside it is a utopian technocracy where the Zarfvin can work in peace. Beyond that, the Zarfvin can also be found prolifically around the most famous dig-sites of the Titans – especially in Svir Below as close to Deepvault as they can get safely. Their communities dot the furthest reaches of Dragongrin, wherever there are Titan relics and ruins. Many Zarfvin reside in Grinn, serving the Crucian noble houses, the Council of Ash, and the Dismembered Lord himself. Zarfvin During Lightfall: When Lightfall came, the Zarfvin underwent the usual risk assessment, and decided their best chance for success was to join the Dismembered Lord. Using the might of their automatons and advanced technology, they were invaluable to the Dismembered Lord in his conquest. Others were assigned to the task of reviving the mysterious Crucible. In return for their service, the Dismembered Lord granted them freedom of study, protection, and resources. Weapons and Warfare: The Zarfvin themselves tend to avoid warfare directly. Instead, they use their inventions – Archans, tomehearts and Titan technology, along with their ingenuity, to fight battles from afar. They are brilliant at building war machines and plotting strategy, and even have a fleet of war chariots fueled by Archanics. They have perfected the art of lightweight, full-body armor with Archanic helms outfitted with various abilities and powers. TOMEHEARTS AND WARMAKERS The Zarfvin have a link with the tomehearts unlike any other culture. Having awakened the ancient constructs during Lightfall, they were also able to reverse-engineer the technology and aid in building a new army of machines known as Warmakers for the Dismembered Lord. Whispers persist that a new breed of tomehearts is also underway – one that would finally merge organics and Archanics seamlessly. Many question the ethics of such a being – an artificial being indistinguishable from a living one.

Faith and Religion: While traditional religious worship is rarely practiced by the Zarfvin, they do hold a strong reverence for the Titans, imagining them to be paragons of the creativity and innovation they hold as sacred values. While for some this is just a comparison and an ideal to strive for, other Zarfvin take this reverence more seriously. Though most claims are largely unsubstantiated, the rare Zarfvin has even claimed to have made connections with actual Titans surviving in the lost Deepvault, drawing power and knowledge from them through technological, arcane, or even divine connection. Heritage: Zarfvin are most commonly darrow and elven in heritage, though their numbers also include many tomeheart and other brilliant seekers of knowledge as well. Customs: A common phrase among the Zarfvin is ‘a fire needs a spark’. They believe that it is important to show drive, and an enthusiasm and aptitude for the field of study they intend to enter. The field of academic and practical study that they wish to enter is not often as exciting or romantic as they imagined it, and so teachers often test would-be

86 CHARACTER CREATION: CULTURES

students for aptitude. This may manifest as them explaining a mathematical concept, or taking apart a salvaged piece of Titan tech. This philosophy translates to all aspects of trading and sharing knowledge. Once someone proves their potential, the spark of shared creativity amongst the Zarfvin comes to life, and they eagerly collaborate and share knowledge and trade secrets. Each Zarfvin creator has what is called a Maker’s Mark. This is a complex symbol they create during their study – beginning with the Unitrix and adding marks and symbols to create their own unique symbol. Each creation made by a Zarfvin is marked somewhere with this symbol. Schools, symposiums, laboratories and other gatherings of Zarfvin will have a Maker’s Mark, each student will begin with that mark, and add to create a unique one. Rumors: Their insular culture and sometimes zany creativity lends itself to a lot of murmurings from outsiders, and though few Zarfvin would confirm or deny any claims outright to an outsider, some rumors persist regardless. D10 ZARFVIN RUMORS 1 2

One Annulus Directive is claiming that a discovery of theirs was stolen by another. A smaller, lesser known subset of Zarfvin are challenging an accepted methodology, and have evidence worth considering.

3

Some Zarfvin have begun to talk of a great journey to a place known as the Ordmist.

4

Rumors spread of something that can be seen in the Bleak – something large and growing.

5

A lauded and respected group of Zarfvin have been invited to Grinn to help create a new version of the Crucible.

6

Several once-disgraced Zarfvin are getting a second chance as it was proved their efforts failed due to sabotage.

7

There is a new, traveling Annulus Directive that is going from city to city challenging anyone to construct a copy of a particularly complex Archan they’ve created – those who succeed may join their ranks.

8

A huge cache of intact Titan relics have been unearthed, and it must be studied before it is looted or tainted.

9

A powerful Annulus Directive has lost its most prolific and visionary leader due to a mysterious incident with a powerful Archan.

10

There are rumors that a Lord of Ash is seeking some willing, studious Zarfvin for a secret project.

OUTLOOKS ON OTHER CULTURES Ardor: A tragic fate, but earned. However, without them, the wheels would not have been set in motion to get us where we are today. Crucian: Probably the only people more cunning and calculating than us – in their own way... Drogus: If you took away the Zarfvin’s quality, technical skill, and standards, and added a dash of immorality, you’d have the Drogus. Granok Thane: It would be wonderful to have the resources to buy out this mercenary army to focus on furthering our knowledge.

Grimdul: Superstitious simpletons, though their survival and combat prowess cannot be ignored – even when used to tenaciously defend their groundless beliefs. Holmir: To strike a friendship with a Holmir is to learn the secrets of the dragons – and that’s worth putting up with their dated traditions. Mord: They know secrets undreamed of, but keep them close and let them grow stagnant – a waste of potential. Sarrik: They squander the potential of the goods and equipment they’ve inherited from history, but their desire to discover what they are is to be respected. Silverwise: Hexes, charms, and witchery are so limited in what they can accomplish – if the Silverwise embraced technology, their walls would be far more valuable than silver... Talasar: If they set their ancient minds to discovery rather than infighting over tradition, they could get further, faster than any of us.

ANNULUS DIRECTIVES The Zarfvin, despite their insulation to outsiders and those uninitiated in their Titan craft, are exceptionally communal and often develop highly focused cliques called Annulus Directives. These cliques often center around a particular specialization within Titan technology and an approach to the craft in general. Some groups may focus on transportation and others on weaponry. Some directives are grave and practical while others are zany and experimental. Some Annulus Directives are informal and casual, merely groups of Zarfvin friends who enjoy creating together in a similar style who are given a name from outsiders to refer to their work. Other Annulus Directives are formal, carefully crafted alliances owned or patronized by powerful people hoping to capitalize on their innovations, trading safe and well-supplied creative spaces to eager Zarfvin in exchange for the fruits of their creativity. Whether casual or official, almost every Annulus Directive has an extremely rigorous entry test, often demanding potential members to demonstrate a high degree of knowledge, finesse, and creative potential in the fields and style of the directive before being considered. While it is possible for Zarfvin to operate alone, they rarely do so. Nearly all Zarfvin consider this wasted potential, losing centuries of shared experience and progress that the culture has communally advanced in exchange for a small bit of freedom or solitude. That has not stopped some fringe members, some of whom have even become highly successful and sought after, from exploring the solo path. ANNULUS DIRECTIVES D12

2

1 2 3 4 5 6 7 8 9 10 11 12

SPECIALTY

MANNER

Transportation Weaponry Body modification Mathematics and physics Construction Energy and power Medicine Bleak or Desolation Archaeology and excavation Cartography Planar exploration Alchemy

Clean and precise Extravagant and gaudy Eccentric and zany Cutting-edge and experimental Coldly practical Fiercely competitive Honest above all else Impulsive risk takers Reverent of the Dismembered Lord Kind-hearted and easygoing Cruel and punishing Put their craft above all else

ANNULUS DIRECTIVE NAMES D102 NAME 1 1 2 3 4 5 6 7 8 9 10

NAME 2

Aether Hedral Null Trithagon Mechanar Archanic Lateralus Echelon Paradigm Archanaut

Solution Initiative Apparatus Coalition Objective Expanse Mandate Collective Engine Ring

ZARFVIN NAMES AND TITLES Zarvin have no surnames, but are instead defined by their configuration, a title that hearkens to their cultural symbol is the Unitrix. A Zarfvin’s configuration represents their specific intricate discipline as a Zarfvin, and their exact manifestation of their expertise. The configuration can follow the name connected by “the” (Saerlius the Tetradar Observer), or inform the name with “of the” in between the configuration (Saerlius Observer of the Tetradar). Optionally choose or roll for a name and configuration during character creation, or gain one during your adventures. ZARFVIN NAMES D20 1 2 3 4 5 6 7 8 9 10

NAMES

D20

Barachiel Geyanau Rhamiel Saerlius Thomanlon Vaulzuen Laedron Dronphuen Ariron Osral

11 12 13 14 15 16 17 18 19 20

NAMES Athimial Listil Paedyolon Holith Pheshi Migethe Aunya Iazen Uriad Zerachiel

ZARFVIN CONFIGURATION D20

2

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

CONFIGURATION 1

CONFIGURATION 2

Squaric Hexagar Isomarc Prismikar Tetradar Fractiss Refractull Circlic Mitoloid Hectracite Crescentiss Ovalessent Telamist Fusionaire Rhombist Kilograph Prionar Triangulant Cubewise Zarferion

Deconstructor Crafter Architect Cataloguer Observer Halter Dissolver Amplifier Nullifier Hewer Dimmer Arbiter Sealer Purifier Clocker Procurer Recorder Possessor Artificer Refurbisher 87

CHARACTER CREATION: CULTURES

ZARFVIN CULTURAL TRAITS Ability Score Increase: The Zarfvin are expert crafters with rich culture surrounding innovation and discovery. Choose two from Dexterity, Intelligence, and Wisdom and increase both of those scores by 1. Alignment: The Zarfvin are sharp and organized, but practical and opportunistic, siding with whoever allows them to continue their craft. They tend toward law and neutrality. Languages: Many Zarfvin, particularly those serving alongside Ardor and Crucian communities, speak fluent Crucian. Within their own groups, most Zarfvin speak Titanspeak, or at least a modern dialect of the ancient language. Their natural affinity for the coded language of Titans allows them to seamlessly interact with Titan-based technology and constructs like tomehearts. Master Crafters: The Zarfvin are experts in repairing, building, and modifying Titan tech. You gain proficiency in Archanic tools, tinker’s tools or a set of artisan’s tools and gain an Archan bauble with the ruined condition (see the Archans section on page 400; work with your GM to determine its nature and details), and you roll ability checks made to operate, repair, build, or deconstruct Titan technology with advantage. Trade Secrets: The Zarfvin carefully and coldly guard their secrets from outsiders, but revel in sharing knowledge amongst friends and fellow creators. Provided there are no non-Zarfvin within earshot, you have advantage on any Charisma (Persuasion) checks made with other Zarfvin, as Zarfvin will go out of their way to help solve an interesting problem or work on technology as long as they view you as an ally. Cultural Focus: You can choose one cultural focus from the following list.

ZARFVIN CULTURAL FOCUS Magnum Opus: You have created a marvelous new invention from the Titan tech you’ve found and continue to develop your masterpiece. Work with your GM to choose or create a magic item appropriate for your level, but rather than being enchanted, it is Titan tech. You gain that item, made of intricate Titan tech instead of its normal material. At 5th level, 10th level, 15th level, and 20th level, you continue to perfect your work. Your creation gains new abilities or improves current abilities in a manner suiting its function. Consider tying this ability to the Archans of the Titans section on page 400. Titan’s Muse: The Zarfvin’s culture is fueled by creativity and innovation, and new ideas strike you vividly and suddenly. Whenever you complete a short or long rest you gain inspiration. Additionally, at the GMs discretion, you can spend inspiration to do either of the following: • Automatically succeed on a check made to repair, build, or understand a piece of Titan technology. • Gain a sudden rush of insight into a problem you are facing. Ask the GM a question about a problem you are currently facing. They must provide a useful and true answer. Inner Circle: Your name is known among the Zarfvin for being an effective collaborator and creator. Your Trade Secrets trait applies to any Zarfvin who is not directly hostile or opposed to you, instead of only those allied to you. Additionally, you have a close connection to another Zarfvin who is well-supplied and well-connected. Work with the GM to decide who this person is and where they are located, their specialty, and how you know them. This contact can supply you with basic tools and materials, and for the right price, can find more rare and exotic materials at the GM’s discretion. Titan Tech Deconstructed: You have mastered the art of understanding and reverse-engineering Titan technology. You gain proficiency in the Investigation skill. Additionally, when you spend a long rest examining a piece of Titan technology, you gain the following benefits: • You understand the purpose and function of the technology. • You can reconstruct the tech as long as you have the materials and tools to do so. The amount of materials needed to do so are decided on by the GM based on the size and intricacy of the Titan tech. • You have advantage on any check made to operate or repair the technology. Archan Eyes: You or someone you knew mastered the rare art of using Titan technology for body modification. Your eyes have been replaced by eerie gold Archans that enhance your sense of sight to great degrees. You gain proficiency in the Perception skill and double your proficiency bonus on Wisdom (Perception) checks. You gain Darkvision out to 60 feet, and can see in dim light as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Additionally, you can momentarily tap into the deeper sight of the Titans. As a bonus action, you can channel the Titans’ sight for 1 minute. You gain truesight out to 60 feet and can see in all directions simultaneously for the duration. You must complete a short or long rest before using this ability again.

88 CHARACTER CREATION: CULTURES

LANGUAGES

The people of Dragongrin communicate using dozens of languages, with a dozen diverse dialects beyond those. These languages represent the most prolific spoken in Dragongrin, and those most useful for adventurers to know.

COMMON TONGUES Bartermouth: Sounds like clinking coins. This trade language is used by scavengers and traders across Dragongrin, prolific among both the Drogus and the Red Sail merchants. Bartermouth is a simple, spartan, straightforward language used to express ideas as varied as “that’s too expensive” and “you won’t find a better deal.” Crucian: Sounds like a shovel biting into the earth. The official “common” tongue of Dragongrin began as an obscure dialect of the language of Viste, the homeland of Ghul Varras. Now made standard across the Sovereign’s empire, Crucian is an efficient and organized tongue, following strict rules of grammar and usage. Most Crucians in their hubris expect anyone they interact with to speak at least passable Crucian. Dul: Sounds like wind scraping against sand or galloping hooves. The Grimdul language, in addition to spoken words, utilizes a variety of hand signals and whistles, making it useful even from the back of a mount. Each phrase in Dul is an ancestral memory, expressing ideas, thoughts, and emotions through events in Grimdul history. Exuvian: Sounds like leaves crunching underfoot (Under Exuvian), or water flowing over smooth stone (Upper Exuvian). This soothing fey-derived language is fluid, though intricate and varied in its dialect. Most common in Dragongrin is the harsher Under Exuvian spoken by the Mord, and the ethereal Upper Exuvian spoken by the Talasar. One fluent in Exuvian understands both the upper and lower dialects. Nok: Looks like a whetstone honing steel or legions moving in sync. The military sign language of the Granok Thane uses no spoken words. The efficient and closely-guarded series of hand signs allows for silent communication in tactical situations, as well as for deaf or hard-of-hearing warriors to give and receive orders.

Yng: Sounds like the rumble of a cairnstone and the fluttering of longship sails. One of the oldest tongues in Dragongrin, Yng is spoken primarily by the Holmir. Similar to Draconic, the Holmir naturally developed Yng as a result of living in and around the grins of their homeland, adapting the written language of the tombs to a spoken language all their own. Despite its remote origins, Yng is spoken throughout Dragongrin as a result of Holmir raids and colonies.

OBSCURE TONGUES Bleakspeech: Sounds like crackling lightning. At its apex, Bleakspeech is spoken by monstrous deathmaws and the godly Xur Kith within Bleakstorm cyclones, heard in thunderous strikes of lightning and bitter spatters of electric pops. Among Dragongrin’s mortal population, tongue clicks and subtle hisses make up for the bombastic language of the Bleakstorm. Some say when powerful beings speak this language, Glimmerwinds form around them, sometimes days after words were spoken. Draconic: Sounds like the scream of a dragon. This language, spoken in high volumes and shrieked pitches, is the tongue of dragonkind. Also called Wyrmtongue, it is an ancient and arcane language, painting lavish and often overwhelming scenes with words not intended for mortal ears. Writing in Draconic relies on depth more than the characters, and engravings are gorged into stone without rhyme or reason. Primordial: Sounds like an avalanche, like thunder, like roiling waves, like cracking ice, like roaring flames. Along with Titanspeak, Primordial is among the oldest languages in the realm, persisting only in ancient texts and shadowed prescenes. Primordial does not communicate ideas so much as it communicates pure, raw emotion – not just anger, but the primal flame from which all rage originates. Titanspeak: Sounds like clicking gears and hammers upon anvils. The ancient language of the Titans is all but lost, save its guarded and careful usage among the Zarfvin. Serving as both an efficient spoken communication and a coded language used to create tech, Titanspeak is a logical and regimented tongue. In addition to the Zarfvin, tomehearts innately understand Titanspeak.

Holith: Sounds like stone scraping against stone. Once, Holith was the common tongue of Dragongrin, spoken primarily by the Ardor. Supposedly handed down by their gods, and used in the scriptures and hymns of the Holithic Church, Holith is currently outlawed in Innes, spoken only in whispers under the gaze of the Maug’Tarak overseers. Silvercant: Sounds like creaking trees or howling wind. Also known as the ‘Cant, this seemingly nonsensical series of phrases and symbols is used primarily by the Silverwise to identify Silver Walls and other respites from evil, as well as areas where the walls of reality grow thin. Varynx: Sounds like breath pulled through teeth. To non-Sarrik, Varynx is an unsettling and unnerving language. Harsh and hollow, like the last breath of a dying creature, Varynx is used to trigger synesthesia, equating abstract concepts with colors, shapes, sounds, and smells. To a Sarrik, Varynx is as visual as it is auditory.

89 CHARACTER CREATION: CULTURES

BACKGROUNDS A gravedigger grips a shovel, flinging dirt over her shoulder as corpses from a Marrow raid pile up. A chronicler details the victory speech of a conquering Lord of Ash. An Archanite tinker activates ancient technology to shed light as they delve into the tomb of a long-dead dragon. Your background is a key element of your character, and grants skills, languages, tools proficiencies, and more. Find options for further backstories – such as bonds, flaws, burdens, and hopes – in the Character Depth section of the book.

CHARGES, TROUBLES, AND PECULIARITIES Each background includes thematic tables offering narrative ties to Dragongrin. Some contain flavorful names or details specific to each background, while others list charges or troubles, offering options to inject immediate conflict into your characters and games. Charges are duties that fall to you as an inhabitant of Dragongrin under the rule of the Dismembered Lord. Shirking your charge comes with consequences – the ire of your fellow community members, the attention of the Dismembered Legion, or worse. Troubles, likewise, are impending consequences and challenges bearing down on you. Lastly, peculiarities enhance characters with personality traits in line with their specific identity.

BACKGROUNDS HAPPEN NOW Backgrounds in Dragongrin are active, present aspects of your character. They represent your training or profession. Since being a hero will likely get you killed, many adventurers continue their professions and roles while attempting to pursue the dangerous life of an adventurer. PLYING YOUR TRADE Many settlements in Dragongrin, particularly those remote or distant from urban centers, have need of basic services and skilled labor like grave-digging, medicine, or even reading and writing. At the GM’s discretion, you can utilize your background to spend an hour providing a service of your profession in exchange for modest coin, food and lodging, or favors and information.

WONDROUS BACKGROUNDS

Wondrous backgrounds allow for adventurers shaped by the wondrous, magical, or unfathomable phenomena in Dragongrin. These backgrounds are rare, and come with their own sets of unique benefits and troubles.

BACKGROUNDS BACKGROUND

Master of ancient relics and bygone technology Sewist of sutures and hewer of gangrenous limbs Tamer of wild animals Dogged tracker and hunter of fugitives Scribe devoted to the forgotten lore of Dragongrin Slave shackled to service Once-great figure, cast aside under the new Erstwhile Noble regime Fugitive Criminal fleeing retribution Grifter Charlatan with a few tricks up their sleeve Gravedigger Hard-bitten laborer with an affinity for the dead Hallowed Devotee of old faiths Cartographer and explorer of Dragongrin’s dark Mapwright corners Armored soldier in service to the Dismembered Marrow Lord Missive Crow Messenger with knowledge of secret roads Next of Kin Inheritor of wealth and property – and trouble Wanderer, unfettered by the reach of the Nomad Dismembered Lord Prydagger Thief, vagabond, and burglar Relic Hunter Treasure-seeker with knowledge of hidden places Red Sail Merchant Shrewd hawker of rare goods and services Sellsword Warrior who fights for coin Shatterfarer Sailor of Dragongrin’s Shattered Seas Artist spreading the Sovereign’s truth, working Street Performer against him, or just trying to survive as an entertainer Worker with tools and calloused hands, expected Toiler to maintain a new empire WONDROUS BACKGROUNDS BACKGROUND Avowed Bleakscarred Distant Traveler Failed Hero Reborn of the Gray Undying Light

90 CHARACTER CREATION: BACKGROUNDS

DESCRIPTION

Archanite Tinker Barber Surgeon Beastkeeper Bounty Hunter Chronicler Drudge

DESCRIPTION Traitor whose unfathomable deeds bought them favors Mortal who inexplicably survived traveling through an arcane storm Wayward wanderer from another world Rebel who rose against the Dismembered Lord – and failed Risen, returned from death and unsure of their place Secret operative subverting the new regime

ARCHANITE TINKER

You are especially skilled at crafting, disassembling, and modifying the most ancient instruments of the known world – the Archans. Your expertise with these constructs built using reclaimed Titan technology is unmatched.a You operate in circles of other tinkers, and are well-versed in the origins of these amazing artifacts. Skill Proficiencies: Arcana, History Tool Proficiencies: Tinker’s tools, Archan tools Languages: One of your choice Equipment: A set of traveler’s clothes, a pair of tinted goggles, a set of tinker’s tools or Archan tools, a satchel filled with scraps of metal and spare parts, an Archan bauble (see page 400; work with your GM to determine its nature and details), and a belt pouch containing 5 gp

BARBER SURGEON

Military service or specialized training has given you the ability to heal minor injuries and perform quick-and-dirty surgeries. Your belt pouches swell with medicinal ingredients from the wild, and you own a variety of blades, knives, and braces to perform bloody, but vital work. You’re no doctor, but your rudimentary skill in medicine allows you to arrive on the scene for bloody operations and brutal amputations. Skill Proficiencies: Medicine, Insight Tool Proficiencies: Herbalism kit Languages: One of your choice Equipment: A set of traveler’s clothes, a leather apron, a straight razor, a rolled-up field medicine kit (containing scalpel, bone saw, pliers, needle and thread, gauze, and bloodletting blades), a vial of leeches, a rudimentary glass eye, and a belt pouch containing 10 gp

ARCHANITE Using your tinker’s tools, you can spend 1 hour and 5 gp worth of materials to construct a small archanite (AC 10, 2 HP). You can have up to three such devices at a time. As an action, you can activate the archanite, which floats beside you and follows you within 5 feet. While the archanite is active, it sheds light identical to that of a torch in a color you choose (optionally you can work with your GM for other simple tasks your archanite might be built to perform). It can be deactivated as a bonus action. The archanite can be active for a total of 1 hour, either all at once or in several shorter uses, at which point it ceases to function. You can also choose to spend a minute to dismantle the archanite, reclaiming the spent materials.

FIELD MEDICINE You know how to quickly and effectively keep the wounded alive, albeit temporarily. As an action, you can touch a creature that has taken damage in the last hour, granting them 1d4 temporary hit points. You must complete a short or long rest before you can use this feature again. D6

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ARCHANITE APPEARANCE Small clockwork bird Interlocked cube with arachnid legs Cask-like with a spigot mouth Ornate tetrahedron on rudimentary wheels Tiny humanoid figurine Rolling sphere ARCHANITE TINKER CHARGE Help the Dismembered Legion repair reclaimed Titan tech Keep the Archans of a powerful figure in good repair Assist the Marrow with inspections for anyone hiding Archans Work with a Titan scholar to catalogue findings Program and erase Tomehearts, often against their will Accompany trackers to find and follow signs of Archans ARCHANITE TINKER PECULIARITY Badly scarred hands and arms Habitually disassembles objects Copious grease stains on clothing Loves the aroma of metal Meticulously arranges found objects into shapes and patterns Splits all tasks into steps and procedures

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SURGICAL SPECIALTY Bone-setting Amputation Poison treatment Field surgery Herbal medicine Internal trauma BARBER SURGEON CHARGE Routine wellness checks on locals in the area Personal barber for a powerful figure Accompany the Marrow during missions for field mending Personal torturer for a prominent figure Gather medicinal herbs for an employer Experimental anatomist, dissector, and researcher BARBER SURGEON PECULIARITY Enamored with taxidermy and the dissection of dead creatures Meticulously cleans and cares for implements Refuses medical attention and attempts to take care of themselves Rarely removes leather apron Habitually tests sharpness of knives on own clothing and armor Must maintain perfectly clean hands at all times

91 CHARACTER CREATION: BACKGROUNDS

BEASTKEEPER

BOUNTY HUNTER

You hail from the wilds, or have experience tracking, taming, and keeping beasts of Dragongrin, including wolves, bears, stags, and others. During your time as a keeper of beasts, you have gained a special appreciation for all living things, namely the untamed wilds and creatures beyond the grasp of the Dismembered Lord.

You take contracts from factions, nobles, or even the powerful servants of the Dismembered Lord himself to track down and detain runaways and fugitives. You’ve earned a reputation for your grisly work, as well as a fair bit of coin.

Skill Proficiencies: Animal Handling, Survival

Tool Proficiencies: None

Tool Proficiencies: None

Languages: One of your choice

Languages: One of your choice

Equipment: A set of traveler’s clothes, a mask or veil, a set of worn manacles with a key, a writ of bounty, a wanted poster of a notorious fugitive, a small jar of sleep dust, a vial of poison, a blackjack, and a belt pouch containing 10 gp

Equipment: A set of traveler’s clothes, a muzzle, an animal collar, 50 feet of hempen rope, a utility knife, a signal horn, padded bite sleeves, a whip, dried feed, a chew toy, and a belt pouch containing 5 gp

Skill Proficiencies: Intimidation, Survival

ANIMAL FRIEND You have an animal friend that you’ve tamed. Choose a beast of Tiny size with a challenge rating of 0. This creature follows you and does its best to defend itself, though you cannot command it in combat. You can give your animal friend simple tasks such as delivering or fetching small objects, causing distractions, or acting as an alarm. If the creature dies, you can find and train a new creature as part of a long rest.

SHADY CONTACTS You maintain contacts in cities all over Dragongrin, and if you don’t know someone, you certainly know a name you can drop to find out whose palms to grease. While in a city, you can spend 1 hour and 5 gp worth of bribes to make a connection with someone important with information relating to your current task. D6

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BEASTKEEPER SPECIALTY Steeds and mounts Hunting beasts Birds of prey Livestock Exotic creatures Monstrous beasts BEASTKEEPER CHARGE Keep the beasts of an important figure Set and maintain animal traps in the area Cull the population of the local vermin Break and train the horses of local Marrow Gathering, sorting and packaging animal feed Breed and raise Doomsayers BEASTKEEPER PECULIARITY Tends to put the welfare of animals before people Can name many kinds of animals by sight Excellent at mimicking animal calls Keeps a sketchbook of the animals seen Never uses silverware or plates Always keeps a small exotic pet on them

92 CHARACTER CREATION: BACKGROUNDS

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ESCAPED QUARRY Vicious serial killer Infamous former hero Runaway drudge Famed rebel Defected Marrow Copper Jackal BOUNTY HUNTER CHARGE Wrangle locals for routine questioning Keep tabs on former criminals Collect the Tenth Retrieve rebel bounties in the area Periodic long-term assignments to capture faraway fugitives Pull shifts as a bouncer for local establishments BOUNTY HUNTER PECULIARITY Never keeps back to an open door Judges people by the weapon they carry Never forgets a face – especially eye color Visually identifies exits when entering any location Physically touches every weapon carried when starting or finishing sleep Keeps a tally of estimated contract value on every person met

CHRONICLER

DRUDGE

You know this realm’s history is deeper and more mesmerizing than the Dismembered Lord’s empire allows most to believe. Whether by your own will, or under supervision of the Sovereign to unearth hidden truths, or bury Dragongrin’s secrets for once and all. This blasphemous deed could put a price on your head, but you know it’s worth it.

Your wrists and ankles drag shackles, your hands forced to toil, and your dreams filled with a longing for a freedom you’ve never known. You serve at the whim of a master, bearing brands and marks of your servitude both upon your flesh and upon your spirit. Perhaps someday, you’ll know a life of liberty.

Skill Proficiencies: History, Religion

Skill Proficiencies: Athletics, Survival

Tool Proficiencies: Calligrapher’s supplies

Tool Proficiencies: One type of artisan’s tools

Languages: Two of your choice

Languages: None

Equipment: A set of traveler’s clothes, a worn diary, calligraphers supplies, a reservoir pen, a candle, scrolls of transcriptions in-progress, a wax seal ring, writings deemed heretical by the Dismembered Lord, and a belt pouch containing 5 gp

Equipment: A set of tattered commoner’s clothes, a set of manacles, a set of artisan’s tools (your choice), an ornate, stolen dagger, and a belt pouch containing 1 gold

LORE INFORMANTS Your thirst for knowledge has taught you where to find even the most buried secrets. You have a propensity for being able to choose just the right book, scroll, or tablet to find the information you’re looking for – and if you can’t find it, you’ll likely know where it can be found. You’re familiar with the various scattered libraries, archives, repositories, and universities of the realm, and even some rumored locations of secret or forbidden sources of knowledge.

ESCAPED You fled a life of servitude. In a world so grim and gray, you keep a compassion for those still locked in chains. Servants and slaves treat you with kindness, going out of their way to aid you and complete favors, such as hiding you from authorities, smuggling you basic supplies, or delivering messages on your behalf. D6

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KNOWLEDGE SOUGHT History of Lightfall True nature of the Bleak Effects of the Desolation Archans and their powers Titans and Primordials The Dismembered Lord CHRONICLER CHARGE Scribe the records of the Tenth Transcribe copies of Titan texts into blank tomes Seek out and destroy forbidden texts Keep records of confiscated contraband Pen propaganda for a Lord of Ash Help a powerful figure write their autobiography CHRONICLER PECULIARITY Scrawls notes on virtually any clean surface Prefers reading a book to talking to others Prefers to express thoughts in writing, and speaks less Loves the smell of fresh ink, and whiffs it occasionally Attempting to memorize a particularly long and esoteric story to recite Learning the same personally significant phrase in every possible language

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MARKS OF DRUDGERY Brand from a failed escape attempt Missing fingers, ears, or nose A tattoo of your former master’s estate Permanent manacle scars Chopped tongue Flogging scars DRUDGE CHARGE Tend to your master’s animals Educate your master’s children Load and unload wares for your merchant master Wash the dishes and clothing of a Marrow regiment Harvest a much-needed crop alongside other drudges Some other task determined by working with your Game Master DRUDGE PECULIARITY Obsessive about personal hygiene The sound of metal on metal makes your heart skip a beat Pushes until exhausted as a force of habit Habitually repeats all orders or commands back verbally Recites a fantasized dream life of comfort before sleeping Ranks everyone met by station, duty, and power

93 CHARACTER CREATION: BACKGROUNDS

ERSTWHILE NOBLE

There is no question that Lightfall changed the world, and for you, it was an especially long fall from the top. Once of a prominent noble house, family, or faction, your dealings were deemed inappropriate to the new Sovereign at best, and wholly blasphemous at worst. You either escaped a planned execution, or were granted a merciful banishment. Skill Proficiencies: History, Persuasion Tool Proficiencies: None Languages: Two of your choice Equipment: A set of fine clothes, fine leather boots, an ornate staff, a comb and scissors, a signet ring from a defunct family or faction, spectacles, a locket, a monogrammed handkerchief, a parcel with your crest upon it, and a belt pouch containing 20 gp

FUGITIVE

You are wanted by a dominant authority in Dragongrin, be it a prison you escaped from, a Marrow legion you deserted, or a bounty hunter demanding you answer for a crime. Life for you is one of constant transit, and staying off the road is often as important as finding a group of people you can trust. Skill Proficiencies: Deception, Stealth Tool Proficiencies: One type of gaming set, thieves’ tools Languages: None Equipment: A set of common clothes, a makeshift bindle full of odds and ends, a worn quarterstaff, manacles, a wanted poster depicting your likeness, a cloak with a hood, a water skin, a bit of food, an improvised chisel, and a belt pouch containing 5 gp

WORDLY POSSESSIONS You have protected or hidden something from your former life as a noble. Roll on the Worldly Possessions table or work with your GM to choose an appropriate item of wealth. You can leverage this valuable possession in dealings with nobles or other wealthy individuals, sometimes gaining audiences behind closed doors.

ALIAS You can be many things to many people, and change as the situation requires. In addition, you’re good at mimicking accents, as well as forging documents. At the GM’s discretion, you can choose to spend 1 day and 10 gp worth of resources or bribes to construct a new identity for yourself or one other person. D6 D6 1 2 3 4 5 6 D6

WORLDLY POSSESSION Valuable or prestigious horse Expensive wagon of goods License allowing you into a restricted area Map of a dangerous yet profitable underground complex Weapon of renown Deed to a small dwelling NOBLE CHARGE

5 6

Parlay with the Red Sail market to ensure their routes come near your homeland Provide comfortable refuge for Marrow on demand Hold a seat on a local council seeding it with the aims of your faction Spy on the other nobles you used to hold close relations with before Lightfall Teach noble ways to the child of a powerful figure Represent a Marrow Commander in all matters political

D6

NOBLE PECULIARITY

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Combs and trims hair meticulously Relies on a vice of luxury from their former life Keeps manners intact as often as possible Takes excellent care of garments and footwear Reminisces with a memento ritualistically each day Remembers all allied and enemy houses by name, watches for stray members

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ALLEGED CRIME Murder Blasphemy Treason Theft Not paying the Tenth Arson or destruction of property FUGITIVE TROUBLE You’re free, but fear the thing hunting you far more than you do prison A bounty hunter contracted by someone you wronged is on your tail You are innocent, yet no one believes you You are being scapegoated and framed for other crimes you didn’t commit Someone from your past has surfaced nearby with information on your whereabouts Due to some form of amnesia, you no longer remember the details of your crime FUGITIVE PECULIARITY Tears down wanted posters Finds unparalleled comfort in musical performances Unhealthy love for gambling Carries around a rusty lock and practices picking it Demands a watch is kept at all times of rest, even in safe places Has a fake name they require to be used in front of any authority

GRIFTER

GRAVEDIGGER

The truth is a tool you twist, exploit, or invent entirely to get your way in Dragongrin, and your identity changes as quickly as the phases of the moons. Whether by duping others in games of chance, preying on the trust or misfortune of the weak, forging documents, cutting pursestrings, or transporting illicit goods, you’ve made a living off of swindling others.

Life in Dragongrin is rife with death, and you more than anyone understand the immediate and more mundane ramifications of it. When people die, you bury them; when they die alone, you perform their funeral rites. Sometimes looked down upon or considered harbingers of bad luck and death, you are often called a “grinmaker” as an insult. It’s grim, hard work, but the duty must fall to someone.

Skill Proficiencies: Deception, Sleight of Hand

Skill Proficiencies: Athletics, Religion

Tool Proficiencies: Disguise kit, one type of gaming set

Tool Proficiencies: None

Languages: None

Languages: One of your choice

Equipment: A set of common clothes, a disguise kit, a set of knuckle dusters, a loaded gaming set of your choice (such as dice or cards), and a belt pouch containing 10 gp

Equipment: A set of dirty common clothes, a shovel, a spade, a pickaxe, a pair of worn leather gloves, a lantern, a keepsake for a grave, a skull to be buried in a family plot, license to perform burial rites, and a belt pouch containing 5 gp

UNSAVORY ASSOCIATES Being unscrupulous yourself, you’re able to spot a less-thanupstanding citizen when you see one. In a populated area, you can find an unsavory contact to grant you access to various services under the table. Some examples would be a corrupt city guard, a black market goods dealer, a poison crafter, or even a thieves guild member.

THE DEAD SPEAK You have an affinity for the dead, and the secrets they carry. You can touch a creature that died in the last 24 hours to discern a single secret about that creature or kept by that creature at the GM’s discretion. You must complete a short or long rest before using this feature again. D6

GRIFTER SPECIALTY

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Fencing goods Breaking and entering Wagon raids Hired muscle Heists Smuggling

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GRIFTER CHARGE You owe a sizable sum of money to a dangerous figure You’re being blackmailed into doing more heinous deeds Your most trusted contact has just gone missing There’s a hit out on you A mysterious assassin is killing off your associates You’ve just been double-crossed or framed GRIFTER PECULIARITY Constantly rolls a coin across fingers Always sizing up the wealthiest person in the room Shuffles and fans cards at great speeds with accuracy Practices speaking in various accents while alone Feels compelled to con increasingly wealthy and more difficult marks Never refuses a game of chance and never plays fair

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RECENT BURIAL Innocent victim of a monster Person whose ransom went unpaid Needlessly executed commoner Killed by a Bleakstorm Youngest of a quelled rebellion Powerful hero, slain GRAVEDIGGER CHARGE Dig the mass graves used for insurgents Seeker and robber of rebel graves Handle the proper military burials for all Dismembered Legion Groundskeeper of the local grin Ensuring none rise as undead in an area tainted by the Desolation Tasked with collecting and burying any dead in an area GRAVEDIGGER PECULIARITY Absentmindedly whistles or hums a haunting tune Collects dirt from various places Cleans and oils weapons and tools meticulously Will always bury an unburied body if possible, no matter the creature Assesses by eye the amount of time a creature has been dead Keeps a list of last words heard in person and routinely reads them

95 CHARACTER CREATION: BACKGROUNDS

HALLOWED

You are a servant of your chosen deity or pantheon in Dragongrin, spreading the words and beliefs of your faith as far as you can reach. Some call you a kook, others call you a witch. Many brand you a zealot, and others call you a heretic (after all, there is no position in the world’s hierarchy above that of the Dismembered Lord himself). You know what you truly are, however – a missionary, spreading the light of truth to all who will hear it. Skill Proficiencies: Persuasion, Religion

MAPWRIGHT

You are no mere world traveler, but a professional cartographer of its great landmasses, geographical features, and intimate regional details. Prominent factions and Lords of Ash frequently commission your work in mapping out certain areas, and many odd jobs lead you into dangerous realms and uncharted catacombs – all risks you’re happy to take on, of course. Skill Proficiencies: History, Survival

Tool Proficiencies: None

Tool Proficiencies: Cartographer’s tools, vehicles (land), vehicles (water)

Languages: One of your choice

Languages: One of your choice

Equipment: A set of common clothes, a battered holy symbol, a censer, a walking stick, rune stones, a small totem, incense and burner, a mysterious icon of your faith, a sheaf of faded religious texts, and a belt pouch containing 5 gp

Equipment: A set of traveler’s clothes, a walking stick, a set of cartographer tools, a scroll case filled with maps, a battered compass, a prized map, and a belt pouch containing 10 gp

DEVOUT BELIEVER In Dragongrin, the existence of the gods is unproven. However, you are a devout believer in your faith. If you and your companions should happen upon a temple friendly to your faith, they will offer healing, food, and shelter in most cases. If you are near a temple of which you are a member, or known by, you can choose to request more assistance, such as equipment, amnesty from outside threats, or even able-bodied followers to help your cause.

WANDERER You have an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided the terrain reasonably allows it. D6

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FAITH TESTED Persecuted by loved ones Mocked by contemporaries Nearly martyred Disowned by family Jailed and mistreated A settlement once of your same faith has converted to another HALLOWED TROUBLE You are being accused of blasphemy by the heads of your faith You’ve dreamed something suggesting your faith to be wrong A fellow practitioner has been labeled a heretic and needs help You believe your faith to be misguided – you must start anew You have a zealous reputation, and a rival cult seeks to end you A temple you consider sacred is inhabited by the unworthy HALLOWED PECULIARITY Often recites religious texts Donates a separate Tenth for their deity, even if it means not eating Prays with eyes wide open, speaking as though deity is present Carves religious symbols out of various materials Keeps a list of good deeds done Identifies seemingly mundane events as deific signals

96 CHARACTER CREATION: BACKGROUNDS

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PRIZED MAP Dragon’s grin Titan ruins Lost city Uncharted region, island, or archipelago Pre-Lightfall forest Bleak-scarred geography MAPWRIGHT CHARGE Update and archive maps for safe travel of the Red Sail market Track and map the migrations of a nomadic people Compile the maps from the region into a codex Teach an apprentice Explore and map frontier areas Create a map of the area, with a specific focus such as topography or religion MAPWRIGHT PECULIARITY Scrawls and doodles on the edges of maps, scrolls, and books Calibrates and organizes cartographer’s tools endlessly Studies prized map and scrawls notes at every chance Sketches maps of the current location, from inns and taverns to mountains and forests Verbally fantasizes about what lays beyond the edge of a map and plans to travel there Regularly quizzes self and others about prominent landmarks, regions, and cities

MARROW

MISSIVE CROW

After two years in the blackened heart of Svir’s intensive Marrow training, you entered into the Dismembered Lord’s legions. Perhaps you’re still proud to stand in the shield wall, or have grown rebellious over the years of persecuting the helpless. Maybe you’ve since retired – but some skills are never lost, no matter what. The only thing more life-changing than your service in the Dismembered Legion are the connections and knowledge you’ve gained from it, and you’re better able to survive in Dragongrin for it.

It’s never long after you’ve arrived that you must again depart – the mail and messages of the realm demand it. You carry wax-sealed scrolls penned by profoundly literate nobles, as well as small scraps of paper wrapped around the only copper coin the sender could round up. Your job is arguably among the most important in all Dragongrin, and you are the only non-legionary permitted to freely enter a Marrow camp to deliver your packages. The knowledge you gain from your many ventures is invaluable, to say the least.

Skill Proficiencies: Athletics, Intimidation

Skill Proficiencies: Athletics, Survival

Tool Proficiencies: One type of artisan’s tools, vehicles (land)

Tool Proficiencies: Calligrapher’s supplies, vehicles (land), vehicles (water)

Languages: None Equipment: A Marrow helm and half-plate armor, a standardissue Marrow shortsword, a scroll containing the basic duties of your regiment in the region, a water-resistant satchel, an insignia of the Dismembered Lord, a waterskin, a bedroll, one set of artisan’s tools (your choice), a set of common clothes, and a belt pouch containing 10 gp

Languages: Two of your choice Equipment: A set of traveler’s clothes, a satchel of missives to deliver, license for entry to all Marrow camps and one forbidden location, a few undeliverable letters, map of the region, a sealed secret missive, and a pouch containing 5 gp

FRACTURE You know a secret dialect of militant code known only to the Marrow of the Dismembered Legion. You can use this language of symbols and metaphors to communicate with others who know it, or to listen in on their conversations. You can teach anyone you choose how to speak it given some time (typically a month of regular training).

CROW ROUTES You know of a secret network of shipping and mail routes known as the Crow Routes. It may take you some time, but in most areas, you can find a way to send or receive something secretly and safely – the more treacherous the region, the more dangerous the access to the dark roads often is. D6 D6 1 2 3 4 5 6 D6 1 2 3 4 5 6 D6 1 2 3 4 5 6

MARROW SPECIALIZATION Peacekeeper Scout Field medic Legionary Elite specialty unit Honor guard MARROW CHARGE Patrol of the perimeter of your post and keep the peace Perform reconnaissance efforts in unknown lands Train new troops Internal ffairs such as flogging and court martials Seek out and bring justice to rebels Cook MARROW PECULIARITY Sharpens sword often and meticulously Cleans and oils armor daily Hates the feel of the helm on their head Writes letters to a loved one as often as possible Notes strategic ambush and tactical locations Addresses everyone by appropriate rank, title, or full name when possible

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UNDELIVERED LETTER Blood-smeared Marrow orders Wedding invitation from before Lightfall Marrow conscription list Personal letter between two Lords of Ash Propaganda from the Dismembered Legion Unopened envelope with no address of return MISSIVE CROW CHARGE Carry official Marrow orders between camps Long distance missive carrier Official carrier for a city or town Deliver secret messages on the most arduous paths Personal missive crow for a powerful figure Carry messages to and from the front lines of hard combat MISSIVE CROW PECULIARITY Collects small mementos from each town visited Obsessed with delivering missives above most else Keeps a journal logging all locations visited Secretly opens and reads missives Keeps a missive meant for someone found dead Refuses to show contents of any missive regardless of severity

97 CHARACTER CREATION: BACKGROUNDS

NEXT OF KIN

NOMAD

Your benefactor has died, leaving you and any relevant siblings to inherit their life’s work. Your heart may be filled with grief, but your mind brims with knowledge from the years spent learning from this patron. It’s time to use what you’ve gained to make your own name in the world of Dragongrin.

The mountainous and rugged terrain most avoid is more familiar to you than any well-traveled road. You’ve somehow managed to live off the unforgiving lands of Dragongrin, keeping your head out of sight of the Evergrowing Shadows plaguing the world. Some might call it eking by, but you know you’re better trained to survive than anyone.

Skill Proficiencies: Insight, History

Skill Proficiencies: Survival, Medicine

Tool Proficiencies: None

Tool Proficiencies: Herbalism kit

Languages: One of your choice

Languages: One of your choice

Equipment: A set of fine clothes, a leather-bound diary of your kin, documents of ownership, a satchel, a handful of family heirlooms, a set of unidentified keys, and a belt pouch containing 10 gp

Equipment: A set of common clothes, a hunter’s trap, a blanket, a large waterskin, an herbalism kit, foraged herbs and flora, a sickle, a jar containing a rare insect, and a belt pouch containing 2 gp

INHERITED LAND You receive the deed to a small piece of property in the region your relative was from. In addition, you gain an additional trinket that serves as proof of your relation.

RESOURCEFUL Your experience in the wild allows you to make do with what’s at hand. As part of a short rest, you can craft an item worth 10 gp or less to assist with a task, at the GM’s discretion. After using the item, it breaks and is unable to be reused or repaired. D6 1 2 3 4 5 6

CONDITION OF LAND In good repair, but plagued by attacks from threats in the region Contains a small cottage on it, though rumors say it’s haunted Marshy and wet, making it unlivable, but it’s said a valuable mineral lies beneath Contains a decent sized home, though it has a lien against it Once fertile for crops, but suffered a debilitating fire Overgrown and in disrepair, and contains squatters

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NEXT OF KIN TROUBLE Someone claiming to be a long-lost relative seeks inheritance Someone seeks revenge on your family, and you’re now a target Much of your inheritance is buried, and you have no idea where Someone wants payment from you for a debt of your benefactor A Lord of Ash demands you pay an immediate Tenth Another family member is in over their head with a criminal organization NEXT OF KIN PECULIARITY Write letters to deceased loved ones in diary Has a story about their family for every occasion Compulsively tries unidentified keys in various locks Aims to keep their possessions in excellent condition Keeps an unread and unopened letter left by the deceased loved one Benefactor left an unfinished magnum opus that must be finished

98 CHARACTER CREATION: BACKGROUNDS

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NOMAD SPECIALIZATION Bleak expert Guide and escort Hunter-trapper Scout Foraging Homesteader NOMAD TROUBLE Locals you’ve grown fond of are in danger Your ventures have led you to be pursued by Doomsayers You’ve found something in the wilderness that is a threat to those who won’t believe you The place you love dearly is beginning to be settled, eroding the wilderness around you You have been banished from an entire region of Dragongrin, but need to pass through Someone or something is tracking you NOMAD PECULIARITY Sleeps outdoors if given the chance Knows the names of many plants and insects Tops off water skin meticulously and frequently Snacks on dried food from pockets Habitually whistles a certain bird call Constantly whittling away idly at a piece of wood making nothing in particular

PRYDAGGER

You are a spy or mole in the employ of a person, faction, or the Dismembered Lord himself, serving as an informant on the actions and plots of rivals. Your deeds are performed in secret, and include spying and sabotage, carrying you into back-alleys and dens of thieves. Your identity is often what you make of it in the moment. Your job is not to make friends, though it’s often advantageous to do so.

RELIC HUNTER

Skill Proficiencies: Deception, Stealth

The people of this world, blinded by a lack of education and a plethora of propaganda, are by-and-large ignorant to its legendary histories. Some may even believe they are among the first of the world’s great societies, but you know better. Long-dead dragons still lie buried in the ancient grins, and the remnants of both Titan and Primordial still dot the landscape. You know what treasures await those daring enough to delve into such histories, and those ancient relics are yours to take.

Tool Proficiencies: Thieves’ tools or disguise kit

Skill Proficiencies: Arcana, History

Languages: None

Tool Proficiencies: Cartographer’s tools or thieves’ tools

Equipment: A set of common clothes, a face-obscuring hood, a dagger, a writ of free agency signed by a prominent figure, a set of thieves’ tools or a disguise kit, a grappling hook and rope, a sap, a shiv, a vial of poison, and a belt pouch containing 10 gp

Languages: One of your choice Equipment: A set of traveler’s clothes, a makeshift map to a grin or Titan burial site, a tarnished lantern, a pick or shovel, a prybar, pitons, a steel rod, a climbing axe, a purported dragon’s scale, a strange key, and a belt pouch containing 5 gp

HANDLER You have a reliable and trustworthy contact who acts as your liaison to the faction or organization you are an informant for. You know how to get messages to and from your contact, even over great distances, though it may take some time.

SCAVENGER

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OPPOSITION Local authorities Someone close to you Contact from your past Cutthroat merchant Rival Spy PRYDAGGER TROUBLE You need to double-cross someone close to you You slipped up, and someone is onto you A copycat is leaving your trademarks behind You have been given orders to get out of town – but something keeps you there. You stole from, assassinated, or otherwise betrayed the wrong powerful figure Both sides of a conflict are suspicious of your behavior – you are stuck in the middle PRYDAGGER PECULIARITY Keeps a ciphered ledger of shady dealings Prefers sleeping in the day, restless at night Daydreams how to perpetrate crimes in a given location Never partakes in food and drink prepared by others Listens in on every conversation no matter how mundane Tells a lie to every person spoken with

You have a sixth sense for finding slapdash objects that serve a purpose you need. The object may not always be pretty or well made, or even exactly what you need – but it almost always gets the job done. Once per day, while in a suitable location as determined by your GM, you can spend an hour scavenging, finding one item worth 2 gp or less. D6 1 2 3 4 5 6 D6 1 2 3 4 5 6 D6 1 2 3 4 5 6

RELIC SOUGHT Fabled weapon Mythical Archan Guide to safely enter the Infinite Lock Dragon’s scale Priceless tome Powerful Valen RELIC HUNTER CHARGE Explore potential Archan or valen burial sites Escort the Dismembered Legion through a Titan temple Find, recover, and deliver the relic that slipped between your fingers Teach Marrow the art of finding traps Using ancient relics to invent brand new machinations for the Dismembered Lord Find the remains of a ruined Primordial RELIC HUNTER PECULIARITY Can’t help telling stories of past adventures Double checks pack or pockets for an object regularly Catalogues a sack of collected junk at every opportunity Always scrawling notes on a tattered parchment Cross-references a faded, unfinished map with every new location trying to find a match Constantly fiddling with a small, broken piece of functionless Titan tech 99 CHARACTER CREATION: BACKGROUNDS

RED SAIL MERCHANT

SELLSWORD

You are a merchant by trade, and your chosen charge is a massive, mobile marketplace called the Red Sail Market. You acquire new goods, hire protection for their transport along the well-trod route, and sell those wares for steep profits in other legs of the journey. You might be stern, fair, or exploitative – but your livelihood is tied to dwindling supplies and burgeoning demands.

There’s no question about it – your prowess in battle is your most valuable asset. Dragongrin offers you many opportunities to earn a living with such a skillset, whether by escorting merchant caravans of the Red Sail Market, guarding noble homes and tenement blocks, or perhaps flagrant assassinations. You live by your own code, and others pay for it.

Skill Proficiencies: Insight, Persuasion

Skill Proficiencies: Athletics, Intimidation

Tool Proficiencies: One type of artisan’s tools

Tool Proficiencies: One type of gaming set, vehicles (land)

Languages: Two of your choice

Languages: None

Equipment: A set of traveler’s clothes, a set of artisan’s tools (one of your choice), a Red Sail Guildmark, a sturdy chest full of odds and ends, an iron lockbox and key, an ornate dagger, a bottle of rare vintage of wine, a balancing scale, encoded documents of the Red Sail Routes for the next 30 days, a promissory note, and a belt pouch containing 15 gp

Equipment: A set of traveler’s clothes, an emblem of your mercenary band, a gaming set of your choice, your infamous weapon, a dagger, a flask, dried meat, caltrops, a burial coin (your mercenary band covers the cost), a buckler, boots with hidden toe blades, and a belt pouch containing 10 gp

INFAMOUS WEAPON You carry a weapon of some renown, known for its maker, appearance, wielder, deeds, or all four. Your infamous weapon, though mundane, has a name, and affords you a modicum of respect and admiration from those who know it. You can leverage the weapon’s reputation to gain the attention of important figures related to your current task, or weasel your way into mercenary guilds and fighting arenas to gain paying work.

ROUTES OF THE RED SAIL You know methods taught only to the Red Sail merchants and their allies, used to traverse the land using only the position of the sun, stars, and moons. You can tell what time it is within an hour, which way is Bleakward, and you cannot get lost in a location with a Red Sail route so long as you can see the cloudless sky. D6 1 2 3 4 5 6 D6

BLACK MARKET CONNECTION Food and water Illegal, magical healing Dismembered Legion gear Forged papers and accurate maps Relics of the last age Outlawed contraband MERCHANT CHARGE

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Take shifts on the dangerous routes on the edges of the vestiges Ensure proper trade and provisions for the Dismembered Legion and other officials Track, record, and report all unlicensed dealers and illicit goods Organize market caravans to previously unvisited locales Keep track of the stock of all of the market stalls, for tallying the Tenth Coordinating and scheduling the market routes in the area

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MERCHANT PECULIARITY

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Will barter the price of anything shamelessly Calibrates balance of scales after traveling without fail Obsessively balances ledger and takes inventory Collects coins from every corner of Dragongrin Assign an estimated value to any piece of equipment seen Constantly offers to buy prized possessions and heirlooms

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100 CHARACTER CREATION: BACKGROUNDS

WHERE’D YOU GET THAT SCAR? On the front lines of a famous skirmish Escaping with your life, leaving others behind A duel, but you should see the other guy... Resisting the Dismembered Legion Cutting a piece of shrapnel or steel from my body I’d rather not talk about it... SELLSWORD CHARGE Clear out the local borderlands of beasts and monstrosities Fight rebels and insurgents Keep the local rebels in check, putting them down if necessary Protect the wares and lives of a merchant faction Shifts of guard duty, paid under the table by a Marrow Guard the roads more traveled for bandits SELLSWORD PECULIARITY Adheres to a strict diet and training regimen Cleans weapons and armor religiously Checks for burial coin as a nervous tick Loves games of chance and skill, plays them as often as possible Scans each location for items that can be used as weapons in an emergency Collects a weapon from every slain opponent, and leaves them in the next foe

SHATTERFARER

You sail the Shattered Seas, a farer of Dragongrin’s vast and volatile waters. As a sailor, your trades tend to change with the winds, setting your sails toward mercantilism, war, escort services, piracy, or any combination as the potential for coin and goods present themselves. You are a true explorer of Dragongrin, familiar not only with the ships of the realm, but with its weather patterns and other phenomena. Skill Proficiencies: Athletics, Perception Tool Proficiencies: Navigator’s tools, vehicles (water) Languages: One of your choice Equipment: A set of sailor’s clothes, a wide-brimmed hat, a spyglass, navigator’s tools, a lucky charm, a hand-carved pipe, a boatswain’s whistle, a scimitar, and a belt pouch containing 5 gp

OF THE SHATTERED SEAS

STREET PERFORMER

In the grim world of Dragongrin, small acts of entertainment go a long way in bringing smiles to saddened faces and coin into your own purse. You put on all kinds of shows – musical, acrobatic, magical, among others – for commoners, nobles, and Marrow alike, earning your living under the pleasing sound of applause. Skill Proficiencies: Performance, and your choice of either Acrobatics or Sleight of Hand Tool Proficiencies: Disguise kit, one type of musical instrument Languages: None Equipment: A set of commoner’s clothes, a worn musical instrument (one of your choice), a slapdash costume, a public performance license, an entertainment prop (one of your choice), a battered collection box, and a belt pouch containing 5 gp

You know how to get cheap, free or even illicit passage on the various ships of the realm of Dragongrin. You have a basic understanding of the ship’s routes, and how close they may typically come to the worst parts of the Bleak. Unless you’re a paying customer, you typically can’t choose your route, or have your preference of ship. There’s no guarantee that there will be a ship that’s headed to a destination that suits your needs in a timeframe that suits you, but you can work with your Game Master to see if there’s something close.

CROWD PLEASER You know how to work a crowd. You double your proficiency bonus on Performance checks when performing your chosen craft, be it music, acrobatics, or otherwise. You must complete a short or long rest before using this feature again. Additionally, you can usually find a place to perform, and often get a free meal and a place to stay in return. D6 D6 1 2 3 4 5 6 D6 1 2 3 4 5 6 D6 1 2 3 4 5 6

ROLE ON THE CREW Drudge – you were enslaved Rank-and-file sailor Boarding party Cook, carpenter, or other craftsman First mate Captain SHATTERFARER CHARGE Keep ships seaworthy and clean Make routine inspections of cargo holds for smuggled goods and refugees Accompany Dismembered Legion vessels on their voyages Periodically serve as crew for Marrow marines Help tradespeople navigate dangerous waters Construct and perform reparations on Marrow submersibles SHATTERFARER PECULIARITY Kisses lucky charm often Smokes pipe non-stop Avoids a handful of words – they’re bad luck Gets a piercing or tattoo for every new major location visited Throw a coin into every body of water as an offering for safe future voyages Keep a mental list of vessel names and captains ranked by quality and experience

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MASTERED PERFORMANCE Dramatizations Song Dance and acrobatics Parlor tricks (cards, shell game) Carnival tricks (guessing weight, juggling) Illusions STREET PERFORMER CHARGE Spread revisionist history, propaganda, and rhetoric through art Entertain a prominent official and their frequent guests Perform for Marrow in the field in order to improve morale Spy on a specific mercenary or Marrow believed to be a rebel Keep particularly agitated locals occupied and in good spirits at the nearby tavern Mount entertainment for the merchants of the Red Sail Market STREET PERFORMER PECULIARITY Works on new creative piece obsessively Brutally and vocally critical of creative works Practices known performances relentlessly Loves doing impromptu performances in crowded places Searching for the full version of a song a parent sang fragments of years ago Tries to learn a cultural performance piece from each major location visited 101 CHARACTER CREATION: BACKGROUNDS

TOILER

The world needs ditch diggers too, and you’re up for (or more likely born into) the job. Some call you a commoner, laborer, or run-of-the-mill peasant of Dragongrin, but you still take pride in your work, and gain plenty of information and connections in the local alehouse when the longer days are done. Whether you’re a farmer, blacksmith, tailor or the like, your days are long and your task is unending. Skill Proficiencies: Animal Handling, Athletics Tool Proficiencies: Your choice of any two artisan’s tools Languages: None Equipment: A set of commoner’s clothes, your choice of labor tool (light hammer, handaxe, pickaxe, or shovel), a set of artisan’s tools (your choice), a list of commissioned work, plans for an innovation for your craft, an exotic borrowed tool, a jug of home-brewed spirits, and a belt pouch containing 3 gp

SWEAT OF YOUR BROW

AVOWED

After offering your services to the Dismembered Lord and his servants by publicly committing a wretched act of loyalty, the Dismembered Legion and their servants have welcomed you into the fold as a kneebreaker, a snitch, or another type of lowly servant. By its nature, your avowed status is not hidden, and others sworn to service of the Dismembered Legion typically offer you a measure of respect for your loyalty to the Sovereign – though it is not guaranteed. Not every act of fealty to the Dismembered Lord does an avowed make. It requires the right place, the right time, and an act that makes a powerful statement worthy of the title. Skill Proficiencies: Deception, History Tool Proficiencies: None Languages: One of your choice Equipment: A set of fine clothes, a dagger or club, a coin or token presented after your act of loyalty, a leather satchel containing your current orders, an avowed insignia specific to your Dominion of Ash, and a belt pouch containing 10 gp

Your hands bear the creases and calluses of a laborer, and your back knows the weight of a long day’s work. You’re able to fit in naturally with the laboring class of any community. They tend to trust you quickly, and share local information such as rumors and gossip about the region and its people.

LOYAL FACTION

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TOILER TRADE Carpenter Fisherman or hunter Laborer Miller Farmer/rancher Blacksmith or craftsman TOILER CHARGE Pitch tents and build quick structures for the Red Sail market Perform repairs on the local general store, bank, residences, or other structures Take care of the Marrow stables, including one stallion belonging to a commander Perform physical labor around a prominent official’s manor Teach Marrow recruits how to dig and construct fortifications Take on various apprentices, teaching them to use the trade in service of the Sovereign TOILER PECULIARITY Performs secret acts of kindness plying their trade Pays those who can write to help draft trade best practices Goes out of the way to try local spirits and ales Constantly dreams up new tools to make the job easier Gives and receives advice from trustworthy strangers Asks any tradesman for a beginner course on their craft in exchange for their own

102 CHARACTER CREATION: BACKGROUNDS

You are a part of an organization or faction loyal to the Dismembered Lord, and you can rely on the amenities and accoutrements afforded by your membership. This often differs depending on the faction, but it can be food, lodging, or even repairs to your equipment, as long as your faction has a presence in your current location. You can also gain access to notable figures involved with your faction. D6 1 2 3 4 5 6 D6 1 2 3 4 5 6 D6 1 2 3 4 5 6

ACT OF LOYALTY Took a life of someone who trusted you You gave up refugees who pleaded for shelter You divulged important secrets You acted as a spy or mole on a loved one You turned coats during a pivotal battle or negotiation You relinquished valuable inheritance to the Dismembered Lord AVOWED TROUBLE You have gained the ire of the Marrow – you must prove yourself Someone seeks to make you into their own avowed offering The victim of your act (or someone close) seeks revenge Your display of loyalty to the Dismembered Lord was a sham Rumors persist that the community seeks to have you executed By declaring your loyalty, you have instigated a rebel faction AVOWED PECULIARITY Daily reassurances about the validity of act of loyalty Keeps a list of wronged people to make atonement Anonymously sends coin to family of those condemned Conceals Dismembered Legion symbols when possible Keep a list of wrongdoers for possible reporting Never makes eye contact unless demanded to

BLEAKSCARRED

The arcane maelstrom known as the Bleak has scarred you. Whether you were caught in a Bleakstorm, ventured too deeply into lands tainted by the Bleak, were caught in a veil of its energy that surrounds the borders of the Dominions of Ash, or were subjected to its powerful magic in another way entirely, the Bleak has shaped who you are. Skill Proficiencies: Arcana, Religion Tool Proficiencies: None Languages: Bleakspeech Equipment: A set of traveler’s clothes, a walking stick, a sturdy traveller’s pack, a dagger, a strange object found within the Bleak (work with your GM), a pair of dark-tinted goggles, a tattered cloak, and a belt pouch containing 5 gp

DISTANT TRAVELER

You hail from lands beyond the reaches of the Dismembered Lord, and even beyond the borders of the known territories of Dragongrin. You’ve crossed through the Bleak from another realm entirely, be it Enchea, Erenoth, Gloam, or elsewhere. Being such an outsider to Dragongrin’s dark rule offers you insights normally hidden from those who have known the horrors of its shadows for so long. While this new perspective grants you hope that many in Dragongrin could never know, you find that under the rule of the Sovereign, hope does not last long. Skill Proficiencies: Insight, Perception Tool Proficiencies: None Languages: One of your choice Equipment: A set of traveler’s clothes, a hand scrawled map of your homeworld, some coin from your homeworld, a strange weapon or piece of armor unique to your homeworld (work with your GM), a common object in your homeworld, an ornate satchel, and a belt pouch containing 5 gp

OUT OF PLACE

WHISPERS OF THE BLEAK You can sense or hear the will of the arcane maelstrom around you. You can glean and scry and feel information from the Bleak itself – sometimes whether you like it or not, or whether you’re purposefully listening. Once per long rest, you can ask your Game Master if there is anything in particular that you may hear in the whispers of the Bleak. Though strange and often cryptic, you tend to find that the whispers to be accurate. D6 1 2 3 4 5 6 D6 1 2 3 4 5 6 D6 1 2 3 4 5 6

Even the casual observer can tell you’re not from around here. Though you often attract unwanted attention, you also command a strange sense of awe to those around you, and can leverage your unique knowledge and outside perspective to gain access to prominent figures or locations otherwise closed off to you.

