WizKids - Wardlings Campaign Guide
WizKids - Wardlings Campaign Guide
WizKids - Wardlings Campaign Guide
Elisa Teague
Illustrations by Jacqui Davis & Sabrina Pugnale
Credits Page
WARDLINGS TEAM WIZKIDS TEAM
Author: Elisa Teague Wardlings Creator: Bryan Kinsella
Producer: Scott Gaeta Executive Producers: Bryan Kinsella and
Illustrators: Jacqui Davis and Sabrina Pugnale Justin Ziran
Graphic Designer: Daniel Merger Licensing Contact: Bryan Kinsella
Editor: William Niebling Miniatures Ideation and Production: Chas Delong
Production Artists: Cold Castle Studios Miniature Project Management: Sarah Durgin and
Ty Spurlock
RENEGADE GAME STUDIOS Marketing: Sara Jenkins
President & Publisher: Scott Gaeta Graphic Design: Patricia Verano and
Controller: Robyn Gaeta Donavon Burnette
Director of Operations: Leisha Cummins Concept Illustrations for the Miniatures:
Director of Sales & Marketing: Sara Erickson Michael Phillippi
Creative Director: Anita Osburn
Senior Producer: Dan Bojanowski
Senior Marketing Manager: Teri Litorco
Creative Production Lead: Gordon Tucker
Video Production Manager: Desiree Love
Event Manager: Patty Wainwright
Development Coordinator: Dan Blanchett
Customer Service: Jenni Janikowski
Special Thanks:
From WizKids
Thanks to everyone at WizKids, Bailey, Finn and Rebecca who helped bring this to life!
ISBN: 978-1-7345115-0-5
For additional information or support,
please visit us online: www.renegadegames.com
/PlayRGS
@PlayRenegade
@Renegade_Game_Studios
CHAPTER 5: APPENDIX A:
BACKGROUNDS 52 PRE-GENERATED CHARACTERS 154
Introduction
to Wardlings
DEXMYA’S GIFTS The power of the twin gods DexMya—known as Oor
—courses through both the land and water of Or’Mya.
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Chapter 1 Introduction to Wardlings
5
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Chapter 1 Introduction to Wardlings
The majority of the population of Ne’Oor are deists, Perhaps those stories were just too difficult to tell.
believing that DexMya created Or’Mya but that the As a result, as historians have pieced information
Twin Gods have no control over their existence. together to compile a common history, it was
Comprised of non-humans and the Reawakened who determined that the start of the “New Age” began at
have forgotten their magic, theirs is a casual worship. the Great Reawakening, and that would be referred
They do not pray for nor expect miracles of DexMya, to as year zero. The ancient past of Ne’Oor and
even when dangers threaten the planet. beyond are waiting to be unlocked, but nobody has
yet found the keys.
Wardlings (and many Reawakened who do remember
their abilities) have a deeper connection to DexMya, First Crusade for Oor
viewing the gods as omnipresent. They believe that In 4 N.A., a few short years after the Great Reawakening,
the lifeline of Or’Mya, the Oor, is the energy and there was great despair among those who were
blood of the gods and that it is their duty to protect Reawakened but remembered the powers that they
it and them, instead of the other way around. This had lost. An army of warriors 5000 strong, including
approach to worship places DexMya everywhere former fighters, rangers, and wizards, banded together
and in everything—they are nature and vice versa. to try to reclaim Oor and recapture their former
In return for their protection, DexMya will continue spellcasting abilities. Armed only with common
to grant these Wardlings access to Oor, in a mutually weapons and very few Oor-embedded items to use
beneficial relationship. for spells, they formulated a plan to reap as much
Oor as possible from the land by any means for their
There are some who worship either Dex or Mya selfish ends. As a result, the crusade resulted in the
separately rather than as a whole. Believing that slaughter of magical beings across Ne’Oor, forcing
they each had a part in creating Or’Dex and Or’Mya, the fey to band together with the dragons to defend
these people see the gods as two, not one, and many the land and its creatures. Thousands of humans were
favor one over the other. There have been quite a killed in the battles that ensued, which lasted 7 years,
few people who have risen to power with selfish and dragons wreaked havoc on innocents in villages
intentions, believing that if Mya was removed from across the Mainlands, burning their homes to the
her godhood, that darkness would envelop the world ground in revenge for the misdeeds of their people.
and evil would reign.
The elven tribes of the woodland areas sided with
the fey, causing a rift between humans and elves that
A MAGICAL HISTORY OF BRIEF TIME is only now being overcome by both groups. The
The people of Ne’Oor do not know how long they’ve dwarves, keeping to themselves underground, took
been here. Stories of old have certainly been passed advantage of the disorder by building new systems
down for generations, of which most families can of mining to amass more wealth for future needs and
trace back a dozen or so. A few hundred years is a to rebuild the cities that were being destroyed.
droplet of water in an ocean of time for a land so rich
with history, and dilapidated ruins, ancient oaks, At the end of the crusade, very few of the Reawakened
and artifacts much older tell a tale of a much longer survived, and their acquisitions of Oor did not last
timeline. Records of the history of Ne’Oor were more than a few months. The fights were for naught,
passed from parent to child and village to village but the ramifications to the once-peaceful continent
by travelers and bards, but they only go back to would last to this day.
about the same point, with the legends from prior
days based on shaky storytelling at best. One thing The Ice Queen’s Pact
remains constant in every story, no matter the source Beyond the cloud-laden icy peaks of Icehelm, in the
or village in which it was heard: they all place the tundra beyond what is known of the north, Frejaxatl
Great Reawakening at approximately 250 years ago. the Ice Queen amassed a great hoard of wealth, both
Perhaps much of history was forgotten along with in material value and forgotten knowledge. a Purple
the personal stories of those who were Reawakened. Dragon, Frejaxatl had been abandoned as a young
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Chapter 1 Introduction to Wardlings
wyrmling after her mother, Vanjaxal the Venerable, center of town, calling for the eradication of all
was defeated in the First Crusade for Oor. Plotting her magic use among the people of Ne’Oor. Stating
revenge for nearly 250 years, the Ice Queen mainly that DexMya were evil gods, and that by extension
keeps to her underground lair, scouting the northern so was the use of Oor, he declared that all citizens
Mainlands occasionally to monitor its growth and should renounce their faith. Soon he had a following
change over time. She has allied with a faction of of thousands, and his popularity and power grew.
winter fey and other monsters, including icyclops,
ogres, frost giants, ice orcs, and others who live beyond While Wardlings still trained in secret, a mass wave
Icehelm, commanding their loyalty in return for her of hysteria against Oor swept Saltwick and reached
protection. Together, they have a pact to defend the further into southern Ne’Oor. Donfret founded the
north from non-magical creatures and to one day Swords of Sandragal, a militant group with ties to
claim recompense for the loss of her mother. the nobility in Saltwick, which began to introduce
laws forbidding the practice of magic, prosecute
Witnesses to the Ice Queen’s few outings south of Wardlings and those who supported them, and ban
Icehelm say that she not only has Oor in her blood, a magical creatures from the area. Children were put
well-known fact about dragons, but that she is of an in traditional schools, watched over by guardsmen
ancestral line of purple dragons who are able to cast who forced them to study trades that would prepare
spells with that intrinsic source of power. It is also them for adulthood. Those who submitted began to
rumored that her hoard contains pieces of the Ruins of Reawaken at earlier ages, sometimes as young as 10
Kalgaard, a mysteriously incomplete and weathered years old. As a result, the lack of Wardling protection
stone circle east of Windloch. left Saltwick and the surrounding area vulnerable to
attack, and several orc raids left the city without any
Darkened Faith ration stores and in major disrepair.
In the years following the Great Awakening, many
adults began to lose faith in DexMya. During these Two hundred years later, most people again revere
dark times, Wardlings were forbidden to use Oor, DexMya as their gods. Other worship exists, and
and any seen with a familiar would be punished. temples for unknown gods with a few adherents open
In 17 N.A., Donfret Sandragal, a street orator from and close in towns all over the continent, but no proof
Saltwick, began standing on an apple crate in the of these new deities has ever been witnessed on
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Chapter 1 Introduction to Wardlings
Or’Mya. All of the laws against magic use in by seven icyclops, pummeled through the frontline
Saltwick have since been overturned, but the Swords defenses of the Elves of Mya, a society based on
of Sandragal still exists as a secret society with its worship, not battle.
headquarters within the city.
With fire as their only known defense against the icy
Swindlers & Hoaxes raiders, a quick decision had to be made. Arm the
Right around the turn of the 2nd century N.A., a archers with fire arrows and risk setting their precious
growing trend in small villages was for swindlers forest alight? Freewood would be doomed if they
and charlatans to pretend that they somehow received didn’t. A choice had to be made, and the first volley
magical abilities back from DexMya. Mainly street of arrows flew, but with little effect.
magicians with elaborate tricks, these frauds would
fool others into thinking they were wizards, concocting Spotting the rustling treetops from their canopy hideout,
fake spell scrolls, potions, and “bottled Oor” to sell a troupe of squatch Wardlings sensed the danger and
to the highest bidders, who all clamored to get a small sounded their horns in an emergency call. From the
taste of their Oor back. middle of the wood, squatch defenses came to the
elves’ aid, swinging from tree to tree on a direct path
Since most buyers saved their purchases until absolutely into the fray. The squatch Wardlings displayed acts
needed, it was not found out that these magical gifts of bravery and grandeur, shooting magical fire from
were false until long after the faux wizards made their their hands to dispatch ice worms and then quickly
way out of town. This could go on for many months quenching the flames, controlling their Oor in a studied
in small villages across Ne’Oor, as getting a word of dance of flaming swords and magical charms. Some
warning to other places was slow and difficult. orcs fell, but most, including the icyclops, retreated
back into the snowy camouflage of the tundra.
After a few years, the last of the true believers in these
fakes finally succumbed to the reality that these items When the fighting ceased and the last ice orc was
were not for adults anymore, or if they were, nobody driven from Freewood, the Elves of Mya and the
had the Oor to power them. Still, today, bottles of false squatch Wardlings surveyed the damage. As they
potions do occasionally turn up in some curiosity shops. moved north towards Summersea, the green forest
thinned around them, slowly fading into a barren
Icy Invaders from West Icehelm grove. The signs of the orc raid were unmistakable:
In late winter of 142 N.A., figures were sighted from tree stumps, slaughtered deer, and dead, burnt wood
the northern marches of the great forest of Freewood, surrounded them in patchy grass that was fading into
crossing over Summersea, which had months yet snow. This had been lush forest just days ago, so close
to go before its summer thaw. Lookouts from the to where they called home and once shelter to now lost
order of the Elves of Mya alerted those in northern fey. Northern Freewood had been murdered, and it
Freewood: their fears had come to pass, and the was only then that the elves knew that a reconciliation
years of quiet peace in the northern Mainlands was with the squatch, and likely all humans, was needed
about to come to an end. for their united survival.
The goblins were slowly driven mad, and after a few the islands and chart their approximate location. It
weeks of torment, gathered for an attack on the fey as is only through his survival that this story is known.
a whole. They emerged from the well and stormed Since the incident, shipyards in the major cities have
Wildwood, setting it ablaze with their torches. Panicked, been diligently working on new designs, attempting
the Windsong Elves—who lived in dread of fire— to be the first to claim discovery of a new land. In the
began to evacuate Wildwood, following the animals meantime, their ships are tested in nearby waters for
and fey who were hurriedly abandoning their homes. durability while being used as shipping vessels for
trade along the coast.
As smoke rose over the canopy of trees, a troop of
Wardling rangers spotted the danger from River’s Second Crusade for Oor
Hollow. Amassing all of the Wardlings into an army Dryloch’s punishing sun can be psychologically
of Oor, they encircled the woods and called upon all devastating to those who live in its unrelenting
of their power to bring rains from the sky, lift dirt heat, causing mirages of oases other visions. Such
onto the flames, and heal wounded treants, fey, and was the case for Urr’gravu Arcside, a midbari
forest animals as they found them, bravely entering Wardling wizard who was on the verge of his
and then defeating the fires until they were all put out. Reawakening. He was subjected to visions while
searching for water in the dunes. In his fits
Grateful for their impossibly heroic feats, the of madness, he devised a plan to preserve himself
Windsong Elves saw the Wardlings not as children if he should die of thirst, lost in the desert. Molding
of the humans they blamed for the First Crusade sand with the last of his Oor, he created a phylactery
for Oor, but as defenders of nature. They were here to sustain himself in undeath, finishing it just as his
to protect Oor, not to take it. The Windsong Elves Reawakening occurred, at the height of a summer’s
made it known to the other clans and the fey that day in 196 N.A. As his familiar was whisked away,
the humans could not possibly be enemies if their Urr’gravu ceased to exist and was replaced by Gravu
children fought so bravely to protect those who were the Great, Lich of the Dunes.
not of their kind. In a grand meeting with the leaders
of the elven tribes of Ne’Oor, it was confirmed that Gravu went on to lead a dark march across Ne’Oor,
now twice in a year’s time major catastrophes had acquiring an army of minions to do his bidding:
been thwarted by Wardlings—humans—to protect collecting magical souls to fuel his phylactery.
elves and nature. Requiring these to be full of Oor, fey and Wardlings
were his primary targets. Devastation once again
After nearly 140 years, elves and humans began to swept the continent, and it was once again Wardlings,
coexist once again, and although tensions are still with the help of the Dragonriders of Dalron—a
high among smaller tribes who can never forgive, brigade of elven warriors who ride white dragon
they live in relative harmony today. younglings to gain an advantage in the air—that
Gravu the Great’s phylactery was destroyed. The lich
The Lost Lands Expedition was driven back into the desert, where he was left to
In 182 N.A., the dwarven clan of Grentheed financially die, or so it is believed.
backed a finfolk and human crew to launch a
Silverbank-based maritime expedition across the The Greenweed Blight
Sa’ari Sea. Believing their ship would be able to At the turn of the 3rd century N.A., an ecological
make the voyage, the crew embarked on their journey threat took hold of the eastern shoreline. Greenweed
only to be met with a violent storm just beyond two Cove was suddenly filled with a super bloom of
intertwined deserted islands. The ship sank to the seaweed floating at the surface, linked together and
bottom of the ocean, leaving the crew to swim for the trapped by the narrow opening into the Sa’ari Sea.
islands. Sadly, the sea is full of deadly forces itself, Subject to the harsh sun of the region, the super bloom
and a school of giant sharks attacked the party. Only grew at an astounding rate, invading the homes of
one of the crew survived the ordeal, a finfolk guide the finfolk who lived on the cove banks and inside
named Limpet Bulbbmug, who was able to swim to underwater caves on the shoreline.
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Chapter 1 Introduction to Wardlings
variety of characters to play. This new world is now more. There is no “winner” in this type of game. The
yours—come play in it! object of the game is to have fun while accomplishing
the GM’s goals together, and whatever happens to
the characters is all part of the story.
THE GAME MASTER IS YOUR STORYTELLER
When playing Wardlings, the game will need one of While there is no winner in Wardlings, there are a few
the players to be the Game Master, commonly referred rules of play that will guide the players on how to get
to as the GM. The GM is the storyteller, who describes their characters to do what they want.
the scenario, plays all of the non-player characters
(NPCs), and makes sure that everyone is playing
by the rules. When telling the story, the GM creates
or presents an adventure for the players to have their
characters explore, and based on those characters’
decisions, as well as a few die rolls, the GM determines
what will happen in the game. The NPCs that the GM
places in the adventure act very much like the player
characters, and they may either be put in the story
to help you on your quest or to challenge you. It is up
to the player characters as a team, most often called
the “adventuring party,” to work together to solve
problems, figure out what to do, resolve challenges,
and fight the bad guys in the GM’s adventure.
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Chapter 1 Introduction to Wardlings
13
Chapter 2
Character Creation
I n a game of Wardlings, each player has their
own character that they use to tell their part of
the story. Character creation is a fun process that
As you move through this chapter and follow
the step-by-step creation process, you’ll be able to
easily design a unique character that can be used
allows you to build the persona, backstory, skills, in your Wardlings game. As you complete each
and traits of your character. Part of this creation step, record the information on your character sheet,
comes from the rules of the game, which provide which you will use to reference all of the details of
a method to generate hit points and ability scores, your character in the future, both while playing the
but the majority of the creation comes from your game and advancing your character when you level
own imagination and creativity. up in experience.
Note: You may find it helpful to look at one of the pre-generated character sheets in Appendix A (p. 154) while you are learning
how to create your character.
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Chapter 2 Character Creation
Class/Level Race Background
Saving Throw
STR
____ Athletics
Saving Throw
INT
____ Arcana
____ History
____ Investigation
____ Nature
____ Religion
Saving Throw
WIS Equipment Features & Traits
____ Animal Healing
____ Insight CP
____ Medicine
____ Perception SP
____ Survival
GP
Saving Throw
CHA PP
____ Deception
____ Intimidation
Familiar Abilities
____ Performance
____ Persuasion
15
© 2020 Renegade Game Studios. All rights reserved. © 2020 NECA/WizKids LLC (WizKids). The marks and logos for WizKids are trademarks of WizKids. All rights reserved.
Chapter 2 Character Creation
STEP 1: CHARACTER CONCEPT Among the many human variants on Ne’Oor, there
Who is your character? Creating a character can are five main races: Human, Finfolk, Squatch,
seem daunting, but in reality, whomever you create Snowcap, and Midbari. Each one of these variants
is just a representation of the type of personality will grant your character some special skills and
and goals you want the character to possess. Is equipment that other variants may not have, such
your character a student of magic, searching for as bonuses to using magic, being able to hold your
the answers about why Wardlings lose their abilities breath under water, better agility, and more. The race
over time? Do they love and respect nature at all you choose will also affect your character’s ability
costs and fight to keep anything that would harm scores, which will be generated a bit later in Character
it at bay? Do they yearn to be the greatest warrior Creation. Full descriptions of the races can be found
of all time and be written into storybooks about in Chapter 3: Races, and it is a good idea to read
heroes? These types of concepts can help you build through them carefully before making your choice,
a realistic backstory for your character that will unless one immediately grabs your attention. Having
give them motivations later on during gameplay. fun while playing is the most important part, so if you
For example, if you chose the nature-loving see something that calls to you, choose it for your
character, perhaps your character will be met with character! Once you have chosen a race, remember
a decision in a future campaign where they will have to write down all of the new skills and modifiers that
to choose between saving priceless pieces of art your character gains on your character sheet.
in a museum or the nearby forest from a raging
fire. When you have a backstory built on the love
of nature at all costs, then your character’s choices STEP 3: CHOOSING A CLASS
will be easier. Your character’s class is sort of like your character’s
role or job within your adventuring party. While every
Who your character is inside and the feelings and player character is a Wardling (unless your Game
memories that they have will also help shape their Master allows otherwise), your character has an
personality. Where do they live? Who are their parents, additional role in the group that helps them contribute
and what do they do? What was their favorite toy, to the story and whatever goal or problem you are
holiday, or memory? Do they remember what their tackling in your adventure. There are eight main classes
first encounter with magic was? What was it, and in Wardlings, each with different types of skills and
how did it make them feel? special abilities called class features. These will allow
your character to perform special actions and will
Still stuck on an idea? Look at the example shape how your character uses their magic. Sometimes
characters in this book for ideas or choose one players choose classes that enhance the traits given
of them to play or modify! to their characters by their race. Sometimes, players
choose classes that have different abilities to round
out their character, so they can do a little bit of
STEP 2: CHOOSING A RACE everything. The choice is up to you, and can often
While there are many different types of species help shape the personality and quirks of your character
in the world that your character may run into, only discussed in Step 1.
Human variants are playable in Wardlings. While
all Humans have very similar traits, each variant Each class choice has something called a proficiency
comes from a specific cultural background and bonus, which is summarized in the description under
environment, creating the diverse blend of people the class heading. Every character begins with a +2
who share the lands of Ne’Oor. The race that you proficiency bonus, no matter what class they are,
choose will somewhat define your character’s to help them get started with the skills they are
physical appearance and how they may dress proficient in, which should be marked on your
or view the world around them, and it will also character sheet. Being “proficient” in a skill means
establish some specific abilities that are a part of that you can do those things easier. Your proficiency
their genetic traits and culture. bonus is automatically added to things such as ability
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Chapter 2 Character Creation
checks, attack rolls, certain Wardling magical powers, STEP 5: DETERMINE YOUR ABILITY SCORES
and any saving throws in which your character is Your Ability Scores provide a snapshot of your
proficient. Most of these proficiencies are determined character’s physical and mental characteristics. In
by your class choice. fact, every character or monster that you encounter
in the game will have the same six abilities. The
Full descriptions of the classes can be found in numbers tell you how strong your character is in
Chapter 4: Classes. Unless your Game Master says each particular trait, and this number gives you an
otherwise (and almost always for your first game), Ability Score Modifier. The modifier is actually
your character will start at the 1st level in whichever what is used most often in the game and will be
class you choose. Write down all of the ability score added to the rolls you make (ability checks, saving
bonuses, skill proficiencies, and class features that throws, and attack rolls) when you play.
your character gets at 1st level on your character sheet.
In addition, make sure to double-check that you have The chart below gives you a quick look at what each
marked all of the proficiencies given to your character ability is, what it means, and which classes they are
by both race and class now, and fill in the circles next most important to. This is a guide only, and you may
to any skills and saving throws that your choices apply assign a score to any ability you choose.
to. These marks will help you remember what you are
proficient in while you are playing. • Strength, measuring physical power and athleticism.
This score helps you hit harder with your sword or lift
You may notice that there are some archetypes listed heavy things!
under each class heading. When creating your
character at 1st level, you don’t need to worry about • Dexterity, measuring agility and reflexes. This helps
those too much, unless you want to plan ahead for you climb trees and dodge attacks, and it helps when
your character’s growth. It is recommended that you you want to be sneaky!
choose a class archetype designed for Wardlings, but
you can choose any archetype you wish from any • Constitution, measuring endurance, health, and
official 5e fantasy setting, and they will work fine stamina. This helps you breathe underwater, survive
with your Wardling character (sometimes needing extreme temperatures, and affects your hit points!
only a few tweaks by your GM).
• Intelligence, measuring reasoning, memory, and
knowledge of history and other topics. This helps
STEP 4: WRITE DOWN YOUR HIT POINTS you know about things you’ve seen in your past and
AND HIT DICE figure out clues!
Your hit points (HP) represent how tough you are
when you are engaged in combat or any other situation • Wisdom, measuring perception, insight, and mental
that may threaten your character’s well-being. awareness and strength. This helps you notice things
Another way to think about hit points is that they around you and makes you stronger against magical
show how much “life” your character has. Your or mental attacks!
character’s hit dice are what determines how many
hit points your character has, and the type of hit dice • Charisma, measuring force of personality, physical
that your character gets is granted by your class. Look grace, and self-confidence. This helps you to be
at the class you chose to see what type of hit die your diplomatic, influence others, and be convincing if
character has. A 1st level character will always start you are hiding something!
with one hit die of that type and automatically begins
the game with the maximum number on that die plus The main way to generate the six scores that you need
your Constitution modifier. For example, if your class to assign to your abilities is by rolling dice, which
is Bard, your character’s hit die is a d8. They will gives you a random assortment of scores to choose
start the game with hit points equal to 8 plus their from. Roll four six-sided dice (4d6). Add the three
Constitution modifier. highest numbers that you rolled together (discarding the
17
Chapter 2 Character Creation
lowest 4th die) and write it down on a piece of scratch Dexterity characters may be really clumsy, a character’s
paper. Repeat this step a total of six times, giving you Constitution may determine how healthy they look, and
six numbers. Now you may assign each of those six higher Strength characters often look muscular and fit.
numbers to the six ability scores however you choose. Let your choices in this entire chapter guide you!
Your GM may have a different way that they would like STEP 7: SELECTING EQUIPMENT
you to make your six ability score numbers. Some may Every character will begin with some starting
ask you to use an average set of numbers (usually 15, equipment, which is outlined in your class description
14, 13, 12, 10, and 8) so that every player starts with and added to by your background. Be sure to check
the same numbers to choose from. Some may ask you both of these for your weapons, armor, and any other
to use a point method, where you “buy” your numbers by gear and goods you may receive and write all of
spending points in each category. Any of these methods them down on your character sheet. You can refer to
are ok, and they can explain how they would like you to Chapter 6: Equipment for any details you may need,
do it using the rules from other d20 games with the including how your weapons work. There are also
same ability scores. lists of other types of equipment that you may buy
once you have money in the game.
18
Chapter 2 Character Creation
Ranged weapons, like a bow and arrow or a slingshot, STEP 9: FINAL ODDS & ENDS
will have a Dexterity modifier, because you need good Once you get to this step, your character sheet should
Dexterity to have the aim required to make a shot from be nearly complete. Be sure to read each box and fill
far away. Because of this, most people with characters out any missing information using the steps above.
who are strong will choose melee weapons and those Once all of your major choices are made, including
with dexterous characters will choose ranged weapons. race, class, and background, you get one last chance
to gain any bonuses from those choices.
Sometimes, weapons can defy these basic rules. For
example, what if your character decides to throw an Skills
axe, which is normally a melee weapon? What does it There is a list of skills on your character sheet, each
mean when you come across a sword that is labeled a with an ability modifier that is related to that skill.
“finesse” weapon and has a Dexterity modifier? These For example, Acrobatics (what you need for climbing,
special circumstances are explained under those types landing well from a fall, or doing actual cartwheels)
of weapons in Chapter 6: Equipment. uses the Dexterity modifier while Perception (what
you need to notice important things when looking
Armor, Protective Equipment, and Armor Class around or listening closely) uses the Wisdom modifier.
Aside from a weapon and the basics that your Copy the modifier from each of your six ability scores
character will need to carry with them to survive, in the space next to the matching skill. You will need
you will also need to select some armor from what these numbers each time you need to make a skill check.
is available in their class description. The armor that A skill check is made by rolling a d20 and adding the
you choose will affect your character’s Armor Class ability modifier for that skill, which is then compared
(AC). Your character’s AC is a number that determines to the difficulty that your GM has set for the check.
how well they are protected from attacks. The number
is made up of your Dexterity modifier, your armor, If you are proficient in a skill (which would be stated in
and any other modifiers your character may have your race, class, or background description), then you
plus a base value of 10. Remember the way an attack add your proficiency bonus to the ability modifier for
roll is made in the entry above? When someone attacks that skill. That means that you get your ability modifier
you, their attack roll is compared to your AC, and and your proficiency bonus added to your d20 roll.
if the attack is higher, you are hit! Because of this,
making sure your AC is recorded correctly is very Perception vs. Passive Perception
important. Every time something you select for your You may notice that there is a box on your character
character says that it will affect their AC, you must sheet that says Passive Perception in addition to
write it down on your character sheet to keep track. the Perception entry in your skill list. Passive
Perception is what you automatically notice without
actively rolling to notice it, just by being a regular
STEP 8: CHOOSING A FAMILIAR person looking around and listening to things.
Your character’s familiar and how it came to them is a Sometimes, your GM will ask what this number
unique part of their story. While suggested familiars for is, so they can let you know if you notice something
each race and class are listed in Chapter 7: Magic & that is happening around you. Add your Perception
Familiars, you are free to choose any familiar for your skill bonus + 10 and write down the result in this
character and create a backstory about how they met. space, so you have it handy.
Sometimes, familiars come to a Wardling in times of
great need or crisis. Other times, one appears during their Saving Throws
magical training or in a dream. Perhaps your Wardling Saving throws are special d20 rolls that are made under
character had a pet since birth and never knew it was a (usually) pretty bad circumstances. Each type of saving
familiar until it revealed itself. The options for how you throw has an ability modifier, just like your skills. For
would like to introduce your familiar are endless. Your example, if your character stumbles upon a poisonous
familiar will add a bonus to your spellcasting ability, flower, your GM may ask you to make a Constitution
and each one is different, so choose wisely! saving throw, since resisting poison is one of the things
19
Chapter 2 Character Creation
your Constitution helps with. You may also have some IS MY CHARACTER READY?
saving throw proficiencies listed in your race, class, or A last check to make sure you are happy with your
background choices. Make sure to add these modifiers, choices is recommended, and if this is your first time
just like you did for your skills, and put them in the making a character, you may want to show it to your
spaces next to each entry. GM before you play to make sure nothing was missed.
At this point, your character is ready for adventure!
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and
add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the
average result of the die roll (rounded up).
When your Constitution modifier increases by 1, your hit point maximum also increases by 1 for every level you have
attained. For example, your 7th-level fighter has a Constitution score of 17, and when they reach 8th level, they increase
their Constitution score from 17 to 18, thus increasing their Constitution modifier from +3 to +4. Your fighter’s hit point
maximum immediately increases by 8.
The Character Advancement Table shows the XP you need to advance in levels from level 1 through level 20, and the
proficiency bonus for a character of that level. Consult the information in your character’s class description to see what
other improvements you gain at each level.
Experience Points Level Proficiency Bonus Experience Points Level Proficiency Bonus
0 1 +2 85,000 11 +4
300 2 +2 100,000 12 +4
900 3 +2 120,000 13 +5
2,700 4 +2 140,000 14 +5
6,500 5 +3 165,000 15 +5
14,000 6 +3 195,000 16 +5
23,000 7 +3 225,000 17 +6
34,000 8 +3 265,000 18 +6
48,000 9 +4 305,000 19 +6
64,000 10 +4 355,000 20 +6
Sometimes, experienced players will make a character at a higher level from the beginning with their GM’s permission. If you
are doing so, be sure to write down all of the bonuses and features you receive for each starting level, as well as the
minimum XP you will need to reach the next level on your character sheet.
20
Chapter 2 Character Creation
21
Chapter 3
22
Chapter 3 The Faces of Ne’Oor
Alignment
All Wardlings are either neutral or good in alignment, HUMAN
while certain NPCs or enemies may be evil. Your “When does a man viewed as common become unique?
character may, however, come from a race that has It is only when he makes himself stand out through
cultural leanings towards either lawful or chaotic kindness and bravery.”
behavior, which will be described in this entry. None of - Josef Rodson, Human Blacksmith
this should restrict what your character ends up being,
but you can use their similarities or differences to their Humans are the most commonly seen race in Ne’Oor,
racial tendencies as story points for your character. but because they hail from all over the Mainland,
23
Chapter 3 The Faces of Ne’Oor
they are vastly different from each other in many Alignment. Humans can be generous and lawful or
ways, including their appearance, hairstyles, style of greedy and evil (and everything in between). Wardling
dress, and customs. These are passed down by way humans are always Good or Neutral, ranging from
of culture and community, rather than just by genetic Lawful to Chaotic.
traits. Wardling humans are more atypical of their
race than any other Human variant, which causes Size. Humans are varied in size, with their height
many of them to hide their abilities from adults who ranging from an average of 5 to 6 feet tall (and often
aren’t keen on the use of magic. taller). Their builds also range from very slender to
athletic to hefty in size. No matter where an adult
Diverse and Determined falls in that range, their size is Medium. If your older
Human customs are as diverse as their appearance, and Wardling character is taller than 4 feet, their size is
attempting to group them into one race is an impossible Medium as well, although most human children under 9
task. However, what links humans together is their years old will be under 4 feet tall and their size is Small.
determination and perseverance. Throughout history,
humans have pursued their dreams and spread throughout Speed. Your base walking speed is 30 feet if you are
the land, sometimes through chaotic or brutal acts, but Medium sized or 25 feet if you are Small sized.
always with the goal of their survival. Looking back at
their own actions in the growth of their cultures, humans Languages. You can speak, read, and write
have as a whole progressed towards peace and equality. Common and one additional language of your
choice. Humans typically learn the languages of other
Human Names peoples they deal with, including obscure dialects.
Humans take on full names that sometimes also If you live in an area with many Fey, you may know
include a middle name. First and middle names are Sylvan. Live near the hilly areas below Icehelm or
often named after a well-loved ancestor as a sign of the mines under Silverbank? Perhaps you know how
respect. Names in general are borrowed from cultures to speak Dwarvish or even Orcish, if you live near
all over Ne’Oor, even elvish or dwarvish ones, proving peaceful tribes. Choose any language you think may
once again the diversity of the people on the whole. be useful and that matches your character’s story.
Human Traits
As a Human, you do not have any exotic abilities,
but as you learn and borrow from other cultures,
your skills grow.
24
Chapter 3 The Faces of Ne’Oor
Wardling Bonus. Human Wardlings gain an coast, due to the safety and temperature of the
Intelligence score increase of 1, in addition to their water. However, more and more Finfolk have begun
regular Human ability score increase. to live on land, in shoreline bluffs and seaside caves
or even in larger villages and cities when they want
Cantrip. You know one cantrip of your choice from a change of pace and scenery. Their clothing is often
the wizard spell list. Intelligence is your spellcasting light and made from seaweed, netting, and found
ability for it. objects, and their armor is fashioned from shells
and discarded metals found underwater. However,
Familiar Guardian. You have a Familiar of your choice Finfolk often travel for adventure and may wear
from the Familiar Guardian list (found in Chapter 7: the fashions of the towns they visit to blend in.
Magic & Familiars), who is charged with protecting No matter how far they stray from home, though,
you until you reach adulthood. Favored Familiars finfolk are drawn to the water, dreaming of its
include dogs, cats, ferrets, ravens, and lizards. playful waves and the salty sea air.
26
Chapter 3 The Faces of Ne’Oor
as nomads who travel in caravans in search of places visitors to get the supplies they need, quite a few use their
with water and food. There are some Midbari tribes, navigation skills to serve as guides to travelers who are
however, who find or create oases, where they raise lost in their lands… for a price.
families in a village setting, living in yurts and camps
built from found wood and animal skins, skillfully Midbari Names
sewn together to create barriers against the sun and Midbari first names nearly always begin with a vowel,
any predators. The Midbari face many natural threats: and flow through multiple syllables of added soft
sandstorms, lack of water sources, and desert predators consonants and doubled sounds. While they speak
including scorpions, sandwyrms, and even dragons. Common, their accents, which focus on rolling Rs, Us
However, through generations of desert living, they (pronounced “ooh”), and Is (pronounced “ee”), as well as
have a natural resilience to extreme heat. broken syllables, were passed down over the generations
from a lost Midbari language, which only the oldest in the
While there are Midbari of all skin colors and types, community still speak as a trade language. The Midbari
bronze skin and either sun-kissed or darker hair is identify themselves by clan, regardless of familial lines,
most typical. Their eyes are large and set more closely and they have only recently taken on surnames, as is
than an average human’s eyes, giving the Midbari a the fashion across Ne’Oor, as their populations grow.
genetic ability to see in extremely dim lighting and Borrowing from the cultures of their neighbors, these
for farther distances. Their clothing is loose and light, invented surnames, if they choose to take one, generally
both in material and color, adding layers at night when speak of the nature around them or the powerful imagery
the desert sun fades and colder temperatures creep they wish to bestow upon their family.
in. Headwear and wraps are worn to protect against
the sun. Combined with their tribal clothing and veils Sample First Names: Arri’kamu, Arr’nashnu,
worn to protect themselves from the sand, the Midbari U’David, Aturr’yen, El’utzu, Em’brunu, Im’lu,
are naturally able to withstand the hot temperatures in I’ulitzu, Oluv’lav, Orru’na, Ul’tarru, Ut’uso
which they live quite well. Common Midbari foods
include curds and other fermented milk products, dates, Sample Surnames: Allguide, Ashroot, Axemoon,
dried teas made from desert flowers, and grains, which Coolfoot, Dunebreak, Earthshaper, Evenstride,
they make into flatbreads cooked on hot stones, famous Oryxheart, Understar, Sandspirit
for their region. These breads, along with crafted goods
such as rugs and textiles made from the wool of their Midbari Traits
herd animals, are used to trade with travelers that take As a Midbari, you have a natural adaptation to living
the desert routes through southern Ne’Oor. in scorching climates and cultural knowledge of the
stars, weapons, and other traditions.
Guided by the Stars
While well-adapted to heat, most Midbari keep night- Ability Score Increase. Your Dexterity and
time hours, where they can keep watch against predators Charisma scores each increase by 1, but your Strength
and keep cool while taking care of camp duties. This is decreases by 1.
especially true of the nomadic tribes, who rely upon the
stars to navigate the ever-changing landscape of the vast Age. Midbari reach physical maturity at the same age
deserts. Traveling in the dark requires keen sight, and as most humans and are considered adult at 18 years old.
the Midbari are able to see landmarks and approaching
enemies at long distances in the extremely dim light Alignment. Due to their wandering lifestyle, most
of the moon and stars, due to their advanced eyesight. Midbari are Chaotic to Neutral and Neutral to Good.
Finding their way through the vast dunes is a skill learned They are generally honest and caring people, but their
by all Midbari natives. The stars serve as their lampposts, need for trade and survival forces them to embellish
and with a series of hand gestures aligned with certain their goods and services in dry times.
constellations, they can find their way everywhere they
have once been and nearly anywhere they need to go. Size. Midbari have slim builds with athletic bodies, as
While many Midbari trade their artisanal goods to desert their lifestyle includes plenty of exercise. Their height
27
Chapter 3 The Faces of Ne’Oor
is typical for normal Humans, ranging from just under Wardling Bonus. Midbari Wardlings gain a Wisdom
5 feet to over 6 feet. If your older Wardling character score increase of 1, in addition to their regular Midbari
is taller than 4 feet, their size is Medium as well, ability score increase.
although most Midbari children under 9 years old will
be under 4 feet tall and are size Small. Cantrip. You know mold sand and true strike from the
cantrip list. Wisdom is your spellcasting ability for them.
Speed. Your base walking speed is 30 feet if you are
Medium sized or 25 feet if you are Small sized. Familiar Guardian. You have a Familiar of your
choice from the Familiar Guardian list (found in
Sandborn. You are naturally adapted to hot climates and Chapter 7: Magic & Familiars), who is charged
receive a +4 racial bonus on Constitution saving throws with protecting you until you reach adulthood.
against natural heat, such as hot weather. Additionally, Favored Familiars include bats, chameleons, coyotes,
you have no penalty for difficult terrain or on Acrobatics falcons, lizards, scorpions, and winged snakes.
checks when moving through sandy areas.
Hardy Hunters
Culturally, traditional Snowcap life has adapted to an
extremely cold, snowbound environment in which
vegetation is almost nonexistent, trees are scarce, and
caribou, sea mammals, and fish are the major food
sources. These high-fat food sources also provide
resources for illumination (burning oil), cooking oil,
tools, and weapons made from bones. Grasses, tubers,
roots, stems, berries, and seaweed are collected and
preserved, depending on the season and location, but
very little of these foods are consumed compared to
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Chapter 3 The Faces of Ne’Oor
the meat that is hunted. Most fruits and vegetables are Snowcap Wardlings always range from Lawful
nearly non-existent in the Snowcap diet, and those who Good to full Neutral.
venture to the marketplaces in villages and farmlands
find these foods quite exotic and valuable. Because meat Size. Snowcaps are generally a bit more robust in
is their main source of food, Snowcaps are proficient build, as their added layers of fat and muscle keep
at hunting, using harpoons and spears to kill seals and them warmer in cold temperatures. Their height is
whales from the shores or in boats. Inland, Snowcaps typical of normal humans, ranging from just under
learn to hunt caribou and other land animals with bows 5 feet to over 6 feet. If your older Wardling character
and arrows and how to ice-fish from a very young age. is taller than 4 feet, their size is Medium as well,
although most Snowcap children under 9 years old
Snowcap Names will be under 4 feet tall and are Small.
One of the customs following the birth of a Snowcap
infant is for a tribal elder to place a tiny ivory carving Speed. Your base walking speed is 30 feet, or 25 feet
of a dragon into the baby’s mouth in the hope that this if you are Small sized.
will protect the child from the dangers described
above. After the ritual, their parents would venture Snowborn. You have advantage on saving throws
outside, even in a snowstorm, and look to their against magical cold. You are naturally adapted to
surroundings for inspiration, convinced that DexMya cold climates and receive a +4 racial bonus on
will send a sign for a strong name. Thus, many children Constitution saving throws against natural cold,
born in the winter have snow-themed names, while such as freezing temperatures.
those born in spring or summer are named after other
aspects of nature. Snowcap Weapon Training. You have proficiency
with the warhammer or harpoon and the long bow.
Sample First Names: Alder, Aspen, Aura, Blaze,
Caldar, Ember, Flurris, Fisher, Frost, Hawk, Holly, Languages. You can speak, read, and write Common
Hunter, Raven, Robin, Rowan, Storm, Vale, Winter, and Orcish.
Wolf, Wren
Snowcap Traits
As a snowcap, you are genetically acclimated to cold
weather and living with limited food sources.
Wardling Bonus. Snowcap Wardlings gain a Wisdom sleeping. Parents spend three to four hours a day
score increase of 1, in addition to their regular Snowcap in the afternoon with their children after work and
ability score increase. before dinner. While a basically peaceful and non-
confrontational society, most Squatch are raised to be
Cantrip. You know mold snow and ray of frost from the wary of outsiders, due to the outsiders’ judgment on
cantrip list. Wisdom is your spellcasting ability for them. their way of life. However, this way of life allows the
Squatch to connect with each other and themselves
Familiar Guardian. You have a Familiar of your without too much distraction, tapping into the Oor
choice from the Familiar Guardian list (found in more easily. Squatch who live in these communal
Chapter 7: Magic & Familiars), who is charged with tribes in the woods tend to discover their Wardling
protecting you until you reach adulthood. Favored abilities at an early age of four or five years old, but
Familiars include bears, owls, arctic foxes, arctic those who take on too many tribal duties often lose
hares, ermine, and ice golems. their abilities before adulthood.
Squatch Names
SQUATCH Squatch names are typically simple and short, with
“The honeyguide leads the badger to the beehive with hard consonants and short vowels such as long Os
its flight. The badger spills the honey with its strength. (pronounced “oh”) and soft As (pronounced “ah”),
Working together, both get a sweet prize.” which are commonly stressed in their speech, even
- Curto of Sandsvigor, Squatch elder when speaking Common. Squatch rarely take on last
names and instead define themselves by the community
The Squatch are forest-dwelling people, descended village in which they were raised, which are generally
from the early Humans of Ne’Oor. They have long hair, named after their location or village mission.
ranging from nearly white blonde to deep black in color,
often covering most of their body. Squatch warriors take Sample First Names: Barca, Cavo, Dava, Fona, Goro,
pride in their grooming, often braiding their hair into Mago, Ona, Pana
intricate patterns, dyeing it to denote tribal affiliation Sample Village Names: Firebrush, Goodhunt,
or rank, and weaving trinkets, trophies, and beads of Highbranch, Nightclan, Woodguard
various significance into their hairstyles. Typically on
the taller range of Human variants, the Squatch have Squatch Traits
muscular builds and slightly pronounced brow ridges Strong and dedicated, the Squatch keep to nature and
on their foreheads. Squatch have powerful builds, benefit from its surroundings.
reflected especially in their broad shoulders and thick
chests. Their extreme strength and long fingers allow Ability Score Increase. Your Strength score
them to climb trees well, where they are able to hide increases by 2.
and hunt in the forest canopy. Many Squatch villages
are groupings of treehouses bordering the many Age. Squatch reach physical maturity at about the
wooded areas of Ne’Oor. same age as other humans and are considered adult at
about 18 years old, however, they continue to appear
One with Nature as young adults until they reach about 40 years of age.
The Squatch have a close affinity with nature, living Most Squatch live natural lives of up to 100 years.
mainly in the forest among the Fey and other magical
beings. Squatch villages are communal in practice, Alignment. The majority of Squatch are Lawful Good,
with each member of the tribe having specific placing great pride on work ethic and order. Their
duties that contribute to the whole. Meals and social communal lives teach them to value everyone in their
activities are shared by entire tribes as a whole, and village and that everyone has a place and purpose.
while adults perform their duties, the children gather While individual material wealth is unimportant to
in a “family hut” where they are all raised together their society, they strive to work together to provide
and spend most of their time learning, playing, and comfortable living within easy means.
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Chapter 3 The Faces of Ne’Oor
Size. Squatch have large builds and are taller than Magic & Familiars), who is charged with protecting you
other Human variants, averaging between 6 to 8 feet until you reach adulthood. Favored Familiars include
as adults. Squatch children usually reach 5 feet tall hawks, badgers, skunks, rabbits, and squirrels.
by the time they are 5 years old and are considered
Medium size even at this young age.
Squatch Wardlings
Wardling Bonus. Squatch Wardlings gain a Wisdom
score increase of 1, in addition to their regular Squatch
ability score increase.
New Heroes
A s the children of Ne’Oor enter adulthood, they
begin to take on jobs that are closely related to
the skills that they learned through the adventures of
class histories still retain some of the skills they once
knew and often incorporate them into their new lives,
all of the classes listed here are for use by Wardlings
their youth. While adults have jobs, the Wardlings only, except in rare circumstances. Each entry has a
have something called classes. A class is a calling list of transferable skills for adults of Ne’Oor. If you
to an area of study and focus and is what defines an plan to use these rules in another campaign, these
adventurer’s set of skills and abilities. For example, classes can function for characters of any age.
fighters and barbarians are great in battle situations
with traditional weapons, rogues and rangers use Choosing a Class
stealth, slight of hand, and survival skills, while wizards Your class choice will determine what kind of hero
focus on magic. In Ne’Oor, the magical aspects of the your character will be. Before deciding, however, it
classes are accentuated, and variations of each class is wise to consider what role you want your character
type exist thanks to the influence of DexMya. to play in the story. This will help you incorporate
your character’s story into the campaign, rather than
This chapter covers how the various core classes are reacting to whatever is generally expected of the class
used by Wardlings and gives new class archetypes you choose. Expressing who your character is through
and discipline choices. While adults who have these their class choice is much more fun than than allowing
32
Chapter 4 New Heroes
your class choice to decide for you. Thinking about or the Icehelm region, as well as southern areas such
how you want your character to behave or what their as Dryloch and the coasts. While many barbarians
personality is can help with your choice, as can looking are raised among what townspeople would call “wild
back into their early childhood for clues. For example, folk,” they can come from all sorts of backgrounds.
if your character was raised around Fey and watched With strong wills and fierce hearts, the tribes from
wide-eyed as they wove the Oor into the foliage of the which barbarians hail raise their young to protect their
forest, you may be drawn to being a Wizard. Maybe people at all costs. Through centuries of civilization
you look up to your father, who is a soldier and taught pushing their people north and out of the warmer
you how to use a sword, so you want to be a Fighter. regions of Ne’Oor, many northern barbarian tribes
Have you been told that you have the singing voice of a have developed a distrust for townsfolk, fanning the
nightingale, which makes people curiously happy when flames of their natural tempers to emotional rage
they hear you? You could be a natural Bard! These whenever their way of life is threatened.
character details can lead to much better choices than
just picking a random class and thinking your character Primal Paths of Emotion
must behave like a stereotype of what you chose. Barbarians are a class of warriors who rely on the
intensity of their emotions and their fighting strength
Another good way to choose a class is to choose a instead of training with specialized weapons or talking
primary ability for the role you want your character their way out of conflicts. They use those emotions
to have or that you want to focus on. Each class has a to rage, which fuels amazing feats of strength and
primary ability listed in its entry from the six Ability courage. When their rage is triggered, whether they
Scores on your character sheet: Strength, Dexterity, mean to or not, they get a boost of adrenaline which
Constitution, Intelligence, Wisdom, and Charisma. If allows them to perform in heroic ways.
you, for example, want to be a sneaky character, that
skill falls under Dexterity. The Rogue is a Dexterity- Because barbarians differ from one another, your
based class, so that may be a good choice for you. barbarian will take a specialized path once they
reach 3rd level. While your barbarian can choose
Core Classes and More any path from the core rules, there are a few special
This chapter gives information on how each core choices specifically designed for Wardlings listed
class functions in Ne’Oor and gives new class here. Wardling barbarians draw their power from
options for archetypes and disciplines for your their Oor, converting its magic into special abilities.
Wardling adventurer. While these new rules are Additionally, they can take their negative emotions
designed for the Wardlings campaign setting, and turn them into positive strengths. There are a
they can transfer to other campaigns as well. few different paths that a Wardling may choose when
becoming a barbarian, and each has its own set of
While the class entries may seem familiar as core special features and abilities.
classes, each one in this book includes an introduction
of how they act within this setting, describing them Fear Warrior
in ways that can help with role-playing. Finding While a barbarian may look ruthless and fierce, deep
new ways to create characters for each class is a fun down inside, some have their own fears: the shadows
challenge: your Druid doesn’t have to be from the the moon casts over the dead craggy trees in the foggy
forest. Your Wizard may be afraid of doing magic. night on Stonemist Island, the howling breath of
Your Fighter may actually not want to be a knight. the winds over the dark waters of Windloch (not to
Breaking class stereotypes helps make a unique mention what lurks inside it), the tales of malicious
character with fun quirks. desert Fey who steal children from their beds to sell
them for water, or even the gargantuan dragon that
stands between your party and finishing your quest.
BARBARIAN
Wardling barbarians generally hail from tribes that The Fear Warrior barbarian takes his fears and flips
live in the northern edges of the Bloodthorne Forest them into positive feats of courage and fighting
33
Chapter 4 New Heroes
tactics. By turning their emotions onto the enemy, it is better to step away and regroup. While you
they become relentless in battle. are raging, if an opponent makes a melee attack
against you, you may withdraw mid-attack as a
Fear Warrior Features reaction, causing disadvantage on the attack roll. If
the opponent misses as a result, the attack will hit a
Barbarian Level Feature target creature of your choosing within melee range
of your opponent. You may choose to have the attack
3rd Fighter’s Stance target nothing if you wish. If the new target creature
6th Fighter’s Dance is hit, you may flee up to 30 feet as part of the same
reaction, regardless of whether you have already
10th Channel Fear
moved on your turn.
14th Critical Mass
Channel Fear
Starting at 10th level, you have mastered control of
your fear, and you gain the ability to infuse your
weapon attacks with its harmful negative energy. Once
during each of your turns when you are in a rage, you
may channel your fear into your attack to deal an extra
1d8 psychic damage to the target. When you reach
14th level, the extra damage increases to 2d8.