CONNECTION TO THE BLEAK Caught in a Bleakstorm Lived in an area rife with Bleak energies Student of a Bleak-infatuated master Wandered carelessly into a Bleakveil Exiled to the Bleak as punishment The Bleak “chose” you during a deep sleep BLEAKSCARRED TROUBLE You have developed a dependence on being near the Bleak You saw something in the Bleak that you must find again The Bleak seems drawn to you People who know of your past shun you as a bad omen Due to your contact with the Bleak, you are dying You have nightmares of a Bleakstorm BLEAKSCARRED PECULIARITY Has vivid daydreams of the Bleak overtaking current location Whispers a phrase heard from the Bleak five times evenly spaced through the day Draws the same strange symbols on every owned object Touches the sides and top of every doorway and prays the Bleak dare not strike Sees the world in red and purple auras at odd times, returning to normal shortly after Sees a face in otherwise mundane objects and patterns

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WHY HAVE YOU COME? A terrible accident Fulfilling religious devotion Wanderlust drives you Fleeing dangers or judgment from your realm Acting on strange fascination You have been banished TRAVELER TROUBLE You get news from your home realm of a tragedy Someone was traveling with you and didn’t make it This new realm is affecting your memory Your physical form seems to shift subtly with the three moons The transition between worlds has given you a bloodlust An enemy of yours from the other realm has followed you here TRAVELER PECULIARITY Compulsively compares everything to their homeland Maintains habit normal in their homeland, but taboo here Loves making recipes from where they’re from Fully devoted to learning Dragongrin’s customs and history Memories from before Dragongrin degrade rapidly Has recurring dreams of the Dismembered Lord taking over previous homeland 103 CHARACTER CREATION: BACKGROUNDS

FAILED HERO

You raised steel for a cause, and failed yourself, and others. Perhaps you set out to right a wrong, or to exact vengeance, to protect the helpless – or even fought in the fabled war of Lightfall itself. Those days are long gone, and the shame of it still hangs heavy on you. You likely ply a trade, wander the lands, or otherwise make your way in a grim society. Many still recall your deeds, and Marrow kneebreakers keep a close eye on you, but your days as a hero of Dragongrin are done – for now.

REBORN OF THE GRAY

You vividly remember the day the world went away, your life in Dragongrin ending tragically, viciously, or – if you’re one of the lucky ones – peacefully in your bed. You remember the awful Wailing Gray – your own personal hellscape of horrific ephemeral geography and nightmarish labyrinthine dungeons. But then it all went away. You were brought back, for some purpose unordained by yourself, and the grim realm of Dragongrin once again spans before you.

Skill Proficiencies: History, Survival

Skill Proficiencies: Choose two from among Arcana, Investigation, Religion, or Survival

Tool Proficiencies: One type of artisan’s tools, vehicles (land)

Tool Proficiencies: None

Languages: None

Languages: Choose one exotic language (Bleakspeech, Titanspeak, Draconic, or Primordial)

Equipment: A set of common clothes, a set of artisan’s tools (one of your choice), an old shortsword, a dented helm, a chest of battered old adventuring gear, a keepsake from a lost loved one, a small memento from a past adventure, a bottle of cheap spirits, and a belt pouch containing 4 gp

Equipment: The clothes you died in, a faded weapon from the Wailing Gray, a handful of graydirt from the other side, and a belt pouch containing 2 gp (placed over your eyes during your funeral rites)

COMMUNE WITH THE GRAY Other creatures who have passed over to the Wailing Gray can sometimes connect with you when the membrane of our reality is thin enough. Once during a long rest, you can attempt to reach out to the Wailing Gray, and since its denizens can perceive many things that you cannot, they may be able to aid you in answering a question.

TRAGIC REPUTATION Your name and story is well known by many for its tragic nature. Some shame you, others judge you, but many sympathize with your fortunes. In communities friendly to you or other “do-gooders,” you can typically find food, shelter, and basic supplies – though they won’t often put themselves at risk to hide you from authorities. D6 1 2 3 4 5 6 D6 1 2 3 4 5 6 D6 1 2 3 4 5 6

YOUR GREATEST SHAME Retreated from a famed battle Were easily tricked by the enemy Decisions led to the death of many Backed down from a tyrant Lost in battle against a foe Changed sides to save your skin FAILED HERO TROUBLE Someone helpless comes to you for aid A reminder of your greatest shame resurfaces Marrow of all ranks do not trust you to this day Someone you’ve grown close to is in trouble – only you can help Heroes you once called friends have returned in secret You’ve been called upon by a powerful figure as a sellsword FAILED HERO PECULIARITY Regularly recounts tales of former glory Speaks to a dead comrade as though they are present Plans every detail (with contingencies) as often as possible Volunteers to help others as often as possible Uses an outdated rebellion code phrase often to see who responds Convinced every Marrow will recognize and attempt to apprehend them

104 CHARACTER CREATION: BACKGROUNDS

RETURNING FROM THE WAILING GRAY In Dragongrin, when you die, you spend time in the nightmarish, limbo-like realm of the Wailing Gray. It is no easy task to return from such a fate. When you choose this background, consider how you returned, who brought you back, and why. You can also leave this a mystery that you uncover throughout the course of your adventures. The handful of graydirt you brought back with you has a small measure of macabre arcane power (work with your GM), though the power fades with each day back in Dragongrin. Learn more about the Wailing Gray on page 378. D6 1 2 3 4 5 6 D6 1 2 3 4 5 6

REBORN TROUBLE Your family has moved on, and perhaps they’re safer You were followed by something that wishes to drag you back An enemy you thought killed was absent from the Wailing Gray Your transition keeps you perfectly preserved A necromancer wishes to question and study you A horrifying secret is revealed about the way you died REBORN PECULIARITY No longer tastes anything Is always chilly, and cold to the touch Nearby lights dim faintly Surroundings appear colorless and gray for a short time Writes/tells stories about death and the afterlife Convinced of a fateful purpose

UNDYING LIGHT

The Dismembered Lord must fall, and you’ve sworn yourself to ensure that it happens no matter the cost. You are a member of the rebellion known as the Undying Light – a remnant of believers who stand as a flickering light against the Evergrowing Shadows. Your hope is steadfast, your resolve unbreakable – and your life will likely be forfeit – though you can’t imagine any other way to live. Skill Proficiencies: Choose two from Athletics, Deception, History, Stealth, and Sleight of Hand Tool Proficiencies: None Languages: One of your choice Equipment: A set of common clothes, a set of Undying Light vigilante regalia, a Titan Band – an insignia of your resistance movement that acts as a communicator, a parchment detailing the movements of your enemies, a false object with a compartment for smuggling, a stolen avowed coin, a vial of poison, a small scroll and disappearing ink, and a belt pouch containing 5 gp

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YOUR MISSION Gather intel on the Dismembered Legion’s movements Keep the Copper Gates concealed from Marrow eyes Steal an important artifact to gain a tactical edge Get close to a Lord of Ash Operate as a messenger between pockets of rebels throughout Dragongrin Infiltrate the ranks of the Marrow UNDYING LIGHT TROUBLE The Dismembered Legion are looking for you. Someone close to you has been captured and interrogated The legions have destroyed a pocket of rebels you were close to Your most trusted contact has been discovered You’ve been contacted by someone claiming to be a rebel on the run You have been drafted as a Marrow UNDYING LIGHT PECULIARITY Changes garb as frequently as possible Has multiple personas with names and full backstories memorized Comes up with nicknames for everyone – a device to distance people Slow to intervene when others are in trouble – it draws attention Believes they are destined to lead the battle that dethrones the Dismembered Lord Checks for mundane and magical spying implements before discussing anything of import

REBEL INFORMANT You have access to a secret network of information when it is safe to access such things. You may attempt to gain or send information through this network once a day. The more treacherous a region, the more difficult this will be. Work with your Game Master to decide what information you receive.

105 CHARACTER CREATION: BACKGROUNDS

CLASSES BARBARIAN

Berserkers of Dragongrin “These broken creatures claim they are wielding the power of their rage. However, if they look carefully, it is an inescapable cage that holds them. Either way, I’ve never seen deadlier warriors.” – Lambian Pristhae, Talasar eloquent Barbarians – more commonly known as berserkers in Dragongrin – fuel their might with a preternatural rage. These borderland warriors traverse the frontiers of Dragongrin, subsisting on the outskirts of civilization where their rage flourishes and the wilds beckon. Berserkers are seen by many as a byproduct of the brutality of the realm – a natural reaction to the oppression and suffering wrought by the Dismembered Lord. Dragongrin is deadly no matter where you roam, but its civilized areas afford more safety than its frontiers. However, to berserker, these civilized areas are fetters – a gathering of cattle into one area to be preyed upon by the Evergrowing Shadows.

BURNING RAGE AND THE CRUCIBLE Berserker tribes and societies interact strangely with the Crucible of the Dismembered Lord – the strange device he uses to watch the realm of Dragongrin. Some say that the rage of the berserkers burns so brightly that they always show as points of interest to the Crucible and its custodial Arcseers. This is a blessing and a curse. While the berserker’s rage is easier to trace and track with the device, it also always appears as an urgent and imminent threat to the timeline, which has a strange effect. Half the time, when an Arcseer realizes it’s a berserker causing the potential Crux, they consider it a false positive and ignore it. Either way, berserkers in Dragongrin tend to draw attention to themselves – and in Dragongrin, attention often leads to trouble and bloodshed.

BERSERKERS BY CULTURE 1. Ardor: Often forged by the brutality of their captivity or being endlessly shunned – though some burn with the fury of their defeat during Lightfall. 2. Crucian: Often outfitted by the Dismembered Legion to keep the peace in the frontiers and outlying borders of Grinn, their tactics and strategy often stay sharp, even in their rage. 3. Drogus: Reared in scrapyards and made strong by backbreaking work day in and day out. 4. Granok Thane: These berserkers are able to funnel their intense rage through the skill and training of a disciplined soldier. 5. Grimdul: They let the Soulwinds flood through them, becoming a conduit of the great spirits of old. 6. Holmir: The most prolific and well-trained berserker– trained at a young age to channel their rage to topple giants and raid grins safely. 7. Mord: Often honing and developing a deep rage like a fine wine for decades perfecting it, then unleashing at will. 8. Sarrik: Their undead bodies warp and twist in their rage – they are ferocious warriors who understand the unique Hue that only fury can bring. 9. Silverwise: Monstrous and otherworldly in their rage, they deliver death as a gift to be welcomed. 10. Talasar: Hoplites too bloodthirsty to hold formation become berserkers, funneling their rage to fight brutally and aggressively. 11. Zarfvin: Their minds become a flurry of feverish calculations, seeing patterns and probabilities of maximum damage and bloodshed. 12. No Culture: You are not bound by the bonds of culture, making your own path of fury.

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D10 BERSERKER BEGINNINGS 1

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You’ve long felt a primal euphoria, finding yourself elated in the wake of manic acts. You haven’t stopped spilling the blood of any you deem deserving of your wrath, and possess a powerful thirst for violence. Your frenzies grow stronger with each kill. You found a connection with something greater than yourself, and have developed a religious zeal that fuels you. Whether to the Old Vale, a deity, totem or even an ancestor, you are becoming a brutal champion for a greater force. You are from a region in Dragongrin with no laws but the harsh forces of nature and the Bleak. You survived, becoming an apex predator in an unwelcome land. Within yourself, you have found there is no order to things – no plan – but instead chaos reigns supreme. In your early life, you witnessed mass death like you never imagined – but you also tasted victory. Your awakened hunger for conquest fuels you. You developed a powerful hatred of a person, faction, or monster. Your hatred powers your primal fury, and the mere thought of this nemesis can spur your powerful rage. You will dominate this foe. You don’t remember ever having a normal life. You were raised by the elements, molded by crags and treacherous mountain passes, and educated by the wilds and their teeming, dangerous life. The civilized folk call you a “barbarian,” and you embrace it – it’s all that has kept you alive. Your people are dying out, and you are one of the last in the ever-changing world of Dragongrin. You have promised yourself and your people to not let your tribe be snuffed out. Your rage is fed by the thought that if you fall, your people will follow. There is an animal somewhere within you, only ever satisfied once you let it out of its proverbial cage. Perhaps your bloodline was once infused with that of the wolf, or a powerful demigod has appointed themselves as your mysterious patron, or an ancient ancestor performed a bestial ritual forever binding the family to carnal tendencies. Civilization is a bane, and you loathe what it does to the land and her people. Acting in revulsion, you seek to stop the civilized world from encroaching on your lands. Your ability to lose yourself into a rage sets you apart from the feeble, civilized world. You will ensure the sacred lands remain untouched. From a young age, you were taught to control your furious rage. Through training and meditation, your focused fury is a tool to be wielded not with wild swings, but by precision strikes.

FURY MANIFEST Dragongrin is a forge of fury, and the desolate and competitive conditions are the fires fueling it. Many are enraged by their dire circumstances, and are consumed by their frenzy even to the point of madness. But there are those who can harness their rage. A berserker’s rage manifests in many ways. Roll below or choose the way your fury manifests.

D20 FURY MANIFEST 1 2 3 4 5 6 7 8 9 10 11 12 13

D102 BERSERKER HALLMARK 1 2 3 4 5 6 7 8 9 10

Tattoos Necklace Weapon Distinctive Scars Mantra Ancestral Tradition Scripture Superstition Tribal Fighting Style Totem

of the Bleak of a lost loved one of the Old Vale of your home dominion of your tribe of Lightfall of the Desolation of the Dismembered Legion Inspired by the Primordials or Titans of your Culture

14 15 16 17 18 19 20

You seem to grow in size You become preternaturally hot, and a haze surrounds you You speak in many voices – the voices of your slain ancestors You become unnaturally quiet, moving with the effortlessness of the wind and striking with the force and inevitability of the crashing waves Strange, haunting sounds emanate from the area surrounding you The wraith-like outline of a dragon, typhon, or other powerful creature envelops your form Your movements leave crimson trails appearing like the Bleak A faint glimmerwind surrounds you and your movements feel slowed in time – though they are just as swift and deadly You engage in a brutal but graceful primal dance of rage and power Colors around you desaturate into grayscale or heighten into vivid hues Your eyes roll back into your head and you speak in the ancient tongue of the Primordials Your body contorts and twists into an unnatural posture Your bones shift and grow, with some protrusions even piercing your skin, hard as steel You cast impossible shadows that appear as something monstrous Roots and vines sprout from your skin, wrapping themselves around you When you strike, it makes an otherworldly sound You gain spectral tattoos that glow faintly of your tribe’s totemic colors You take on a more bestial appearance – your teeth extend and your hair grows The air surrounding you has a biting chill, and you become ice cold to the touch Veins rise to the surface of your flesh and take on an otherworldly color 107 CHARACTER CREATION: CLASSES

BERSERKER TRIBES

PRIMAL PATHS

Berserker are almost always a part of close-knit tribes that rove the outlands and frontiers of Dragongrin. Use the generator below to create a unique tribe. BERSERKER TRIBE GENERATOR D103 1 2 3 4 5 6 7 8 9 10

TRIBE Servants of the Dismembered Legion Bloodthirsty warmongers Raiders who value supply and drudges

CHIEFTAIN

VALUE

Accepting of all

Ancestral Honor

A hero of Lightfall

Loyalty to the Tribe

Wise and supernaturally old Universally Servants of the Vale revered and who hate civilization respected A clan of disorganized, Charismatic and competing warriors charming Thuggish and Survivors of Lightfall brutal Made up of outcasts A cold-blooded and the unaccepted killer A tight-knit Brash young community of bloodwarrior related folk The 7th in a Mercenaries for hire bloodline Hunters, trackers and Wildly nomads superstitious

Superiority

Unmatched Bravery

Beginning at 3rd level, the Unbound learns to use whatever is at hand as mighty weapons. You gain the following benefits:

Number of kills Feats of Strength Ancient Religion Revering the Old Vale Scars of Battle

D10 BERSERKER TRIBAL QUESTS

3 4 5 6 7 8 9 10

There are many oppressed peoples in Dragongrin. Under the tyranny of the Dismembered Lord, many have been reduced to a life of servitude or even drudgery. The Unbound is a manifestation of the rage of the imprisoned, the enslaved, and the oppressed. As such, they usually use weapons that are improvised, circumstantial, or were once their tools of labor.

TOOLS OF WAR

A berserker is linked inseparably with their tribe, and even if they wander away from it, they often return in times of need, or to fulfill a duty. Choose or work with your GM if you want to pursue a tribal quest.

2

PATH OF THE UNBOUND

Weapon prowess

BERSERKER TRIBAL QUESTS

1

Berserkers in Dragongrin can fuel their might with a preternatural rage in ways unique to being byproducts of the brutality and oppression of the realm. In this section are two new primal paths fully compatible with the barbarian class.

A rival clan tracks your tribe. Whispers of a great creature with interest in your tribe persist – you may be the only one to commune with it – or slay it. The holy text has been stolen. You must retrieve it before a year-end ritual occurs. Your tribe’s numbers dwindle, and you must find worthy students to join you. It is time for your customary vision quest to see the future of your tribe. Rare ingredients must be collected to commune with elders in the Wailing Gray. The omens say the end times are near. You must slay a rare beast for the portents to be read. To rise in the ranks of your tribe, you must return with the head of a Marrow. The Bleak has the answers to saving your tribe’s bloodline. You must embark on a pilgrimage. Your tribe requires their totems to be refreshed with offerings.

• You gain proficiency with improvised weapons. • You deal 1d6 in place of the normal damage of your unarmed strike or improvised weapon. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. TOOLS OF WAR A drudge forced to toil in coal mines may use a pick or shovel as a weapon. Someone who spent their drudgery working in a factory may use a hammer. A drudge forced to work backbreaking labor tilling fields may use a scythe or sickle. Any drudge may use their manacles or chains as a weapon, or even the weapons of their oppressors – whips turned against their masters.

UNBOUND REVENGE Also beginning at 3rd level, you can make a single melee weapon attack as a bonus action while raging. This attack must be made using either an improvised weapon or an unarmed strike.

CHAIN-BREAKER Beginning at 6th level, you refuse to be contained or captured. You have advantage on saving throws or ability checks against the restrained, grappled, or paralyzed conditions. Additionally, while raging, you have advantage on saving throws against being charmed or dominated.

ICON OF FREEDOM Beginning at 10th level, your broken chains inspire those around you. You can cast beacon of hope without using a spell slot, and each creature affected by the spell also gains temporary hit points equal to your barbarian level. Charisma is your spellcasting ability for this spell. You can cast this spell while raging, unlike other spells. Once you cast this spell this way, you can’t cast it again until you finish a short or long rest.

WE ARE MANY Beginning at 14th level, your improvised weaponry has become a symbol that others rally behind, a symbol of resistance. Your improvised weapon attacks score a critical hit on a roll of 19 or 20. Whenever you score a critical hit against an enemy with an improvised weapon while raging, each ally within 60 feet that can see you gains temporary hit points equal to your barbarian level + your Strength modifier.

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PATH OF THE MAULER Maulers are stronger and more powerful than nearly any other warrior, wielding massive weapons and meting out terrible pain and destruction. Maulers often come to be through a legacy, with their weapons passed down from someone who deems them worthy. Some maulers find the path on their own, born from the primal fury within them, longing to feel the intuitive heft of their massive weapon and mete out devastation.

MAULER WEAPONS Beginning at 3rd level, your strength is such that you have learned to use oversized weapons with skill. You gain proficiency with mauler weapons, which are two handed weapons that deal 2d12 bludgeoning, slashing, or piercing damage (depending on the type of weapon) and have the heavy and mauler (see below) properties. In addition, you gain a mauler weapon. Your mauler weapon is likely an heirloom passed down, or has been acquired in some other noteworthy way. See the Mauler Weapons table for some examples by culture. For a unique mauler weapon, work with your Game Master to choose something fitting to your character and the game. Mauler: Wielding this massive weapon makes you slower than other warriors, but devastating when you manage a hit. When wielding a mauler weapon, you suffer a -2 penalty to your Armor Class and have disadvantage on Dexterity checks and Dexterity saving throws. MAULER WEAPONS CULTURE

EXAMPLE MAULER WEAPON

A great staff with nine heavy flail heads attached, each a Ardor censer for incense - a relic of the Holithic Church A finely made sword with two heavy blades separated by Crucian scantly an inch. A cobbled together maul made of several different Drogus weapons – and perhaps some Archan baubles – ingeniously crafted together. Granok A stunning double-bladed Thanium axe, the metal Thane shimmering, the blades as long as a forearm. A long, curved sword like the flow of a river, inlaid with Grimdul green gems; it is a full two feet taller than its wielder. A mighty runescribed hammer, so heavy that only the Holmir mightiest could wield it. A crystalline sword-staff, the base made of a purple Mord metal, and the blade made of volcanic glass crystals. A brightly coloured spear, the haft inlaid with a riotous Sarrik mix of colours, the blade straight and sharp, as long as a sword. A great scythe, the onyx-hued blade elegantly curved, and Silverwise heavier than any normal person could lift. A heavy hafted spear with a hammer headed Talasar counterweight, with filigree set upon its shimmering gold-colored surface. A beautifully complex axe, the blade geometrically Zarfvin perfect, with an adjustable, telescoping haft and grip.

ACQUIRING A NEW MAULER WEAPON A weapon of such size and quality is remarkable, and new mauler weapons are harder to come by than normal weapons. To obtain a new mauler weapon, consult your Game Master. Acquiring it should take a considerable amount of effort, likely involving a quest, task, or journey – though in rare cases they may be purchased, often for more than triple the cost of a normal weapon.

PERFECTED PHYSIQUE Beginning at 6th level, your continuous use of your mighty mauler weapon has enhanced your physique, and has made your muscle mass and strength truly a sight to behold. You have advantage on Charisma (Intimidation) checks. Additionally, you gain proficiency in the Athletics skill. If you are already proficient in that skill, you double your proficiency bonus for any ability check you make using that skill instead.

MAULER TECHNIQUES At 10th level, you have learned to utilize your mauler weapon in ways that other warriors could never achieve. The sheer scale of your weapon, along with your superhuman strength, lets you perform feats of strength few others can duplicate. You learn one mauler technique at 10th level, and another at 14th level. You can only use a mauler technique while raging and wielding a mauler weapon, and only once per rage. When using a mauler technique, it counts as one of your attacks using the Attack action. When a mauler technique requires a saving throw, the save DC equals 8 + your Strength modifier + your proficiency bonus. Devastating Charge: You surge toward your foes like a crashing wave of doom. As part of the attack, you move up to your speed towards a creature you can see, and can make a melee weapon attack against that creature, and each other creature within 10 feet of you takes damage equal to your Strength modifier. Execute: Your weapon sings through the air like a grim avatar of death, its strike inexorable. You declare the doom of a creature you can see within 30 feet. You make a melee weapon attack against that creature, and you score a critical hit on this attack on a roll of 16 to 20. If you reduce the target to 0 hit points from this attack, each other creature of your choice that can see you must make a Wisdom saving throw or become frightened of you for 1 minute. Fling: You run, swinging your weapon to gain momentum, before leaping into the air, landing with a force like thunder. You jump a horizontal distance up to three times your normal jump distance, propelled by the weight of your mauler weapon. When you land, each creature within 10 feet of you must make a Dexterity saving throw or take damage equal to 5 + your Strength modifier and be knocked prone. Shake The Ground: You raise your weapon high and then smash it into the ground with murderous force. Each creature within 20 feet of you must make a Strength saving throw. On a failed save, a creature is knocked prone, and the area within 20 feet of you is considered difficult terrain. If you are standing on a breakable environment (such as a wooden bridge, the deck of a ship etc.) the attack is an automatic hit against the environment and does double damage against it. Whirlwind: You spin your weapon in a wicked arc, lashing out at everyone around you. Each creature within 10 feet of you must make a Dexterity saving throw or take damage equal to 5 + your Strength modifier and be knocked back 10 feet.

UNMATCHED MIGHT Beginning at 14th level, in addition to gaining another single mauler technique, you have also become superhuman in your expertise with your unique weapons. While raging, you ignore the mauler property of weapons you wield and no longer suffer the penalties for wielding such a weapon.

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BARD

Eloquents of Dragongrin “Threats to the realm are many. Creatures emerge from the Desolation to consume our soldiers, the Feymists taint the world with their spreading madness, and the Bleak is ever encroaching upon our domain. But heed these words – nothing is as threatening to the Sovereign as the creative endeavours of his subjects.” – Arcseer Lagiz, to the Council of Ash Bards, commonly known in Dragongrin as eloquents, are masters of the arts. Music, spoken sonnet, written word, performance, and other creative techniques bear an arcane power inherent within them. Many eloquents infuse their creative works with the essence of the Bleak or even Imminence itself, harnessing exotic power in an effort to survive – and survival is never easy for the creative in Dragongrin. Some say there’s little place for such niceties as song, play, and poem, while others know it is these things that give hope in an otherwise dark place.

THE AGITATOR’S WARRANT An eloquent in Dragongrin must be licensed to perform by the Legion of Ash, and possess an agitator’s warrant. There are various methods to acquire the warrant, from a local Marrow captain to a Lord of Ash – or even the Dismembered Lord himself. The station and power of the person who granted the agitator’s warrant allows the eloquent to perform in venues matching their prestige. Even after obtaining the agitator’s warrant, the eloquent can still only perform sanctioned pieces, and anything outside what is allowed is considered treasonous. The performances of the eloquents are powerfully influential, and many risk much performing unsanctioned pieces to help those around them cope with the horrors they endure. It is common for people to mockingly refer to eloquents as “agitators,” insinuating that they stir up trouble wherever they go.

ELOQUENTS BY CULTURE 1. Ardor: Drudges often work for their masters, but much of their efforts involve subversion, with works laced with coded information and dire warnings to those who know how to listen for it. 2. Crucian: The Dismembered Lord’s Chosen are commonly the most skilled in the land, though their works are always sternly examined and sanctioned. 3. Drogus: Typically colloquial and and bohemian in their works, irreverent and coarse, though undeniably captivating.

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4. Granok Thane: Regimented and heavily traditional in their works, the Granok Thane are militant in their disciplined technicality of their craft. 5. Grimdul: Their works are typically figurative and allegorical, steeped in fanciful mythology of the oldest days of Dragongrin 6. Holmir: As harsh and pure as their homeland, their performances are often direct, precise and robust. 7. Mord: Performing unsettling, discordant, and frankly alien works, often ignoring social boundaries to perform their craft true to themselves. 8. Sarrik: Non-lexical, non-traditional, and avant-garde, they forge new expressions as they explore and define their fledgling culture through art. 9. Silverwise: Ethereal works that often present as playful and cheery, but carry disturbing undertones and subject matter reflecting the culture’s fascination with death. 10. Talasar: Otherworldly and graceful, displaying immense skill, yet sometimes panned for being too derivative and traditional. 11. Zarfvin: Extremely technical and even mathematical in the execution of their works, dizzying in complexity. 12. No Culture: Unique performances that defy simple cultural categorization.

D10 ELOQUENT BEGINNINGS 1

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D20 INSPIRATION MANIFEST

You’ve always desired fame in this world. You love the attention that musical performers and acting troupes garner from people of all castes, and you long for the same honors bestowed unto you. You were chosen by the Council of Ash as a skilled performer to be groomed for this path. Your power and instrument of choice were left to you by a parent, grandparent, or ancestor. What you do with that power is your choice, but it’s clear you’ll never live without it. You’re a hopeless romantic.You’ve always been able to express your emotions best through art – love being the strongest of all. You honed your skills showering your interests with art, but your wild heart leaves you without the affection you truly desire. Someone important to you gifted your instrument, and your skills have since been fine-tuned using it. Someone with money has taken an interest in funding your art, and paid personally for your licensure. You are paid to do what you love, but sometimes feel pressured under the control of your patron. You got lucky, and a troupe of players urgently needed someone to fill an open spot in the group. You were able to improvise your way through, and grew an undeniable chemistry with them. Now, you’re a mainstay. Before your encounter with a mystic, you never had any natural ability. But now, you feel as if their power was bestowed on you – perhaps for some extraordinary purpose. You have little to no technical ability, but your skill in improvisation is excellent. You often feel like you’re winging it, but good results are common. Your raw, natural ability was evident from the moment you began your pursuits. Your abilities might not always come easily to you, but those around you see a prodigy.

Ethereal Acerbic Entrancing Bawdy Inspirational Satirical Allegorical Inventive Heartbreaking Violent

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D102 ELOQUENT HALLMARK 1 2 3 4 5 6 7 8 9 10

The weather around you changes slightly, though the effects become more intense with increased power and emotion. You cause the colors around you to become more vibrant. The air around your performance is permeated by static electricity – many still attribute their goosebumps as a mere effect of your heartfelt performance. Illusory images dance upon your flesh. Your appearance alters into an idealized version of yourself as you perform. The temperature around your performance drops. A mist forms around you, slowly filling the surrounding area. Some have sworn they’ve seen the ghosts of their loved ones during your performances. Objects around you quake and rattle subtly. Ethereal plants sprout from the area near your performance – then fade away at its end The surrounding area shimmers and glistens with surreal light. Your art creates memories in the minds of witnesses, granting familiarity with your work even if they’ve never experienced it. When you perform, a vivid scene manifests, and plays out – a visualization of your work. Those who witness your works become hazy and enthralled in their majesty. You cause the color to drain from an area faintly, turning the environment to shades of gray while you remain colorful. Fresh breezes circle around the area as you perform – its intensity mirroring your performance. You produce myriad aromas when you perform – their scents matching the tone of your performance. The din of battle, a dragon’s roar, the weeping of a loved one – the sounds your work evokes manifest during the performance. The perception of time is affected by your performance, its speed matching your work. Everything near your performance echoes as though in a great hall.

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Singing Storytelling Poetry Oration Musicianship Dancing Acting Illusions Riddles Acrobatics

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ELOQUENT TROUPES An eloquent often joins a troupe to be among creative contemporaries, honing their craft. There is no formal membership, though many eloquents value their troupe as their true home – the place where they are accepted. Even if they wander away from it, they often return to be amongst their comrades – or to boast of their accomplishments. Here are some example troupes you could be a part of.

INSPIRATION MANIFEST An eloquent’s creativity and inspiration manifests in many ways. Work with your Game Master to choose a distinctive and flavorful quality for your bardic abilities, and determine how well you can control these effects, as well as how powerful or subtle they appear. Perhaps you have no control over them, or maybe their potency is directly related to the intensity of your emotions and performance. Roll below or choose what occurs when you use your arcane gift of creativity.

ELOQUENT TROUPE GENERATOR D10

REPUTATION

KNOWN FOR

VALUE

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Honorable

2

Silly

3 4

Renowned Obscure

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Snobbish

Artistic Integrity Defy the Law, Come What May Originality Perpetuating Tradition Honor of the Dismembered Legion

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Militant

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Deplorable

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Infamous Glorious Rebellious

Possession of Relics Popularity Among Commoners Infamous Members Notable Gatekeeping High Membership Dues Meticulous Written Records Raising Troops Among Students Steady Decline Quantity of Members Strange Customs

3

Riches Military Tradition Being the Best Bucking Tradition Perfection of the Craft

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ELOQUENT TROUPE PURSUITS Many alumni happily serve their troupe beyond their time spent there, and others are often forced to do these things against their will. Here are some example pursuits you may undertake on behalf of your troupe. D10 ELOQUENT TROUPE PURSUITS 1 2 3

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Your troupe requires more funding – donate what you can. The pieces on the Dawn of Truth grow stale – experience the realm and write new ones. Rebel incursions have grown too common, and all bards of this troupe have been ordered to perform works promoting the status-quo. You must preserve the works of your troup. Someone must bring them to a library that specializes in procuring fine works – though it won’t be an easy journey. Materials from the troupe have recently been stolen. Do what you can to find or replace the goods and bring the thieves to justice. The latest, most popular pieces have grown stagnant, and you must seek a new tale to tell – something no one has ever seen or heard before. We require more professors to serve the Dismembered Lord’s endeavours. Recruit who you can, or offer yourself up if you have what it takes. Your troupe is cataloguing all existing works in a dominion – but they must be found to do so. Express the histories of the realm – specifically those expressing vitriol toward the Copper Jackals. The troupe is directly opposed by another seeking recognition by the Council of Ash. Spread the word to thwart this threat.

BARD COLLEGES

In Dragongrin, eloquents are expected to be masters of their craft. If they hold an agitator’s warrant, they are free to push the boundaries of their skill and become the epitome of entertainment. The college they choose represents the specific segment of performance they will specialize in. This section contains two new bard colleges fully compatible with the bard class.

COLLEGE OF THE BLOODSONG While nearly all storytellers and artists try to find the greatest materials for inspiration and make the greatest impact, there are some eloquents which have a seemingly supernatural magnetism for witnessing notable events. Whether this magnetic pull to history in the making is luck or skill, it can’t be denied that a Bloodsong has a remarkable finesse for characterizing the event into song, weaving the greatest events of Dragongrin’s history into unmatched compositions. INFAMY AND THE COLLEGE OF THE BLOODSONG This bard college has some of its mechanics that are intrinsically tied to an optional subsystem in Dragongrin known as Infamy. This subsystem allows player characters to formally gain notoriety in the forms of Infamy points for their deeds. We recommend working with the GM to ensure that Infamy is a mechanic that will be used in your session or campaign before choosing this subclass. See the Infamy rules on page 370 for more information.

SONG OF BLOOD Beginning at 3rd level when you choose this archetype, you begin composing the bloodsong of your party. You weave together the many adventures you have been on, the battles you’ve fought, and the things you’ve experienced into a notable musical composition. The immortalization of past successes through your bloodsong inspires your party to persevere. Allies can spend your bardic inspiration die as a reaction to reroll a saving throw, adding the roll to the result. Additionally, you can begin to perform your bloodsong as an action on your turn. You can maintain the bloodsong for the next minute. While you are singing, whenever you or an ally takes damage, you can reduce it by an amount equal to your Charisma modifier. Once you’ve sung your bloodsong, you cannot sing it again until you complete a long rest. At 6th level, you can use it twice per long rest, and at 11th level, three times per long rest.

CRUXSENSE Also at 3rd level, you have an innate pull toward momentous occasions in the history of Dragongrin. When you complete a long rest, roll a d20. If you roll a 15 or higher, the GM will give you hints of the dream you had last night, where you dreamed of a place where a momentous event was going to be taking place. Additionally, you become well known in Dragongrin. Your Infamy increases by 1, and you can reroll the result of a roll on your level’s Infamy Table. See more details about the Infamy subsystem in the Darkness of Dragongrin section on page 370.

TERRORSTRUM Beginning at 6th level, the tale of your party has spread far and wide. Your Infamy increases by 1, and you can now choose to roll either Light, Neutral or Dark when rolling on an Infamy Table. Your enemies fear the opening chords of the song. When you take an action to start your bloodsong, you add the following effects: • Your allies deal additional radiant damage equal to your Charisma modifier. • When you or an ally scores a critical hit, each enemy that sees it within 30 feet must make a Wisdom saving throw or become frightened of you for 1 minute.

BATTLESONG Beginning at 14th level, your allies can join into your bloodsong with you, singing as one. When you use an action to perform your bloodsong, you can allow a number of allies up to your Charisma modifier to join in your song using their reaction. Allies who use a reaction in this way can also do one of the following: • • • •

Move up to their speed. Make one weapon attack. Use the Help action. Cause one enemy within 30 feet of them to have disadvantage on their next attack roll. • Cause one enemy within 30 feet of you to have disadvantage on their next saving throw. You can allow allies to join in your bloodsong in this way only once per long rest. Additionally, the stories of your adventuring band are legendary, and you are known throughout all of Dragongrin. You have advantage on Charisma (Intimidation) checks when dealing with your enemies. When you roll on an Infamy Table, you can choose to lower or increase the result by one level.

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COLLEGE OF THE DEMAGOGUE Fervent performers whose work is laced with the deepest passions of their chosen leader, organization, or cause. They are typically skilled orators whose speech exudes powerful magic – though they can also be musicians, actors, and other performers spreading their chosen message. Many practitioners of the College of the Demagogue worship and serve the Dismembered Lord, and are said to use a measure of the Sovereign’s own voice when they speak their vile words. However, there are many who choose different causes to rally behind, such as a powerful Lord of Ash, zealous faction leader, or charismatic rebels – swaying any who hear them toward their cause. BLACKTONGUE Those who explicitly use the powers of the College of the Demagogue for evil are known as blacktongues, said to bring sickness, fear, and doubt, warping the wills of the weak for dark causes and evil powers in Dragongrin. While some blacktongues relish the reputation, many operate manipulatively under the guise of good intentions, appearing as well-meaning and helpful, and never explicitly revealing their sinister nature.

PROPAGANDA Beginning at 3rd level, you begin your study of the secrets of the College of the Demagogue, and the mystical methods to deliver powerfully persuasive information. You learn to weave intricate, magical ariath patterns into what you say, and these patterns have specific effects on the minds, wills, and emotions of the creatures subject to them. Ariath Patterns: You learn two ariath patterns of your choice, which are detailed in a list later in this section. You learn one additional ariath pattern of your choice at 6th, and 14th level. Each time you learn a new pattern, you may also replace one pattern you know with a different one. As part of an attack, you can expend one usage of your Bardic Inspiration to enhance it with an ariath pattern. An attack can be enhanced with an ariath pattern only once this way. Saving Throws: Some of your patterns require your target to make a saving throw to resist the pattern’s effects. The saving throw DC is equal to your bard spell save DC.

INFORMANTS At 3rd level, the first time you enter a town, city, settlement, or the equivalent, you can spend 10 minutes to find secret information or leads to people that support your cause. The GM will tell you a number of possibly useful secrets, notable people (NPCs), local rumors, safehouses, notable locations, or other information equal to your Charisma modifier. While this information may be fragmented or cryptic, it may not be wholly fabricated or entirely false. Additionally, your training in propaganda and in spotting dissidents gives you proficiency in the Insight skill. If you are already proficient in that skill, you double your proficiency bonus for any ability check you make using that skill.

DEBILITATING RHETORIC Beginning at 6th level, your passions grow deeper and your convictions become more magically palpable, making your persuasions and rhetoric even more difficult to refute. When you force a creature to make a saving throw against one of your bard spells, you can expend one use of your Bardic Inspiration. Roll the Bardic Inspiration die, and subtract it from their saving throw. If the creature fails the saving throw they gain a level of exhaustion in addition to the effects of the spell.

A creature that successfully saves against the spell is immune to the effects of this feature for the next 24 hours. You can only use this feature once per short or long rest.

DEVOTION Beginning at 14th level, your evident fervor and perceived importance to your demagogue, faction, or cause can inspire those around you to have a propensity to protect you. As a reaction to being hit with an attack, you can choose to have a willing ally within 30 feet of you move up to their speed towards you. If they stop in an adjacent square they can suffer the effects of the attack in your place, and gain resistance to the damage dealt by the attack.

ARIATH PATTERNS Anger: After you attack the creature, you sow the seeds of anger in the minds of your allies. The next time an ally attacks the target, the target must also make a Strength saving throw or get pushed 10 feet by the attack. Authority: The attacked creature must make a Wisdom saving throw. On a failed save, if the creature chooses to not attack you during its next turn, it takes psychic damage equal to a roll of your expended Bardic Inspiration die and all ability checks, saving throws, and attack rolls it makes are done with disadvantage until the start of its next turn. Bluntness: After you make the attack, you can boldly ask the creature one question on each of your turns for the next minute without using an action. The creature must answer if it is able to. If the creature attempts to lie or decieve you, it takes psychic damage equal to a roll of your expended Bardic Inspiration die. Delirium: During the attacked creature’s next turn, if that creature takes any action other than the Help action, it has disadvantage on all rolls made during its turn and takes psychic damage equal to a roll of your expended Bardic Inspiration die. Doubt: You give the creature you attacked the expended Bardic Inspiration die, and you choose when it affects the die roll instead of them. You can roll it, and subtract the result from an attack roll, ability check, or saving throw that creature makes within the next minute. Hesitation: You cause the creature you attacked to hesitate for a moment, giving anally the chance to to act. As a reaction, an ally within 30 feet of the target can make a weapon attack, and rolls the expended Bardic Inspiration die and adds it to the attack’s damage roll. Presence: After you make the attack, you can inspire an ally with your dominating presence. Roll the expended Bardic Inspiration die. That ally gains that many temporary hit points. Sorrow: Your words can pierce a creature’s soul. After you make the attack, the target must also make a Wisdom saving throw. On a failure, they fall into a deep sorrow, becoming stunned until the end of its next turn, and roll the expended Bardic Inspiration die. The target also takes psychic damage equal to the die roll. Trust: After you make the attack, choose a creature within 30 feet. The next time that creature casts a spell that heals, deals damage, or grants temporary hit points to a single target, you can use your reaction to roll the expended Bardic Inspiration die. You may add or subtract the result from the amount healed, the total damage, or the number of temporary hit points granted by the spell.

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CLERIC

Dious of Dragongrin “By his scars, we wield the sky.” – Dious Morgen, Keeper of Keys The existence of Dragongrin’s gods is unproven – yet there is a place for divine faith in the realm, and people cling to hope and wield power in the name of their beliefs. These clerics – called dious in Dragongrin – draw upon the powers of longlost deities and preternatural forces to cast unearthly spells, perform healing rituals, and accomplish otherwise impossible tasks using what they believe are magics of the gods. As the existence of their deities is nebulous, most believe the dious to be naïve arcane spellcasters, charlatans, or simply delusional.

THE KEYS TO THE OLD GODS In Dragongrin, the Dismembered Lord rules as Sovereign. He has proven he is the most powerful force that exists by usurping the realm undefeated, but that didn’t stop the people of Dragongrin from believing and practicing their faith. If anything, their peril forged their belief into something stronger, as they cling to what little hope remains. In his infinite wisdom, the Sovereign extended a perceived olive branch to the peoples he had saved, offering a pathway to worship their gods, but on his terms. Thus was created the way to access the old gods – the Sovereign’s Key.

the Sovereign offered a pathway to the divine histories and powers once drawn from those wells – ways the people could become dious in his name, serving both the ancient gods and the Sovereign simultaneously. The dious of Dragongrin are devout servants of a faith, though more importantly they are inherently tied to their domain, which may not be directly related to a specific deity, and could instead be power drawn from another source entirely.

THE SOVEREIGN’S KEY

HERETICS AND REBELS

A dious in Dragongrin must be sanctioned to represent their faith by the Legion of Ash, and possess a Sovereign’s Key. These objects are explicit symbols that, in their wielding, require you to swear to practice the sanctioned version of your faith within the boundaries and guidelines set forth by the Sovereign, enforced by the Legion of Ash. These censored variations of the old faiths are permitted to operate temples, hold ceremonies, and enact the tenets of their faith, so long as they adhere to specific guidelines.

Despite the Dismembered Lord’s rigid status quo, there are still those who refuse to compromise their faith, choosing instead to worship and enact their belief in its uncensored form, as dangerous as it may be. They are known as the Keyless, and their unshakable faith stands opposed to the Sovereign’s watered down, twisted versions of their belief. They believe that it is better to die living the truth than to live as a coward within a lie. Keyless are often outspoken about their lack of respect for those who have accepted Sovereign’s Keys, while those in the possession of Sovereign’s Keys argue that it is better to live and make a difference than to die and be useless.

To acquire a Sovereign’s Key, you must pass vetting and scrutiny from a sanctioned member of the Legion of Ash. This can be a local Marrow cleric to a Lord of Ash, or even the Dismembered Lord himself. Fledgling dious can be granted access to serve under a dious’ Key by coming under their formal tutelage and swearing fealty to them as a disciple. It is common for a dious who possesses a Sovereign’s Key to take on disciples who have proven themselves. SHAPE OF THE SOVEREIGN’S KEY The Sovereign’s Keys are physical objects, varying from region to region, culture to culture, and from whom the Key was granted. Keys often appear as brands, weapons, relics, holy symbols, and other regalia. While some of these Keys serve as hallmarks to exotic and ethereal deities whose powers still bleed through to their followers, some mocking objects are granted to purposefully sleight a culture, or as veiled symbols of the Dismembered Lord himself. Many Keys only grant the dious the license to operate locally – though some more specific Keys granted by higher authorities have a distinct appearance recognized throughout the realm of Dragongrin.

CULTURES, DOMAINS, AND FAITH Faiths in the realm are largely based on culture, and in his wisdom, the Sovereign offered Keys aligning closely with each culture’s identity and faith. To each of these divided groups, 114 CHARACTER CREATION: CLASSES

DIOUS BY CULTURE 1. Ardor: Most are worshipers of the now-fragmented Holithic church and its pantheon, seeking to restore their once-great religion that deified fallen saints – others have taken up the brutal, elemental beliefs of their orc captors. 2. Crucian: To be a Crucian and worship any other than the Dismembered Lord is rare – the worthy are granted permission to draw power from his Evergrowing Shadows.

9. Silverwise: The gods died long ago for the Silverwise, but their power remains and their spirits still speak to many – and grant power. 10. Talasar: Worshipers of the Old Vale, Talasar dious siphon power from the waning magic of the Feymists. 11. Zarfvin: Their creators, the Titans, serve as a pantheon of gods for many Zarfvin – and some include the Primordials 12. No Culture: The Keyless worship different gods – ancient, new, and unheard of – and must keep their secret or else face the Sovereign’s reprise.

3. Drogus: Often agnostic or atheist, Drogus dious claim to draw power from the remnants of Titan energy latent in their ruins and Archans.

DOMAINS MANIFEST

4. Granok Thane: Typically worshipers pay homage to the warrior sisters of the Rhiaghain, while others worship deities of war and commerce.

A dious’ faith and magic manifest in many distinctive ways. Work with your GM, roll below, or choose how your divine works appear to others.

5. Grimdul: Almost exclusively drawing power from the Steelwinds of the Jantari, the Grimdul wield their power with reverence. 6. Holmir: These ancient warrior-priests revere the fierce and mighty Yngvildr, who cares not for the affairs of mortals, but lends his power to those worthy. 7. Mord: The Mord typically worship Sightless Time, and believe in the justice of its entropy falling on all creatures, revealing the weakness in all things.

D20 DOMAINS MANIFEST 1 2 3 4 5

8. Sarrik: The Sarrik have invented a pantheon that adopts many existing beliefs and pantheons with wholly new ones into an amalgamation of fluid polytheism.

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D10 DIOUS BEGINNINGS

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You had an encounter within the Bleak. You saw beyond the veil of this reality, and believe with everything in yourself that you received a message from a deity. You are destined to serve the aim of your faith. To survive in Dragongrin, you have done terrible things – things you feel left stains of shadow on your soul. You are wracked with guilt, and have turned to a deity to seek penance for the acts you have committed. You’ve met someone whose faith seems to have a real effect on the world – and even stranger, their magic seems to be truly divine. You have been converted, and wish to serve your mentor’s deity. Your shared faith is all you have to remember a loved one. A prayer you said together has begun to feel full of a tangible power. You sense that power growing within you, and you seek to cultivate it. You’ve always felt a connection with what you believed was a higher power. You’ve started seeing signs, and believe you’re being called. You will continue to follow the signs to the truth. You were harmed, and near death’s door – perhaps you even died for a moment. But a cleric was able to pull you from the clutches of death, and restore you. This is something you want to be able to do for others. A temple gave you a home when no one else would. They accepted you for who you were, caring little about your colorful past, or those who sought to harm you. You began worshipping as a form of repayment, but now couldn’t imagine any other way. You've always struggled with feeling accepted. You've studied religious teachings describing exactly how you feel inside. You must learn more. Someone offered you coin and a measure of safety to join their temple as a servant. There are no expectations that you believe what they do so long as you do your work – though you are starting to become more curious and interested in their ways. A cleric healed a loved one when all others failed. It was a miracle by all accounts, and for the first time in your life, you felt faith in something in the realm of Dragongrin.

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Your voice takes on the otherworldly tone of your deity. Pages and tomes circle around you in a controlled whirlwind. The inky tendrils of the Desolation wrap themselves around you. Your movements leave a vibrant trail of birds made of mist. The sigils of your faith etch themselves across your skin, appearing as flame. Your face becomes shadowed, and you appear almost featureless. A phantasmal servant of your deity stands behind you. A pack of spectral dire wolves manifest enacting the effects of your spells. Every part of you and your equipment turns bone white. Your clothing, equipment, and hair appears as though it’s flowing in water, though you remain dry. You take on physical traits of an ancient dragon – scales, horns, and wings. Your spells crackle and burn with the blood-red lightning of the Bleak. A chorus of angelic spirits appear and sing the hymns your spells are derived from as you cast them. Elemental shapes of various colors and sizes frenetically dance around you. Myriad hallmarks of your faith manifest as bright light as you funnel its power. Your spells in combat sound like a powerful weapon being forged – hammer striking anvil, hissing steam, and gouts of molten metal. Crashing waves and floods follow you, and the smell of salt water tinges the air. Your flesh appears as stone and your eyes glow with a primal fury. You phase in and out of the material plane ever so slightly. You become engulfed within the husk of a fantasmal Primordial.

D102 DIOUS HALLMARK 1 2 3 4 5 6 7 8 9 10

Strange tome Weapon Idol Shield Censer Tankard Necklace Crown Signet ring Prayer beads

Lined with blessed material Marked with runic patterns Charred, but intact Formed from an Archan Made of bone Mirrored and reflective Of Bleakiron From the Bleak Wrought of a Valen Forever stained with blood 115

CHARACTER CREATION: CLASSES

DIOUS SYNODS

DIVINE DOMAINS

A dious joins a synod to be among those who share their beliefs and to delve into the secrets of their faith. Many synods operate in secret, especially those revering preLightfall gods. Some faiths are far flung with temples throughout Dragongrin; others are regional or even more localized to an area.

SOVEREIGN DOMAIN

SYNOD GENERATOR D10

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SYNOD TYPE Openly oppose the Dismembered Legion Stubborn, traditional devotees Reformed evildoers seeking penance Passionate truthseekers Bickering, competing theologians

KNOWN FOR

LEADER IS

Powerful Healing

Ex-Marrow chaplain

Demonology/ Exorcism

Fervent preacher

Alchemical curatives

Prophet of renown Disillusioned savant

Bleak/Desolation

Road-worn priest

Martyrdom

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Unwelcoming radicals Crusades

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Roving pilgrims

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Devoted entirely to serving others Made up of outcasts and the unaccepted Survivors of Lightfall

Priests-for-hire

In a realm where the existence of the gods is unproven, the dious of the realm have great faith to do the things they do. The myriad pantheons, forces and powers contain numerous domains from which they claim to draw their divine power. This section contains two new divine domains fully compatible with the cleric class.

Dogmatic exhero Converted atheist

Ancient Rites

Charming heretic

Raising the Dead

Famed religious scribe

Accurate prophecy

Outspoken zealot

Of all the godly pantheons and domains in Dragongrin, only one can be proved to exist with certainty, and that is the Dismembered Lord. Though his power is dark and twisted, it can’t be denied, and many who desire stability and to gain power become tempted by its certainty. Some who offer themselves to the Dismembered Lord and worship him gain his notice and favor, gaining the ability to commune with him and borrow from his vast power.

DOMAIN SPELLS You gain domain spells at the cleric levels listed in the Sovereign Domain Spells table. CLERIC LEVEL SOVEREIGN DOMAIN SPELLS 1st 3rd 5th 7th 9th

Command, Inflict Wounds Augury, Detect Thoughts Fear, Bestow Curse Arcane Eye, Locate Creature Commune, Geas

SYNOD QUESTS

BONUS PROFICIENCY

A dious is often linked inseparably with their synod, and even if they wander away from it, they often return to it in times of need, or to fulfill a duty.

When you choose this domain at 1st level, you gain proficiency with martial weapons.

D10 ELOQUENT TROUPE PURSUITS 1 2

A creature plagues your synod, and will overtake it if it isn’t stopped. A letter summoned members of your synod to a Marrow commander.

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Your synod is behind on the Tenth and needs funds.

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The land your synod is built upon suffers increasing Bleakstorms.

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It is time for your customary pilgrimage and rite of passage.

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Your synod was robbed by skilled thieves – your leader needs you to track down and recover or replace the stolen valuables.

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A powerful figure needs your synod’s help.

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An opposing faith has attacked your synod.

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Your synod has come under fire for being heretical to your faith.

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Your synod’s leader was murdered – the killer is still at large.

MARKED BY THE SOVEREIGN Beginning at 1st level, you become marked with the power of the Sovereign himself. How this manifests will vary, but it often presents as scars, tattoos, or some other bodily modification that covers your skin. Your Armor Class when you’re not wearing armor is 10 + your Wisdom modifier + your Charisma modifier.

CHANNEL DIVINITY: HERETICS AMONGST US Starting at 2nd level, you can use your Channel Divinity to profess your devotion to the Sovereign and find dissidents in your midst. As an action, you present your holy symbol, and each humanoid creature of your choice within 30 feet of you chooses either compliance or defiance, then makes a Wisdom saving throw. If a creature makes their choice in opposition of their true feelings and opinions, they roll the saving throw with disadvantage. On a failed save, a creature suffers an effect dependent on their choice: •

Compliance: The creature becomes charmed by you for one minute. • Defiance: The creature takes 2d10 psychic damage.

MY SCARS ARE HIS SCARS Starting at 6th level, a set of magic scars manifest on your body. These scars are unique to you, and show your devotion to the Dismembered Lord. Whenever a creature hits you with a melee attack, these scars erupt with Bleak energy, and you can use your reaction to deal bleak damage to that creature equal to half your cleric level.

116 CHARACTER CREATION: CLASSES

DIVINE STRIKE At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of the Sovereign. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 bleak damage to the target. When you reach 14th level, the extra damage increases to 2d8.

BY HIS PERFECTION At 17th level, you act on the authority of the Dismembered Lord himself. Any hit you score against a creature who chose defiance when you used Heretics Amongst Us within the last minute is a critical hit, and any creature who chose compliance is also dominated by you, as if under the effect of the dominate person spell.

GRAY DOMAIN When death is understood it can be less feared. Devotees of the gray domain know this better than perhaps any other creatures in Dragongrin. By forging a connection with the powerful realm known as the Wailing Gray and the souls of the dead who dwell there, the dious who wield the power of the gray domain do not necessarily celebrate death, but instead honor those who have passed by drawing from their wisdom and power. This connection can be forged a number of ways – worshipping a deity who is close to death, communing with the souls in the great beyond looking for a mouthpiece, a near-death experience, or even a personal death and resurrection. To learn more about the Wailing Gray go to page 378 in the Darkness of Dragongrin chapter.

DOMAIN SPELLS You gain domain spells at the cleric levels listed in the Gray Domain Spells table. CLERIC LEVEL GRAY DOMAIN SPELLS 1st 3rd 5th 7th 9th

Armor of Agathys, Arms of Hadar Darkness, Gentle Repose Animate Dead, Phantom Steed Banishment, Dorvan’s Unopened Door (page 160) Antilife Shell, Raise Dead

SILVERWISE AND THE GRAY INTERPRETER Though not all Gray Interpreters are born Silverwise, many of them do come from that culture, and the Silverwise have produced some of the most famous and powerful gray interpreters.

INTERPRETER OF THE GRAY Beginning at 1st level when you take this domain, you learn to communicate with the dead. You can comprehend and communicate with any undead with an Intelligence score of 3 or greater.

You also gain the ability to cast the speak with dead spell, but only as a special ritual. When you cast it as a special ritual this way, it takes an additional 2 hours to cast. At 5th level, you can cast the spell as normal, and always have it prepared as if it was a domain spell. Additionally, any undead killed by you is freed from its unlife if it chooses, its soul allowed to move on at last.

SILVERSHIELD Also at 1st level, you are able to protect your allies with the same magic that creates the Silver Walls. As a bonus action, you shield a creature within 30 feet of you with ghostly, shimmering light. They are treated as if they have taken the Dodge action until the end of their next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

CHANNEL DIVINITY: CHANNEL THE GRAY Starting at 2nd level, you can use your Channel Divinity to show a creature the horrors that await beyond. As an action, you present your holy symbol and choose a creature that can see you within 30 feet. That creature must make a Wisdom saving throw. Undead creatures have disadvantage on this save. On a failed save, they are frightened of you for 1 minute. They must use their action to move as far away from you as possible. They can repeat this saving throw at the end of their turn, if they can no longer see you.

INVOKE THE GRAY Starting at 6th level, undead creatures that you create or control become more powerful, as your connection with the Wailing Grey intensifies. Undead creatures that you create or control gain the following benefits: • The creature adds your Wisdom modifier to its maximum hit points and to the damage of any attack rolls it makes. • The creature’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. • The creature gains an additional 10 feet of movement speed.

POTENT SPELLCASTING Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

ETERNAL PROTECTORS Beginning at 17th level, you are able to momentarily open a Gray Door, a portal to the Wailing Gray, and summon graysoul servants. The Gray Door closes once the servants are summoned. Whenever you finish a long rest, you can cast create undead as a 6th-level spell without expending a spell slot, though you must still fulfill the other requirements of the spell. The spell has the following differences: • The restriction of only being castable at night is removed. • All undead have the appearance of graysouls summoned from the Wailing Gray. At 18th level, you can cast it as a 7th-level spell, at 19th level an 8th level spell, and at 20th level a 9th-level spell.

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DRUID

Valewalkers of Dragongrin “The beasts of these damnable wilds hunt with strange cunning – they strike at us surgically, methodically. I see the machinations of the valewalkers in their movements. We are not alone in these woods, and for the first time in a decade, I see fear in the eyes of my soldiers.” – Tiana Altross, Marrow Commander Since their earliest days, the druids of Dragongrin, known as valewalkers, have been connected to the powerful, primeval force known as the Old Vale. Valewalkers are custodians of the Old Vale’s unseen energies of entropy and life, and guardians of the untamed wilds of Dragongrin. Working alone or in small, cloistered groups called enclaves, valewalkers maintain the natural borders of the realm and channel the Old Vale to conjure druidic magic, reshape their bodies into creatures mundane and mythical, and command the elements themselves. It’s whispered that some valewalkers draw upon the material remains and magical vestiges of the Primordials to amplify their connection to the Old Vale’s power. Since Lightfall, the wilds of Dragongrin stand as sanctuary for those fleeing the eyes of the Dismembered Lord, and the valewalkers preserve that shroud.

REVERENCE OF THE RADIKKA While the Old Vale is an invisible force, its potent, natural energies can manifest physically in the material plane as anomalies known as Radikka. Radikka most often manifest as gargantuan geological structures such as trees, mountain ranges, or chasms, but can also present a ceaseless tempest or a roiling sea. Valewalkers revere the Radikka, seeing it as an avatar of their cause and a constant reminder of the power they wield and protect. For centuries the Radikka of Dragongrin was unmistakably Talas the Lifetree. And while many valewalkers still believe that to be true, many others feel that when it was uprooted during Lightfall, its connection to the Old Vale was sundered forever. Some valewardens seek to restore Talas to its rightful place as Dragongrin’s Radikka, while others believe that a new, more powerful Radikka must break through into the realm – and it is their charge to make it happen. Most valewalkers carry a personal trinket of the Raddika they revere as a symbol of their cause. These objects are often carved in the shape of the Radikka they favor, and worn around their necks, strapped to their wrists, fused to their weapons or armor, or as kept as a loose item inside a pocket or pouch. These trinkets were once traditionally crafted exclusively of Primordial bone, though due to the obvious rarity of the material the druids of Dragongrin make due with whatever they have available – often until they can acquire Primordial bone to carve a proper trinket.

VALEWALKERS BY CULTURE 1. Ardor: At home in the necrotic mires of Innes, they struggle to bring balance to the Old Vale with dirt on their boots and grit in their teeth. 2. Crucian: In service to Grinn, they strike a delicate balance between what the Old Vale was, and what it should be today in the eyes of the Dismembered Lord. 3. Drogus: At home underground, they often harness the Old Vale in a slapdash and improvisational way, drawing from the roots and stone around them. 4. Granok Thane: The Old Vale and its magic is a tool like any other – a means to an end, though one that deserves reverence. 5. Grimdul: Believing that the power of the Old Vale lies within a polytheistic pantheon, granting power to those who follow the rituals of the old ways. 6. Holmir: They believe in rejuvenation and spring – but also that the Old Vale is a powerful and dreadful force that will devour the realm – and rightfully so. 7. Mord: Wielding poisons, blights, and thorns to great effect, they maintain a twisted view of the Old Vale and its place in Dragongrin. 8. Sarrik: Often allowing the Old Vale to permeate within their paradoxically undead flesh, growing flora and fauna, spores and fungus in and on themselves, literally being shaped by the Old Vale. 9. Silverwise: Drawing the bulk of their power from the Druids who are stuck in the Wailing Gray, and the dead and dying frontier around them. 10. Talasar: The most prolific and innately powerful Valewalkers, they have the power of the feymists, and the Old Vale inherently tied to them over centuries. 11. Zarfvin: Less connected to the Old Vale by loyalty, and more like botanists keeping nature in a jar, and releasing it on their whim. Manipulating the system, and using the Old Vale as a battery for their aims. 12. No Culture: Unlike the cultures of the world, the earth is timeless, and the horizons are yours. As a perpetual wanderer, you need no culture to be a valewalker.

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You were raised in a larger city or settlement, but never felt at home. You felt fettered and constrained. When you were able, you launched off into the wild to make a way for yourself. You are a wild spirit. You were accepted into a druidic circle that protected the wilderness near where you were raised. Eventually, you picked up enough to attempt to formally become initiated into the circle. You are part of a circle of wardens who protect nature. You can’t explain it. One day, you awoke with vast knowledge of the Old Vale, and the unshakeable feeling that your purpose was to protect and serve it. You were forced to learn to live off of the land or die. The environment was harsh, but you were able to brave it, and came to respect and love it, and eventually thrive. You have become a master of nature. You’ve always felt a special connection with the beasts of the world, which often gather around you during or before times of great emotional strife or joy. You are part of a long line of Valewalkers, stretching back to ancient times. If you put down the cause, it will mean the end of an important tradition. You were a part of a spirit quest, or a ritual – or perhaps had an encounter with a creature from the Feymists, or even a Primordial’s essence. This changed you in an unmistakable way, and you seek to preserve the world you saw in your vision. Your family of Valewalkers brought you out of Feygrave during Lightfall, in pursuit of a better life, and you long to return to your roots. You inherited, stole, or otherwise acquired rare texts pertaining to the ways of life, growth, and the fey – knowledge which seems to come surprisingly natural to you. You began small, first tending a garden. Then perhaps a greenhouse, and eventually an orchard or a grove. You have a knack for understanding plants, and know how to make them respond to you in rare and intriguing ways.

THE OLD VALE MANIFEST A valewalker’s connection to the Old Vale manifests in many ways. When your primal magic manifests, it is distinctive. Roll below or choose a way your power manifests. D20 THE OLD VALE MANIFEST 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Your voice resonates with the booming tones of an Adjudicator. Writhing vines and new seedlings emerge from the earth around you. The surrounding flora unleashes its most potent pollen, all at once. The strange, glowing third eye of a typhon appears on your forehead. Your eyes turn catlike or serpentlike. From your flesh grow slight thorns, mildly irritating to those who touch you. The highest moon in the sky reveals itself through clouds or broad daylight. You give off the illusory physical appearance of a typhon. Generate this look on page 398. Loose foliage floats and revolves around you. You experience one small memory of an ancient being from the Old Vale. A Feymist Crossing opens up somewhere nearby, though you might not know it. Your Valewalker’s Hallmark glows with bright light of a color of your choosing. Your words can be heard by another chosen Valewalker in Dragongrin. All shadows and concealing mists or smoke within 60’ dissipate. Nearby autumnal foliage emerges back into vibrant, colorful life. Just for a moment, you “feel” where Talas is located, no matter how far away. You take on the illusory appearance of a chosen animal, though stay the same size. Your eyes and hair become a different color, remaining until the next use of power. An animal bonded to you knows your exact location, and you can call them. Your nails grow, and your canines become temporarily elongated.

D102 VALEWALKER HALLMARK 1 2 3 4 5 6 7 8 9 10

Family Heirloom Engraved Branch Pendant Intricate Tattoos Forgotten Text Beast Strange Belief Sacred Knowledge Lost Relic Weapon

of Talas of Feygrave of Zamon of a traditional animal of Valewalker lore of Primordial Bone of the Old Vale of the typhons of your Enclave of the Valenus

119 CHARACTER CREATION: CLASSES

VALEWALKER ENCLAVES

DRUID CIRCLES

Valewalker enclaves differ in purpose, but all must perform various charges on behalf of the Old Vale and the other enclaves. Periodically a moot is called, wherein each enclave gathers, typically called by the leader at least once per year. There, all Valewalkers in the enclave are granted an audience, before which they can to prate their praises or err their grievances over the current state of the Old Vale. All Valewalkers in Dragongrin are expected to attend their enclaves’ moots, though with the vanishing of the Lifetree and the slow death of Feyhold (now Feygrave) since Lightfall, the numbers grow fewer with every gathering. Those uprooted who fail in their duties to the enclave are often despised and ostracised by their fellow Valewalkers. VALEWALKER ENCLAVE GENERATOR D103 1 2

3

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6 7

8

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10

ENCLAVE TYPE Servants of the Valenus Remnant Warmongering druids Discreet thieves Anti-Sovereign servants of the Vale A clan of disorganized, competing valewalkers Survivors of the Talas Civil War Uprooted Valewalkers who meet in secret A blood-related family An alliance between Valewalkers and Wardens (Rangers) Secluded valewalkers

LEADER IS

CHARGE

A relative

Map the Feymist Crossings

Infamous gangster

Return the Lifetree

Revered empath

Loyal to Mother Silurian of Talas

Hunting down the uprooted, and bringing them to justice Find a new world through the Feymists

Masked enigmatic figure

Obey the Adjudicators

Fervently sided in the Talas Civil War

Recruit new valewalkers

Brash, coldblooded killer

Protect and explore Zamon

You

Forge alliances with other Enclaves

Last in a bloodline

Pruning a dominion’s monsters

Superstitious to a fault

Organize rebellions

ENCLAVE QUESTS No matter their charge, a Valewalker is often forced to engage in missions directly related to plights their enclave currently faces. Here are some problems they might be called upon to solve. D10 ENCLAVE QUESTS 1 2 3 4 5 6 7 8 9 10

Find and recover a lost member of the enclave. Recover a valuable relic or tome. Investigate strange occurrences near or related to the enclave. Spy on a member of your enclave, or a different one. Secure a meeting between the enclave and a Lord of Ash. Slay an enemy of the enclave. Accomplish a secretive sabotage mission that will directly help the enclave’s charge. Travel to a faraway land to recruit a new member. Find a new Feymist Crossing, and use it to secure a meeting with the Adjudicators. Form a new enclave entirely.

120 CHARACTER CREATION: CLASSES

The power of the Old Vale is ancient and potent, and permeates through every natural facet of Dragongrin. In this section are two new druidic circles fully compatible with the druid class.

CIRCLE OF THE GRIN Grins are the graves of the long dead dragons. They mar the lands of Dragongrin as mysterious, deadly structures and caverns of all shapes and sizes – but they are not built by mortal hands. These powerful and mysterious tombs form as a direct result of the potent residue of the dead dragon’s essence, their construction and contents as varied and strange as the dragon rotting within them. The grins are as natural and ordered as the Old Vale itself, and the Circle of the Grin embraces the primal energy of the dragon graves, drawing power from their visceral beauty and unmistakable potency. Druids who choose this path understand that the carcasses of the dragon’s offer a gift and seek to receive it with the reverence it deserves.

GRINSENSE Beginning at 2nd level, you have a connection with the evershifting grins. As a ritual, taking an hour, you can send your soul searching for grins. It speeds through another plane of existence, emerging close to a grin. If there is a grin within 50 miles, you learn of three landmarks near the grin, whether it is North, South, East, or West of you, and how many days travel it would be. If there are none within range, you learn the broad general direction of the nearest one. In addition, you gain darkvision out to 120 feet.

TWISTED FORMS Beginning at 2nd level, your connection to the grins has changed you. The forms you take are ever shifting, not quite right, and not quite of this world. When you Wild Shape, you cannot take the form of a beast, and must instead take the shape of an aberration or a monstrosity. This aberration or monstrosity must have a challenge rating no greater than 1. Starting at 6th level, you can transform into an aberration or monstrosity with a challenge rating as high as your druid level divided by 3, rounded down.

TWISTED EVOLUTION Starting at 6th level, you can channel the mutability of grinflesh. While taking on the form of an aberration or monstrosity using your Wild Shape feature, you can use your action to change to a new form that otherwise follows all the criteria of your Wild Shape and Twisted Forms features. However, when you change your form this way, you do not gain the new form’s hit points, instead keeping your current total, and the duration on your Wild Shape does not extend.

KIN OF DRAGONS Beginning at 10th level, you start to feel a kinship with the dragons and this connection grants you a measure of power. When you finish a short or long rest, choose one of the following dragon types. You gain resistance to the chosen damage type and your weapon attacks, including natural attacks made while wild shaped, deal an extra 1d6 of the chosen damage type. You can only have one type chosen this way at a time, and you can replace one type with another

whenever you finish a rest. • • • • • •

Frost: Cold damage Flame: Fire damage Storm: Lightning damage Light: Radiant damage Madness: Psychic damage Amplification: Force damage

DRAGON REBORN Beginning at 14th level, you have become the master of grins. You can Wild Shape into a dragon, with a CR up to half your level (rounded down).

CIRCLE OF THE ARCHANATRIX The ancient Titans were so powerful that even in their death their scattered remains and Archanic creations have a lasting effect on the ecology and geology of Dragongrin. As their mystical forms decompose, they alter and infuse the land with latent Archanic energies and essences – a phenomenon known as the Archanatrix. Circle of the Archantrix druids understand that this effect is imbuing the ecosystem with fuel for evolution unlike anything seen before in Dragongrin, and could be the key to revitalize the Old Vale itself. Druids of this circle seek to balance the knife’s edge of amalgamating the essences of Archanics and the Old Vale, melding the two in a way that only the most adept can achieve.

ARCHANIC TRANSFORMATION Beginning at 2nd level, you can harmonize with the quintessence of latent Archantrix that permeates Dragongrin and channel it through yourself, altering your body. As an action you can expend a use of your Wild Shape feature to activate the Archantrix, choosing one of the following Archanic modes, rather than transforming into a beast form. During this transformation, you are considered a construct, and you may use Wisdom instead of Strength or Dexterity for the attack and damage rolls of weapon attacks, and you can use a bonus action on your turn to change your Archanic mode. You cannot cast spells while in an Archanic mode. Your Archanic mode transformation lasts for a minute or until you end it as a bonus action on your turn. • Juggernaut: Your arms and shoulders become encased in metal, with arcane hydraulics empowering your strength. While in this mode, you can roll 2d6 in place of the normal damage of your unarmed strikes, and they are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, your movement speed increases by 10 feet, and you cannot be restrained. • Shredder: Your forearms split into two sets of arms, each tipped with a sharp blade. While in this mode, you can roll 1d6 in place of the normal damage of your unarmed strikes, and they are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and attacks you make with them score a critical hit on a roll of 19-20. Additionally, whenever you take the Attack action, you can make one additional unarmed strike as a bonus action. • Stalker: Your arms and legs elongate, and new, Archanic joints form at your elbows and knees allowing you to prowl on all fours. You gain advantage on Wisdom (Perception), Dexterity (Stealth) and Intelligence (Investigate) checks while in this mode, and your movement does not provoke opportunity attacks, and can take the Hide action on your turn as a bonus action.

• Bulwark: While in this mode, your Armor Class is increased by 2, and you gain resistance to nonmagical piercing, slashing, and bludgeoning damage, but your speed is reduced to 10 feet. THE ARCHANATRIX AND BESTIAL FORMS When you use your Wild Shape feature to change into a beast form, the Archantrix integrates into that beast form as well. Perhaps shifting into a bear appears as metal plates spontaneously generating, enveloping you to construct an Archanic ursine form. Or maybe shifting causes your flesh to fall off in ribbons revealing the machinery of an Archanic stag beneath. The options of how the Archantrix presents in your beast form are as limitless as your imagination.

ARCHANTRIX BARRIER Beginning at 6th level, you can gather the quintessence of the Archantrix force, and manipulate its energies into a tangible, powerful barrier. You can cast the shield spell without using a spell slot once per short or long rest.

IMPROVED CALIBRATIONS Beginning at 10th level, you have fine tuned your Archanic transformations, improving their effectiveness. Your Archanic modes are changed in the following ways: • Juggernaut: Damage improves to 2d10, and a when you hit a creature, they must succeed on a Strength saving throw against your spell save or be knocked prone. • Shredder: The unarmed strike damage of this mode improves to 1d8, and you make two additional unarmed strikes as part of the bonus action, instead of one. • Stalker: While in this mode, you can also take the Dash action as a bonus action, and you gain darkvision out to 240 feet. • Bulwark: At the beginning of each of your turns while in this mode, you gain temporary hit points equal to your druid level. Allies adjacent to you while you are in this mode are considered to have half cover.

PERFECTED FORMS Beginning at 14th level, you have completed the designs on your most complex forms, giving you unmatched power. You gain the following transformation options in addition to the ones listed in your Archanic Transformation feature. Predator: The Archantrix causes you to grow in size, and encases your body in sleek Archanic armor and a full-face helm. While in this mode, you have a fly speed of 60 feet. As an action on your turn, you can make a special dive bomb attack if you have moved at least 30 feet this turn. This special attack is an unarmed strike, except you roll 3d10 in place of the normal damage for it, and the target must make a Dexterity saving throw against your druid spell save DC or be pushed 20 feet away from you and is knocked prone. Obliterator: A Prime Archan unique in name and design forms on your body, usually on the arm or torso, which can create a devastating blast of raw Archanatrix energy. While in this form, you can use your action to expel an unbridled blast of the Prime Archan’s power. This blast forms a line 100 feet long and 5 feet wide out from you in a direction you choose, and each creature in the line must make a Dexterity saving throw against your druid spell save DC. On a failed save, a creature takes 4d10 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

121 CHARACTER CREATION: CLASSES

FIGHTER

Marauders of Dragongrin “Spellbloods wield otherworldly power. Eloquents conjure magic with song and sonnet. Valewalkers manifest energy too ancient to comprehend. And yet, the greatest power in this world – the most unyielding force – remains steel in the hand of a marauder who knows how to use it… and a noteworthy reason to do so.” – Numitor Krieg, Manoeuvrer upon the Council of Ash In Dragongrin, all must fight to survive. The cost of another day is often naked steel and fresh blood, and few live who do not at least know the killing edge of a blade. Those with true martial training and natural prowess, these fighters of Dragongrin, are called marauders. Wielding steel and plated in armor, Sovereign-sanctioned marauders earn their keep as sellswords, militia guards, or among the endless ranks of the Marrow. Marauders who deign to use their skills in pursuit of the greater good often find themselves exiled, wandering endlessly for fear of attracting the wrong kind of attention. Some marauders fought during Lightfall, dropping their swords at the boots of the Dismembered Lord’s Marrow on the day of their defeat. Others take up steel in self-defense and never look back. Still more see the potential for a better life – a destiny carved into the honed edge of a blade.

MARAUDER’S SANCTION The brutality of daily life in Dragongrin breeds fighters who heft sword, axe, and spear out of necessity – to defend themselves, their home, their kith and kin. An armed populace breeds rebellion, and in many settlements, though not outright illegal to carry a weapon, overt steel often draws the attention of local kneebreakers or occupying Marrow. Marauders carrying a sanction – a writ of the Sovereign’s approval to brandish and use weapons of war – can arm themselves in whatever manner they wish, and go about their grisly business largely unharried by the forces of the Dismembered Lord. Sanctioned marauders are often called upon by Marrow to do their dirty work – often with little or no pay – under the threat of losing their sanction. Marauders, both sanctioned and unsanctioned, are sought after for their services, consistently contracted to serve in local militias, guard routes of the Red Sail Market, battle in gladiatorial arenas, or stand watch in places of danger. Unsanctioned marauders are typically more likely to keep quiet when the job is done, while sanctioned marauders are assumed to likely be in contact with the Dismembered Legion. Additionally, unsanctioned marauders will commonly take on more dangerous or laborious work for less coin to scrape by unnoticed while working without a sanction.

MARAUDERS BY CULTURE 1. Ardor: Often groomed in the battlepits of the Maug’Tarak, or forced to protect themselves out of desperation. Many Ardor marauders are veterans of Lightfall, now chained to servitude. 2. Crucian: Highly trained, with better equipment than most, typically serving in the Marrow or as house guards. 3. Drogus: Scrappy fighters, often informally trained, using their surroundings and improvisational weapons in battle. 4. Granok Thane: Arguably the most deadly and competent marauders in Dragongrin, trained in a secret method of combat utilizing their trademark Thanium blades. 122 CHARACTER CREATION: CLASSES

5. Grimdul: They war as the wind. Wily, patient fighters, utilizing feints and flourishes to confound their opponents before striking decisively when the moment is right. 6. Holmir: The most prolific marauders, carrying on ancient traditions of swordplay and war. Famed for their doggedness in combat, as well as their unorthodox, aggressive style. 7. Mord: Having survived the most deadly parts of Dragongrin for centuries, having a tolerance for pain and a toughness unmatched. 8. Sarrik: Strange yet effective in their methods, Sarrik marauders often wield steel and magic in tandem to exert every advantage in combat. 9. Silverwise: Favoring light weapons and sharp blades, the Silverwise fight as they live – with strange yet undeniably effective secrecy. 10. Talasar: Militant, highly trained, and arguably the most disciplined marauders in the realm. They are trained to fight in formation, but are just as deadly alone. 11. Zarfvin: Keen strategists, the Zarfvin are calculating and tactical, often using their savvy to outthink their opponents. 12. No Culture: Many fear marauders without a culture – both a blessing and a curse for the many mercenary fighters of Dragongrin.

PROWESS MANIFEST

D10 MARAUDER BEGINNINGS 1 2

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You initially fought for survival, like many in Dragongrin. But it came naturally, and steel felt good in your hands. You were trained to fight at an early age. At the time, you dreaded the hours of learning about weapons, armor, tactics, and fighting styles. But now you’re grateful. You came upon an heirloom weapon – steel raised in defense of the realm. Your family once fought for something. Perhaps it’s time you carried the torch. You were desperate, so you raised a sword for coin, surprised at your knack for fighting. You continued to fight for pay, and have made quite a living for yourself. Fighting is all you’ve ever known. The weight of good steel in your hand – that’s home. Fellow fighters at your shoulder – that’s family. You joined the local watch. Your home needed volunteers, and you felt an odd itch to make a difference. Surpassing the rudimentary training of the militia, you excelled, and soon become the most talented in the ranks. You were a drudge or servant, strong enough to stand in the arena and fight for sport. You fought at first to survive, and because you were commanded, but now you’re quite fond of the roar of the crowd. You were forced to fight to protect your home. A threat was thrust upon you, and you were one of the few who stood against it instead of fleeing. You fought long ago, and suffered greatly for it. Now, destiny beckons, and you hear the ring of steel in your ears. You must fight again – one last time. You were drafted into the military, and didn’t have a choice. You have no real desire to fight – though you’ve proven to be quite good at it.

There’s no lack of work for decent sellswords – especially those sanctioned by the Sovereign. Marauders often associate in militant groups known as bands. Not nearly as regimented or organized as the Granok Thane or Marrow, but having varying degrees of funding, structure, and tenets, marauder bands operate like fighter guilds, doling out jobs to sanctioned members and taking on mercenary work throughout Dragongrin. It’s not uncommon for Marrow commanders to hire marauder bands for work considered too “low” for the legions to undertake. Each band carries a sigil, usually emblazoned on the shields or cloaks of its members to indicate sanctioned marauders. MARAUDER BAND GENERATOR BAND MEMBERSHIP

BAND LEADER

1 2 3 4

Former Marrow Veterans of Lightfall Local militia Granok Thane exiles

Fallen paladin Crucian outcast Ex-Marrow Holithic cleric

5

War profiteers

6 7 8 9 10

Professional sellswords Reformed criminals Pit fighters Religious brotherhood Bloodthirsty killers

D20 PROWESS MANIFEST 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

MARAUDER BANDS

D103

Marauders show a distinctive prowess in battle – this manifests in a unique way for you.

BAND SIGIL

Broken blade Rising sun Armored fist Toppling tower Sundered Famed blacksmith mountain Legendary fighter

Soaring dragon

Hero of Lightfall Crime lord Hobgoblin warrior Maug’Tarak orc

Titan symbol Three moons Roaring typhon Helmed skull

16 17 18 19 20

You strike steel to create a droning hum as you fight. You can’t help but quietly recite learned stances and parries, even in real combat. Your weapons are a blur – a whirling mill of death, unceasing until you stand victorious. You only draw your weapons at the last possible moment. You toy with your enemies, herding them into a position from which you strike fatally. You move constantly, outmaneuvering and flanking enemies. In combat, you are a bulwark – unmoving, solid. You choose your opponents carefully, honing in on the weakest enemy to pick off. You favor disarming or disorienting strikes, confounding enemies before defeating them. You’re known as a fighter who can utilize just about anything as a weapon. You fight like a cornered animal – every strike a desperate killing blow. You recite songs of battle as you fight, bolstering allies and intimidating enemies. You fight best alongside others, working in tandem to surround and defeat opponents. You fight alone, stalking the outskirts of battles to spot worthy enemies. Patience is key. You wait for your enemies to make a mistake, then strike hard. You prefer heavy, sweeping strikes, pushing opponents back and knocking them aside. You know high ground is a key to victory, and prefer to stand above enemies. You pair your strikes with insults, enraging your opponents. Methodical, disciplined – each battle is a series of motions that you are adept at following. You do not fight – you dance. Twirling, swirling strikes combined with acrobatics.

D102 MARAUDER HALLMARK 1 2 3 4 5 6 7 8 9 10

Shattered sword Trademark weapon Shoulder pauldron Tarnished badge Dueling gloves Signature helm Ancient amulet Tattered cloak Concealed dirk Distinctive gauntlets

Taken from a dying comrade Awarded for service Gifted in childhood Stolen from an opponent From before Lightfall Granted by the Marrow Passed down through generations Found in a ruin From another world Won in a duel

123 CHARACTER CREATION: CLASSES

MARAUDER BAND QUESTS Like most guilds, marauder bands accept contracts and assign tasks to their members. Though guard duty and skirmishing are mainstays, marauders are also often hired as enforcers, scouts, and kneebreakers. Work comes from every corner of Dragongrin – from Marrow to crime lords to rebellious factions like the Undying Light. Marauder bands don’t often maintain specific loyalties, preferring instead to serve the highest bidder, even in times of war. D10 BAND QUESTS 1 2 3 4 5 6 7 8 9 10

Bandits on the Sovereign’s Road must be dealt with. Smoke out a band of rebels and lead them into a Marrow ambush. Protect Red Sail merchants and their goods from thieves. Raid a Marrow camp and capture their commander. Intervene in a violent squabble between two settlements. See that a Missive Crow reaches their destination. Provide combat training to kneebreaker recruits. Serve as guards in a local festival, thought to be a prime target for rebels. Eradicate a band of goblinoids plaguing a small settlement. Provide bodyguard services to a high-ranking noble.

MARTIAL ARCHETYPES

Marauders in Dragongrin choose – or are forced into – different approaches of perfecting their skills in battle. In this section are two new martial archetypes fully compatible with the fighter class.

FREE COMPANY MERCENARY In Dragongrin, the best place to be is often with armed allies. Many folks who struggle to find stability and comfort fall in with mercenary companies. Though their lifestyle is far from glamorous, and their days rarely safe, the company and experience gained fighting with others builds resilience and intuition, and provides security and comradery. The fare commanded by skilled companies is nothing to sneeze at either, leading many to risk the dangers and discomforts of a mercenary life in exchange for decent coin.

SELLSWORD’S INTUITION Beginning at 3rd level, your life on the road has conditioned you to knowing who is a threat and who isn’t. You gain in the Insight skill if you don’t have it already, and you roll Wisdom (Insight) checks with advantage to determine the skill of another warrior and to see through bluffs.

DIRTY FIGHTING Also at 3rd level, you learn combat methods that others would find dishonourable that you use to gain the upperhand. As a bonus action on your turn, you can perform a Low Blow. You learn two Low Blows of your choice, which are detailed below. You learn an additional Low Blow of your choice at 7th level, 10th level, and 15th level. You can perform a Low Blow a number of times equal to your Strength or Dexterity modifier (your choice, a minimum of once) per short or long rest. Some Low Blows require your target to make a saving throw

124 CHARACTER CREATION: CLASSES

to resist the Low Blow’s effects. The saving throw DC is equal to 8 + your proficiency modifier + your Strength or Dexterity modifier (your choice). Choose two from the following options: • Dead Leg: You make a quick jab to make the target lose feeling in its thigh. It must make a Strength saving throw or have its movement speed reduced to 10 feet for the next hour. • Dirt in the Eye: The target must make a Dexterity saving throw or be blinded until they take an action to rub the dirt out of their eye. • Feint: The target must make an Intelligence saving throw. On a failed save, you can move up to 15 feet without provoking opportunity attacks from the target. • Headbutt: The target must make a Strength saving throw. On a failed save, the target is stunned until the beginning of its next turn. • Painful Gouge: Make an unarmed attack. On a hit, the target must make a Constitution saving throw or become overwhelmed with wracking pain. On a failed save, they have disadvantage on attack rolls for the next minute. At the end of each of their turns they can repeat the saving throw to end the effect. • Trip: The target must make a Dexterity saving throw. On a failed save, the target also falls prone.

MERCENARY GRIT At 7th level, your tenacity gives you openings even at the brink of death. When you are reduced to 0 hit points but not killed outright, you may make a single weapon attack as a reaction, which happens immediately before you fall unconscious. If you hit with this attack, you gain 1 temporary hit point and remain conscious. Once you use this feature, you must take a long rest before you can use it again.

RUTHLESS Starting at 10th level, you become more adept at fighting dirty. Once per short or long rest if a creature succeeds on a saving throw against one of your Low Blows, you can choose to make them fail instead. Additionally, when you roll initiative and have no uses of Dirty Fighting remaining, you regain one use.

NOW OR NEVER Beginning at 15th level, you know that battles are a marathon, not a sprint. The life of a sellsword is an endless march, and you’ve learned to recover quicker than anyone else. You can use your Second Wind and Action Surge feature an additional time each per short or long rest.

SELLSWORD’S FORTUNE To live this long and see the things you’ve seen, you must be fortunate beyond natural reasoning, whether through a deity, power, or just plain stubbornness and grit. At 18th level, you gain 3 fortune dice, which are d20s. At the end of each long rest, roll these d20s. At any time until your next long rest, you can swap any attack roll, saving throw, or ability check made by any creature you can see with the result of one of your fortune dice. You must choose to do so before the outcome of the roll is determined, and only once per turn. Once a fortune die is used, you must wait until your next long rest before it can be used again.

MARROW LEGIONARY Many enlist with the Marrow out of desperation, and are woefully unprepared for the trials and dangers that come with fighting in the Legion. Some however, take to their training with pride and finesse, becoming skilled in matters of tactics and combat. Such Marrow rise quickly through the ranks, gaining skill and responsibility. While many might take umbrage with the manner and purpose of the Legion’s operation, none can deny the brutal effectiveness that comes with a well-trained Marrow legion and their battle tactics. ENLISTED MARROW? Playing a Marrow in a session or campaign is a thematic choice that should be discussed with the Game Master. Being an enlisted, active member of the Dismembered Legion comes with implications that would need to be considered during play. Where are you stationed? Who is your commander? Where do your loyalties lie? These things can dramatically impact the rest of the party and how they interact with the world. To use this archetype, but not have ties to the Dismembered Legion, you can narratively choose to be a Marrow veteran no longer in active service, someone who was trained by a Marrow but was never formally enlisted, or even a defector. Optionally, you could be part of one of the other well-trained fighting forces in the realm, like a Knight Vathan of the Ardor or another. All of these options would easily explain the training, but not bring with it the implications of being part of the Dismembered Legion.

MARROW FORMATIONS Beginning at 3rd level, you’ve learned to fight in formation. As an action, you can initiate a formation. Each allied creature within 30 feet of you can use their reaction to move up to their speed towards you and join in the formation. You can only have one formation active at a time. You and other allied creatures only gain the benefit of a formation if there are at least 2 total creatures in a formation, and only if each creature in formation is within 5 feet of at least one other creature in that formation. A creature that is incapacitated cannot be in formation. You can use a bonus action on your turn to switch formations, or end it. Other creatures can leave the formation at any time without using an action. When you initiate a formation, you can choose one of the following: • Sword Formation: Creatures in this formation have advantage on melee weapon attack rolls against targets that are within 5 feet of at least one other creature in the same formation. • Shield Formation: Creatures in this formation gain a +2 bonus to their Armor Class. You must be wielding a shield in order to initiate this formation. • March Formation: Whenever a creature in formation moves, each other creature in formation moves with them. Each creature who moves this way must end the movement adjacent to another creature in formation, and cannot use their movement on their next turn. If a creature cannot end its movement adjacent to another creature in formation, it is removed from the formation.

ADVANCED FORMATIONS Beginning at 7th level, you gain the following additional formation options: • Volley Formation: When you enter this formation, designate an area that is a 20-foot radius sphere within 200 feet of you that you can see. Creatures in this formation have advantage on ranged attack rolls against targets that are within that area. At the beginning of each of your turns, you can move the designated area to any space within 200 feet of you. • Wraith Formation: Creatures can be in this formation if they are up to 30 feet apart from another creature in formation, rather than 5 feet. While in this formation, creatures roll Dexterity (Stealth) and Wisdom (Perception) checks with advantage. In addition, while in this formation, you can choose to switch to another formation at any time without using an action.

STAND YOUR GROUND Starting at 10th level, you can use a bonus action on your turn while in formation to have each creature in formation regain hit points equal to 1d10 + your fighter level and if they are suffering the charmed, frightened, or stunned condition, it is removed. Once you use this feature, you must complete a long rest before using it again.

STAND AS ONE Beginning at 15th level, your formations are impeccable and you can maneuver seamlessly to protect those within it. Whenever another creature in formation takes damage from an attack, you can use your reaction to take the damage instead, and you are considered to have resistance against the damage of this attack. This feature doesn’t transfer any other effects that might accompany the damage.

UNBREAKABLE LEGION Beginning at 18th level, your formations come as easily and effortlessly as breathing. You can now initiate a formation as a bonus action. Additionally, you gain the following formation options: • Sovereign Formation: Whenever a creature makes an attack against you, one other creature in formation of your choice can use their reaction to make a weapon attack against them. • Phalanx Invictus Formation: Creatures in this formation gain the benefits of both the Sword Formation and the Shield Formation. In addition, as a reaction, any creature in formation can make a single melee weapon attack whenever another creature moves within 5 feet of them. If this attack hits, the target is pushed or pulled 5 feet towards or away from the creature in formation (your choice).

TOIL OF THE LEGION Beginning at 3rd level, you have been hardened by your time in the Legion. Months on the march, constructing camps, and fighting in formation give you additional experience. You gain proficiency with mason’s tools and carpenter’s tools, and you suffer the penalties of exhaustion as if your exhaustion level was one level lower.

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MONK

Scetics of Dragongrin “Why does the Sovereign insist on allowing these isolated mystics to exist in his realm, when all others have so firmly been brought into the fold? Why do they persist on the outskirts of his new world? What have they to offer? I should pay a visit to the Alhran Monastery to find out. Maybe I’ll bring a warmaker with me.” – Eclipse, Seat of the Anarchic, Council of Ash Monks of Dragongrin are rare beings, training their bodies and minds to harness the energy within themselves – ki. Some say this is an energy that exists in all things, living or inanimate, and the masters of its power – scetics – channel that energy from themselves and the universe around them. Their lives are typically led in the solitude of mystical sanctuaries with only the company of sisters and brothers in their discipline.These sanctuaries are often secret and protected, allowing scetics a haven for their training. This takes intense, brutal practice and an iron will, and many scetics are only able to achieve this through martial mastery.

PILGRIMAGE FROM SANCTUARY Scetics train within their sanctuaries until they feel within their spirit and heart that they can advance no further within the safety of its walls. It is then that they most often strike out on pilgrimages. These journeys do not typically have set destinations, or specific premeditated purposes, but are intended to be a series of intuitive sojourns to mature the heart, sould, mind and body. The pilgrimages of the scetics have no guidelines beyond what the scetic senses in their soul to be truth, and what will advance their enlightenment. NO SANCTUARY AFFORDED THEM Not all scetics are formally trained in a sanctuary, following a specific method or discipline. Some are far more intuitively forged in the trials of everyday life in Dragongrin. By seeking their inner power, they train in open fields, forests and dunes. They learn their discipline in many ways – through scrolls and writing, by finding a mentor and master, or by connecting with the power within them and following its urgings and guidance.

SCETICS BY CULTURE Scetics in Dragongrin are not common, and though every culture has been known to have them at one time or another, many cultures don’t have formal sanctuaries dedicated to their training, though many sanctuaries accept individuals no matter their heritage or culture. 1. Ardor: Often searching for inner peace to reconcile the sins of their people, focusing on inner-discipline to push through their hardships using everyday labor to hide their training in plain site. 2. Crucian: Crucian scetics often attend well-funded, private academies of the martial arts in Grinn, taught by masters of their selected disciplines. 3. Drogus: Typically adopting a form of scrappy drunken boxing that matches their nature and is suited perfectly for fights on ever-shifting floating vessels. 4. Granok Thane: Typically focusing on highly tactical and brutal strikes that are aimed at the most vulnerable spot possible. Rooted in extreme efficiency, and taught to elite soldiers.

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5. Grimdul: Rumored to be the founders of the fabled Alhran monastery in Jahar, and knowers of the Way of the Soulwinds, they are some of the most disciplined, fluid and deadly scetics ever known. 6. Holmir: Holmir scetics are often called “the Axeless” known for their brutal efficiency with their bare hands, striking with power and force that can match any Holmir blade. 7. Mord: Endlessly training, Mord scetics are wholly devoted and often focus on a martial art known as Hahk Va, rooted in countering other known fighting styles. 8. Sarrik: Using their undead anatomy to be able to perform movements that other scetics could only hope to achieve, they typically use unnatural erratic movement in their styles. 9. Silverwise: Typically macabre scetics known as ghostspeakers who are trained by the whispers of the great masters who have died, guiding them from the Wailing Gray. 10. Talasar: Typically training in the art of Prokopis it focuses on using leverage and weight distribution to take the fight to the ground, and then dismantle the opponents joints and breathing. 11. Zarfvin: Often using geometry, angles, triangulation of movements, they can also use probability to anticipate their enemies moves. 12. No Culture: This blending of various styles and disciplines is something all its own, but is deadly and potent.

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You were always interested in the strange books your mentor had that detailed the people who could snatch arrows out of midair, and make their fists like iron. Your curiosity became obsession, and you sought a teacher who could train you in these ways. A culture other than your own took you in because of your intuition in martial combat. Seeing your potential, they accepted you as one of their own, and honed your abilities into a deadly, focused martial art. Your mentor made you perform menial tasks endlessly, being merciless in their execution – no matter how small the task. As you continued to work tirelessly, it began to dawn on you that he was building your muscle memory to have the foundations of a martial artist. You have always fought in competitions for as long as you can remember. At some point, you began to branch out, using your body more and more, and straying away from conventional weapons. You have now honed your skills enough to take them to the next level. Since a young age, you’ve always felt that the universe itself has spoken to you. Your intuition was strong, and you learned to trust it. It guided you in your thoughts, your movements, your discipline making you a powerful master of ki. To this day the universe speaks, and you listen You were trained in secret by a festir master who was forbidden to train any of your people. Through the use of innocuous “dances” and the use of mundane farming implements you were able to learn deadly martial arts. You were made a drudge, and forced into sport-fighting. You adapted, improved, and survived. A veteran took you under their wing, and showed you the proper way to fight. They were slain in a rebellion to escape the pits, but you survived. Your village has been trained by the same master for as long as you can remember. It is part of your heritage to learn to master martial arts and become a skilled fighter. You have risen through the ranks, and are becoming one of the best fighters of your village. For as long as you can remember in childhood, martial arts training was a part of your routine. Your family would spar for fun, and compete for the most comfortable bed, or the largest piece of food. Fighting, to you, is like walking or breathing. You were taken on as a guard for a foreign temple or lord, and proved your worth early. A fish out of water, you slowly began to fight the way of your masters. Now you have earned entry into the elite of this force, learning the secrets of their order.

KI MANIFEST A scetic’s focused power manifests in many distinctive ways. Work with your GM, roll on the table below, or choose how your Ki manifests.

SCETIC SANCTUARIES Almost all monks in Dragongrin begin their journeys within the confines of sanctuaries – small gathering places for Scetics and their practice, in exchange for valuable resources they provide the realm. Most sanctuaries are masters of their craft, and produce top-of-the-line products in their field of expertise. The sanctuary can eat for a year from a large sale of their resources. Each sanctuary is led by a master, and scetics are so inclined to train within these training facilities that some live out most of their entire lives without ever leaving the grounds. Use the generator below to create a unique sanctuary, whose particular discipline, code, or fighting style is reflected in the personality of the master.

D20 KI MANIFEST 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Your eyes, nose and mouth glows with brilliant light, and lightning crackles in surges across your form. Your fighting movements are trailed with spectral calligraphy. The entirety of your body takes on the appearance of brightly polished metal. Trails of Bleak energy follow your movements in thick plumes, glimmerwinds emanating around you. Your musculature grows substantially in size, forcing myriad veins to press against your skin. Phantasmal tattoos appear on your flesh, fading in and out in wisps of smoke. Additional ghostly limbs strike out from various places on your form as you fight. Intricate music accompanies your fighting, its tempo and composition matching your movements. Your skin and muscle become translucent, and your skeletal structure glows within you. Localized weather conditions occur where you fight matching how you do so – faint snow flurries, rain falling, clouds forming. Dozens of shimmering geometric glyphs with strange scrawlings orbit around you. A stylized, animated depiction of the battle happening around you manifests on your skin appearing as oil paint. Your form becomes an inky, dark shadow, appearing as a silhouetted shape. From your skin emerges shimmering ice white crystals that are as hard as diamond. The redness, bruising and blood of every blow you’ve ever taken rises to the surface of your flesh – though it causes you no pain. Gorgeous exotic plants and flowers grow from the ground where your attacks take place, accompanied by the scent of fresh rain. You take on a measure of the physical appearance of a powerful animal connected to your ki. Your body bursts into ki-fueled flames that rise and fall in intensity with your movements. The deep, booming chanting of many voices can be heard accompanying your fighting. The spectral form of a dragon, typhon or other powerful creature moves in unison with your strikes.

D102 SCETIC HALLMARK 1 2 3 4 5 6 7 8 9 10

Scrolls Unique garb or equipment Rare stone or gem Book of teachings Exotic weapon Scarce herbs and roots A staff Guarded knowledge Scar(s) Code of conduct

of your mentor of your culture from the Bleak or Desolation of the Primordials or Titans of your sanctuary from a mystical source of a lost loved one from before Lightfall of your home dominion of a lost culture

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SANCTUARY GENERATOR D103

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Diplomatic peacemaker Harsh disciplinarian Defense-minded yogi Greedy merchant of the sanctuary’s resource Ancient philosopher (Your character)

RESOURCE Rice, cereals, and fish Knowledge, history, and artifacts Perfected recipes and cured meats Precious metals and stones Beer and wine Masterwork carpentry Martial arts training Rare herbs and mystical readings Horses, mounts, and livestock Weaponsmithing

SCETIC SANCTUARY QUESTS Scetics are so bound to their sanctuaries, that when a quest is called by the master or others in temporary charge, it is natural for most monks to obey in a timely manner, or obtain a very good excuse for their delay. However, all refusals are considered shameful and disgraceful. D10 SANCTUARY QUESTS 1 2 3 4 5 6 7 8 9 10

Deliver a caravan of precious, custom-ordered resources to the Lord of Ash safely, and explain why it’s short in quantity. Find trustworthy companions to protect the sanctuary’s resources from attackers. Investigate what ailment the master is suffering, or what caused their disappearance. Take on an apprentice. Track down a bounty hunter whose actions have offended the sanctuary or Sovereign. A large order of the resources produced by your sanctuary must be fulfilled, though a very important ingredient/supplies has been stolen and must be recovered. An assasination attempt was made within your sanctuary, and it was revealed that there is still a traitor in your ranks. A secret gathering of sanctuaries from all corners of Dragongrin is being hosted at your sanctuary and you have been placed in charge of the preparations. The Master has gone missing, clues point to a nearby city – but who would be powerful enough to do such a thing? Your sanctuary is suffering from a strange sickness that you and a few others are immune to – a cure must be found beyond the walls.

THE UNHIDDEN SANCTUARY While nearly all of the scetic sanctuaries in Dragongrin are purposefully hidden from outsiders, the Alhran monastery of Jahar is quite the opposite. Alhran is the most infamous monastery in Dragongrin, and its scetics are said to be the most powerful and disciplined fighters in all of Dragongrin. They famously operate in the open, welcoming any good souls in need of food, shelter or protection. The scetics of Alhran do not fear the Dismembered Legion, and dare any who would be brave enough to move against them in their desert fortress.

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MONASTIC TRADITIONS

Though monastic pursuits are especially challenging in Dragongrin, there are monasteries scattered across the realm practicing varied traditions. In this section are two new monastic traditions fully compatible with the monk class.

WAY OF THE GHOSTSPEAKER It has been said by some that the greatest loss in Dragongrin is that the dead have the largest share of wisdom, but no way to pass it on. That sentiment is precisely what drove the Silverwise monks to take their connections to the dead and to the Wailing Gray and develop them into a school and a way of living. They move and fight with the wisdom of the dead, and their movements are eerie and erratic to suit the strangeness of their knowledge source. By refining their Ki to work from both the energy of their living self and mixing it with the spirits of those who have passed, those who follow the Way of the Ghostspeaker embody the dichotomy of the living and dead, becoming fearsome and unpredictable, but also wise and calculating. SILVERWISE AND THE WAY OF THE GHOSTSPEAKER While most who follow the Way of the Ghostspeaker are Silverwise, due to their natural connections to the dead and the Wailing Gray, there are some who find connections to the dead through other means and beliefs. Small numbers from many different cultures might find their way to this source of power through their own careful meditations and studies.

SILVER WALL STYLE Beginning at 3rd level, your monastic tradition has taught you to tap into the wisdom of those who have come before. Your heightened connection to the dead, and your ability to understand them, allows you to fight in a unique way. You gain the following benefits: • Your attacks with monk weapons and unarmed strikes ignore damage resistances and immunities of undead creatures and can strike creatures in the Ethereal Plane as if they were in the Material Plane. • When you use your Patient Defense class feature, you also conjure a wall of shimmering silver that gives you and each ally within 5 feet of you half cover until the start of your next turn.

CHANNEL THE WAILING GRAY Also beginning at 3rd level, you’re able to tap into the power of the Wailing Gray to do incredible things. You learn the sacred flame cantrip. Additionally, you can spend 2 ki points to cast misty step, gentle repose, or guiding bolt. Once you reach 6th level, you can spend 4 ki points to cast daylight or speak with dead. Wisdom is your spellcasting ability for these spells.

TEN THOUSAND EYES Beginning at 6th level, ghosts whisper in your ear of what they see. You gain blindsight out to 10 feet and are immune to the blinded condition. You can spend 1 ki point to increase this blindsight to 50 feet until the end of your next turn. In addition, you can never be surprised, and these ghosts will wake you if you are unconscious and if danger is nearby.

TEN THOUSAND SOULS Beginning at 11th level, the spirits protect you and your allies and hinder your enemies. Your Silver Wall style improves, and a mass of spirits from the Wailing Gray encircle you

in combat, forming an aura 10 feet around you. This aura produces the following effects: • Creatures of your choice treat the area of the aura as difficult terrain. • As an action, you can spend 4 ki points to direct the wailing spirits at a creature you can see within the aura. That creature must make a Wisdom saving throw or become frightened of you for the next minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. • As an action, you can spend 2 ki points to give up to six creatures of your choice within the aura 5 temporary hit points.

SILVER WALL INCARNATE Beginning at 17th level, you are truly a bridge between the Wailing Gray and Dragongrin. You gain resistance to necrotic damage and you cannot die of old age. Whenever you die, your body reforms after spending 7 days within the Wailing Gray, at a random location on your plane of existence, as determined by your GM. Additionally, you can spend 5 ki points to become a phantasmal embodiment of a living Silver Wall, where you gain the following benefits for the next minute: • You are incorporeal, and can move through creatures and objects as if they were difficult terrain. • You get a fly speed equal to your movement speed. • Your unarmed strikes and attacks with monk weapons deal an additional 1d10 necrotic damage. • If you end your turn in the space of another creature, that creature takes 3d10 psychic damage.

WAY OF THE SOULWINDS The Soulwinds represent not just a force of nature in the world to the Grimdul, but an entire belief system and way of life. While beliefs surrounding the Soulwinds permeate all aspects of Grimdul life and many use their powers for mundane and magical means, a small group of Grimdul have dedicated themselves entirely to the Soulwinds, modeling every aspect of the lives, in peace and war, around their tenets. Through this dedication and commitment, they have developed the power of the Soulwinds into a lifestyle and a powerful force that they can channel to accomplish amazing things. GRIMDUL AND THE WAY OF THE SOULWINDS While most who follow the Way of the Soulwinds are Grimdul, there are some who discover the Soulwinds and the beliefs surrounding them in their own way, converting and dedicating themselves to the Soulwinds as fervently as any Grimdul. As such, very small pockets of any culture may find their way to this monastic order. Learn more about Jantari, the Soulwinds on page 22 in the deities and religion portion of the Life in Dragongrin chapter, or on page 56 of the Grimdul culture.

SOULWIND STANCES

Each Soulwind Stance has unique benefits, and they each get improvements as you gain levels in this class. • Flamewind Stance: Both your blows and movements are as swift and fervorous as the Flamewind. While in this stance, you can choose to have your monk weapons and unarmed strikes deal fire damage instead of their normal weapon damage. Additionally, as part of the Attack action while in this stance before you make your attacks, you can move up to your speed towards a creature you can see. • Steelwind Stance: Your strikes are infused with power blessed by the Steelwind. While in this stance, attacks with your monk weapons and unarmed strikes also push the target 5 feet on a hit. In addition while in this stance, you have advantage on saving throws and ability checks made to resist moving against your will. • Floodwind Stance: Your stance and movements channel the mercy of the Floodwind. As an action while in this stance, you can spend any number of ki points up to your monk level and touch another creature within 5 feet of you. That creature gains 1d4 temporary hit points for each ki point spent this way. • Stonewind Stance: Your body is imbued with the vitality of the Stonewind. While in this stance, you have resistance to necrotic damage, and if another creature would normally roll one or more dice to restore your hit points with a spell, they instead use the highest number possible for each die.

IMPROVED SOULWIND STANCES At 6th level, your skill with your Soulwind Stances improves, and you get the following enhancements to your Soulwind Stances: • Flamewind Stance: The Flamewind burns away impurities. While in the Flamewind Stance, you can spend 2 ki points to cast the spell lesser restoration. • Steelwind Stance: The Steelwind surrounds your allies to protect them from harm. While in the Steelwind Stance, when another creature within 30 feet of you is hit with an attack, you can spend 2 ki points as a reaction to give them a +4 bonus to AC against that attack. • Floodwind Stance: The Floodwind is mercurial, and its path pays no heed to the desires of mortals. As an action while in the Floodwind Stance, you can spend 3 ki points to attempt to fill the lungs (or their equivalent) of a creature within 5 feet of you with magical water. The target must succeed on a Constitution saving throw or immediately begin to suffocate. The target can spend an action on its turn coughing up the water to end this effect. This ability has no effect on creatures that do not need to breathe air. • Stonewind Stance: The Stonewind judges all with life or death. When you hit a creature with a monk weapon or an unarmed strike while in the Stonewind Stance, you can spend any number of ki points, to a maximum of 3. The creature also takes 1d6 necrotic damage per ki point spent this way.

Starting when you choose this tradition at 3rd level, you learn the stances of the Soulwinds, the foundational pillars of the Jantari belief. As a bonus action on your turn, you can enter a Soulwind Stance, gaining its benefits until you choose to end it, which takes no action and can be done at any time. You can only have one Soulwind Stance active at a time. You can choose to change Soulwind Stances on your turn as a bonus action.

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SOULWIND STANCE MASTERY At 11th level, you’ve begun to master the desires of the enigmatic Soulwinds, and guided by their will, you get the following improvements to your Soulwind Stances: • Flamewind Stance: The Flamewind wreaks unrestrained destruction, if given the proper guidance. While in the Flamewind Stance, you can spend 3 ki points to cast the spell fireball without providing material components. • Steelwind Stance: The Steelwind hardens around your body and weapons. While in the Steelwind Stance, your unarmed strikes and monk weapons deal additional damage equal to your Wisdom modifier. • Floodwind Stance: As inevitable as rivers converging, the Floodwind unifies all those who follow its path. While in the Floodwind Stance, you can spend 1 ki point to cast the bless spell without providing material components. Targets of this spell are also given Floodwinds in their lungs (or their equivalent), which let them hold their breath for the duration of the spell. You can spend additional ki points to cast bless as a higherlevel spell. Each additional ki point you spend increases the spell’s level by 1, to a maximum of 9th level. • Stonewind Stance: The Stonewind guides even the destinies that lead to doom. While in the Stonewind Stance, you can spend 5 ki points to cast the blight spell.

TEMPEST OF THE SOULWINDS At 17th level, the Soulwinds are yours to command, and you get the following improvements to your Soulwind Stances: • Flamewind Stance: The Flamewind burns away every scar, every ambition, every ounce of tenacity. While in the Flamewind Stance, you can spend 6 ki points to cast the feeblemind spell without providing material components, but the creature takes no damage from the spell, and only its Charisma score is reduced on a failed save. The target can repeat the saving throw at the end of each of its turns to end the spell’s effects. • Steelwind Stance: With a swift motion, the Steelwind crushes your foe. As an action while in the Steelwind Stance, you can spend 3 ki points and bring down the weight of the Steelwind on a creature that you can see within 30 feet. The target must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be paralyzed until the end of your next turn. • Floodwind Stance: The Floodwind will grind a mountain to dust, given enough time. When you hit a creature with a monk weapon or an unarmed strike while in the Floodwind Stance, you can spend 3 ki points to attempt to also destroy one piece of equipment they are wearing or holding. The target must make a Dexterity saving throw. On a failed save, that piece of equipment is turned to dust, as if affected by the disintegrate spell. • Stonewind Stance: The Stonewind causes strange wild flowers and plant life to bloom unrestrained at your feet. While in this stance, you can spend 5 ki points to cast the mass cure wounds spell, and you can also spend 2 ki points to cast the plant growth spell. CHRONICLES OF THE SCETICS While the pilgrimages of the scetics are fluid, intuitive, and lacking formal structure, many scetics still diligently chronicle their experiences to commit the wisdom they gather to the permanence of the written word. Often beginning as bound books with blank pages, scetic chronicles are then filled with the revelations of their owners – proverbs, maps, drawings, philosophical ramblings, and secrets. When a chronicle is full, a scetic typically finds a place worthy of the writings within, be it a person, library, or their own monasteries.

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PALADIN

Oathscarred of Dragongrin “To think, there are those who would take up arms, fight, bleed, and die for something so irreversibly dead. Perhaps the oathscarred believe nothing is irreversible.” – Geyanau, Zarfvin Prionar Dissolver In Dragongrin, the oathscarred do not come by their name lightly. In a realm where many will say and do whatever necessary to survive each day, those that swear oaths and uphold them in the face of danger or death are very few. To an oathscarred, their sacred vow marks their very souls, figuratively etched deep into who they are. Like a physical scar of the flesh, the oathscarred’s vow is an irremovable reminder of what they have sworn. Oaths can be sworn for many causes, be it to fight a common foe, to serve a deity or mythical power, or to help the helpless in need. In Dragongrin, however, oathscarred are not always champions of righteous causes. Some oaths are born out of pain and blood, and are uttered through gritted teeth bent on vengeance and violence. Whether their oaths are sworn to enact good deeds or evil ones, oatchscarred are mighty warriors who are devout in their conviction.

CAUSES Oathscarred are most often found following a specific cause . And while causes are separate from the oaths that are sworn, oathscarred often find some manner of cause to align their oaths with to give their actions a sense of purpose. When a cause is complete, an oathscarred will almost always move on to find another opportunity to put their oaths in action. They say that an oathscarred without a cause is an oathscarred searching for one. Consider that many factions, groups and people in Dragongrin are all searching for those who will help them take up their cause. OATHS AND FAITH The Oathscarred of Dragongrin are often warriors of a cause, rather than being warriors of religion or faith. More importantly, they are inherently tied to their oaths, which may not be directly related to a deity, and drives them towards a specific ideal or task.

Elderstones, swearing to continue to hold positions of power and sway. 8. Sarrik: They often swear to reclaim something lost, something wrongfully done, or something forced upon others. 9. Silverwise: They typically swear oaths to those who have fallen before them in death, or to protecting others from that which lurks in shadow. 10. Talasar: Their oaths are commonly to their people, their culture, and their armies. If not that, then to the integrity of Talas itself, and its well being. 11. Zarfvin: Their oaths are typically to advance the knowledge and understanding of their people. 12. No Culture: There are many causes to be embraced in Dragongrin, for both good and ill pursuits. Some do not bind themselves to the traditions of their forebears.

OATHSCARRED BY CULTURE 1. Ardor: Often swearing oaths to escape their plight, or free their people from oppression. 2. Crucian: Almost always swearing oaths to the Dismembered Lord or the Dismembered Legion. 3. Drogus: Their oaths often have to do with building, rebuilding or reclaiming physical objects, places and even ideals. 4. Granok Thane: Their oaths are powerful and secret, passed down from generation to generation, and serving myriad purposes. 5. Grimdul: Their oaths are almost always sworn to their deities, and it is considered frownd upon to do otherwise in this culture. 6. Holmir: Their oaths are almost always having to do with taking, possessing, or accomplishing. 7. Mord: Commonly swearing to save their precious

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You felt a calling to your faith at a young age, and it was an unpopular belief. You were considered strange, and your views controversial. You found solace in serving your deity, and have now sworn an oath. In a land of shadow and lies such as Dragongrin, you value truth above all else. You have found that people will eventually be dishonest, but your deity will never fail, never falter. You never cease questioning tradition. You have taken an oath. You have discovered a terrible and old secret evil that threatens the land. You have found that the enemy of this evil is a particular deity, so as a matter of survival, you have taken up arms in this deity’s name, and taken an oath. On the battlefield, you witnessed something that could only be described as divine intervention. At once, you promised to defend that very deity or belief until death. You were mentored by a Paladin, and were taught their ways, and learned of their oath. When the time came to take your oath, you did so, but it was different than your mentor’s, but true to yourself. You will carry on the legacy of what you were taught. You once needed a place to stay during a frozen winter, and the temples obliged. However, you found solace in the new home, believing more and more in the instructed faith as time passed. A tragic event happened causing you to swear a true oath. You were once a fraud, now turned genuine article of faith. After years of concealing your divine powers, claiming your prowess in combat is just a result of vigorous training, the secret is out. It’s time to take the true oath. A servant of a temple, you seek penance for your hand in Lightfall. Whether it was helping the forces of darkness, abandoning the forces of light, or running from the conflict altogether, you have decided that you must atone for what you’ve done, and have taken an oath. You seek penance for what you’ve done. Once, you couldn’t even lift a weapon without hurting yourself. But after that strange night and even weirder vision, you can wield arms with ease. You know it’s divine power that granted you this ability, and you’ll fight for it. However, you can’t shake the fear that this mysterious ability will vanish as quickly as it arrived.

D102 OATHSCARRED HALLMARK 1 2 3 4 5 6 7 8 9 10

Pendant Engraving Weapon Sacred tattoos Shroud Ring Ancient relic Scriptural tome Engraved tablet Holy water-filled flask

D20 OATH MANIFEST 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

CONVOCATION GENERATOR D103 1 2

of stone from a holy site from a grin on your weapon of your deity of a martyr of blessed Elderstone of the Holithic Church of ancestral origin of ancient law of a secretive order

OATH MANIFEST Your oath is more than mere words – it manifests in a powerful way with each use of your divine abilities, and is fueled by a force greater than yourself. This is how it manifests.

OATHSCARRED CONVOCATIONS Oathscarred often gather together into convocations, groups who are dedicated to the same cause for a given time. When a cause has been furthered or achieved, it is not uncommon for Oathscarred to find entirely new ones.

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Your eyes become pupil-less and blaze white. A shimmering, hazy aura of energy ripples around you. An illusory avatar of your deity appears around you. Your voice resonates with that of your god. Your weapon glows with white-hot holy light. Those within 30’ of you can feel the same emotions as you at the moment, smiling, frowning, furling their brows in anger, etc. Illusory scripture glows upon your flesh. Simple words related to your cause, sworn oath, or beliefs resonate in the minds of those around you. The radiant sun shines down upon you no matter the cloud cover, and it still noticeable during the day. Your clothing turns clean and pristine, no matter its previous state. You are compelled to recite scripture – even that which you have never read. The immediate area around you is lightly cauterized with a ritual circle, filled with holy symbols. Your Convocation knows exactly where you are, and you know where the leader is. Everyone within 60’ loses their shadow. A vibrant holy symbol glows on your body. Angelic (or demonic) music related to your deity can be heard in subtle notes and measures. You can hear the heartbeats of those within touching distance. The earth shudders subtly. Mysterious characters that not even you understand manifest in glowing form on your fingernails. You feel and seem three inches taller.

CONVOCATION TYPE Monster hunters Reformed criminals

3

Secretive cult

4

Washed up priests

5

Retired Marrow

6 7 8 9 10

CAUSE

METHODS

Defend the innocent

Brutal ruthlessness

Steal for the poor, from the rich Translating forbidden scripture

Stealth and subterfuge

Reform the faith

Honor the Dismembered Lord Training in martial Reclusive clergy arts Traveling Spread the gospel warrior priests Former rivals of Creation of a new Lightfall church Undying Light Return of the fugitives Holithic Church Protect the natural Lone wanderers world

Assassination Infiltrating power systems Inquisition Patient change Mercantilism Magical conversion Rebuilding an ancient weapon Raise an army

CONVOCATION QUESTS Convocations may resort to their own varied causes and methods, but all share one commonality – that of action. Oathscarred are periodically called to do the bidding of their Convocation. D10 CONVOCATION QUESTS 1 2 3 4 5 6 7 8 9 10

Heal a terribly sick Lord of Ash or other authority. Put down (or fuel) religious rebellions in a Dominion of Ash. Retrieve an artifact valuable to the Convocation or its enemies. Set up a shrine in a faraway location, and keep it operating for one month. Commence a pilgrimage to a sacred location, and ensure the travelers’ safety. Investigate blasphemous deeds or monsters. Deliver a message to an ally before an enemy destroys them. Spread the gospel between two points on the Red Sail Market route. Convince a Crucian house to convert to your own beliefs. Secure the release of faithful drudges, no matter the cost.

SACRED OATHS

CHANNEL DIVINITY When you take this oath at 3rd level, you gain the following two Channel Divinity options. Mark for Cleansing: As a bonus action, you can choose a creature within 30 feet of you that you can see and use your Channel Divinity to mark it for cleansing. While marked in this way, it has vulnerability to all damage you deal to it for the next minute or until it drops to 0 hit points. Hunter Form: You can use your Channel Divinity to channel the might of your oath and the wisdom of your tenets to prepare yourself for any eventuality. As an action, you invoke this power, and for the next 10 minutes you gain the following benefits: • • • • •

You gain darkvision up to 120 feet. You can breathe underwater. Your movement speed increases by 20 feet. You gain immunity to poison damage. You have advantage on saving throws against the poisoned, restrained and frightened conditions.

AURA OF PURGING

In a dark realm such as Dragongrin, oaths are sworn for many reasons – survival, power, or because one is forced. This section contains two new sacred oaths fully compatible with the paladin class.

Beginning at 7th level, you inspire your allies to see the inner monsters in things the same way you do. Whenever an ally within 10 feet of you rolls damage for a weapon attack, they can reroll the weapon’s damage dice and use either total. An ally can only reroll weapon damage dice this way once per turn.

OATH OF THE CLEANSING

At 18th level, the range of this aura increases to 30 feet.

The idea of what makes a monster is a complex one. Creatures, people, and systems can all be considered monstrous through different criteria or lenses of perception. You have sworn yourself to eradicate anything which suits this definition in your eyes. Preferably, this is done by changing behaviors and laws, correcting course to a better way, but sometimes the only way to bring about change is by force. Your constant contact with the darkest parts of the world and humanity alienates you from many, but your endless charge will not be stayed by judgment. TENETS OF THE CLEANSING • The Monster Is Blameless. Monsters are not malicious or cruel, they simply follow their nature. They must be cleansed by necessity, but we take no joy in it, and a peaceful solution is always best. • The Monster Is Relative. Most monsters are unnatural monstrosities that hunger for flesh. Some monsters are wealthy merchants, or corrupt kings. • The Monster Is You. You must embrace the fact that others will hate you for your form, your contact with monsters, and your strict code.

OATH SPELLS You gain oath spells at the paladin levels listed in the Oath of Cleansing Spells table. PALADIN LEVEL OATH OF THE CLEANSING SPELLS 3rd 5th 9th 13th 17th

Hunter’s Mark, Snare Misty Step, Blur Bestow Curse, Slow Arcane Eye, Locate Creature Contagion, Hold Monster

BLESSING OF CLEANSING Beginning at 15th level, you embody the perfect hunter. Your eyes begin to glow with their own light. You gain darkvision up to 120 feet, your movement speed increases by 10 feet, and you are immune to the poisoned and charmed conditions. Additionally, your Hunter Form channel divinity option changes as follows: • The duration lasts for 1 hour instead of 10 minutes. • You gain truesight up to 120 feet instead of only darkvision. • You are immune to poison damage and the poisoned condition.

AVATAR OF CLEANSING Beginning at 20th level, you can channel the might of your oath to transform into an avatar of cleansing. For the next minute you gain the following features: • You gain a flying speed of 60 feet. • Once per turn, whenever you attack the target of your Mark for Cleansing feature, if you have no spell slots available, you deal an extra 2d8 radiant damage to that creature. • The target of your Mark for Cleansing feature also has disadvantage on saving throws against your paladin spells. Once you use this feature, you can’t use it again until you finish a long rest.

OATH OF THE LEGION While loyalty is expected of all who enlist with the Marrow and the Dismembered lord, some offer it much more willingly and zealously than others. There are few who are so zealous in their service to the sovereign that they swear an oath of 133 CHARACTER CREATION: CLASSES

ultimate service, and are blessed by the sovereign’s power in return. Those who swear the Oath of the Legion are often chosen to be commanders or for special and dangerous missions, knowing they will likely die. Such a death would be an honor. TENETS OF THE LEGION • Obedience Brings Victory: Only through perfect obedience can we achieve perfection. Do not question the orders you are given, you are a weapon in the hand of the Sovereign. Yours is not to think. • Victory brings Glory: Through victory we are ascended to glory, we fulfil our purpose, we follow our destiny. • Glory At Any Cost: The life of a single legionary is no loss to the Legion. We are numberless, and faceless, and we will gladly give a thousand lives for victory.

OATH SPELLS You gain oath spells at the paladin levels listed in the Oath of Legion Spells table. PALADIN LEVEL OATH OF THE LEGION SPELLS 3rd 5th 9th 13th 17th

Bane, Command Hold Person, Zone of Truth Fear, Sending Compulsion, Dominate Beast Dominate Person, Geas

CHANNEL DIVINITY When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Sovereign Command: You can use your Channel Divinity to invoke the supremacy of the Sovereign, giving an ally the imperative to act. As an action, choose an ally you can see within 60 feet that can hear you. That ally can immediately use their reaction to move up to their speed, and makes a single weapon attack with advantage, and gains a bonus to the damage roll equal to your Charisma modifier. Disciple of Fortitude: You can use your Channel Divinity to discipline your allies, hardening their hearts. Whenever one or more of your allies you can see within 60 feet of you suffers an effect as a result from failing a saving throw, you can use your reaction to allow them to reroll that saving throw, taking the higher result.

AURA OF OBEDIENCE Beginning at 7th level, you exude an aura of order and sovereignty that makes others tremble at your might. Creatures of your choice within 10 feet of you have disadvantage on saving throws against your paladin spells.

SOVEREIGN’S IMMORTAL Beginning at 15th level, whenever you cast a paladin spell or use your Smite feature, you gain temporary hit points equal to the level of the spell slot used. Additionally, you have advantage on Charisma checks made to interact with others in the Dismembered Lord’s service, as they recognise your divine authority.

WE ARE LEGION Beginning at 20th level, you are the legion incarnate. You are the spirit of the legion, and through you they will always be victorious. As an action, you can manifest this power — the thunderous march of ten million armoured boots, the roar

134 CHARACTER CREATION: CLASSES

of every legionary’s voice. For the next minute, you gain the following benefits: • Whenever you or an ally within 30 feet of you hits a creature with a melee attack, it deals additional damage equal to your Charisma modifier. • Whenever you or an ally within 30 feet of you takes damage from an attack, the damage is reduced by an amount equal to your Charisma modifier. Once you use this feature, you can’t use it again until you finish a long rest.

VARIANT OATH OF THE LEGION: COPPER JACKAL Playing a Marrow in a session or campaign is a thematic choice that should be discussed with the Game Master. Having sworn an oath to the Dismembered Legion is an event that holds much gravity, and should not be taken lightly. Being an enlisted, active member of the Dismembered Legion comes with its own implications that would need to be considered during play, but swearing an oath to that legion is taking that idea much further, leaving far less flexibility in upholding your duty. This can drastically impact the rest of the party and how they interact with the world. To use this archetype, but not have ties to the Dismembered Legion, consider reskinning this oath to instead be to the Copper Jackals. This group of paramilitary warriors who operate primarily on the Copper Sun have zeal and military training equal to that of the Dismembered Legion. THE AGE OF RUST In Dragongrin’s past, the Copper Jackals (or C-Jacks) were some of the mightiest warriors in the land, imbued with chunks of the mystica metal known as Titan Copper, which granted them tremendous power. That is far less likely in Dragongrin today. Titan Copper is extremely scarce, and most Copper Jackals operate without its use, relying on their own skills and wit to survive. The majority of the Copper Jackals that once existed in the realm have been hunted down, and captured or slain by the Dismembered Lord and legions. This dark time is known as the Age of Rust among their ranks – but copper cannot rust, and the C-Jacks believe they will rise again.

Consider renaming the abilities to something more heroic, such as lines from the Copper Vow.

THE COPPER VOW The Copper Vow is your new oath (though you would still use the tenets of the oath of the legion). Honorable beyond honor. Without compromise. Courageous beyond circumstance. Without compromise Unprejudiced and just. Without compromise. Loyal unto death, and beyond. Without compromise. Ours is the unseen kingdom, we are its warrior kings. Sundera Compris; Forever without compromise. ABILITY NAME

BECOMES

Sovereign Command Disciple of Fortitude Aura of Obedience Sovereign’s Immortal We Are Legion

Honorable Beyond Honor Courageous Beyond Circumstance Ours Is the Unseen Kingdom Loyal Unto Death, and Beyond Sundera Compris

RANGER

Wardens of Dragongrin “Have you ever met a kind warden? Their solitude and clinging to their fabled stormroads are just an excuse for their inability to adjust into a productive role in society. But I wouldn’t hire any other guide to lead me through treacherous wilds.” - Eranna Mendingfire of House Vimor Many say Dragongrin is a prison, but we know it is truly a fortress – the wardens at its walls, protecting the people behind them from the vile, twisted, bloodthirsty, and unimaginable beyond. Skilled hunters and wielders of primeval power, the rangers of Dragongrin assembled at some point between Oedran Domination and the Sovereign’s new world order. Known as wardens, they are fueled by rigid determination and magical traditions of the Old Vale. Wardens sometimes work alone, but most often organize themselves into Watches – groups of rangers organized around a specific charge or oath, dedicated to certain principles both sanctioned and unlawful. Watches are led by commanders, and many wardens frequently receive summons from their leaders to solve problems, fulfill their oaths, and take on more responsibilities as their brethren fall in battle. Watches are commonly centered around the defense or use of Stormroads – hidden pathways through Dragongrin’s wilderness, dotted with warden encampments.

THE STORMROADS Stormroads are nuanced and intricately hidden paths navigated using survivalism and cunning. These hidden trails cut through nearly every portion of Dragongrin – from the enchanted forests of Feygrave to the blasted sands of Jahar. The wardens prune these paths of monstrous threats and guide weary travelers, chiefly those willing to pay a little more in coin and drink for fewer Bleakstorms and a more discreet journey. Some Stormroads are well-exposed to the Dismembered Legion, who freely utilize wardens as Missive Crows, while others are regularly guarded by Watches or known only to a handful of wardens. Still more are lost to memory as soon as their keepers perish in the wilds, and all are difficult to rediscover without proper experience.

WARDENS BY CULTURE

fine payment for their services on the seas and mainland alike. 7. Mord: Spanning centuries, their watches are secret societies shaping much from the fringes of Dragonrin – their members are chosen with excruciating prejudice. 8. Sarrik: Rebel leaders and Marrow trackers, utilizing the Stormroads to hunt or protect fugitives and refugees. 9. Silverwise: Seekers of Silver Walls yet discovered, Silverwise wardens are keepers and deliverers of deep secrets. 10. Talasar: The First Watch of the Old Vale are monsterhunters and daredevils, first to fight, unafraid of danger, and always on the lookout for new Radikkas – pathways into the Feymists. 11. Zarfvin: Relic hunters and tomb robbers, Zarfvin wardens build Watches around excavation sites and use Stormroads to discreetly transfer found goods. 12. No Culture: Wardens without the shackles of culture tend to wander the Stormroads, or protect specific routes for more selfish purposes such as family, friends, or illicit smuggling.