Critical Mass
At 14th level, after rolling an attack against an enemy
that has caused you fear, you may spend 2 Oor to cause
any natural roll of 18 or higher to be a critical hit.
Anger Warrior
Barbarians are notorious for their tempers, and
when unchecked, they can fly into rages of extreme
destruction. When an Anger Warrior barbarian is
crossed, their rage increases, and nothing does that
more than when they are unable to protect their
brethren. Luckily, through training and practice,
Anger Warriors are able to maximize their rage to
benefit each fighting situation and apply their anger
Fighter’s Stance towards those who would harm their party members.
When you take this path at 3rd level, you receive a
bonus unarmed attack with advantage whenever you
are afraid. Fear is determined either by a failed check
Anger Warrior Features
against an enemy’s intimidation (resulting in internal
fear of that enemy forever) or when you rage. This Barbarian Level Feature
bonus attack can come from your off-hand or a kick 3rd Tempered Flame,
with your foot and is treated as an unarmed attack.
Angered Assist
Starting at 6th level, you may count the bonus attack
as armed by spending 1 Oor. 6th Tantrum Tame
10th Release Anger
Fighter’s Dance
Starting at 6th level, you have learned that fighting 14th Angered Flame
is not the only way to win a battle, and sometimes
34
Chapter 4 New Heroes
Angered Assist
Additionally, at 3rd level, you may spend 1 Oor at any
point while raging to grant your allies advantage on
attack rolls against any creature within 5 feet of you.
Tantrum Tame
Starting at 6th level, while in a rage, you are able
to tame your anger enough to concentrate on your
actions, including spells. You may cast and
concentrate on spells while raging.
Release Anger
Beginning at 10th level, you are able to release your
anger into a ferocious scream as a bonus action.
After doing so, each melee attack you make deals
an additional 2d6 thunder damage until the start
of your next turn. You may release anger while
raging without ending the rage effect. You may
choose to spend 2 Oor to add an additional d6
damage to each hit until the start of your next
turn. While releasing anger, you receive -5 to all
Stealth checks.
rhymes contain secret messages, coded knowledge, and use these skills, along with their soprano-like
and long-lost information that remain only in the singing voices, to confuse, trick, and otherwise
overlooked lyrics of the songs. influence others.
36
Chapter 4 New Heroes
Bonus Proficiency
When you choose this domain at 1st level, you gain
proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more
effective. Whenever you use a spell of 1st level or
higher to restore hit points to a creature, the creature
regains additional hit points equal to 2 + the spell’s level.
Life Domain As an action, you present your holy symbol and evoke
The Life domain focuses on vibrant positive energy— healing energy that can restore a number of hit points
one of the fundamental forces of the universe—that equal to five times your cleric level. Choose any
sustains all life. creatures within 30 feet of you, and divide those hit
points among them. This feature can restore a creature
Wardlings on Or’Mya always choose DexMya as to no more than half of its hit point maximum. You
their influence over this domain. can’t use this feature on an undead or a construct.
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Chapter 4 New Heroes
Blessed Healer which becomes a cleric spell for you. Your Wardling
Beginning at 6th level, the healing spells you cast on cantrips become cleric cantrips for you and do not
others heal you as well. When you cast a spell of 1st count against your number of cantrips known.
level or higher that restores hit points to a creature
other than you, you regain hit points equal to 2 + Channel Divinity: Spellcraft
the spell’s level. At 2nd level, you may use Channel Divinity to cast
any domain spell that you know without using a spell
Divine Strike slot. To do so, you must spend 1 Oor, and as an action,
At 8th level, you gain the ability to infuse your weapon present your holy symbol while calling for DexMya to
strikes with divine energy. Once during each of your make use of the Oor by your request. As a continuation
turns, when you hit a creature with a weapon attack, of the action, you cast any Oor domain spell you
you can cause the attack to deal an extra 1d8 radiant know, regardless of casting time. The spell is cast at
damage to the target. When you reach 14th level, the the highest level that you are able to cast, but no
extra damage increases to 2d8. spell slot is used.
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Chapter 4 New Heroes
Water Divination
You know the Create or Destroy Water spell.
Additionally, due to your prowess at sustaining life
in the desert, you have advantage on all Nature skill
checks to find natural sources of water in any terrain.
On a successful check, you can find enough water to
fill a waterskin. You may perform this check once in
any square mile area.
Sandshift
At 2nd level, you learn the Mold Terrain spell.
As you step through desert or similar terrain, the
sand settles behind you, erasing all footprints or
indication of activity.
Desert Friends
Druids of the Circle of Sand have adapted At 6th level, you have an ingrained affinity with the
and learned from the cruel heat of the sun’s dangerous animals of the desert. You may spend 2
glare on the dry land. Becoming one with their Oor to find a venomous creature and extract a vial
surroundings, they detect nourishment from rare of poison from it. Additionally, you are immune to
flowers and hidden water sources and revere poison damage and the poisoned condition.
natural dangers such as venomous creatures,
drought, and mirages as cohesive parts of nature. Heat Wave
While the desert may seem barren and empty, At 10th level, any time you take heat damage,
it is actually teeming with life that the druids you absorb 1 point of the damage and convert it
of the Circle of Sand are sworn to protect and to 1 Oor for your pool until the next long rest.
balance. Animals and plants here survive by Additionally, once per long rest, you may transfer
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Chapter 4 New Heroes
any amount of Oor to any willing target via touch. walking speed. When using your Wild Shape
If you do so, the target receives 1d4 heat damage feature, you may transform into the shape of a
per Oor transferred. beast with a swimming speed.
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Chapter 4 New Heroes
Guidance Stonemind
Hail of Stones At 14th level, you may spend one hour of a long
Light rest in a meditative state, while sitting on the bare
Mage Hand earth, and still gain all of the benefits of the rest.
Message This generates 4 additional Oor for your pool until
Mold Sand the next long rest. Once per long rest, you may
Produce Flame transfer up to 4 Oor to any willing target via touch.
Stonegift
At 2nd level, you gain the ability to channel Oor
from stone to create a magical circle. You build a
circle of at least 12 stones with a 15-foot diameter
and sit in the center to create a connective magical
barrier with your body as the conduit. As an action,
you may activate the circle, creating this protective
magical barrier.
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Chapter 4 New Heroes
Magical Toughness
Additionally, at 3rd level, you may spend 1 Oor per
long rest to gain a number of temporary hit points
equal to 6+ your fighter level. At 10th level, you may
do this three times per long rest.
Cantrip Cap
Beginning at 7th level, whenever you deal damage
to a creature, you may cast a known cantrip as a
bonus action.
Brave Protector
At 10th level, you gain +4 to your Initiative and you
gain advantage on all attack rolls made against any
target that has not yet taken any damage. Additionally,
you may spend 1 Oor to extend your bravery to a
target creature you can see, although they do not
receive the bonus to their Initiative.
Fighter Archetypes
Wardling fighters can be built from the Champion Magical Target
archetype found in the core rules, and they still At 15th level, you may spend 1 Oor to declare a target
receive the benefits of using their Oor. However, the creature, causing all damage on any successful
following two archetypes are specifically tailored for attack rolls against any other creature within 60 feet
Or’Mya and the fighter’s magical abilities. to be transferred to the target instead.
Exhaust Opponent
Tactics Captain Features At 15th level, as a reaction, you may spend 1 Oor to
give a target one level of exhaustion each time that
Fighter Level Feature target fails an attack roll against you.
3rd Commanding Call Teamwork
7th Confuse and Conquer At 18th level, you are a master at motivating your
party, inspiring combat success with magical rewards.
10th Captain’s Assist Whenever you or an ally who can see or hear you
15th Exhaust Opponent deals damage to a target that brings it to 0 hit points
and that target has not dealt any damage in return,
18th Teamwork the damage dealer regains 1 Oor and hit points equal
to the damage done in that final blow. The hit points
may be given to another ally if the gifter spends 1 Oor.
Commanding Call
When you choose this archetype at 3rd level, you
learn the spell command. Intelligence is your RANGER
spellcasting ability for it. You may cast command Rangers are excellent trackers, hunters, survivalists,
by spending 1 Oor. Additionally, as a bonus action, and marksmen, providing a full range of talents to an
you can attempt to rally your allies by rolling a adventuring group. While rangers are often looked at
Persuasion check. Any ally with a Passive Perception as being solitary people who travel the lands in seek
less than or equal to your check hears your of adventure or purpose, Wardling rangers tend to
Commanding Call to arms and receives advantage seek camaraderie in groups who share their goals
on their attack rolls until your next turn. and ideals. For example, the Silver Sentinels are
a group of rangers that patrol the beaches south of
Confuse and Conquer Silverbank, acting as both guardians of the shoreline,
At 7th level, you learn the spell confusion. caretakers of the beaches, and lookouts to the east for
Intelligence is your spellcasting ability for it. travelers from the Lost Lands. Rangers who aren’t part
You may cast confusion by spending 2 Oor. of organized guards or groups don’t need to be lone
wolves, either. Yalwynne Hollyfree, known as “The
Captain’s Assist Wood Watcher,” is a Wardling Fey Friend ranger who
At 10th level, you may spend 2 Oor to grant acts as a guide in the Wildwood to groups of travelers
an extra attack to an ally on your turn, from the as she protects the secrets of the Fallen Five.
following choices:
Ranger Archetypes
• One ally who can hear or see you may shoot The following archetype choice allows you to build
2 magical projectiles (formed by your spent a Fey Friend ranger, although any ranger archetype
Oor) with their ranged weapon of choice, from the core rules will fit a Wardling ranger well.
dealing 1d6 radiant damage each. The ally
may choose to attack 2 different targets or Fey Friend
the same target twice. Fey Friend rangers have a kinship with the Fey of
Or’Mya, earning them favor from benevolent Fey
• One ally who can hear or see you may make wherever they may meet. They guard Ne’Oor against
a melee attack against a target within 5 feet, threats to nature, and usually live in areas where
dealing their normal attack damage. Fey reside, watching over the those that may need
defending and working together to preserve life on
• One ally who can hear or see you may cast Or’Mya. Fey Friends have learned many secrets from
a spell attack at 3rd level or below without their Fey allies, and they normally adopt favored
having to spend a spell slot. enemies that would harm them.
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Chapter 4 New Heroes
Feykin
At 3rd level, fey creatures regard you as one of their
own. Any spells or actions by fey consider you to
be fey as well. You gain advantage on all Charisma
checks against fey of all types.
Radiance of Oor
At 3rd level, you learn to draw from your pool of Oor
to aid your attacks. As a bonus action, you may spend
1 Oor and choose one creature you can see within 30
feet of you. The next time you attack that creature
on this turn with a weapon attack, the attack is rolled
with advantage and the creature takes an extra 1d8
radiant damage from the attack. When you reach 11th
level, the extra damage increases to 2d8.
Feysight Agility
At 7th level, your life among the Fey has allowed
you to pick up their ability to predict their opponent’s
actions. When a creature hits you with an attack, you can
anticipate their next move and gain a +4 bonus to your
AC against all subsequent attacks made by that creature
for the rest of the turn and a +2 bonus to your AC against
Fey Friend Features attacks made by that creature for the rest of the combat.
Fighter Level Feature
Feyblink
3rd Magic of the Fey, Feykin, At 11th level, you have learned fey tricks to confuse
Radiance of Oor (1d8) and befuddle your enemies. As a bonus action, you may
spend 2 Oor and vanish to the Ethereal Plane. While
7th Feysight Agility
on the Ethereal Plane, you can see and hear the plane
11th Feyblink, Radiance of Oor (2d8) you originated from, but everything there looks gray,
15th Charming Dodge you can’t see anything more than 60 feet away, and you
cannot affect anything there.
Magic of the Fey At the start of your next turn, you may choose to
Starting at 3rd level, and again at 5th, 9th, 13th, and return to an unoccupied space of your choice that
17th levels, you learn an additional spell, as shown you can see within 15 feet of the space you left. If
in the spell table below. The spell counts as a ranger no unoccupied space is available within that range,
spell for you, but it doesn’t count against the number you appear in the nearest unoccupied space. You
of ranger spells you know. automatically return from the Ethereal Plane after 3
turns, unless you spend 1 additional Oor to maintain
Ranger Level Spells the Feyblink.
3rd faerie fire
Charming Dodge
5th misty step Starting at 15th level, your Feysight Agility expands
9th clairvoyance to allow you to dodge foreseen attacks. Whenever
13th conjure woodland beings a creature makes an attack roll against you that
doesn’t have advantage on the roll, you may use
17th tree stride
your reaction to give it disadvantage. You must use
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Chapter 4 New Heroes
this feature before you know the outcome of the seen or heard, as well as their ability to be accurate
attack roll. If a creature misses their attack, they and quick in combat, delivering deadly blows to
become charmed by you for their next turn. enemies, sometimes without being seen. However,
different rogues use their talents for different goals,
and the roguish archetypes allow them to walk varied
ROGUE paths. While any roguish archetype can be selected
and does not need to define your profession, the
Whitecap rogue, often used as a spy against evil forces,
is outlined here as a known archetype in Ne’Oor.
Whitecap
The Whitecap rogue is essentially a spy for the
greater good, using their stealth abilities to infiltrate
and scout enemy compounds and to check for
vulnerabilities within friendly villages and even
their party’s encampment. An ethically-driven type
of rogue, the Whitecap is able to extract information
about any target through self-concealment and a vast
knowledge of the key areas of Ne’Oor as well as the
people within it. When found in a situation that leads
to combat, Whitecaps have the ability to misdirect
attention and escape danger so they can get to their
mark, “liberating” it from their enemies, if necessary.
A Wardling rogue was always the best at hide and seek,
using their excellent stealth to both hide and sneak up
on those they wish to find. Rogues hide in the shadows,
Whitecap Features
scout locations, disable traps and locked doors, and Rogue Level Feature
discreetly gather information and evidence by being
3rd Social Butterfly, Combat Stealth
a fly on the wall. Few Wardlings steal without good
reason, but rogues are also known for being excellent 9th Targeted Teamwork
thieves, due to their nimble fingers and ability to quietly 13th Arcane Impostor
disappear into their surroundings. During the famine of 17th Spy Minded
the Fishless Fortnight, a secret assembly of Wardling
rogues known only as the Heartsome Hoods broke
into Silverbank’s food stores and vanished with rations Social Butterfly
to feed the hungry villages who relied on the ocean’s Starting at 3rd level, you have studied up to 6
bounty until the calamity ended. Using rogue-like traits known locations (can be a city, village, forest,
for good, the Whitecap archetype also strives to help or other locale) that you or a direct connection
others and keep Ne’Oor safe from potential threats to you has visited, and you have crafted a network
by being excellent spies and information gatherers to of contacts in one of those specific locations of
exploit the weaknesses of their enemies. your choice.
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Chapter 4 New Heroes
When in your network location, you additionally disguise is indiscernible to anyone who does not
gain the benefit of a safe house, a contact that know the person intimately, otherwise you have
you know in a local inn, a contact in the local advantage on Charisma (Deception) checks made to
government or other high-ranking official, a cleric, avoid exposure.
and a contact who can connect you with passage
to wherever you need to travel. Spy Minded
When you reach 17th level, your training as a spy
Combat Stealth has made you adept at concealing your thoughts from
Also at 3rd level, you learn the art of infusing your mind-reading and you have built up an immunity to
stealth into your melee techniques. Any time you truth serums and their ilk. If a creature uses any ability
make a melee attack against a creature, regardless of to read your mind or obtain your thoughts, whether
whether it hits, that creature cannot make opportunity physical or magical, you may choose to reveal what
attacks against you for the rest of your turn. knowledge they detect, if any. Conversely, this ability
Additionally, while in combat, you have the uncanny grants you advantage on Charisma checks in which you
ability to disappear in the fray. As a bonus action, you attempt to detect deception, motivations, or alignment.
may expend 1 Oor to become invisible until the start
of your next turn.
WIZARD
Targeted Teamwork
Starting at 9th level, you gain advantage on initiative Wizardry is a hushed topic among the adults of
rolls. Additionally, you extend advantage on attack Ne’Oor, as those who have forgotten their youth
rolls to all allies when they attack the same creature don’t believe in it, and those who haven’t are often
that you do in the same round. seen by others as eccentric crackpots. The adults who
still believe, however, know that Wardlings, with
Arcane Impostor the power of Oor, can become masterful spellcasters
By 13th level, you have learned how to tap into your and are the only hope if a catastrophic event befalls
Oor in order to magically disguise yourself. You may Or’Mya. The variety of wizards among the Wardlings
spend 1 Oor to convincingly mimic the behavior, are as far and wide as Ne’Oor itself, from the
speech, handwriting, mannerisms, and looks of any water-scrying shamans of the Moonlight Pools to
person that you have seen and heard before. The the lightning mages of Daybreak’s Peak and from
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Chapter 4 New Heroes
the alchemists who peddle potions in Saltwick and light and color magic. Spectramancers believe that
Dragonsmouth Bay to the runemasters of the secret the power of light can defeat all darkness. The
society of the Seekers. Wardlings from River’s Hollow tradition of Spectramancy blends principles of
make up the largest proportion of wizards in Ne’Oor, evocation and abjuration, rather than specializing
however, as the concentration of Oor in the woods is in either of those schools.
the ultimate conduit for magic. All Wardlings have
some sort of predisposition to spellcasting, due to the Spectral Spells
gifts of Oor given to them by DexMya, but those who You always have the ability to cast Spectral Spells as
show innate talent become Wizards. soon as you are able to cast spells of their level.
Prismatic Casting
When you cast spells, light and color emits from
your hands. Each time you cast a spell that would
do regular damage, you do damage of the type
matching the color rolled on the prismatic color
chart below. The damage type is rolled before
the spell is cast.
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Chapter 4 New Heroes
Your spellbook is one of the most personal time to learn it and the costs of the material
items that you will ever own. Decorated in your components you need as you experiment.
own unique style and written with your own Wardlings may spend 6 Oor per spell level to
handwriting and symbols, it is an expression of bypass these costs by magically copying the
your connection to magic. Each spell that you spell into their spellbooks.
copy into your spellbook is the result of research
that you made, epiphanies from DexMya, If you wish, you may make a copy of any
masterful teachers that you have had, scrolls spell in your own book and put it in another
found on your adventures, and friends that book. Sometimes wizards want to have
shared with you, all of which are your memories an extra copy of all of their spells kept
and experiences locked in a scrapbook of power somewhere safe in case the original is lost or
that you carry everywhere. damaged, because starting over can be costly
and difficult, especially if you need to replace
Each time you find a wizard spell, you may copy rarely found spells! Luckily, making a copy
it into your spellbook as long as it is of a level is much easier than starting from scratch
that you are able to know. However, you must because you already know the spell and you
be able to first decipher and practice the spell don’t have to translate the writing. When
to make sure you have it right and then copy it making a copy like this, it only takes 1 hour
down in your own writing, which is all part of and 10 gp for each level of spell. Wardlings
preparing the spell. Each level of a spell takes may spend 3 Oor per spell level
2 hours and 50 gp to prepare, which covers the to bypass these costs.
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Chapter 5
Backgrounds
E very story has a beginning. Your character’s
background reveals where you came from,
how you discovered your Wardling powers, and
sets you apart? This chapter contains backgrounds that
you may find helpful when creating your character’s
personality and story, as well as optional feats you can
your place in the world. Your fighter might have gain as you level up.
been trained by an older sibling or parent who is
a soldier. Your wizard could have found an ancient Proficiencies
spellbook while working as a helper in the library. Each background gives a character proficiency in
Your rogue might have learned how to hide in the two skills. In addition, most backgrounds give a
shadows to escape doing chores. character proficiency with one or more tools (detailed
in Chapter 6: Equipment ). If your character would
Choosing a background provides you with important gain the same proficiency from two different sources,
story cues about your character’s identity. The most you may choose a different proficiency of the same
important question to ask about your background is kind (skill or tool) instead.
what changed? Why did you stop doing whatever
your background describes and start adventuring? Languages
For most Wardling characters, this answer will be Some backgrounds also allow characters to learn
very similar: they discovered their Wardling power. additional languages beyond those natural to their
race or geographical location. In Ne’Oor, all player
But how did you learn the skills of your class? Where character races speak Common, but a few know some
did you get your money, if you have any at all? What exotic or secret languages as well.
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Chapter 5 Backgrounds
Languages
Your race indicates which languages your character can speak by default, and your background might give you access to
one or more additional languages of your choice. Note these languages on your character sheet.
You may choose your languages from the Standard Languages table or choose one that is commonly spoken in your campaign.
While all Human variants speak Common, and the largest population of Ne’Oor is Human, there are other races living
among you. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret
language, such as Thieves’ Cant or Druidic.
Note that some of these languages are actually families of languages with many dialects. For example, the Primordial
language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that
speak different dialects of the same language can communicate with one another but will notice that the accent is different.
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Chapter 5 Backgrounds
You are part of a large family with multiple younger 8 I can’t stand to see an animal get hurt.
siblings and/or elderly relatives that you were
responsible for taking care of. Because of this
responsibility, it was important that you learned
proper bedside manner and basic medical care.
d6 Ideal
Perhaps you lived in an orphanage with other children
relying on you. Maybe you volunteered at the local 1 Good-Hearted. I want to make the world a safer
hospital. Likely, you were the most responsible of place so I don’t have to worry about everyone. (Good)
your siblings and your parents entrusted you with 2 Competent. I like to be prepared for any emergency.
watching over the others while they worked or were
(Neutral)
away. In any case, these skills will come in rather
handy as a hero of the Ward. 3 Wisdom. Acting without concern for the future is
foolish. (Neutral)
Skill Proficiencies: Medicine, Persuasion 4 Respect. All people, rich or poor, deserve respect.
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Chapter 5 Backgrounds
You know farms and farm life well, and other farmers
d6 Flaw may very well know your family’s farm and reputation.
In any area of farmland you can always find friendly
1 I always need to know what my party members are lodging of some sort. Additionally, you and any
up to; otherwise, I feel left out. companions can always gain employment as day
2 I become sarcastic when I feel threatened. laborers with payment of 5 sp each person per day,
3 I can’t say no when asked for help. in addition to food and lodging.
4 I sweat profusely when I’m nervous.
Suggested Characteristics
5 I am bossy when a decision needs to be made. You are industrious and know the value of a hard day’s
6 I give unsolicited advice. work. Family and helping others is an important part
of how you were raised. Those who have it easy and
complain about petty things annoy you, and you
sometimes feel like they need to be shown a lesson
FARMER about giving as much as they take from life. However,
You are a child of a farm-owning family and have farmers are a friendly and welcoming sort, and you
learned how to work the land since you could walk. tend to find the good in everybody.
From feeding chickens and milking cows to planting
and harvesting crops, you’ve done it all. Rising early
and doing chores has made you disciplined, and
eating home-grown food has made you appreciate
d8 Personality
what comes from nature. 1 I treat all work like farm work and expect others to
do the same.
2 My best friend growing up was a cow.
3 I enjoy sitting in quiet solitude.
4 I found farming dull and am excited to have
some adventure.
5 I have only ever lived on a farm and find other
environments overwhelming.
6 I talk about my family a lot.
7 I am a morning person.
8 I greet everyone I meet with a smile and
friendly greeting.
d6 Ideal
Skill Proficiencies: Animal Handling, Nature 1 Friendship. A lifelong friend is more important
than many acquaintances. (Neutral)
Tool Proficiencies: Farmer’s Tools, Vehicles (Land) 2 Charity. Nobody should ever go hungry, and there
is always a meal for a willing worker. (Lawful)
Equipment: A backpack, a bedroll, a blanket, a shovel,
hempen rope (50 feet), a waterskin, a set of common 3 Balance. I see life and death every day on the
clothes, and a horse OR ox and wagon. farm, and I know everything is a circle. (Neutral)
Feature: Farmhand
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Chapter 5 Backgrounds
d6 Ideal d6 Flaw
4 Curiosity. I’ve seen little of the world and want 1 I don’t trust city folk.
to change that. (Chaotic) 2 I think I’m better than those who are wealthy
5 Tradition. Rituals are vital to a productive because my family works harder.
life. (Lawful) 3 I complain when it gets too cold outside.
6 Productivity. The early bird gets the 4 I’m used to being dirty and don’t care if I haven’t
worm. (Lawful) bathed in a long while.
5 I tell horrible jokes about farming.
6 I am extremely naive.
d6 Bond
1 I am embarrassed about being a farmer in a world
of heroes, so I want to keep that in my past. NOMAD
2 My family is the most important thing to me, You are a natural traveler, having moved around from
and I’ll do anything to impress them. place to place your whole life. The only place you’ve
ever felt like you belonged is with your tribe itself,
3 I want to be the best at what I do.
but you have no real attachment to a home of any
4 Pillagers stole my family’s harvest and killed kind. Your family is the only stability that you’ve
their herd, and I want revenge for them. ever known. Whether you migrated due to necessity,
5 My friend introduced me to the Oor, and I want because you were driven from your home, or to find
new customers for your wares, being a nomad has
to repay them.
both given you a unique way of life and insecurity
6 My family may lose their farm unless I can help issues all at once. Still, you feel a deep connection
raise the money to keep it running. to the traditions of your tribe and keep to your tribal
rituals even when you are not with them.