1. Ardor: Keepers of Dragongrin’s Underground Railroad – The Doomed Watch. 2. Crucian: Explorers and Shatterfarers paid to discover new ocean routes, collect powerful relics, and gather valuable information across the sea in the power vacuum of Varnholme. 3. Drogus: Their knowledge of the hidden Stormroads make them the most reliable traders of slaves and illicit goods. 4. Granok Thane: Powerful sellswords and survivalist merchants, hunting and collecting rare flora and fauna for which other Red Sail weaklings are too afraid to lose life and limb. 5. Grimdul: Occult wardens with a knack for reading runestones and the winds to discover new Stormroads and predict the hardships along them. 6. Holmir: Experienced in traversing the most perilous roads and ravaging wastes, the heirs of Varnholme find

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D10 WARDEN BEGINNINGS

1

2

3

4

5

6

7

8

9

10

You were raised deep in the wilds, out of evil’s gaze, but not for long. You escaped when that darkness came, living off the land and learning to survive. Eventually, you became adept enough for recruitment into a Watch, and you hope to someday hunt that evil in return. Your family sustained itself by turning foraged goods and game into a profit. Pelts of rare creatures, poultices made of rare plants, and other spell components that are hard to acquire are your specialty. You have faced unimaginable horrors, and lived to tell the tale. Learning from nightmarish encounters with the Bleak, savage frontiers, the Desolation, and more, you have grown into a natural monster hunter. You’ve been charged with forming your own Watch for a specific purpose related to your background or backstory. Friends are not easily obtained in Dragongrin, but time is of the essence – the group must be assembled immediately. You were raised into a Watch, but kept safe out of its ranks until a prominent member broke their oath. Now, you must swear your own, bringing honor back to the disgraced wardens. One of the most valuable commodities in Dragongrin are its people – a fact you learned the hard way. Myriad forces and power players seek fugitives and runaways for various reasons, and you’ve got a knack for knowing how they think; where they’ll go. You’re a skilled bounty hunter. You seek vengeance on another Watch who committed great atrocities against your own. You have sworn to traverse the lands undetected, waging a vicious war on those who wronged you, and someday you will settle your vengeance. You can’t shake them – the dreams and visions with waking eyes, images of that particular Stormroad. You’ve seen them since you were a child, becoming a warden to someday find both the Stormroad and your purpose upon it. You were raised hunting colossal game, tracking and slaying gargantuan, deadly prey. You understand how to survive against a behemoth that could crush you in a single step, making you a prolific colossus slayer. The Dismembered Legion has offered to wipe away a mistake you or your family made in exchange for your skill and service as a warden. You find it difficult to say no, no matter your feelings about the Marrow.

PRIMEVAL POWER The warden is a primeval stalker of the wilds, prowling the frontiers of Dragongrin with a calling higher than themselves to protect and hunt. It seems the nearly-forgotten Old Vale provides you with innate abilities, manifesting in a variety of ways as you fulfill your duties as warden. D20 PRIMEVAL POWER MANIFEST 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Precipitation falls when you use your powers. Happily chirping birds flock to your location. Weeds and grass grow where you stand as you use your abilities. The surrounding area takes on the illusory visage of the Old Vale. Bird calls emanate from the surrounding area. Your form glows with a forest-green aura. The smell of freshly fallen rain is perceived around you. For a split second, someone you are talking with sees their surroundings shift into a Stormroad you are closely related with. Fangs, claws, antlers, or another feature of one of Dragongrin’s many creatures seem to manifest spectrally on your form. You draw carrion-eating creatures from miles around to your location. The winds pick up heavily around you. You appear vaguely as another person you lost or failed along their travels. Your skin feels like soil and bark to the touch. Walls and other mundane constructs near you seem to writhe with natural vines and flora. Sweet sap drips slightly from your weapon. Your weapon sings the music of the Titans with every strike. Leaves, dust, dirt, or other elements spin around you like a wind tunnel. All moisture dries up in the area around you’re standing. Thunder sounds as you strike. The magnetic focal points of Dragongrin connect with you as you use abilities – you know exactly which way is true north.

D102 WARDEN HALLMARK 1 2 3 4 5 6 7 8 9 10

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Cloak Brand Necklace Gauntlet An artifact Bow Legendary Tale Children’s Story Belief system Ancient Song

From your homeland You received as a penalty from your Watch That many have forgotten A loved one gave you You crafted yourself Sharing design elements of an animal That holds great meaning Inspired by the Primordials or Titans From a place you once visited You keep hidden from strangers

WARDEN WATCHES

RANGER ARCHETYPES

Wardens generally stalk the frontiers alone, however in Dragongrin, they form loose-knit societies known as Watches. While they are not formally beholden to any authority, they operate under oaths to themselves, each other, and their Watch, guarding the Dragongrin’s ideas and frontiers as one. WATCH GENERATOR D103

WATCH TYPE

STORMROAD

TENET

1

Loose band

Underwater caverns

Harm none

2

Family clan

Ancient highway

3

Fugitives and slaves

4

Scavenger traders

5

Rebel mercenaries

6

Exploring cartographers

Mountain pass Forested waterway Path between hamlets Underground tunnels

7

Marrow regiment

Hunting ground

8

Dangerous gang

9

Hunting party

10

Merchant company

Prohibit trespassers Harbor rebels Transfer messages Protect pilgrims Escort travelers

Slay dangerous monsters Mighty river Hunt and gather Investigate Dangerous canyon Bleakstorms Legendary Serve the battlefield Marrow

Wardens of Dragongrin manifest in various and surprising ways. This section features two new ranger archetypes fully compatible with the ranger class.

JANTARI RIDER The Grimdul have relied on mounts to travel through and survive the deserts of Jahar and the Jungles of Zamon for generations, and they have developed a number of techniques and fighting styles to capitalize on the deep connection they are able to form with the creatures they ride. GRIMDUL AND THE JANTARI RIDER Though not all Jantari Riders are born Grimdul, nearly all of them have studied with them to learn their well-guarded secrets.

JANTARI RIDER MAGIC Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Jantari Rider Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. PALADIN LEVEL JANTARI RIDER SPELLS 3rd 5th 9th 13th 17th

WATCH QUESTS A warden is linked inseparably with their Watch and Stormroad, and even if they wander from it, they often return in times of need, or to fulfill a duty. D10 WATCH QUESTS 1 2 3 4 5 6 7 8 9 10

Tame a wild animal and deliver it to a certain patron. Protect the valuable resources discovered near your Stormroad, by any means necessary. Rescue a stranded platoon of Marrow and guide them out of dangerous territory. Walk an unfamiliar Stormroad to find what remains of a lost ally. Follow a migration of creatures back to its source to discover what ails them. Escort a party sanctioned by a Lord of Ash through dangerous territory and in secret. Capture various creatures for domestication. Spread word of a vision received by your Watch leader relating to a Savage Frontier. Nurture a mystical Radikka – a secret portal to the Feymists – until the portal grows to let the fey in. Capture three different rare creatures for transit to the gladiatorial games of Innes.

Hail of Thorns Cordon of Arrows Lightning Arrow Locate Creature Swift Quiver

BONDED MOUNT Beginning at 3rd level, you have a mount that you have bonded with. If you don’t already have one, choose or roll for a mount from the Jantari Mount table below, or choose another at GM’s discretion. You form a deep bond with the creature, allowing you and the creature to gain a number of benefits. Work with your GM to choose appropriate statistics for your mount, defaulting to a horse for the sake of simplicity. You add your proficiency bonus to the mount’s AC, attack rolls, and damage rolls. The creature’s hit points are equal to that in its creature statistics block or 5 times your ranger level (whichever is higher). Your mount gains proficiency in Strength and Wisdom saving throws. Like any creature, your mount can spend Hit Dice during a short rest to regain hit points. The mount makes death saving throws following the normal rules. If the mount dies, you can obtain another one by spending a week bonding with another suitable creature. When an attack targets your mount, you can use your reaction to have it target you instead. D10 JANTARI MOUNT 1 2 3 4 5 6 7 8 9 10

Horse Xol Stag Ox Camel Kyte Rhino Insectoid Tyl Halyphon

137 CHARACTER CREATION: CLASSES

JANTARI SHOT

BLEAKSTALKER MAGIC

Named for the famous horse archers of the Grimdul, Jantari shot is the ability to fire behind you while riding away from an enemy. Also beginning at 3rd level, you’ve learned to excel in the art of mounted archery. You are able to ride without the use of your hands. While mounted, you deal an extra 1d6 damage with ranged weapon attacks. When you reach 11th level in this class, the extra damage increases to 2d6.

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bleakstalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

JANTARI TACTICS Beginning at 7th level, your Jantari tactics are more advanced than ever. You gain one of the following abilities of your choice: Cataphract: When you move at least 20 feet towards an unmounted enemy that is Medium size or smaller and then make a melee attack, you have advantage on the attack roll, and on a hit, the target must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone. Jantari Circle: Whenever you take the Attack action using a ranged weapon while mounted, you may move up to half your speed as a bonus action. Windwalker: You can have your mount use your Dexterity (Stealth) bonus when taking the Hide action, and any hit you score with a ranged weapon against a creature while mounted and hidden is a critical hit.

NEVER NAME YOUR MOUNT Your bond with your mount becomes even closer, as you embrace the Grimdul adage that says “Never name your mount, for it is sure to die. Say its name each night, for it saves your life each day”. Beginning at 11th level, whenever you take the Attack action while mounted, your mount can also make a single attack as a reaction. Additionally, if you would take damage that would drop you to 0 hit points and your companion is within 5 feet of you, you can choose to have it take the blow for you, reducing it to 0 hit points instead, regardless of its current hit points.

WIND RIDER You have become one with your mount, and can ride as though you were the wind itself. Beginning at 15th level, while you are mounted, attacks made against you or your mount are made with disadvantage.

BLEAKSTALKER There are few entities as confusing and terrifying as the Bleak. Regions and borders masked by the Bleak are avoided like a plague, and Bleakstorms cause all who see them to run. However, there are a small few who run towards the storm, and not away. Bleakstalkers have learned the delicate arts of navigating the Bleak, learning how to avoid its dangers and harness its strengths. Bleakstalkers are often feared much more than revered, as many worry that they carry the ire and dangers of the Bleak with them like a curse, but in times of desperation, their services are highly sought after despite the strange aura of fear that surrounds them.

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PALADIN LEVEL BLEAKSTALKER SPELLS 3rd 5th 9th 13th 17th

False Life Shatter Blink Dimension Door Dispel Evil and Good

BLEAKBOUND Beginning at 3rd level when you choose this archetype, your study of the Bleak and its surroundings have given you a preternatural ability to survive in those regions. While in a region affected by the Bleak, you gain the following benefits: • You can travel at a fast pace even in the difficult terrain of the Bleak. • You have advantage on all ability checks involving Bleakstorms. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

BLEAKRUNED WEAPONS Also beginning at 3rd level, you’ve learned to harness the power of the Bleak into your weaponry. As a bonus action, you can infuse your weapon with the Bleak, and any attacks made with it this turn deal an extra 1d6 Bleak damage. When you reach 11th level in this class, the extra damage increases to 2d6.

BLEAK AFFINITY Beginning at 7th level, you have become innately attuned to Bleak energy. You gain resistance to Bleak damage, and your weapon attacks ignore resistances and immunities to Bleak damage.

DESTRUCTIVE RESONANCE At 11th level, your mastery of the Bleak grants you the ability to chain its volatile, entropic energies together into more destructive attacks. Whenever you take the Attack action and successfully hit the same creature with all of that action’s attacks, that creature also takes an extra 3d8 Bleak damage.

MASTER OF THE BLEAK Beginning at 15th level, your connection to the Bleak allows you to use its arcane energies to gain a measure of instinctive precognition allowing you to act more quickly than most. You gain the following features: • Whenever you hit a creature with a weapon attack, you do not provoke opportunity attacks from that creature until the end of your turn. • You add your proficiency bonus to initiative rolls. • Whenever a creature hits you with a melee attack, you can use your reaction to lash out at them with Bleak energy. That creature must make a Dexterity saving throw against your ranger spell save DC, taking 3d8 Bleak damage on a failed save, or half as much on a successful one.

ROGUE

Rooks of Dragongrin “The illusion of peace following Lightfall is maintained by the order of the Sovereign. But wars rage still – in alleyways and secret meeting spaces, in whispered words and gleaming daggers. The rooks of Dragongrin fight our wars now.” – Revak Zistra, Lord of Ash In a land gripped by tyrants, those with quiet steps and quick blades stand to make a name for themselves – and no small amount of coin. Opportunities abound for rogues of Dragongrin, more commonly called rooks. And though harsh and swift punishment awaits any rook who falls under the gaze of the Dismembered Legion, many choose the path of the ne’er-do-well, eager to carve self-made destinies with their own skill, swiftness, and cunning. Rooks often work as burglars or pick-pockets, eking by on whatever they can pilfer and pawn, offering cuts to slum lords and gang bosses in exchange for precious leeway. Many live as professional adventurers, cracking sealed doors and disarming deadly traps with unmatched precision. And still others earn their living by more nefarious and deadly means, striking from the shadows as street thugs or hired assassins.

THE GRAY LINE The Gray Line is a concept that every rook is familiar with – it is the colloquial phrase used to describe the moral boundaries under which each separate rook operates. For every rook, their Gray Line is personal and unique, often consisting of specific deeds they will not personally commit. Often surrounded in superstition, tradition, personal experience, and even faith, Gray Lines are the shifting moral boundaries that rooks operate within to stay true to themselves. Rooks who are unrepentantly sadistic, violent, and have no limits to their deeds are often referred to as “gutspillers.” Gutspillers often scoff at the idea of a Gray Line, often branding it a weakness that would keep them from getting the job done. WHEN A ROOK IS A PAWN Throughout Dragongrin, countless thieves’ guilds and underground factions exist as havens for rooks from all walks of life. The most powerful and reaching, however, are the mysterious Scrimshanders. Said to have eyes and ears everywhere in Dragongrin, they orchestrate their machinations on a massive scale from the shadows. Many rooks guilds work indirectly with the Scrimshanders to keep their blessing – and some even whisper that many rooks guilds work for them directly without revealing it. The Scrimshanders are such an influential organization that every rook who begins to rise in the ranks must make a decision – do they work for the Scrimshanders or against them?

– the dagger in your back might not be one of steel, but rather one of cunning words. 3. Drogus: Drogus rooks fall in with the various criminal gangs of Svir Below, or serve as enforcers within surga or on Drogus salvager scrap vessels. 4. Granok Thane: Famed assassins and spies, Granok Thane rooks are especially feared, even among their own kind. 5. Grimdul: Silent as the night, swift as the Soulwinds, as disciplined as the rising moon, Grimdul rooks serve kith and kin with deadly prowess. 6. Holmir: Climbing aboard the longship of a rival clan, skin and clothes darkened with soot, Holmir rooks serve a necessary, if oft reviled duty. 7. Mord: The life of a rook comes naturally to the Mord, as their sense of possession and value is skewed toward indifference in light of their long lifespans and highminded philosophies. 8. Sarrik: Melding deadly precision with arcane abilities, the undying Sarrik rooks serve as scouts, spies, and cutthroats for their chosen families. 9. Silverwise: Silver-tongued, quick-witted, and steely eyed, the rooks of the Silverwise move as the whispers of the dead – unheard by all but the most observant. 10. Talasar: Scaling the boughs and branches of Talas, these militant assassins serve as bodyguards and shock troops in the ever-raging civil conflict. 11. Zarfvin: Tricksters relying on the arcane and the illusory, Zarfvin rooks pair strange technology with natural skill to disarm traps and disable locks. 12. No Culture: Rooks without culture are truly unbound, both dangerous and unpredictable.

ROOK BY CULTURE Rooks often emerge from acting on basal survival – to eat, to earn coin, to sleep with a roof over one’s head. But their culture still shapes who they are, and how they earn a living through less than scrupulous means. 1. Ardor: The first lock they pick is often the one chaining them to servitude. Ardor rooks specialize in thievery and sleight-of-hand – and some return to free others. 2. Crucian: Rooks in Grinn play at politics and diplomacy

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D10 ROOK BEGINNINGS 1

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The thrill of taking – slipping fingers into a coin purse, or picking a lock – has always called you. You only feel alive when reclaiming what isn’t yours. You’ve always been spry and athletic. Your uncanny mobility saved your neck more than once in a scrap, so the life of a rook came naturally to you. You took a life in self-defense. You found it easy, simple, logical. A knife in the back – much kinder than a sword in the gut. You watched your family waste away in poverty. You did what was necessary to feed yourself and your loved ones, and sometimes that meant stealing from others. Now it’s all you know. You took whatever work you could, and served unscrupulous people. The pay in this line of work kept you and yours fed, so why do anything else? An older rook saw potential in you, and took it upon themselves to train you. You’ve since struck out on your own, but always remember the value of that mentorship. You were coerced into thievery and crime by someone who saw value in your skills. The life came naturally to you – the guilt, however, you can’t shake. You remember the rook who came through your hometown – suave, slick, and laden with coin. There was nothing barred to them, nothing out of their reach. You’ve always wanted that for yourself. There’s something supernatural about your affinity for the shadows – something otherworldly. The truth of it is anyone’s guess, but the fact remains: you’re good at being bad. You once carried a noble trade, contributing to your community. But hard times and harsh realities forced you out of that life, and you used your skills to survive by less lawful means.

CUNNING MANIFEST Your skill and precision, as well as your affinity for subtlety and shadows, manifest in myriad ways. Roll or choose a unique way in which your rook abilities manifest. D20 CUNNING MANIFEST 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Your eyes reflect a silver sheen in the darkness, feline and predatory. In the shadows, your veins darken beneath your skin. As you move, wisps of illusory smoke follow like a trailing cloak. Your weapons carry a dim glow, almost akin to moonlight, as you draw them to strike. Your pupils dilate into vertical slits as you examine your surroundings. As you unsheathe your weapon, the steel seems to whisper. Fiddling with locks and traps, one pupil shifts into a strange Titan rune. As you move and fight in the shadows, demonic features like horns and a tail manifest around you, formed of inky blackness. Crows and vultures follow your travels – grim portents of the coming death you bring. The more blood you spill, the deeper the shadows under your eyes become. After taking a life, a new tattoo appears, tracking your kills. The steel of your weapons appears black as blood flows. Your chosen weapon is eternally stained with blood, no matter how hard you try to clean it. You often catch a glimpse of a black hound, watching you from the shadows with pale eyes – a guardian, or a grim reminder of your grisly work? To those not paying attention, sometimes it seems like you aren’t there at all, appearing as part of your surroundings. You are animalistic, almost spider-like in your movements while prowling and climbing. A strange, acrid, coppery stench permeates you – like iron and blood. You have an uncanny skill to not be noticed in crowds, your face strangely forgettable. When you move, it sounds like a distant wind whistling through dead trees. You shut your eyes and “feel” your surroundings.

D102 ROOK HALLMARK 1 2 3 4 5 6 7 8 9 10

140 CHARACTER CREATION: CLASSES

Cloak Dagger Flask Prybar Ring Mask Gloves Pouch Belt Lock

Robbed from a corpse Gifted by a loved one Stolen off a noble Fashioned from a strange material Lined with Titan Copper Emblazoned with the sigil of Grinn From before Lightfall Infused with melted coins Inlaid with runes of another world Taken from a rival rook

ROOK GUILDS

ROGUISH ARCHETYPES

Rooks often work alone, but when they do group together, they form bands, gangs, or in a more official capacity, guilds. These “thieves’ guilds” operate while hiding in plain sight, often masquerading as legitimate businesses and paying off officials to keep things quiet, or dealing in favors to wardens for a discreet getaway. Rook guilds accept contracts for thievery, sabotage, wetwork, and assassinations, dispatching members to conduct the grisly but necessary missions, and protecting their numbers from retribution from the law. ROOK GUILD GENERATOR D103

GUILD TYPE

GUILD LEADER

FRONT

1 2 3 4 5 6 7 8 9 10

Pickpockets Burglars Bodyguards Bandits Scouts Thugs Spies Smugglers Saboteurs Assassins

Slumlord Former Marrow Old beggar Veteran of Lightfall Secretive noble Business owner Bounty hunter Clergy member Infamous thief Crime boss

Tavern Trading company Concert hall Abandoned ruin Alchemy shop Gladiatorial arena Militia barracks Sewer Pawn shop Religious temple

ROOK GUILD QUESTS When your guild issues a contract, it’s in your best interest to carry it out. The secretive and unlawful nature of rook guilds means work must be completed quickly and quietly, and disloyalty means expulsion – or death. Rooks keep the coin they earn, and pay regular dues to the guild to keep the operation running smoothly. D10 GUILDS QUESTS 1 2 3 4 5 6 7 8 9 10

A wealthy noble owes the wrong people a lot of money. It’s time to collect, by any means necessary. A powerful relic rests in the vault of a massive estate. A rival desires the object above all else, and is willing to pay handsomely for it. A Marrow sergeant gets loose-lipped when drunk. Their secrets must remain so. A nearby ruin contains a sealed door, barred with a lock of unknown origin. The rook who cracks that seal stands to live on as a legend. A formidable warrior carries a weapon of great renown – relieve them of it. The local clergy leader takes bribes under the table, but has suddenly grown a conscience. Remind them of their duty to the guild. A rival guild moves supplies by way of a secret caravan. A nighttime raid would catch them unaware and ill prepared. Your guild routinely tests its members with a series of difficult thievery tests – and your time has come. A former guild member fled without paying their dues. Disloyalty means a dagger in the dark. An instigating minstrel spreads lies, and there’s coin to be had for the rook who silences them.

Whether for nefarious criminality, intelligence and spy networks, or simply just to stay alive, the skills of a rogue are always in demand in Dragongrin. This section contains two new roguish paths fully compatible with the rogue class.

SCRIMSHANDER No guild is as infamous, nor as mysterious, as the Scrimshanders. Veiled in secrecy, hoisting motives all their own, the Scrimshander guild is arguably the largest and most widespread criminal network in Dragongrin, maintaining a presence in every region from Varnholme to Zamon, with members from the lowest drudge to well-known nobles of Grinn. Scrimshanders wield wicked weapons of Primordial bone, called scrimblades, etched with ancient wards to cloak their presence and motives from the Dismembered Lord’s Crucible. During initiation, these carved bones are painfully fused with the rook’s existing skeletal structure, emerging from their flesh as deadly weapons when the situation necessitates it. In this way, it’s said, a Scrimshander is never unarmed – they exist instead as living weapons, imbued with magic too old and esoteric to comprehend.

SCRIMBLADE When you choose this archetype at 3rd level, you have undergone the painful ritual of obtaining a scrimblade, which is a special weapon that has the stats of either a shortsword or a rapier (your choice) and is made from Primordial bone that is bound within your flesh to your own skeleton. You can reveal or conceal your scrimblade at any time without using an action, and while it is concealed, you have advantage on Charisma (Deception) and Dexterity (Sleight of Hand) checks to hide the weapon. Additionally, the scrimblade counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

BLADE IN THE BACK Also at 3rd level, you’ve become adept at striking unwitting foes. You have advantage on initiative checks and weapon attack rolls against creatures that are surprised. In addition, whenever you attack with your scrimblade while hidden or while the target is surprised, you can reroll any Sneak Attack damage dice that rolls a 1 or 2. You must use the new roll, even if the new roll is also a 1 or 2.

SCRIMSHANDER CONTACTS Starting at 9th level, while in a town, city, settlement, or the equivalent, you can spend an hour setting up a meeting with a Scimshander agent, fence, or representative local to the area. Work with your GM to determine the nature, disposition, and identity of this Scrimshander contact. This contact is usually always helpful unless it is otherwise life-threatening for them, and can provide one or more of the following services: • Access to equipment. • A location to lay low. • A lead, insight, or information. • Getting an audience with an authority figure. This list is not comprehensive, and more services can be provided by this contact at the GM’s discretion.

141 CHARACTER CREATION: CLASSES

PRIMORDIAL VESTIGE

DABBLERY

At 13th level, the fractured vestige of the Primordial’s consciousness within your scrimblade has infused you with supernatural gifts. You gain the ability to telepathically speak to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. The creature can also reply telepathically with only its thoughts.

Also beginning at 3rd level, you’ve learned some basic control of timebleeds. You have a number of timebleed points equal to your Intelligence modifier (minimum 1), and gain an additional timebleed point at 9th level, 13th level, and 17th level.

Additionally, the magic within the scrimblade has enhanced your senses, giving you advantage on Wisdom (Perception) checks made to smell or hear.

SCRIMSHARDS Starting at 17th level, you gain the ability to grow numerous small, dart-like bone shards that you can throw, which grow back over time. As a bonus action on your turn, you can launch a barrage of scrimshards at a creature you can see within 30 feet. That creature must make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, roll your Sneak Attack damage, and the target takes that much piercing damage. A creature only takes half as much damage on a successful save. Once you use this feature, you can’t use it again until you take a short or long rest.

By spending one timebleed point, you can cast chaos bolt, expeditious retreat, or misty step. Intelligence is your spellcasting ability for these spells. Spells you cast using timebleed points ignore verbal, somatic, and material components. You recover any spent timebleed points after finishing a long rest. In addition, whenever you cast a spell using this feature, you can choose to siphon the timebleed, pilfering energy from the timebleed itself instead of spending timebleed points. If you do so, you roll on the Timebleed Backlash table below after casting the spell. When you siphon a timebleed, you can’t do so again until you finish a short or long rest. LOSS OF CONTROL D12

1

TIME THIEF It is whispered that the realm of Dragongrin is a timeline cobbled together by the Dismembered Lord himself. Such a thing is not tidy or perfect, and there are places in the very fabric of reality in which the ethereal edges of stolen time fray and tear known as timebleeds. To those who understand where to find these cracks – and how to manipulate them – it’s as if they are able to control a measure of time itself. These individuals are known as time thieves.

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UNSTITCHED Beginning at 3rd level, you’ve learned to dabble in timebleeds, the cracks and veins of time that stitch the realm together. You move faster than a blur. Your speed increases by 10 feet, and enemies have disadvantage on opportunity attacks against you.

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DABBLERY Also beginning at 3rd level, you’ve learned some basic control of timebleeds. You have a number of timebleed points equal to your Intelligence modifier (minimum 1), and gain an additional timebleed point at 9th level, 13th level, and 17th level. By spending one timebleed point, you can cast chaos bolt, expeditious retreat, or misty step. Intelligence is your spellcasting ability for these spells. Spells you cast using timebleed points ignore verbal, somatic, and material components. You recover any spent timeblood points after finishing a long rest. In addition, whenever you cast one of these spells this way, roll a d20. If the result is equal or higher to your current level in this class, the timebleed exaggerates, and you gain 1 timebleed point, but roll on the Loss of Control table below.

142 CHARACTER CREATION: CLASSES

9

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EFFECT Nothing happens, or so it seems. You feel as though you’re unaffected, acting as normal, but your consciousness is in an alternate timeline. Your real body gains the paralyzed condition for 1d4 rounds before you’re jolted back into your body. Your senses are misaligned with the present, and you can only hear sounds from yesterday as though it were happening now. You gain the deafened condition for 1d4 rounds. Your magic wrenches itself from your control and the bleak briefly roils through you. You take Bleak damage equal to twice your rogue level. Your disconnection from time causes your stomach to flip. You are stunned until the end of the next turn as you vomit and bleed from your ears and nose. You are affected by the effects of the blink spell for 1d4 rounds. You rapidly age, giving you disadvantage on attack rolls, saving throws and ability checks for 1d4 rounds, before rapidly de-aging again. A wave of twisted magic rolls off of you. You and each creature within 30 feet of you take bleak damage equal to your rogue level. You suffer the effects of the slow spell for 1d4 rounds. Your sight gets stuck in a painful moment you have lived in the past, and you cannot see the present moment. You gain the blinded condition for 1d4 rounds. All your other senses work as normal. Your body suffers the punishing effects of time attempting to correct itself around you. You gain one level of exhaustion. You see a hyper-realistic vision of the worst-case scenario of your actions, resulting in your death. It is vivid enough to give you the frightened condition for the next minute. At the end of each of your turns while frightened, you can make a Wisdom saving throw against your own spell save DC, and if you succeed, you are no longer frightened. Nothing happens.

ONE MORE TRY TRUE LOSS OF CONTROL Traversing timebleeds is a strange, volatile practice and is meant to feel enigmatic and unpredictable. To emulate a true feeling of powerlessness when dabbling with the force of timebleeds, consider having the Game Master roll on the Loss of Control table behind the screen, revealing the results through gameplay.

STITCHER OF TIME At 9th level, you’ve further harnessed your control over timebleeds, able to roughly patch together minor alterations to timelines. By spending 2 timebleed points, you can cast dimension door, haste (only targeting yourself), blink, or mirror image. In addition, whenever you roll on the Loss of Control table, you can roll twice and choose which result to keep.

PRECOGNITION Beginning at 13th level, you have gained the ability to see a few seconds into the future, allowing you to be supernaturally aware of threats, and to stop a mistake before it happens. When you roll an ability check or saving throw, you can choose to spend a timebleed point to roll with advantage.

Beginning at 17th level, you have gained some level of mastery over timebleeds – or at least what could be considered mastery of such a volatile source of power. Using its deep, labyrinthine byways, you are able to move back in time, potentially undoing a calamity. As an action on your turn, you can spend 4 timebleed points to traverse a timebleed and go back in time. Choose one of the following effects: • It Happened Differently: One roll made within the last round is rerolled. You can choose whether the roll is made with either advantage or disadvantage. • I Was Somewhere Else: Until the start of your next turn, when you would be hit by an attack or affected by a spell, you teleport as a reaction to a space within 15 feet. This causes the attack to miss if it takes you out of the weapon’s range or the spell’s path or area of effect. • Wrong Place, Wrong Time: Until the start of your next turn, when you or a creature you can see hits a creature with an attack, you can use your reaction to turn it into a critical hit.

143 CHARACTER CREATION: CLASSES

SORCERER

Spellbloods of Dragongrin “The Bleak, the Desolation, the Feymists, the Wailing Gray. These are not external to Dragongrin, no matter how our Sovereign barricades the doors of his world. Their energies seep into the fabric, their toxins reach through like tendrils raveling themselves around anything – anyone – they touch.” – Excerpt from the Scroll of the Recondite The gifts from beyond, bestowed upon the people of Dragongrin, are potential curses to the Sovereign, whose lands are better regimented and controlled without rogue dissidents wandering the realm bearing innate magic – and the power to wield it. These “spellbloods” contain mysterious cosmic forces within their own blood, oftentimes passing the gift to new generations and beyond. The multitudes of supernatural energies prevalent in Dragongrin and the cosmos can infuse themselves into the blood of a sorcerer, so no two spellbloods ever manifest the same way. Some are infected with volatile powers by the Bleak, while others find whole limbs slowly turning into mechanical appendages – the result of a mysterious Archan, or exposure to the Infinite Lock. The one commonality binding all sorcerers together is the magical nature of their blood.

VEINS OF THE SPELLBLOODS Titans, Primordials, the Bleak, and all other ephemeral phenomena from beyond touch the essence of the blood running through the veins of sorcerers. Spellbloods often sense when these energies are near, connecting the magic-user directly with the powers within their blood – a connection known as their Vein. Initially difficult for the spellblood to harness, the Vein becomes more potent and controlled over time, allowing them to more easily navigate through the Bleakveils (Bleak), uncover pockets of toxic, dark magic (Desolation), discover and protect new Radikka (Feymists), or even track down the Copper Sun (Titan). The powers come at a steep cost, however, as many of Dragongrin’s denizens believe the blood of a sorcerer is the key to unlocking new abilities within themselves – and they will kill to get it. CONCEAL THY WONDROUS BLOOD The blood of sorcerers is precious, and alchemists across Dragongrin seek it relentlessly. The blood is rumored to be useful as healing agents or poisons among the ignorant, and rural myths abound that the powers of the spellblood are transferred to those who consume it. Even the Ixis of Innes believe they can use their necromantic swamps to create magical abominations with powers of their own. For this reason, many spellbloods hide their magic, or pretend to gain their powers through other means. Many fabricate life stories as studied wizards, while others carry mundane trinkets or snake oil elixirs which they deceptively claim grant them their abilities. Still others suppress their powers altogether out of fear, living their entire lives without ever knowing who they truly are.

144 CHARACTER CREATION: CLASSES

SPELLBLOODS BY CULTURE It’s in their nature for spellblood powers to manifest in wild and chaotic ways, though a sorcerer’s culture molds their magic in many ways. Here are some common manifestations of spellbloods, though the varieties are limitless. 1. Ardor: Mimics the Maug’Tarak shamans in their reverence and mastery of the Bleak. 2. Crucian: Groomed from early on to read the signs of the Bleak. Many see becoming an Arcseer as the ultimate reward for their power. 3. Mord: Black blood runs through their veins, ancient and strange, and their magic presents as odd and unsettling. 4. Drogus: Often having a knack for magic found while salvaging and scrapping, Drogus spellbloods form connections with relics, and the Titans who give them their power.

5. Granok Thane: Only certain Granok Thanes can be sanctioned as spellbloods, while the others must suppress their ability. The sanctioned often train as battle mages. 6. Grimdul: Spellbloods are revered among the Grimdul, and often given stations of power. Their magic is seen as a pure manifestation of the Soulwinds. 7. Holmir: Slandering sorcerers as witches, spellbloods among the Holmir are often shunned or banished.

INNATE MAGIC MANIFEST Depending on their Vein – the source of a spellblood’s power – your sorcerer’s abilities manifest differently. Roll below or choose an option appropriate to your character. D20 INNATE MAGIC MANIFEST 1

8. Sarrik: Exposure to the Desolation, and the stealing of their days, Sarrik commonly breed spellbloods, though sorcerers must immediately face their magic-eating kin.

2

9. Silverwise: Often fortune tellers and soothsayers, Silverwise spellbloods typically use their magic to spread the word wrought by the Silver Walls, or to protect them from harm.

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10. Talasar: Spellbloods among the Talasar are revered, so long as their wondrous blood connects them with the fey portals and pathways of the Feymists. Otherwise, they are ostracized and considered tainted.

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11. Zarfvin: Primordial magic permeates the Zarfvin culture for unknown reasons, and many spellbloods stumbling across their powers venture into the reaches of Zamon to discover their true purposes.

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12. No Culture: Spellbloods without a culture are known as “bloodless,” for their decision to cut ties with their forebears. Many who descend from bloodless lines have no way of discovering the true source of their power. D10 SPELLBLOOD BEGINNINGS 1 2 3

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Magic courses through your veins, powerful but unwieldy. You began the long road of harnessing your powers when you accidentally harmed someone close to you. You’ll never forget grasping the strange relic, and what it did to you – what it gave you. You wandered into a location marred by twisted cosmic power. When you finally escaped, years had passed in what seemed like days, and you were forever changed. You have dragon’s blood in your veins, and are reviled for it. You are outcast as having a shameful heritage, and as such, have learned to embrace who you are. You will not let being a pariah stop your progression as an arcane wielder, but further it. One of your parents was a spellblood who concealed their abilities. You are under pressure from them or yourself to stay that way for your own safety. You tried to learn the ways of wizardry to help your kin, but simply didn’t have the skill or patience required. In a desperate effort to gain power from beyond, you consumed a volatile elixir or subjected yourself to strange, eldritch energies. You got what you wanted – but at what cost? Recent developments have convinced you of your ability as a spellblood. You never knew you had these powers in you, but now you feel reborn anew – and very afraid. You were raised among those who cherished the ways of the spellblood, and nurtured your powers. Now, you have come of age to brandish your abilities in ways your homeland deems best. Someone forced these powers upon you, and you will enact vengeance for their crimes, using your new abilities as a brand of poetic justice. You were attacked, and in a moment of panic erupted with powerful magic that saved your life – and forged your future.

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Energies from the Bleak emanate around you, and the tainted smell of caustic rain hangs in the air. You feel a magnetic pull toward nearby Titan technology. Your veins blacken, and the whites of your eyes turn to an empty abyss. Your skeletal structure becomes grotesque. Shifting, Primordial bones appear to ripple beneath your flesh. Powered by the mysterious magic of Imminence, the near future or past begins to play out spectrally around you. You appear as a dragonbound before your enemies, though your scales quickly rot away, replaced by flesh of wild magic appropriate to the most nearby grin. The spectral face of some alien, otherworldly entity manifests in the sky above you. The tide of the nearest Shattered Sea withdraws, and the depleted saltwater drizzles down upon you. Almost every time you use your spellblood abilities, you receive a vision of the Copper Sun, seeing more of it with every subsequent vision. You gain a glimpse – a single image of your future – periodically as you use your abilities. The surrounding area appears as it did thousands of years previously, when the Primordials dominated Dragongrin. You display some prominent Sarrik features to those around you, and if you are already Sarrik, you appear as a skeleton, tainted black by the Desolation. Your eyes become reptilian, and the nearest dragon’s grin calls out to the blood in your veins, compelling you to come near. Bleakstorms brew nearby as you use your abilities, and red lightning cracks around the area. Infernal flames appear in your eyes and along your arms as you cast spells. Your veins leak as you use your abilities, slowly drenching you in your own wondrous blood as the fight continues. Each time you damage an enemy using one of your spellblood abilities, you catch a glimpse of one of their memories. Archans, tomehearts, and other mechanical things of Titanmake are drawn to you, sometimes days after you use your abilities. Your skin turns a pale white, and long, sharp fangs emerge from your teeth – a sure sign of your vampiric powers wrought by the Desolation. For a moment, you appear as the Dismembered Lord, all your parts orbiting around your central form.

D102 SPELLBLOOD HALLMARK 1 2 3 4 5 6 7 8 9 10

Eyes Mysterious brand Flesh, the color Gemstone amulet Tattooed inscription Hair Bones Dagger Wand or staff Totem

of the Bleak of Titan Copper of the Primordials of the Dragons of Imminence of the Infernals of the Desolation of the Archanic of an alien, otherworldly entity of the Feymists

145 CHARACTER CREATION: CLASSES

SPELLBLOOD DRIFTS

SPELLBLOOD DRIFT QUESTS

Though often solitary, spellbloods sometimes congregate, though rarely in formal gatherings or collectives. Operating in groups known as drifts, Dragongrin’s sorcerers commiserate and network with other spellbloods in both open and secretive locations, discussing personal and local matters, assisting with problems, and helping those who only recently discovered their powers. Primarily, drifts offer support and safety for often misunderstood spellbloods. While drifts are informal, they are still led by a founding member with a permanent say in any matters involving the drift directly. They inform members of new meeting locations, keep an ear out for potential threats, and ensure little information about the drift ever gets out.

Spellbloods naturally come across various opportunities for quests, depending on the nature of their powers, how they came to understand them, and the drift they’ve found a new family in. Even separated from other sorcerers, spellbloods are often desired for their unmatched natural prowess with the arcane arts.

Many drifts are known for having knowledge and understanding of the arcane goings on in their area, but their tendency toward secret societies instead of public factions makes them difficult to find.

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DRIFT GENERATOR D103

D10 DRIFTS QUESTS

LEADER

MEETING PLACE

KNOWN FOR

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Famed hero Masked vigilante

Pub or tavern Abandoned prison

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Gangland bandit

Thieves’ guild

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Local politician

Public forum

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Escaped drudge

Hidden cellar

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Monster slayer Smuggler

Dragon’s grin Traveling caravan

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Distant relative

Ancestral home

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Shatterfarer

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Missive Crow

Roaming vessel Various impermanent locations

Titan influence Arcane trickery Stealing from the wealthy Securing the borders Navigating through Bleakveils Dungeon delving Relic hunting Secrecy and privileged information Piracy Keeping spellbloods safe from harm

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6 7 8 9

10

Someone or something is draining sorcerers of their blood. A friendly drift has ceased all communication. You must find out what happened. Myriad spellbloods, living near a dragon’s grin, are discovering their powers. Recruit them into your drift before a more sinister entity finds them. Prove your ability by venturing into a savage frontier and returning with the head of a formidable monstrosity – only then will you have a place among your kind. Smuggle a weapon used to assassinate a violent leader into Innes or Jahar, and deposit it into the ever-changing landscape. There’s a mole within your drift, selling their fellow spellbloods out to bloodletters, or to a Marrow commander interested in pruning the magic-users in their jurisdiction. You feel a strange pull to a Vein other than your own. You must investigate what is drawing you toward this power, and why. A member of your drift has been wrongfully enslaved. You must free the drudge. A Lord of Ash is holding a series of gladiatorial fights. You must represent your drift and show your opponents what it means to fight a spellblood. You’ve lost your connection with your Vein. Even though your powers work as usual, you can’t help but feel they will soon begin to wane, and you must investigate the cause.

SORCEROUS ORIGINS

The multitudes of supernatural energies prevalent in Dragongrin and the cosmos can infuse themselves into the blood of a sorcerer, so no two spellbloods ever manifest the same way. In this section are two new sorcerous origins fully compatible with the sorcerer class.

AEVUMANCER In Dragongrin, the very realm is whispered to be a timeline cobbled together by the days that the Dismembered Lord has stolen from countless creatures. While the exact nature of this remains a mystery, it is no tidy act, and the residue of stolen days is prolific in the realm. In some rare cases, the raw essence of this stolen time has been known to latch onto a mortal creature in the womb, tainting its blood with the power of the stolen days – but also inflicting strange side effects – and in some cases, vivid foreign memories of someone else’s life. D6 1 2 3 4 5 6

AEVUMANCER QUIRK Your voice seems to be layered with other instances of your voice, speaking in harmony or discord depending on your mood. You often refer to events from the ancient past or distant future as if you were there. Your every movement is graceful and purposeful, even in the flow of battle. Your eyes are black, inlaid with stars, showing galaxies distant and near. You have a habit of finishing tasks or preparations just moments before being approached by others and anticipating their arrival. There is a vision you’ve had so vivid that you know it must come true someday. You work to bring it about, or prevent it.

TIMELINES INTERWOVEN Beginning at 14th level, you are able to see into alternate timelines and communicate with yourself or another person significant to you. When you finish a long rest, you can cast the contingency spell without using a spell slot and without requiring material components. When you cast this spell this way, it only has a duration of 24 hours, and can only be used with a sorcerer spell of 3rd level or lower. When the contingent spell takes effect, a copy of yourself or another person significant to you from an alternate timeline appears for a moment to cast the spell on you, then vanishes.

ETERNITY’S END Beginning at 18th level, your mastery over the Bleak is whispered to be rivaled only by the Dismembered Lord himself. You passively siphon days and years from alternate timelines, which stops you from aging. In addition, you learn the time stop spell, which doesn’t count against your number of sorcerer spells known. Furthermore, you can spend 5 sorcery points as an action and destructively unravel the existence of a creature within 60 feet of you that you can see, casting finger of death without spending a spell slot. If the creature is killed by this spell, it is instead wiped from existence, including all evidence and memories of it that might have existed.

TIMEBEND Beginning at 1st level, you have learned to subtly bend time, and are able to manipulate critical moments by doing so. You roll initiative checks with advantage. Additionally, once per long rest, whenever you roll for initiative with advantage, you may instead act on both results in the first round of combat, then choose which result to use for the remainder of the combat.

GLIMPSE THE HORIZON Also at 1st level, you receive glimpses into possible futures. Whenever you roll an ability check, you can choose to roll 1d6 and add it to the result. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

BRING THE BLEAK Beginning at 6th level, your warping of time can cause Bleak phenomena known as Bleaksurges. Whenever you cast a sorcerer spell on your turn, you may choose to spend any number of sorcery points no higher than the level of that spell. If you do so, a Bleaksurge also appears in the spell’s origin, and each creature other than you within 5 feet of the Bleaksurge must make a Constitution saving throw. On a failed save, a creature takes 1d6 bleak damage per sorcery point spent, or half as much on a successful save.

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TITANBLOOD Somewhere far back in your lineage, the great Titans imbued your family’s line with a portion of the same power that fuels the typhons, charging your ancestors with the Titans’ duties and values. Though most, if not all, Titans are long dead, their power still radiates through you now, granting you the power to take on the traits of their typhons and power your magic with their radiance. Discover more about the ancient and enigmatic Titans in the Wonders chapter on page 398.

SCION OF TITAN COPPER At 1st level, the magical essence of Titan Copper courses through your veins, and protects you from injury. When you aren’t wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. In addition, you can infuse a weapon with this magical Titan Copper essence. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. That weapon becomes reinforced with geometric patterns of copper, giving it a unique design and appearance. Its weapon die becomes 1d8, and when you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. When this weapon leaves your possession, or when you infuse a different weapon, it loses this benefit and the copper patterns recede, returning the weapon to its original appearance.

TITAN’S RADIANCE Beginning at 6th level, you have learned to further infuse your Titan’s power into your attacks. When you hit a creature with a weapon attack, you can choose to spend up to 3 sorcery points. For each sorcery point you spend, the weapon deals an additional 1d6 radiant damage.

TITAN’S CHAMPION Beginning at 14th level, you’ve begun to recognize the grand designs of the Titans of the past, and how they intimately involve you as their champion in the present, and your Titan Copper essence can be used as a weapon. Each hostile creature that starts its turn within 5 feet of you, or that moves within 5 feet of you during their turn, takes radiant damage equal to half your sorcerer level. Additionally, whenever you cast a sorcerer spell on your turn, you can make a single weapon attack as a bonus action.

TITANS UNLEASHED Beginning at 18th level, you can unleash the full might of your Titan Copper essence. As an action, you can spend 5 sorcery points to transform into an avatar of antediluvian prowess, becoming a lesser facsimile of a Titan. This transformation lasts for a minute, and you gain the following benefits: • Your body enlarges as if under the effect of the enlarge/ reduce spell. • You grow large blades on your body. As a bonus action on each of your turns, you can strike out with these blades, and each creature of your choice within 10 feet of you must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 4d6 slashing damage, or half as much on a successful save. • You produce an aura around you, extending out to 15 feet, that brings the inventions of the Titans to realization. You see copper patterns on everything around you, revealing optimizations and weak points, and highlighting enhancements and exploitations within the runic copper patterns. Creatures of your choice within this aura each gain a bonus to their Armor Class and weapon damage rolls equal to your Charisma modifier. • You have resistance to radiant damage.

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WARLOCK

Hexbound of Dragongrin “To be hexbound is to be shackled to something beyond this world. Power, prescience, knowledge – these come at a price few are willing to pay. But those foolish few – those who willingly liaison with the incomprehensible and the alien – wield power unknown even to them.” – Sureau the Stormbreather, Lord of Ash Beings outside of mortal reckoning push at the thin veils separating the realm of Dragongrin from the infinite and incomprehensible planes beyond. To most, these intangible and ancient powers manifest as nothing more than hushed whispers – shadows playing at the edge of mortal perception. But a powerful (and perhaps foolish) few serve as conduits for these beings – liasons of untold power and alien influence. Known as hexbound, these warlocks draw arcane energy from an otherworldly patron, manifesting their will as a wizard conjures spells from a book. The Dismembered Lord recognizes the risks in allowing his subjects to commune with those lurking beyond the veil, and has little choice but to adopt these chosen warlocks into his fold, joining their power with his own. Some believe the Crucible makes concessions for the gifted to practice their skills openly, while most others are left to a life of secrecy on the run. For this reason, many warlocks conceal their powers, or convince others that the magic they practice is studied wizardry, or the inherited power of a sorcerer. In truth, these powerful practitioners strike deals with the unfathomable, and now siphon that power for their own whims.

ACCORD OF THE COVENS In Dragongrin there is an unwritten ancient tenet between the hexbound that they will generally not attack one another unless circumstances are severe. To openly attack another hexbound is to almost certainly spark a bloody supernatural feud between covens. While most covens do not fear war, they also understand that unless their pacts call for bloodshed, feuds amongst one another often merely sap resources from fulfilling the will of their patron. In secret, the Dismembered Lord keeps a circle of hexbound called the Coven of Ash, each serving an otherworldly patron. He uses them to maintain a tenuous balance between the extra-planar powers in Dragongrin. With the walls between worlds growing thinner by the day, the Sovereign highly values insight into the Bleak, the Feymists, and other planes beyond. The warlocks of this Coven of Ash are allowed to come and go as they please, and are often afforded great riches and leeway in practicing their magic – provided they serve the Sovereign above all others. The Coven of Ash is believed to ignore the Accord of the Coven frequently, though with their wealth and resources, it’s often impossible to prove.

4. Granok Thane: Granok hexbound are rare, and often ostracized – to serve an extra-planar being is to cheapen devotion to the clan. 5. Grimdul: More in tune with the natural world and its primal energies, many Grimdul shy away from hexbound pacts. 6. Holmir: Seeking any and all strategic advantage against their ancient enemies, Holmir hexbound often rise to positions of power among their people. 7. Mord: The cold and calculating Mord are masters of negotiation – this extends to forging pacts with otherworldly beings. 8. Sarrik: Many Sarrik revere the hexbound among their tribes, looking to them for guidance as they peer into worlds beyond. 9. Silverwise: Attuned to death and the Desolation, many Silverwise warlocks fall prey to the machinations of Yhaghul. 10. Talasar: Possessing a deep connection to the Feymists, Talasar hexbound tend to strike deals with ancient fey and elemental beings – but the magic they wield is often met with mistrust from their more martial peers. 11. Zarfvin: Possessing minds of metal and magic, the Zarfvin shy away from the cost of such power granted by patrons – but some of Dragongrin’s most powerful and prolific hexbound have risen from the Zarfvin. 12. No Culture: You are chained to something far more terrifying and powerful than a culture.

HEXBOUND BY CULTURE 1. Ardor: Desperate to wield any advantage against their Maug’Tarak oppressors, Ardor hexbound often earn their freedom by negotiating for arcane power. 2. Crucian: Hexbound among the Sovereign’s chosen people face harsh scrutiny and suspicion, causing some to flee and others to pledge themselves to the Coven of Ash. 3. Drogus: Drogus warlocks strike shrewd and shady deals with otherworldly beings, and fuse magic and metal to great effect. 149 CHARACTER CREATION: CLASSES

PACT MANIFEST

D10 HEXBOUND BEGINNINGS 1

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You were a weak soul, and a stronger force slithered its way into your thoughts. You wouldn’t call it possession, but you feel as though an imposing voice strongly influences your thoughts and choices. At death’s door, you were offered salvation in exchange for servitude. Your patron grants power, but some day the bill may come due. As you watched those around you survive in Dragongrin through strength, skill, and command of the arcane, you were vexed and frustrated. You didn’t have innate skill, or a knack – but you needed power, and you needed it now. You were raised by a powerful mentor who claimed to be a student of the arcane. With their dying breath, they asked you to serve their patron. You recovered an item of power, and found a presence dwelling within. You have sworn to serve this presence, and in return, you wield otherworldly power. You befriended a strange creature, who eventually led you to its master. You forged a pact with this master, and now serve alongside the creature. In a moment of desperation, you cried out to the gods – something else answered. You tread lost and forgotten paths, which eventually led you to something not of Dragongrin – a slumbering power, waiting for a companion. You had a desire burning in your heart, and saw no way to achieve your end without help from beyond. You sought power, and found it – at a cost. Magic came naturally to others in your family – but not to you. Lacking the blood or the brains to wield the arcane, you sought other means – and found them in a patron from the planes beyond.

PATRONS OF POWER There are many beings of great power in Dragongrin, and more still dwelling in the planes beyond – powerful and ancient monsters, fallen gods, even the Lords of Ash themselves. Get creative in choosing your patron, and in reskinning and thematically tinkering with their origin. An archfey patron might be a Primordial, granting power to a hexbound who consumes the ancient beast’s remains; a fiendish patron might manifest as a fallen and forgotten Holithic deity, weakened and desperate for followers; and a great old one pact might involve the sinister Yhaghul, intent on gaining a foothold in Dragongrin. CALL OF THE PATRON D103

COMMUNICATION

1

Dreams

2 3 4

Visions Voices in your head Brainwashed messengers Fleeting memories and moments of deja vu Omens Physical senses (nausea, pungent smells, sharp pains) A traveling oracle

5 6 7 8 9

Words and symbols that appear only to you

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You hear their words in the words of others

MANIFESTATION Swirling twister of myriad magical energies Bleakstorm Myriad flora and fauna A swarm of insects A group of creatures, speaking as one Natural disasters Gouts of flame and plumes of smoke A massive Primordial Everyone else near you experiences a vivid vision, but you don’t. The patron sends no avatar – they appear themselves...

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A hexbound’s patron-granted magic manifests in many ways. When you conjure magic, it is distinctive and unique to you. Roll or choose your pact manifest. D20 PACT MANIFEST 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Vines entangle your limbs as you speak ancient words in a voice not your own. Runic brands appear to burn on your skin, growing hotter and brighter as your magic reaches its zenith. Your eyes go black, and remain that way for several minutes after conjuring magic. Horns, claws, or other bestial features appear to grow from you, disappearing soon after. Mundane beasts flee from the area, terrified. The smell of smoke permeates the area. Your arcane focus or favored weapon takes on a supernatural appearance. Plants around you wither and die as you conjure your spells. Your shadow is not your own as you cast magic – instead you cast the shadow of your patron. Your veins glow a sickly, vibrant green. Spectral wings sprout from your back. As you speak the verbal components of spells, you do so with a chorus of other voices from beyond. Heat shimmers off your body like waves of energy. Arcane runes appear on your palms, like fresh wounds. They cauterize soon after. Lightning forks from your fingertips, and thunder rumbles in the distance. A low hum accompanies your magic, droning in a deep, resonant tone. A runic circle burns the ground around you. Your skin seems to shimmer and take on a crystalline quality. Lights flicker and dim in the area, and a chill wind rushes to meet you. Strange, discordant music accompanies your magic, playing from beyond.

CALL OF THE PATRON Patrons communicate with their servants in infinite ways. Patrons often use more mundane methods to communicate regularly – and in rare instances may manifest themselves as avatars of great power. No matter how obscure the method of communication, the hexbound always seems to understand what is being relayed. Roll on the table to determine how your character is called upon by this unfathomable power.

HEXBOUND COVENS

OTHERWORLDLY PATRONS

Warlocks are, by their nature, solitary figures. They depend on themselves and their patron for power. But in Dragongrin, there’s safety in numbers, and hexbound sometimes gather in secret circles known as covens. A coven may be devoted to a single patron, or may include hexbound serving myriad masters. Use the generator below to create a unique coven. HEXBOUND COVEN GENERATOR D103

COVEN NAME

LEADER

PASSPHRASE

1

Sisters of Night

Former clergy

By one, we gather

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Brotherhood of the Circle

Marrow officer

The void beckons

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Branded Fellowship

Simple farmer

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Shadow-Walkers

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Duskwhisper

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Runemarked

Missive Crow Wandering merchant Well-known vintner

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Movers in the Mist

Fallen hero

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Beyonders

Escaped drudge

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Forsworn

Rebel informant

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Planetouched

Powerful mage

Grasp only at power given Under the moons Ours is the way By will and by woe Looking beyond, I see myself Under the eye By blood and by bone For it is decreed

HEXBOUND COVEN QUESTS Though often a secret circle of warlocks, covens still take on worthy tasks, assigning their members necessary duties befitting a being of power. D10 COVEN QUESTS 1 2 3 4 5 6 7 8 9 10

Recover an artifact tied to your patron – it lies in enemy hands. One of your coven has betrayed the trust of their fellows. You must find them and make them pay. Your patron has gone silent for a time. You must journey to an altar devoted to them and make an offering. Your coven is fragmented – you must gather its members and assign new leadership. A local mage’s college has undermined your efforts. You must infiltrate the school and sabotage it from within. Your patron has appeared, taking physical form. You must protect them, escorting them to a safe location. Infiltrate the coven of another patron, earn their trust – then listen for instructions... Secret writings of your coven have been stolen – they must be recovered at all costs. Sojourn to a mystical temple of your patron unearthed in a neighboring dominion. Your coven requires that you serve as a teacher to new initiates, weeding out the weak.

In Dragongrin, hexbound choose to trade servitude for power from patrons of all kinds. This section contains two new otherworldly patrons fully compatible with the warlock class.

THE PRIMORDIAL You have made a pact with a Primordial, one of the titanic, legendary monstrosities of Dragongrin whose size and strength defy logic. You take on some of the monster’s characteristics, becoming a frightening, warped creature in your own right. The most common pact is made with the C’war, believed to be the last living Primordial. C’war is a titanic being of insatiable hunger from ages untold in Dragongrin that lurks within the Bleak in Dominion of Ash Uldane. While C’war lacks the intelligence to forge a formal pact with warlocks, it does have a powerful, primal consciousness that instinctively strives for survival. Those who seek to connect with it can often do so if the creature senses a devotee who would prove a worthy asset for survival. While it is less common, some claim to have formed a pact with the C’war by the ritualistic consumption of the blood and flesh of the creature itself. PACTS WITH OTHER PRIMORDIALS A Primordials consciousness never fully dies, and permeates the carcassess that are scattered across the realm of Dragongrin. Some of the more powerful consciousnesses are forever seeking a connection with other creatures in an act of pure instinct – a bid for survival. It is just as plausible to strike a pact with a potent Primordial consciousness seeking servants as it is to strike one with the mighty C’war. Consider also that there may be more living Primordials in other corners of Dragongrin, and work with your Game Master to decide the best narrative for your Primordial pact.

EXPANDED SPELL LIST Your pact with the Primordial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. SPELL LEVEL 1st 2nd 3rd 4th 5th

SPELLS longstrider, thunderwave enlarge/reduce, spike growth elemental weapon, protection from energy polymorph, stoneskin destructive wave, insect plague

SCALE AND CLAW At 1st level, your devotion to your monstrous patron twists your body and grants you hardened scales, razor teeth, and wicked claws. Your Armor Class increases by 1. Your unarmed strikes deal 1d6 slashing damage, instead of the bludgeoning damage normal for an unarmed strike. At 10th level, this damage increases to 2d6.

REND AND MAIM Also at 1st level, your monstrous magic can throw you into a bestial frenzy. Whenever you cast a warlock spell, you can use your bonus action to make an unarmed strike. If the attack hits, it deals additional damage equal to your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.

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REFLECTIVE CARAPACE

AURA OF POWER

Starting at 6th level, your hardened scales can absorb and redirect arcane energy. When you take damage from a magic missile spell, a line spell, or a spell that requires a ranged attack roll, you can use your reaction to halve that spell’s damage. You can then deal damage equal to the amount you negated back to the spell’s caster. Once you use this feature, you can’t use it again until you finish a short or long rest.

Beginning of 1st level, you have been chosen by the Sovereign. You have an aura of power that extends 10 feet around you. It gives the following benefits:

MONSTROUS SENSES At 10th level, you are granted the primal, superior senses of a Primordial, sensing movement even while blinded or in complete darkness. You gain blindsight with a range of 60 feet, and you have advantage on Perception checks that rely on sound or smell.

THUNDEROUS ROAR Starting at 16th level, your bestial cry routs your enemies, splits their skulls, and rends their bodies. As an action, you can emit a cacophonous, inhuman bellow, audible up to 600 feet away. Each creature within 30 feet of you must make a Constitution saving throw against your warlock spell save DC. On a failed save, a creature takes 8d8 thunder damage and is stunned until the end of their next turn. On a successful save, the creature takes half as much damage and isn’t stunned. Once you use this feature, you can’t use it again until you finish a long rest.

THE SOVEREIGN The Sovereign – the Dismembered Lord himself – will on some occasions take on select hexbound to serve him. It remains a mystery as to why the Sovereign chooses who he does, and why. And while the Dismembered Lord’s power is tangible and potent, the pacts he enters into are not benevolence. They are a transactional and methodical way to get whatever resources he needs from the hexbound sworn to him.

EXPANDED SPELL LIST Your pact with the Sovereign lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. SPELL LEVEL 1st 2nd 3rd 4th 5th

EXPANDED SPELL LIST Bane, Command Augury, Detect Thoughts Haste, Slow Arcane Eye, Compulsion Commune, Geas

152 CHARACTER CREATION: CLASSES

• The first time a creature enters the aura on its turn, or whenever it starts its turn there, you can choose to have it make a Constitution saving throw. On a failed save, it takes psychic damage equal to your Charisma modifier. • Creatures suffering from the effects of a hex spell that you cast also have disadvantage on saving throws against your warlock spells while within the aura. • You and each creature of your choice within the aura have advantage on death saving throws.

WILL OF THE SOVEREIGN Beginning at 6th level, your Aura of Power improves, extending to 15 feet instead. Additionally, you can use a bonus action on your turn to force each creature of your choice within the aura to make a Strength saving throw against your warlock spell save DC. On a failed save, a creature is pushed outside the aura and takes bleak damage equal to half your warlock level.

BORROW TIME Beginning at 10th level, your magic is infused with the timethieving power of the Dismembered Lord. When a creature is affected by your hex spell, they also suffer one additional effect of your choice for the duration: • They take a -2 penalty to their Armor Class. • Their movement is halved. • They cannot take reactions.

STEAL DAYS Beginning at 14th level, you’ve learned the terrible secret: the Sovereign is siphoning time from you, and to remain alive, you must take time from others. As an action on your turn, you can target a single humanoid creature within 30 feet to steal their days. The target must succeed on a Charisma saving throw against your warlock spell save DC or take 8d10 bleak damage, or half as much damage on a success. On a failed save, they are also paralyzed until the start of their next turn. If a creature is killed using this feature, it is instead wiped from existence, including all evidence and memories of it that might have existed. You must take a long rest before you can use this ability again.

WIZARD

Spellscrawls of Dragongrin “Worlds are built – and unmade – by wizards.” – Numitor Krieg, Seat of the Manoeuvrer upon the Council of Ash Wizards – often called spellscrawls in Dragongrin – are powerful arcane magic-users who have studied and codified the laws of arcane spells in writing. Drawing from the powers of the Bleak that festers across the landscape, they use careful study and practice to twist raw arcane power into specific spells within various schools. The spellscrawls of Dragongrin don’t always draw their power from the Bleak however – there are many dark sources of power in the realm – including the mysterious and fully undiscovered force known as Imminence.

MASTERS OF LIBRARIES AND REPOSITORIES Despite their complexity, the arcane arts can be learned through focus and repetition; chaotic magic harnessed on the page. Spellscrawls – learned wizards and magical scientists – seek both lore inscribed in the distant past, and magical spells yet to be discovered. By retrieving scrolls, translating and transcribing tomes, and interviewing (or interrogating) other wizards, spellscrawls study the work of those who came before, and evolve it into their own defined spellcasting styles. To preserve both the history and discovery of the art, spellscrawls gather into collegiums – wizard societies operating as active repositories of information gathered over time. Collegiums pride themselves on their libraries and the prized items and knowledge within them. RISE OF THE BLOODSCRAWL In some instances, budding sorcerers seeking further information on their newfound powers within inherited journals and forbidden texts inadvertently become wizards without ever fully realizing their natural abilities with magic. Those characters who discover their innate power might multi-class in sorcerer to represent this realization. Other magical classes such as rangers, druids, or monks might follow suit, becoming spellwardens, valescrawls, and spellscetics respectively.

HEXBOUND BY CULTURE 1. Ardor: Histories of the magic performed during the time of the Holithic Church are now concealed by Ardor spellscrawls who conceal the lore in secret drudge collegiums.

6. Holmir: Drawing their power from engraved runes, the denizens of old Varnholme view wizardry as the oldest lore, using their abilities to ward off evil and protect them in battle. 7. Mord: Mord spellscrals are few, but those dedicated to the art spend years researching what the culture accepts as the most vital of enigmatic subjects – Imminence. 8. Sarrik: The creators of the School of Thaumavore are the most natural spellscrawls in Dragongrin. Their literal consumption of magic makes passing on lore via oral tradition almost second nature to Sarrik wizards. 9. Silverwise: Silverwise wizards engrave their spells upon Silver Walls, and use their abilities in efforts to understand the Wailing Gray, and contact its denizens. 10. Talasar: All spellscrawls were banished from Talas during Lightfall and the ensuing uprooting, but hidden agents and wizards on the mainland work tirelessly in secret collegiums to find some way to preserve their homeland. 11. Zarfvin: Drawing power from objects and relics more than scrolls and other texts, Zarfvin spellscrawls are master enchanters, Archanics, and wielders of powerful physical foci. 12. No Culture: Spellscrawls without culture tend toward reclusivity, remaining discreet in their arcane dealings – and inching ever closer to the edge of sanity...

2. Crucian: The Dismembered Lord’s chosen spellscrawls keep tabs on unlawful lore, keeping their collegiums within highly-guarded libraries inside the estates of Crucian houses. 3. Drogus: Drogus spellscrawls often capitalize on their beliefs, charging buyers to utilize their skills in mundane, exotic, and dangerous ways. 4. Granok Thane: Wizards of the Granok Thane often feel sworn to their duties in the Red Sail Market or the warring Lifetree of Talas, dedicating much of their research and effort toward those fields. 5. Grimdul: Seeking to remain anchored to the natural world, Grimdul spellscrawls often dedicate their entire lives to discovering new ways arcane magic can manifest naturally.

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D10 SPELLSCRAWL BEGINNINGS

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In a world so grim as this, you search for greater meaning. You have an unquenchable thirst for knowledge, and seek to understand the Bleak and its workings. In your studies, you began to understand the nature of magic, and knew how to use its rules and principals to serve you. You were contacted by a mysterious collegium, whose scrolls foretell a day when you will someday lead it. They believe you have the ability to create a groundbreaking spell, previously unheard of, but you have yet to see how. You were lucky enough to hold one of the most valuable things in all of Dragongrin – a magic item. Your soul came alive. The mystery. The fear. You needed to better understand how this device worked, and so began your ceaseless studies. You feel you’ve always had a connection to the arcane, but only the scrolls of an abandoned library could help you hone this ability. You fear someone else knows where this cache of knowledge resides. Your family have been wizards for as long as the realm has existed. Your heritage is associated with wielding magic of great caliber, and you were raised to continue the family name. Since you were young, you studied magic, and know it well. The infamous death in your family was not rooted in natural causes like everyone else believes. You knew from the start it was a spellscrawl who committed the deed from afar, and you’ve stopped at nothing to learn their trade. Someday, you’ll face them. You have never understood why it is destined that each creature should have to die. What if you didn’t have to? What if you could harness the power of the Bleak to elongate your life – and the lives of those you love most. Magic is interesting, yes. However, since childhood, you’ve been interested in how various natural ingredients can manifest magic all their own. Call it magic, or call it science. You call it alchemy, and it’s your calling. You are exceptionally intelligent – almost immeasurably so. This also begets a powerful sense of curiosity and the need to be entertained constantly – if you grow bored, you are insufferable. So you turned to magic, and you continue your studies to this day. Your ancestor penned many great spells, many of which are now scattered across Dragongrin or dissolved in the wicked destruction of time. You feel called to follow in those footsteps, and to rediscover their lost works.

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MASTERY MANIFEST A spellscrawl’s arcane power manifests in many ways. When you cast spells or otherwise tap into it, distinctive changes occur to you and the environment. Roll below or work with the GM to choose. D20 MASTERY MANIFEST 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 D103 1 2 3 4 5 6 7 8 9 10

Illusory sparks burst from your hands. Your spells seem to form and emanate from your chest. You speak in tongues unheard of. The smell of sulfur hangs in the air. Your fingers and hands appear translucent. An aura reminiscent of the Bleak forms around you. The surrounding environment is filtered in a faint, pink mist. The air crackles with static electricity. The temperature changes in the area, going up or down by 10 degrees. Something hidden on your person is temporarily revealed. Your pupils turn shock white. Any natural wind stops entirely. The symbol of your collegium appears on your forehead. Illusory elements (fire, lightning, etc.) flash between your hands. You compulsively close your eyes, but still see normally. You can see the text of the respective spell, floating before your eyes. You levitate one inch off the ground, dropping once you move anywhere. Those around you taste their last meal. You know the rough direction of your collegium’s chancellor. You become substantially more scarred. SPELLSCRAWL HALLMARK Magical tattoos Silver medallion Weapon Signet ring Skeleton key Crystal ball Pristing gloves Arcane belief Disturbing knowledge Silken robes

of your collegium of an ancestral line of a specific spell of a former chancellor of your collegium’s library of the Bleak from across the realm of the Oedran Empire of a rival collegium of your magical specialization

SPELLSCRAWL COLLEGIUMS Collegiums are groups of spellscrawls who trust each other and share information, scrolls, tomes and resources. Use the generator below to create a unique collegium. Most collegiums have myriad studies, and teach all manner of magic, but often have one specialization for which they are lauded and seen as an academic leader. They also typically have access to a library which has varied information, and one prized source of information or power that it is known for. SPELLSCRAWL COLLEGIUM GENERATOR D103

SPECIALIZATION

CHANCELLOR

LIBRARY’S PRIZE

1

Alchemy

Sarrik fasting from magic

Unique Oedran texts

2

Conjuration

Greedy Archanist

3

Illusion

Masked mage

4

Evocation

Argumentative council

5

Transmutation

6

Necromancy

7

Enchantment

Wise professor

8

Bleak, Titans or Primordials

9

Divination

10

Abjuration

Tomeheart with vast knowledge Disembodied mind, inside a relic None – all members vote on matters

Caring medic of Lightfall Authoritarian despot

Prime Archan for study Maps and diagrams of the Feymists Largest collection of relics from other worlds Profane scrawlings from the Desolation Most complete library of written magic Most complete information on the Dismembered Lord Caged creatures from the Bleak Preserved Primordial carcass Ancient tablets with texts on Imminence

SPELLSCRAWL COLLEGIUM QUESTS Collegiums are charged with finding, recruiting, and training members in various magical arts, turning newcomers into students of research and invention. Periodically, the members are also charged with embarking on specific missions on behalf of the collegium. D10 COLLEGIUM QUESTS 1 2 3 4 5 6 7 8 9 10

Expand the collegium’s library into a yet-unreached location. Discover who or what is infiltrating the collegium Recover a relic, scroll, tome, or other object for the library. Defend the library from attackers, and find out where they came from. Capture a reclusive mage and find out what they know. Infiltrate a rival library and steal something – or someone – valuable to the collegium. Investigate a magical phenomenon that’s been plaguing the countryside. Stop a member of the collegium from betraying sacred knowledge. The collegium requires new members, and they feel you know best. Visit the regional Lord of Ash to learn what it is they desire for your library.

ARCANE TRADITIONS

The common studies of the most prolific schools of magic can be found in the various collegiums of Dragongrin, however there are some schools that are specific to the realm and the magical forces that govern it. This section contains two new arcane traditions fully compatible with the wizard class.

SCHOOL OF THE ROILING BLEAK The Bleak is an enigmatic, potent and deadly force. You focus your study on understanding it, bending the primal arcane maelstrom to your will. Devotion to this school takes the utmost discipline, for the Bleak is an ever-shifting, enigmatic power, and at any moment the nature of the Bleak may shift, overtaking the spellscrawl wielding it.

EYE OF THE STORM Beginning at 2nd level when you choose this archetype, you can summon the power of the Bleak. As a bonus action on your turn, you can start a localized Bleakstorm in your space called a Bleakroil, which lasts for 1 minute. While the Bleakroil is active, you gain the following benefits: • Ranged attacks have disadvantage against you. • When you hit a creature with a weapon or spell attack, you deal additional bleak damage equal to your Intelligence modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.

BLEAK SCHOLAR Additionally at 2nd level, your studies of the Bleak have given you great insight into its mysteries. You roll Intelligence (Arcana) checks with advantage when studying or recalling information about the Bleak or interacting with Bleakstorms. BLEAKROILS AND BLEAKSTORMS While Bleakroils are incredibly potent and powerful, they are not as mighty and deadly as naturally occurring Bleakstorms, and as such do not share the same composition or effects. In some cases, Glimmerwinds have been known to occur after a Bleakroil (see Glimmerwinds in the Bleak section on page 390), but unless otherwise stated by the Game Master, Bleakroils only grant the effects listed in this section.

CHANNEL THE BLEAK Beginning at 6th level, you have learned how to channel the Bleak into your spells. When you cast a spell that deals fire, cold, thunder, lighting, acid or poison damage, you deal an additional 1d6 bleak damage in addition to the normal spell effects. Additionally, you have resistance to bleak damage while in your Bleakroil.

INVESTITURE OF THE BLEAK Beginning at 10th level, your tireless studies of the Bleak give you unique theories of how to harness its untapped potential, and your Bleakroil becomes more powerful than ever. Your Bleakroil improves, extending to 15 feet around you instead. Whenever a creature moves into your Bleakroil for the first time on its turn or starts its turn within it, you can choose to have them take bleak damage equal to your wizard level. Additionally, you have advantage on Strength, Dexterity, and Constitution saving throws against spells while in your Bleakroil.

155 CHARACTER CREATION: CLASSES

CATACLYSM Beginning at 14th level, you are able to bring the Bleak around you to a crescendo, roiling with devastating force, yet elegant control. Your Bleakroil now extends out to 60 feet around you instead of 15 feet. Additionally, you may choose a number of creatures up to your Intelligence modifier (a minimum of 1) within the Bleakroil. Those creatures do not suffer any negative effects or damage from being inside your Bleakroil. Additionally, whenever you cast a wizard spell that targets one creature within your Bleakroil, you can use your bonus action to strike a different creature that you can see within the Bleakroil with a bolt of destructive Bleak energy. That creature must succeed on a Dexterity saving throw against your wizard spell save DC or take 2d8 bleak damage.

SCHOOL OF THE THAUMAVORE The School of the Thaumavore explores the inherent energy of the arcane, and how to use it as metaphysical sustenance to bolster one’s own spellcasting. As you focus your studies in this tradition, you learn to devour spells as someone else might devour food or water. As you progress, you learn to devour more powerful spells, transforming its arcane energies into magical power that you can reuse as you wish. SARRIK THAUMAVORES The Sarrik of Dragongrin have a natural ability to devour spells, and as such make incredible thaumavores, however, a creature does not need to be a Sarrik to learn and practice this discipline. Sarrik who have taken the Eater of Magic cultural trait who devour, counter, or dispel spells can count that spell toward both their Imminence Sustenance and Arcanavore features.

ARCANAVORE Beginning when you choose this archetype at 2nd level, you learn to devour magic. You create an artifact called an Arcanavore, which acts as your arcane focus. Your Arcanavore also stores Arcanavore points, which are contained within this magic item. When you are the only target of a spell that was cast by another creature, you can use your reaction to devour some of the spell’s energy. At 2nd level, you can only devour spells of 1st level or lower, but this changes as you gain wizard levels, as shown in the Spell Devouring table below. When you devour a spell, if you take damage from it, you reduce the damage you would take from that spell by your wizard level, and gain Arcanavore points equal to the spell level of the devoured spell. You can only store a total number of Arcanavore points equal to your wizard level this way. Arcanavore points do not reset on a long rest, and remain in the Arcanavore indefinitely until they are spent. Once you devour a spell, you can’t do it again until you finish a long rest. At 6th level, you can devour spells twice per long rest, and at 11th level, three times per long rest. Additionally, whenever you cast counterspell or detect magic, you can choose to devour the spell as well, which counts as a usage of this feature. SPELL DEVOURING WIZARD LEVEL

MAXIMUM LEVEL ABSORBED

2nd 5th 8th 11th 14th 17th 20th

1st 2nd 3rd 4th 5th 6th 7th

156 CHARACTER CREATION: CLASSES

Recovering Spell Slots: You can spend Arcanavore points to recover a spell slot as a bonus action on your turn. Recovering a spell slot costs a number of Arcanavore points equal to twice that slot’s level.

SOULTHIRST Also beginning at 2nd level, you can sense magic innately, as your soul thirsts for it. You learn the detect magic spell, and always have it prepared. It doesn’t count against the number of wizard spells you can prepare each day.

DRAIN POWER Beginning at 6th level, you are able to use your mastery of magic to temper the magic contained within other spellcasters, weakening it so it is easier and safer for you to devour. When you target a creature that is able to cast spells with a spell that targets only one creature, you can also have the target make a Constitution saving throw against your wizard spell save DC. On a failed save, they suffer the Drained condition (see below), until they spend an action to recover their magical energies. Once you use this feature, you must finish a short or long rest before you can use it again. DRAINED A target that suffers the drained condition has disadvantage on spell attack rolls, and creatures have advantage against saving throws caused by the target’s spells.

MAW OF MAGIC Beginning at 10th level, you have learned to absorb the magic from magic items. You learn the identify spell, and always have it prepared. It doesn’t count against the number of wizard spells you can prepare each day. Additionally, during a short or long rest, instead of attuning to a magic item, you can choose to instead absorb the magic within. The magic item loses all of its magical properties, becoming a mundane item, and you gain a number of Arcanavore Points according to the rarity of the magic item (see the following table). ITEM RARITY Uncommon Rare Very Rare Legendary Artifact

ARCANAVORE LEVELS STORED 2 points 5 points 8 points 10 points 15 points

OVERCASTING Beginning at 14th level, you overflow with the magic within you. You are able to expel this power to allow your spells to become incredibly potent. You can spend 6 Arcanavore points to Overcast, causing one of the following effects: • As a reaction to failing a Constitution saving throw to keep concentration on a spell, you Overcast to succeed on the saving throw instead. • While casting a spell that requires a creature to make a saving throw, you can Overcast to force a number of targets of the spell up to your Intelligence modifier (a minimum of 1) to roll the spell’s saving throw with disadvantage. • While casting a spell that deals damage to one or more creatures, you can Overcast to add your Intelligence modifier to the spell’s damage to each of its targets. • You can Overcast to cast a spell as a bonus action instead of as an action. You can still only cast one spell other than a cantrip per turn. You can use only Overcast once per turn.

DRAGONGRIN FEATS A feat represents having expertise, knowledge or capabilities outside of what is common in Dragongrin – even beyond heritage, culture, or class. At certain levels, your class allows you to increase an ability score. If you use the optional feats rule, you can take a feat instead. You can take each feat only once, unless the feats description says otherwise.

OPTIONAL RULE: VARIANT CULTURE During character creation, each culture grants a cultural focus. If the GM allows it, in lieu of a cultural focus, the player character can instead choose a feat from A Dead Man’s Guide to Dragongrin, or a standard 5e feat. FEATS THAT MATCH THE GAME Many of these feats are meant to show mastery of a specific facet of the realm of Dragongrin. Be sure that any feat chosen aligns with elements that are going to be present in a session or campaign. The best way to assure this is to have a Session 0, which is explained in detail in the Darkness of Dragongrin section on page 367.

BLEAK CHASER You have an understanding of the arcane maelstrom known as the Bleak. Whether through study, instinct, or some other means, you can predict its erratic ways, and can see patterns in its chaos that not many can. You gain the following benefits. • Increase your Intelligence score by 1, to a maximum of 20. • You have advantage on Intelligence (Arcana) and Intelligence (History) checks when it relates to the Bleak, including gathering information on any growing threats related to it. • When determining the distance of a Bleakstorm using the Drop Dice Generator in the Bleak section of the book, if the result is engulfing you, you may instead treat the Bleakstorm as though it is instead in your periphery. • If a Bleakstorm you are in or near has a zenith, you know where it is located. • Once per short or long rest, if you are subject to the results of the bleak effects table, you learn the result, and then may reroll on the table and choose either result. • Once per short or long rest, you gain advantage on a single roll used to exit a Bleakstorm mechanically. Work with the GM to use this ability.

CHIEF ARCHANIST You are an expert in repairing, building, and modifying Titan tech. You gain the following benefits. • You gain proficiency in Archanic tools, tinker’s tools or a set of artisan’s tools • You gain an Archan bauble with the intact condition (see the Archans section on page 400 and work with your GM to determine its nature and details). • You have advantage on ability checks made to operate, repair, build, or deconstruct Titan technology.

• Once per short or long rest, when you roll on any of the roll tables in the Archans of the Titans section, you may increase or decrease your roll on any of the roll tables by 1. • Zarfvin who take this feat gain its benefits in addition to their cultural trait Master Crafters and gain an additional +2 on ability checks made to operate, repair, build, or deconstruct Titan technology.

GRIN DELVER You are a seeker and explorer of the ancient graves of the dragons, known as grins. You gain the following benefits. • Increase your Wisdom score by 1, up to a maximum of 20. • You have advantage on Intelligence (Arcana) and Intelligence (History) checks when it relates to lore related to a grin, including gathering information on finding them when hidden. • During a long rest, you can research and gather information about any nearby grins. If there is a grin within 50 miles of you, you learn of three landmarks near it, whether it is north, south, east, or west of you, and how many days of travel it is away from you. If there are none within range, you learn the general direction of the nearest one. • Once per short or long rest, you can choose to gain advantage on a single saving throw of your choice against a threat present within a grin or related to a grin. • When you enter a grin, after spending 10 minutes inside of it, you may choose to learn one of the following pieces of information of your choosing: the name of the dragon whose corpse is there, the dragon’s nature, the dragon’s type, or the dragonbound present (if any). Work with the GM on the specifics or details. • You gain a small artifact or item related to a grin, the equivalent of a trinket or momento gained during character creation. This object is related to a grin that you seek. Work with the GM to decide what the object is, how you are connected to it, and why it matters.

NOTORIOUS You have a reputation that follows you wherever you go, and you know how to use it to your advantage. You gain the following benefits. • Increase your Charisma score by 1, to a maximum of 20. • When you take this feat your Effective Infamy increases by 1. • You have advantage on Charisma (Deception) and Charisma (Persuasion) checks when it relates to your reputation, persona, or Infamy • Once per short or long rest if a roll is made on the Infamy encounters table related to you, you may reroll the result and choose either result. The Game Master (GM) still chooses the light, neutral, or dark column. • Once per long rest when the GM rolls on the Infamy encounters table related to you, once they choose the light, neutral or dark column, they let you know. You may choose to roll on another column, but must keep the result. 157 CHARACTER CREATION: FEATS

VALEN ADEPT

WAYFINDER

You are an expert in finding, harvesting Primordial corpses, and crafting Valens. You gain the following benefits.

You are an adept traveler who knows how to traverse Dragongrin more safely and expertly than others. You gain the following benefits.

• You gain proficiency in Valen tools, tinker’s tools or a set of artisan’s tools • You gain a Valen made from 1 unit of hide, blood, bone or organ (see the Valens section on page 411; work with your GM to decide what it is) • You have advantage on ability checks made to harvest, craft, modify, or deconstruct Valens. • Once per short or long rest, when you roll on any of the roll tables in the Valens: Remains of the Primordials section you may increase or decrease your roll on any of the roll tables by 1. • Grimdul who take this feat gain its benefits in addition to their cultural trait Master Harvesters and gain an additional +2 on ability checks made to harvest, craft, modify, or deconstruct Valens.

158 CHARACTER CREATION: FEATS

• Increase either your Constitution or Wisdom score by 1, to a maximum of 20. • You have advantage on Wisdom (Survival) and Wisdom (Perception) checks when it relates to travel. • One per short or long rest, when a roll is made on the Treacherous Travel Glance generator that affects travel that you’re a part of, you may learn the result, roll again and choose either result. • One per short or long rest, when the three rolls are made on the Treacherous Travel Scene generator that affects travel that you’re a part of, you may learn the results, then roll again on a single one of the columns (either tone, event, or related to) and choose either result. SPECIFIC TO DRAGONGRIN Many of the feats in this section are designed specifically for use with the subsystems in A Dead Man’s Guide to Dragongrin such as Treacherous Travel, Infamy, Archans and Valens, and the Bleak. These feats are not mechanically balanced against standard 5e feats outside of their use with the subsystems, and would be largely unbalanced if used in realms outside of Dragongrin that didn’t feature them.

DRAGONGRIN SPELLS Innumerable spells have been created and forgotten over centuries in the rise and fall of empires and cultures in the realm. Some may yet still lie undiscovered in the deepest recesses of the Bleak, while still others may be scrawled on a scroll that lies deep within a dragon’s grin. There is much magic that permeates this ancient, shifting realm – this is merely a small sampling.

SPELLS AND CLASSES

in life, or something they feared as a child. For the duration you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends the creature is upset with you, but they can’t quite place why. Work with the GM on the severity and duration of this effect.

BLEAKSURGE

These spells follow almost all of the standard spellcasting rules from 5e, including cantrips, rituals, casting spells in armor, spell level, known and prepared spells, spell spots, and casting spells at a higher level.

1st-level evocation

The single, major exception is that these spells are not class specific. This is so various classes can have access to this sampling of spells from Dragongrin without limitation. Before choosing one of these spells during character creation, work with your Game Master to be sure they will allow it for your character, and in their session or campaign.

Components: V, S, M (something exposed to glimmerwinds)

NARRATIVE SPELL SELECTION Some of these spells may feel like they would better match specific classes based on their tone and theme, so being chosen by certain other classes could potentially cause some narrative dissonance. However this small bit of conflict is an amazing opportunity to build an interesting story. Explaining why an intellectual and learned wizard knows a spell that feels more in line with a nature-minded, untamed druid could make for an interesting character facet that brings depth and uniqueness.

TRITHAGON’S APPARATUS Evocation cantrip Casting Time: 1 action Range: 60 ft Components: V, S Duration: Instantaneous The caster draws two spectral Titanspeak runes into the air, and they sear and crackle with energy. Make two ranged spell attacks on up to two different targets. On a hit each attack deals 1d4 radiant damage. This spell’s damage increases by 1d4 for each fire string when you reach 5th Level (2d4), 11th level (3d4), and 17th level (4d4).

Casting Time: 1 action Range: 30 ft Duration: Concentration, 1 minute A streak of crimson and violet rushes toward a creature within range, a continual pillar of raw Bleak energy between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 Bleak damage, and on each of your turns for the duration, you can use your action to deal 1d12 Bleak damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

MODIFY ARCHANS 1st-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (1 gp of Archanic dust) Duration: Instantaneous When you cast this spell, you automatically succeed on the next check made to repair, combine, or dismantle an Archan. You can also use it to gain advantage on a more difficult Archan-related check at the GM’s discretion.

FABRICATE VALEN 3rd-level transmutation

VOICES OF THE DEAD

Casting Time: 10 minutes

Evocation cantrip

Range: 30 ft

Casting Time: 1 action

Components: V, S

Range: Self

Duration: Instantaneous

Components: S, M (anything gray in color)

You convert raw Valens materials into products of the same material. You must have the appropriate amount and type of material as indicated on the Crafting with Valens table in that section on page 412.

Duration: Concentration, 1 minute You reach into the Wailing Gray and borrow a voice from someone – or something – within it. This makes you especially compelling – perhaps it reminds them of someone they knew

Creatures or magic items can’t be created or transmuted by this spell. You might be able to achieve something beyond the 159 CHARACTER CREATION: SPELLS

scope of the table, but the GM is the final arbitrator of what can be made with this spell and the raw materials needed.

VALE’S EMBRACE 2nd level conjuration Casting Time: 1 action Range: Touch Components: V, S, M (dried root, chunk of stone) Duration: Instantaneous You touch one willing creature and imbue it with the power to spew magical spear-like thorns from its mouth, provided it has one. Creatures without a mouth can cast the spell and the thorns can burst from an appendage. Until the spell ends, the creature can use an action to exhale thorns in at a range of 30ft. The target must make a Dexterity saving throw. On a failed save, a creature takes 2d8 piercing damage and is restrained. On a successful save, the creature takes half as much damage and isn’t restrained. A creature restrained by the thorns can use its action to make a Strength check against your spell save DC. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

BLEAK TEMPEST 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (three objects that have been in a Bleakstorm) Duration: Concentration, up to 1 minute A roiling 5-foot diameter cloud of Bleak appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the cloud must make a Dexterity saving throw. The creature takes 2d6 Bleak damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the cloud up to 30 feet. If the cloud touches a creature, that creature must make the saving throw against the cloud’s damage, and the cloud stops moving this turn. When you move the cloud, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.

VOICE OF THE TITANS 3rd-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (A timekeeping object or an Archan) Duration: 10 minutes You gain the ability to verbally communicate with fragments of the actual voice of a mighty Titan from the Age of Annihilation. You can speak to Archanites such as tomehearts and villinavi – as well as any other constructs in this language for the duration. You can also speak with inanimate objects – such as Archans 160 CHARACTER CREATION: SPELLS

and other machines – telepathically. By using the voice of a Titan, you are able to tap into the essence of these constructs and objects far beyond mere words. At minimum, these machines can give you information about their functions, the intent they were created for, how to operate them, and who made them. Beyond that they may share secrets, locations and other useful information. Work with your GM to figure out what you learn. Constructs and semi or fully sentient machines capable of selfaction can be communicated with and asked to perform tasks with advantage on Charisma (persuasion) checks to do so as long as doing so does not violate their direct orders and programming. Additionally you have advantage on any Intelligence or Charisma checks related to gathering information from or interacting with Archanites, constructs, Archans and other machines.

DORVAN’S UNOPENED DOOR 4th-level divination Casting Time: 1 action Range: Touch Components: V, S, M (A door jam carved from a Sarrik’s bone, consumed) Duration: 8 hours This spell is named after the fabled Silverwise brothers Winston and Levi Dorvan said to be lost within the Wailing Gray over twenty years ago – many say they are still alive, choosing to stay within it to study and cull its horrors. Touch a Gray Door that is on the material plane. The frame of the doorway ignites with blue flames. As long as you are touching the door nothing can pass through from the Wailing Gray to the material plane through that door. You can see through the doorway to the other side, but the door is opaque to any outside of it.

UNLEASH THE GRAY 5th-level conjuration Casting Time: 1 action Range: Self (60 foot line) Components: V, S, M (A dagger brought back from the Wailing Gray) Duration: Instantaneous The caster cuts a fissure in reality just above their head. With the sound of splintering bone and tearing sinew, a hole is flayed into reality, revealing the horrifying realm of the Wailing Gray. A line acrid energy 60 feet long and 5 feet wide rips into reality from you in a direction you choose. Anything that the line touches is drained of color for 1d4 hours. Each creature in the line must make a Will saving throw. A creature takes 6d10 psychic damage and must make a roll on the minor resurrection effects table (in the Brutal Champions section on page 376) on a failed save, or half as much damage on a successful one. Those that succeed on a saving throw do not receive the minor resurrection effect. At the end of each turn, a character affected by a short term madness effect can use its action to repeat the saving throw and get rid of the effect. Creatures killed by this spell immediately become Graysouls and enter the Wailing Gray from the break in reality. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 and increases the width of the line by 5 feet for every two slot levels above 7th. 7d10 and 10ft wide at 7th level, 8d10 and 15 ft wide at 9th level.

OPTIONAL NARRATIVE CONDITIONS If you are using the optional rules for narrative conditions (page 385) consider giving this spell one of the following narrative conditions instead of minor resurrection affects: afflicted, burdened, crux, cursed, unhinged, enthralled, or hunted. As always, narrative conditions should make sense in the story, so work with the GM. For example a person who gains the hunted narrative condition may be hunted by one of the nameless horrors of the Wailing Gray, while an afflicted character may become sick as a result of such a harrowing brush with the afterlife.

You take control of a Bleakstorm or any other Bleak-related weather anomalies within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When you cast the spell, you end the effects of a Bleakstorm temporarily as long as you maintain concentration. Use of this spell has been known to make the Bleakstorms more fierce and volatile once this magical control of them ends

ENTWINED DESTINIES

RIP AND TEAR

8th-Level conjuration

6th level, transmutation

Casting Time: 1 action

Casting Time: 1 action

Range: 30 ft

Range: Touch

Components: V, S, M (A timekeeping object)

Components: V, S, M (A creature’s first lost tooth)

Duration: Concentration, 1 minute

Duration: Instantaneous

You twist your timeline together with up to 7 other willing allies, forging one collective future instead of independent ones. Until the spell ends, each affected creature at the start of their turn chooses up to any three of movement, action, and bonus action. They may have another affected creature use their reaction to take the chosen options in their place, still on the first creature’s own turn as if they had acted. Any options not given away are still taken as normal by the creature whose turn it is. This may cause creatures to act more than once per round.

Your magic rips asunder those who fall victim to your touch, its energies maiming their physical form. The target must make a Constitution saving throw. It immediately rolls on the Maiming table (page 376) on a failed save, or takes 4d6 Bleak damage on a successful one.

WIELDER OF THE BLEAK 7th-level transmutation Casting Time: 10 minutes

FRACTURE TIMELINE

Range: Self (5-mile radius)

9th level conjuration

Components: V, S, M (the collarbone of a drowned man)

Casting Time: 1 action

Duration: Concentration, up to 1 hour

Range: Touch Components: V, S Duration: Instantaneous This is one of the mightiest spells a mortal can cast. By casting this spell, you can shift time and can traverse through it safely. You and up to eight willing creatures who clasp arms, standing shoulder to shoulder are transported to a different timeline in Dragongrin. You must choose the timeline by stating what things you would like to be different. You can choose up to three things. This spell does not allow a creature to travel through time, but to another timeline occurring simultaneously. For this reason, it does not create paradoxes or time loops, but potentially entirely new timelines. State your ideal timeline to the GM as precisely as possible by telling them the things you would like to change (a maximum of three). The GM has great latitude in ruling what occurs in such an instance; the more things you choose to change in the timeline and the greater their scope, the greater the likelihood that something goes wrong. When you enter the new timeline, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the changes. For example, if you wished that the Sovereign doesn’t exist, Ghul Varris could have successfully wielded the force of Imminence without becoming dismembered, and the realm could be a far worse place than it is now.

161 CHARACTER CREATION: SPELLS

CHARACTER DEPTH Beyond your background, class, heritage, and culture lies the unique and distinct idiosyncrasies that make you who you are as a person. Your distinct personality and ties to the realm are represented by traits (a distinguishing quality about you), flaws (an imperfection you possess), burdens (the woes of life in Dragongrin plaguing you), and hopes (the precious things that keep you fighting). Choose or roll one or more of each of these to give your character unique depth.

TRAITS

1. Even in a world as Bleak as this, I care about my appearance and put effort into keeping up my physical image and reputation. 2. I control my emotions and remain calm, even in the most severe circumstances. 3. I’ve somehow kept an outlook of hope and optimism in a world of evil. My positivity is the last thing I have left. 4. Everything happens for a reason – I must believe this to be true. 5. Peace is the only way to bring Dragongrin back to the light. I use this creed to find common ground with anyone. 6. Persistence overcomes resistance – once I decide to do something, I’ll succeed or die trying. 7. Understanding your foes is the only way to truly blend in. I am well versed in the tenets and proverbs of the Dismembered Lord. 8. I communicate best in idioms and analogies – some well known, others not. 9. I cope with things through humor and typically find peace in making jokes to dampen dark moods. 10. I crave attention, both positive and negative. 11. I daydream often, and find it’s when I have my best ideas and deepest thoughts. 12. Money and material goods don’t make a person great. From the Lords of Ash to the mud-caked drudges working their fields, all are equal in my eyes. 13. I don’t know which of the deities in Dragongrin are real, if any, but I still keep good luck charms and sentimental mementos on me, just in case. 14. I don’t like to be told what I can and can’t do and am defiant (and often aggressive) when it happens. 15. I don’t play favorites, choosing instead to hear all perspectives before making an objective judgment. 16. I don’t trust casual kindness – everyone wants something, and they’re usually just banking favors. 17. I feel safest with my back to a wall. Showing someone your back is a quick way to find a knife in it. 18. I fidget with objects absentmindedly, even if they don’t belong to me. 19. I go out of my way to make others feel valued and important, though the feeling isn’t often reciprocated. 20. I have a need to find answers, and I get a rush from solving mysteries. 21. I have a juvenile sense of humor, and sometimes crack jokes at inappropriate times. 22. I question everything and find it difficult to keep those questions to myself.

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23. I subscribe to a radical philosophy regarding the cosmology of Dragongrin, and I love expressing it to people. 24. I have a short attention span and don’t feel the need to finish what I start. 25. I have a taste for the finer things and tend to judge those who don’t. 26. I have an explosive temper, though I’ve worked to control it. 27. I have no problem letting others work hard while I take it easy. 28. I haven’t made it this long in Dragongrin by trusting everyone, but I have chosen one or two people with my life. 29. I cut deeply with words, and tend to use sarcasm and nasty comments to defend myself. 30. There are many people seeking me for my intelligence, so I’m guarded with my knowledge. 31. I know what people want to hear, and am not ashamed to use that to my advantage to get what I need. 32. I learn from every mistake I make – which means I’ve learned a lot. 33. I collect trophies of flesh, such as ears and noses from those I slay. Many think there’s something wrong with me. Maybe they’re right. 34. I love a good rumor mill, and nothing feels better than feeding it.

35. I appreciate a rapier wit and trade barbs with others readily without holding grudges. Sometimes, I even feel closer to them after a good back-and-forth. 36. I love taking things apart and putting them back together. 37. I take risks others wouldn’t in hopes of a big payoff. Some might say I’m addicted to gambling. 38. I love to talk about myself and will do so at length if given the chance. 39. I love to travel. Where I lay my head is home. 40. I never judge a book by its cover. In Dragongrin, people’s actions reveal their identity, not their appearance. 41. I pontificate and use unnecessary references in an effort to sound smarter than I am. 42. I practically raised myself, so I have a narrow perspective on new experiences, people, and things. 43. I prefer the company of a good horse or a loyal dog over a person. 44. I front as a hard worker, but I don’t really like to get my hands dirty. 45. I put a lot of pride in reputation, and won’t do anything to damage it – at least not publicly. 46. Everyone is entitled to their own beliefs, and I judge not the faith (or lack thereof) of others. 47. I adore language and don’t shy away from using complicated words or turns-of-phrase. 48. I tend to agree with whomever I’m with – I don’t like causing unnecessary conflict. 49. I become infatuated with others quickly – and just as quickly I move on to another object of affection. 50. I tend to have big ideas, but struggle to put them into action. 51. I went above and beyond serving in my homeland’s militia, and my skills of service follow me everywhere. 52. I’ll always help someone in need, no matter the cost to my friends or myself. 53. I’ll do what it takes to live a comfortable life, even in times like these. 54. I’ll haggle and bargain for hours to save a copper. 55. I’m a compulsive liar, though I carry immense guilt over the harm my deceptions have caused. 56. I’m a great teacher, no matter the student. I can easily pinpoint a pupil’s weakness. 57. I’m a hard worker, and I can’t stand people who aren’t. 58. I’m a hoarder, attaching memories and emotions to items. 59. I’m a moody type, ebbing and flowing with the moment. 60. I’m a perfectionist to the core – it’s a boon and a curse. 61. I’m always on the lookout for anything valuable – obvious or hidden – that could be my next meal ticket. 62. I’m charming and I know it. Folks don’t stay mad at me, and I can usually calm anyone down. 63. I’m empathetic beyond what I should be in this harsh realm, but I can’t help myself. 64. I’m exceptionally well-mannered and often fit in socially. 65. I’m fearless, and it often gets me into trouble. 66. I’m always kind and generous to a fault. 67. I make fast friends, avoiding conflict with others if I can help it.

68. I have few good stories, but I try to act mysterious. 69. I’m one of the most confident people you’ll meet – and it’s contagious. 70. I’m outspoken, usually saying what others are thinking, but most interpret it as crassness. 71. I’m overly defensive of anyone I call an ally. 72. I’m overprotective of my things. 73. I’m painfully awkward in any sort of social setting, especially those involving the authorities. 74. I’m rather attractive and tend to carry myself in a way that makes others think I’m important. 75. I’m stronger than most, and love showing it off, but the number of equally powerful people looking for a challenge makes it hardly worth it. 76. I’m told that I don’t have good manners, but I don’t care – I’ve managed to live this long being myself. 77. I’m unforgiving, and I have a long memory. 78. I’m wise beyond my years but tend to share my wisdom too often. 79. I’ve accepted my fate and won’t be rattled. 80. I’m known to quote famous fallen heroes from Lightfall, though some argue the accuracy of the words. 81. I’ve been looking for someone to love in this mess of a world for as long as I can remember. 82. I’ve been told I make snap judgments about others – but if you ask me, I tend to be right. 83. Keeping my mouth shut has kept me alive in Dragongrin, so I don’t talk much. 84. I’ve given up on basic hygiene – who cares what I look (or smell) like? 85. I’ve learned you can’t run away in Dragongrin – you need to meet problems head-on and let life run its course. 86. I’ve lived in my small community, virtually untouched by the evils of the realm. Some say I’m naïve to its true nature and severity. 87. I’ve lost so many loved ones in this vile realm that I try to keep others at arm’s length so I don’t get hurt again. 88. I’ve never lacked for material possessions, but don’t consider myself better than anyone. 89. I’ve read more books than most, and tend to rely on what I’ve read. 90. I’ve seen a lot in Dragongrin, and I’ve got a story for almost every occasion. 91. I’ve seen some terrible things in Dragongrin, and recount them as cautionary tales as often as I can. 92. I’ve survived by thinking quickly when things go south. I can formulate a plan with little to no preparation, and improvise off the cuff. 93. If I have an opportunity, I swipe objects that seem valuable to me. 94. If you cross me, I will do all I can to get revenge five times over. 95. Less talking. More action. 96. Manners maketh the person – respect is a thing I pay before I expect it in return. 97. No risk, no reward. 98. The gods of Dragongrin do exist, no matter what nonbelievers say. They speak to us in the quiet moments, manifest inside the little things – if only we could all just listen. 99. Violent memories of a conflict torment my mind – I find little peace. 100. I know that I reap what I sow, and consider that in everything I do. 163 CHARACTER CREATION: DEPTH

FLAWS

1. Dragongrin hardened me, making me numb to sob stories and cries for help. Some see me as heartless. 2. I refuse to help those unable to help themselves. 3. I don’t readily show gratitude, and always try to take credit. 4. I fixate on the future, often to the detriment of the present. 5. I boast about my abilities, and I am quick with narcissistic stories of my prowess. 6. If I can’t get what I need by legitimate means, I have no issue taking it by force or deception. 7. I can never go home due to a tragedy linked to me. 8. Secrets ruin people in Dragongrin – and I’m no good at keeping them. 9. Loyalty isn’t worth upholding when survival is at stake. I hold no reverence for oaths or promises. 10. I regularly lie to those more fortunate than me, and hold no reservations in stealing from them. They won’t miss what I take in order to survive. 11. I prefer to do things my own way, even if that means a more dangerous path. 12. I lack purpose. My pessimism prevents me from accomplishing my goals. 13. I overthink and complicate things – one mistake could mean death. 14. I mask my insecurities with haughty aggression. 15. Burdensome duties rest on more capable shoulders. My first instinct is to run from a fight. 16. I prefer to lead rather than follow. If another takes up the mantle of leadership, we’ll undoubtedly butt heads. 17. My pride often hinders my goals and those of my friends. I regularly bite off more than I can chew. 18. I maintain misplaced ideals, and struggle to realize the true nature of the world and its people. 19. My irrational hatred of a specific enemy clouds my logic. 20. I possess little grace, and my bluntness turns many against me. 21. I have an obsessive pursuit dominating my waking thoughts. I’m very distractable. 22. I know the letter of the law and wield it like a weapon against others less fortunate. 23. I lack patience. I’m quick to snap at those making me wait, particularly authority figures. 24. I speak the truth, even when it harms others. 25. I collect the secrets of others, and hold it over them for profit – or sometimes just for fun. 26. I like to point out shortcomings – it makes me feel more assured. 27. I live like there’s no tomorrow, and it sometimes gets me into trouble. In Dragongrin, each day might be your last. 28. I love my vices – be it drinking, gambling, or worse. Why waste time with basic moralities when the fires of evil have already burned the remnants of good in the world? 29. I mistreat others emotionally, often to the point of coercing or controlling them. 30. I habitually lie to anyone I don’t see as a close friend. Mostly small lies, but they still come back to bite me at times. 31. My trust in my family is unwavering, though I can’t seem to find trust in anyone else – I know they’ll let me down at some point. 32. I over-dramatize situations, especially exaggerating my participation in insignificant events. 33. I point out evil wherever I see it, much to the chagrin of others. It seems most people in Dragongrin would rather ignore problems in front of them.

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34. I’ll do anything to get sympathy, even going as far as feigning injury or embellishing stories of loss. 35. I’ll find any reason to avoid change. Many think I’m lazy, but it’s fear that grips me. 36. I’ve always sought greater meaning in life, and place easy trust in those claiming to know the gods or spirits of Dragongrin. 37. I harbor resentment, rarely forgetting a grudge no matter how much time has passed. 38. I use cutting words and insults in jest, but I often mean what I say. 39. I repress a bloodlust, but many see right through me. 40. I am overly idealistic about the world and the possibilities therein. This gets me into trouble with the authorities. 41. I blame my ancestry for my vices, and credit myself for my virtues. 42. I am too curious for my own good, leaping at lowly rumors and tales of treasure. 43. I talk too much, saying whatever comes to mind. Keeping so little to myself often gets me into trouble. 44. Anyone who hasn’t learned to fight or defend themselves needs to be taught a lesson about the tribulations of Dragongrin. 45. I believe everyone is working an angle, but I keep my mistrust to myself, aiming to leverage my information against them in the future. 46. My courage is a mechanism to impress others, and I never back down from keeping up the ruse. 47. I’m notoriously argumentative, trying to prove people wrong even if they’re undoubtedly right. 48. I prioritize my desire for information regarding Dragongrin’s most dangerous reaches. A sane person would never make such journeys. 49. My desire for fame and fortune gets me into trouble with authorities who’d rather preserve the status quo. 50. I wander incessantly, leaving many betrayed or brokenhearted in my wake. CHARACTER ARCS If a pessimistic, greedy, or overtly evil character never changes over time, the themes expressed by their flaws grow stagnant, and so follows the game itself. Remember, flaws don’t make a character interesting – overcoming them does. Use these tables to set off on a path that will end in a rounded character who conquered their demons, or an antihero who lost everything trying.

51. I work hard to avoid work, coming up with various excuses for my lethargy. 52. I want to be on the winning side of any fight, even if it means switching teams. 53. I’d rather be solitary in my endeavors than have a friend or partner. My relations often turn to rivalries. 54. I’ve lived without money, and I’ll never choose that life again. Coin is the cornerstone of survival in Dragongrin, and I prioritize being paid above all else. 55. I’ll follow orders from my leader, even if the commands are morally questionable, and I demand the same from those under my direction. 56. I’ll tuck tail and run if I feel my life is in danger. It’s how I’ve stayed alive this long, but that doesn’t stop me from being ashamed of it. 57. I’m easily swayed and charmed, and my wallet pays a high price for it. 58. I am envious of those living under better circumstances, but I’ll never admit it. 59. No matter my demeanor in a fight, I’m clumsy and uncoordinated during times of peace. 60. I’m confident I’m the best in my field, and I can’t keep myself from challenging those more renowned than I. 61. I’m cripplingly indecisive unless forced into action. 62. Many depend on me, and though I give easily, I don’t take care of myself. 63. I rarely turn down new and interesting ventures, so often fail to finish what I start. 64. I’m drawn to the macabre. Others find me repulsive, but I think the closer you get to such things, the more you understand the true evils in Dragongrin. 65. I’m dreadfully superstitious, and I let that guide my decisions frequently. Dark omens and supernatural notions always catch my eye and ear, even when they mean nothing. 66. I often deceive people, but I’m accumulating enemies. 67. I steal from the poor– the rich are usually powerful enough to defend themselves. 68. I’m much more interested in the rich, secret history of the world than the problems we face in the present. 69. I distrust anyone outside my own circle, and that includes those not native to my home region of Dragongrin. 70. I’m not open to the beliefs of others – not because I know what I believe is right, but because droning opinions bore me. 71. I’m woefully ignorant to the threats lurking in Dragongrin’s dark corners. 72. I have a terrible phobia of something others consider relatively mundane. 73. I’m older than I look, and sometimes my age takes its toll on my wellness and ability, especially when others task me with things beyond my strength to manage. 74. I’m confident what I seek is in a certain part of Dragongrin, and I’ll do what I must to get there. 75. I’m sensitive to criticism, but tend to criticize others harshly as a defense mechanism. 76. I’m perpetually anxious. Though I sometimes hide it, I’m usually worrying about something, and I’ve developed a tic or tell. 77. I’m self-righteous and make sure everyone around me knows it. 78. I’m sloppy, often doing jobs halfway and leaving evidence of my presence in places I’d rather go unnoticed. 79. I am a stickler for cleanliness. Better to die by the sword than from an easily contracted disease, though others think I overblow it.

80. I’m terrible at judging character, and in a world where deception is a key to survival, it’s a wonder I’m still alive. 81. I’m terrible with money, spending frivolously and borrowing much in reckless dealings. 82. I’m awfully aloof, failing to see threats right before my eyes, and those around me often suffer the consequences. 83. I’m incredibly squeamish around blood and gore. 84. I’m told by many that I’m gullible. They’re probably right. 85. I’m hypocritical in my beliefs, pursuing what benefits me in the moment, and caring little for how I behaved mere days before. 86. I am far too trusting of others, often leaving money, important decisions, and my life in uncertain hands. 87. I flirt often and don’t realize it, crossing many social boundaries for the sake of being outgoing and personable. 88. I firmly believe it’s permissible to kill for survival in Dragongrin. I often resort to violence before other avenues are exhausted. 89. I detest anyone wealthy – I feel they didn’t earn it, and flaunt their riches while the impoverished of Dragongrin starve. 90. I will do anything I can to avoid the forces of the Dismembered Lord, including venturing down far more treacherous pathways. 91. I tend to escalate things quickly, and it’s tough for me to stop once a serious fight has begun. 92. It’s difficult for me to take anything seriously. Outside of upsetting those who view me as a fool or cynic, it blinds me to true problems in need of solving. 93. I am an unabashed pessimist. Better to assume the worst in others than to be surprised when they inevitably betray you. 94. I dream of making a life for myself, but my main method is using others around me to achieve that goal. 95. I can’t hide my nervous tic whenever I attempt to lie or hide the truth. Perceptive people pick up on it quickly. 96. If I find myself in a fair fight, it means I didn’t plan well enough. The only fair fight is one that I win quickly, by any means necessary. 97. The world revolves around me, especially when it comes to marching order, which watch I get, where I stay the night, and other minor decisions. 98. Trouble follows me wherever I go, and I’m the common denominator. I embrace this by picking fights and encouraging those around me to do the same. 99. My horrible memory makes me notoriously unreliable. 100. I carry a secret or forbidden lore I’d give anything to forget – it haunts every moment and preoccupies my thoughts. 165 CHARACTER CREATION: DEPTH

BURDENS

1. I owe my life to a notable figure or faction, and they’re looking to cash in the favor. 2. I once encountered a Doomsayer and lived to tell the tale. I see the beast in my nightmares and cannot forget its chilling call. 3. I shattered my weapon trying to save a loved one. I still carry the broken pieces, along with the memory of my failure. 4. My homeland is the most important thing to me, and something insidious encroaches. I must return, and I need to bring help. 5. I owe a great deal of money to a Marrow soldier, and she’s threatened to hurt my friends or family if I can’t pay up. 6. I’ve come into possession of a forbidden scroll. Some wish to destroy it, others desire to use it, and still more wish to study it. I feel my life is in danger. 7. I know what lurks at the bottom of the well in a sacked village, and the knowledge has put a price on my head. 8. I hear the calls of something sinister beyond this world, and I can’t get them out of my head. 9. I conned the wrong person, and now they aim to get even. 10. My mentor is the only reason I amounted to anything, and they’re in deep trouble. 11. I am the parent of an illegitimate child I haven’t seen in years. I’ve received news their life is in danger. 12. My romantic partner was killed. I carry the guilt of what happened and will not rest until I’m strong enough to avenge them. 13. In my dreams, I’ve seen strange figures of a distant past, engaging in a dragon’s funeral. I now see them with my waking eyes. 14. I’ve not paid my Tenth, so I constantly evade collectors. The strength and frequency of shakedowns increase by the day. 15. I once failed in my duty to a militia. Everyone in the regiment is now dead or imprisoned, and I’m to blame. 16. I framed an innocent person. My guilt eats at me, and I must make it right. 17. I was wrongly accused of conspiring with the Copper Jackals or Undying Light, and now I’m branded a fugitive. 18. I’ve done things I’m not proud of to survive in Dragongrin, but my most terrible deed is coming back to haunt me. 19. I deserted my post, forsaking my duties as a soldier. A traitor’s execution awaits me if I’m ever caught. 20. My friends or family were taken prisoner because of my mistake. I must free them. 21. My inheritance is buried in my homeland, but the area is now infested with monstrous denizens. 22. I discovered my idol is a charlatan, and they despise me for knowing their secret. 23. I feel ill every time I see a temple, no matter the faith. Sometimes I feel forsaken by the gods. 24. My rival seeks to outdo me at every turn, and they perpetually raise the stakes – now our competition is getting dangerous. 25. I found a safe route to the Copper Sun, but spies of the Dismembered Lord seem to follow me everywhere. 26. I bullied a lot of people to get ahead. I’ve since had a change of heart and want to make things right, but I don’t know where to start. 27. I took advantage of a loophole to succeed, and now I’m in over my head. I don’t know how much longer I can keep up appearances. 28. A strange item has bound itself to me, and I feel increasingly dependent on its presence.

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29. I am an explorer from a realm beyond the Bleak, lost in this dark world. I must find my way home, or die trying. 30. I served in a militia that violated a serious treaty, and I’m the only soldier who hasn’t died a mysterious death. 31. I serve as steward to a person in power and have discovered their terrible secret. If they find out, it will be my funeral. 32. My true love left because I was unable to provide for us. With a broken heart, I vow to get ahead in this realm, even if it kills me. 33. I owe a merchant faction a great deal of money from an expired loan. If I don’t repay them quickly, they’ll come to collect. 34. I trespassed upon sacred grounds, and militant worshipers now look to sacrifice me as punishment for my crime. 35. I am close to someone marked for death, but if I warn them, I might be next. 36. I know a prominent healer is purposefully killing certain patients for a dark purpose. I aim to discover why, but they’re aware I’m onto them. 37. I was a thriving merchant, but the evils of this world took that life away from me. I still owe favors and money that I cannot repay, but desperately want to start anew. 38. A monster plagued my village for some time. I did nothing, and it slew someone close to me. I now seek vengeance upon this creature. 39. My childhood friend succumbed to disease when I was still young, but now their voice visits me in dreams, telling a darker tale of the plague’s source.

40. Marrow arrested a close friend of mine, and I feel compelled to help – though in doing so, I may be painted as an accomplice. 41. Someone I loved was outed as a spy, and they fled the law. Now the Marrow are asking questions about my connection to them. 42. I am in possession of a holy text proving the existence of a deity. Those wishing to possess it and those seeking to destroy it are after me. 43. Several of my closest friends were murdered by beasts of this realm. I can still hear their screams. 44. I swear I’m from another time. I slept in a sacred meadow one night and woke after Lightfall. Everyone I once knew is long dead, and there’s no way anyone would believe me. 45. I caused the deaths of family or friends in my childhood, though I have no memory of the event. I live as an outcast for a crime I don’t remember. 46. I sold someone out to survive. The guilt weighs on me, and I wonder if I should find them and make amends. 47. Someone bought up my debt, and they’re demanding full reimbursement. I could lose everything if I don’t pay. 48. I have children who deserve a better life. I’ve set some things in motion to ensure their future – though it may condemn mine. 49. I wasted away in a notorious prison for many years. I will exact vengeance upon those who locked me up. 50. The Bleak dominates my nightmares, and every night I see it consume my homeland. I fear these dreams might be prophetic – but what can I do? 51. I’ve received a conscription summons. I have yet to answer, and fear my life may be forfeit now. 52. Throughout my life, I’ve seen a strange but undeniably sacred animal watching me. Its presence is both soothing and sinister, and I desperately seek answers to its purpose. 53. I once served in the Dismembered Legion, performing abhorrent duties. No one saw my face through my Marrow’s veil, but I always fear those around me know what I’ve done.

54. I swore an oath to defend my home, but it was destroyed. Now they’ve rebuilt, and I must decide between returning to honor my oath, or leaving it behind. 55. I was robbed of my hard-earned savings, and I fear the person responsible might be someone close to me. 56. I’m bound to serve as apprentice or steward to a local official whom I abhor. 57. I kicked an addiction, but the cravings grow severe. It’s getting harder to focus, and if I don’t indulge, I might fall apart. 58. I’m obsessed with finding out more about the Dismembered Lord. His beginnings and achievements capture my imagination, but asking too many questions draws suspicion from his followers. 59. Some monstrous change is consuming my body. If I don’t find a cure, I fear my ultimate fate is to become a creature twisted and vile. 60. I’ve been drafted into the local militia, serving alongside Marrow enforcers. Those not trained in combat serve as slaves, while those with martial skills are handed spears and marched to the front. 61. I’ve been sentenced to hard labor. I must decide if I’m going to report for duty or run. 62. I am tasked with carrying on a family tradition I don’t agree with, but I’m the last of my line. I’m torn between compromising my ideals, or letting my family fall into ruin. 63. I’ve contracted a terminal disease. Searching for a cure would whittle away my remaining days, but it’s my only chance. 64. My past is spotted with crime, but those days are behind me. Now someone is committing crimes attributed to me, and I must discover who’s behind the frame job. 65. When I was a child, a prophet spoke of my demise, and now my time grows near. 66. I recently killed someone. I must decide my next move carefully.

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67. I’ve made some powerful enemies by standing up to the wrong bureaucrats. Things are escalating, and my life is on the line. 68. I’ve stumbled on evidence that might solve a recent crime, though coming forward means putting myself in mortal danger. 69. Someone is blackmailing me, and their evidence is damning. Their demands are growing more frequent and expensive. 70. A local crime lord has his sights on my family business. If I don’t do something, we’ll lose everything we’ve worked for. 71. There’s a bounty on my head. Whether I’m guilty or not doesn’t matter at this point, as those tracking me grow closer by the day. 72. I left someone important behind when things got tough. I’m not sure what happened to them, but I’m receiving strange letters referencing what I did. 73. I put my full trust in someone who betrayed me. The seed of revenge blossoms in my heart, but they’ve since taken up a prominent position under a Lord of Ash. 74. I know what dangerous and horrible thing is buried beneath a major city, but many don’t believe me. 75. I betrayed the merchant caravan I swore to defend, and while I thought I escaped judgment, I have received messages to the contrary. 76. I came into riches in my youth and squandered them on frivolous things. Now I wish to rebuild my fortune and hang onto it. 77. While serving as a soldier, I witnessed something that, if brought to light, could ruin a prominent military leader. I fear for my life, knowing this secret. 78. I helped the Undying Light smuggle a hero out of the region, but the Marrow following my every trail since tells me I’ve been exposed. 79. I abandoned my family to seek greener pastures, but now they’ve been imprisoned, and I can’t forgive myself. 80. I made a deal with a high-ranking official, and now they’re forcing me to go beyond the agreement. 81. I made a promise to a loved one, and I couldn’t keep my word. I want to make that right. 82. In return for my family’s safety, I volunteered for an experiment to explore the Bleak. The side-effects of exposure to the arcane maelstrom are manifesting. 83. I committed a minor crime against someone of high status. I’ve since seen their goons and hired hands watching me closely. 84. I keep a dark secret, and someone in power has discovered it. Now they seek my services for the “good of the realm.” How can I refuse? 85. I’ve made myself indispensable to someone in power who now commands me to spy on my companions. 86. I’ve realized a mundane family heirloom I carry may actually be a magical item. Others seek it relentlessly. 87. I was hired to carry goods for someone important, but I was robbed. Now they hold me accountable. 88. Once, I was determined to do good. But the longer I survive in this grim world, the less I care about doing what’s right. Now, I focus on living another day, and I’ve gone to dark lengths to keep my head. 89. A servant of the Dismembered Lord claims to have information on someone or something important to me. Their price is steep, but I have no other options. 90. I carry the weapon used to kill someone important to me.

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Some day, I will use this weapon to end the life of the person responsible, and I refuse to wield it otherwise. 91. I have an incurable disease rumored to be born of the Desolation. It’s taking its toll, and I fear I am becoming a rotfiend. 92. In a book or scroll, I learned a secret I wish I could forget. This knowledge has brought me trouble from those seeking answers. 93. I once robbed someone and used their coin to feed a habit. I think of them often, and wonder if they survived without the goods I stole. Maybe someday I can make it right. 94. The bounty on my head is steep enough to drive me to a life of isolation, but now I’m forced to rejoin society to survive, and I see danger around every corner. 95. I owe protection money to someone dangerous. They expected payment yesterday. 96. I’ve killed many, and I can’t ignore the blood on my hands anymore. Those affected by my bloodshed will soon take their vengeance, and I don’t think I’ll try to stop them. 97. I’m being offered a spot on the Copper Sun, though it isn’t cheap. I need to come up with the money before I lose the opportunity. 98. Roll again for yourself, and then again for your nemesis. Ignore results of 98, 99, and 100. 99. Roll again. A loved one is dealing with this issue. Ignore results of 99 and 100. 100. Roll twice, ignoring results of 98, 99, and 100. Both of these burdens plague you.

HOPES

1. I have a solid lead on a lost artifact of renown. This could be my chance at fame, riches, and security in a dire world. 2. My ancestors were prominent merchants, and I’d like to follow in their footsteps. I need to secure the funds to start my own business. 3. I have an opportunity for revenge against those who wronged me, but I need to act fast. 4. I wish to learn the ways of ecology, alchemy, and the natural world. I’ve heard of one who could teach me, but they’re elusive. 5. I’ve learned that I’m tied by blood to a noble family, and have an opportunity to reclaim lands and titles rightfully belonging to me. I’m not the only one with a claim, however. 6. I dream of a home for me and mine. One of these days when I have a family of my own, I’ll build it. 7. I have a line on a high-paying job, but I’ll need others to help me. 8. An ancient prophecy directs me toward a specific location during the next Triune Eclipse. 9. After years of swindling, I finally have an opportunity to legitimize my business, cutting ties with my seedy past. Just one more job and I’m out... 10. A rebel organization is on the cusp of an assault against the Dismembered Legion, and I’ll do what I can to help ensure the mission’s success. 11. No matter my past or ability, I know I am a fighter at heart. After a stroke of luck, a prominent gladiatorial trainer found themselves with an open spot in their school. 12. An orphanage dear to me is under threat of being demolished. If I can find out who’s behind the scheme, maybe I can stop it. 13. I thought a loved one was dead for some time, but I’ve just learned they are hiding in another region. 14. Someday, I’ll enroll in a notable and prestigious school. I’ll find my way in, no matter what anyone else thinks. 15. Through a stroke of luck, I learned the recent whereabouts of a family heirloom stolen from me. 16. A rival family struck a blow against me and mine, and I intend to settle the score. 17. I know my way around crafting instruments, and a wealthy merchant is willing to pay for my work if I can scrape together the money for my own workshop. 18. I’m a pretty good storyteller, but bards performing without a license don’t last long in Dragongrin. I need to secure a license, or find a place that will allow me to perform. 19. Someone left me their crafting tools, but I have no idea how to use them. Should I find someone who can teach me, or sell them off? 20. A close family member has been kidnapped by a monstrous cult on the opposite side of Dragongrin. I must get there soon, and with backup.

21. Someone I love is lost in one of Dragongrin’s dangerous wilds. I must find them. 22. I need to find a loved one who joined the military but later deserted. Should I help them remain hidden? Or should I turn them in? 23. I long to visit a particular region, but it seems impossible to secure passage without a merchant’s license. Perhaps I will obtain one, or sneak through the border. 24. Someone gifted me a beautiful weapon. The only caveat was that I “use it to make a difference.” 25. I’ve got a knack for an artisanal trade, and I’ve been offered an apprenticeship at a guild. They’re known to do business with some shady characters, but this is my chance to get ahead. 26. My ancestral treasures are buried in a location the Dismembered Lord deems fit for excavation. I must get there first. 27. A noble’s assassination has created a power vacuum. By some twist of fate, either I or someone I love has a claim to their seat. 28. I or someone I love is expecting a child. I need to make a peaceful and secure life for them. 29. I’ve stumbled upon the answer to a centuries-old mystery. My findings are worth paying – and killing for. 30. My favorite tavernkeep has died, leaving the establishment to me in their will. The tavern is rundown and in need of some love. 31. The village of a loved one is due to be culled by the Marrow. They’ll need help – or at least a warning. 32. I’ve painfully saved every copper, and I’ve finally come up with enough to leave my current situation. I just need to set some things right first. 33. I’ve finally wiped some mud from my family name, and am building up a solid reputation. Some friends think I should pursue a position of power, and I think I might have a chance. 34. I know where to find the thieves who plagued my childhood home. I could take vengeance, and prevent them from robbing others. 35. A cartographer’s guild is offering me a hefty sum to map out the dark corners of Dragongrin. 36. I’ve been mistakenly reported dead in a recent attack – this is my chance to disappear, and I know just the place to make a new life for myself. 37. I worked hard to get myself into traveling shape for a long and arduous trip, and it’s nearly time to make the journey. 38. My passion lies in brewing. Maybe someday I can start my own alehouse or distillery. 39. A loved one left me a secluded refuge, far from the troubles of Dragongrin. It might be my chance to live in peace if I can find it.

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40. Few have made the perilous journey across Svir, into Svir below, through the underground tunnels to Innes, and back out again. I know of a route – I just have to get there. 41. Before their death, a loved one confessed to me their lifelong wish to see the Dark Spires of Grinn. I’m going to look upon the Spires in their memory. 42. Someone I care about is imprisoned, but I’ve uncovered a way to free them – though it’s dangerous. 43. A distant family member has been made a lord elsewhere in Dragongrin, and they’ve asked for my service as an advisor – a position affording power and coin. 44. I kicked an addiction that controlled my life for years. Every day is a challenge, but I’m determined to help a loved one conquer the same trouble. 45. I’ve been contracted to write the official tales of a noble whose histories I am well informed on. They’re very particular about their portrayal, but I’m sure the coin and lodging will be worth it. 46. A prospective coastal settlement needs colonists. Free passage, guaranteed work, and a future somewhere else? How could I say no? 47. I had what I genuinely believe is a divine encounter. Others may think me crazy, but I know what I experienced, and I want to spread the word to others. 48. A long-forgotten story of Dragongrin’s past has fallen to me through oral tradition. I must spread this tale to keep it from disappearing. 49. I have a real chance at a peaceful life. I just need to clear my name. 50. A Lord of Ash I admire (or loathe) is making their way to my neck of the woods. I’m adamant in my need to make contact with them. 51. A rival of mine was just unmasked as a fraud. There’s an opportunity for me here if I can fill the void they’ve left. 52. A loved one I thought dead for years has resurfaced and speaks tales of a dark place with other missing people. I could help free them. 53. I gained a sizable sum of money in a bet, and need to decide where to hide it, what to do with it, and who I can trust. 54. I carry the ashes of a loved one, and it was their wish to be cast into a specific body of water far from my home. 55. I’ve always had a love for reading – something considered by many to be a waste of time when survival is at stake. I’ve recently found a location full of tomes and scrolls – now I can begin my own secret library. 56. A loved one perished at sea, but I know how to find the wreck and recover their belongings. 57. I want to become something dreadful and powerful. I hear Svir, Aqueanus, or Feygrave would be the perfect place to start. 58. I have a future in debts and loans. I’m learning the ropes, and all is well so long as I keep the right palms greased. 59. My childhood home suffered a catastrophic natural disaster. I’ve been summoned back to help with the rescue and repairs. 60. I’ve been promoted in my local militia. I’m excited to make a difference, but I’m expected to turn my gaze away from corruption more often than I’m used to. 61. Long ago, I was beaten in a duel by someone who cheated. I will find them and beat them fair and square. 62. I’ve fine-tuned a revolutionary new technique for my trade, and it will surely set me apart. 63. I inherited a tattered banner of an old clan, erased from history by the powerful tribe who eradicated them. I will see it fly over the old capital once again, no matter the cost. 170 CHARACTER CREATION: DEPTH

64. My village has been chosen by a local temple as the object of their philanthropy. We are being healed of disease, and given food and water. All we need to do is spend some time serving at their temple. 65. The last recorded position of my loved one’s ship has just been revealed to me. It’s been weeks since they failed to arrive at their destination, and I seem to be the only one willing to find them. 66. I’ve finished a creative work of great pride. It’s starting to garner attention, and I’ve even received offers for some commissions if I can spread the word. 67. I wish to train in the medical arts, but I’ll need the tools and perhaps the schooling to gain enough notoriety and skill. 68. I could make a tidy profit by guiding those weaker than me into dangerous places of the world. I’ll need some training and practice to garner the attention of those interested, but I’m destined to start my own ranging company. 69. I’ve scraped together enough coin to look at starting my own guild. I still need a partner or two, and some more investors, but things are looking up. 70. I’ve heard of a legendary typhon, but I’ll need to convince others to help me find it. 71. I’ve finally gained the respect of my mentor by making a difficult choice. In return they have offered to teach me some of their most guarded skills. 72. The wildlife of Dragongrin is as intriguing as it is endangered. I will start my own refuge, once I find enough creatures to inhabit it – and guards to protect it. 73. I am among the few who still speak a near-dead language, and I aim to revitalize the dialect throughout the region. Someday, I’ll pen a translation guide for the common tongue. 74. I am financially devastated by the Tenth every year, and I don’t think I can take another tax. I need to find a loophole or other way to spare me the worst of it. 75. I was dying, but in my final moments, I saw beyond the veil and somehow pulled through. There are things beyond this world, both terrible and hopeful, and I must learn more. 76. A prophecy states if the eternal flame of my childhood village is extinguished, the fate of the clan will be the same. It must be reignited by a member of my bloodline. 77. I suffer from a rare disease said to be incurable. It will kill me if I don’t find the cure, but I’ve heard of a distant hermitage specializing in strange antidotes, and need to find it.