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Chapter 5 Backgrounds
d8 Personality
1 I quickly pick up on local accents. d6 Flaw
2 I refer to my life as a nomad often. 1 I am a terrible singer.
3 I prefer to sleep under the stars. 2 I am quick to judgment.
4 I don’t enjoy being tied down to one place. 3 I don’t take criticism well.
5 I am true to my word. 4 I am extremely afraid of spiders.
6 I enjoy making crafts out of things I find
5 I am superstitious.
in new places.
6 I become furious when people order me around.
7 I find beauty in the little details of life.
8 I have a sweet tooth.
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Chapter 5 Backgrounds
OF RIVER’S HOLLOW
You were born in River’s Hollow or raised there
d6 Ideal
for at least 5 years and have been taught to worship
1 God-touched. I want to please DexMya, and that
DexMya. You know your destiny is to become a
powerful Wardling and protect the world from evil. guides my choices. (Neutral)
You have learned about the Oor and serve as an 2 Reliable. I will always follow through on my
intermediary between the gods, nature, and the rest
promises to my best ability. (Good)
of the world.
3 Courage. I will accept any adventure that benefits
Skill Proficiencies: Insight, Religion the world. (Good)
4 Chivalry. I respect the Wardling code of conduct
Language: Sylvan
of bravery, honesty, and defending the weak. (Good)
Equipment: A small trinket that reminds you of 5 Wanderlust. I will accept any adventure that allows
home, a set of common clothes, a simple weapon me to travel. (Chaotic)
of your choice, and a pouch containing 15 gp.
6 Laughter. I believe that life needs to be fun.
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Chapter 5 Backgrounds
Suggested Characteristics
Students are given unique knowledge and experiences
from their teachers both in school and in life. Their
studies in their chosen subject affect and shape their
view of the world around them, their mannerisms, and
ideals. Flaws may include narrow-mindedness in your
field of study, obsession with the chosen topic, an
elitist attitude toward those less educated, or an ideal
or bond that is solely tied to education.
d8 Personality
1 I over-examine any new object I discover.
2 I’m happiest when I’m learning a new skill.
3 I am respectful to my elders.
4 I am never bored.
You are an avid student and eager learner. You 5 I quote books I’ve read any time I can.
always like to know the answers and will spend 6 I have a random collection and will add to it
hours researching facts for fun. While you enjoy your
whenever I can.
academic studies in general, you have focused on a
particular subject in which you are an expert. You 7 I am a chatterbox.
may have learned about this subject from your parents 8 I will always try to do things I’m not necessarily
in relation to their own jobs or you may have been good at.
drawn to the subject by a friend, a favorite teacher at
school, or even a private tutor.
WILDING
As an infant, you were lost in the wild, either d6 Ideal
abandoned by your parents, kidnapped and left on
your own, or by terrible random happenstance. After
1 Friendship. I value companionship. (Good)
spending 5 years being raised by nature, you have
a difficult time fitting in with civilized society. 2 Freedom. I don’t like to be cooped up indoors.
(Chaotic)
Skill Proficiencies: Athletics, Acrobatics, Animal 3 Preservation. I don’t talk to strangers. (Neutral)
Handling, Perception, and Survival.
4 Nature. I honor the wild. (Neutral)
Language: Common. This is the only language you 5 Honor. I will protect those who have protected me.
know, regardless of your race, and you still speak in (Neutral)
broken sentences.
6 Simplicity. I do not care about material wealth.
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Chapter 5 Backgrounds
d6 Bond d6 Flaw
1 I wear a bracelet given to me by my human parents. 1 I am scared of fire.
2 I consider the one who rescued me from the wild 2 I scratch my body like an animal.
as my new parent. 3 I don’t like to share.
3 A hunter killed one of my animal siblings, and I 4 I am suspicious of everyone.
seek revenge. 5 I think all food I see is free for the taking.
4 I want to find my birth family. 6 I am too impulsive.
5 I am scared that if I go back to the wild, I will be
left there again.
6 I will learn to be civilized.
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Chapter 6
Equipment
W ardlings carry the same type of equipment that might be found in any fantasy setting, and nearly all items
that are available from 5th Edition sources will fit in on Or’Mya. This chapter gives you a few new choices
for weapons, armor, tools, and other equipment, complete with tables that show their cost and other details.
There may be new items here that do similar damage or otherwise function like equipment from the core rules,
but their descriptions differ to better fit this setting.
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Leafen Plate
One gold piece is worth ten silver pieces, the most Reinforced with Oor by Wardling druids, forest leaves
prevalent coin among commoners. A silver piece buys from Wildwood are carefully stitched together to
a laborer’s work for half a day, a flask of lamp oil, or a create light armor as strong as metal, without causing
night’s rest in a poor inn. One silver piece is worth ten any penalty to stealthy movement. Rare and costly,
copper pieces, which are common among laborers and leafen plate is best for those who need protection with
beggars. A single copper piece buys a candle, a torch, ultimate stealth.
or a piece of chalk. In addition, unusual coins made of
other precious metals sometimes appear in treasure
hoards. The electrum piece (ep) and the platinum piece
(pp) originate from fallen empires and lost kingdoms,
and they sometimes arouse suspicion and skepticism
when used in transactions. An electrum piece is worth
five silver pieces, and a platinum piece is worth ten
gold pieces. A standard coin weighs about a third of
an ounce, so fifty coins weigh a pound.
ARMOR
Armor is a vital piece of equipment for any
Wardling that goes into battle as a melee combatant.
Designed to protect the wearer from being hit
successfully, armor is tough but can be bulky,
depending on its material and coverage. Light
armor gives a Wardling basic protection without
being too heavy or affecting their ability to sneak
around, and the heavier the armor is, the more Reading the armor table
protective (and less stealthy) it is. Armor Proficiency. Anyone can put on a suit of armor or
strap a shield to an arm. Only those proficient in the
Wardlings have worked with the resources armor’s use know how to wear it effectively, however.
available in Ne’Oor to create new types of Your class gives you proficiency with certain types of
armor that help them defend themselves while armor. If you wear armor that you lack proficiency with,
defending the world. Below are a few special you have disadvantage on any ability check, saving
armor options, as well as a table that shows the throw, or attack roll that involves Strength or Dexterity,
cost, weight, and other properties of the common and you can’t cast spells.
types of armor worn in Ne’Oor. Those found in
the core rules do not have full descriptions here.
Armor Class (AC). Armor protects its wearer from
Wildwood Buckler attacks. The armor (and shield) you wear determines
Often used by dual-wielding swordsmen and stealth your base Armor Class.
fighters, the Wildwood buckler is a small shield
made from Wildwood trees that is strapped to the Heavy Armor. Heavier armor interferes with the
wearer’s forearm and allows the wearer to wield a wearer’s ability to move quickly, stealthily, and freely.
weapon in the same hand. The magical properties of If the Armor table shows “Str 13” or “Str 15” in the
the Wildwood grants the wearer +1 to attacks with Strength column for an armor type, the armor reduces
a weapon using the same arm as the buckler, but the the wearer’s speed by 10 feet unless the wearer has a
bearer loses the shield benefit until the start of their Strength score equal to or higher than the listed score.
next turn if they do so.
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Chapter 6 Equipment
Stealth. If the Armor table shows “Disadvantage” in Shields. A shield is made from wood or metal and is
the Stealth column, the wearer has disadvantage on carried in one hand. Wielding a shield increases your
Dexterity (Stealth) checks. Armor Class by 2. You can benefit from only one shield
at a time.
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Chapter 6 Equipment
The bladed boomerang was first forged by a Squatch A Snowcap blacksmith named Aster Hardport worked
ranger looking for a heftier answer to wooden with the dwarven clan Kaldhender, who live in the
boomerangs that didn’t do much damage. This lower mountains on the northern side of Icehelm, to
curved weapon is thrown at a target with the benefit develop the icehammer as a tool for use in the icy
of returning to the thrower on a missed throw. The mountains. Part heavy hammer and part icepick, the
wielder may attempt to catch the returned boomerang tool gained popularity as both a survival tool, allowing
using a reaction and a successful DC 10 Dexterity the wielder to dig through ice or secure their hold on
check. This catch is automatic if the wielder is cliff faces, and as an effective weapon against predators
proficient with a boomerang. On a missed catch, and foes in the tundra. The icehammer is similar in size
the boomerang falls to the ground within reach. and style to a warhammer, and anyone proficient with
the latter may also wield it with proficiency.
Desert Falx
The desert falx is a two-handed pole-arm with a curved
blade, sharpened only on the inside and lethally Shark Tooth Shortsword
effective. The shaft of the falx is 3 feet long with an
equally long iron blade that curves from the end. The
wielder is able to use the falx as a hook to pull away
shields or armor before slashing their opponent with
great force, rendering even the best shields ineffective
against a falx wielder. If this is done as a bonus action
against an opponent wearing a shield or armor, the
wielder gains +2 to their attack roll with the desert falx.
Harpoon
The harpoon is a versatile weapon that originated as
a fisherman’s tool. Spear-like with a barbed tip, the
harpoon has a heavy rope attached to the end and
is used to catch large fish or marine mammals by The shark tooth shortsword is made from coconut
pulling them in after a successful hit. As a weapon, wood, with a curved blade that is lined with shark
the harpoon can be used as a ranged weapon by a teeth firmly attached with woven twine. Crafted
character with proficiency or in melee like a spear. If by finfolk artisans, these swords are mainly carried
the target is a large or smaller creature, it must succeed as family heirloom ornamentation, but they still
on a Strength contest against the wielder or be pulled do well in combat, causing extreme slashing
up to 20 feet toward the wielder after a successful hit. damage from the many sharp shark teeth.
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Chapter 6 Equipment
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Chapter 6 Equipment
TOOLS
Tools allow a Wardling to do things like picking
Artisan’s Tools
locks or repairing items. The combination of Item Cost Weight
your race, class, background, and feats not only Alchemist’s supplies 50 gp 8 lb.
give you some tools as equipment but also
proficiency to use them. Just because you own Brewer’s supplies 20 gp 9 lb.
or find a tool doesn’t mean you automatically Calligrapher’s supplies 10 gp 5 lb.
know how to use it correctly, but you can still
try to use it. Proficiency with a tool means you Carpenter’s tools 8 gp 6 lb.
have been trained to use it, and therefore you Cartographer’s tools 15 gp 6 lb.
get to add your proficiency bonus to any ability
Cobbler’s tools 5 gp 5 lb.
check you make using that tool.
Cook’s utensils 1 gp 8 lb.
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Chapter 6 Equipment
musical instrument, you can add your proficiency STARTING CLASS AND RACE EQUIPMENT
bonus to any ability checks you make to play music PACKAGES
with the instrument. A bard can use a musical The races of Or’Mya have special proficiencies
instrument as a spellcasting focus. Each type of and cultural equipment that makes them unique.
musical instrument requires a separate proficiency. Additionally, each Wardling class requires slightly
different equipment than the class would normally
Navigator’s Tools. This set of instruments is used for provide in other fantasy settings. This section
navigation at sea. Proficiency with navigator’s tools describes the starting equipment granted to each
lets you chart a ship’s course and follow navigation race and class, with weapons, as an alternative
charts. In addition, these tools allow you to add your option to the standard equipment listing given
proficiency bonus to any ability check you make to in the core rules.
avoid getting lost at sea.
In order to use this option instead of the standard
Poisoner’s Kit. A poisoner’s kit includes the vials, equipment listing, you must choose your
chemicals, and other equipment necessary for the character’s class and race equipment only
creation of poisons. Proficiency with this kit lets you from these two lists. If your character receives
add your proficiency bonus to any ability checks you two of the same type of item that would be
make to craft or use poisons. impossible to carry at once, such as two shields
or two adventurer’s packs (even if they are different),
Thieves’ Tools. This set of tools includes a small file, you may keep only one of the repeated items.
a set of lock picks, a small mirror mounted on a metal Clothing, weapons, and other small items can
handle, a set of narrow-bladed scissors, and a pair of be carried in multiples. Additionally, any equipment
pliers. Proficiency with these tools lets you add your received from your background is yours to keep
proficiency bonus to any ability checks you make to in addition to these listings, subject to the repeated
disarm traps or open locks. item rule above.
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Chapter 6 Equipment
CLASS GEAR
Barbarian A martial weapon, traveler’s or common clothes, 4 javelins, and an explorer’s pack.
Bard A longsword, an entertainer’s pack, leather armor, and a musical instrument of your choice.
A mace, leather armor or scale mail, a light crossbow with 20 bolts, 10 candles, a shield of
Cleric
your choice, and a symbol of DexMya.
A simple melee weapon, a simple ranged weapon, leather armor, an explorer’s pack, and a
Druid
druidic focus.
Chain mail or leather armor, a martial weapon and shield or two martial weapons, a light
Fighter
crossbow, and a dungeoneer’s pack.
Chain mail or leather armor, two simple or martial weapons in any combination, a Wildwood
Ranger
buckler, a longbow, and an explorer’s pack.
RACE GEAR
Finfolk A harpoon, a set of tribal clothing, a dungeoneer’s pack, and a shell (or other tribal) necklace.
A shortsword, a light crossbow or shortbow (plus up to 20 ammunition), a set of common
Human
clothing, and artisan’s tools of your choice.
A scimitar or rapier, a dagger, a set of tribal or common clothing, headwraps, a waterskin, and
Midbari
a sandstone tribal pendant.
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Chapter 7 Magic & Familiars
Anti-venom: Your familiar touches you, and it Healing Touch: Your familiar touches you, and you
magically removes all poison from your body. magically heal 2d4 hit points.
Baneful Stare: Your familiar casts bane, affecting Horrifying Growl: Your familiar lets out a
three enemy creatures within range. horrible growl, and any enemy creature within
60 feet that can hear it must succeed on a
Clawed Companion: Your familiar magically gives DC 13 Wisdom saving throw or be frightened
you a claw attack for 1 round, usable with an action, for 1 minute. A frightened creature may repeat
bonus action, or reaction. Claw is a melee attack, the saving throw at the end of each of its turns,
+5 to Hit, reach 5 ft., that affects one target. On a ending the frightened condition on itself
successful hit, it does 1d6 damage. on a success.
Cunning Mind: Your familiar grants you extreme Magical Weaponry: Your familiar infuses your
intelligence for one round, giving you a +5 to all weapons with Oor. For one round, all of your attacks
Intelligence checks. are magical attacks.
Curse Cast: Your familiar targets one enemy creature Many Masters: Your familiar casts mirror image
within 60 feet who must succeed on a DC 13 Wisdom on you.
saving throw or become cursed for 1 minute. While
cursed, the creature must make another Wisdom Pack Attack: Your familiar grants you and all
saving throw at the start of each turn. If it fails, it allies within 5 feet of you advantage on attack
wastes its turn doing nothing. rolls for one round.
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Chapter 7 Magic & Familiars
Oor Sight: Your familiar detects magic within Cat: Baneful Stare, Clawed Companion, Cunning
a 30 ft radius. Mind, Escape Death, Shared Magic Resistance,
Silent Vision, Soothing Slumber
Poisonous Peck: Your familiar magically gives you a
peck attack for 1 round, usable with an action, bonus
action, or reaction. Peck is a melee attack, +4 to Hit,
reach 5 ft., that affects one target. On a successful hit,
it does 2d4 poison damage.
Wise Blessing: Your familiar grants you extreme Falcon: Escape Death, Healing Touch, Poisonous
wisdom for one round, giving you a +5 to all Peck, Shared Magic Resistance, Silent Vision,
Wisdom checks. Soaring Sentinel, Translate Creature
Familiar Types
Badger: Alert Protection, All Seeing, Baneful Stare,
Curse Cast, Escape Death, Oor Sight, Shared Magic
Resistance
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Chapter 7 Magic & Familiars
Frog: All Seeing, Anti-venom, Baneful Stare, Escape Lizard: Anti-venom, Cunning Mind, Escape Death,
Death, Healing Touch, Oor Sight, Wise Blessing Healing Touch, Oor Sight, Silent Vision, Shared
Magic Resistance
Genie: Alert Protection, Escape Death, Magical
Weaponry, Many Masters, Oor Sight, Shared Magic
Resistance, Wise Blessing
Rabbit: Alert Protection, Escape Death, Healing Winged Cat: Escape Death, Healing Touch, Magical
Touch, Silent Vision, Soothing Slumber, Shared Weaponry, Shared Magic Resistance, Soaring
Magic Resistance, Translate Creature Sentinel, Soothing Slumber, Translate Creature
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Chapter 7 Magic & Familiars
However, there are also some adults in Or’Mya who Learning Spells (aka Known and Prepared Spells)
remember having their Oor and are angry that it was Before a spellcaster can use a spell, they must either
taken away from them. Likewise, some members of the know the spell after learning and practicing it, or they
non-human races, who were never blessed with Oor in must have a magic item that gives them the ability to
the first place, are envious of those who were. There use the spell automatically. Bards, for example, have
are many evil beings in the world who crave the power a limited list of spells they know all the time. Clerics
of Oor and will do anything to get it. Many of them and wizards, however, have to prepare their spells.
were once human, Wardlings who were Reawakened Each spellcasting class has its own rules for how this
and still remember, corrupted by jealousy and the works. In every case, the number of spells a caster can
desire to have their powers back once again. They have have fixed in their mind at any given time depends on
shunned DexMya and vowed to get their revenge— the character’s level.
ultimate power to destroy the world they created
and take over, harnessing the Oor for themselves and Spell Slots
creating a new magical dominion over the land. No matter how many spells a Wardling knows or
prepares, they can cast only a limited number of spells
Stopping at nothing to get their powers, these evildoers before resting. Channeling Oor and creating changes
commit nefarious acts to obtain Oor: trapping and using to the world around you is exhausting, both mentally
fey for their magical power, stealing children before and physically. A long rest is always necessary to
their power kicks in to lure a familiar, and even delving regain all used spell slots.
into the deep recesses of Or’Mya to mine Oor-soaked
crystals, no matter if it causes Or’Mya to suffer. In all Each spellcasting class has a number of spells
of these ways, they’ve gotten access to the magic they at certain spell levels that a character can use
remember, and it is up to the Wardlings to stop them. at each character level. For new (and some
experienced) players to the 5e system, this can
sometimes be confusing. Once again, spell level
SPELLS and character level don’t correspond directly.
Anyone with access to Oor is able to cast spells that For example, a 3rd-level wizard will have four
they have learned while adventuring across Or’Mya. 1st level spell slots and two 2nd level spell slots.
By summoning Oor through their minds and bodies, When a character casts a spell, they expend a slot
spellcasters are able to express their intent and release of that spell’s level or higher, effectively “filling” the
power to create a desired specific effect: a spell. Tools, slot with the spell. You can think of a spell slot as
weapons, healing, protective wards, and more, spells take a groove of a certain size: small for a 1st level slot,
on thousands of varieties for individual needs and can larger for a spell of higher level. A 1st level spell
range from light and simple castings with small effects to fits into a slot of any size, but a 9th level spell fits
difficult and destructive power of great consequence. only in a 9th level slot.
Every spell has a level from 0 to 9, indicating how Sometimes, a spell will allow a caster to cast the
powerful it is. Wardlings begin their training by spell “at a higher level” which gives it more powerful
learning simple castings called cantrips: these require effects. You do this by using a spell slot that you have
access to Oor through their familiar or their pool, available that is a higher level than the spell you are
but do not cost any Oor to use. Cantrips are level 0, casting. Using the example above, the spell expands
so they don’t cost a spell slot to use, either. More to fill the slot it is put into and becomes a higher
powerful spells require that the caster spend spell level for that casting.
slots, and the higher a spell’s level, the higher level a
spellcaster must be to use that spell. Certain spells have a special tag: ritual. Such a
spell can be cast following the normal rules for
Spell level and character level don’t correspond spellcasting, or it can be cast as a ritual. The ritual
directly. Typically, a character has to be at least 17th version of a spell takes 10 minutes longer to cast than
level, not 9th level, to cast a 9th-level spell. normal. It also doesn’t expend a spell slot, which
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Chapter 7 Magic & Familiars
As a bonus action, you can mentally command Casting Time: 1 action Range: 120 feet
the golem you made with this spell if it is within Components: V, S Duration: Instantaneous
500 feet of you. You decide what action the creature
will take and where it will move during its next turn, Disquieting Song
or you can issue a general command. If you issue no 4rd-level illusion
commands, the creature only defends itself against
hostile creatures. Once given an order, the creature You sing or play an eerie tune that targets every
continues to follow it until its task is complete. enemy creature within range that can hear you, who
must make Wisdom saving throws. A creature takes
The stone golem is a construct with AC, hit points, 4d8 psychic damage on a failed save or half as much
attacks, Strength, and Dexterity determined by damage on a successful one.
its size. Its Constitution is 10, its Intelligence and
Wisdom are 3, and its Charisma is 1. Its speed is 30 Casting Time: 1 action Range: 60 feet
feet. When the stone golem drops to 0 hit points, it Components: V, S Duration: Instantaneous
reverts to being normal stone, and it remains in the
space where it was dispatched. At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the psychic damage
The stone golem can make a single melee attack increases by 1d8 for each slot level above 4th.
at your command against a creature within 5 feet
of it. It makes a slam attack with an attack bonus Downgrade Metal
and bludgeoning damage determined by its size. 4th-level transmutation
Casting Time: 1 action Range: 120 feet Target any metal object (or portion thereof) within
Components: V, S Duration: Concentration, 10 minutes range that can fit into a 5-foot cube. The metal
permanently becomes wood. Any weapon targeted
At Higher Levels. If you cast this spell using a in this way does half the damage it once did.
spell slot of 6th level or higher, you can create an
additional stone golem for each slot level above Casting Time: 1 action Range: 30 feet
5th if the stones are available within range. Components: V, S Duration: Instantaneous
You throw a dart of necrotic energy at a creature you Target a 10-foot square that you can see within
can see within range. Make a ranged spell attack range. All creatures within the area are rained upon
against the target. On a successful hit, the target takes with small stones and must make a Dexterity saving
4d10 necrotic damage. throw. A creature takes 1d6 bludgeoning damage
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Chapter 7 Magic & Familiars
Casting Time: 1 action Range: 60 feet Choose an amount of sand that you can see within
Components: V, S Duration: Instantaneous range and which fits within a 5-foot cube. You may
manipulate it in one of the following ways:
Hypnotic Song
3rd-level illusion - You may move the sand and deposit it up to 5 feet
away or scatter it across the ground.
You sing or play a hypnotic tune that targets every - You may compress the sand into a glass object that
enemy creature within range that can hear you, who will fit within a 5-foot cube. The object may not be
must make Wisdom saving throws. On a failed save, longer than 5 feet on any edge.
the creature becomes charmed for the duration of the - You may compress the sand into a sandstone object
spell. While charmed by this spell, the creature is that will fit within a 5-foot cube. The object may not
incapacitated and has a speed of 0. be longer than 5 feet on any edge.
The spell ends for an affected creature if it takes any Casting Time: 1 action Range: 30 feet
damage. Components: S Duration: Instantaneous
Casting Time: 1 action Range: 120 feet If you cast this spell multiple times, you can have
Components: V, S Duration: Instantaneous no more than two of its effects active at a time.
You may dismiss any effect as an action, causing
Iceskin the sand to return to its natural state (remaining in
2nd-level transmutation its new location if it was moved).
You touch a willing creature: Until the spell ends, Mold Snow
the target’s skin turns to hardened ice and they gain Transmutation cantrip
immunity to cold damage as well as resistance to
piercing and slashing damage. Choose an amount of snow that you can see within
range which fits within a 5-foot cube. You may
Casting Time: 1 action Range: Touch manipulate it in one of the following ways:
Components: V, S, M (a droplet of water)
Duration: Concentration, up to 1 hour - You may move the snow and deposit it up to
5 feet away or scatter it across the ground.
Light of DexMya - You may compress the snow into an ice object
1st-level evocation that will fit within a 5-foot cube. The object may
not be longer than 5 feet on any edge.
A sphere of intense light bursts from your body, - You may compress the snow into the shape
extending to a 10-foot radius. Each creature the of a creature or other object to convincingly
sphere touches must succeed on a Constitution deceive someone who sees it from further
saving throw or be blinded. Any blinded creature than 100 feet away. The object must fit
can repeat the saving throw at the end of each of within a 5-foot cube.
its turns, ending the effect on itself on a success.