78. I was one of a few brave souls who saved my township from a powerful threat. I’m celebrated as a hero within that small circle, but I’ve just been called back to face down another problem. If I don’t help, who will? 79. I believe a lost loved one had their soul imbued into a magical relic upon death. I can find it and be with them once again 80. I’ve just been voted onto a council. It grants me a certain measure of safety, so long as I play the political game and manage to keep my seat. 81. A local group of arcanists pays handsomely for each corpse brought to them for study. I’ll bet I could make a hefty sum by “finding” some and donating them. 82. I’ve managed to make some powerful allies in the region. However, they expect me to do various dangerous deeds for their cause. What could go wrong? 83. Once a booming settlement, a town near to my heart is now all but abandoned. I will use my skills to ensure its growth once again. 84. My personal land was found to contain rare machinations of the ancients. Many want to purchase the artifacts, some want to buy the land outright, and others are trying to get me out of the picture altogether. 85. I’ve secured a spot for my family on the Copper Sun. I just need to survive the month, then find the proper route to the sanctuary. 86. I inherited a single key, though I do not know where the lock resides. Emblazoned on the key is the sigil of a faraway region – perhaps I will start there. 87. Part of something I thought was lost forever was returned to me. Things are looking up, and now I am driven to pursue the missing pieces. 88. A loved one is dying, and I seek the secrets of undeath to

CONFLICTING HOPES Many of these hopes require urgent attention or action within a specific deadline. If two or more characters’ deadlines conflict, work with the GM to adjust the time frames or other details of the entry, or ensure the proper amount of conflict is created between the characters. Remember also that in Dragongrin, hopes can be dismal – there’s nothing wrong with choosing goals that directly oppose each other. Embrace the conflict.

preserve them. I’ve heard rumors of these dark magics in many realms, including Innes, Jahar, and Grinn. 89. I’ve been given the opportunity to repay a debt, despite my lack of coin to do so. I have hope for the first time in a long time, so long as I find my lender’s lost kinsman. 90. With the help of a spiritual guide, I have become enamored with a divinatory practice. The omens seem to point me toward a certain area of the world, but they only speak in riddles. 91. I survived a Marrow raid against all odds. During the attack, I learned the name of one of their next targets. I will alert the others to hide, or embolden their defenses. 92. I have discovered a method to preserve all sorts of perishable foods – a skill both helpful to my friends and sought after by greedy merchants. Maybe I can sell this information, or start my own business. 93. I returned a lost child to their family. I’ve never seen anyone so thankful, but now many others have requested I do the same deed for their kin. 94. A loved one was known to smoke a pipe before their untimely death, but only a specific blend of three tobaccos. I will find all three, no matter the cost, and gain a moment of nostalgia with my lost loved one. 95. I am trained in a lost martial art or meditative practice. Not only do I endeavor to hone my skills further, but I dream of beginning my own monastery dedicated to these teachings. 96. I’ve stumbled upon a method for predicting Bleakstorms, and aim to use it to my benefit. 97. My elders often told tales of an underground dungeon known as Deepvault, filled with incredible riches. My wanderlust leads me there. 98. I saved someone who was left for dead by Marrow peacekeepers. I put myself at risk, but it filled me with a sense of purpose. 99. Roll twice on this table, ignoring results of 99 or 100. One belongs to you, the other to your rival. 100. Roll twice on this table, ignoring results of 99 or 100. You have two hopes, and they might conflict with each other.

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TRINKETS AND MEMENTOS

Trinkets and mementos are distinct evidence of a character experiencing, combating, and surviving the darkness of Dragongrin. Trinkets and mementos are designed to be used as storytelling tools to immerse yourself into the dark realm of Dragongrin. Trinkets tend to be tangible, material objects used as narrative cues for your character’s experiences in Dragongrin. Where did they come upon such an object? What value does it hold or not hold? These are questions you can answer before you play in a single session, or riddles you can discover by playing at the table. Mementos are more intangible, emotional tokens – though they can be physical as well. They are intended to narratively evoke the dark and gritty nature of Dragongrin, and deal with themes of loss, physical scars, and emotional hardship. They can be used in addition to or instead of trinkets.

TRINKETS Trinkets are tokens of your experiences in Dragongrin. These unique items mark your survival in an unforgiving and deadly land, serving as reminders of lost loved ones, brutal encounters, pillaged ruins, or bartered goods. Trinkets are physical objects you’ve acquired, such as a weapon you used to save your family’s life, or the scented scarf of a deceased loved one. Choose a trinket that fits your character, or roll a d100 to randomly select a trinket.

DRAGONGRIN TRINKETS 1. 2. 3. 4.

Disgustingly accurate painting of the Dismembered Lord False hand of Solutar the Mangler, a former Lord of Ash Piece of tattered cloth that smells faintly of a Bleakstorm Book of poems about the fall of the dragons and their grins 5. Hammer made of Primordial bone 6. Charred Holithic hymnal – the only survivor of a great fire 7. Coral lamp of Aqueanus that casts light as if reflected on water 8. Undelivered letter with information that could have changed the outcome of Lightfall 9. Out-of-circulation coin of the Dismembered Legion 10. Helm made from the top half of a xol’s taxidermied head 11. Crimson veil that once lined a Marrow helm 12. Set of parchments that detail the histories of many recent Lords of Ash 13. Angular coin split down its center, held together by crackling Bleak energy 14. Bundle of sweet smelling herbs known as “dragonfoot” 15. Set of dice made from Archan scraps and Primordial bones 16. Incomplete healer’s kit from a long-dead faith 17. Rope from the gallows of the public square of Grinn 18. Vile, foul-smelling ichor that glows when in contact with blood 19. Perfectly carved statuette that takes the form of whomever holds it

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20. Clutch of razor sharp halyphon feather’s with a metal wire run through them 21. Cracked top half of a Marrow helm 22. Marching orders showing a Lord of Ash’s upcoming strategy 23. Piece of charred wood that glows when a Bleakstorm is near 24. Idol of a horrible dragon god that thrums softly 25. Club made from an irreparable Archan 26. Facsimile of a skull fashioned from salvaged holy symbols 27. Smuggled jar of “black milk” from the orcish healing pits of Innes 28. Tin tankard engraved with the phrase “The Light Will Never Fall” 29. Ledger of rebel names – many crossed off, dated recently 30. Scroll with criminal charges painted upon it, used during crucifixions 31. Deck plans of a seafaring vessel called “The Bleaktreader” 32. The displaced, grapefruit-sized eye of a Warmaker 33. Metal rank insignia of a regiment lost to the Bleak 34. Flint and tinder in the shape of a knight striking a dragon that spits fire 35. Small wooden dragon or typhon 36. Book of all the known religions of Dragongrin before Lightfall 37. Black market guidebook of Svir Below written in a cipher 38. Full set of tarnished silverware that once belonged to a publicly executed noble 39. Invitation and directions to a secret annual Red Sail bazaar 40. Necklace of blackened rotfiend teeth 41. Barbed Archan bauble in pristine condition 42. Splinters of Primordial talon 43. Shard of a Rootgate that grows fragrant flowers

44. Strange orb, filled with roiling Bleak 45. Chunk of raw copper ore – an invitation from the Copper Jackals 46. Eye of a monster of Svir, kept in a small jar 47. Pouch of a now extinct Jaharian tobacco 48. Piece of the Infinite Lock 49. Jar of golden sandsteel 50. Metallic dragon scale 51. Forever bloodstained, enormous curved fang of a Doomsayer 52. Sealed scroll case with the seal of a Lord of Ash 53. Length of crimson rope that emits faint glimmerwinds 54. Deck of fortune-telling cards each depicting a different ancient dragon 55. Twisting silver horn that ends in a dragon’s mouth 56. Fragment of a stained-glass window depicting a Holithic saint 57. Pouch of rare, scorching spices from Marin’s Well in Uldane 58. Detailed map to the upper layers of Jahar’s Onyx Ziggurat 59. Set of beggar’s rags on the outside – clean, intricate series of pockets on the inside 60. Work of fiction that depicts a brutal war on the Blood Moon entitled “Crore” 61. Intimate love letter written to the Dismembered Lord 62. The arachnid facial tendril of a thoughtslayer 63. Smooth wooden tankard from the famed Bleak’s Edge tavern 64. Dented copper tin containing porous spheres labeled “typhon eggs” 65. Pocket-sized book embroidered with a golden typhon 66. Bone flute with a pre-Holithic pantheon carved into it 67. Keg of impossibly strong fire-kissed ale from Varnholme

68. Marrow bedroll that is water resistant and warm 69. Amulet whose symbol changes to depict upcoming weather 70. Detailed drawing of the levels of the Copper Sun 71. Dark, smooth belt of a Marrow Arcseer 72. Journal of a thoughtslain detailing a descent into madness 73. Handful of Bleakiron arrowheads 74. Scroll showing the constellations – each a dragon or typhon 75. Map of the place known as typhongrave 76. Tapestry depicting the Holithic church as the realm’s greatest evil 77. Xol-skin cloak, hand-crafted in Zamon 78. Bundle of outlawed sheet music banned in the realm 79. Pink-hued crystal with a strange insect at its center 80. Masterwork set of leather gloves with the phrase “hero killer” branded onto them 81. Kneebreaker’s writ of passage 82. Sheet music titled Smirk of the Deathmaw 83. Clump of ruby sealing wax that crackles like a Bleakstorm when used 84. Mirror that reflects its surroundings, but adds battling dragons and typhons 85. Necklace that appears as a Titan city at rest 86. Ivory mask depicting a deity of great power 87. Branch from Feygrave fashioned into a quill with an endless supply of grimy ink 88. Torch that, when lit, casts cold light that shows the shadowy realm of the Desolation wherever it shines 89. Cookbook of the realms of Arbitron 90. Marrow dagger with a chip in it 91. Known memento of a famous hero of Lightfall 92. Map that seeps with red stains where Bleak storms occur within a few miles 93. Gold coin – a fierce dragon on one side, a mighty typhon on the other 94. Set of toy metal figures – half Titans, half primordials 95. Scroll case stuffed with holy writings of a lost religion 96. Branding iron from a Maug’Tarak drudge master 97. Hunk of juicy, savory meat that regenerates – said to be C’War flesh 98. Locked cube with a hideous eye within – said to be a part of Yhaghul itself 99. Book full of a lunatic’s ravings about a strange device called a “Crucible” 100. Rippled, indigo-colored, lobstered gauntlet – a description fitting a missing Reliquary of Ash 173 CHARACTER CREATION: DEPTH

CULTURAL TRINKETS Roll on the following tables for trinkets more specifically oriented toward a specific culture in the world of Dragongrin. These trinkets are excellent at tying characters directly to the world. D10 ARDOR TRINKETS 1 2 3 4 5 6 7 8 9 10

Orc's eye preserved in a necklace Blunt dagger with a riddle carved in its handle Tyl’s ursine tooth Rudimentary instrument made of bone Doll of a Maug'Tarak general Ransom note from Lightfall Rare, dried flower that only grows in the swamp Orcish cooking pot that stays cool to the touch Copper head of an ancient arrow Small keg of homebrew ale

D10 CRUCIAN TRINKETS 1 2 3 4 5 6 7 8 9 10

Handkerchief monogrammed with a famous house crest Pocket mirror with house words etched in the frame Onyx flask with a blood red insignia Handmade soap, and a monogrammed hand towel Threatening, anonymous letter mentioning you by name Engagement ring set with a blood-red ruby Bloodstained coat of arms of a long-dead house Bottle of small-batch spirits made for a now-dead Lord of Ash Small dagger made of glistening crystal Invitation to an annual dinner of Dragongrin’s most powerful

D10 DROGUS TRINKETS 1 2 3 4 5 6 7 8 9 10

Glass cube full of Golis water, and a mechanical eel Greasy waterskin filled with orange fluid Chunk of sharp, reflective metal that cuts like steel Wickedly sharp, rusted folding knife Battered helm with a handle affixed to make a cooking pot Ancient holy symbol locket that plays a forlorn song Defunct mechanical badger Toy horse and rider fashioned with reclaimed scrap Set of refurbished fancy clothes from a bygone era Half-eaten box of Crucian chocolate

D10 GRANOK THANE TRINKETS 1 2 3 4 5 6 7 8 9 10

Bandolier designed to carry blades Silk satchel of transparent ball bearings Collapsible copper weighing scales Razor-sharp halyphon feather Set of Thanium knuckle dusters Bundle of Granok Thane field rations Flask with a poison reservoir in its bottom Small stone carved into a key Leatherbound book of Granok Thane battle tactics Ledger of previous Red Sail routes

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D10 GRIMDUL TRINKETS 1 2 3 4 5 6 7 8 9 10

Colorful plant that constantly moves as though windblown Set of colorful clay pots in varying sizes, fitting in one another Carving of an ancestor’s likeness Long, rolled parchment explaining the Jantari Ceremonial cloak depicting tribal history in symbols Stone dagger wrapped in smooth leather Set of traditional wooden flutes Poncho with stitchings and painting of primordials Set of perfumed herbs and oils Set of intricate wind chimes

D10 HOLMIR TRINKETS 1 2 3 4 5 6 7 8 9 10

Leather bag of worn runestones Staff that balances on the ground without falling Blood-stained map of a dragon’s grin Severed troll hand that never rots Golden pendant of Yngvildr Ornate, bone warhorn Unfamiliar silver coin from a raiding expedition Intricate brooch of interwoven, knotted design Lyre with seven tuning pegs, its body the shape of a dragon Woodcutting axe with a battle hymn carved in the haft

D10 MORD TRINKETS 1 2 3 4 5 6 7 8 9 10

Drafting parchment that repels water Stark white chalk that can write on nearly any surface Bag of blessed rocksalt Dried, tangled plant from the Desolation Pair of thick books filled cover to cover with tiny Mord writings Set of stained, dark iron keys Bottle of unopened wine from a vineyard in the Desolation Wickedly curved hand scythe Roll of thin, dark cloth that is nearly unbreakable Decanter of a writhing, thick, black liquid

D10 SARRIK TRINKETS 1 2 3 4 5 6 7 8 9 10

Pendant of white rope tied around a phosphorescent rock Faded scrap of cloth with a symbol painted over and altered Clear piece of crystal that only refracts blue and purple light Pre-Lightfall bone statue of an unidentified person Candle that burns in rainbow hues Foot-wide disc of seemingly unbreakable stained glass Slate gray gauntlet splattered with different colored paints Set of plants, herbs, and rocks used to create different dyes Bottle of Desolation-tainted material that burns purple Set of tattered scrolls with a list of old cultural symbols

D10 SILVERWISE TRINKETS 1 2 3 4 5 6 7 8 9 10

Cracked whistle of a recently murdered city guard Slim, silver dirk with a Holithic engraving on the blade Small, straw doll with exaggerated vampiric teeth Map of rumored treasures dotting the realm Leather pouch filled with heavy copper dust Ledger of payments and debts for breeding Silverwise hounds Set of black leather wagoner’s gloves, worn and soft Worn key with the inscription "last hope" Rose, carved of kindlewood, its tip stained blood red Glass jar containing a yellowed talon, labeled "wolfkin"

D10 TALASAR TRINKETS 1 2 3 4 5 6 7 8 9 10

Shard of the Amputated Limb, slowly withering with infection Piece of shrapnel that once struck you or someone you love Military blanket from any of the warring factions of Talas Single fortune card or runestone, once used to read your future Glowing gem, obtained from near the Rootgate Half-burned fabric doll stuffed with cotton Rank insignia of a fallen soldier Folded banner of one of Talas’ many factions Music box which plays a traditional Talasar tune Note signed by Lord of Ash Aldus Bex

D10 ZARFVIN TRINKETS 1 2 3 4 5 6 7 8 9 10

Primordial-skin gloves Mechanical, flexible spyglass Prism that can predict the local weather Set of copper dice of varying size Pair of stones that produce water when struck together Small pouches of various reagents Set of Primordial and Titan figurines at scale Small cylinder that emits oil when squeezed Small cutting tool that can slowly cut through stone and steel Compass that always points to an object you choose

MEMENTOS Mementos are tokens of your experience in Dragongrin. These often intangible items mark your survival in a mentally and emotionally taxing land. These are brands of distress that you have survived – a deep scar from a Marrow blade, or a recurring nightmare of a destructive and life-altering fire. Choose a memento that fits your character, or roll a d4 and a d10 to randomly select a memento. The d4 determines the type of memento, and the d10 is a more specific description of your memento. D10 1. PAINFUL MEMORIES 1 2 3 4 5 6 7 8 9 10

Echoes of a Doomsayer feasting and bellowing Dead eyes of a loved one who didn’t make it Eye of a destructive storm, and a sinking vessel Heat of intense flames, and wailing cries behind them Creaking ropes upon a gallows Acrid smell of corroding flesh Loved one’s unfinished last words Smoke on the horizon, a home destroyed Honed, bleeding edge of a blade used to slay a loved one Fleeting goodbye to escaping loved one

D10 2. SCARS AND DISFIGUREMENTS D10 LOST CULTURE TRINKETS 1 2 3 4 5 6 7 8 9 10

A deck of Oedran fortune-teller cards Wooden bowl stained with flecks of dried Primordial blood A collection of pre-Lightfall musical compositions and music theory notes A stone tablet predicting the rise of the Dismembered Lord centuries beforehand A jar of red dirt matching no known Dragongrin soil Book of Holithic scripture with heretical notes scrawled throughout Incomplete schematics for an Oedran automaton Battered wargame labeled “The Battle for Enchea” Stone smoking pipe from an extinct Grimdul tribe Pouch of coins from Viste before its fall

1 2 3 4 5 6 7 8 9 10

Severed limb One eye is white, surrounded by a grisly scar Scarred flesh around the neck, where the rope pulled taut Periodic, severe pain from old wound Dozens of overlapping whip scars on back and shoulders Severe scar across your throat Surgical scar across your chest or head Mottled flesh from severe burns Holes in your wrists from crucifixion Grating bone set improperly

D10 3. TROPHIES EARNED 1 2 3 4 5 6 7 8 9 10

The weapon of a Marrow you bested The skull of the creature that nearly took your life Walking stick stained with blood Weapon carved with notches Skeletal finger of a would-be thief Letter of proclamation listing your deeds against rebels Honorary title, given by a Lord of Ash Ring from the hand of a dead rival Monogrammed belt pouch taken from a noble Claw or tooth from a slain beast

D10 4. FORBIDDEN KNOWLEDGE 1 2 3 4 5 6 7 8 9 10

Name and last known location of a wanted hero List of code words used in a Marrow fortress List of Marrow secretly helping a resistance group Knowledge of a possible way to confuse the Crucible Ciphered symbol used to prove identity of a rebel Real name and hometown of an infamous Copper Jackal Surname of a loved one of a Lord of Ash Hymn of a pre-Lightfall religious institution Location of a Primordial graveyard Map to a heavily-guarded, hidden area

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CHARACTER BACKSTORY

Who are you? What is your role in the world of Dragongrin? Where your background provides some insight into your history and profession, your backstory focuses on formative events and figures of your past. Many of the items on these roll tables allude to certain skills and features you’ve gained in your life. While these options are narrative, they can be used to shape the choice of your adventuring class, skill proficiencies, and background. Backstories are rich wells to draw from for both players and Game Masters looking for conflict or motivation. Use your backstory in concert with a background by using this in place of your traits, flaws, hopes, and burdens, or use the following methods as additional inspiration for characters or NPCs.

BACKSTORY PILLAR Home, family, friends, and occurrences play a grand role in who a character becomes. Roll a d12, or choose one of the following backstory pillars, then roll on the corresponding tables. D12

BACKSTORY PILLAR

Homeland: The terrain and culture of my homeland 1-3 influenced who I am today. 4-6 Family: My kin shaped every facet of my identity. Influential Relationship: A person or group heavily 7-9 influenced me, and following their lead sculpted me into who I am today. 10-12 Landmark Event: A landmark event forged my fate.

The Dominions of Ash chapter in this book (page 184) can help you flesh out the broad ideas generated here into more specific, story-driven character ties to the world. Be sure to examine your home region and find enticing elements to which to tie your backstory. Choose or roll a d20 each for your homeland and homeland influences that set you on your particular course of life.

1 2 3-5 6-10 11 12 13-14 15-16 17 18-19 20

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

HOMELAND

D20

D20 HOMELAND INFLUENCES

BIRTH REGION Aqueanus Feygrave Grinn Innes Jahar Svir Svir Below Talas Uldane Varnholme Zamon

176 CHARACTER CREATION: DEPTH

17 18 19 20

You grew up steeped in the traditions of your homeland, revering them even in foreign lands. You support your region and Lord of Ash financially, sending tribute home whenever you can. Parts of your homeland are oppressed – you long to see them liberated. You treasure the recipes of your homeland, preparing and sharing them often. You show unfaltering loyalty to anyone from your region – even those undeserving of it. You wear your region's colors or banner proudly – even when doing so causes conflict. You value all cultures and question your region’s traditions. Your culture values a strong sense of community. You foster collaboration and companionship. You speak with an accent or dialect unique to your home region. You look to the legends and figures of your homeland for inspiration – and defend their reputation if necessary. Your speech or behavior might be considered boorish or rude in other regions. You readily accepted others in your homeland which tempered you with open-mindedness. In your hometown, the greater good is paramount. When faced with a difficult decision, your mind snaps to this philosophy. You hail from a place where honor is the highest currency. You instinctively protect your honor above all else. In your homeland, wealth buys safety, comfort, and favors – you value money, and sneer at those who don’t. Where you’re from, revenge is a distant concept. Your people live and let live, and they’ve thrived for generations. You come from a place where your elders come first – you defer to someone your senior out of respect. Where you’re from, even the slightest insult is enough to start a fight. You struggle to contain your aggressive nature. Bandits plagued your homeland. Distrust and stern protection of personal belongings dominate your thoughts. Your homeland values service in the legions. Even if you oppose them, you still show Marrow respect out of habit – or strategic pandering.

FAMILY Family pillars decide your current relationship with your family, their whereabouts, and the activities they may be participating in. Choose or roll a d20 each for the circumstances of your birth and a family secret. D20 FAMILY SECRET 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

They harbor a fugitive – or are fugitives themselves. They are former slaves escaped from their masters. They stole something from someone in power. They betrayed the rest of the family to survive. They hold a secret others would kill to protect. They kill to ensure their safety. They know where to find a legendary creature. They maintain false identities to hide their past. They staged a bloody coup. A person in power has dirt on them. They dabble in forbidden Bleak magic to survive the horrors of the realm. They work as slavers to ensure their own protection. They possess knowledge of a Titan burial site or dragon’s grin. They fought during Lightfall, or another minor rebellion. They are inexorably tied to the Bleak, or possess forbidden lore relating to it. They have connections in the Copper Sun, or know its location. They possess a powerful Archan. They have secreted away a large sum of gold for security. They secretly run a temple to a forbidden or outlawed deity. They are in league with the shadowy denizens of the Desolation.

D20 CIRCUMSTANCES OF YOUR BIRTH 1 2

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You were abandoned as a baby. Roll again for the family who took you in and raised you. You were born into slavery, forced to work the land or execute other hard labor. Your life of bondage gives you a soft spot for the oppressed. You were born among peasants, commoners, or laborers. Perhaps you worked the land, ran a store, or lived as a servant. You only know a life of serfdom and peasantry. You were born among tradespeople, guild workers, or craftsmen. You knew no wealth, nor the pains of poverty, but earned your keep. You take no comfort in being idle. You are the progeny of a notable person involved in Lightfall. Perhaps a hero or martyr, or maybe they served the Dismembered Lord. Depending on where you are, and the present company, your parentage can be either a boon or a bane to you. You were born into privilege and station, living among the nobility. Your parents served nobles even higher, but you never wanted for much. You desire comfort above all things. The stars fell the night you were born, and many attribute your eccentricities to the strange circumstances of your birthday. You were raised by people of a heritage different than your own. You have little trouble mingling with strangers, no matter their culture or heritage. You came into the world aboard a sailing ship, buffeted by a raging storm. You feel a kinship with thunder, lightning, and lashing rain. You are a bastard but may know one of your parents. You’re seen as lesser by many, but also share special connections with other outsiders. You were born following a great tragedy, seen as a muchneeded blessing. Your family credits their survival with your birth and the hope it inspired. You were born in the wilderness, raised on the fringes of society. Only recently have you ventured into the towns and cities of civilization, and still aren’t entirely comfortable surrounded by buildings and people. The circumstances surrounding your birth were violent and tumultuous, and many shied away from you even in childhood. It’s possible you are unaware of the grievous circumstances of your birth. You were a long-awaited child to a family with regent blood – the result of much prayerful attention. Some consider you the rightful heir to their royal line. You were born to a family once in good standing, but since dishonored. You carry the shame and weight of your kin, especially around those who supplanted your once honorable name. You were born into a family of proud military tradition, joining the ranks of the Marrow at a young age. For more details, jump to the Marrow Backstory section. Your mother died giving birth to you. You know your other parent, but the relationship is strained at best. It is rumored your birth was not of this realm, ethereal and mysterious in nature. Are these the ravings of the superstitious? Or is there credence to the whispers? You are the heir to a family of a notable and famous past. Your name carries with it a well-known stigma – choose whether your family was distinguished or despicable. You are the object of a prophecy, and your birth was considered an omen. You gained the attention of sages, scholars, and clerics, all clamoring to discover what your birth foretells.

177 CHARACTER CREATION: DEPTH

D20 NATURE OF RELATIONSHIP 1

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You became close friends with someone not accepted readily in your homeland, such as an orc, tomeheart, festir, or Sarrik. Your relationship with them showed you bigotry first-hand, teaching you not to judge a book by its binding. You became close with an acolyte of a temple and their faith had a lasting effect on you. You saw their dedication and conviction, and have hungered after it ever since, seeking answers of your own. You became close with a loner who reluctantly took a liking to you over time, showing you the ropes of survival and looking out for yourself. You became good friends with a clairvoyant – a fortune teller who claimed to be gifted. Your relationship with them opened your mind to things more ethereal beyond the veil of what you see, and you readily believe even the most fantastical story. You could truly confide in your childhood friend. In return, they told you of the many skeletons in their own closet – both of you could ruin the other with the secrets you know. You connected with an outcast – someone exiled from another region. Your time with them caused you to question your beliefs, and changed your outlook on the political state. You fell in with a sordid type – a criminal who openly boasted to you about their exploits. Through them, you learned of the underworld and gained some personal connections there. You grew close to an employer. They favored you, and occasionally got you out of trouble. You learned a great deal about leadership from them. You served under a stern commanding officer or tribal leader, becoming close despite their intensity. You learned about order and organization, and how to follow commands efficiently. You were taken under the wing of a martial mentor who trained you into a capable warrior with a well-shaped moral code. You engaged in a romantic relationship spanning many years, and though you’ve moved on, you still occasionally think on your time with this special person. You befriended a powerful warrior who always drove you to do more – to be more. They were exceptional in skill and power, and turned you into a motivated self-starter. You knew a wandering soul – someone who came and went during your young life. They brought you trinkets and mementos from their strange travels, as well as epic tales of their exploits. You’d be lying if you said this didn’t instill wanderlust in you. You had a great friend with dozens of meaningful social connections. Their ability to gain audiences and mutually beneficial arrangements was uncanny, and you picked up some important pointers and prestigious connections through them. You befriended the town idiot, and though they were not as dimwitted as people insisted, they were certainly marching to the beat of their own drum. Their simple thoughts and frequent smile taught you not to overcomplicate things with despair. You relied on a sellsword to get you through tough times, but it was always at a cost. Whether trading secrets, owing errands, or exchanging coin, you could always count on them. They taught you to be fair in your dealings. You were bound into the stewardship of a local ruler, and in your time serving, grew close to them. They never spoke down to you, teaching you diplomacy, and how to confidently deal with people of power. You shared a bond with one of your kin. You vented to each other and shared secrets, and you’ve never met another quite like them. They taught you to get up and keep going, and to seize your own destiny. You were close friends with a prolific artist. They taught you to think outside of what is normally accepted, and instilled an appreciation of art in you. You collect it now wherever you can. You were close to a scholar from a nearby academic institute. They conversed with you for countless hours about their theories and recent findings on various topics. This has given you a well-rounded layman’s education on a number of subjects, and a healthy respect for teachers.

178 CHARACTER CREATION: DEPTH

INFLUENTIAL RELATIONSHIP As relationships grow and evolve, so to do all people involved. Choose or roll a d20 each for both the nature of the influential relationship, and the current state of that relationship, while trusting yourself to fill in the details more specifically as your journeys through Dragongrin progress. These relationships can also inspire which adventuring class you choose, the finer details of your background, and more. D20 STANDING OF RELATIONSHIP 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

An unforgivable betrayal destroyed the relationship. A physical altercation ended the relationship forever. One of you began associating with deplorables. A broken promise fractured the relationship. The relationship was strained over petty theft. Lies broke the trust and fractured the relationship. The relationship was damaged by humiliation. Financial disputes strained the relationship. You think of this person often, and though you drifted apart, you know you can call on them for aid. A failed collaboration made this relationship too tense. You grew apart following different life paths, but you remember the relationship fondly. Things changed, and you met new friends and associates, growing apart. Another pursuit took up more of your time, leaving less time for this relationship. Your beliefs changed, and your new mentality is at odds with this relationship. The relationship has turned into a healthy business venture between both parties. You’ve both gone your separate ways, but maintain contact via frequent letters. The relationship still blossoms, and your friend joins you on many adventures. Your friend was executed by agents of the Dismembered Lord. You blame yourself for an injury your friend suffered, and cannot bear to look upon them for long. Your friend was captured and remains a prisoner.

LANDMARK EVENT Milestones, catalysts, catastrophes, and other landmark events in a character’s life inspire your character’s arc as you struggle to overcome what happened, or embrace it. Choose or roll a d20 each for the circumstances of your landmark event and the lasting effect it had on your life. D20 TYPE OF LANDMARK EVENT 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

You were accepted into a training or apprenticeship program. A trusted person betrayed you when you needed them most. You were bullied throughout your life. You were the winner of a competitive test of skill in the region. You were profoundly shaken by a death in your family or close circle. You were detained against your will for an extended time. You witnessed Lightfall or one of the later rebellions. You came face to face with a rare or wondrous creature. You ran with the wrong crowd. You survived an invasion or occupation. You took your first life at a young age. You were touched by war. You were part of a forbidden romance. You found an illicit object and hid it away. You were incarcerated for a time. You received an inheritance. You survived a Bleakstorm. You were given a relic. You escaped your former life and never looked back. You were slain and resurrected.

D20 LASTING EFFECT 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

This affected your choice of the company you keep. This instilled a dreadful phobia in you. This affected the way you look at worldly possessions. This directly influenced your adventuring class. This influenced your outlook on the other cultures of the realm. This caused more respect for tradition and customs. This made you far more charitable – almost to a fault. This caused you to find faith in something beyond yourself. This stirred you to ensure an event like this happens to no one else. This instilled a sense of fierce independence within you. This redefined your sense of honor. This event made you cling to material things – edging on greed. This forged a sense of loyalty of which you didn’t think you were capable. This lit a burning need in you for redemption. This pressed you to look at the importance of each soul in the realm. This enforced a powerful need to be brutally honest. This has driven you to prove your worth. This instilled in you a tireless work ethic. This awoke a dormant spell of creativity within you. This event is what led to finding your best and closest friend.

CHARACTER QUESTIONS Alternative to the backstory pillar method, you can simply answer questions about your character to generate a custom backstory. You don’t have to answer all of these questions, and certainly not all at once, but choosing or rolling a handful to think about at the beginning of the campaign can give you (and your Game Master) a better idea of who your character is and what they want. As you continue your adventures, consider revisiting this section and choosing some more questions that may be relevant to what’s happening in the campaign. This can give your character a story arc, and be a helpful roleplaying tool for you and your Game Master. 1. How old are you? What does that mean for your heritage? 2. Who were your parents? Are they still alive? What was your relationship with them? 3. Do you have any siblings? Are they living or dead? 4. What social class are you from? Are you wealthy? Poor? 5. How does your upbringing affect your worldview? 6. Do you have any reviled or celebrated ancestors? What are they known for? 7. Are you romantically partnered? Do you have children? 8. Who is your best friend? Your greatest enemy? 9. Did you witness a historically significant event? What was it, and how did it affect you? 10. How did you get started in your chosen adventuring class? 11. Where did you learn your skills? 12. Do you have any heroes or inspirational figures? 13. What is your most significant personal item? 14. Are you religious? To what degree? Do you fear death? Believe in the afterlife? 15. What is your view on magic? Divine, arcane? 16. Have you ever served in the military? 17. Can you read or write? 18. Have you ever been arrested? For what crime(s)? 19. How do you feel about killing? 20. What, if anything, do you want to be remembered for? 179 CHARACTER CREATION: DEPTH

CHARACTER TIES

Survival in solitude is unlikely in Dragongrin, and while finding allies is imperative, trust never comes easily in a land ruled by the Dismembered Lord. Connections provide meaningful links between characters, while adventuring party bonds forge unshakable motivation to band together toward a common goal.

CHARACTER CONNECTIONS Character connections that exist prior to the beginning of a campaign or one-shot allow for rich layers of narrative otherwise unachievable when the characters start as strangers. Conversely, too many pre-existing connections can bring the burden of overcomplication, stifle opportunities for collaborative storytelling, and feel contrived. Work alongside the Game Master and other players to ensure the connections fit the tone, theme, and realism you’re looking for in your game.

DECIDING WHICH CHARACTERS ARE CONNECTED Choose as many players as you’d like to have character connections. To randomly decide which characters share connections, have each player roll a d20. The player with the highest number showing on the die and the player with the lowest number showing on the die share a connection. Ties can be rerolled. Some of the options involve secrets and intrigue, so it might be best to roll away from the prying eyes of other players.

SUPERIOR AND SUBORDINATE CONNECTIONS Some connections appoint a clear superior character and a clear subordinate character, such as an employer and employee, commanding officer and soldier, or master and servant. In the case this connection is rolled, the players involved can either choose who fulfills either role, or instead each roll a d20. The player with the higher number showing on the die is the superior, while the player with the lower number showing on the die is the subordinate. Ties can be rerolled.

DETERMINING CHARACTER CONNECTIONS To determine the connections characters share, roll a d6 and a d10. The d6 determines which category of character connection, and the d10 determines the specific result on the corresponding table.

D10 1. COMPANIONSHIP 1 2 3 4 5 6 7 8 9 10

You are best friends, and one of you is in grave danger. You once worked together, but grew apart in your quest. You are friendly rivals. You are inseparable best friends, closer than blood relatives. You hail from the same Dominion of Ash. You’ve met enough times in your travels to grow from acquaintances to partners. You are family friends, and share a traitor cousin. You were childhood friends until separated by a catastrophe. You’ve recently rediscovered each other. One of you saved the other’s life, forging an unbreakable bond. You are old drinking buddies, laughing and joking even when the stakes are high.

180 CHARACTER CREATION: DEPTH

D10 2. WARFARE 1 2 3 4 5 6 7 8 9 10

You served in the same regiment during Lightfall, or a minor rebellion after. You were reluctant allies to the Marrow, serving in a militia aiding the Dismembered Lord. You fought on opposite sides of a conflict. You’re veterans of a local militia, though not formal military. You’re competing sellswords, alternating between friends and rivals. One of you owes a blood debt or battle-sworn oath to the other. Together, you slayed a notorious enemy in battle. You rallied together to defend your village or homestead from a monstrous threat. You’re both refugees from the same failed rebellion. One of you is the former commanding officer of the other.

D10 3. DUTY 1 2 3 4 5 6 7 8 9 10

One of you is a sellsword, the other their employer. One of you is a temple leader, the other a servant. One of you is a Red Sail merchant, the other a hired guard. You serve the same cult or religious order. One of you is the mentor, the other the student. You serve under the same Lord of Ash, Marrow commander, or rebel leader. You are both apprentices to the same teacher. One of you is imbued with a supernatural mission, the other dedicated to the cause. One of you is a prominent member of a faction, the other is hired to further the organization’s goals. One of you rescued the other from a notorious prison, and is owed a life-debt.

D10 4. LINEAGE 1 2 3 4 5 6 7 8 9 10

One of you is the black sheep of the family, the other the golden child. You are twins. Your parents arranged your marriage when you were young. You were both adopted by the same family. One of you is the aunt/uncle, the other the niece/nephew. One of you is the parent, the other the child. One of you is the family heir, the other a bastard child. You are cousins whose parents no longer speak due to a family feud. One of you was married to the other’s sibling before their untimely death. You are both related to the same Lord of Ash or prominent Marrow.

D10 5. CONSPIRACY 1 2 3 4 5 6 7 8 9 10

You are members of an underground faction or rebellion. You were drudges or prisoners before escaping together. You both work for the same criminal syndicate. You were accomplices to a dark deed long ago. You both witnessed a heinous act, and now flee from pursuers. You are both spies for the same patron – or different patrons. You are victims of the same crime, now bent on revenge. You are infamous bandits along the Red Sail Market route. One of you must assassinate or capture a target, the other must prevent the act. One of you faked your death or fled in exile, the other knows why.

D10 6. EVERGROWING SHADOWS 1 2 3 4 5 6 7 8 9 10

You are both being blackmailed into service by a Marrow. A Lord of Ash has put a price on your heads. You both fled conscription into the Marrow. You both upset the wrong Marrow commander, who now seeks to capture you. You were both tainted by the Bleak, Desolation, or other supernatural curse. The Dismembered Lord seeks to remove you and your families from this timeline. Monstrous entities pursue you both for mysterious reasons. A Doomsayer destroyed your homes. There’s a Granok Thane bounty on each of your heads for the same deed – it pays a bonus for both of you together. You both assassinated a prominent servant to a Lord of Ash. They haven’t pegged you as the murderers yet, but they’re getting close.

ADVENTURING PARTY BONDS Dragongrin is rife with powerful threats and countless reasons to stay hidden behind locked doors, yet adventure still calls to many whether they want it or not. But why join the ranks of a party of outsiders you wouldn’t trust under normal circumstances, let alone to watch your back? Adventuring party bonds are character goals significant enough to compel a group of otherwise solitary adventurers to band together to achieve it. Possessing an adventuring party bond doesn’t automatically compel others to help you achieve it. Some of these motivations are designed for specific classes, but each can be used no matter the character in question. Bonds of shared circumstance are intended to be shared by one or more adventurers in the group.

DECIDING WHICH CHARACTERS HAVE ADVENTURING PARTY BONDS Choose as many or as few characters that you’d like to have adventuring party bonds compelling them to find others to aid in their cause. To randomly decide which characters possess adventuring party bonds, have each player roll a d20. The player with the highest number showing on the die and the player with the lowest number showing on the die each possess adventuring party bonds. Ties can be rerolled. Some bonds work well with the whole group, while other options involve secrets and intrigue, best rolled away from the prying eyes of other players.

DETERMINING ADVENTURING PARTY BONDS To determine the adventuring party bond, roll a d10 and a d6. The d10 determines the bond’s category, and the d6 determines the specific result on the corresponding table. D6 1 2 3 4 5 6 D6 1 2 3 4 5 6 D6 1 2 3 4 5 6

1. BONDS OF SHARED CIRCUMSTANCE Retaliate against a common enemy Summoned by a greater power for a mission Affected by the same tragedy, seeking catharsis Explore the realm, learning its secret truths Contend with threats against your shared homeland Join a cause in sparking rebellion 2. BONDS OF THE ARCANE Safely explore the depths of Dragongrin’s arcane secrets Foreboding whispers from the Bleak bring you to others Your mentor, a seeker of knowledge, was mysteriously slain Uncover the truth of your shared ties to the Bleak Gain an instructor of the more Join a cause in sparking rebellion 3. BONDS OF DARK SERVITUDE Uncover the secrets of your patron’s power Your patron’s power surges in the presence of your comrades Your patron urges you to find others for the cause Find others who accept your relationship with your patron Your patron seeks pacts with others – namely, your companions When you are alone, your patron’s power grows beyond your control

181 CHARACTER CREATION: DEPTH

D6 1 2 3 4 5 6 D6 1 2 3 4 5 6 D6 1 2 3 4 5 6 D6 1 2 3 4 5 6 D6 1 2 3 4 5 6

4. BONDS OF FAITH Inspire others with your faith, and spread hope Bring souls peace from the darkness of Dragongrin Acting on a shared dream or divine vision Seeking aid on a holy pilgrimage or quest Establishing a temple or hostel Commanded by a higher power 5. BONDS OF DISCIPLINE Train with others, honing skills and shoring up weaknesses Discover life outside of your chosen discipline Put training into practice in service of good – or evil Your skill surpasses your teachers – you seek other powerful warriors to study Find harmony alongside those different than you to reach enlightenment Master a lost and forgotten martial art or battle tactic 6. BONDS OF BRUTALITY Control and harness your rage Fight alongside others to improve your combat prowess Find others to protect, to make up for those you failed Fight fiercely and often – it’s when you feel most alive Make a difference with brawn and brutality, though it’s foolish to do so alone Harm a particular figure or faction 7. BONDS OF THE VALE The Vale itself calls out to you – its signs are everywhere You haven’t connected with others for some time and it's taking its toll Only as a tribe united can you restore balance to the Vale A spiritual vision drew you together Protecting the same forest or natural site Complete an ancient ritual centuries in the making 8. BONDS OF THE UNSCRUPULOUS You have sticky fingers – you seek those who could use your talents You seek a grin to rob of its relics and riches, but going alone would be suicide Surround yourself with trustworthy people – it makes it easier to build alibis Never had much luck on your own – there’s strength in numbers You have a knack for backstabbing, and that’s easier when someone else stands in front of them It takes a lot of work to make an operation legitimate – more than you’re capable of alone

CONFLICTING MOTIVATIONS Contradictory motivations between characters often present perfect fodder for dramatic inspiration. One character seeking assistance on their pilgrimage would see another’s goal to lay down roots and form their own temple as directly opposed to their holy journey, but perhaps the temple should be built at the final pilgrimage location? Perhaps the goal of the crusade is to reclaim a lost idol to be used in the construction of the temple? Keep an open mind when rolling multiple bonds, and let the darkness of Dragongrin guide you.

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D6 1 2 3 4 5 6 D6 1 2 3 4 5 6

9. BONDS OF PERFORMANCE Create great works of art Find a deserving audience of peers Practice illegal performance without repercussion Discover works of art lost during Lightfall Learn and share the true story of the Dismembered Lord’s rise Establish a new college or performance hall 10. BONDS OF THE STRANGE You’ve seen into the Bleak – you seek others who understand its perils You are tormented by visions of the location of a dragon’s grin An otherworldly force calls you to action, and will kill you if you fail You know the rough location of a Primordial boneyard, and seek others to help you find it You’ve died before, returning to life through the Wailing Gray – you seek others like you The Dismembered Lord himself has given you a mission

TIES TO THE REALM

ADVENTURING PARTY THEMES

You have established many character and party concepts so far, but how does it all tie into the world of Dragongrin? Use the following optional table to anchor your character and their network to the world’s unique story. These are purposely broad to encourage creativity on behalf of the players and Game Master.

Many adventuring parties in Dragongrin rally around the same theme or mission, be it a profession, faction, or shared background. Rather than choosing from the bonds above, you can choose from (or roll on) the table below. This will provide a more specific, thematic reason for the entire adventuring party to be working together toward a common goal.

D10 TIES TO THE REALM 1 2 3 4 5 6 7 8 9 10

Lightfall and the Copper Sun Titans and Archans Primordials and Valens The Bleak and Bleakstorms The Desolation The Grin of a Dragon Unproven Gods Dismembered Legion (Marrow, Warmaker, Doomsayer) A Lord of Ash The Dismembered Lord

D20 ADVENTURING PARTY THEME 1 2 3 4 5 6 7

8 9 10 11 12 13 14 15 16 17

18 19 20

You all drew the short straws in a lottery, and are now tasked with unsavory or dangerous work. You are a group of treasure hunters and retrieval experts capable of finding just about anything – no matter how vile the relic, person, beast, or client. You have all been diagnosed with terminal illnesses, and wish to give meaning to your last days in the realm. You are a devout task force, assembled from various temples to combat heresy. You all serve the Red Sail market as merchants, guards, or haulers. You all volunteered with the same militia, and have seen battle together. The threats you face grow deadlier by the day. You hail from the same settlement, fallen on hard times and under the scrutiny of the region’s Lord of Ash. Something must be done to save your home from the torch. A former Copper Jackal on the run contacted each of you with an important mission and promises to pay handsomely in Titan copper. You were all slain, and have been resurrected by the same patron for a task. Each of you have loved ones serving the Undying Light. You all fear for their lives. You all work in a traveling sideshow, bringing entertainment and circus antics to settlements throughout the realm. You each received a similar vision under a cosmological event. Now you seek answers together. You all work in a diplomatic entourage, called away from your homeland to quell a conflict. You are prisoners of the Dismembered Lord, united in your desire to survive – and hopefully escape your horrendous confinement. You each lead your community or village, and you have been called upon to investigate a looming threat. You have been exiled from your homelands due to an ancient law enforced for the first time in centuries. You’re a band of charlatans and grifters. Sharing different talents and roles, you can pull off any con or heist, and (usually) get away with it. You’re a team of salvagers and junkers, taking what most people consider trash, and hauling it away to fix, modify, and sell. You explore destitute estates, ruins, disaster sites, and junk heaps. You deserted the forces of the Dismembered Lord. You serve the Undying Light, the underground rebellion who raise steel against the Dismembered Lord and his lackeys.

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DOMINIONS OF ASH The Dominions of Ash are the regions of Dragongrin, divided by political and natural borders. Each is ruled by a Lord of Ash – regent generals empowered by the Dismembered Lord to enact his will. This section provides everything you need to know to use the Dominion of Ash portions of A Dead Man’s Guide to Dragongrin as a player and a Game Master (GM).

GETTING STARTED

The Dominions of Ash are designed to be useful for both players and GM. Information intended for players and characters can be found in the front of each section, while more sensitive information for running sessions and campaigns follows. There are no hard and fast rules for how to use the tools provided – go with what inspires you – but here are some starting points as you explore Dragongrin’s Dominions of Ash.

PLAYERS Player and character information includes the History, Know This to Survive, Character Connections, Powerful People, and Primary Locations sections. Everything in these sections is considered common knowledge in Dragongrin, and can serve as a useful primer for the players to familiarize themselves with the Dominion of Ash. Anything beyond this section can be information the GM chooses to reveal during play. To prepare for a session, work with your GM, and consider the following: • Roll or choose a character connection that makes sense for your story. • Read through the Know This to Survive section to familiarize yourself with the conflicts of the Dominion of Ash. • Choose a conflict your character would be invested in, and think of some questions you might want answered to learn more about it in-game.

GAME MASTERS Game Master information begins at the Peripheral Locations section, the first set of explicit challenges for the adventurers to overcome in the Dominion of Ash. Following that are the Sudden Perils, Growing Threats and Rumors, Quests and Bounties, regional thematic table, Cruxes, Evergrowing Shadows, and the Countdown to Ruin. These sections are designed to prep sessions, plan campaigns, and to be used on the fly at the table. To prepare for a session or campaign, consider one of the following as a starting point: • Start by using the Evergrowing Shadows section to define the current state of the Dominion of Ash – roll on the tables noting the results to inform the rest of your preparation. • Choose one of the Cruxes and prepare a session or minicampaign, branching out into the region based on the outcome of the Crux. • Choose a primary location to begin your session. Then roll or choose a peripheral location, a growing threat, a powerful person, and a quest/bounty, and begin there. Choose a sudden peril as a backup if the players go in a direction you didn’t consider.

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Consider inciting the first entry on the Countdown to Ruin table to start with conflict, and give the players a sense that the region is alive and changing with or without them.

SECTIONS IN-DEPTH

Each Dominion of Ash is designed to feel like a living, changing region. Each section is a tool with a specific unique function, though all of them are designed to work together to build sessions and campaigns. Here is a description of each section, and their intended use – though there is no right or wrong way to be inspired.

HISTORY, AT-A-GLANCE, KNOW THIS TO SURVIVE This first portion of the section is the essential information for each Dominion of Ash. Outlining a brief history, the geography and the major tenets of surviving the realm, these sections serve as an excellent primer for players and GMs to understand the important conflicts, factions, and theme of the Dominion of Ash.

CHARACTER CONNECTIONS These are optional thematic ties to the Dominion of Ash to tie your character to the conflicts and people within. Work with your GM to choose a fitting connection, or roll one randomly.

POWERFUL PEOPLE OF THE DOMINION OF ASH The most notorious and influential people within the Dominion of Ash. Beginning with the Lord of Ash who rules the Dominion, these are names the common populace would know, as well as their rumored reputations and goals. These figures are often difficult to gain an audience with.

PRIMARY AND PERIPHERAL LOCATIONS Primary Locations are the largest and most notable places in a Dominion of Ash. These major cities, landmarks, and geographic features would be well known by the denizens of the Dominion, and are represented on the map included within each Dominion of Ash. Peripheral locations are more thematic, localized places within the Dominion of Ash. They are agnostic in their exact geographic location by design to be used by GMs anywhere in the Dominion of Ash as incidental locations, and connective pieces for linking scenes and encounters together. These locations are only some of the myriad places to be explored in each of the sprawling Dominions of Ash, and some spaces on each map of the Dominion of Ash are left open for players and GMs to place locations, building their own Dragongrin.

SUDDEN PERILS, GROWING THREATS AND RUMORS, QUESTS AND BOUNTIES These are three different types of story hooks the GM can use, each with unique timeframes and focuses. Sudden perils are designed to be thematic, incidental encounters to challenge the party immediately. They can be used during game prep, or at the table if there’s a lull in play. They can easily be combined with a Peripheral Location to build unique encounters. Growing Threats and Rumors are designed to be conflicts that are looming, imminent dangers. The players can attempt to investigate and intervene – if they can act quickly enough. They also serve as useful as rumors that the players can learn when interacting with NPCs. Quests and Bounties are story hooks the players will often have to seek out. They are task-based, and involve someone asking for help.

THEMATIC TABLE Each Dominion of Ash has a four-column roll table designed to explore a central theme of the region – monster hunting for the horror-themed Svir, gang war for the crime-ridden Svir Below, etc. Use these tables to generate and explore the thematic threats and challenges specific to the Dominion of Ash.

CRUXES Cruxes are tools that provide the modular pieces needed to run a specific scenario. Their concept and themes are clearly stated, highlighting the nature of the Dominion of Ash, and all of the details are specific to the story they set out to tell. The Crux can be used to run a single session abundant with characters and events, or used to craft a mini-campaign spanning multiple gaming sessions. Each Crux begins with an inciting incident called an Event, the text of which is designed to share with the players to explain the high concept of the story they are about to embark upon without revealing any sensitive plot information. The Event text is designed to get players excited about the story of the Crux and its conflict. It can be read aloud as the opening of the session, or used as a tool to garner interest in the game. INTEREST POSTS In an era of gaming using social media and other online tools, the Event portion of a Crux is designed to be copied and pasted as the foundation of a post to garner interest for the game you’re running. With the quick addition of anything specific such as number of players, class options or restrictions, scheduling or any other details, you can have an interest post ready in no time.

The NPCs important to the Crux are outlined in the People section, with information on their personalities, appearance, goals they hope to achieve, and a rumor related to them. Some Cruxes include other categories of information important to the nature of the story being told as well. Each NPC also comes complete with an introductory scene that establishes their personality and gives the party a chance to interact with them and further the story. Character connections related to the Crux are also included, providing specific motives for the characters to become part of the story.

The Countdown to Peril is an optional list of events that can unfold as the story progresses. These are benchmark events designed to progress the conflict of the Crux, and give a sense of a living world moving and changing around the party. The Escalation section is a set of roll tables to bring variety to the Crux, and some local conditions caused by the Crux. These are designed to be used during game prep, or on the fly as thematic options during improvisation at the table. The GM can work through each table and choose the options that best match the story they’re envisioning, or the entire Crux can be generated randomly. Roll a full set of polyhedral dice (d4, d6, d8, d10, d12, d20) to generate scenarios for the Crux. These will include a conflict tied to the themes of the Crux, a rising threat, a notable location, a scene, a clue and a twist. Generate as many or few scenarios as needed for the session length you are aiming for. The Climax is designed to be the final encounter of the Crux, and details a list of events that will unfold, as well as narrative cues for the aftermath of the Crux depending on how the story played out and what choices the characters made.

EVERGROWING SHADOWS The Evergrowing Shadows section contains detailed information about the Lord of Ash of the region, their resources, goals and secrets. This section is designed to give you deep insight into the Lord of Ash to explore their motives and help you to roleplay them believably as dangerous and deadly villains while still giving them conflicts of their own to inform their decisions and make them more interesting. The State of Power is a section that allows you to choose or randomly generate the current conditions that the Lord of Ash is experiencing. The tables outline the state of their Legion of Ash, their lair, their foes, and the challenges they are currently facing.

COUNTDOWN TO RUIN The Countdown to Ruin is an optional list of important, regional events that can unfold as the campaign progresses. These are benchmark events designed to progress the conflict of the region as a whole, and are often large in scope, designed to give a sense that if the party doesn’t intervene the Dominion of Ash will fall into total darkness and chaos.

REGION AND CRUX GUIDE Following is a list of each Dominion of Ash, complete with a short description of the basic themes at play within, as well as a handy list of the Cruxes available in each region.

AQUEANUS Far in the southeastern portion of the Shattered Seas are the deadly depths of Aqueanus. This series of islands was changed forever when the flying craft known as the Silver Moon was crashed into the region to stop the Desolation from bleeding through. Now, it seems nothing can stop the tainted magics of the Desolation and the Silver Moon itself from twisting the waters of Aqueanus. (“Aqueanus” on page 189)

FEYGRAVE Feygrave is a dying, sylvan forest in a state of constant autumn since the lifetree of Talas was ripped from the soil during Lightfall. Druids of the Old Vale seek to restore it, and a legendary creature known as a typhon has just slain the Lord of Ash. (“Feygrave” on page 204)

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GRINN

TALAS

Home of the Dismembered Lord and his chosen, a region of strange anomalies of time, appearing pristine on the surface, but rotten at its core beneath. The Council of Ash resides here, along with the Marrow Arcseers, and powerful Warmakers. (“Grinn” on page 220)

Talas is the city-sized Lifetree that was ripped from the soil of Dragongrin during Lightfall. Torn apart by a bloody war between an occupying force of Granok Thane and the defending Valenus Remnant, fight for whichever side you choose, and turn the tides of war. (“Talas, the Lifetree” on page 303)

INNES This land was once a beautiful beacon of history and humanity before the Dismembered Lord gifted it – and most of its people – to the Maug’Tarak orcs, who now terraform it into a treacherous swampland – a graveyard of dragons beneath the muck. (“Innes” on page 239)

JAHAR A deadly, barren region whose ever-shifting dunes of metallic sand give way to treasures untold – if you can survive the tyrant wurms and Qaramzi hobgoblin raiders. (“Jahar” on page 255)

SVIR Treacherous, nigh-impassable mountain range dotted with sparse settlements, and home to the training ground of the Dismembered Legion. Teeming with undead horrors and horrific monsters. (“Svir” on page 270)

SVIR BELOW Beneath the nigh-impassable mountains of Svir, this sprawling network of canal cities rests atop the blood-red Golis Ocean – a criminal hive of gangs, smugglers, and Titan salvage. (“Svir Below” on page 286)

ULDANE The land most scarred and affected by the arcane maelstrom known as the Bleak. Once the home of the Granok Thane empire, now a land twisted into a crimson badland of storms, monsters and scavengers. Though Uldane is an awful place, the events transpiring have the potential to shake Dragongrin to its very core. (“Uldane” on page 319)

VARNHOLME The only place in Dragongrin that has not yet been invaded by the Dismembered Lord – but that is about to change. The people of this land of strange, ancient magic and deep tradition face the choice to unite or face certain defeat at the hands of the Dismembered Legion. (“Varnholme” on page 335)

ZAMON The jungles of Zamon grow by the day – and some even say the jungle is alive. The ruins of the mighty and technologically advanced Oedran empire are scattered amongst copious remains of countless Primordials. Factions in the jungle seek to claim power and uncover its secrets. (“Zamon” on page 352)

CRUXES DOMINION

TITLE

CONCEPT

THEMES

Aqueanus Aqueanus

The Eye and the Sea Call of the Void

Underwater Cult Mystery Decide the Fate of All Dragongrin

Madness, Mystery, The Sea, Occult Infiltration, Calamity, Judgment, Decisions

Feygrave

Welcome to Ravenrock

Thrust into a Pivotal Choice

Betrayal, Survival, Treason, Opportunity

Feygrave Grinn Grinn Innes Innes Jahar Jahar Svir Svir Svir Below Svir Below Talas Talas Uldane Uldane Varnholme Varnholme Zamon Zamon

The Crown of Kumon Orth Welcome to the Dustmouth War Upon the Black Shores Operation Torchlight Gladiators of Gorr Arena Blood and Thunder The Ossuary and the Orb The Goltheal Butcher The Crimson Betrothal Depths of Dhokeg The Astregard Conundrum First Flight of the Venorin Battle for the Rootgate The Long Bleak Night Last Ride of the Deathbat Feast of a Thousand Skulls The Age of Death Temple of the Searing Heart If it Bleeds

Ritual to Restore a Typhon’s Spectral Crown Intrigue at a Masquerade Defensive Siege Against Extraplanar Threats A Marrow Raid Brutal Gladiatorial Games Desert-Spanning Monster Hunt Tomb-Robbing Treasure Hunt Serial Murder Mystery Gruesome Vampire Wedding Submarine Salvage Gone Wrong Daring Heist for a Powerful Relic Aerial Dogfight Devastating Battle Survive a Night Under Attack Battlewagon Chase Against a Primordial Survive Contact with an Evil, Starving Eòghann Pivotal Meeting to Unite the Skulds of Varnholme Battle over Lost Tech in an Ancient Ruin Pursued through the Jungle

Rituals, Morality, Belief, Nature Dread, Isolation, Competition, Intrigue War, Strategy, Courage, Service Survivalism, Witch-hunt, Combat, Stealth Battle, Gambling, Alliance, Intrigue Revenge, Obsession, Family, Nature’s Ire Exploration, Competition, Countdown, Artifacts Desperation, Paranoia, Prejudice, Pursuit Appeasement, Love, Sacrifice, Tradition Helplessness, Insanity, Salvaging, Recovery Burglary, Ensemble, Scheming, Gang Customs Urgency, Perception, Pursuit, Danger Combat, Destruction, Sacrifice, Bravery Outlast, Timing, Construction, Arcane Pursuit, Risk, Speed, High Stakes Fear, Survival, Worship, Mortality Tradition, Loyalty, Negotiation, Tempatation Reclamation, Discovery, Prophecy, Veneration Chase, Hunt, Predator, Ambush

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Dhaes Vasul of Aqueanus

Diego Salva of Feygrave Shar Lagash of Innes

Revak Zistra of Jahar

Caius Veccus of Svir 187 DOMINIONS OF ASH

Vim and Aut of Svir Below

Sureau Stormbreather of Uldane

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Aldus Bex of Talas

Ingrid Grinrender of Varnholme

Laryss Highfury of Zamon

AQUEANUS

TWISTED, AQUATIC DEPTHS

“This place doesn’t taint things toward evil, or make them more good, it simply amplifies what something already is. So the good becomes better, and evil? Evil becomes something so reprehensible it’s difficult to comprehend.” – Recen Valga, Laborer of Aqueanus Half-sunken islands brim with powerful growth and eldritch horrors – both caused by the amplifying magics of the flying elven fortress that crashed into it.

HISTORY

Then: Once the chain of island fortresses known as Arthun, this place was tainted by the Desolation. The flying Archan known as Lleyad, the Silver Moon, crashed into the dark tear, nearly sealing it, but damaging the region beyond repair. Now: Referred to as Aqueanus – meaning “the sunken place” in Exuvian – this Dominion of Ash is a combination of eldritch growth, the remains of Arthun, and the wreckage of Lleyad, combined into a single, morose region. Beyond: The Desolation grows within the belly of Aqueanus, and with it typhoons of Bleak within the Shattered Seas, and eldritch horrors. If not stopped, this darkness will stain the realm irreparably. AQUEANUS AT-A-GLANCE Terrain: Deep waters, lost ruins, and gigantic complexes Climate: Wind and rain on the surface, over cold waters Lord of Ash: Dhaes Vasul, released prisoner Resources: Potent equipment, goods and medicine cultivated in the Exalting Cultures: Mord, Silverwise Factions: Dorsai, Deepwatchers, Ceaseless Travail, Cold Sun, Lightless Host

KNOW THIS TO SURVIVE

The former prisoner and dious of Lightfall Dhaes Vasul has renounced his faith, and rules the strange locales of Aqueanus. Tasked with keeping order in Dragongrin’s largest prison, and keeping Aqueanus from being overtaken by the Bleak. Lord of Ash Dhaes Vasul Spreads Light in the Depths: Dhaes Vasul once wasted away within the ancient prison of Thasz Khet at the heart of Aqueanus, but was granted his freedom more than two years ago, and given the station of Lord of Ash following the failures of the previous rulers of Aqueanus. Once a powerful dious in the armies that marched against the Dismembered Lord during Lightfall, Dhaes renounced his faith after the forces of good lost the war. Swearing fealty to the Sovereign for a sense or purpose, and a new place to point his belief, he has been tasked with halting the encroaching darkness from the depths of Aqueanus. This Lord of Ash maintains the Nekton, specialized Marrow marines who utilize experimental Titan tech known as the Peerless Sight, allowing them to share thoughts and senses. Connecting to the Peerless Sight has caused them to lose a measure of themselves, become more cold, instinctive, and monstrous – though still subservient. They patrol in and around Aqueanus aboard ironclad vessels and submarines. Vasul also commands the Cold Sun, hand-selected criminals from Thasz Khet with a variety of specialized roles and skills. The Exalting Amplifies All: When the Silver Moon crashed into what is now Aqueanus, sealing the Desolation in its depths, its powerful arcane core shattered. This conjured a strange, amplifying effect on the surrounding region. This effect, dubbed the Exalting, allows everything in the area to reach powerful, logical extremes. For this reason, the Exalting is used by the Dismembered Lord to great effect as Aqueanus is the hub of the strongest hospitals in Dragongrin, as well as the only place in the realm where the Dismembered Legion’s armor and weapons can be forged.

Creatures: Revulsions, Vardig, zralok, brine leeches, Nekton Marrow

189 DOMINIONS OF ASH: AQUEANUS

The Dorsai Seek to Release the Lightless Host: Those who once guarded the gates to the Desolation have been tainted by its foul denizens. Led by a group of old and powerful Mord, these “Dorsai” worship abominations from the Desolation – creatures known as Revulsions, who make up a legion known as the Lightless Host. Revulsions always seek followers, thralls and servants, and these eldritch horrors are willing to strike deals for service in return. These Mord seek to gain power from their patrons, and seduce new followers, or transform the unwilling into Lightless Horrors – warped and mutated eldritch creatures serving unto death. The Dorsai themselves are alien in mind and body, hostile and brutal in their zealotry. There is nothing the Dorsai wouldn’t do for the Lightless Host and their dark aims – because it furthers their own. The Deepwatchers Seek to Destroy the Vardig: The Deepwatchers are a sect of the Silverwise seeking to destroy the clever creatures known as the Vardig – primarily because they cheat people of a natural death. The Vardig are deadly shapeshifters who assume the personalities of the unwitting, becoming their doppelgangers. They can assume the shape of any creature of their rough proportionate size, though the shape can differ. They feed off of people’s personalities the way that another creature feeds off of food and water slowly taking the life, love, dreams and memories until they possess it all. Once they do, they drink it up, eliminating any trace of the former person, and then choosing a new target to begin it all again. Some Deepwatchers believe the Silver Moon is promised to them in a prophecy. They seek to commune with the being known as the Watcher, and believe that under its guidance, they can grant the Silver Moon flight again – a mobile Silver Wall to protect the realm from evil. Ceaseless Travail Seek to End Their Toil: This rebellion is led by the working class in Aqueanus – the farmers, laborers, and artisans vital to the supply line of Grinn and the Red Sail Market. Whispers persist that they are being pushed into these actions by a Mord counselor who encourages them to enact mass work stoppage and demand better treatment. The Ceaseless Travail understand the importance of the Exalting to the Sovereign, and seek to cause as much chaos to the production of Aqueanus as possible. They slow production and sabotage goods where they can, but they’re planning a much larger, calculated strike to the production of all Aqueanus. Without proper help and support, they will be mercilessly crushed and replaced with new, more compliant workers. While this rebellion would normally be crushed immediately, these workers have uncommon leverage – a substantial tolerance to the Exalting. Thasz Khet Brims with Exiles: Thasz Khet is Dragongrin’s most infamous and ancient prison, fully submerged within Aqueanus. Black coral pillars, riddled with glass bubble cells, holding hundreds of prisoners. Those held here suffer for some unknown and nefarious purpose, imprisoned for their crimes but kept alive because the Dismembered Lord wills it so. The Nekton serve as tireless guards, maintaining the subaquatic prison and seeing to the prisoners. CUSTOMS AND TRADITIONS OF AQUEANUS • It’s said that the Vardig will be revealed by the light of a candle, so people often keep a candle nearby, even if unlit. The phrase “trust without flame” is a common adage. • People often follow even some outlandish superstitions, believing anything to be possible within the Exalting. • It’s common to hear the working class humming or whistling the song of the Silver Moon, a melody that was often heard on the streets of Lleyad, but that defies any attempt to replicate it outside the region.

190 DOMINIONS OF ASH: AQUEANUS

POWERFUL PEOPLE OF AQUEANUS

Lord of Ash Dhaes Vasul: Vasul has ruled over Aqueanus for the last two years wearing his destroyed Holithic vestments as a cloak. Many know his name as the famed dious who marched against the Dismembered Lord, but that man is long gone. Any who mistake Vasul’s previous reputation for his current state of mind will pay with their lives. He is a man with faith in one thing now: the Sovereign’s word – and any who would oppose it will be struck down. He is the only Lord of Ash successful against holding the Lightless Host at bay. Marrow Captain Malin Tor: This Marrow captain was once a Marrow commander, said to have been demoted to this position, though she seems to love her work. Though she rarely smiles, she appears to have a genuine love for her work – and some even say the people she oversees. Her job is simple: oversee the production of equipment, food, and goods for the Dismembered Legion, all bolstered by the Exalting. Rumors swirl that she has begin a romantic affair with a prominent leader of one of the work groups, Wyn Draelor, the leader of the Ceaseless Travail, though it is said their relationship began before the uprising. Phalen Stavor: Flanked at all times by her loyal hound Lou – short for Lieutenant – this tattooed Silverwise walks with purpose wherever she goes. Following the orders of the Watcher with an almost religious zeal, Stavor believes the Silver Moon is the Silverwise’s divine right. She hears a voice she believes to be the Watcher helping her take over, but doesn’t realize she hears equal parts creatures from the Desolation and the Watcher. The conflicting, cryptic words she hears are causing her followers to doubt her contradictory actions.

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CHARACTER CONNECTIONS TO AQUEANUS You’ve heard countless stories from a lost loved one about the beauty of Lleyad and wish to pay homage to what remains. You’ve heard the plight of the Ceaseless Travail and wish to aid them in their rebellion. Now to find a complete stranger you can trust that will somehow trust you. You’ve heard of the things the Exalting is capable of. If it amplifies everything, maybe it can help you find who you’re truly supposed to be. Having a particularly tuned affinity for Titan tech, you want to get your hands on any pieces of the Peerless Sight you can get your hands on. You feel the Desolation is a concern to the world at large that not enough attention is being paid to. You’ve come here to do your part in stopping it from bleeding through. You received a missive from a relative in Aqueanus. They’ve stopped replying to your letters, but you’ve heard from others that they’re still alive and well. Surely the rumors of the Vardig couldn’t be real. You seek to join an Annulus Directive in Aqueanus. To work and tinker within the Exalting could mean great strides in your discoveries. You’ve been sent to get information from someone in the Evenkeep hospital – someone in the sanatorium. You hope to find clues of the Copper Sun’s whereabouts on the Silver Moon. Surely they must be connected somehow. You knew Dhaes Vasul before Lightfall, and hearing that he was released from prison, he beckoned you to visit him.

Wyn “Cornerstone” Draelor: Wyn Draelor spent most of his youth and young adult life working in the Marrow equipment production facilities, eventually becoming involved in a secret romantic relationship with Malin Tor, the captain overseeing production. A mysterious Mord began communicating with him, slowly convincing him to gather other workers to stage a revolt and strike, leading to the creation of Ceaseless Travail. Called Cornerstone by his fellow revolutionaries, Draelor has more secrets than others know. He has been contacted by a Revulsion, and is considering taking its bargain for power he could use, worried that the Travail will be crushed easily without firepower, hoping to use the power of the Desolation to fight back. If the rebellion receives other reinforcements, he may be able to avoid relying on darker power. Bezzir, Tongue of the Host: This Dorsai is a creature of constant torment, though it is not evident on the surface. Bezzir is a host body for countless scores of the Lightless Host, to whom he allows use of his corporeal form on this side of the Desolation. Bezzir is in fact any one of several dozen elder creatures who are all vying for use of his mortal frame. Only the cunning will be able to decipher to whom they are speaking, and what the true aim is. Vargero: Few have glimpsed the true form of the foremost shapeshifting Vardig – it’s whispered that they stand seven feet tall with skin a mottled, translucent gray, and long, lank hair coiled into tight locks. They mark their muted flesh with a tally for each life stolen, now innumerable. The greatest of the Vardig, rumored to be the first, Vargero has assumed the shapes of hundreds of great lords and legendary figures throughout history, tuning the timeline of Dragongrin to their ideal vision. With the ascension of the Dismembered Lord, Vargero’s Dragongrin has fractured. Vargero aims for the destruction of the Crucible, and a new future for their people.

PRIMARY LOCATIONS

The Black Wound: The crashing of the Silver Moon left one last known permanent tear into the Desolation – The Black Wound. The thrumming power of the core of the Silver Moon that rests on the surface holds the tear at bay. The Black Wound lies below the prison Thasz Khet, and is crawling with the vile eldritch creatures known as revulsions. The Brinestilts: When the stubborn people who lived here began to be flooded out, they built up instead of moving away. Now this fishing town sits atop the ocean on a web of wooden platforms rising up from the sea on stilts and bridges that connect them, far from any land. Chokethreads: These Zarfvin-built channels were constructed almost immediately after Lightfall to filter the tainted crimson waters of the Shattered Seas into something potable. Elevated above the waterline, the structures are reminiscent of twisted aqueducts. The trifecta of islands that house them are a mysterious place that is said to be cursed – many who venture there never return. Cosarac Port: The largest port in the region, this bustling shipping yard handles nearly all of the imports and exports of Aqueanus. It also serves as a secret base of operations for the Ceaseless Travail. Direnos: Off the coast of Aqueanus stands the Fingers of Direnos, a hand-shaped rock formation jutting up among treacherous waters. Despite the danger, many make pilgrimages to this area, allegedly being able to see echoes of the future – or even talk to the dead. The Deepwatchers patrol this area often. Dungson: The production capital of Aqueanus, the largest facilities for creating the weapons, armor and artifacts of the Dismembered Lord. Much of the working class have modest homes on the outskirts of the area, the rest reside in slums and tent cities beyond that. Evenkeep: This infirmary and sanatorium uses the power of the Exalting to cure its patients wholly if they can survive its treatment. It is the only place in Dragongrin that performs standing resurrection attempts – at great cost, and with no guarantees. Figrut Tunnels: A series of tunnels that once connected much of Aqueanus, these passages were constructed by the Zarfvin long ago as pathways to quickly traverse the various islands. When the water levels began to rise years ago, many of the tunnels became fully submerged and flooded. They are being reclaimed, mapped, and patrolled by the Nekton Marrow and can be used by cunning travelers – but are infested with zralock – and worse. Gray Spires: These structures were built after Lightfall, built directly onto the jutting wreckage of the Silver Moon. They were constructed to be mostly submerged, appearing less like spires than their name suggest. Serving as Nekton headquarters, they also serve as barracks to Marrow and other allies of the Dismembered Legion. Marrow marine vessels patrol the waters ceaselessly. Grimesail Market: Originally an unsanctioned sect of the Red Sail Market, the Grimesail Market is only allowed to operate within Aqueanus. Providing the working class access to purchase the surplus and castoffs of Dungson, including damaged and defective weapons for self-defense against the Revulsions and other creatures that attack the slums and tent cities surrounding the production hub.

191 DOMINIONS OF ASH: AQUEANUS

192 DOMINIONS OF ASH: AQUEANUS

Haadhru Effigies: Statues of unrecognizable rock carvings of humanoids and creatures protrude from the muck and water at various angles in this area, with no area left unmarred by carvings and runes. Believed to have been here before the fall of Lleyad, their origin remains unknown. Hamark: This linked fortress of half-sunken castles provides safe havens for a variety of vicious life. The structures surround a massive chunk of the Silver Moon, said to contain valuable materials, the powers of which transform the creatures within into strange beasts unlike anything else in Dragongrin. Hark’s Platform: Hark’s Platform boasts the majority of Aqueanus’s factories and artisan workspaces. Surrounded by the Gray Spires of Aqueanus and patrolled by the Nekton. The location of the primary entrance to Thasz Khet prison – and also the region’s Fortress of Ash. Using the Exalting, many feats of crafting and workmanship are accomplished here – as well as many horrific experiments. Lanoth Inn: Once the largest, most lavish inn in the region of Arthun, the Lanoth family’s establishment now falls on hard times. Whether it’s a lack of travelers that’s responsible, or the rumors that the inn is the lair of Vardig doppelgangers, the location is only frequented by the most sinister and discreet. Mathison Distillery: Gifted to a Crucian by the Dismembered Lord, the Mathison Distillery is the only sanctioned private exporter, and the only distiller in Aqueanus. Their only export: Mathison whiskey, a rare spirit sought after by many, and prized for its rarity and unnaturally enhanced flavor profile. Mosscrawl: This parasitic moss covers the trees, rocks and hovels of those that once inhabited this area. Able to absorb many times its own volume in water, some posit this town was host to an experiment to quell seasonal floods gone wrong. The moss continues to spread unnaturally quickly. Spindelpeg: Often simply called “the Peg,” this is the largest, most stable part of Aqueanus, situated near the impact site of the Silver Moon. Small towns, overgrown farmland, dense forests and Arthun ruins cover this enormous area. It is whispered that there are many secrets of Dragongrin’s past among the dense woods and ruins – but dangers lurk in every shadow. Thasz Khet: Dragongrin’s largest and most secure prison, and also the Fortress of Ash. It’s entrance in the center of Hark’s Platform, guarded by Nekton and Marrow. It was built submerged in the crimson waters around the fragmented core of the Silver Moon, using its amplification to strengthen the structure. The largest known tear into the Desolation rests beneath it – known as the Black Wound. Prisoners are sometimes let out of their cells to fight against the revulsions that squeeze through the tear to lessen their sentences. Ruins of Keterdal: Underneath the waters of Aqueanus resides the leftovers of a flooded religious district. Within the submerged streets, alleyways, and temples, multiple ancient relics can be uncovered, strange eldritch life forms atop gushing steam vents, and carnivorous leviathans dwell inside the massive cathedrals. Zunavir Wharfs: A grasp at a portion of the profit of the Dungson exports, these wharfs were built shortly after Lightfall by a Drogus with the foresight to consider the effect the Exalting could have on production facilities. Everything was going to plan until the Drogus went missing, some say by the word of the Sovereign himself. The wharfs now stand as repair ports for the patrolling Nekton crafts.

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PERIPHERAL LOCATIONS A nearly intact structure from the Silver Moon, half-sunken into the ground, full of untold treasures, monsters or both. A decrepit Zunavir Wharf, abandoned due to unpredictable and violent Bleakstorms and rogue waves centralized to this area. Farmland that hasn’t been properly tended in some months. A massive, mutated bull roams the fields, driven mad by the Exalting and the Desolation. Arthun ruins from before the Silver Moon crashed here, possibly holding the secrets to the people that lived here before. A derelict, abandoned ship drifting at sea or washed ashore. Dried bloodstains cover the deck and lower levels. A captain’s voice giving orders can be heard as a whisper. Marrow encampment under attack from Revulsions from the Desolation. Marrow promise pardons and gear to anyone who helps them. A small atoll covered in dense foliage – unassuming from afar, but more experienced hunters see it for what it is: a zralok hunting ground. Factory making Marrow armaments. A violent sect of Ceaseless Travail has murdered the Marrow factory guards and has barricaded themselves inside. A squad of Marrow stand outside, searching for ways in. A large dock that extends over the ocean. The town that used it has crumbled to ruins. During full moons, the reflection of the moon creates a portal that strange spirits climb out of, hunting all living creatures until the night ends and they return through the reflection. Gigantic steam vent gushing superheated water and energy from the Desolation into the surrounding area. It stops gushing for minutes out of every day, at which point submersible crafts can venture through the tunnel to its very end. SUDDEN PERILS Revulsions cloud the mind: One of the revulsions appears, tempting you with great power at a trifling cost. If you refuse its power, it flies into a rage and tries to drag you back down into the Desolation tear it came from. Thick mud slows travel: Heavy rain and erratic sea behavior have flooded fields, thickening them into a viscous mud. If a path around or way through is not found, it will be a slow and exhausting journey. Marrow Nekton experiment with their powers: A squad of Marrow Nekton use their augmented abilities to construct an illusionary collective hallucination, testing the party’s reaction to a difficult problem to explore their hive mind emotional connections, and attacking the party if they choose wrong. Powerful waves crash: The erratic magic in Aqueanus causes a massive wave to crash, sending devastating torrents of water rushing through. Finding safe cover or high ground is a necessity to escape unharmed. Vardig cause confusion: A group of people in hoods run and crash into you. As people stand, each party member has an identical version that a Vardig has copied. You must sort truth from fiction and friend from foe. The Desolation spreads corruption: You begin to notice signs of the Desolation poisoning flora and fauna in the area, manifesting as a plague-like disease. Catching the disease may cause horrible complications, but if left unchecked, it could spread from this location. A Zralok lies in wait: Cunning, but vicious, a zralok has hidden itself nearby, lunging suddenly to grab at you with its tentacles and attempting to chop down with its razored teeth. Ceaseless Travail cell begs for help: A group of civilians runs up to the party in a panic, screaming that they are being hunted by Marrow and will be murdered. Shortly after, Marrow are heard stomping and yelling in search of the fugitives. 193 DOMINIONS OF ASH: AQUEANUS

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Revak Zistra, Lord of Ash in Jahar, is tired of the increasing monsters encroaching on his dominion from the sea, and plans an attack to quell them. Dhaes Vasul is planning a defense. More and more underwater vents are bubbling up near the Black Wound, spewing out superheated water. Some say a supervolcano is ready to bury Aqueanus with the Desolation. A section of the Chokethreads has been quarantined, but many fear a disease has already spread into the water supply. Many claim the Silver Moon has the answer. A leviathan stirs underneath the waves, and mundane fishermen have gone missing in increasingly greater numbers. The Lanoth Inn is said to be the lair of Vardig dopplegangers, though it’s argued that those who make the claim are rivals who are just trying to hurt the business. A maniacal doctor at the Evenkeep sanatorium is preparing the inmates to break out of the structure in exchange for them killing one of the doctor’s rivals. An abandoned ship has pulled into Cosarac Port, and now sits anchored offshore. No one knows what awaits within, but some say screams are heard throughout the night. The Haadhru Effigies are actual creatures who were once turned to stone, and were destined to come to life someday. Word now spreads that two have disappeared. The Desolation has tainted the Figrut Tunnels, and the bones in the catacombs are coming to life as aquatic skeletons, covered in barnacles and armed with the weapons they were buried with. The waters are rising.

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One of the prisoners at Thasz Khet knows a secret that would bury the bounty hunter offering you three years of paid Tenth in exchange for the prisoner’s death. The factories of Dungson are reportedly making weapons for distribution around the realm – specifically in regions like Talas, Svir Below, and Innes, where war is ravaging or imminent. Get in, gather the intel, and get out undetected, and the Legion of Ash will pay you handsomely. The Dorsai threaten everything. For every head you bring to a hooded fisherman at the Zunavir Wharfs, he’ll progress construction on a medium sized boat. When it’s completed, it’s yours. There’s a lockbox submerged in the Ruins of Keterdal, and the owner – a prolific cartographer – wants it retrieved, no questions asked. They offer a detailed map of almost any area in Dragongrin for the deed. Historians from Talas have traveled all the way from Zamon to discover the true histories of Aqueanus. They offer rare Primordial bones to any who venture into the Silver Moon for informative relics. A Marrow traitor is allegedly imbedded with the Ceaseless Travail, and the Dismembered Legion desires their head. In exchange, whoever brings them to justice may choose a loved one who may freely live in Grinn as an honorary Crucian. One of the denizens of Aqueanus believes their loved one was replaced by a Vardig. She offers her home and heavy possessions to any who prove this – she has no intention of remaining here anyway. Hark’s Platform has been infiltrated by enemies of Lord of Ash Dhaes Vasul. Root them out so they can be publicly executed, and you’ll be permitted entry to any location in Aqueanus – Vasul doesn’t even care if they’re truly enemies. He just wants to put on a show. Rumors abound that the Lanoth Inn is the location of myriad mysterious murders. Most believe it’s just an urban legend, but one of the workers in the region swears the family killed her loved one who was staying there. She begs you to help, even though she has nothing to pay. The Lanoths claim she’s crazy. More guards are needed at the prison, and each adventurer that takes a shift will gain one prisoner as a drudge after one month of employ.

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REVULSIONS IN AQUEANUS D10

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Ghrivhin

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Cnildorh Yod'alel Utir'vhe Omlohg

A cut of your wealth from now on Your firstborn For you to collect on their last contract A body part such as an eye, ear or tongue Blood to be drawn daily – yours or another’s Stories, songs and poems dedicated to it Use of your voice from time to time A minor amoral act each day A single, evil act A piece of your soul

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WILL GRANT YOU

CONSEQUENCE

Incredible riches Perfect health Political clout Extended life Exceptional skill Secret of the realm Take a single, mortal life A dark servant Powerful weapon or object One time safe passage

Unexpected betrayal Targeted for ritual killing A deep secret of yours is revealed Framed for a crime Reputation damaged beyond repair Imprisoned or withheld Loss of important memories Struck with illness Physically marred Forgotten by a loved one

ZRALOK FEED These twisted amphibious creatures have been made more ferocious – and hungry – by the Exalting over the decades. Having a vaguely shark-like appearance, but with horrific tentacles used to crawl on land, this primal predator grows more bold and cunning as their numbers grow in the waters surrounding Aqueanus.

CRUX: THE EYE AND THE SEA Concept: Underwater Cult Mystery Themes: Madness, Mystery, Sea, Occult

EVENT Your ship, damaged and in desperate need of repairs, has creaked through the Aqueanus seas in search of a port. Eventually one was found in the floating fishing village known as the Brinestilts, a messy web of wooden platforms and bridges built up from the seafloor when Aqueanus started flooding. Far from any proper land, the Brinestilts will have to work as a repair port. The ship’s captain ventured into the town to meet with the mayor to discuss a deal for supplies and help with the ship. However, the captain hasn’t been seen since, and it has been a few days. The people here in the Brinestilts seem a little bit off, often appearing as dissociative and distant, speaking in riddles and fragments. As time continues to tick and the captain is nowhere to be seen, perhaps the only way to get the ship repaired and continue your journey is to venture through the Brinestilts yourself, untangling the strange mystery and palpable eeriness that hangs here so thick. The adventurers begin on the edge of the Brinestilts following some severe damage done to the ship they were on. It is clear that some foul mystery has plagued this place that must be resolved before they will be able to continue their journey. Whether they help the people of the Brinestilts achieve their mysterious goal or work to undermine their efforts and find some means of escape, there will be great eldritch mysteries that will need to be confronted and solved. WHAT HAPPENED HERE? More than any other Crux, the Eye and the Sea is based on the Game Master understanding past events as the players unravel the mysteries of this strange place and its people. Months ago, a Drogus salvager stole an artifact from the Silver Moon, the retina of a Titan that rests there known as the Watcher. The Watcher, being a particularly powerful Titan, still has force of will despite its body long being taken apart, and can still see through the piece of its eye taken here. Its influence began to affect the simple fishing people of the Brinestilts, slowly grabbing hold of their minds. The Drogus salvager went missing, and the mayor of the Brinestilts began a cult based around the glasslike retina that was left here. Using it as a basin to store fresh water, the water being fed to the people from it furthered the spread of the Watcher’s influence. The townspeople have begun constructing a makeshift body for the Titan to inhabit, killing any travelers who arrive and using their ships, bodies, and whatever other supplies they have to add to the body, a disgusting mess of wood, metal, biological mass, barnacles from the sea, and whatever else they can adhere to it. Soon, the Titan will take control of the mess of a body to rise and attempt to reclaim its original body in the Silver Moon, maddened by the effects of the Desolation amplified by its magic. Until then, the nearly complete body rests on the sea floor directly underneath the Brinestilts.

PEOPLE This Crux centers around the conflict between Jintom Jol of the Cosmos, the mayor of the Brinestilts, and Piotr Parpin, a still sane fisherman living there. Jintom Jol is in charge of the Brinestilts and is working in secret with the other villagers to build a makeshift body for the Titan known as the Watcher. Piotr has seen a strange vision after nearly drowning and suspects that the village is attempting something, but does not have the knowledge or capabilities to solve the problem on their own. Under the enchantment of the Watcher’s retina, most of the village works with Jintom Jol. The only other who seems wary of the Brinestilts is a woman who has forgotten her own name, and she seems to suffer from the madness the others suffer from.

THE NAMELESS WOMAN

Townsperson (F Silverwise Human) “Sun above. Moon Below. A watching eye and mind in tow. Ever present. Never seen. Sunken soul that sleeps serene.” Personality: Dissociated, eerie, straddling between madness and lucidity Appearance: Thousand yard stare, ragged plain dress, long wavy and messy black hair Rumor: She witnessed something maddening that she never recovered from, but won’t speak about Goal: Seemingly none, but if brought back to sanity, will help the party to solve the mystery Quirk: Never makes eye contact or uses names. Looks past people into the distance. Forgot her own name and never took a new one. Introduction: As the ship carrying the party crawls toward the Brinestilts to dock and repair, a stark sight catches the attention of the crew. Thirty feet from the nearest wooden platform, the Nameless woman stands on the water, as if by magic, as her child swims in the sea right next to her. She stares out into the horizon, lost in thought and seemingly uncaring and unnoticing of the arriving ship. A DC 15 Wisdom (Perception) check reveals that she does not stand on the water, but on a sunken wooden platform hidden just below the surface. Noticing the sunken platform will lead down to notice a whole web of sunken platforms, revealing that the Brinestilts that are above the surface are just a portion of a mostly sunken network that extends beneath the sea.

PIOTR PARPIN Sane Fisherman (M Silverwise Darrow)

“There’s something going on here. Jintom has always been a pain in my ass, but this is something else.” Personality: Discerning, but edging toward paranoia Appearance: Weathered and haggard, with worn, plain clothes Rumor: A disagreement turned violent between him and another townsperson caused an accidental death Goal: Survive and escape, but figure out what’s happening to the town if possible Quirk: Eyes dart to entrances and exits nervously. Foot bounces nervously when seated.

195 DOMINIONS OF ASH: AQUEANUS

Introduction: Piotr approaches the party warily, hand near fishing knife but not drawn. After determining that the party isn’t allied with Jintom Jol, he will explain that the Brinestilts seem weird lately, and that he saw a vision while drowning of another person being murdered here, and hasn’t seen them since. He will explain that while they didn’t see the killer’s face, he did see a golden web, blood in water, and an eye hanging in the sky. A DC 14 History check determines that the eye and the golden web are symbols of Titans.

JINTOM JOL, OF THE COSMOS Mayor of the Stilts (F Mord Human)

“I’ll find this wurm for you – free of charge. Killing it, though? That’s gonna cost you.”

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Personality: Secretive, cunning, and subtly sinister. Charismatic when addressing her people Appearance: Ill-fitting black religious garb with the holy symbols torn off or scratched away. Stern stance with hands nearly always behind her back. Rumor: She used to be much kinder and forgiving, but has turned cold and harsh as the years have passed

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Goal: Build a makeshift body for the Watcher. Keep the town brainwashed.

COUNTDOWN TO PERIL The party arrives in the Brinestilts and sees the Nameless Woman standing in the sea. The ship’s captain goes off to negotiate for repairs and is never seen again. Jintom Jol is found preaching to the townspeople, giving them water scooped from a strangely shaped clear basin, which is secretly the Watcher’s retina. The town is brainwashed by this ritual to be attuned to the Watcher’s desires. Piotr Parpin confronts the party, and after verifying they are not allied with the mayor or brainwashed, pleads with the party to help save the town, though he is not certain of the end goal of the mayor. Tensions continue to rise and the town becomes more and more fervent and brazen, forgoing any sense of regular sanity to continue the mission to build the Watcher’s makeshift body. The Brinestilts fall into chaos as the townspeople go into a frenzy to finish their work, outright attacking non-locals and even tearing pieces of the town itself off to add to the Watcher’s body. The Watcher inhabits the makeshift body and rises from the depths underneath the Binestilts, maddened by the Exalting’s amplification of the eldritch Desolation, and begins destroying the Brinestilts and attacking the party before attempting to move through the ocean toward its original body in the Silver Moon.

Quirk: Walks in rigid, straight lines, meticulously measuring and counting steps.

ESCALATION

Introduction: As the party approaches, Jintom is heard loudly preaching as a line of townspeople has formed in front of her. Between her and the line is a large, clear glass basin (secretly the Titan’s retina) filled with fresh water. As each townsperson approaches, she dips a clay bowl into the basin, offering it to the person to drink. She eyes the party warily, but does not break from her speech or standing position until everyone has taken a drink. A DC 20 Intelligence (History) check will realize that the glass basin is a Titan’s retina, and that the water consumed from the retina may have adverse effects.

The Brinestilts are shrouded in mystery. Townspeople seem dissociated and off kilter. Travelers who arrive here often go missing, never to be seen again. The party should feel pressured to unravel the mystery of the Brinestilts and leave as soon as possible, or else the mayor may feed them to the Watcher so it can rise.

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LOCAL CONDITIONS Maddened townspeople act erratically. Strange sea creatures inhabit the lower seas under the Stilts. All in the area experience strange hallucinations and dreams. Fish caught babble in nonsensical whispers.

CHARACTER CONNECTIONS You were on a mission to Aqueanus to investigate the Black Wound. The Deepwatchers offer a reward to anyone that can help find anything related to something called “The Watcher” Something called out to you from afar, someone or something waiting, watching... The captain said he’d pay the money he owes you right after he sees how much repairs are going to cost. Sent on an exploratory mission to find out more about the Peerless Sight worn by the Marrow. Sent to question a prisoner on death row in Thasz Khet before their execution.

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D6 BRINE LEECHES These blood-sucking parasitic worm creatures infest the salt water throughout Aqueanus. They swim with great speed, but also crawl quickly on land with their multi jointed insectoid legs. Brine leeches are predatory, but cautious, preferring to attach to their victims while unaware or sleeping. Once a brine leech latches onto a creature, it feeds tendrils into the creature’s body, wrapping them around vital organs as they continue to feed on the creature’s blood. This connection makes them dangerous to remove without exceptional care, as the host can die if their organs are ruptured during a careless removal.

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CONFLICT Madness: The party starts feeling the effects of the Watcher’s influence from being in the town. Mystery: Townspeople are going missing and people that aren’t brainwashed suspect the Nameless Woman knows more than she’s letting on. The Sea: Storms and strong winds send waves up onto the Brinestilts platforms and obscure visibility. Occult: A townsperson learns an eldritch ritual that goes awry, causing strange creatures to flock to the Brinestilts. RISING THREAT The townspeople become wary of Piotr and suspect he is not allied with them. He is kidnapped and interrogated. Jintom Jol leads a mob wielding pitchforks and torches through the streets as a show of power. A sect of the town becomes highly militant and controlling, keeping tabs on all activity and instituting curfews and check-ins. The townspeople confront the party and try to run them out of town.

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NOTABLE LOCATIONS Suspension Bridges: unstable footing, sea creatures lurk beneath, fraying ropes and brittle planks Hidden Underwater Grotto: hidden clues, caches of equipment, grisly discovery Abandoned Cathedral: secret meetings, ancient rituals, eldritch runes Mayor’s Office: strange drawings, secret map, documents strewn about SCENES Town Hall Meeting: zealous preaching, cult-like environment, maddened townspeople Sea Creature Attack: underwater ambush, sea monsters work together Out on the Stilts: slippery wooden platforms, evade pursuers, stay above water The Watcher Awakens: weakened Watcher, desperate struggle, makeshift body HALLUCINATIONS

Another sea and Brinestilts reflected upside down in the sky. Gargantuan sea serpents dive from upper to lower and vice 1-3 versa. The townspeople all appear as scaled and gilled, fishlike humanoids. Massive eldritch monsters sit atop buildings, cling to bridges, 4-6 and watch from the corners of rooms, curiously observing the unfolding events. The sun is a clock and the skies are a swirling purple, black, and deep blue vortex swirling around it. The seas are a mess 7-9 of bleeding gears and wires. Other people are shadows. The wooden platforms and bridges are normal. Looking down into the ocean is as if looking at the Brinestilts from above, causing an endless repeating fractal of the 10-12 surrounding environments. Looking up into the sky is similar, but as if looking up from the seas. D20

TWISTS

The presence influencing Jintom Jol is not actually a Titan, 1 but an evil spirit from the Desolation. After inhabiting its makeshift body, it will begin making tears into the Desolation. Piotr has only been pretending to oppose Jintom Jol and 2-5 is luring the party into an ambush so their bodies can be harvested for the Watcher. The Nameless Woman, now fully taken over by another 6-10 consciousness, raises a Primordial from the sea to oppose the will of the Watcher. The captain was paid to bring your party to the Brinestilts to 11-15 help build the Watcher’s makeshift body. Jintom Jol and her followers have been attacking and 16-19 sabotaging ships to force them to come to Brinestilts. The rising of the Watcher initiates a Bleakstorm centered 20 directly overhead, which begins tearing the Brinestilts apart.

UNFOLDING EVENTS • The Watcher’s makeshift body, located on the sea floor underneath the Brinestilts, begins to stir. The waters in the area become restless and the townspeople become filled with anticipation. • The Watcher begins climbing up the submerged sections of the Brinestilts and waves begin flowing onto the platforms. Crowds gather in the town center to await the arrival of the creature. • With a crash, the Watcher crests the sealine, sending a geyser of water into the air and waves tumbling across the Brinestilts, washing away townspeople in the process. As it lands, it smashes platforms and buildings before grabbing its original retina from Jintom Jol and affixing it to its body. • Maddened by the Desolation and filled with hate and determination, the Watcher begins attacking anyone in sight before turning its attention to the party, knowing them as the ones who had been working against it.

AFTERMATH/CONSEQUENCES • If the Watcher defeats the party, it kills most of the townspeople and wrecks the Brinestilts to add to its amalgamated form before heading toward the Silver Moon to recover its original body, consuming everything in its wake on the way. • If the Watcher’s body is destroyed, the townspeople frenzy and attack the party, though they put up little effective fight. Afterwards, the ship can be repaired without incident. • After defeating the Watcher and the mob, the party can choose to destroy, take, or leave the retina behind. If they leave it, the Watcher eventually finds a new person to influence. If they destroy it, the Watcher’s presence flees the area. • If the party decides to keep the retina, it slowly attempts to influence whoever holds it for as long as they have possession of it, eventually infecting their mind with the same madness. • (Optional) For each party member, roll on the Lingering Trauma table to see how the horrors they’ve witnessed here affect them going forward. D6 1

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CLIMAX: THE WATCHER RISES The water rumbles and shakes, sending waves splashing across the Brinestilts platforms. A huge crash erupts as the Watcher’s body crests the ocean surface. A mess of barnacles and coral, scrap metal, wooden planks, pieces of ships, and biomass harvested from the travelers killed here, the Watcher stands 15 feet tall and creaks, groans, and squelches with every movement. It cannot speak, but you can feel its emotional quality, a mixture of erratic madness, anger, and determination. With eerie, writhing movements it grabs its retina from Jintom Jol before beginning to attack the party, destroying parts of the Brinestilts with each blow.

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LINGERING TRAUMA You have a recurring dream where you are treading water in the middle of the ocean when an invisible creature pulls you underwater. You see a single unblinking eye watching you drown. Large bodies of water make you uncomfortable. You experience an overwhelming feeling of dread and the sensation that you are being watched by a predatory force whenever you see pieces of a Titan’s body or large Archans. You see massive eldritch monsters sitting atop or clinging to structures and objects, watching you everywhere you go. You are unsure if they are real or not. Any time someone other than you fills a bowl or basin with water, you find it impossible to trust that the water is safe to drink. You develop a fixation on the idea that you may actually be a complex machine of gears and wires instead of biological, finding brief solace in experiences that prove you are alive. The Desolation becomes a haunting, but magnetic force to you. Any sight or mention of it, you find horrifying, but can’t resist moving toward it.

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CRUX: CALL OF THE VOID Concept: Decide the Fate of Dragongrin Themes: Infiltration, Calamity, Judgment, Decisions

EVENT When the current system is oppressive and beyond repair from within, how drastic of an action is appropriate to dismantle it? If you could destroy it all in an instant and start over, would that be better? Or should you continue to live in a terrible world and a terrible system, because calamity is always beyond moral reason? You will have to decide for yourselves. You have been set up to meet someone who claims to be a former Lord of Ash who knows the secret to defeating the Dismembered Lord, but it will require unleashing the Desolation into the world. The man claims that it is a misunderstood force, smeared by the Dismembered Lord, and that it will deal a devastating blow to the Dismembered Lord without risking the world at large, but others are less certain, believing his plan to be nothing short of Armageddon on a planar scale. Who is right? That is your decision to make, a choice that will have massive impact either way. You’ve been requisitioned to infiltrate the Fortress of Ash Thasz Khet and go past it into the lowest levels of Aqueanus, where the Black Wound – the largest known tear into the Desolation – is located. Already having torn at the seal that barely holds it at bay, the former Lord of Ash wishes to unleash it entirely, believing it will deal a death blow to the Dismembered Lord. The party will have to decide how true the former Lord’s tale is, and either help him to unleash the Desolation, or work to reseal it away and ensure the status quo remains.

PEOPLE This Crux centers around the dispute between Dontas Ashtongue, a former Lord of Ash, and his attendant Jera Zhizael of the Endless, an elven Mord wizard. Dontas believes that the Desolation has been unfairly maligned, and that unleashing it into the world through Aqueanus would deal a mortal blow to the Dismembered Lord and allow people to rise up to oppose his rule. Jera, while admitting it is more feasible than it may seem, is apprehensive, worried that drastic action is too risky and that working to undermine the system from within would be more effective. While infiltrating Thasz Khet to make it to the tear, a prisoner in the process of escaping named Staerkas merely wants to leverage whatever side he can to break out of prison with the least consequences to himself.

DONTAS ASHTONGUE OF HOUSE ARREOS

Former Lord of Ash (M Crucian Human)

“We have lived too long suppressed, misinformed, and disoriented by the Dismembered Lord. It’s time we take matters into our own hands, and unleash his worst fears.” Personality: Bristling and verbose, obsessed with conspiracy Appearance: Disheveled and weathered. Once fine garb now tattered, faded, and dirty. A black iron scepter that used to be a Reliquary of Ash. Rumor: He was dismissed from his post as Lord of Ash of Aqueanus after going mad. Goal: Unleash the Desolation onto Aqueanus

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Introduction: Dontas approaches the party, eyeing them up and down and pacing around them in a circle. He begins a wild, verbose rant about how he used to be the Lord of Ash but was dismissed because he was uncovering a great secret about the Dismembered Lord. He will inform the party that the Desolation is misunderstood, smeared by propaganda to keep it in check, as it would weaken the Dismembered Lord to the point where he could be defeated, and that they should help him unleash it into Aqueanus. A DC 15 Intelligence (History) check reveals that the black iron scepter he carries and claims is a former Reliquary of Ash is genuine and still contains some power, albeit weakened, and that he is actually who he says he is, lending credence to his words.

JERA ZHIZAEL OF THE ENDLESS Dontas’ Attendant (F Mord Elf)

“There are forces of cosmic scale that should never be meddled with, no matter how desperate we may be. We can still work against the Dismembered Lord from within this system. Calamity is not the answer!” Personality: Gravely somber, but surprisingly kind. Worried, but solemn. Appearance: Elaborately braided black hair. Ash gray skin. Billowing maroon robes. Elderstone pendant. Rumor: Desires to flee from Dontas, turn him in, and gain station with the current Lord of Ash. Goal: Convince the party to go with Dontas to the Desolation’s seal, but kill him and reinforce the seal before he can unleash it. Introduction: Standing next to Dontas, silent and nearly motionless, Jera frowns. Placing two fingers on her Elderstone pendant, she uses its magic to silently and covertly cast the spell telepathic bond on everyone except for Dontas. Remaining motionless, she telepathically pleads to the party that Dontas’ plan, while possible, is too dangerous, and that even if there was evidence suggesting it might work, it would be better not to take such drastic action. A DC 14 Charisma (Performance or Deception) check allows Dontas to not notice surprise or contemplation on the faces of the party, though he does not reveal that he is aware until the end of the Crux.

STAERKAS OF THE DUSKWAVE SINNERS Escaped Convict in Progress (M Granok Thane Dwarf)

“Enough pretending to be sleeping away in those cells. Time for me to make my break, fill my pockets with whatever I can find, and leave these prisons behind.” Personality: Vicious, gruff, and uncompromising. Selfish and controlling. Appearance: Prison garb with convict identification tattoo on neck. Bald and shaven. Rumor: He was a war criminal during Lightfall so vile that even the Dismembered Lord ordered him locked away for his deeds. Goal: Escape the prison in the best possible situation for himself.

Introduction: While wandering the prison tunnels, you spot Staerkas, still dripping with the fluid used to keep prisoners in stasis, rummaging through a locker. Upon spotting the party, he grabs a tool from the locker to use as an improvised weapon. With a DC 16 Charisma (Persuasion) check, along with a guarantee of safe passage out of the prison and monetary gain, Staerkas agrees to help the party. Otherwise, he stubbornly demands that they break him out, or else he will alert the prison guard to their presence and sabotage their operation.

D4 1 2 3 4 D6

D6 1 2 3

4

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D6 1

2

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CHARACTER CONNECTIONS You’ve accepted this mission not for the fate of the world, but to free someone you know that is imprisoned in Thasz Khet. You’ve been sent to find out more about Former Lord of Ash Dontas for the current Lord of Ash Dhaes Vasul. The Revulsions squeezing through the Black Wound haunt your dreams and gnaw at your waking mind. You must do something about this, whatever it takes. You’ve seen the horrors of the Dismembered Lord and Legion and drastic action must be taken. After what you’ve seen, unleashing the Desolation on the world doesn’t seem like such a bad idea. Jera suggested you for this job to Dontas, knowing she might be able to sway you to not follow through with his plan. You know someone that would pay handsomely for any pieces of Peerless Sight you can get your hands on.

1 2-3 4-5 6

CONFLICT Infiltration: An anonymous tip to the reigning Lord of Ash causes increased security throughout the prison. Calamity: A riot breaks out and the Nekton work to control and corral the prisoners with no mercy. Judgment: Serious doubt is cast upon one of the NPCs motives, but they still claim their cause is the correct one. Distraction: An alarm blares in the distance. Do they know the adventurers are here? RISING THREAT Tears into the Desolation worsen and more eldritch Revulsions slip through the cracks. The passages leading to the depths under Thasz Khet are unstable and may collapse. An alarm rings out in the distance. Did you set it off? Or is something else going on? The Revulsions you see and encounter grow in number – the Black Wound is getting worse.

LOCAL CONDITIONS Winding corridors that are difficult to navigate. Eerily quiet, but any sounds reverberate loudly. Eldritch Revulsions are more common the deeper you go. Nekton patrol the halls looking for intruders.

COUNTDOWN TO PERIL Dontas and Jera approach the party with an opportunity to infiltrate Thasz Khet and potentially unleash the Desolation, which Dontas argues would be a net good. Jera admits that while Dontas’ plan may actually work, she is apprehensive and believes it is not worth the risk, but that whatever they believe, they should venture to the seal to ensure it stays shut if they decide to side with her. The party begins its infiltration of Thasz Khet, guided by Dontas and his knowledge of this place. While working through the prison, the party comes across Staerkas, a Granok Thane war criminal in the process of breaking himself out. He demands the party help him and threatens to sound the alarm if they don’t. Working past the prison, the party reaches the lower levels of Aqueanus, where the Black Wound awaits. Malformed revulsions that have squeezed past gaps in the seal lurk in the shadows. The party reaches the Black Wound and must decide whether to unleash it or keep it under control.

ESCALATION While infiltrating the Fortress of Ash will be tense of its own accord, the primary weight of the Desolation and the choice of whether or not to unleash it will weigh heavily on the party. There will be many opportunities to dispute the proper course of action and explore the prison system within the Fortress of Ash. The party should feel a massive burden to make the right decision and feel as if either option is within reason.

199 DOMINIONS OF ASH: AQUEANUS

D8 1-2 3-4 5-6 7-8

NOTABLE LOCATIONS Cell Blocks: prisoners in stasis, patrolling guards, dim arcane lights Labyrinthine Ventilation: confined space, maze-like tunnels, must remain quiet Revulsion Pit: dim torchlight, eldritch monsters, deep cave crevice prison Solitary Confinement: lightless hallway, defeated cries, bones litter the floor

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SCENES

1-3

Lone Sentry: act quick or be discovered, prevent from fleeing Arguing Ethics: nature of the Desolation, drastic or subtle action, dismantling systems Guard Barracks: Titan trinkets, personal effects, Nekton garb Seal or Open the Black Wound: charging Nekton, countless Revulsions, fate of the world

4-6 7-9 10 D12

DESOLATION SIDE-EFFECTS

You intermittently hear voices of different types and volumes 1-3 saying terrible things. The shadows in this place are alive – though they cannot 4-6 harm you ... yet. You see writhing tentacled masses constantly in your 7-9 peripheral vision – when you look they’re gone. Bright flashes of light occur sporadically, and silhouettes of 10-12 horrible creatures can be seen for a moment. D20

TWISTS

The Desolation is even more destructive than logical worry would indicate, and its unveiling may bring about the end of the world if a way to stop its advance isn’t found. Staerkas is actually a spy sent by Dhaes Vasul to investigate 2-5 the seal and prevent the Desolation from unleashing. Jera ultimately can’t bring herself to be disloyal and decides 6-10 to ally with Dontas regardless of apprehension. Dontas has a change of heart, but his previous damage to the 11-15 seal risks breaking it at any moment. To unleash or seal the Desolation, a sacrifice must be made — 16-19 willing or otherwise. The Desolation is truly benevolent, or at least non20 apocalyptic, and unleashing it genuinely causes a massive blow to the Dismembered Lord. 1

CLIMAX: TO END ALL THINGS The time for measured ethics discussions and careful planning and strategy is over. Now there is only action, as the weakened seal on the Desolation looms ahead. If Dontas and Jera accompanied the party, Dontas begins to work at the seal, asking the party to help him with the process. Jera, while not acting, will apprehensively and silently plead the party to stand up against him. What truly lies on the other side of this seal? Is it freedom or armageddon? Perhaps both. Perhaps neither and something else entirely. With no way to know with surety, the time has come to make a decision. Will you maintain the status quo and risk the system continuing or will you unleash change upon the world that may lead to its end?

200 DOMINIONS OF ASH: AQUEANUS

UNFOLDING EVENTS • The party arrives at the lowest point of Aqueanus, where the breaking seal to the Desolation awaits. Dontas works to unseal it, and asks the party to help. • Jera pleads with the party to stop, but will not initiate the action against Dontas. If the party decides to stop Dontas, combat ensues. • Staerkas, if present, sides with whichever side appears to be winning, and attempts to sneak away in the chaos if opportunity presents. • The party must decide to either reinforce the seal permanently or destroy it entirely. Inaction leads to the seal eventually breaking.

AFTERMATH/CONSEQUENCES • If the party decides to kill Dontas, Jera tells them how to seal up the Desolation, reinforcing it to a degree that breaking it would be near impossible. • If the party decides to help Dontas unleash the Desolation, they break the seal and a sea of eldritch horror floods through. The exact effect of this will ultimately need to be decided, but it should be dramatic and far-reaching no matter what. • If the party does not break free or reseal the Desolation, the seal eventually breaks on its own from damage Dontas has already done to it, unleashing the Desolation. • Staerkas sneaks away during the fight if possible, but otherwise flees the prison with the party, eventually receiving his promised reward, or attempting to turn them in if they do not deliver.

EVERGROWING SHADOWS

Weaknesses: His greatest strength is also the source of his greatest weakness. Every spell he casts reminds him of his forgotten faith, and pieces of the light he left behind bubble into his psyche, forcing him to repress again. The more spells he casts in a row, the more erratic he becomes, losing himself in an inconsolable existential crisis he must try to force back down into his subconscious.

LORD OF ASH: DHAES VASUL THE UNCHAINED

Origins: In one of the few times in which he has left Grinn in the last decade, the Dismembered Lord traveled to Aqueanus, and in the depths of Thasz Khet prison, awoke Dhaes Vasul from his stasis. The current Lord of Ash - the third one after Ashtongue, and one whose name no one can ever remember - was subdued before Vasul’s cell. The Dismembered Lord handed Vasul the prized mace of the senior-most leader of the Holithic church, Efram Hanival the Dawnshield. The Dismembered Lord explained to Vasul that if he executed the current Lord of Ash, he could have the position. Without hesitation, Vasul grabbed the mace and brutally and messily slew the then-current Lord of Ash. Having completed the task, the Dismembered Lord asked Vasul, “What do you offer as your reliquary?” In reply, Vasul handed the blood-soaked mace to the Dismembered Lord. Being the only Lord of Ash who was hand-picked by the Dismembered Lord recently, it is no secret that other Lords of Ash have a chip on their shoulder about his selection and station.

Aqueanus must remain intact for the Sovereign to continue to outfit and equip the Marrow. It is on the cusp of collapse if the evils in its briny depths are not kept at bay. Dhaes Vasul has vowed to be the one to keep this Dominion of Ash afloat.

“With Lightfall came the death of faith. Now all that’s left is to bury its corpse and be done with it.” Some know Dhaes Vasul as the powerful and devout Holithic dious. Others call him a traitor and a heretic because he denounced the Holithic faith publicly before he was imprisoned almost two decades ago, claiming that no true god would allow the Holithic church to lose Lightfall. No matter what he’s done, and how much of his faith he has claimed to renounce no one can deny the power he still wields ... wherever it comes from. The Dismembered Lord himself hand-selected Vasul, believing him to be the only creature capable of keeping the darkness that dwells in the depths of Aqueanus at bay. The story goes that three years ago, Dontas Ashtongue of House Arreos was deemed mad and disappeared into the depths of Thasz Khet. Following that, there were three Lords of Ash in quick succession, each slain or driven mad by the Lightless Host. Vasul is an unbeliever who wields what he believes is arcane magic that he foolishly classified as “divine,” and he has fully denounced the Holithic church and its deities. He continues to be the only Lord of Ash who has kept the Lightless Host in proper order. Encountering Dhaes Vasul: Though he is a Lord of Ash, Dhaes Vasul is not particularly vindictive, though he will do what he must to get the job done, including bloodshed. Vasul prefers to try to reason with his enemies before a fight, and he is powerfully persuasive. If that does not work, he will not back down from a fight. In the heat of combat, his repressed emotions often erupt, and he is known to do more damage than intended in the heat of the moment. Reliquary of Ash: Dhaes Vasul’s reliquary is the coveted mace of the former highest-ranking leader of the Holithic church, Dawnshield Efram Hanival. Vasul claims openly to have chosen the mace as a sleight to his faith, commiting an act of murder with it as a heretical gesture, but some whisper that choosing it as a reliquary was a sign of weakness, and evidence of his connection to his faith. Others have openly taken issue that the mace is technically a banned item as it is a symbol of the Holithic Church. Appearance: Dhaes Vasul is a handsome man with thick black hair framing almond-shaped eyes and a strong, jutting chin. His skin is pale from his time inside the prison of Thasz Khet, adorned in his pristine Holithic armor. His pauldrons are now etched with a beautiful scene of Lightfall’s final battle, a constant reminder of his greatest regret, and the thing he will never let happen again. Powers: Faithful or not, Vasul still commands an immense control of divine magic, often calling down twisted versions of Holothic church miracles to smite his foes. While slow to use his magic, once he decides he must, he calls down his most powerful spells first, often vastly overreacting and overusing his force.

Secrets: While Vasul would love to believe his faith has been entirely shed, truthfully he has only repressed it deep down into the darkest part of his psyche. With each divine spell cast, pinpricks of light and faith begin to bubble up from his subconscious, drawing him back toward the light he claimed to forfeit. Whenever the call of his prior faith pulls strongly, Vasul dives fully into his work, often driving himself to pure exhaustion in multiple day long work sprees before collapsing and requiring recovery. During the recovery time, he reassures himself of his lost faith and his devotion to the Sovereign. He pushes himself deeper into his work, a top secret construction project commissioned by the Sovereign that only he, the Dismembered Lord, and one Arcseer know about. Fortress of Ash: Thasz Khet is the largest, most secure prison in all of Dragongrin, and was put into operation shortly after Lightfall. The Exalting effect of the Silver Moon along with the arcane construction of its chambers allows for prisoners to be kept in stasis for long periods of time without them aging or needing sustenance, though they experience every moment of their captivity. The upper levels of Thasz Khet is secure and patrolled by the Cold Sun and the Nekton tirelessly, and the virtually countless tunnels and cells of the myriad levels often need to be purged of eldritch threats. Nemesis: Cedra Falor, Vasul’s aunt on his mother’s side, is the closest thing he has to a nemesis, and she is also the person that he is closest to in the world. Or was, until Lightfall. The two were separated during the battle, and they haven’t spoken since, neither knowing the fate of the other. Cedra went into hiding after Lightfall, though she has emerged hearing of Vasul’s lordship, and has arrived in Aqueanus. Picked up by the Nekton as a Holithic fugitive, they brought her to Thasz Khet. She still waits in a cell, and Vasul must decide if and when he will face her. She is the reason he believed what he did, and he fears that she will ask him questions that he cannot answer. Legion of Ash: The Marrow in Aqueanus are divided, and often at odds. The Marrow Nekton have been modified so heavily as to seem inhuman at times, in both ability and association. As a result, many of the normal Marrow fear and resent them, even if they understand their usefulness. Vasul also commands a criminal group called The Cold Sun, made

201 DOMINIONS OF ASH: AQUEANUS

up of hand-selected released fugitives in Thasz Khet, who are highly specialized criminals who take on a variety of roles based on their areas of expertise, criminal knowhow and abilities.

VASUL STRIVES FOR • Jahar: Vasul feels that someone with his background, power, and temperament should rule far more than these desolate waters, no matter how important the task may be. He sees Revak Zistra of Jahar as inferior in nearly every way, and begins to desire great swathes of the nearby desert coastline. • Faithlessness: Vasul, while outwardly has entirely forgone his prior religion, still feels the pull to return to the faith. He seeks a way to remove this faith from his mind, through logic and work, or by arcane force if necessary. • The Verity Beacon: Vasul searches for the Verity Beacon, a magical candle that can definitively tell Vardig, or any shapeshifter for that matter, from otherwise. If found and placed within the right spot in the Silver Moon, the Exalting will amplify its light across all of Aqueanus, revealing all false creatures across his domain.

VASUL’S STATE OF POWER This section represents the strength of Dhaes Vasul’s resources, allies, and enemies. For everything except the secrets and the plot twist, the lower the roll, the worse-off the result for the Lord of Ash. It is intended to be rolled once at the beginning of a session or campaign to generate a starting point, but it can be rolled any time an important enough event occurs to affect the resource or people. D4 1 2 3 4

THE COLD SUN Portions of the Cold Sun are stealing supplies and fleeing Aqueanus as confidence in Vasul wanes. The Cold Sun begin to view Vasul as weak, demanding a show of gruesome force to reinspire loyalty. While some wish for a firmer, crueler leader, profits and control are high enough that most are content with the current state of things. Record profits and freedoms for the Cold Sun lead to immense praise for their leader and high hopes for the future.

202 DOMINIONS OF ASH: AQUEANUS

D6 1 2-3 4-5 6 D8 1-2 3-4 5-6 7-8

LEGION OF ASH The Nekton have gone rogue, and are no longer following every order given. The Marrow have been infiltrated by the Vardig though it is impossible to know who and how many. The Marrow have grown closer together in their tribulations, and though tested, they rise to the challenges before them. The Marrow and the Nekton are a perfect fighting force using each other's strengths to divide and conquer. FORTRESS OF ASH Horrors from the Desolation below cause record deaths and damages. Resources and manpower dwindle and structural integrity risks failing. Unplanned prison breaks strain guard morale and destabilize routine. Thasz Khet is running tightly, and the Desolation is being beat back expertly. Thasz Khet has never been safer, and a new method of putting prisoners in stasis is being developed.

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VASUL’S FOES

1-3

Captain Malin Tor is aiding the Ceaseless Travail

4-6 7-9 10

The Deepwatchers are being assisted by the Watcher The Dorsai have succeeded in opening the Black Wound wider The Vardig have taken over several important people

D12

VASUL’S HINDRANCE

Vasul begins having frequent dreams of Holithic saints 1-3 turning their gaze away from him – he believes a sacrifice is necessary. Lords of Ash from other regions are combining forces to 4-6 undermine Vasul’s reign. Vasul’s reliquary was lost to the depths in a recent raid 7-9 against ravaging revulsions. The Dismembered Lord has failed to contact Vasul in many 10-12 weeks, and the Lord of Ash feels he has disappointed the Sovereign. D20

TWISTS

The magic that Vasul wields that he believes may be his old faith or arcane magic is actually granted by a Revulsion using 1 him to spread the Desolation through his twisted version of their magic. Cedra Falor is actually a Vardig using her visage to destabilize 2-5 Vasul’s leadership, sowing dissent and dissatisfaction in his ranks as he wrestles with his faith. Vasul’s reliquary is a fake, and always has been. The true Lord 6-10 of Ash operates behind the scenes, using Vasul as a puppet. The Exalting is not caused by the Silver Moon, but by the 11-15 Desolation – Vasul’s job is to let just enough to slip through for this to continue. The Dismembered Lord hand-picked Dhaes Vasul not because 16-19 he would succeed, but because he knew he would fail. Vasul’s inevitable failure is part of a bigger plan. Dhaes Vasul has been won over by the Lightless Host and 20 serves them in secret.

COUNTDOWN TO RUIN Unless a change of course can be forced upon the region from outside, the Desolation bleeding out mixed with the growing political tensions in Aqueanus will lead to carnage and ultimately armageddon. 1. The People Rise: Wyn Draelor officially launches the Ceaseless Travail, staging a massive strike across the Marrow production facilities and throwing countless Marrow food stores and armaments into the sea, causing chaos for the Marrow supply lines as the Travail demands better treatment and conditions. Marrow immediately prepare to retaliate and crush the rebellion before it can take off. 2. Vargero’s Vardig Take Notice: Noticing the increasing tensions between the Ceaseless Travail and the Marrow, Vargero sees an opportunity to begin nudging history back toward his own vision. Sending Vardig to take the place of important people on both sides of the conflict, Vargero stokes the conflict between the two, hoping to drive Draelor into finishing his pact with the Revulsion. 3. Descent into Madness: The Vardig learn of Draelor’s relationship to Malin Tor and out her to her fellow Marrow, causing them to brutally murder her and displayer her body openly as a sign of disrespect to Draelor. Lost in grief, Draelor accepts the bargain with the Revulsion, gaining eldritch power, causing a massive increase in violent conflict between the Marrow and the Travail. 4. Grasp at the Root: Hoping to root out the Vardig from their ranks, Draelor calls in the Deepwatchers to aid them, leading to a brutal inquisition. Despite the many conflicts, the Ceaseless Travail begins to make ground against the Marrow. The difficulty of managing so much chaos leads Dhaes Vasul to begin questioning his methods and take a difficult look at his faith.

5. Faith Regained: Helped by his aunt Cedra Falor and pressured by the immense chaos throughout the region, Dhaes Vasul forsakes his position as Lord of Ash, rededicating himself to the Holithic Church and joining forces with the Ceaseless Travail to fight against the Dismembered Lord. The Dismembered Lord calls in Caius Veccus, the Lord of Ash from Svir, to step in and take command. 6. The Exalting Magnifies: The mass scale of warfare and magic in the region mixed with the ever-spreading effects of the Desolation begin to twist the effects of the Exalting. Its amplifying effects begin to intensify, causing magic in the area to dramatically overcharge, causing widespread catastrophe and massive casualties for all sides. 7. The Bled Conqueror: In a grand tactical flourish, Caius Vecchus manages to lead an ambush against the prominent leaders of the Ceaseless Travail, killing and capturing many of the movement’s senior officers. In desperation, the Travail looks to ignite the exposed core of the Silver Moon, believing it will end the calamity of the ever-increasing intensity of the Exalting and cause a massive explosion that will end the fighting. 8. Twisting Calamity: While the Ceaseless Travail manages to ignite the Silver Moon’s core, its strange magic mixed with the amplified effects of the Desolation does not cause a singular explosion as intended, but begins to melt space and time itself in the region. All matter begins to melt together in horrifying twisted blobs, blurring all life into a bubbling amalgamation of existence. Few, if any, manage to escape the region before being consumed into the muck that remains of what used to be Aqueanus.

203 DOMINIONS OF ASH: AQUEANUS

FEYGRAVE

DYING, ENCHANTED FOREST

“You should have seen it – before the King of Stolen Days, before the Bleak. The Valenus were our protectors, the typhons our rulers – benevolent and stern, keeping our coexistence intact. But now, the taproot is cut, and what do you see? Waste. Rot. Death.” – Torlani Lontig, the Ceaseless The once-lush wilds of Feyhold thrived in the shadow of Talas the Lifetree. With Talas uprooted, the mystical forest dies, fading in a perpetual autumn.

HISTORY

Then: Once a thriving and peaceful forest known as Feyhold growing in the immense shade of Talas, this place was a beacon of the Old Vale and sylvan magic. Now: Talas’ violent and sudden uprooting left a gaping hole in the landscape. The twisted and dying forest is now called Feygrave, and many clash over its potential futures. Beyond: Feygrave’s magic wanes, but the remnants are more potent than ever in their death throes. The forest grows still, but its twisted roots are rotten, and if not restored to balance, the threats and creatures spilling from it will overrun the region – and perhaps all of central Dragongrin. FEYGRAVE AT-A-GLANCE Terrain: Enchanted, autumnal forests, winding rivers, and sparse mountains Climate: Cool nights and humid days, the only precipitation comes from Bleakstorms Lord of Ash: None Resources: Enchanted ponds and fantastical vegetation Cultures: Ardor, Talasar Factions: Valenus Remnant, Dimgrove Enclave, Strixick, Typhon Eaters, Troublemakers Creatures: Kumon Orth, treearchs, goblinoids, vogan

204 DOMINIONS OF ASH: FEYGRAVE

KNOW THIS TO SURVIVE

Mere days after Lord of Ash Malvio Rand was slain by the typhon Kumon Orth, Marrow Commander Diego Salva attempts to keep order in the ranks. Few survive here, but still Troublemakers from across Dragongrin swarm to Feygrave for a slim chance at a prosperous future, and mysterious factions vie for control of the remaining fey magic permeating the dying forest. The Reliquary of the Valemancer Calls Out: Five days ago, Lord of Ash Malvio Rand the Valemancer was slain by an enormous typhon during a hunt. Rand and his Typhon Eaters – an elite squad of Marrow Valewardens led by Commander Diego Salva – were hunting the creature through uncharted territory when tragedy befell the party. The typhon killed everyone in the hunting party, save for Salva, who managed to escape unharmed. The Reliquary of Ash once wielded by the Valemancer – a magical quiver of arrows – still sits in the clearing where the group was mauled, waiting to be reclaimed. Salva is respected enough to maintain order in the wake of Rand’s death, commanding the Marrow and his remaining Typhon Eaters, but a Lord of Ash must be named soon or Feygrave will fall further into chaos. Heroes Are Welcome Here: The dangers of Feygrave are copious and deadly. The Sovereign cannot afford to train and lose so many Marrow in the region, so he offers its many rewards to freelancers, drudges, and rebels willing to risk their lives to prune the forest of threats. Feygrave’s perimeter is dotted with Marrow outposts maintaining an open call to adventurers – all who arrive are given steel (rusted, likely belonging to another adventurer who died days before) and deemed a Troublemaker. Those who survive are paid exorbitant sums to tame the forest’s denizens, but only one in ten ever live long enough to collect. Any heroes who survive thirty days and fulfill any specific requirements of their quests and bounties receive a Deed of Exploit, an official writ allowing them to adventure throughout Dragongrin with a degree of permission from the Sovereign recognized by the Dismembered Legion to allow them to pass into certain areas.

The Dimgrove Enclave Tend to the Roots: The most powerful druid enclave in Dragongrin operates largely in the periphery, striving to keep the balance of the Old Vale throughout the unnatural, dying realm. They place their aspirations and efforts into the Hoperoots, left behind when Talas was torn from the ground. The Hoperoots syphon what little energy the forests have left to feed themselves and grow. The Dimgrove Enclave know that if given the proper attention and nourishment, these roots could potentially grow into another Lifetree, but it is said the magic comes at great cost. Still, the Dimgrove press on. The Valenus Remnant Allies with the Sovereign: The elves who stayed behind after Talas departed hold a grudge against the cowardly elves who fled, stealing the sacred Lifetree with them. The Remnant leader, Elthana Syll, struck an alliance with Lord of Ash Rand years before his death, pledging to help establish Marrow outposts throughout Feygrave and use her knowledge of the Feymist Crossings – teleporter-like entrances into the Feymists – to traverse the region, all in exchange for the Sovereign’s undying pledge to return Talas to Dragongrin. Granok Thane warriors used the Feymist Crossings after Lightfall to invade Talas under the Sovereign’s blessing, but are now cut off in the soaring Lifetree they’ve sworn to return. The Feymists require great magical energy to use, and with the emergence of Hoperoots sapping the forest’s energies, the portals are mostly inoperable. Syll seeks to destroy these new roots of Talas, stopping the Dimgrove Enclave once and for all, while the Sovereign grows impatient, his Granok Thane in Talas without supply and reinforcements until the Feymist Crossings are operational again. Strixick Goblins Serve Kumon Orth: The Strixick goblin horde dwell beneath the surface of Feygrave in thousands of interlinked subterranean tunnels, with the highest density area known as Typhongrin. The horde’s incessant digging and expanding uncovered the preserved, hibernating typhon, Kumon Orth. Since waking it, the goblins serve and worship the typhon, and in return Orth grants them power and protection within the area of the Typhongrin. Using traps, stealth, and sheer numbers to overwhelm their foes, the horde is imbued with the magic of Kumon Orth, granting them tremendous courage, strength, and willingness to die for the cause. Recently wounded in a battle with the Lord of Ash, Kumon Orth desires to regain its spectral crown of power, and the Strixick prepare the elaborate ritual to accomplish this. Feymist Crossings Rupture and Bleed: The Feymists are an alternate plane of pure fey energy. Used for centuries by the Talasar to traverse great distances in an instant by connecting points known as Feymist Crossings, they were tainted by the Bleak after Lightfall, and the interconnected Feymist crossings grow unstable, spewing erratic fey energies and creatures known as treearchs into the material plane. Twisted into outright hostility by the tainted fey, the treearchs are malevolent toward anything not native to the Feymists, seeing all else as a sickness in need of curing. CUSTOMS AND TRADITIONS OF FEYGRAVE • The glowing crystal-like growths of the sunthorn tree provide light and guidance to the people of Feygrave. In the perpetual twilight of the region, and particularly in the dead of its black nights, wanderers often harvest these crystals and carry them aloft like torches. • It’s not wise to turn your back on a tree in Feygrave. Stories persist that the fey enter our realm through the hollows of trees to snatch unsuspecting travelers. • In the late afternoon each day, the floating Lifetree of Talas momentarily eclipses the sun. This is known as the Hour of the Skyroot, and it is held that the energies of the Feymists leak through more potent and volatile during this time.

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CHARACTER CONNECTIONS TO FEYGRAVE You seek to join the ranks of the Dimgrove Enclave. learning their secrets for your own purposes. A Marrow sergeant you once knew got their start here as a Troublemaker – you aim to do the same. You seek to uncover the secrets of the typhons, and know Typhongrin is the place to discover the truth about Dragongrin’s history. An Ardor drudge close to you is said to have escaped into Feygrave, and you must find them. You have a deep connection with the Old Vale, and believe it calls you to Feygrave to increase the forest’s waning power. A fey creature of stone and wood attacked and maimed you, and you barely escaped with your life. You've come to exact revenge. You carry a tome that speaks of the secrets of Feyhold, containing a series of eerily accurate prophecies that have come to pass – and still more to come. A loved one shared a letter with you from a Marrow commander who owes them a favor. You must deliver the letter and collect. You fled into Feygrave seeking a new start. You wish to assist the Sovereign in any way you can, and joining the Valenus Remnant in their goals is the best way to do that in Feygrave.