Creatures sensitive to bright light have disadvantage Casting Time: 1 action Range: 30 feet
on saving throws against this spell. Components: S Duration: Instantaneous
Casting Time: 1 action Range: Self (10 foot radius) If you cast this spell multiple times, you can have
Components: S, M (a splinter of wood) no more than two of its effects active at a time. You
Duration: 1 minute may dismiss any effect as an action, causing the snow
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Chapter 7 Magic & Familiars
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Chapter 7 Magic & Familiars
Stonefist
1st-level transmutation
Wondrous Ward
Abjuration cantrip
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Chapter 8
Locations
A TRAVELER’S GUIDE TO NE’OOR DRAGONSMOUTH BAY
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Chapter 8 Locations
art, and artisanal weaponry, Dragonsmouth Bay to the Baymarket in Dragonsmouth Bay to garner
attracts visitors from all over Ne’Oor. The housing, equally fine prices. Evenforge boasts that their forges
artistic cultural heritage, and luxury establishments are the latest in technology and construction, making
make it a desirable place to put down roots for their own bricks from nearby sandstone deposits and
those who prefer city life as well. However, even homemade charcoal from coconuts traded from their
in the most cultured cities, there are seedier areas southern neighbor of Fallenbeach.
of town. Because the trade port has attracted an
underbelly of criminal activity, Dragonsmouth The town itself has a small population with small
Bay has a small city guard to keep order and stone houses along its dirt paths. Families and inns
peace, as well as an elected governing council here tend their own gardens for their basic needs and
who presides over economic and social matters. make weekly trips to Dragonsmouth Bay for supplies
and other rations. Merchants who take Traveler’s Way
Points of Interest past Evenforge are always well met, if only so the
locals can get the first chance at their goods before
Amber Inn they reach other cities.
The Amber Inn is a three-story commoner’s inn,
owned by an elf named Vothram. The inn also serves Fallenbeach
as Vothram’s residence and personal library, which Fallenbeach rests at the southern edge of Ne’Oor,
focuses on fey studies and lore, located on the 3rd so-named after an earthquake shattered the bluffs
floor with the rooms for let and tavern below. that once stood above the water and caused a
rockslide that formed a natural beach instead.
Baymarket Creating a beautiful view of the ocean, the rocky
The Baymarket is an open-air market in the center beach was soon discovered to be a place of
of Dragonsmouth Bay. During daytime hours, it relaxation, where people could sit on the large
contains vibrant points of activity, welcoming an boulders and place their feet in the sand, becoming
array of people from artists, peddlers, traders, close to the earth and the sea. Once access to
craftsmen, tinkers, and the shoppers who buy their the water appeared, the small village popped
goods. Along the edge of the market, permanent up nearly overnight, supported by fishing and
structures comprised of taverns, workshops, a mill, coconut harvesting from the palms that grow here.
a blacksmith, a barber, and a butcher shop, along Providing an unusual food source for trade, the
with small houses, form a square where booths are coconuts also provide oil for cooking and heating
set up each day. Each makeshift sales booth or trading and the hard shell of the nut is carved into practical
cart in the square showcases unique wares from the utensils and ornamental objects. Other parts of
basic to the exotic. the trees are harvested for wood and making rope,
which has made Fallenbeach a village with many
Hall of Judgment versatile goods.
The Hall of Judgment is Dragonsmouth Bay’s city
hall, where the offices of the governing council, Keyport
the city guard headquarters, and a small town jail Keyport is a fishing village on the warm, southwest
is housed. Its main hall serves both as a beautiful coast of Ne’Oor with a view of the island of Kilaui.
display of local artists’ work and as a hearing room Situated directly on the shore, its small harbor is
for town grievances or criminal trials. protected by a naturally formed cove.
Windcomb
Windcomb is a small farming hamlet between two
large streams branching off Codlavon River. Though
much smaller than the farms in the center of Ne’Oor,
where the land is more fertile for raising crops,
Windcomb is the largest farm in the south and has
the best access to fresh water in the area.
Notable NPCs:
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Chapter 8 Locations
Scala Mulglub, Finfolk Druid Wardling The desert is home to Midbari tribes and other
A gentle commander of nature at the young age of 9, inhabitants of Ne’Oor, travelers who try to take
Scala lives in Fallenbeach and uses her druidic powers shortcuts between the larger cities, and the occasional
to keep the coconut palms happy and healthy. A druid adventurer looking for lost treasure and new stories to
of the Circle of Stone, she uses the natural stones of tell. Many threats also make their home in Dryloch,
Fallenbeach as conduits for her Oor to call water including orcs, goblins, elementals, desert-dwelling
through the rocky soil, maintaining the moisture beasts, living dunes, desert fey, sandwyrms, and even
needed for her groves to produce the best fruits. Her full scale dragons, who are known to hide under the
familiar is a salamander who sits on her shoulder sand to surprise their prey. The greatest threats in
as she works. While she tries to keep her powers a the desert, however, are the relentless sun and quick-
secret, as Fallenbeach is a relatively new and small striking sandstorms, which can easily overwhelm
community with few other children, many of the adults a party, moving slowly with the winds and burying
there know that she has a special gift of some kind. exposed items, animals, and even campsites. Getting
lost in the desert is another great concern, as tracks
Lowren Majestic, Halfling Seamstress can be erased by the sand easily, and Dryloch has few
Owner of her own shop in Baymarket, Lowren is major landmarks. Using the stars for navigation is a
known throughout the region for making the finest necessary skill in the desert.
frocks in Ne’Oor. Nobles travel from far cities to
have their exact measurements taken by the custom Points of Interest
clothier, and even peasants save up their coppers
to purchase a fine garment for special occasions. Ej’derrha Ridge
One of her signature features is that she is able Along the northeastern dunes above Dryloch,
to sew multiple undetectable pockets inside her the Ej’derrha Ridge is a landmark to wanderers,
creations, which is perfect for those who must recognizable by its dragon-like shape. In fact, lore
carry many weapons, vials, or scrolls. While working, of the area tells that an ancient dragon died here
Lowren listens to her customers gossip and has before the drought that created Dryloch, and the
been able to stitch together a wide network of sands of time covered its bones to create the ridge.
information, especially about the rich and powerful Blue dragons who hunt the desert are known to
from outside the city. mimic the ridge, hiding under the sands to wait
for unsuspecting victims. This behavior is both
befuddling and dangerous to travelers who use
DRYLOCH landmarks to navigate the desert: getting lost by
“The temperature plunges the moment you put your confusing a hunting dragon in the distance with the
foot to sand, and dust storms swirl on the horizon like ridge can vary from annoying to deadly, depending
rattlesnakes on the hunt. The desert is warm but not on their survival skills, but heading towards what is
inviting, and navigating quickly with proper supplies thought to be Ej’derrha Ridge only to find a hungry
and shade is your only hope to survive the glaring dragon waiting for you is downright deadly.
and fiery sun.”
Sunspire
Dryloch was once green and alive, a freshwater lake A beacon to those headed west through the desert
surrounded by grassland. However, the people who wastes, Sunspire is a tall, thin natural rock formation
lived here overgrazed the area, shifting the humidity which stands on a 1,000 foot plateau made mostly
in the air after their herds ate all of the moisture- of red sand, gravel, scatter boulders, and short cliff
producing greenery over hundreds of years. Now lines at the edge of Dryloch. Once Sunspire can
literally a dried lake, Dryloch is known for its harsh be seen, a weary traveler knows that it is not long
and oppressive heat, sandy terrain, violent dust storms, before they can find a main road to a nearby town,
and magical hidden oases. Rumors of a lost civilization such as Evenforge or Fallenbeach. Sunspire can
buried beneath the sands of Dryloch have been spread be accessed by a trail that begins west of the tower
for ages, but nobody has ever found such evidence. between those two cities.
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Those who have ventured to Sunspire’s summit from their mission, Erri’kuna was the only one left
have noted strange runic markings carved into the alive, and her frenzied claims of a monster who pulled
large sandstones that surround the base. The tower’s the guardsman into the sand were disbelieved by all,
shadow moves across the area during the day, shifting even her own family. Nobody returned to investigate
its coordinates depending on the time of year. Some the monster, and she believes it is still out there.
believe that Sunspire was created by DexMya to point
to a secret trove of magical power, but none have ever Urmayim Spring
discovered how to unlock its mysteries. One of the few known oases of Dryloch, Urmayim
Spring is a small pool of freshwater bubbling from
The Screaming Sands deep under the dunes. A remnant of the lake that once
In the far dunes beyond Dryloch lies a mysterious was, the oasis water gives hope that one day Dryloch
grouping of large cacti, with heights reaching as much will be refilled to its former state. More practical
as 20 feet. Each cactus in the group looks as if it has thinkers see Urmayim as proof that the lake still exists
been consumed by desert insects, hollowed out with inside the wet rock bed under the sand.
various holes. During windstorms or when gusts of
wind barrel through the region, the cacti produce a Notable NPCs:
horrifying, shrieking scream, loud enough to be heard
from a mile away. Resembling a human scream, the Erri’kuna Fallenstar, Midbari Veterinarian
sound is maddening and haunting, inspiring grave Previously a druid Wardling of the Ashkuni Clan,
superstitions among the nomads who live nearby. At Erri’kuna was held responsible for the death of her
night, the echoes permeate the area, loud enough to guardsmen and shunned for making up stories to
wake the soundest of sleepers. cover up what really happened to them. After her
Reawakening, she left her clan to pursue a new life
Erri’kuna Fallenstar, the once-revered Midbari druid, where she could use her talents helping animals. Now
led a team of a dozen elder guardsmen from the in her 60s, she lives a peaceful life of solitude near
Ashkuni clan to put the cactus forest to rest, whether Urmayim Spring, where she treats animals for ailments
it would take her magic or their blades. Returning they suffer in the dry wastes.
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Notable NPCs:
Points of Interest
Blackbane
Deep in the recesses of the tundra beyond Icehelm
lies a darkened patch of ice, an eerie wasteland Along the eastern pass over Icehelm, Frostbone
too difficult to reach by foot due to the unstable Cavern is a 100-yard length between two towering
ice sheets that prevent crossing. The color of rotted peaks. While the terrain here hosts the easiest of
blood, the cause of the strange ice of Blackbane the crossings through the mountain range, it is a
is a perplexity, with theories ranging from the frightening journey: encased within the ice walls
mundane (obsidian ore deposits beneath the along the cavern are dozens of humanoid skeletons,
surface) to fantastical (hidden treasure buried standing motionless in positions of attack, as if a
beneath the ice) to the horrific (an infernal magical force suddenly froze them in place mid-
portal to a demonic plane). battle. Though the temperatures at this height will
never allow the ice to thaw, the sight of these warriors
Freewood of long ago is an unnerving one.
Freewood is a forest south of Summersea, home to
myriad woodland creatures, Squatch, and the Elves Shivershire
of Mya, a society of devout worshipers steeped in A small winter village at the base of Icehelm,
tradition and ritual. While not as large as Wildwood, Shivershire sits on an area subject to snow for most
it is easy for adventurers to lose their way in the tall of the year. The land is equal parts hard-packed snow,
redwoods. The forest is one of the main sources of thin gurgling streams, and rocky frozen dirt. Small
wood for the new construction needed as Ne’Oor patches with hardy tufts of grass peek out of the snow,
continues to grow, and many worry that it cannot and little else grows here aside from the coniferous
sustain the needs of the population spurt. Others are forest areas, potatoes and root vegetables, and berry-
concerned that without the cover of the redwoods, producing shrubs which only bear fruit in the summer.
enemies from Stonemist Island will be able to storm The uneven thaws during the short summer have left
the area and from there further into the Mainlands. the area rocky and unfarmable. Wildlife here includes
The most worried are the semi-sentient tree creatures caribou, arctic foxes and hares, wolves, bears, and
that live in hiding, and the thought of losing their snowbirds, who nest in the area during the summer,
home, their trees, and possibly their lives, has made when snow flies and other insects unfreeze and
them turn hostile. become active.
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Shivershire is the only traditional village north of as many clans live together in the area, a feat of
Pinecrest, so its two small inns, The Fainted Fox and true cooperation that is rarely seen within that
Hartseye Inn, are often busy, making it hard to find overwhelmingly chaotic race.
lodging, especially when outside temperatures reach
freezing. The village has a mayor and constable, but no Raiding parties venture from Vrak Crags to nearby
other major guard or government, as its residents live a areas to steal food and treasure, destroying whatever
peaceful existence aside from the occasional orc threat. they find in their path. Within Vrak Crags itself, the
clan elders strive to maintain the rule of law. Fights
Stonemist Island break out between the clans occasionally, generally
Little is known about Stonemist Island, a foggy with younger orcs who have not lived so long as to
shadowland moor that floats gloomily across the learn the necessity of getting along for the survival of
Freewood strait. In the distance, withered trees and their species. When this happens, the elders respond
black rock can be seen through the mist. Some who by making an example of those who would dishonor
have ventured to the island have never been seen their clan laws, sometimes to their ultimate demise.
again. Others have returned with tales of getting lost
and confused in the mist, during which they have Notable NPCs:
come across ancient temples and demonic monsters,
yet when they return with others, their former Troy Mapleleaf, Snowcap Fighter Wardling
discoveries are nowhere to be found. Different stories Originally from Icehelm, Troy’s family moved to
and events have been chronicled, yet only one detail Shivershire when he began to show signs of his
remains the same among them all: the mist. Wardling abilities. Now 14 years old, Troy and his
battle dog, Vay’der, take the night watch patrolling the
Summersea perimeter of the village to help keep it safe. Vay’der
Summersea is a small inland sea below Icehelm that once saw a trio of orcs planning an attack from the
stays frozen for nearly the entire year. Each autumn, east, but after he alerted Troy, they were both able to
as the temperature dips down and the air becomes force them to retreat. Hailed as a hero, Shivershire’s
crisp, Summersea transforms into a beautiful and constable awarded Troy his prized sword, after
mystical crossing over to Icehelm. The formation whispering to him that he was once a hero too and
of the frozen water causes it to turn bright shades of giving him a wink.
blue, green, and white, creating unique patterns made
from bubbles and jagged lines that become encased in Roagnar Eagletoes, Elf Guardsman
the ice, suspended beneath the surface. The patterns One of the Elves of Mya in Freewood, Roagnar
change every year, and people journey to Summersea is an elite swordsman who is one with the woods.
in the winter, despite the cold, to enjoy the stunning Through his study of Mya over his lifetime, he
beauty. Those with arcane inclinations, however, feels a sad envy that he was never blessed with
believe that the patterns in Summersea are a portent Wardling abilities as a child, but he has made
from DexMya, and many who study within the school up for it by pledging his sword to the defense
of divination scry the lake for interpretations of the of Or’Mya, not only against monsters or invaders,
messages within. but also against the increased industrialization of
the continent that caused the Oor to be taken from
Vrak Crags the adults in the first place.
Orcs are known to live in many outland areas of
Ne’Oor, separated into individual clans, but their
largest population lives in Vrak Crags, an outpost KILAUI
surrounded by fortified shelters at the eastern “Pristine shores and peaceful living only means one
base of the Icehelm mountain range. Desolate and thing—it won’t last once word spreads that it exists.”
barren, the outpost bears the brunt of the freezing
weather, and there is little food beyond what can At first view, Kilaui is an exotic paradise, with
be hunted. Vrak Crags is an anomaly among orcs, palm-fringed white sand coasts, clear waters, and
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However, as visitors venture deep into the jungle, the Notable NPCs:
overgrown vines and trees lead them into darkness,
where predators roam and unidentifiable noises are Ranbo of Kilaui, Squatch Bard Wardling
echoed by the tropical birds. The canopy of the jungle Ranbo was born near the Kilaui lake beneath the
hides a secret of Kilaui: a dormant volcano at the Rainbow Falls, after which she was named. Her
southeastern edge of the island. Natives of other species rattlesnake familiar, Sasha, chose her while she was
are known to live in the remote areas of Kilaui, and climbing trees to find bark to craft her instrument.
while scouting parties have been sent to explore the rest Self-trained in the College of Rhyme, she plays the
of the island occasionally, most of the Kilaui people drum and chants the tales of her people, while Sasha
choose to keep to their safe and peaceful village. accompanies her with her rattle. These rhyming
verses stir a connection with DexMya within Ranbo’s
Points of Interest heart, bringing her dancing visions of things to come.
Eshahi Peak
A dormant volcano, Eshahi Peak has only been PINECREST
seen by those who have ventured to the western “In Pinecrest, you must not only see the forest for its
shore of Kilaui, but stories of its origin and purpose trees but also the monsters behind the breeze.”
have become part of Kilaui folklore. Some tribal
folk believe that Eshahi was the tool of DexMya, Pinecrest is what people call both the forest region of
allowing the gods to erupt Ne’Oor onto Or’Mya. the northern Mainlands as well the small town at the
Now that the work is done, they believe that Eshahi base of the forest itself. The whole area encompasses
will remain dormant until Ne’Oor becomes full, Windloch, Eastwater, and even Southridge since it is
and at that point, DexMya may cause Eshahi to so close, even though it technically is in the southern
erupt again, creating more land on the other side Mainlands. Pinecrest boasts the oldest and tallest pines
of the planet. No signs of imminent eruption have in all of Ne’Oor, and those who visit for the first time
been recognized, so most live a worry-free life can’t help but stand in awe of the size and majesty of
without often thinking of the deadly force looming the trees. The forest is a thriving ecosystem, teeming
just miles away. with wildlife. This is fortunate, as they provide food
for the hunting tribes of the north, but it is unfortunate,
Fire Pond as the animals also draw the orcs from Vrak Crags
Blessed with crystal clear water and set among a down towards Pinecrest for the same reason.
cluster of palm trees, Fire Pond is a small pool located
deep in the jungle of Kilaui. Curiously, the water Due to its physical position in Ne’Oor, Pinecrest has
here is always warm, bubbling out of the bowels of a diverse population which includes all walks of life
Or’Mya, and it has incredible restorative properties. of Ne’Oor. Both dwarves who rarely live outside their
The source of the heat is likely connected to the Icehelm caves and those from the Silverbank mines
nearby Eshahi Peak, although natives here like to live in Pinecrest, among elves, halflings, and humans
think it is just blessed by the gods.
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of all kinds. Though small, Pinecrest has become a end. Thankfully, the eight fishing boats, run by the
model of diversity for other towns in Ne’Oor. six families who have such rights, provide enough
fish to keep Eastwater, Pinecrest, and Southridge
Pinecrest has a trading relationship with both Southridge satisfied, even in the winter. In summer, when other
and Eastwater, and the three towns join forces when game is available, there is an overabundance of fish,
needed. Pinecrest and Eastwater also have a ferry who swim upriver to Tririver Lake to spawn, making
cooperative, providing passage between the north and them even easier to catch. The excess fish are smoked
south Mainlands to travelers at a nominal price. There and stored for the winter or taken to be sold in the
was once a bridge between the two, as the river crossing marketplaces of inland cities.
is only a few hundred feet, but the townspeople set it
ablaze after escaping into Southridge the last time orc Northpass Bridge
raiders came through Pinecrest. When discussions began A seemingly unremarkable stone bridge, Northpass
about building a new bridge, it was decided that it was Bridge provides the easiest crossing between the
best to make any future raiders take the long way around northern and southern Mainlands of Ne’Oor. Made
to get into the larger cities of Ne’Oor. from rough hewn stone and covered with mossy
patches, the bridge spans a 500-foot width of violent,
Points of Interest often icy rapids that flow out of Summersea. Wide
enough for several wagons, Northpass Bridge is an
Eastwater ideal passage for a trade route to the north, yet it is
Eastwater serves as the north’s port to the Sa’ari rarely used and falling into disrepair.
Sea. Smaller than Pinecrest, is isn’t large enough
to warrant a mayor, but it does have a reeve, who Centuries ago, a horde of trolls plagued northern
is an elected official, although elections are not a Ne’Oor, patrolling the well-traveled paths up into
regular occurrence unless called for by the reeve Icehelm for merchants and migrants—mostly
themselves. Under the reeve’s declaration, only Snowcap nomads looking to trade for rations—
those with “fishing rights” may fish the waters of making snacks of those who did not have enough
Eastwater, as overfishing by those up north has caused gold to pay their demanding tolls. After the decades
an environmental crisis that Eastwater intends to of their dominance over the north, the roads were
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Notable NPCs the sky from the mossy ground, like protective towers
surrounding a hidden treasure.
Semaj Hillbay, Midbari Reeve
Semaj migrated from Dryloch to make a fresh start As the population of Ne’Oor grows, so does that of
outside his tribe. As a nomad for most of his life, he each village, but River’s Hollow is a well-kept secret
decided that staying in one place would be nice for a to those not connected to the Oor in some way. With
while. Determined to try something new, he moved less than 400 residents, the village has fewer than
out of the heat of the desert and up north to Eastwater, 100 homes and other buildings. Families usually
where he quickly gained popularity due to his concern have their own homes, and many Wardlings who find
for the environment around the town. He was elected themselves in River’s Hollow without parents live
reeve, where he sets and enforces the laws himself, together in dormitory-style halls, usually grouped by
and now still serving after 17 years, it doesn’t seem the type of their studies in the Oor. There are no shops
like he’ll ever give up the position. or markets as found in other towns, although many
Wardlings learn artisanal trades like sewing, smithing,
Gwynne Songstruck, Dwarf Blacksmith and leathercrafting, trading goods and supplying their
After a cave-in that destroyed their home in Icehelm, friends in need of clothes and weapons. Camouflaged
Gwynne’s clan moved southwest to Saltwick to join by the overgrowth of vines and branches, each
the mason’s guild. Not wanting to stray too far from structure has a natural disguise, making them difficult
home, Gwynne settled in Pinecrest to use her skills to recognize amid the surrounding foliage. Needing
as a blacksmith apprentice at the local smithy. Within little support from the outside world, River’s Hollow
a few years, her employer retired, and she took over survives on hunting, fishing, foraging, and farming.
the business. When not fulfilling orders, Gwynne While it is well-hidden, knowledge of River’s Hollow
continues to make as many blades as possible, as she sometimes reaches the wrong ears, and while there
has seen what lies beyond the Icehelm range. is no official law enforcement or army, the Wardling
rangers, rogues, and fighters maintain the security
of the village.
RIVER’S HOLLOW
“In no place will you ever see so many children so
powerful that their collective voice could take over
the world, and yet, they instead seek to preserve it.”
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On warm nights, the Chosen brings the Wardlings Hai Goh, Elf Trainer
of River’s Hollow to Everlake to tell tales of Master of melee and hand-to-hand combat, Hai Goh
magic and lore, creating visions of light and is a private trainer to both adults who wish to learn
fancy above the water as the stories unfold. Bards self-defense and to Wardlings who aspire to be fighters.
perform, wizards practice new spells, and druids With knowledge of fey magic, Hai is able to teach
commune with the plants and animals, making basic principles of infusing Oor with martial ability,
Everlake a recreational place of learning for the though he’s never had the direct experience himself.
Wardling community. A trusted confidant and good counsel to many, Hai
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Goh’s position within the community of River’s demand taxes from its citizens, making Saltwick the
Hollow is well-respected and needed. only city in Ne’Oor that has this policy.
Holden Warhunter, Human Ranger Wardling Saltwick’s name comes from their original export:
An excellent tracker and marksman, Holden spends salt. A combination of the shallow shoreline along
his days patrolling the Wildwood with his fox the southern wall, steady temperatures and mostly
familiar, Castle, bringing back food for his home sunny days, ideal salination of the waters here,
after a full day’s exploration. While in the wood, and coastal winds create an ideal environment
he and Castle visit the dryads of the eastern oaks, for harvesting sea salt. The salty water also attracts
friends he made years ago after hanging small leather both algae and brine shrimp, harvested and exported
totems on branches in the woods to teach himself to the farmlands for use as animal feed and fertilizer,
the way back home. The dryads loved the “gifts,” which farmers swear by for the best-tasting crops.
wearing them as necklaces and circlets, and when These exports are the main source of income for
he returned, they greeted him in peace, eventually the city itself, along with the taxes collected from
teaching him secrets that his Oor could unlock, those who live here.
such as how to leap between trees without being
seen. His talents with leatherwork grew as well, Points of Interest
and he is known in River’s Hollow for his beautiful
handmade leather armor and quivers. Lord’s Crypt
Set apart from the city’s graveyard, the Lord’s Crypt
is reserved for former lords of the governing council.
SALTWICK The crypt is immaculately kept but rarely visited, as it
“There is so much beauty in a crumbling wall. A is located behind the Governor’s Hall, which is closed
broken building that tells a story of a forgotten past, unless business is being conducted there.
yet gives way for a brighter future.”
Malori Masonry
The oldest walled city in Ne’Oor, Saltwick was Touted as the finest stone carver in Ne’Oor, Viv
partially destroyed by dragon fire during the First Malori is the dwarf artist behind Malori Masonry,
Crusade of Oor, then rebuilt with an expanded a workshop in the Merchants’ Quarter. She has
merchants’ district. Featured attractions of Saltwick several workers who cart her stones to new building
are the architectural heritage of the city, which sites, but her specialty is working on fountains,
includes Old Age-era monuments like the Symone statues, and other custom pieces of stone art.
Theater, the crumbling walls of Old Saltwick, the The quality of the stones she carves is beyond that
finely detailed Lord’s Crypt, and the towering keep of any other mason, and she claims she has secret
of Resta’s Ward. sources for her materials.
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who lived before the New Age, the tower has six The Swords of Sandragal lobbies the governing lords
stories and presents an impressive silhouette from to enact anti-arcana laws, often using bribes of fine
afar, serving as a beacon to those on the road that silks, spices, and other costly goods.
the city is near.
Wavers Commons
Saltwick Fountain Located in the most dilapidated part of “Old
Despite its namesake, Saltwick Fountain is the common Saltwick,” the common folk of the city work and dwell
folk’s main supply of fresh water. A simple stone in Wavers Commons. It is about a quarter mile walk to
fountain, water is scooped into personal buckets and the Saltwick Fountain near the shipyard and docks.
carried to individual homes for drinking and bathing.
Notable NPCs
Symone Theater
Unlike smaller towns, where performers act and sing on Hawn Renmare, human guard captain
pageant wagons or simply in the middle of the street, Captain Renmare can often be found in the Saltwick
Saltwick boasts a masterpiece of architecture for the Watch Tower, strumming his lute and lamenting the
performance of plays and festivals. Attracting visitors loss of his bardic abilities. Now the captain of the
and fans of the performing arts, the amphitheater is one guard, he is an effective leader who can boast that
of the few structures left fully intact from before the he drove the Freewood goblins out of the city when
New Age and is decorated with sculptures and friezes they raided the Merchants’ Quarter last spring. The
depicting ancient creatures and runes. captain is loyal to the governing lords, but he keeps
a watchful eye on the lobbyists that meet with them,
Swords of Sandragal paying special attention to any clues about the identity
Hidden within the city is the headquarters of the of Swords of Sandragal members.
Swords of Sandragal, a secret anti-arcana society that
is completely opposed to the use of magic, formed Firolas Fireleaf, elf playwright and actor
back in 17 N.A. Established by Donfret Sandragal, When Firolas was young, he was a promising member
the group recruits hysteria-prone citizens of Saltwick, of the Elves of Mya. After an attack on Freewood by
many of whom are wealthy merchants, who actively wrath-filled orcs, he decided to move to the safety
seek to rid the city of all Wardlings and Oor artifacts. of Saltwick and write stories of fantastical battles
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and tales of love for players and mummers to set on under the direction of the Lenders, the three
stage. Though it is a change from his native home Grentheed brothers who govern and run the city.
in the forest, he loves living in Saltwick, even if he
is disgusted by the Swords of Sandragal and their Points of Interest
actions. Many of his political views are hidden in his
plays, as well as knowledge of the forest lands from Grentheed Mines
an elf’s perspective. Now known to be abandoned, the Grentheed Mines
are a network of tunnels under Silverbank Beach,
spanning from the city to approximately a quarter
SILVERBANK mile south and reportedly dug to a depth of 8 levels
“All that glitters isn’t Silver…” in some sections. The mines were depleted of wealth
by the time the city of Silverbank completed its first
Silverbank is a large city on the eastern shore of wave of construction, and it has since been sealed due
Ne’Oor, cleverly named for both the silver-colored to strange underground activity.
sand that it sits on and because the city itself runs
the largest financial institution in the Mainlands. Silverbank Beach
The city was founded and built by the dwarven clan The glittering silver sand of Silverbank Beach makes
Grentheed, who originally moved to the area after the area one of the most beautiful places in Ne’Oor.
hearing legends of “silver on the banks,” only to Once thought to be made of silver dust itself, the
find sand. They began to dig elaborate mines into actual cause of the phenomena is due to fish scale
the bedrock under the coastline, and to their delight, deposits settling into the sand over time. The coastline
they did not find silver but instead discovered wealth of the Sa’ari Sea was once bountiful with fish, who
of equal value, pulling out rich deposits of garnet, swam in with the tides and would sometimes even
copper, and other precious metals from underground. wash up onto the shore. As the area has grown heavy
With their newfound wealth, the clan built Silverbank, with fishermen, the bounty has waned, but the silver
using the mundane stone waste pulled out of the sand remains.
mines as building material, opening its doors to new
citizens and potential borrowers, against whom they Silverbank Vault
leverage heavy interest. Additionally, they keep Silverbank has several offices with small vaults
large accounts for most of the nobility in Ne’Oor, that manage everyday deposits and withdrawals for
investing the wealth in new mines and other ventures. its patrons, with additional offices in Saltwick and
Branches of Silverbank can be found in Saltwick Dragonsmouth Bay. The Silverbank Vault, however,
and Dragonsmouth Bay, where merchants and other is reserved for the most prestigious investors and
folk fortunate enough to have savings can store their the Lenders themselves. When the Lenders designed
wealth in safety. the Silverbank Vault, they spared no expense in
replicating the Grentheed Great Hall to house their
The city itself functions like any other, with its own wealth. Large granite pillars support the high ceilings
shops, inns, museums, and many homes, separated of the smooth stone room, engraved with the story of
into three major neighborhoods populated by a mix of the Lenders and the construction of Silverbank. The
people from across Ne’Oor but a majority of them are vault is sealed with an iron door, fixed with a series of
dwarves. A large shipyard is located at Silverbank’s three locks for the best security. Each of the Lenders
harbor, although it is mainly filled with fishing boats wears one of the keys around their neck, so any
since the boat builders have yet to craft a vessel withdrawals must be processed by all three.
hardy enough to successfully cross the sea. The city
square is ample enough for a weekly market, which The Lenders’ Manor
is generally attended by food peddlers, farmers, and The Lenders’ Manor boasts classic dwarven design,
fishermen, unlike the market in Dragonsmouth Bay. sitting atop the highest crest in the High Durnn
The Silverbank Guard serves as law enforcement neighborhood of Silverbank. This act was viewed
as elitist by the lower class population of the city,
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but the real motive was quite different: While other The richest and most powerful of the Grentheed clan
dwarven residents of the city have begun to adapt and known as “The Lenders,” these three brothers
to living above ground in traditional human-style own all of Silverbank. The three look so much alike,
homes, the Lenders and their family are quite with long grizzled beards and hardened faces, that
traditional. All of their homes, including the manor, they are only discernible by their personalities:
are built specifically upon the crest so that they Gorn being the most cheerful, Turt the most helpful,
are able to house underground living areas that and Shan the most practical. All commercial and
remind them of their homeland. The visible manor political deliberations are made by the Lenders, and
serves instead as a place to host noble guests and while their demeanors and opinions differ greatly,
the rare gathering, as the Grentheeds generally like this creates a natural balance of government that has
to keep to themselves. proven quite successful for the city.
Notable NPCs
WILDWOOD
Peat Eryungg, Finfolk Ranger Wardling “An eerie breeze, fallen trees… the whispers of the fey
Leader of the Silver Sentinels, Peat Eryungg is echo in this enchantingly foreboding place. I am fearful
a stoic teen who takes the duties of his watch of what I’ll discover, but somehow I can’t stay away.”
seriously. He spends most of his time in the water
with his dolphin familiar, Keel, searching for Overgrown with ancient trees and echoes of Oor
threats from the deep. Unless there is an emergency, at every turn, the woods of Ne’Oor are host to the
Peat stays close to the shoreline to be near Keel magical beings of Or’Mya. The forest canopy fills
and remain accessible to the rest of the Sentinels. the sky overhead with branches of alder, hawthorn,
He makes his permanent home on the southern and ash, while random spots of light that break
tip of the Silverbank Beach, but swims a few through the leaves attract beautiful and diverse
miles each day, moving slowly up the coast to plants that grow on the mossy ground. Wildwood is
Silverbank and back to keep abreast of all the overwhelming to the senses. Unbelievable in beauty
news along the coast. and majesty of magical proportions, some may not be
Gorn, Turt, and Shan Grentheed, Dwarf Bankers able to believe their eyes—and perhaps they shouldn’t.
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Regardless of the season, the trees of Wildwood are water can be found here, each glowing with light as
filled with Oor, whether bursting with colors that come bright as the moon. This is the stomping ground for
alight with pink and green flowers in the Spring, fey of all sorts, as the pools attract fey creatures for
yellow and red flowers through Autumn, or barren a reason not yet discovered. The Squatch of Burlden,
icy branches of Winter. The earthy smell of damp, who live nearby and hunt fey for their underground
fallen leaves wafts through the air, contributing to the market value, are known to seek easy targets here.
woody incense from centuries of snapping branches
crashing to the forest’s floor and rotting silently. The Fallen Five
The Fallen Five are five large oak treefolk that one
Points of Interest day, long ago, rotted out from the inside. Now just
shells of open bark, they are merely ruins of the
Abandoned Cottage immense intelligence and power that they once held,
A small cottage is hidden deep in the woods, broken and strewn in an open glade of the Wildwood.
its structure so old and poor that it is surprising Their trunks are marked with arcane symbols that
that it is still standing. With no other houses many believe to be a map or key to unlocking new
around it, this one seems abandoned at a glance secrets of the Oor, but the symbols have never been
or two, except to keen eyes who notice a wispy deciphered, even by the Chosen.
ribbon of smoke rising from the old chimney.
The walls are made of the same wood as the trees Whispering Way
that surround it though the roof is clearly stone, and, The Whispering Way is a shortcut to the trade
being so old and unsupported, it is a wonder that route from Dragonsmouth Bay to Saltwick that
it has not caved in. Inside, investigation will find cuts through Wildwood, named for the whispers
that the fire is lit by magical flame. Parchments of confusion, fortune, sadness, and horror that
and other clues in the sparsely decorated cottage can be heard while traveling down the path. While
indicate that a wizard of some sort lives here, the road is the most traveled in the enchanted woods
but this doesn’t look like the home of a Wardling. and wide enough for a wagon or horse and cart, it
is still a dangerous path for anyone not familiar with
the ways of the fey and their trickery. Whispers heard
on the Way vary from person to person, even if a
group travels together, and many who have taken
the route have gone mad when unable to escape
the hideous mind-altering voices.
Notable NPCs
Gorgok the Green is the nightmare of all the children Lobo of Burlden, Squatch Fey Hunter
of Ne’Oor, and even adults know the eerie song sung A member of the Burlden tribe, Lobo is an infamous
about her. She sends her minions to kidnap babies and hunter and leader of the Squatch of Burlden, with
bring them to the Wildwood, simply to bring agony to expertise in tracking and trapping fey creatures.
their parents, on which she thrives. Keeping a few for Burlden tribe members are raised with extreme
herself, she then trades the rest of the young children prejudice against all fey, no matter what kind, and
to evil beings who seek their power, and none have do not use discretion in their hunt. While most
ever been known to return home. fey have their own tricks and chaotic nature that
make them unafraid of pretty much anyone, they
are terribly fearful of Lobo and his men. He has a
gruff disposition and places his hunting as a priority
above all else. While claiming it is for the support of
his village, as the fey fetch great prices from shady
buyers, it is obvious that Lobo enjoys his work.
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Trouble at Farrowwind Farm
An Introductory Adventure for the Wardlings RPG
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magic of their Oor freely without judgment or danger action,” which is the hook for the adventure. If you’re
from Reawakened or other adults who have either planning to play the entire adventure in one long
forgotten or never understood magic. session, you only need to explain the call to action at
the beginning, as the play will just continue into the
River’s Hollow is a quiet village, nestled deep next episode when the previous one is completed.
within the southern Wildwood. There are few However, if you plan to play each episode one at a
who live outside River’s Hollow who even know time over three sessions or so, you’ll want to remind
it exists, although there have been rumors of a your players of the call to action at the beginning of
village “run by children”—mostly stories told each session and do a little recap of what happened
between young townsfolk yearning for freedoms the last time they played.
beyond their parents’ grasp or by new Wardlings
that do not understand their power. Still, the location • Beginning the Adventure: Commotion at the Gates.
of River’s Hollow has always been rather well A little girl arrives, half-starved, exhausted, and
hidden, with its defenses solid against trespassers alone, at the gates to River’s Hollow. Before fainting,
or would-be invaders. she announces that her infant brother has been
kidnapped. This is the Call to Action.
Gaming Terms: Campaign vs. Session vs. A pack of goblins on the roadside, a mysterious temple
Episode vs. Encounter on a mountain, or a sleeping dragon are all encounters,
and players resolve them through combat, exploration,
Campaign: A campaign is your complete storyline from or roleplaying—often a combination of these things. A
the beginning, when your players’ characters all first series of encounters in one area or small story within the
meet (or get together for the first time) to the final overall campaign that all go together generally make up
session that they play in, concluding the overarching an episode, with the end of that series a good place to
story. A campaign can last just a few play sessions to stop and move on to the next one.
many years of weekly playing, depending on the story
and the group playing it! Many GMs string together Scene: A scene is generally a bolded topic within an
various adventures and side quests to make a very long adventure with location descriptions and details. Most
campaign, fitting everything inside an intricate storyline. encounters happen within the limits of one scene,
Imagine a television series with multiple seasons: there although if players decide to chase (or are chased
are many episodes with different small encapsulated themselves) from one location to another, the scene
objectives and stories, but the entire show, from the can possibly change mid-encounter. It is advisable
premier to the series finale, is the campaign. to describe a scene in detail as players use their
Perception and Investigation skills to notice what and
Session: A session is the commonly used word to describe who may be waiting for them.
the full amount of time spent playing at a single sitting
with a group of players. Some players only have time for
a one-hour session during lunch at school or work. Some
groups will play for an eight-hour (or more) day! There BEGINNING THE ADVENTURE:
are 3-4 hour sessions at conventions, and everything in COMMOTION AT THE GATES
between. It doesn’t matter how long a session lasts, but The adventure begins at the gates of River’s Hollow.
for the play for the day, it is defined as a session. A young human girl has passed out, just after
reaching the clearing in front of the large, wooden
Episode: An episode is a segment of an adventure. vines that twist together to make up the Great Gates
For example, in the adventure in this book, Trouble at of the hidden village.
Farrowwind Farm, there are three episodes. Episodes
sometimes have a designation of how long they will Her only words before fainting were, “Help…
take to play on average, so a GM and their players can they’ve…taken…my…baby…brother.”
plan for the length of their play session for the day. You
may only be able to play an episode or two in a shorter As the Wardlings all gather in the clearing beyond
session, but since they are broken up into segments like the gates, the Chosen is called to select a party
this, it is easy to continue where you left off in your next of adventurers to find out what has happened at
session. Often, episodes can be played in non-linear Farrowwind Farm.
order, allowing a group to decide where to go next and
giving the GM tools for an episode in case the players The Chosen selects the party of adventurers,
stumble upon it. Sometimes episodes are skipped over promising them a celebration in their honor when
altogether if the group chooses a different path to their they return, as well as positions within the River’s
goal. Episodes are filled with various things for the Hollow elite Hollow Guardians. As such, their
players to do and hurdles for them to overcome, which normal chores within the village would be replaced
are called encounters. with opportunities for adventures that would protect
River’s Hollow—a great honor.
Encounter: An encounter is usually an event, person (or
group), place, or thing that the players come across If the party accepts, she will direct them to rest,
and must interact with during a scene in an episode. get supplies, and choose between the two paths to
Farrowwind Farm: the wooded path (about 1 ½ days
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Chapter 9 Trouble at Farrowwind Farm
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Chapter 9 Trouble at Farrowwind Farm
Inside the cottage, FEONA FALLBRIGHT is nearly What Does She Know?
always found sitting at her kitchen table. After the Raceel knows everyone who lives in River’s Hollow.
scene at the gates, she will return here and can be She plays the flute and can read music, and she has
found reading a book on woodland creatures. been to Farrowwind Farm during her travels as a
child. More recently, she has sent Wardlings to trade
Creatures/NPCs her knitted socks for sheep’s wool and has a regular
Corban Willowseed, looks to be a 14-year old order with Sarvan and Luka Farrowwind, the farm’s
squatch, dressed in studded leather armor with the owners. For each batch of wool that she receives,
green and gold insignia of River’s Hollow: a large she makes four pairs of socks for the Farrowwinds,
tree with three stars. leaving her enough wool to make a dozen extras to
trade with in Barter’s Mart.
Objectives/Goals
Corban was the first to spot Leana Farrowwind as she Leana Farrowwind is a frail, sun-haired human
crawled up the hidden path to River’s Hollow, calling girl with freckles and tattered clothing. She is six
out to the other Wardlings to hold their arrows until years old and found her way to River’s Hollow
he got a closer look. He is a watchful guard and a based on stories and eavesdropped information
born leader, and he prides himself on keeping order from when she listened to her parents talking.
and protecting River’s Hollow. She believes she may be a Wardling, although
she left her “pet” chicken at the farm and has
What Does He Know? no access to Oor to show anyone her blooming
Corban has heard many rumors of evil monsters in the magical abilities. While her parents were packing
Wildwood who feed on Oor. He has seen his share of up their wagon to head to Silverbank for help
devastation by orcs and malicious fey when he was from their city guard, she crept off and made her
living with his tribe in Freewood: burned trees, raided way to River’s Hollow for help from the Wardlings—
villages, and occasionally missing children who have only they will be able to find her baby brother;
never been seen again. Leana’s story worries him that she just knows it!
this epidemic is spreading south, and he shows only
concern, not surprise. Objectives/Goals
Leana’s objective is to get the help of the Wardlings
Raceel Tamare is an expert knitter, specializing to find out what happened to her baby brother,
in socks and sweaters made from fine-spun Danvir. Secretly, she has wondered about River’s
hairs of exotic creatures of Ne’Oor. Raceel Hollow, unsure if it really existed or was just a
learned the art when she was with a troupe of story. Somehow, whether by the last drops of Oor
performers who traveled from city to city, and in her body or sheer luck, she was able to find
she has been all over Ne’Oor as a very young River’s Hollow by using the clues from the tales
child. When she was a Wardling, she was a bard she had heard, and now she just wants to bring
who used her knowledge of the land to help guide her brother home.
and chronicle the adventures of her party. Now,
as a Reawakened, she lives in River’s Hollow What Does She Know?
helping new Wardlings, telling stories, and planning Leana knows the following about her brother’s
the village’s main events including group dinners kidnapping:
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Chapter 9 Trouble at Farrowwind Farm
• Her parents were out in the fields when the THE RIVER PATH
kidnapping occurred and then emptied the inn If your adventurers choose to take the forest path
in a rush before heading to Silverbank for help. through the Wildwood, skip this scene. However,
if they return via this path or decide to travel here
• She has seen some strange tracks outside the at some other point, you may use this section for
farmhouse lately, but doesn’t recognize them. reference and encounters later on.
• Baby Danvir was taken from the nursery located This path takes the characters along the Codlavon
on the top floor of the Farrowwind Inn. River, which flows easterly from Everlake in River’s
Hollow to Greenweed Cove, which dumps into the
• She thinks she saw what took her brother, but she Sa’ari Sea. The river runs south of where the farmland
is too terrified to talk about it and cries when asked, areas of Ne’Oor are located. It will take 3 days to
only stating that the farm has all the answers. travel to Farrowwind Farm by this path.
Codlavon River
EPISODE 1: This area features:
ROADS TO FARROWWIND FARM
Prerequisites Running Waters
The only prerequisite to this encounter is the Codlavon River is a quick-flowing freshwater
acceptance of the Call to Action—to try to rescue river that empties out of Everlake into the Sa’ari
Leana Farrowwind’s baby brother Denvir. Sea. On average, the river is about 3 miles wide,
although there are a few points where it narrows
Story Objective to about 100 feet.
The objective of Episode 1 is to reach Farrowwind
Farm safely to then investigate the disappearance of
Baby Danvir.
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Road
A dirt road, cleared by wagon and horse use, runs
north through the farmland areas of Ne’Oor. There
are a few trees along the road, as well as a view
of the Wildwood’s edge to the west and unmarked
farmlands growing lettuce, corn, and other vegetables
to the east. In the distance, past the fields, scattered
farmhouses can be seen, and about a full day’s walk
towards Farrowwind Farm there is a grove of apple
trees belonging to another family farm.
Abandoned Farmhouse
A few hundred feet off the road to the east is a
Objectives/Goals farmhouse, which looks a bit dilapidated, even from
The mud puppies act more aggressively than a distance. Upon inspection, it seems that the house is
normal wildlife found in this area. While mud no longer in use, although it is on the edge of actively
puppies are known to be quite wild, these actually planted and maintained fields which look to be
used to belong to an orc clan, as revealed by brands growing carrots and other root vegetables. It has no
found on their hindquarters. These can only be seen glass in the windows, and the front door is not secure.
with a successful DC 20 Perception check during Inside the home are a few cots and a set of chairs and
combat, but can easily be seen if the mud puppies a table, but the kitchen is bare. Tacked to the wall is
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Chapter 9 Trouble at Farrowwind Farm
of six WOLVES on a successful DC 13 Perception point, you may use this section for reference and
check. The wolves are circling the Farrowwind sheep, encounters later on.
ready to attack.
This path takes the characters through the darkened
Objectives/Goals areas of the Wildwood. It will take 1 1/2 days to travel
The wolves are hungry and will attack the sheep if to Farrowwind Farm by this path.
they are not distracted in some way. If left alone, they
will attack the sheep and the party will go unnoticed The Wildwood
on successful DC 17 Stealth check; otherwise, they This area features:
will turn their attention to the party and attack.
Trees
The Wildwood is a dense forest, filled with different
If the party manages to distract and dispatch the types of trees including alder, ash, hawthorne, and
wolves before they kill any sheep, they will receive a oak. Most of the trunks are so large with age that two
20 gp reward from the Farrowwinds at the conclusion or more Wardlings can easily hide behind one.
of the adventure in addition to the reward they give for
rescuing Baby Danvir. Lighting
The forest floor has dim lighting during the day in this
Once past the sheep pasture, the characters may make area, as the canopy formed by the treetops blocks out
their way to the Farrowwind Inn with no other encounters. all but a few pinpoints of sunlight. The moonlight is
not strong enough to provide even dim lighting here.
Webs
THE WOODED PATH There are sticky, wet webs in some of the alder
trees, about 10 feet in the air, which can be seen
with a successful DC 18 Perception check.
If a web is disturbed at any time by a small
or larger creature, a GOORGE will drop onto
any character below the web from the darkened
branches and attack. Goorge webs are thick and
not flammable, but can be cut with a bladed
weapon with a successful DC 15 Strength check.
Path
The path through the Wildwood toward Farrowwind
Farm is mossy and filled with large roots that protrude
from the ground, making this difficult terrain. The
path is unmarked, although a successful DC 15
Intelligence (Nature) or Wisdom (Survival) check
will allow a character to properly navigate the party in
If your adventurers chose to take the river path to the correct direction without getting lost. This should
the farmlands, skip this scene. However, if they return be made every 8 hours (or approximately 4 times
via this path or decide to travel here at some other along the journey while in the Wildwood).
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Keys
The three keys on the iron ring on the dresser
open and lock the front door of the inn, the steel
structure in the pig pen, and the door to the corn
silo on the property.
Chest
The chest in the master bedroom is locked, but none
of the keys on the keyring will open it. The chest
weighs over 200 pounds and is made of iron, making
it too heavy to move. If opened, a silver dagger, a
healing potion, a set of leatherworking tools, and 10
gp can be found amid a stack of invoices and receipts
for vegetables and meats for nearby cities.
Time
It should be early evening by the time the party
reaches the Farrowwind Inn, prompting investigation
around the inn as well as allowing the party to rest
and recover in safety for the night in any of the many
empty rooms.
Tavern
A large tavern area occupies the first floor of the
inn, with a stocked kitchen off to the back. There
are 16 tables and a long bar. The tavern is empty
and quiet, and all of the sconces that normally
light the room are out.
what looks to be scarecrows with scary faces, holding as seen in the pig pen leading out of the cornfield and
hands around a pig. On another is a drawing of the towards the Wildwood. Upon a successful DC 15
same scarecrow, climbing the side of the farmhouse. Intelligence (Investigation) check, close inspection of
the posts will reveal ancient magical Sylvan symbols
Nursery carved into the wood. A successful DC 20 Intelligence
Baby Danvir’s nursery is at the end of the hall (Arcana) check will allow a player to recognize that
on the third floor, past the other bedrooms. It is a these symbols are used for animating objects.
small room, not much larger than a large closet, with
a wooden rocking crib, a small chair, and a small Corn Silo
window with a view of the pig farm. If looking outside The silo is next to the inn on the eastern side and has a
the window, a success on a DC 12 Perception check will large iron lock on the door. It is filled with dried corn.
allow a player to see the corn fields beyond the pig There is an OORBLOOD BROWNIE inside, hiding.
farm, separated by a fence bordered by a row of three
scarecrows. A large wooden post next to them makes it Wheat Silo
seem like there used to be a fourth scarecrow there. This silo also has a lock on the door. It is filled with
wheat only and is otherwise empty.
Outside on the Farm
Farrowwind Farm is a large farm that surrounds the Creatures/NPCs
inn. On either side of the inn are large silos, and the An ANKHEG attacks the pig farm as soon as the
north side of the inn faces the Farrowwind pig pens party has a chance to investigate the tracks.
and corn field.
Objectives/Goals
North of the Inn The ankheg is hungry for pig meat and has no
This area features: other objective than to eat. Nice, juicy Wardlings
make a fine substitute, and the ankheg will attack
Pig Pen the characters instead of the pigs if they are within
Outside the inn and below the nursery window is a striking range.
large pen that houses the Farrowwind pigs. There are
four large sows, three boars, and twelve piglets here.
The pen features a large steel protective enclosure The party will be awarded 1 gp per pig saved from
with a lock, which seems to be left open due to the the ankheg (for a potential total of 19 gp) from the
hurried departure of the Farrowwinds. Farrowwinds at the conclusion of the adventure in
addition to the reward they give for rescuing Baby Danvir.