POWERFUL PEOPLE OF FEYGRAVE

Marrow Commander Diego Salva: Salva is in deep mourning, holding himself responsible for the deaths of his comrades and his mentor, former Lord of Ash Malvio Rand. He is respected enough by the Marrow to maintain order among them, though refuses to be called standing Lord of Ash. Rand’s reliquary lays unclaimed in the shadow of the typhon that slew him. Salva feels that for any to claim the reliquary so soon would be a slap in the face to Rand’s memory, but also understands that to let the Strixick or Dimgrove Enclave claim it would be foolish. Some are suspicious of Salva, whispering that it’s too coincidental that an expert typhon hunter was the only survivor of the attack. Elthana Syll: The former member of an elite Talasar fighting legion and the current leader of the Valenus Remnant. She cut off her own arm with a small knife after the uprooting of Talas left her pinned to the earth, but she is still twice the fighter than most in Feygrave. She is tall, even for an

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elf, and her passion and confidence make her an imposing and intimidating leader. She has an intimate knowledge of the Feymist Crossings and their location, as well as the labyrinthine Feymists that connect them. She wields a Marrow sword and Talasar shield with deep scores in it, marring its beauty. She will not rest until Talas is brought back to Feygrave. Torlani Lontig the Ceaseless: One of the oldest living people in Dragongrin, this festir Mord druid was alive when the powers of the Old Vale were hegemonic and vibrant throughout the realm. Small horns burst through her gray flesh, outlined by glistening silver hair. Wise and patient, the Ceaseless has silently directed the balance of nature in the realm for centuries. Her knowledge of the Old Vale, and the secrets of Feygrave and Talas make her the only mortal alive who can regrow the Lifetree in the crater that it left. However, she also knows the Lifetree’s name is misleading – to grow it from the shreds of dying roots would require old, dark magic, stained with treachery. Tryn Garvey, Anvil Tongue: This escaped Ardor drudge was a powerful hero before Lightfall, and became a nomad in Feygrave when the side of good lost. Keeping her drudge name as a moniker, she has become a tall tale in Feygrave. She has survived in the forest for twenty years, rarely revealing herself, and is rumored to carry a blessed bow that fires bolts of divine light, and a cloak allowing her to camouflage into the forest perfectly. Rumors persist that she seeks to claim the reliquary of ash that belonged to Malvio Rand, becoming the leader that Feygrave needs restore to its former glory, and begin making things right in Dragongrin. Chief Gark Wormteeth: Large and strong for a goblin, Gark Wormteeth rose quickly among the ranks of his fellow goblins, possessing an uncommon intelligence and charisma among his species. His ability to convince his people of his whims earned him his nickname. Wormteeth commands a group of bugbears who act as his personal bodyguards, and they are rewareded greatly for their loyalty. It was Wormteeth who found the slumbering typhon Kumon Orth, and was instrumental in awakening the creature.

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Kumon Orth, Typhon: This gargantuan ursine typhon was found slumbering deep within the ground in Feygrave, and awakened by the Strixick goblin horde. Upon awakening, Orth was outraged at the dying condition of what was once Feyhold, and the obvious absence of Talas. Having adopted the goblins that awakened it as its army, Orth seeks to gather more followers and claim power in Feygrave. Since its awakening, Orth has exhibited erratic emotions and behavior inconsistent and contradictory, showcasing both wrath and benevolence, often in the same moment. It believes this curse will be shed once its spectral crown is reclaimed. FREE ARDOR IN FEYGRAVE After Lightfall, the Dismembered Lord mysteriously released over one third of the Ardor from Innes and enslaved the rest as drudges. Many of the free Ardor took their chances in the dense thickets of Feygrave to try to scrape out a life. Though forbidden to unite under the single banner of their own faction, they often find success distributing themselves and working privately. Many were accepted as labor workers and apprentices by the Dimgrove Enclave, others took up the call to adventure as Troublemakers in the service of the Sovereign who freed them, and some even struck out on their own as beastkeepers and nomads.

PRIMARY LOCATIONS

Ashford: This small but secure settlement, composed mostly of free Ardor, hugs the trunk of a massive sunthorn tree scorched by wildfire. The ashen tree rises like a black tombstone against the verdant skyline of Feygrave. The guardians of Ashford smear their faces, armor, and weapons with charcoal from the husk of the tree, giving them the appearance of walking shadows. Axebough Vale: A secluded valley, veined with streams and riddled with overgrown ruins of apparent Titan origin. A massive waraxe of Titan copper splits a stone asunder at the vale’s heart, stuck fast for centuries. Bartag Brook: Beginning in the southeastern border entrance of Feygrave and veining through much of the dominion, Bartag Brook is well-known for the Bartag ferry, which maintains crossings at several key points, run mostly by free Ardor to make a meager wage. Recently, Bartag and its ferries have fallen prey to goblin raids, as well as dwindling, muddy waters as Feygrave fades further. Cutter’s Canopy: Built among the soaring canopy of an enormous tree on the western border of Feygrave is a free settlement, untouched by the shadow of the Sovereign. Cutter’s Canopy, so named for the Ardor drudge who freed hundreds and led them to the sanctuary of Feygrave, houses dwellings, a small barracks, a smithy, even a tavern – all connected by branches and creaking rope bridges. The archers of Cutter’s Canopy are famed for their accuracy, as well as their discretion – they only fire if a trespasser climbs beyond the “Mercy Branch,” some 50 feet from the settlement’s entrance. Deephollow: Talas left a gaping hole when it was ripped from the soil of Feyhold. Sundered roots emerge from its sheer sides, creating makeshift pathways and tunnels. Infested with Strixick goblins and bugbears, the lair of the awakened typhon Kumon Orth resides at its deepest point. Dimgrove: Ringing Deephollow, these sloping steppes host the enclave of druids that are its namesake. Makeshift encampments built within the trees house these druids, who emerge daily and venture into Deephollow to tend the Hoperoots. The work is dire and dangerous, often beset by raids from the goblinoids ranging the pit. The druids of Dimgrove are secretive, but do not turn away those in need. Dreamchasm: This plunging, root-clogged cavern is dominated by massive, bioluminescent fungal growths which release hallucinogenic spores into the air. The cave itself is devoid of predators, but walking through the cavern is to invite vivid hallucinations and nightmarish visions. The Dimgrove druids use the Dreamchasm as a conduit for prophecy, while the Strixick goblins use it as a rite of passage. Eboshi: Erected upon a solitary island at the center of Ironfall Lake, Eboshi is a mining settlement and trade hub founded by freed Ardor. Miners harvest metal from the bed of Ironfall Lake, formed eons ago by a falling star, and craft goods to sell in the thriving Eboshi market. The Dimgrove druids take issue with Eboshi’s growing presence and need for resources, which in their eyes only furthers the eternal autumn of Feygrave. The Final Grove: Cemetery of all the Troublemakers and Marrow who have died and been recovered. The Dimgrove Enclave happily volunteers to bury the deceased and provide services, though some now whisper the thousands of marked graves are empty, and the Enclave are stealing the bodies away for other macabre uses.

Gnawstump: A forest of sprawling, thorny vines spanning over a dreg. This massive, overgrown tangle has become a habitat all its own, utterly infested with vogan. This is believed to be the spawning ground of the rat-like creatures. Their numbers – and thirst for blood – grow by the day. Grasping Lake: This wide, gutted vale once glistened with crystal water – now, it swirls with a viscous, sucking sand, overgrown with greenery to mask its deadly nature. The bones of countless creatures, picked clean by whatever caustic substance permeates the sand, often emerge, only to be sucked back down into the roiling mass. It’s said a sapience of some sort drives the Grasping Lake, though none know for sure. Ironfall Lake: The crash site of an ancient meteorite, the crater has since flooded and become a prominent lake encircled with sunthorn trees. Littered with iron and other metals leftover from the meteorite, many come to Ironfall to plumb its depths for valuable crafting materials. The Mawfields: These beautiful fields, verdant green and flush with wildflowers, are in fact host to carnivorous flora, which trap and consume unwary creatures. Caverns beneath the field brim with the gelatinous remains of the Mawfields’ prey. The Strixick frequent these caverns, harvesting the macabre slime as a fuel source. Oakfell Bridge: This massive fallen tree spans the Oakfell Gulley, plunging hundreds of feet below. Carved over the years to serve as a bridge, it now plays host to a bitter, unending conflict – Valenus Remnant fortifies the east side of the bridge against attack, while the Dimgrove Enclave on the west side launches almost daily attacks, probing for weakness. Battle is a constant, with fallen warriors toppling into Oakfell Gulley. Outpost Ravenrock: When Troublemakers venture into Feygrave, this spartan military encampment is often their first stop. Constructed in the shape of an hourglass with the command tents in its center, Ravenrock is surrounded by steep wooden palisades and a deep trench filled with feces and the decomposing animals who drowned in it. Over the gate hangs a dead raven, hung by its feet with small insects crawling through its eyes and beak – a symbol of the destined future of all Troublemakers. Newest recruits are sent into the jungles to replace the raven when it becomes too rotten. Petrichor Field: This clearing near the eastern entrance of Feygrave is the site of a failed invasion by dwarves and tomehearts. They were hastily defeated, and now the dwarves’ stone corpses and the tomehearts’ construct remains serve as a grim monument to a lost cause. The area is said to contain a Feymist crossing, crawling with treearchs. Shieldway: This forest road, eroded and in ill repair, is flanked on both sides with the discarded shields of the Valenus who left Feyhold. Overgrown with moss and vines, the shields of Talas sit, a grim reminder of the fracturing that split the Talasar and uprooted the Lifetree. The road is frequently used by Marrow and the Valenus Remnant as a quick path through the heart of the forest. The Splinter: Marked by a massive sunthorn tree split in two by cataclysmic magic, the Splinter serves as a forward base for Marrow and Troublemaker forces venturing deep into Feygrave. The last secure point before the forest’s deepest wilds, many stop here to resupply and quench their needs before more arduous ventures ahead. Troublemakers are known to become brigands within its walls, sometimes turning to lives of rogue banditry in the woods.

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Tenral Paths: These pale white sylvan stone streets were built by the Talasar ages ago, but show neither blemish nor overgrowth. Over time, many of the stones were stolen or moved, and those remaining are often rigged with Strixick traps. Typhongrin: This rumored massive, subterranean graveyard for typhons is said to be hidden, but many believe it to be very real. The stories say that one can only gain entrance through a series of trials and obstacles in the Dreamchasm, and that it rests in the depths of the Deephollow. Some say the typhons instinctively make pilgrimages there to die – but others whisper there are many still there, very alive, and simply hibernating... Warded Clearing: The Warded Clearing spans a full dreg in either direction. Ringed not only with sunthorn trees but also bone-white sylvan stone pillars, the clearing itself is etched deep with an intricate rune of fey origin, only visible from a great height. At the clearing’s center rests a stout altar of pale stone, marked similarly with strange runes. Many guess at the Warded Clearing’s origin and purpose, but few can reckon its true age – older than Dragongrin itself. The Strixick steer clear of the runemarked ground, making the Warded Clearing a noted sanctuary for those wishing to avoid goblinoid entanglements – however, it is teeming with treearchs. D10 1 2 3 4 5 6

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PERIPHERAL LOCATIONS A ruined stone fortress, overtaken by the roots of a massive sunthorn growing at its crumbling heart. A Marrow outpost, its palisade constructed of felled sunthorns. The walls glow dimly as night falls. A secluded deer trail cuts its way through the dense wilds, leading to an almost idyllic stream. A row of trees, each carved with a strange fey symbol. Peripherally, the bark of the trees resemble twisted, hollow faces. Goblins erect a makeshift barricade on a forest path, positioning archers in the trees above. A root-clogged cavern, winding its way through a mossy hillock. Odd cavities within hold the bleached skulls of alien beasts. A circle of stones, each carved through with fluting to focus the wind into a discordant harmony at once familiar and unknown. An abandoned camp, tents toppled and fire still smoldering. Claw marks rake the ground. The trees make a strange pattern, and as the sun dips, the lengthening shadows create a massive fey rune, stretching on for a dreg across the forest floor. A dessicated skeleton emerges from a sunthorn tree, its jaw slack in a scream – almost like the tree grew up suddenly and consumed the hapless traveler.

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SUDDEN PERILS Strixick attack: The goblin horde emerges from Feygrave’s subterranean tunnels, attacking the adventurers haphazardly. They’ll attempt to take the party alive, and their frantic bugbear leader named Karn persistently and forcefully asks, “where is it!?” as they search for an object. Rupturing Feymists: The volatile landscape erupts into lively and violent fey, as if the world is temporarily exchanged for the Feymists themselves. Treearchs, as surprised as the adventurers, defend their domain from the poisonous insurgents. Battle erupts: The site becomes the epicenter of battle between Valenus warriors and Dimgrove zealots. Allies are claimed depending on the party’s previous decisions, though it’s possible both sides see the adventurers as enemies. Hoperoot trap: The earth opens up beneath you, and you slide through a hollow, twisting Hoperoot into the depths below. The descent is perilous, requiring dexterity to avoid injury, and Dimgrove druids wait at the bottom to interrogate the party – they are looking for Elthana Syll, and will honor any who takes her life. Rogue Troublemakers: You are ambushed by a band of “heroes” who found an easier profit by banding together to assault the other factions and Troublemakers of Feygrave. The fight is brutal, but you’re forced to ally once a more gargantuan threat emerges from underneath the earth... Vengeful constructs: Tomehearts felled during an invasion of Feygrave slowly piece themselves into a patchwork army of machine monsters around you. Knowing nothing more than conflict and vengeance, they strike out against you immediately. Valuable materials and an Archan are found in their remains. Phantom commander: The ephemeral form of the deceased Malvio Rand, former Lord of Ash in Feygrave, manifests and lashes out at the party. In his wraith-like form, he believes he is fighting against traitorous Marrow, cursing the name of Diego Salva throughout the fight. Feral vogan: A pack of violent vogan swarm to feed on the party. They are emboldened by some strange magic, and ravenously seek to consume flesh – even at the cost of their lives.

VOGAN With their numbers growing steadily, there are more of these rodent-esque creatures in Feygrave than ever before. Traveling in packs, they have the appearance of large, feral rats – though they have larger forelegs and a more pronounced opposable thumb than an average rodent. This and the fact that they alternate between walking on two or four legs often make them seem eerily more human. They have recently developed a taste for flesh, and have abandoned their natural skittishness for boldness, attacking without hesitation.

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GROWING THREATS AND RUMORS Malvio Rand is not truly dead, and is building up a powerful force of goblinoids and monstrous creatures dedicated to destroying the Marrow who failed – or murdered – him. Ardor drudges once liberated into the wilds of Feygrave now begin to coalesce into one faction. Once seen as a slight to the Sovereign who freed them, now the Marrow see them as a true threat to the region. The Dimgrove Enclave has found success in regrowing the Lifetree, but the cost is the blood of elves drenching the Hoperoots. The druids must be stopped before they grow too powerful. Valenus forces are using relics from Petrichor Field to unnaturally conjure new Feymist Crossings wherever they like. This may be the way to return Talas to Feygrave, but it’s also breeding new and horrendous monsters throughout the region. Wild vogan bind into vicious packs within Feygrave, and grow bold enough to attack Marrow outposts, parties of Troublemakers, Enclave druids, and anyone else who might make an easy meal. Torlani Lontig believes the ancient Elderstone of her people is the key to growing the Lifetree, but her efforts result in a treelike structure made from onyx and crystal. The new “tree” is giving many in the region visions of a horrible future – even worse than current reality wrought by the Dismembered Lord. Tryn Garvey has already claimed the Reliquary of Ash, and desires to wield the object against the Dismembered Lord. Many vengeful Ardor now rally to her cause. A Grimdul alchemist named Midze Pradargo has combined three separate and distinctly arcane treesaps from the flora in Feygrave. In feeding the concoction to vogan, she strengthens them and eases their taste for flesh, but someone has stolen a cache of the elixir, using it like a drug to embolden their violent deeds. Gark Wormteeth has besieged one of Feygrave’s Marrow outposts by surrounding it with deadly traps. Those within the camp begin to starve, and many are offering their services as spies to the Strixick in exchange for their lives. Kumon Orth is not the only typhon underneath Feygrave. Many are buried there, and Orth plans to return them to life – a squadron of vicious and vengeful beasts.

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RUPTURING FEYMIST CROSSINGS D102

FEYMIST CROSSING

SIGNS AND CLUES

An archway of intersecting trees Three equidistant stone circles

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Rings of plants growing in a strange pattern Dropped items gravitate toward the crossing Constant hum emanating from its location No mundane wildlife in the area

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Unnaturally perfect cave opening Central to circling buzzards, forever roaming Tree carved into an ancient Talasar queen Large series of burrows and tunnels Sacrificial altar of natural stone

Those on the crossing’s outskirts vomit Unnatural shade, even if the sun is out Winds whistle soft melodic tunes Crucified corpses, affixed to point toward the crossing Overgrown Marrow signpost – BEWARE DANGERS

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QUESTS AND BOUNTIES A Granok Thane party looking for new Feymist Crossings is hiring scouts to do their dirty work for them. Thanium and precious food and other goods are yours if you take the job, and extra will be given if the Crossing leads to Talas. An escaped drudge begs you look for their loved one, who reportedly faked their suicide before heading to Feygrave. They have nothing to pay, but swear they know the location of a precious, yet well-defended Archan in Innes. Marrow offer a little extra coin to any who can find Legionary Hallr, a Holmir soldier who was lost in a recent scouting mission. They claim she was last seen near Petrichor Field, and one frantic soldier claims she disappeared into thin air. Valenus forces offer protection within Feygrave, so long as you set fire to a large swathe of Hoperoots. They’ll surely be under the protection of the Dimgrove Enclave, so be sure to declare your allegiance to Kumon Orth to throw them off. The Desolation is rumored to be emerging into Feygrave, and it has something to do with the rumored Strixick ritual. Troublemakers throughout the region are levied to discover the truth of the matter. Strixick goblins are seeking out items and locations to fulfill some sort of strange ritual. They promise those who assist them will be rewarded with something far greater than a Reliquary of Ash. Troublemakers have been going missing in a certain area rumored to contain a Feymist Crossing. Now, with many avoiding the area, is the perfect chance to get rich off its magical mysteries. A notorious fugitive has fled into Feygrave. The Enclave will pay any who escort her to their territory, but the Marrow and Valenus want her dead. After years of trying to regrow the Lifetree, sure signs of success are manifesting in and around the Mawfields. The Dimgrove Enclave will offer magical fruits and vials of glowing honey to any who brave the carnivorous plants for samples of this new root. While the mystical factions of Feygrave squabble, the Valemancer must be avenged, and another must take up the mantle of Lord of Ash. Diego Salva himself will dedicate all his forces to any who finds and wields the Reliquary of Ash, located somewhere in the region. FEYMIST CROSSING EFFECTS AND DANGERS

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MAGICAL EFFECT Time passes at half the normal rate Illusory rain falls upwards Wooden items begin to sprout crystals Traversers gain visions of alternate timelines Mortals appear as translucent ghosts Seeds instantly grow into large plants Colors merge between objects and the people touching them Arcane deafness Hallucinogenic aura Time passes at 100 times the normal rate

DANGER Malicious satyrs Treearchs Talasar guardians of the Lifetree Insane Troublemakers, twisted by the Feymists Pit of quicksand, veiled by magic Carnivorous flora Twisted druids of the Dimgrove Enclave Saber-toothed tyl Superheated earth Poisonous spores spreading pain and disease

CRUX: WELCOME TO RAVENROCK Concept: Thrust into a Pivotal Choice Themes: Betrayal, Survival, Treason, Opportunity

EVENT You’ve come to Feygrave’s notorious Outpost Ravenrock – likely because you had no other choice. As you enter through the outpost’s gates, the Marrow who don’t ignore you stare and chuckle, or bear a notable look of pity. You enter a cacophonous common area near the center of the camp, and are shown to a weathered weapon rack full of dull, rusted weapons. You are told to choose one, and to join muster. As you line up among others in your position, a broad, muscled Marrow removes her worn helm, revealing the dull features of a stone-eyed half-dwarf woman. “Welcome to Ravenrock,” she says flatly. “I hope you’re better fighters than the poor fools who held those weapons before you. Your first mission starts immediately...” The adventurers begin what seems like a normal day of survival and danger in the service of Outpost Ravenrock as Troublemakers, but are quickly faced with one of the toughest decisions they may ever have to make. Shortly after undertaking their first mission, they stumble upon a deadly plot to steal the unclaimed Reliquary of Ash in Feygrave, and must decide what role they will play in the object’s future, choosing allies and foes carefully. THE CLIMAX BEGINS THE ADVENTURE This Crux is designed to have the climax take place after the party speaks to Sergeant Leto and leaves Outpost Ravenrock, though the information is presented in the same way as any other Crux. The intention is to get the party wrapped up in something way over their heads by being in the wrong place at the wrong time, and the rest of the adventure is meant to play out how they respond. Will they run, resulting in a chase? Will they assist in the coup? Will they attempt to claim the Reliquary of Ash for themselves? The escalation section all takes place after the introduction scene with Sergeant Leto, designed to add conflict and challenges to the unfolding plot. The Aftermath portion of the Crux is still intended to take place after the adventure is complete – not directly after the Climax.

PEOPLE This Crux centers around the intrigue and conflicts between the Marrow loyal to Diego Salva and those who feel he is weak; that the Reliquary of Ash needs to be claimed by someone actually worthy, and quickly. The party is thrust into a situation immediately laced with treason, murder, and decisions that will have major repurcussions on the entire region. Many of the events will occur in the deep, uncharted forests of Feygrave, so there will be many opportunities for survivors to recall and regale the events in the way that most benefits them.

PAMIL LETO

Marrow Sergeant (F Drogus Half-Dwarf) “Let’s get two things straight: I don’t care about your past, and I don’t care about your future. Do the job, and we’ll all get along.” Note: This Crux begins with the party speaking to Sergeant Leto before they’re sent on their mission. From there, the Climax takes place immediately.

Personality: Confident and loyal, driven by duty and personal honor. Appearance: This half-dwarf has caramel colored skin and thick black hair tied in an intricate bun. She has a tattoo of a hook circling her left eye. Her Marrow uniform is clean enough, but so old it predates modern Marrow. She notably doesn’t carry a weapon. Rumor: Sergeant Pamil Leto matches the description of the Hook of Sulaine, a powerful monk who fought on the side of good during Lightfall but was said to be captured by the Dismembered Legion. Goal: Maintain order at Outpost Ravenrock. Quirk: Habitually looks to the sky as if watching for something. Introduction: Leto examines a group of new Troublemaker recruits as you stand in the common area of Outpost Ravenrock. Equipped with whatever rusty weapons and gear lined the weathered weapon rack, the party and the handful of other recruits aren’t much to look at. “The treearchs will try to claw out your eyes first,” she says flatly. “They find it easier to tear you apart when you can’t see them to fight back.” The mission involves stopping a particularly large and deadly group of treearchs before they grow in number – their attacks have been getting closer to Ravenrock than she’d like. Before you leave, she orders the party and the other handful of Troublemaker recruits to help carry several large support beams to fortify a guard tower. A DC 15 Strength (Athletics) check to help impresses Leto enough to summon you into her office. Within, she’ll allow you to choose a better weapon from her personal stock before dismissing you coldly. HELP NEEDED IN RAVENROCK The outpost is bustling with Marrow and Troublemakers, and help is needed everywhere you turn. As you attempt to leave on your mission, anyone you pass asks for a quick hand – and they expect you to help. All checks are DC 14. • • • • • •

Wisdom (Medicine) to help a Marrow with a badly wounded leg Intelligence (Nature) to help identify a strange plant for a Troublemaker Charisma (Persuasion) to calm a shaken Troublemaker so they can share intel clearly Dexterity (Sleight of Hand) to help detain a Valenus prisoner making a run for it Wisdom (Animal Handling) to calm a spooked hunting dog Intelligence (Arcana) to help understand the strange effect of the Feymists on a weapon

VAERIL OTHORIAN Marrow Valewarden (NB Talasar Elf) “This Reliquary of Ash deserves to be wielded – not just left in a field for some lowly drudge to stumble upon. I will keep it safe for now.” Personality: Arrogant and impatient, with sociopathic tendencies beneath the surface. Appearance: Slender and pale, with polished Marrow armor, ornamented with finely-crafted wooden accents. Rumor: Othorian plans to challenge Diego Salva as Lord of Ash to scare Salva into refusing the title for himself. Goal: Possess the Reliquary of Ash, and eventually present it to the Dismembered Lord.

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Quirk: Habitually looks to the sky as if watching for something. Introduction: Othorian has a group of other Marrow who are in on the coup, supporting him as future Lord of Ash. They meet up and discuss a plan to hide the Reliquary of Ash, and many of them remove their helmets, showing that they are visibly distraught. They begin to argue about where they can hide the reliquary, and one openly says this was a mistake – they will be caught and hanged for this. Another Marrow asks what happened to Gareth, the third Marrow from the clearing in the climax scene left dead in the dirt. After hesitating, Othorian says the goblins slew him seeking the Reliquary of Ash. Characters who succeed on a DC 16 Wisdom (Insight) identify which Marrow believe Othorian, and which know the truth of their murdering ways. In this tense situation, some of the Marrow may be swayed to turn on Othorian, who killed one of their own.

VORG JUTTURK

toward the party with a smile, and extends a bloody hand toward them. A DC 14 Intelligence (Nature) check will make it evident that she is killing far more than a Dimgrove druid would normally do for simple food or supplies. Unless they give her a reason not to, she will offer to bring the party to meet some of the Dimgrove elders – perhaps even their leader Lontig the Ceaseless. D6 1 2 3 4

Bandit (M Goblin Rogue)

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“You think my is dumb since I don speak good you tongue. How if I cut you tongue out if you not give me that prize.”

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Personality: Aggressive and condescending; suspicious and coldly logical. Appearance: Tattered vine cloak, a curved, rusted sword, blood red eyes set into mottled green flesh. Rumor: Vorg can always be bought, and relishes doublecrossing people. It’s said he doesn’t much like Kumon Orth. Goal: Get more for himself; always for himself. Quirk: Constantly flicking his pink tongue across his needlelike teeth. Introduction: A shadow flits in the trees above, leaping expertly from one branch to the next, swinging from vines. With a howl, the creature leaps into an acrobatic tumble, landing with a flourish on the leaf-strewn forest floor. The goblin hefts a rusted and well-used blade, its serrated edge catching the dappled light filtering through the canopy above. “I sees you have coins, yes?” the goblin says, yellowed teeth set in a sneer. “You gives, or we have problem, yes?” A successful DC 14 Charisma (Intimidation) check forces the goblin to back off, relenting to a bigger, meaner creature. “Okays, okays,” he says, “we hears you.”

ELENOR GARVEY Druid Initiate (F Ardor Darrow) “I can bring you to speak with Lontig the Ceaseless. She’ll know what to do with the reliquary.” Personality: Optimistic, and a bit naive, though capable. Appearance: A dark-skinned darrow woman – she looks remarkably young. She bears the drudge mark of a free Ardor. Rumor: She has been given orders to slay as many creatures as she can – an uncommon charge for the Dimgrove. She is rumored to be the daughter of Tryn Garvey. Goal: She wants to protect Feygrave, and will do anything to maintain the forest as long as no others are harmed. Quirk: Continued nervous laughter. Introduction: Elenor pulls an arrow from a deer as the party approaches, making no attempt to hide. She wipes blood from her arrow and replaces it into her quiver before picking up a sack full of small woodland animal carcasses. She walks 212 DOMINIONS OF ASH: FEYGRAVE

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CHARACTER CONNECTIONS You've longed to be a hero, and though it's not how you imagined it, this is your chance to make some trouble. Someone you love serves at Ravenrock, and you come here to serve alongside them. You believe that if Dragongrin can change, it starts here, in the parts of the realm that seem most untouched by the Dismembered Lord. You have ties with the Talasar, and are here to gather intelligence. You're a fugitive, given the choice between the inside of a cell, a noose, or the life of a Troublemaker in Feygrave – the decision was simple. You were taken prisoner by the goblins, but escaped, and now aim to exact revenge. COUNTDOWN TO PERIL Marrow Valewarden Vaeril Othorian and another masked accomplice had already murdered both a fellow Marrow and a Troublemaker who stumbled upon the scene attempting to steal the Reliquary of Ash. They seek to keep the reliquary. Goblins surround the Marrow and demand the reliquary. A fight ensues. The reliquary is thrown free from the skirmish and can easily be claimed by anyone. A young Dimgrove Enclave initiate, Elenor Garvey, gets wrapped up in the events as they unfold, and she offers to help by leading the party to her leaders. If they don’t follow, she returns and tells her elders what transpired. They send a group of elite druids to retrieve the reliquary. A group of powerful bugbears show up on the intel of the sneaky goblin Vorg Jutturk. They demand the reliquary on pain of death. Vaeril Othorian shows up with Sergeant Leto, claiming the new Troublemakers are responsible for any of the murders he committed. Unless evidence can be presented to the contrary, or the party can convince Leto otherwise, they will be sentenced to death. A swarm of hundreds of treearchs attack from every side. The reliquary is especially good at slaying the creatures, and can be used to turn the tide. Where the reliquary ends up during and after the battle remains to be seen.

ESCALATION The dense and deadly forests of Feygrave boast countless dangers in their own right – when coupled with the factions vying for the Reliquary of Ash, the threats are near-endless. The Marrow party attempting the coup will not want that information leaving the forest, and will do whatever it takes to succeed. The Strixick and the Dimgrove would benefit greatly from the possession of the reliquary, perhaps using it to crown Kumon Orth as Typhon Lord of Ash in Feygrave. Apart from those seeking the Reliquary of Ash, the threats of the forest are copious and powerful. LOCAL CONDITIONS Due to the isolated, secretive nature of the situation, the local conditions will be fairly typical. Once the reliquary is revealed to be found, many of the factions immediately resort to extreme measures to secure the object.

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CONFLICT Betrayal: Someone betrays their faction when a tough choice must be made. Survival: A volatile Feymist Crossing reveals itself. Treason: A Marrow or Troublemaker makes an attempt on a commander's life. Opportunity: The Reliquary is unclaimed, and someone in the party would be the perfect choice to wield it... RISING THREAT The mysterious nomad called Anvil Tongue plans to steal the reliquary. A band of Dimgrove Druids in the area is acting far more violent than usual. A large treearch has emerged from a Feymist Crossing – it has the shape of a typhon. Kumon Orth has set its sight on the Reliquary of Ash.

encountered earlier at Ravenrock stands before the two, hands in the air in submission. “I promise I won’t say anything – I mean, I didn’t even see anything. We found him like this as far as I’m concerned. And that quiver? I don’t care about that ratty old thing, even if it was Malvio Rand’s...” At the mention of the quiver, and Lord of Ash Malvio Rand’s name, the two Marrow look at each other, then back at the Troublemaker. The Marrow holding the quiver pulls an arrow out and holds it aloft. A spectral bow appears under the arrow, and before the Troublemaker can react, the arrow is in his throat, killing him instantly. The arrow blinks, and magically appears back in the quiver, perfectly clean. “No one can know about the Reliquary of Ash.” one Marrow says to another. Note: It is assumed that the party will attempt to remain hidden. At any point the party can decide to intervene and become involved in the events as they unfold, or let the scene play out and stay innocent of the situation.

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Forest Trails: dense thickets, shortcuts, goblin traps Talas Splinters: floating tree shards, fey energy, savage claw marks Defunct Outpost: old supplies, makeshift shelter, beasts within Serene Clearing: peaceful atmosphere, fresh water, carnivorous plants

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SCENES

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Pressing on: can't stop moving, supplies low, exhaustion Dead End: path ends, sheer drop, hopelessness Victim: wounded, goblin traps, shared supplies Forest Legend: Tryn Garvey, secrets revealed, requires the reliquary

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FOREST ODDITIES Treearchs lurk in a grove of dying flowers. Rope bridges spanning the trees. Seemingly abandoned goblin tunnels. Field of trees devoid of leaves, full of holes of all sizes. TWISTS

The coup is a front so that Diego Salva can possess the 1 Reliquary of Ash without suspicion. The figure known as Anvil Tongue has bribed the Marrow to 2-5 give her the reliquary. The party was involved in this plot from the beginning, to be 6-10 framed as rebels. The quiver is not truly the reliquary, it is actually a single 11-15 blood red arrow within it. The Dimgrove Enclave are pressing the outcome that results 16-19 in the most death to feed the corpses to the Hoperoots. Sergeant Leto masterminded the entire coup, and seeks to 20 become Lord of Ash.

CLIMAX: NEVER THE SAME AGAIN The fiery orange and yellow hues of the forest are beautiful in the light of the mid-morning. The forest feels peaceful as the party set out toward the area where the treearchs need to be culled. After walking uneventfully for a couple of hours, voices are heard through a copse of dense trees. As the party approaches, they will see a grim scene unfolding. Two helmeted Marrow stand over a third on the ground covered in blood. One of the Troublemaker recruits you

• The Marrow bearing the quiver removes their helmet, revealing themselves to be a strikingly handsome elven man. He explains that the reliquary needs to be claimed, and that Diego Salva is a fool for letting his emotions cloud his judgment. • The two Marrrow argue about what should be done with the reliquary – to give it to Sergeant Leto or to keep it for themselves. • Vorg Jutturk arrives with a small war party of bugbears to take the quiver, claiming Kuman Orth demands it. If the quiver isn’t surrendered, a skirmish begins. • During the skirmish the reliquary is thrown free, landing near a member of the party. Now that blood has been drawn, the situation is hostile, and the goblins and Marrow will do whatever it takes to seize the reliquary. • The party is faced with the decision of what to do with the Reliquary of Ash, but they must escape the dangers of being deep in the forest of Fegrave first. AFTERMATH AS USUAL Even though the climax occurs sooner, the aftermath is designed to occur at the end of the adventure as usual. As the party works their way through the forest, use the escalation tables to create varied scenes and challenges.

AFTERMATH/CONSEQUENCES • If the party sides with the coup of Vaeril Othorian, they will be branded as traitors with no safe haven in Feygrave, though Othorian’s faction considers them allies. • If the players return the Reliquary of Ash to Sergeant Leto, they are offered positions as official Marrow, trained by Leto herself. • If the party gives the Reliquary of Ash to the goblins, the Strixick will use it to complete a ritual, returning typhon Kumon Orth his spectral crown. The goblins consider the party allies. • If the party gives the Reliquary of Ash to the Dimgrove Enclave, Lontig the Ceaseless will return it to the Dismembered Legion anyway, claiming credit for the find. Still, she’ll keep the identities of the party secret, and offer them well-paying jobs in the future. • If the party keeps the Reliquary of Ash, one of the adventurers may act as standing Lord of Ash in Feygrave until they lose possession of the reliquary, or can take it to Grinn to present it before the Dismembered Lord. The journey to Grinn will be wrought with rivals. 213 DOMINIONS OF ASH: FEYGRAVE

CRUX: THE CROWN OF KUMON ORTH Concept: Ritual to Restore a Typhon’s Spectral Crown Themes: Rituals, Morality, Belief, Nature

EVENT The aroma of fresh soil and roots permeates the Strixick goblin tunnels. Delving deeper into subterranean pathways, you must keep your wits about you – the goblins are renowned trapsmiths and cunning foes, but you must press on into the cramped labyrinth. Time is of the essence.

decompose dead things, composting them into perfect food for the Hoperoots. Though they have not yet crossed the line of taking lives themselves, the Dimgrove are manipulating events toward the path that will lead to the most bloodshed, so they can feed the casualties to the fledgeling roots as food. Some even resort to extreme measures, taking lives themselves. If the party confronts Wrathshade about this, she will not lie, but after boasting the truth, immediately try to escape on her halyphon toward the ritual.

GRIME EAR Trapsmith (M Strixick Goblin)

“You found my traps, but you’re still alive my dear. It’s mischief, not murder, for old Grime Ear!”

You know that tonight, the typhon Kumon Orth is attempting to regain its magical, spectral crown through a dangerous and intricate ritual of the Old Vale, the most powerful force of nature in Dragongrin. For Orth to regain its crown would mean becoming the most powerful force in Feygrave, for better or worse. While typhons are typically benevolent creatures, Kumon Orth has not been the same since it awakened, and while not acting wholly evil, has been acting erratically of late. Can Kumon Orth be trusted to gain that much power? Is the typhon twisted because it doesn’t have its crown? You must choose to help or hinder the ritual taking place in the depths of the Strixick goblin tunnels.

Personality: Lighthearted, welcoming, and mischievous.

PEOPLE

Introduction: The party follows a tunnel that leads into an abandoned mine that has been drastically altered by the Strixick. The large, open area looks like a slapdash arena with makeshift seating encircling a dirt field. Mine cars lay scattered about in various levels of repair, augmented by the goblins with armor, weapons, and rigged traps. Sitting in a cart emblazoned with the word FASTKILL is the goblin Grime Ear. Grime Ear tells the party that if they can help him with a trap he’s making, he’ll tell them where the ceremony is. A DC 15 Intelligence (Investigation) check allows a party member to help Grime Ear adequately. He explains his hatred for Chief Gark Wormteeth, citing constant abuse, and forbidding Grime Ear from making traps. He also shares the goblins’ plans to taint the ritual and take control of the typhon with goblin magic, and requests help from the party. Grime Ear will give each of the adventurers what he calls a “bumper” – a small, single-use pouch that acts as a thunderwave spell upon impact when thrown.

As the Strixick prepare the ritual at the bottom of their subterranean lair, other parties attempt to control, disrupt, or profit from the magical regaining of Kumon Orth’s crown. Reuk Wrathshade, Dimgrove Druid, hopes the ritual turns violent, so the corpses of the fallen can be mulched into food for the Hoperoots. Grime Ear, a Strixick trapsmith, seeks to twist the ritual to dominate Kumon Orth, and exact final revenge on his enemies. Marrow Typhon Eater Bartel Kane seeks only death – that of Kumon Orth. The adventurers find themselves in positions of power to sway the previous factions to any result they wish – so long as they survive the ritual...

REUK WRATHSHADE

Dimgrove Druid (F Mord Dwarf) “The Hoperoots are the single most important thing in Feygrave – perhaps even all of Dragongrin. We must do whatever necessary to ensure their growth.” Personality: Quiet and shy, but shrewd. Appearance: Dusty layered cloaks and leathers, a composite bow with the cycles of the Triune Moons carved into it. Rumor: She knows that Kumon Orth gaining its crown will cause the most bloodshed, allowing the Hoperoots the fuel they require to grow.

Appearance: Mismatched garish clothing, ill-fitting and stolen. A large, toothy smile, and a sack of trapsmithing supplies. Rumor: Grime Ear, though choosing to be mischievous, is one of the most competent trapsmiths in all of Dragongrin, capable of building powerful and intricate lethal traps. Goal: Build mischievous traps, and get back at Gark Wormteeth for constant abuse. Quirk: Loves to rhyme the ends of sentence pairs.

BARTEL KANE Marrow Typhon Eater (M Ardor Human)

“We’ll see what good a crown does this monster when I saw its head from its neck. These caves will run red with the blood of Kumon Orth.” Personality: Disciplined and militaristic, but clouded with the desire for revenge.

Goal: See Kumon Orth receive its crown and come to full power.

Appearance: Markedly unattractive, wearing a battered suit of Marrow armor, weilding a powerful spear.

Quirk: Uses words and phrases from centuries ago that many of this era wouldn’t know readily.

Rumor: He is Malvio Rand’s bastard son and wants revenge for his father’s death – he believes he deserves the reliquary.

Introduction: Wrathshade walks beside a saddled halyphon, taking various samples from the roots and soil of the tunnels. She speaks to her mount, Nix, as though it’s a person like any other, about feeling guilty about what she must do. A DC 16 Dexterity (Stealth) check will allow the party to listen in without being noticed as she bares her soul to the halyphon. She explains that the druids have found a way to instantly

Goal: Slay the typhon Kumon Orth.

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Quirk: Grinds his teeth. Introduction: Kane and his Troublemakers set up a makeshift camp in the middle of a tunnel, having just cleared the area of traps and debris. Guarding the entrances of the perimeter are two of his lackeys, who immediately order the party to halt

and declare their identities. Kane quickly arrives, beckoning the adventurers into the camp for fresh water and rations. Surrounded by Troublemakers, Kane asks the adventurers “Are you here to help the goblins? Or have you come to stop Kumon Orth?” A DC 16 Wisdom (Insight) check reveals Kane’s motives against the typhon. If the party declares themselves allies with the Strixick and their ritual, Kane and his troops attack immediately and without mercy. If the party reveal their intention to stop the ritual, Kane offers glory and a Deed of Exploit to any who assist his slaying the typhon. D6 1 2 3 4 5 6

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CHARACTER CONNECTIONS You are a Troublemaker, and have been ordered to investigate the ritual alongside Bartel Kane. A Typhon Eater (one of Kane's rivals) has asked you to ensure Kane's failure. The Dimgrove Druids have paid you to help them in their mission – though what they are trying to do is ambiguous, the pay is good. Grime Ear the goblin saved your life in the wilds. You owe him a favor, and he has called you here. The Strixick goblins have offered you a place among their ranks if you ensure that Kumon Orth gets its crown. You’ve heard of the legendary typhons, though many close to you don’t believe they exist. You are here to get proof once and for all. COUNTDOWN TO PERIL Rumors swirl of a ceremony known as the Crowning, taking place in the Strixick tunnels. The goblinoids are zealous, emboldened by their promise of ruling Feygrave, and strike out haphazardly against all in their path. More Troublemakers are required in Feygrave, so the Marrow issue a request to Innes for drudges. The deal is struck, but only if Lord of Ash Shar Lagash is granted live goblins for experimentation after the ritual. The day and purpose of the crowning becomes clear, and many factions and individuals plan to intervene, either ensuring it succeeds without disruption, or is brought to an early and bloody end. The goblin tunnels are easily infiltrated as many of them prepare for the ceremony, though their deadly traps litter many of the entrances in their stead. The ceremony culminates in battle, as powerful factions fight for their own chosen outcomes – much blood is shed. Kumon Orth is crowned, becoming among the most powerful entities in Feygrave, and its erratic personality turns into a singular focus – war on the cowards who fled with Talas. After more preparation, Orth will soar to the Lifetree and spill Talasar blood.

ESCALATION This ritual takes place deep within the tunnels of the Strixick goblins, and will not be easy to find. The party must survive the dangers of the subterranean labyrinth and if they become waylaid or lost can miss the ritual entirely. The party will have to choose which threats and dangers are worth their time, and which ones must be bypassed to make it to the ritual on time. LOCAL CONDITIONS Writhing roots dangle from tunnel ceilings, ensnaring victims and absorbing their flesh. Corpses of goblins, Troublemakers, and others are piled up in discrete locations, awaiting Dimgrove Druids to turn them into compost for the Hoperoots. Frequent goblin patrols looking for action and blood.

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CONFLICT Rituals: A group of Dimgrove druids attempt a counter ritual elsewhere in the tunnels. Mortality: A trap suddenly harms or kills someone in a moment of perceived safety. Belief: A Valenus Remnant feels the goblins are right and tips them off to the Typhon Eaters’ presence. Nature: Energies of the Old Vale cause copious vines and roots to grow wildly. COMPLICATIONS

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The current tunnel becomes too small for anything larger than a goblin. A series of goblin traps impedes progress. Treearchs infest this section of the tunnels. A portion of tunnels caves in.

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Root Forest: dangling ensnaring roots, thick cover, easy to hide Cavernous Pit: narrow pathway surrounding the drop, archers fire from across it Ritual Epicenter: chanting goblins can’t break focus, defenders fight to the last Misty Clearing: fog clouds, open clearing, nowhere to hide

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Bloody Rituals: twisted magic, sacrifices, wilting plant life Forest Dangers: predatory creatures, volatile environments, strange flora Conflict of Interest: confrontations, differing motives, impending fight Forest Ambush: surprise attacks, pit traps, stealth in the trees

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Blood splattered on the walls – someone exacted revenge in 1-3 this spot. 4-6 Spiked cart, careening through the tunnels. 7-9 Pools of toxic water, filled with drenched, dead rats. 10-12 Quaking tunnels – a sure sign of the typhon below. D20

TWISTS

Kumon Orth is too far gone to regain sanity and upon 1 completion of the ritual, goes into a frenzy with its regained power. Reuk Wrathshade’s mount Nix is actually a wildshaped Torlani 2-5 Lontig the Ceaseless undercover. The Dimgrove Enclave has rigged the antechamber to 6-10 collapse, killing everyone inside and providing them with enough dead matter to feed the Hoperoots for years. Grime Ear’s attempts to dominate Kumon Orth go horribly 11-15 wrong, accidentally paralyzing the typhon permanently instead of controlling it. Muzzlewick’s Maulers – the championship demolition kart team in Feygrave – burst through the tunnels into the 16-19 antechamber and begin running goblins over. No longer will the Strixick be enslaved to the typhon. Muzzlewick will be the new chief. Slaying the typhon is only one step of Bartel Kane’s plan. He 20 has an artifact that will siphon the beast’s power once it dies, gaining its abilities and also its lack of sanity.

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CLIMAX: CEREMONY OF THE CROWN You enter an enormous antechamber with dozens of narrow walkways, each flanked by sheer cliffs falling away into a pit that seemingly has no bottom. Dotting these walkways are platforms holding standing stones etched with druidic runes and crude goblin paintings. In the center of this chamber is the typhon Kumon Orth, in a trance-like state. Each standing stone’s cramped platform has several goblins on it, performing various actions, attempting to get the standing stones to come to life. Suddenly, one of the standing stones activates, shooting a beam of green light at Orth, above its head, beginning to outline a spectral crown faintly. The ritual has begun; soon Kumon Orth will have its crown. The Standing Stones: Each of the 15-foot-high rune-etched standing stones (six in total) must be active to finish Kumon Orth’s crown ritual. The party can toggle a standing stone to either active or inactive with two successful skill checks, the type of which is determined by rolling a d6 each attempt: 1-2 – Athletics check to shift its position; 3-4 – Nature or Religion check to overcome energies of the Old Vale ; 5-6 – History or Arcana check to write a glyph with goblin war paint or fresh blood. The goblins attempt to make each one active. They must all be active for two full rounds for Kuman Orth to receive its crown.

UNFOLDING EVENTS • Chief Gark Wormteeth stands in front of Kumon Orth holding a gnarled staff high in the air, chanting something in goblin. The goblins are at work, cutting themselves, chanting and doing all they can to get the standing stones to come to life with energy. • The goblins begin to get the standing stones active, one by one, each shooting a powerful, vibrant green beam at Kumon Orth, outlining another portion of its spectral crown, making it more tangible and full. • The Typhon Eaters and Valenus Remnant arrive and begin to battle the goblins, attempting to fight their way to Kumon Orth to slay the creature. Awave of bugbears and swarm of goblins flood the pathways protecting the typhon.

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• Finally Gark Wormteeth takes his staff, holds it aloft and snaps it in two. A powerful blighted shockwave is released, and all of the vibrant green beams turn a sickly, pale color, then turn to brown, along with Kumon Orth’s crown. • Kumon Orth’s crown is complete, but was tainted by the goblins. The creature roars, and begins to transform. It twists, and shifts, and becomes a more gnarled, hideous version of its formerly beautiful ursine form. Wormteeth climbs atop the typhon’s back, and says “now called Painbrain!”, all of the goblins cheer. • With a command, Gark Wormteeth has Kumon Orth – now called Painbrain – blast through the wall with its eye beams, revealing the Deephollow. Painbrain and Wormteeth fly out of the cave, and up the Deephollow’s length, landing on its edge with an earth-shaking roar.

AFTERMATH/CONSEQUENCES • If Kumon Orth is raised successfully to lead the Strixick into hegemony in Feygrave, the bloodshed wrought by the goblinoids will be rampant, and soon, the typhon will lead its monstrous people to war against Talas in the sky. • If Kumon Orth is crowned, but the ceremony is tainted by Gark Wormteeth and his goblin insurgents, the typhon will be a weapon of the goblins, used to conquer Feygrave and invade outlying regions. • If there is great conflict and bloodshed, the Dimgrove Enclave collects the bodies of the fallen, and the Hoperoots continue to grow steadily. • If Kumon Orth is killed by Bartel Kane, the Strixick are thrust into chaos, fighting with each other before banding together under one banner. Soon, Muzzlewick – notable goblin driver – will become chief. If anyone other than Kane kills the typhon, Kane is noticeably disappointed, and openly discusses removing his veil and becoming a Troublemaker permanently. • If any outcome results in the death or defamation of Chief Gark Wormteeth, Grime Ear will bestow all credit for the chief’s demise on the adventurers. Now serving as chief for the Strixick, Grime Ear becomes a valuable ally.

EVERGROWING SHADOWS

Without a Lord of Ash for the moment, Feygrave’s factions grow in power every day, and while their aims to save the forest are in line, their methods and beliefs could not be more different. As each faction vies for power and resources the forest continues to wane in power, and could die forever if something is not done.

STANDING LORD OF ASH: MARROW COMMANDER DIEGO SALVA “I am not the standing Lord of Ash, please stop calling me that – Rand’s body isn’t even cold yet.” To many, Marrow Commander Diego Salva is the picture of what a Marrow should be. After the death of his mentor and former Lord of Ash Malvio Rand, some call Salva a murderer. Most of the Marrow of Feygrave are still loyal to Salva, and will continue to follow his command. However, unless Salva acts quickly, the Marrow will begin to lose faith in his ability to lead them with a clear mind. Salva was renowned for being instrumental in slaying a typhon in Innes, studying and hunting the beast, which caught the eye of Rand, who petitioned the Council of Ash to use Salva in Feygrave. They approved, and Salva and Rand became fast friends - some say even more. Lord of Ash Rand, Salva, and a contingent of trained hunters known as the Typhon Eaters made a decisive attack against the typhon Kumon Orth. While they wounded the creature, dimming its spectral crown, Orth was vicious, slaying all but Salva - and even then maiming him badly. Now in mourning, and wracked with guilt he must gather himself and protect the region against the gathering factions, and muster up the courage to face Orth once again. While it appears that Diego Salva is unquestioning in his loyalty to the Dismembered Legion, the truth is that he grows tired of giving everything of himself only to be rewarded with having the things that he loves most harmed or taken away. Many look to him to claim the title of the Lord of Ash, but Salva may not even want to be a Marrow anymore. Encountering Commander Salva: Salva is small in stature but is powerful and adept in combat. He is fair, seasoned, and level-headed, though he is not thinking clearly, wracked with the guilt of the death of his mentor in Malvio Rand. He infamously wields a series of Thanium blades. Salva is a master with these weapons, and deftly carves his foes. Often preferring diplomacy to a skirmish, if the situation calls for it, he does not shy away from bloodshed. Reliquary of Ash: Not a formal or standing Lord of Ash, Salva was unable to secure Rand’s Reliquary of Ash before escaping with his life while fighting Kuman Orth. Rand’s reliquary was a quiver of arrows that, when drawn, creates a phantasmal bow. When the arrow is shot, it blinks and reappears back in the quiver at the will of the shooter. This quiver is lost somewhere in the forests of Feygrave waiting to be claimed. Appearance: Short, athletic, and olive-skinned, with jet black hair, Salva was granted special permission by Numitor Krieg of the Council of Ash to, instead of Marrow boneplate, don his typhon-hunting garb – cured, hardened Linotharix reinforced with plates of Thanium. He wields a brace of short, Thanium blades, ideal for navigating the tight confines of Feygrave’s dense wilds and contending with its many beasts.

Powers: Salva hides it well, but he was a rogue for many years before turning to more straightforward fighting. He is blindingly fast with a blade, but will often feign being more cumbersome to lure opponents in, finishing them off with a dagger to the heart. He has a knack for repositioning in a fight, changing locations and hiding to gain the upper hand. Weaknesses: Salva took a crippling blow to the arm during his fight with Kuman Orth, and if forced to favor that side is much slower and less accurate. Also, in the heat of battle, he can be very proud, sometimes making poor tactical decisions to prove his dominance. Origins: Though many are unaware, Salva was involved in the gangs in Svir Below, rising in the ranks. It was through a favor owed to him by a prominent criminal that someone with his past could be considered for a Marrow. Serving along the Sovereign’s Road for some time, he ended up being instrumental in slaying a typhon and was eventually transferred to Feygrave at the request of Lord of Ash Malvio Rand. Secrets: Salva’s biggest secret is that he was very lucky the first time he was able to slay a typhon. The creature was wounded, and he was in the right place at the right time, and nearly died himself. Salva does know much about the typhons, their habits and their weaknesses, but much of this knowledge was learned as a fixation to learn about the creature that nearly killed him. Fortress of Ash: Mukamor sits on the outskirts of Feygrave, difficult to find and absent from any maps of the dominion. Once a Talasar fighting arena, its stone walls have been fortified with the graying corpses of fallen treearchs, lashed together to form a macabre outer wall. Salva keeps spartan quarters in the center of the structure, keeping a close watch on the comings and goings of the border outpost. Nemesis: Kumon Orth the typhon is one of the few creatures that Salva fears. Feeling torn about the creature, understanding it was defending itself from an unprovoked attack, he still struggles with the fact that Orth killed many close to Salva and maimed him. Salva’s hand will likely soon be forced, for he knows that while the creature still lives, the Marrow under his command will question his capability to exact revenge and protect the legion in Feygrave. Legion of Ash: Even though Salva isn’t the standing or formal Lord of Ash, they respect him enough to serve him as though he were - at least for a time. If he doesn’t make a play for the Reliquary of Ash, they will begin to question his leadership. He also commands the Typhon Eaters, a contingent of typhon hunting experts that he surrounds himself with - likely because of his own inexperience successfully killing the beasts.

SALVA STRIVES FOR • Overcome His Grief and Guilt: Salva is wracked with guilt and grief for his mentor and some of his most competent Typhon Eaters, feeling almost entirely responsible for their deaths in the battle with Kumon Orth. He searches for relief to his anguish using magical means that could prove risky. • A Worthy Successor: Salva knows that he is not cut out to be the Lord of Ash, but feels responsible to find a worthy successor, though it pains him to even consider the prospect in the wake of Rand’s death.

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• Reliquary of Ash: Salva has no real desire to claim the reliquary, but he knows if he does not someone else will claim it, and he will have no hand in who is chosen. Further, he knows that if he retrieves it so soon after Rand’s death it will only further the whispers of foul play.

SALVA’S STATE OF POWER This section represents the strength of Diego Salva’s resources, allies, and enemies. For everything except the secrets and the plot twist, the lower the roll, the worse-off the result for the Lord of Ash. It is intended to be rolled once at the beginning of a session or campaign to generate a starting point, but it can be rolled any time an important enough event occurs to affect the resource or people. D4 1 2 3 4 D6 1 2-3 4-5 6 D8 1-2 3-4 5-6 7-8

D10 1-3 4-6 7-9 10

THE TYPHON EATERS Have disbanded, claiming Salva is not a worthy leader. Have little trust in Salva, as he has failed to take retaliation against Orth. Have recruited new members from Innes, bolstering numbers. Have renewed fire for revenge, finding solidarity in the shared tragedy. THE LEGION OF ASH Large numbers believe Salva let Rand die purposefully. Ranks wane as more than ever are slain in the treacherous forest. Hearing of a typhon and seeking honor, more new recruits arrive than ever. Caius Veccus has sent a battalion of relief Marrow Valewardens to Salva. FORTRESS OF ASH The treearchs used to construct the walls reanimate into vicious life. No place in the fortress is safe. Salva’s Troublemakers dig discrete tunnels underneath Mukamor, allowing illicit materials – and spies – easy access. The Marrow have slain many treearchs, and have begun building a second wall around Mukamor. The Troublemakers have never been better trained and disciplined, backed by Marrow elites. Salva plots an excursion into Feygrave to construct another forward base. SALVA’S FOES The Dimgrove Enclave have convinced Tryn Garvey, Anvil Tongue, to join their ranks. Strixick goblins have begun to expand their tunnels toward Marrow outposts. Torlani Lontig the Ceaseless has been captured by Marrow Sergeant Leto. Salva has found an ancient piece of typhon lore revealing a weakness in Orth.

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D12

SALVA’S HINDRANCE

Visited by a powerful Arcseer who requests Salva's 1-3 permission to retrieve the reliquary. Elthana Syl of the Valenus Remnant has developed 4-6 unrequited romantic feelings for Salva. Grief has begun clouding Salva's judgement, and hangs upon 7-9 him like a weight. Salva and his most seasoned Typhon Eater have a falling out 10-12 over strategy. D20

TWISTS

Diego Salva takes up the mantle of Lord of Ash, destroying all 1 opposition in one surprise attack. The Typhon Eaters overthrow the powers that be in a bloody 2-5 coup, forming a rogue Marrow oligarchy to rule over Feygrave. An army of treearchs seizes Mukamor. Marrow and 6-10 Troublemakers flee Feygrave to all surrounding regions. Dimgrove’s efforts to feed the Hoperoots using dead matter unleashes terrible power back against them – they are 11-15 enslaved by the mind-controlling roots, and begin feeding themselves to them monotonously. The fallen tomehearts of Petrichor Field are reassembled by 16-19 some unknown magic, and invade Talas through the nearest Feymist Crossing. Tryn Garvey assembles a battalion of former heroes who arrive in Feygrave all at once. The Marrow are overthrown, the 20 region is named a haven for heroes, and Tryn Garvey declares war on the Dismembered Lord by invading Innes to free all drudges.

COUNTDOWN TO RUIN Feygrave is a region perpetually in chaos, where monstrous factions, occult entities, the Dismembered Legion, and wouldbe heroes vie for power – all while the legendary typhon Kumon Orth accumulates power to dominate the region. If left unchecked, all will collapse as the typhon conquers Feygrave, declaring itself the one and only monarch. 1. Ash to Ash: Malvio Rand, the Lord of Ash in Feygrave, is murdered by the typhon Kumon Orth during an attempt by Rand to kill the creature. The Reliquary of Ash is lost during the battle, now unclaimed and stranded near the typhon. Diego Salva becomes the acting Lord of Ash until the reliquary can be claimed. 2. None Lay Claim: While many support Salva’s acting leadership, some believe he allowed Malvio Rand to die on purpose in order to take charge. However, many are becoming restless with the fact that Salva refuses to venture out to claim the reliquary, and others start forming plans to claim it and become Lord of Ash instead of him, with Tryn Garvey actively seeking it. 3. Strixick Amass: With the power vacuum causing increasing tensions among the Marrow and those seeking the reliquary, the Strixick goblins find Kumon Orth and pledge to serve it, looking to return its lost power. With much of the Marrow distracted looking for the reliquary, the goblins grow in power undisturbed.

4. Culling the Traitors: The Marrow grow tired of Salva’s inaction and plan a coup against him, led by Vaeril Othorian, who vows to retake the reliquary and thus command of Feygrave. Othorian leads a group of Marrow to crucify Salva, carving the word TRAITOR into his chest for the murder of Malvio Rand. Marrow Sergeant Pamil Leto will not bow to the new order, and is murdered alongside Salva. 5. The Dimstalk Emerges: The Dimgrove Enclave’s efforts to regrow the Hoperoots where Talas once stood are somewhat successful, as their new Dimstalk begins to sprout in the center of the region. Requiring swathes more composted organic matter to preserve the growth, the Enclave begins murdering lifeforms haphazardly, and stealing their corpses away to the new Lifetree.

6. Kumon Orth Reigns: Kumon Orth sees the Dimstalk as a pale imposter to the true Lifetree and devours it, proclaiming itself the new Radikka of Dragongrin. The Dimgrove submit to its power, joining the goblins. No longer tolerating the mortals who have defied the ancient laws of the Old Vale, any who do not bow to Orth and revere the ways of its magics are punished. It raises an army of goblins and zealots and sets out to take back Talas, restoring it to its former glory – or bringing the nation of traitors down into the sea.

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GRINN

FRACTURING IMPERFECTION IN FLAWLESS GUISE “Grinn is wondrously beautiful and vile all at once. Both hideous and enchanting, there’s a sick safety in the shadow of its Dark Spires, like the calm inside the eye of the storm, welling up to erupt at any moment.” – Zaria Sharn, Curator upon the Council of Ash The exterior of Grinn is unsettling, and if examined too closely the mundane gives way to the deception, shadow, and threats beneath its false sheen.

HISTORY

Then: Once the region of Viste, inhabited by the peaceful and polytheistic Vistians; the homeland of leader Ghul Varras, the man who would become the Dismembered Lord. Now: Reborn as Grinn after Lightfall, a name used purposefully and ironically, Grinn is a place built by the Dismembered Lord to be an idyllic homeland for him and his chosen. Beyond: Grinn is a place where time shifts and cracks. If something isn’t done, reality’s fabric will eventually tear apart either from the shifting time without, or the feuding Crucian and Council of Ash within. GRINN AT-A-GLANCE Terrain: Rolling hills, lush countryside, forests, Dark Spires, Bleakrifts Climate: Odd, artificial absence of weather; temperate and picturesque Resources: Imported food, supplies, and the Red Sail Market’s first and last stop along the route Cultures: Crucian, various cultures in the Dustmouth Factions: Crucian houses, Council of Ash, Undying Light, Praetors Creatures: Marrow Arcseers, Warmakers, morne, devourers

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KNOW THIS TO SURVIVE

Grinn is a place out of time, existing perpetually outside of the normal stream of time. It is an idealized timeline, carefully crafted by the Dismembered Lord, and maintained by his servants using a mysterious device known in whispers as the Crucible. The Council of Ash schemes over the realm and its people like a game, moving its pieces strategically while the Crucian houses within vie for power and station – all set against the backdrop of unstable and crumbling edges of broken time. The Council of Ash Schemes: Grinn doesn’t have a single Lord of Ash, but an assembly of several, each advising the Sovereign on a number of specific issues. Endlessly deliberating, scheming, and commanding Marrow, Arcseers, Warmakers, and the red-armored Praetors, this council strives to fulfill the whims and aims of the Dismembered Lord. They control the inner workings of Dragongrin at large, and it is impossible to be in Grinn and not be a part of at least one councilor’s vast manipulative webs. A Beautiful Shell, A Rotting Core: Life in Grinn is normal – bustling cities, thriving markets, cozy homes, picturesque rolling hills – but something isn’t quite right. The charade of normalcy often gives way to the fear and unrest its citizens feel living in the shadow of its enormous Dark Spires. Marrow take people against their will without notice, Arcseers call out to people in the night to peer into their minds and sense dissent, and Warmakers step heavily through the streets, patrolling and enforcing the whims of the Council of Ash. All the while the citizens feign smiles, and act out their “normal” lives, most in constant dread with no escape. Others, like many Crucian, relish the layers of facade and masked intention required. The area surrounding Grinn is plagued with fractured time and Bleakrifts, but within it, the populace thrives without a second thought. It’s no secret Grinn is special, and the surest sign of this is the lack of distinct weather patterns in the region. Precipitation is nonexistent, the climate is always temperate within the Dark Spires, and even the winds sit unnaturally still.

The Crucian Houses Compete: Existing as the Dismembered Lord’s chosen people comes with a cost – though they are dear to him, they have no choice in the matter. They live in a beautiful prison, fighting to stand out when it’s virtually impossible to do anything against what is sanctioned. The elitist, totalitarian status quo is ingrained within the Crucian, manifesting as a complex and twisted game between houses. In the way that a commoner might sit down to play chess, the Crucian houses of Grinn scheme and war with one another, resulting in a dangerous, violent, horribly-too-real game. Few are unaffected by their methods and machinations. Time Seeks to Correct Itself: If time is like a river, the Dismembered Lord has built a dam around Grinn, and as time flows around it, it presses harder and harder against the patchwork reality the Sovereign has cobbled together. To keep this “dam” from splintering under the weight of the timestream correcting itself, Grinn is split into various districts containing Dark Spires – anchors used to calibrate the reality the Dismembered Lord wishes. Arcseers and Warmakers proctor these districts, vigilantly searching for potential conflicts that disrupt the stream of time known as cruxes. Marked by strange anomalies, these pivotal points in time are unclear in their outcome, but show that they will cause a large ripple either way. The Arcseers, assisted by the Marrow, are tasked with completing varied, often strange missions to tip the scales of the cruxes, ensuring that their outcomes would not cause the district to fall into the destruction of time correcting itself drastically. The Dustmouth Labors Tirelessly: Within miles of the Redmarch, on the northernmost borders of Grinn, is an arid region known as the Dustmouth. These meager settlements house some of the most skilled artisans, craftspeople, and artists who have all come to the Dustmouth for their shot at being hired to serve one of the Crucian houses within the Dark Spires of Grinn. These savants of their craft settle for scraping out a meager existence for an opportunity to get a big break, though it is rare they actually make it outside of the Dustmouth. Creaking Tree is the closest thing to a capital city the Dustmouth can come up with, a hub of frontier trade, ruled by a handful of lesser crime families. Once every Evenmoon, the Crucian hold their Banquet of Selection in the Dustmouth to select the best of the best – until then, the people there just try to survive. Ascension of the Morne: There are inevitable repercussions to the unnatural shifting of time in Grinn. As myriad anomalies and paradoxes are suppressed, there is an equal and opposite reaction. Like slag from the forge, timeweirds known as morne are the physical manifestation of time correcting itself. Erratic and warped in their appearance and nature, changing their form at will, they are a force to be reckoned with by even the boldest of warriors. They are said to age the things they touch, seeking to correct the sick and dying timeline that Grinn is cobbled into. These creatures are most prolific in the Redmarch, the location of the endlessly looping final battle of Lightfall, appearing as famed heroes of the war being slaughtered in a perpetual cycle. The Council of Ash seeks