There are strange track marks in the mud here which
a successful DC 18 Wisdom (Survival) check will
allow a player to see that they were not made by the The oorblood brownie in the silo is named GRORF.
feet of a creature that they can identify, but rather He lives on the farm and makes sure that the
by what looks like dozens of thin, scraped lines in corn crops grow year-round, accepting the
the ground. Any player who inspects the inanimate appreciation of the Farrowwinds for their corn-tender
scarecrows and then makes this survival check will be in the form of milk, berries, and a tiny hut to sleep
able to determine that the tracks look like they were in at the edge of the field.
made by dragging the scarecrows through the mud.
Objectives/Goals
Scarecrow Posts Grorf is terrified and hiding. He wants to be left
In the evening of the party’s arrival, there are three alone and will respond well to the characters only
scarecrows on posts along the border of the farm, if they are able to persuade him that they are there
with one post empty. The scarecrows look like normal to help. At the mention of rescuing Baby Danvir, he
scarecrows. The next morning, there are only two will come out of hiding, but only if the coast is clear
scarecrows on the posts, with the same scraping tracks of any enemies.
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Northern Wildwood
The Northern Wildwood is filled with twisted trees
and darkened caves in ancient wooden trunks. Fey
lights dance in the distance through the branches,
disappearing in fright when any sort of noise is made.
There is only one main walkable path that looks to
be well traveled, and it bears tracks that match those
found at the farm.
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is a small library. On some of the shelves, between speaks in riddles, mixed metaphors, and non-
volumes, there are candles and bottles, as well as small sequiturs.His home is clearly one of a wizard,
pouches filled with spices, sand, and other materials. but he is well past the age of adulthood.
Creatures/NPCs Objectives/Goals
Edwynne lives his life in solitude away from the
stressors of city life. In his old age, he has begun to
lose his memory and his mental faculties, causing him
to become childlike, which has re-sparked his magical
abilities. He wants to live in peace, but will help out
any Wardling who seeks him.
entangled with thorny vines, rise out of the ground characters will find a total of 20 gp and 35 sp, as well
and encircle the cave opening. The cave is dark, as a palm-sized ruby dragon statue worth 20 gp.
but there is a faint light and muffled sounds coming
from deep within. Creatures/NPCs
Inside the inner chamber of the cave, a green hag
This area features: named GORGOK is preparing a strange liquid brew
in the far corner of the room. She looks like an old,
Mouth of the Cave withered woman, with scraggly green-grey hair and
The cave is formed by a large opening that looks to be black eyes. Her clothes are made from old torn
hollowed out of a huge tree, nearly 20 feet wide. The leather and are adorned with acorn tops, shed snake
tree has grown out of the base of a hill, and the cave skins, and other forest finds. An inky black crow
opening leads into a long tunnel burrowed beneath it. sits atop her shoulder, but it flies off and out of the
The large oak roots protruding from the ground make chamber as soon as there is a disruption.
this difficult terrain to navigate, with a DC 12 Strength
(Athletics) check necessary to climb into the mouth Objectives/Goals
of the cave. Additionally, characters will need to make Gorgok the Green is an evil spellcaster who has been
a successful DC 12 Dexterity check to avoid cutting collecting Oor in Wildwood for years, keeping a bit
themselves on the many sharp thorns protecting the for herself to use to enhance her magic and selling
vines, or they will suffer 1d4 piercing damage. the rest to maleficent forces around Ne’Oor who seek
her out for the precious material. As a fey creature,
Crying she produces her own Oor, but other people with
Echoes of a baby’s cries come from inside the cave. baneful intentions aren’t so “lucky,” so she sells
the Oor for a high price: sometimes gold or gems
Lighting and sometimes promises, favors, and protections.
The cave is dark, aside from a faint light down the Normally catching fey and extracting the Oor from
tunnel, providing dim light. their bodies, she has discovered a new and renewable
source of Oor: kidnapping young children and tapping
Inner Chamber them for it until they are about to die, at which
The large chamber at the end of the tunnel contains point their familiar will save them. This can be done
an assortment of cages, mostly made of wood with approximately a dozen times, at which point the child
metal fittings and locks. The room is 30 x 40 feet with becomes Reawakened, after which she releases them
a 15 foot ceiling. In a wicker basket on the table in the without their memories to wander the forest alone.
center of the room, Baby Danvir fusses and screams.
There is a GREEN HAG fussing over a cauldron Gorgok the Green will never reveal this information
in the corner. Additionally, there are two stuffed and willingly. She is self-preserving and knows that she
inanimate-looking SCARECROWS leaned against can be overpowered by a group of Wardlings in a
the back wall. fight. She will turn herself invisible and flee if hurt
enough to be below half of her hit points.
Cauldron
There is a brass cauldron in the far corner of the What Does She Know?
chamber, filled with an iridescent liquid. Various Gorgok’s buyer for Danvir is a powerful Finfolk
pieces of alchemical equipment are set up to drip a sorcerer who lives off the northwestern coast of
potion of some sort into the bowl. On a successful DC Stonemist Island. She does not know his name,
18 Wisdom (Medicine or Survival) check, the liquid as his minions (eight ice orcs under his thrall)
can be identified as fey blood. have done all of his negotiations. She knows the
method of extracting Oor from fey creatures by
Barrel draining them of their blood, and she has a list
There is a pile of gold and silver pieces in a barrel of six other children who are captives in various
near the scarecrows. Upon proper investigation, the places in Ne’Oor.
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Objectives/Goals
The scarecrows will do Gorgok the Green’s
bidding and follow her commands without
stopping. They are mindless and will attack
the nearest target with no real strategy. They
are ordered to not harm the baby.
Prerequisites
The prerequisite to concluding the adventure is to
rescue Baby Danvir Farrowwind without any harm
coming to him.
Back in River’s Hollow
Back to Farrowwind Farm The party arrives back at River’s Hollow to a
The journey back to the farm is rather easy and great feast thrown by their fellow Wardlings.
uneventful, as the characters can stay on the main Word has reached the village (by way of their
road. The helpful fey of Wildwood have already fey allies) of the amazing display of courage and
started to hear whispers of the defeat of Gorgok the heroics to save Danvir Farrowwind. Then, the Chosen
Green’s plan, and peek out from the trees to witness comes out to recognize the group, and grants each
and help the safe trip back to return Danvir to his a copper star brooch to wear on their lapels, a symbol
parents. Various spritely fey come out to heal the of true bravery among Wardlings, and she tells them
battered heroes in adoration and thanks. that they are now on her list of Wardlings to send
out on great adventures.
The Farrowwinds
Sarvan and Luka Farrowwind are found outside the
Farrowwind Inn with investigators from Silverbank
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• Finding the six other missing children that Gorgok the Green has sold.
• Tracking down the mysterious evil Finfolk sorcerer on Stonemist Island.
• Travelling to a nearby city to purchase new weapons, armor, or supplies with the treasure earned.
• Exploring Wildwood and looking for where Gorgok the Green may have escaped to.
• Calls from a character’s family in their home village for help with a problem.
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Chapter 10
Beasts, Monsters, and Other
Creatures of Or’Mya
W hile Or’Mya has most of the standard beasts
that one would find on any planet, this chapter
introduces all of the new creatures you may run
draconic beasts have iridescent scales the size of
shields and eyes as black as the ocean’s shadows.
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Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
Necessary Evil. Sea wyrms are a vital part of the Magic Weapons. The sea wyrm’s weapon attacks
ocean’s Oor ecosystem, and their gills actually process are magical.
Oor and deposit it into the water as they breathe,
cleansing the seas and inspiring magical growth of the Actions
plants and animals of the deep. Sea fey rely on this Multiattack. The sea wyrm makes two attacks:
Oor and absorb it for their own special uses as well. one with its bite and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft.,
Powerful Swimmers. Sea wyrms are strong and agile, one target. Hit: 15 (2d8 + 6) piercing damage.
gliding through the briny sea by generating waves
which travel the length of their bodies. They can easily Tail. Melee Weapon Attack: +10 to hit, reach 15 ft.,
turn around and swim backwards by reversing the one target. Hit: 16 (3d6 + 6) bludgeoning damage.
direction of the wave. When on the hunt, sea wyrms
keep to the shallow waters of the ocean and burrow Poison Spit (3/day). The sea wyrm targets a 5-foot
into the sand or nestle into beds of similarly colored square within 20 feet of it and spits a stream of acidic
coral to hide from their prey until it is time to strike. poison at that point. Each creature within the stream’s
path must make a DC 16 Dexterity saving throw,
Aposematic Signals. Warning signs to those that share taking 24 (7d6) poison damage plus 24 (7d6) acid
their waters, the sea wyrm has long, pointed spines damage on a failed save or half as much damage on a
in bright colors along its back, flanked by brightly successful one. On a failed save, the target also gains
colored flowing fins. Its jaws can open to the size of a the poisoned condition for 1 hour.
large cow, with sharpened teeth that drip with the green
poison that shoots from the glands under its tongue.
ANKHEG
Large monstrosity, unaligned
Armor Class 17 (natural armor)
An ankheg resembles an enormous many-legged
Hit Points 126 (12dl2 + 48)
insect, its long antennae twitching in response to
Speed 30 ft., swim 60 ft. any movement around it. Its legs end in sharp hooks
STR 22 (+6) DEX 11 (0) CON 19 (+4)
adapted for burrowing and grasping its prey, and its
powerful mandibles can snap a small tree in half.
INT 12 (+1) WIS 10 (+0) CHA 13 (+1)
Lurkers in the Earth. The ankheg uses its powerful
Saving Throws Dex +4, Con +8, Wis +4, Cha +5 mandibles to dig winding tunnels deep beneath the
ground. When it hunts, an ankheg burrows upward,
Skills Perception +8, Stealth +4
waiting below the surface until its antennae detect
Damage Immunities fire movement from above. Then it bursts from the earth
Senses darkvision 120 ft., passive Perception 18
and seizes its prey in its mandibles, crushing and
grinding while it secretes acidic digestive enzymes.
Languages Aquan, Draconic These enzymes help dissolve a victim for easy
Challenge 10 (5900 XP)
swallowing, but the ankheg can also squirt acid to
take down foes.
Earthen Tunnels. As it burrows through the earth, the Acid Spray (Recharge 6). The ankheg spits acid in a
ankheg leaves a narrow, partially collapsed tunnel in line that is 30 feet long and 5 feet wide, provided that
its wake. In these tunnels, one might find the remnants it has no creature grappled. Each creature in that line
of molted ankheg chitin, hatched ankheg eggs, or the must make a DC 13 Dexterity saving throw, taking 10
grisly remains of ankheg victims, including coins or (3d6) acid damage on a failed save or half as much
other treasures scattered during the creature’s attack. damage on a successful one.
126
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
Actions
Multiattack. The biwari makes two attacks: one with
its bite and one with its claws.
Skills Perception +4
Condition Immunities blinded
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, telepathy 60 ft.
Challenge 5 (1,800 XP)
128
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage + 10
(2d6 + 3) fire damage, or 8 (1d10 + 3) slashing damage
+ 10 (2d6 + 3) fire damage if used with two hands.
FLITJAY FEY
Tiny Fey, chaotic neutral
Armor Class 12 Goblin tricksters like to stick to their own kind, unless
they are looking for gold or other valuable goods. With
Hit Points 14 (4d4 + 4) nimble hands and bodies, they are able to steal away
Speed 15 ft., fly 30 ft. into the shadows after stealing a passerby’s coin purse.
STR 13 (+1) DEX 15 (+2) CON 12 (+1)
Hide Proficiency. Goblin tricksters are naturals
INT 2 (-4) WIS 10 (+0) CHA 4 (-3) at hiding, and they continue to fool their victims
by wearing masks on the backs of their heads so
Senses passive Perception 10 nobody knows if they are coming or going. Their
Languages Sylvan red skin and large pointed ears set them apart from
Challenge 1/8 (25 XP)
most species on Or’Mya, and luckily, it is quite
difficult to get them confused with fey creatures
that are of similar short stature.
Flyby. The flitjay fey doesn’t provoke opportunity
attacks when it flies out of an enemy’s reach. Armor Class 14 (leather armor, shield)
Hit Points 9 (2d6 + 2)
Mimicry. The flitjay fey can mimic 1-3 syllable short
words it has heard in any language. A creature that Speed 30 ft.
hears the sounds can tell they are imitations with a STR 12 (+1) DEX 10 (+0) CON 12 (+1)
successful DC 15 Wisdom (Insight) check.
INT 9 (-1) WIS 8 (-1) CHA 6 (-2)
Actions Skills Sleight of Hand +2, Stealth +4
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) piercing damage. Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Confusion Caw. Ranged Spell Attack: +2 to hit, range
20/120 ft., one target. Hit: 5 (2d4) psychic damage. Challenge 1/4 (50 XP)
130
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
Nimble Escape. The goblin can take the Disengage spin elaborate webs to catch their prey, strong enough
or Hide action as a bonus action on each of its turns. to immobilize any small creature. Hungry for Oor, the
goorge will target those who can sustain their need
Surprise Attack. If the goblin trickster surprises a first and head straight for any fey it sees.
creature and hits it with an attack during the first
round of combat, the target takes an extra [1D4] Deadly Defenses. When frightened, a goorge
damage from the attack. will attack any creature that seems aggressive
towards it, even if it isn’t considered food.
Actions Because of this, they are sometimes used
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 as weapons by orcs and goblins, kept hungry
ft., one target. Hit: 4 (1d6 + 1) piercing damage. in sacs and thrown at enemies from higher
ground to distract a group of targets before
Poleaxe. Melee Weapon Attack: +3 to hit, reach 10 ft., a raid. Their claws stab like a dagger and deliver
one target. Hit: 6 (1d10 + 1) slashing damage. a strong poison, making them a useful and efficient
weapon against unsuspecting victims.
GOORGE Armor Class 11
Tiny monstrosity, chaotic neutral
Hit Points 17 (7d4)
Speed 25 ft., climb 25 ft.
STR 10 (+0) DEX 12 (+1) CON 10 (+0)
INT 1 (-5) WIS 8 (-1) CHA 3 (-4)
Skills Perception +1
Senses blindsight 60 ft., passive Perception 11
Languages --
Challenge 1/8 (25 XP)
Web-spinning Predators. The goorge’s main food Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
source are sprites and other tiny fey creatures. They one target. Hit: 2 (1d4) piercing damage.
131
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
Innate Spellcasting. The hag’s innate spellcasting Peaceful Intentions. Rarely seen by human eyes, this
ability is Charisma (spell save DC 12). She can mischievous fey roams the forests at night to collect
innately cast the following spells, requiring no bananas and fish, their main food staples. Just over two
material components: feet tall with umber skin and tawny hair, the hunefey
132
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
are excellent climbers who swing from vine to vine Spider Climb. The hunefey can climb difficult
to move more quickly through the trees than they surfaces, including upside down on ceilings, without
can on foot. They often carry shortbows as weapons, needing to make an ability check.
equipped with magical arrows that have a charm effect
on their targets, removing malice from their hearts and Actions
replacing it with affection. Unfortunately, the arrows Shortbow. Ranged Weapon Attack: +3 to hit, range
still hurt, and sometimes a hunefey eager to spread 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
peace and love will strike a weak heart.
ICE ORC
Medium humanoid (orc), chaotic evil
Armor Class 11
Hit Points 22 (5d6 + 5) Armor Class 15 (natural armor)
Speed 25 ft., climb 25 ft., swim 15 ft. Hit Points 26 (4d8 + 8)
STR 10 (+0) DEX 12 (+1) CON 13 (+1) Speed 30 ft.
INT 12 (+1) WIS 15 (+2) CHA 11 (+0) STR 16 (+3) DEX 13 (+1) CON 15 (+2)
Skills Athletics +2, Nature +3, Perception +4 INT 8 (-1) WIS 13 (+1) CHA 9 (-1)
Senses passive Perception 14 Skills Intimidation +2
Languages Aquan, Common, Sylvan Damage Immunity cold
Challenge 1 (200 XP) Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 11
Charming Arrows. The hunefey uses magical arrows
that charm a creature if it fails a DC 15 Wisdom saving Languages Common, Orc
throw when hit. A creature that is charmed this way Challenge 1/2 (100 XP)
is charmed for 1 hour unless another hunefey does
anything to harm it.
Death Burst. When the ice orc dies, it explodes in a
Hold Breath. The hunefey can hold its breath for burst of frost. Each creature within 15 ft. of it must
10 minutes. make a DC 13 Dexterity saving throw, taking 4 (1d8)
133
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
cold damage on a failed save, or half as much damage STR 5 (-3) DEX 14 (+2) CON 12 (+1)
on a successful one.
INT 1 (-5) WIS 7 (-2) CHA 3 (-4)
Icy Camouflage. The ice orc has advantage on
Damage Resistances cold
Dexterity (Stealth) checks made to hide in icy or
rocky terrain. Senses blindsight 30 ft., passive Perception 8
Languages --
Ice Walk. The ice orc can move across and climb icy
surfaces without needing to make an ability check. Challenge 1/4 (50 XP)
Additionally, difficult terrain composed of ice or snow
doesn’t cost it extra movement. False Appearance. While the ice worm remains
motionless, it is indistinguishable from ice.
Actions
Icy Greataxe. Melee Weapon Attack: +5 to hit, reach Ice Walk. The ice worm can move across and climb
5 ft., one target. Hit: 9 (1d12 + 3) slashing damage + icy surfaces without needing to make an ability check.
6 (1d6 + 3) cold damage. Additionally, difficult terrain composed of ice or snow
doesn’t cost it extra movement.
Frozen Spray. Ranged Weapon Attack: +3 to hit, range
30/120 ft., one target. Hit: 10 (2d8 + 1) cold damage. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (2d4 - 1) piercing damage and the
ICE WORM target must succeed on a DC 11 Constitution saving
Small beast, unaligned throw or take 7 (2d6) cold damage.
ICYCLOPS
Huge giant, chaotic neutral
134
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
Invisibility. The jahonga magically turns invisible magical fire that will not burn wood, but it will harm
until it attacks or casts a spell, or until its anyone they believe to be malicious.
concentration ends (as if concentrating on a spell).
Any equipment the jahonga wears or carries is Armor Class 14 (natural armor)
invisible as well.
Hit Points 32 (5d10 + 5)
Actions Speed 50 ft.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., STR 17 (+3) DEX 15 (+2) CON 13 (+1)
one creature. Hit: 4 (1d4 + 2) piercing damage.
INT 3 (-4) WIS 12 (+1) CHA 8 (-1)
Longbow. Ranged Weapon Attack: +3 to hit, range Damage Immunities slashing from non-magical
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. attacks
Rock. Ranged Weapon Attack: +4 to hit, range 10/45 Senses passive Perception 11
ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Languages --
Challenge 1 (200 XP)
KILIQ
Large monstrosity, unaligned
Limited Magic Immunity. The kiliq can’t be affected
or detected by spells of 1st level or lower unless
it wishes to be. It has advantage on saving throws
against all other spells and magical effects.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
136
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
found in the rocky plains, hills, and lower mountain Armor Class 13 (natural armor)
slopes around Daybreak’s Peak and the grassy prairies
that lead into Freewood. Hit Points 45 (6d10 + 12)
Speed 30 ft., climb 30 ft.
These lizards can grow up to 8 feet long and
have distinctive flat bodies with one row of fringe STR 16 (+3) DEX 15 (+2) CON 15 (+2)
scales down the sides. Their coloration can INT 5 (-3) WIS 10 (+0) CHA 5 (-3)
vary and generally blend in with the color
Damage Resistance lightning
of the surrounding soil, but they are usually
a combination of beige, tan, and red. Bright Damage Vulnerabilities fire
red pointed scales line their backs, which Senses darkvision 60 ft., passive Perception 15
grow darker as they begin to age.
Languages --
Electric Personalities. Most distinctive to the Challenge 1/2 (100 XP)
lightning lizard, and where they derive their name,
is their electricity-filled bodies, used primarily as
a defense mechanism. Baby lightning lizards expel Actions
little shocks to those who try to pick them up, whether Multiattack. The lightning lizard makes two
a small child or a hungry bird, causing them to be claw attacks.
dropped after a quick zap. Larger adult lightning
lizards have a much stronger warning: When excited Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
or threatened, they puff themselves up with air, one target. Hit: 11 (2d6 + 4) slashing damage plus
making themselves look bigger. If this menacing 1d8 lightning damage.
display fails to deter assailants from attacking them,
the lightning lizard will release a surge of energy Shocking snap (Recharge 5-6). The lightning
into the ground, shocking all those in its path. lizard charges the ground with energy, which snakes
out in all directions. Each creature within 15 feet
Lightning body. When the lightning lizard must succeed on a DC 16 Dexterity saving throw.
hits with an attack, it deals an additional 1d8 On a failed save, the creatures takes 18 (4d8)
lightning damage. lightning damage. On a successful save, it takes
half as much damage.
Reactions
Electric Shock. When a lightning lizard is hit by
a melee attack, it forces the attacker to make a
DC 15 Dexterity saving throw. On a failed save,
the target is struck by a discharge of electricity
through its weapon and takes 14 (2d8 + 5) lightning
damage. On a successful save, the target takes
half the damage.
MAINLANDS TROLL
Large giant, chaotic evil
have sallow green skin and hair that varies from Actions
blonde to black. They wear makeshift clothing and Multiattack. The Mainlands troll makes three attacks:
wear the bones of their victims as jewelry, trophies one with claws and two with any combination of its
of their kills (and reminders of good meals). bite or club.
138
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
Armor Class 15 (natural armor) Strong hunters, their teeth and claws are extremely
sharp, and they can use them not only to attack their
Hit Points 26 (4d8 + 8) prey, but also to burrow through mud and earth without
Speed 30 ft. leaving a trace that they were there.
STR 15 (+2) DEX 12 (+1) CON 14 (+2)
INT 7 (-2) WIS 10 (+0) CHA 12 (+1)
Skills Intimidation +3
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1/2 (100 XP)
MUD PUPPY Earth Glide. The mud puppy can burrow through
Small beast, unaligned nonmagical, unworked earth. While doing so, the mud
puppy doesn’t disturb the material it moves through.
Mud puppies live on the bottoms of rivers, streams,
and ponds, hiding themselves in vegetation and under Pack Tactics. The mud puppy has advantage on any
rocks and logs. They come out at night to feed on attack roll against a creature if at least one of the mud
anything they can find, including worms, snails, and puppy’s allies is within 5 ft. of the creature and the
fey if they can catch them. At about 2 feet in diameter, ally isn’t incapacitated.
they have been known to try to eat Wardlings that
they pin down as well. Their rusty brown color helps Actions
them camouflage into the mud, and their outer gills Multiattack. The mud puppy makes two attacks:
help them breath both in and out of water. one with its bite and one with its claws.
139
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., will turn to malice if they feel disrespected in any way,
one target. Hit: 4 (1d4 + 2) piercing damage. and will actually suck the Oor from crops, causing them
to rot, or milk, causing it to sour overnight. Those who
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., have experienced a malicious oorblood brownie in their
one target. Hit: 5 (1d6 + 2) slashing damage. home are thought to be “cursed” by the fey.
Oor Blooded. Despite their aversion to others, Spear. Melee or Ranged Weapon Attack: +5 to hit,
oorblood brownies are natural caretakers and will do reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6
small helpful tasks for them, as long as they remain + 4) piercing damage.
unseen. Many of these tasks involve tending to
gardens and animals, which they magically infuse
with their own Oor, which courses through their bodies. OORBLOOD DRAGON
Large dragon, lawful evil
Quick to Anger. When cornered or trapped, an oorblood
brownie will become very angry and will lash out with The oorblood dragon is a rare breed of draconic
hostility. Additionally, even a helpful oorblood brownie creature in a rare color as well. As a purple dragon, it
140
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
is a magical beast, with Oor-filled blood that grants Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
it magical power. Highly intelligent, some oorblood one target. Hit: 24 (2d10 + 13) piercing damage plus
dragons are able to learn spells, using their natural 7 (2d6) fire damage.
Oor to cast them. Those who have not studied these
abilities still have Oor that powers their breath Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
weapon: a magical fog that drains Oor from others. one target. Hit: 20 (2d6 + 13) slashing damage.
and small pools, rivers and lakes, and of course, the Actions
ocean, each a personification of the area they protect Dagger. Melee or Ranged Weapon Attack: +3 to hit,
and taking on those qualities in their appearance and reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4
behavior. While they are amphibious, they don’t like + 1) piercing damage.
to be out of the water for long and will rarely venture
inland except in grave emergencies. Call of the Deep. An oorblood water nymph can use
an action to command a target within 15 feet that
is under water to voluntarily drown, making them
attempt a DC 15 Wisdom saving throw. On a failed
save, the target stops holding its breath and begins to
drown. On a successful save, the target is no longer
charmed. The target can survive a number of rounds
equal to its Constitution modifier (minimum 1). On
the start of its following turn, the target drops to 0 hit
points and is dying.
OOREATER ORC
Medium humanoid (orc), chaotic evil
142
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., INT 12 (+1) WIS 13 (+1) CHA 14 (+2)
one target. Hit: 7 (1d8 + 3) piercing damage.
Damage Resistances bludgeoning, piercing,
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., and slashing from non-magical weapons that
one target. Hit: 10 (2d6 + 3) slashing damage. aren’t silvered
Senses darkvision 120 ft., passive Perception 11
OR’DEX DEVIL Languages Common, Infernal
Medium fiend (devil), lawful evil
Challenge 5 (1,800 XP)
Actions
Multiattack. The devil makes two attacks: One with
its trident and one with its claws.
144
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
SPRITE
Tiny fey, neutral good
Armor Class 15 (leather armor) Grappler. The tree folk has advantage on attack rolls
Hit Points 2 (1d4) against any creature grappled by it.
Speed 10 ft., fly 40 ft. Regeneration. The tree folk regains 5 hit points at the
start of its turn if it has at least 1 hit point.
146
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
VULTURE
Medium beast, unaligned
Actions
Multiattack. The tree folk makes two slam attacks. Keen Sight and Smell. The vulture has advantage on
Wisdom (Perception) checks that rely on sight or smell.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit:13 (3d6 + 3) bludgeoning damage. Pack Tactics. The vulture has advantage on any
attack roll against a creature if at least one of the
Rock. Ranged Weapon Attack: +2 to hit, range 60/180 vulture’s allies is within 5 ft. of the creature and
ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage. the ally isn’t incapacitated.
Animate Trees (1/Day). The tree folk uses its Oor to Actions
magically animate one or two trees it can see within Beak. Melee Weapon Attack: +2 to hit, reach 5 ft.,
60 feet. These trees have the same statistics as a tree one target. Hit: 2 (1d4) piercing damage.
147
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
WARDLING GHOST
Medium undead, any alignment STR 6 (-2) DEX 12 (+1) CON 10 (+0)
INT 10 (+0) WIS 12 (+1) CHA 15 (+2)
148
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
WOOD DRAKE
Huge plant, neutral
Actions
Multiattack. The wood drake makes two attacks: one
with its horns and one with its claws.
150
Chapter 10 Beasts, Monsters, and Other Creatures of Or’Mya
151
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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.
Wardlings Roleplaying Game © 2020 Renegade Game Studios. All rights reserved.
© 2020 NECA/WizKids LLC (WizKids). The marks and logos for WizKids are trademarks of WizKids.
All rights reserved. Author Elisa Teague
153
Appendix A Pre-generated Characters
Appendix A:
Pre-generated
Characters
CAPA LEAFHEAL Just days after her sixth birthday, orc raiders pillaged
The daughter of the Squatch elders Darwa and Fono, the tribe, taking no prisoners. Even in her youth,
of the Leafheal tribe of North Freewood, Capa was Capa held fast against the orcs, hiding the Squatch
tasked with the care of the youngest Squatch in younglings high up in the tallest trees, one by one,
the village by the age of five. Learning the arts of while risking her own life doing so.
medicine and the healing properties of the flora that
grew in Freewood, Capa began to see her Wardling When the dust settled, and the orcs had moved on,
abilities bloom with an emphasis on healing and the few surviving Squatch elders decided to move
caretaking. the Leafheal tribe to a new location, farther south
and away from the orc threats of the north. Darwa
She was able to discern magical properties of Oor- and Fono evaluated Capa’s bravery and skills, and
laden plants easily and often spoke with the Elves of on the way to finding their new home in the sparse
Mya who patrolled Freewood about her curiosities forest areas outside Silverbank, they dropped her off
of the world outside the forest, who taught her in River’s Hollow to officially begin her Wardling
Sylvan and about elven customs. One day, one of the training, promising to reunite her with her tribe once
patrolmen was injured after being thrown from his she has met her full potential.
mount. Capa came across the elf as she followed a
small rabbit into the woods, laid her hands on his leg, Capa has lived in River’s Hollow for two years,
and within minutes, he could walk again. Seeing the helping out with the younger Wardlings much as she
Oor and potential in Capa, he gifted her with the story did with the squatch younglings of her tribe. They
and sigil of DexMya, triggering an obsession with the look up to her, both figuratively and literally, as at
gods within the young Squatch forever. The rabbit eight years old, she is already nearly six feet tall. Her
that led her to the injured elf turned out to be her long frame is covered in fine golden hair, lightening
familiar, Greypaw, who granted her Oor for the first at the crown of her head where the sun hits most.
time so she could use her healing powers. The symbol of DexMya gifted to her years ago hangs
around her neck, and her faith in the gods has not
waned since first hearing their story.
154
Cleric/1 Squatch Caretaker
Class/Level Race Background
8 Rabbit Greypaw
Capa Leafheal Age Familiar Familiar Name
Character Name
30’
13 Passive Perception 13 +1 60’ climb +2
Armor Class Initiative Speed Proficiency
Bonus
Saving Throw
STR +2 Athletics
+2 8
8
d8
____
DEX
+1
Saving Throw
____ Acrobatics
Current HP 3
____ Sleight of Hand
____ Stealth Temporary HP OOR
13
Attacks & Spells
Saving Throw Name Attack Bonus Damage/Type
CON
+0 Warhammer +4 1d8+2 bludgeoning
Mace +4 1d6+2 bludgeoning
11 Light Crossbow +3 1d8+1 piercing
Dagger +2 1d4+2 piercing
Saving Throw
INT
+1 ____ Arcana
+2 History
____
Cantrips: Dancing Lights, Poison Spray, Spare the Dying, Guidance, Sacred Flame
____ Investigation
12 ____ Nature
Spells Known: Mage Armor
____ Religion Spells Prepared: Cure Wounds, Detect Poison/Disease, Bless, Guiding Bolt
Saving Throw
WIS Equipment Features & Traits
+3 ____ Animal Healing
+2 Insight
____ CP Warhammer Inspiring Roar
+2 Medicine
____ Leather Armor Naturesight
17 ____ Perception SP common clothes, needle,
thread, storybook, Languages: Common, Sylvan
____ Survival
GP roll of cloth, a blanket,
and a pouch of herbs Arch. Oor Domain
Saving Throw
CHA PP Feat: Oor Blessed
+0 ____ Deception
____ Intimidation
Wildwood Buckler,
Symbol of DexMya, Familiar Abilities
____ Performance
11 +2 Persuasion
____
handaxe, set of tribal clothing,
rope, and an explorer’s pack.
Escape Death
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Appendix A Pre-generated Characters
ARR’TAVEED STARPICK Over the next few months, the stars told Arr’Taveed a
River’s Hollow has been the home Arr’Taveed has story each night. He would slip out of his family tent
had the longest. Growing up in a nomadic Midbari in the dead of night, against the rules of his parents,
tribe, Arr’Taveed is used to moving from place to and gaze up as visions formed in the sky. They were
place and using only what he can carry on his back. telling him that he needed to go west to the woods.
Attuned to the stars, he learned to navigate by their He was needed there. On his final night with his tribe,
light at just seven years old. His family moved often, Arr’Taveed left a drawing of his vision of River’s
with a group of artists and tradespeople, forming a Hollow, in charcoal on parchment, at his mother’s
traveling bazaar that set up along the roads of the bedside. In exchange, he slipped her star shaped ring
southern areas of Dryloch. His mother was a jeweler off of her finger while she slept, slipping it on his own
who loved the stars as well, and with a family name forefinger to remember her by.
like Starpick, it was no wonder that the trait passed on
to him. Now, after five years in River’s Hollow, Arr’Taveed
feels restless without the constant movement that he
Arr’Taveed often thinks of the cold desert nights is used to. He often slips out of Greenleaf Hall late
under the dim twinkling of the stars, but the night at night and sneaks through the twisted shadows of
that sticks out in his mind the most is when he saw the thick trees of the Wildwood to find the few spots
a pattern in the night sky that looked like a floating where the canopy opens up to reveal the starry sky.
snake. As the picture became more clear, the sand Just a glimpse of the familiar stars allows Arr’Taveed
beneath him began to quake gently. It was then that to relax and dream of his old life in the traveling
the snake in the sky became real—a winged snake bazaar. Though he’s never been caught, he knows his
that came to him and then never left. It was his nightly escapades are dangerous and against the rules,
familiar, Ssslipper. but Arr’Taveed has always been a sneaky rulebreaker,
which is unlikely to change.
156
Rogue/1 Midbari Nomad
Class/Level Race Background
12 Winged Snake Ssslipper
Arr’Taveed Starpick Age Familiar Familiar Name
Character Name
Saving Throw
STR +2 Athletics
+1 7
7
d8
____
DEX
+3
Saving Throw
+2 Acrobatics
____
+2 Sleight of Hand
Current HP 2
____
+2 Stealth
____ Temporary HP OOR
16
Attacks & Spells
Saving Throw Name Attack Bonus Damage/Type
CON
+0 Scimitar +3 1d6+1 slashing
Shortbow (20 arrows) +5 1d6+3 piercing
10 Dagger +1 1d4+1 piercing
Dagger +1 1d4+1 piercing
Saving Throw
INT
+2 ____ Arcana
____ History
Cantrips: Mold Sand, True Strike
____ Investigation
14 +2 Nature
____
____ Religion
Saving Throw
WIS Equipment Features & Traits
+2 ____ Animal Healing
____ Insight CP Artisan’s Tools Sandborn (+4 CON against heat)
____ Medicine Thieves’ Tools Starstruck (120’ Darkvision and ADV
15 +2 Perception
____ SP Leather Armor on Perception/Survival in dim light)
+2 Survival
____
Burglar’s Pack +2 on all rolls when nagivating by stars
GP 5 A set of tribal clothes,
waterskin, explorer’s pack, Languages: Common, Dwarvish,
Saving Throw
CHA +2 Deception PP a star-shaped ring, sandstone & Thieves’ Cant
+0 ____
____ Intimidation
pendant, headwraps, Sneak Attack
Feat. Guided by the Stars
a rapier, and a waterskin
____ Performance
11 ____ Persuasion
Familiar Abilities
Escape Death
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Appendix A Pre-generated Characters
While out for a swim past Saltwick, Kelpa was One of the minstrels saw the occurrence and quietly
spotted by a family of Finfolk who tried to explained to the family that Kelpa must be a Wardling
communicate with her, but she was unable to speak bard. His son was also a bard, taken to River’s
Common. They coaxed her to shore, brought her Hollow for care and training while he traveled
to their coastal home on land, and fed her a cooked Ne’Oor, and he was able to take Kelpa there as well if
meal—her first in her life. Shy and afraid of her new they wished.
surroundings, Kelpa’s curiosity of this new world was
the only thing that kept her from lashing out in fear Now, Kelpa lives in River’s Hollow, quickly learning
against her rescuers. After trying to run away back to Common and honing her musical skills. She is still
the sea three times, the Finfolk family tried to make wary of new people and life on land, but she has made
her feel more at home by giving her gifts that would a few friends whom she trusts like nobody else. The
remind her of the water. One of the gifts was a conch minstrel’s son, Falori, gave Kelpa the family name
shell, which sounded like the ocean waves when of Silverscale, both due to the silver spot on her right
Kelpa placed it against her ear. cheek and because her singing voice is “as smooth as
silver.”
158
Bard/1 Finfolk Wilding
Class/Level Race Background
10 Frog Gluup
Kelpa Silverscale Age Familiar Familiar Name
Character Name
30’
13 Passive Perception 11 +0 60’ swim +2
Armor Class Initiative Speed Proficiency
Bonus
Saving Throw
STR +2 Athletics
+1 9
9
d8
____
DEX
+0
Saving Throw
+2 Acrobatics
____
Current HP 2
____ Sleight of Hand
____ Stealth Temporary HP OOR
10
Attacks & Spells
Saving Throw Name Attack Bonus Damage/Type
CON
+1 Harpoon +2 1d10 piercing
Longsword +3 1d8 slashing
13
Saving Throw
INT
+2 ____ Arcana
____ History
Cantrips: Mending, Prestidigitation, Minor Illusion, Wondrous Ward
____ Investigation
15 +2 Nature
____
Spells Known: Light of DexMya, Charm Person, Cure Wounds, Detect Magic
____ Religion
Saving Throw
WIS +2 Animal Healing
Equipment Features & Traits
+1 ____
____ Insight CP Leather Armor Enhanced Darkvision (120’ underwater)
____ Medicine Entertainer’s Pack Resilience: Poison
12 +2 Perception
____ SP Conch Shell (Instrument) Underwater Breath
+2 Survival
____
Dungeoneer’s Pack Languages: Common & Aquan/Primordial
GP Shell Necklace Bardic Inspiration
Feat: Wild at Heart
Saving Throw
CHA PP
+3 ____ Deception
____ Intimidation A set of makeshift clothes, a pouch,
+2 Performance
____
16 +2 Persuasion
____
a club, a torch, and a dubloon I’ve had
since I was a small child
Familiar Abilities
Escape Death
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Appendix A Pre-generated Characters
160
Barbarian/1 Snowcap Of River’s Hollow
Class/Level Race Background
14 Lynx Fangrel
Shiver Pinespear Age Familiar Familiar Name
Character Name
Saving Throw
STR
+2 14
14
d12
____ Athletics
DEX
+1
Saving Throw
____ Acrobatics
Current HP 2
____ Sleight of Hand
____ Stealth Temporary HP OOR
13
Attacks & Spells
Saving Throw Name Attack Bonus Damage/Type
CON
+2 Harpoon +3 1d10 piercing
Greataxe +4 1d12 slashing
15 Handaxe +4 1d6 slashing
Handaxe +4 1d6 slashing
Saving Throw Dagger +4 1d4 slashing
INT
-1 ____ Arcana
____ History
Cantrips: Mold Snow, Ray of Frost
____ Investigation
9 ____ Nature
+2 Religion
____
Saving Throw
WIS Equipment Features & Traits
+1 ____ Animal Healing
+2 Insight
____ CP Leather Armor Rage
____ Medicine Explorer’s Pack Snowborn (+4 CON against cold)
13 ____ Perception SP Four Javelins Unarmored Defense
+2 Survival
____ Dungeoneer’s Pack Languages: Common, Orcish & Sylvan
GP 15 Shell Necklace Feat: Childlike Wonder
Saving Throw
CHA PP
+2 ____ Deception
+2 Intimidation
____ A set of common clothes, pouch, Familiar Abilities
____ Performance
14 ____ Persuasion
stone totem of a whale Escape Death
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Appendix B Combat
Appendix B:
Combat
162
Appendix B Combat
they act during each round. The initiative order remains draw your weapon as part of the same action you use
the same from round to round. If a tie occurs, the to attack. If you want to interact with a second object,
GM decides the order among tied GM-controlled you need to use your action. Some magic items and
creatures, and the players decide the order among other special objects always require an action to use,
their tied characters. The GM can decide the order if as stated in their descriptions. The GM might require
the tie is between a monster and a player character. you to use an action for any of these activities when
Optionally, the GM can have the tied characters it needs special care or when it presents an unusual
and monsters each roll a d20 to determine the order, obstacle. For instance, the GM could reasonably
highest roll going first. expect you to use an action to open a stuck door or
turn a crank to lower a drawbridge.
Your Turn
On your turn, you can move a distance up to your Reactions
speed and take one action. You decide whether to Certain special abilities, spells, and situations
move first or take your action first. Your speed— allow you to take a special action called a reaction.
sometimes called your walking speed—is noted on A reaction is an instant response to a trigger
your character sheet. The most common actions you of some kind, which can occur on your turn or
can take are described in the “Actions in Combat” on someone else’s. The opportunity attack is the
section. Many class features and other abilities most common type of reaction. When you take
provide additional options for your action. You can a reaction, you can’t take another one until the
forgo moving, taking an action, or doing anything at start of your next turn. If the reaction interrupts
all on your turn. If you can’t decide what to do on your another creature’s turn, that creature can continue
turn, consider taking the Dodge or Ready action. its turn right after the reaction.
Bonus Actions
Various class features, spells, and other abilities MOVEMENT AND POSITION
let you take an additional action on your turn In combat, characters and monsters are in constant
called a bonus action. The Cunning Action feature, motion, often using movement and position to
for example, allows a rogue to take a bonus action. gain the upper hand. On your turn, you can move
You can take a bonus action only when a special a distance up to your speed. You can use as much
ability, spell, or other feature of the game states that or as little of your speed as you like on your turn,
you can do something as a bonus action. Otherwise, following the rules here. Your movement can
you don’t have a bonus action to take. You can take include jumping, climbing, and swimming. These
only one bonus action on your turn, so you must different modes of movement can be combined
choose which bonus action to use if you have more with walking, or they can constitute your entire
than one available. You choose when to take a bonus move. However you’re moving, you deduct the
action during your turn, unless the bonus action’s distance of each part of your move from your speed
timing is specified, and anything that deprives until it is used up or until you are done moving.
you of your ability to take actions also prevents
you from taking a bonus action. Breaking Up Your Move
You can break up your movement on your turn, using
Other Activities on Your Turn some of your speed before and after your action. For
Your turn can include a variety of flourishes that example, if you have a speed of 30 feet, you can move
require neither your action nor your move. You can 10 feet, take your action, and then move 20 feet.
communicate however you are able, through brief
utterances and gestures, as you take your turn. You Moving between Attacks
can also interact with one object or feature of the If you take an action that includes more than one
environment for free, during either your move or your weapon attack, you can break up your movement
action. For example, you could open a door during even further by moving between those attacks.
your move as you stride toward a foe, or you could For example, a fighter who can make two attacks
163
Appendix B Combat
164
Appendix B Combat
Hide
When you take the Hide action, you make a Dexterity MAKING AN ATTACK
(Stealth) check in an attempt to hide, following the Whether you’re striking with a melee weapon, firing
rules for hiding. If you succeed, you gain certain a weapon at range, or making an attack roll as part of
benefits, as described in the “Unseen Attackers and a spell, an attack has a simple structure.
Targets” section.
• Choose a target: Pick a target within your attack’s
Ready range: a creature, an object, or a location.
Sometimes you want to get the jump on a foe or wait • Determine modifiers: The GM determines whether
for a particular circumstance before you act. To do the target has cover and whether you have advantage
so, you can take the Ready action on your turn, which or disadvantage against the target. In addition,
lets you act using your reaction before the start of spells, special abilities, and other effects can apply
your next turn. First, you decide what perceivable penalties or bonuses to your attack roll.
circumstance will trigger your reaction. Then, you • Resolve the attack: You make the attack roll. On
choose the action you will take in response to that a hit, you roll damage, unless the particular attack
trigger, or you choose to move up to your speed in has rules that specify otherwise. Some attacks cause
response to it. Examples include “If the orc steps on special effects in addition to or instead of damage.
the trapdoor, I’ll pull the lever that opens it,” or “If
the cacklehob steps next to me, I move away.” When If there’s ever any question whether something you’re
the trigger occurs, you can either take your reaction doing counts as an attack, the rule is simple: if you’re
right after the trigger finishes or ignore the trigger. making an attack roll, you’re making an attack.
Remember that you can take only one reaction per
round. When you ready a spell, you cast it as normal Attack Rolls
but hold its energy, which you release with your When you make an attack, your attack roll determines
reaction when the trigger occurs. To be readied, whether the attack hits or misses. To make an attack
a spell must have a casting time of 1 action, and roll, roll a d20 and add the appropriate modifiers. If
holding onto the spell’s magic requires concentration. the total of the roll plus modifiers equals or exceeds
166
Appendix B Combat
the target’s Armor Class (AC), the attack hits. The Ranged Attacks
AC of a character is determined at character creation, When you make a ranged attack, you fire a bow
whereas the AC of a monster is in its stat block. or a crossbow, hurl a handaxe, or otherwise send
projectiles to strike a foe at a distance. A monster
Modifiers to the Roll might shoot spines from its tail. Many spells also
When a character makes an attack roll, the two most involve making a ranged attack.
common modifiers to the roll are an ability modifier
and the character’s proficiency bonus. When a monster Range
makes an attack roll, it uses whatever modifier is You can make ranged attacks only against targets
provided in its stat block. within a specified range. If a ranged attack, such as one
made with a spell, has a single range, you can’t attack
Ability Modifier: The ability modifier used for a a target beyond this range. Some ranged attacks, such
melee weapon attack is Strength, and the ability as those made with a longbow or a shortbow, have two
modifier used for a ranged weapon attack is Dexterity. ranges. The smaller number is the normal range, and
Weapons that have the finesse or thrown property the larger number is the long range. Your attack roll has
break this rule. Some spells also require an attack roll. disadvantage when your target is beyond normal range,
The ability modifier used for a spell attack depends on and you can’t attack a target beyond the long range.
the spellcasting ability of the spellcaster.
Ranged Attacks in Close Combat
Proficiency Bonus: You add your proficiency bonus Aiming a ranged attack is more difficult when a foe
to your attack roll when you attack using a weapon is next to you. When you make a ranged attack with
with which you have proficiency, as well as when you a weapon, a spell, or some other means, you have
attack with a spell. disadvantage on the attack roll if you are within 5 feet
of a hostile creature who can see you and who isn’t
Rolling 1 or 20 incapacitated.
Sometimes fate blesses or curses a combatant,
causing the novice to hit and the veteran to miss. Melee Attacks
If the d20 roll for an attack is a 20, the attack hits Used in hand-to-hand combat, a melee attack allows
regardless of any modifiers or the target’s AC. you to attack a foe within your reach. A melee attack
This is called a critical hit. If the d20 roll for typically uses a handheld weapon such as a sword,
an attack is a 1, the attack misses regardless a warhammer, or an axe. A typical monster makes
of any modifiers or the target’s AC. a melee attack when it strikes with its claws, horns,
teeth, tentacles, or other body part. A few spells also
Unseen Attackers and Targets involve making a melee attack. Most creatures have
Combatants often try to escape their foes’ notice a 5-foot reach and can thus attack targets within 5
by hiding, casting the invisibility spell, or lurking feet of them when making a melee attack. Certain
in darkness. When you attack a target that you creatures (typically those larger than Medium) have
can’t see, you have disadvantage on the attack melee attacks with a greater reach than 5 feet, as
roll. This is true whether you’re guessing the noted in their descriptions. Instead of using a weapon
target’s location or you’re targeting a creature to make a melee weapon attack, you can use an
you can hear but not see. If the target isn’t in the unarmed strike: a punch, kick, head-butt, or similar
location you targeted, you automatically miss, forceful blow (none of which count as weapons).
but the GM typically just says that the attack On a hit, an unarmed strike deals bludgeoning
missed, not whether you guessed the target’s damage equal to 1 + your Strength modifier.
location correctly. When a creature can’t see You are proficient with your unarmed strikes.
you, you have advantage on attack rolls against
it. If you are hidden—both unseen and unheard— Opportunity Attacks
when you make an attack, you give away your In a fight, everyone is constantly watching for a
location whether the attack hits or misses. chance to strike an enemy who is fleeing or passing
167
Appendix B Combat
by. Such a strike is called an opportunity attack. the grappled condition.You can release the target
You can make an opportunity attack when a hostile whenever you like (no action required).
creature that you can see moves out of your reach.
To make the opportunity attack, you use your Escaping a Grapple: A grappled creature can use
reaction to make one melee attack against the its action to escape. To do so, it must succeed on a
provoking creature. The attack occurs right before Strength (Athletics) or Dexterity (Acrobatics) check
the creature leaves your reach. You can avoid contested by your Strength (Athletics) check.
provoking an opportunity attack by taking the
Disengage action. You also don’t provoke an Moving a Grappled Creature: When you move,
opportunity attack when you teleport or when you can drag or carry the grappled creature with
someone or something moves you without using you, but your speed is halved, unless the creature
your movement, action, or reaction. For example, is two or more sizes smaller than you.
you don’t provoke an opportunity attack if an
explosion hurls you out of a foe’s reach or if Shoving a Creature
gravity causes you to fall past an enemy. Using an Attack action, you can make a special
melee attack to shove a creature, either to knock
Two-Weapon Fighting it prone or push it away from you. If you’re able
When you take the Attack action and attack with a to make multiple attacks with the Attack action,
light melee weapon that you’re holding in one hand, this attack replaces one of them. The target must
you can use a bonus action to attack with a different be no more than one size larger than you and
light melee weapon that you’re holding in the other must be within your reach. Instead of making
hand. You don’t add your ability modifier to the an attack roll, you make a Strength (Athletics)
damage of the bonus attack, unless that modifier is check contested by the target’s Strength (Athletics)
negative. If either weapon has the thrown property, or Dexterity (Acrobatics) check (the target chooses
you can throw the weapon, instead of making a which ability to use). If you win the contest,
melee attack with it. you either knock the target prone or push it
5 feet away from you.
Contests in Combat
Battle often involves pitting your prowess against
that of your foe. Such a challenge is represented by COVER
a contest. This section includes the most common Walls, trees, creatures, and other obstacles
contests that require an action in combat: grappling can provide cover during combat, making
and shoving a creature. The GM can use these a target more difficult to harm. A target can
contests as models for improvising others. benefit from cover only when an attack or other
effect originates on the opposite side of the cover.
Grappling There are three degrees of cover. If a target is
When you want to grab a creature or wrestle behind multiple sources of cover, only the single
with it, you can use the Attack action to make most protective degree of cover applies—the
a special melee attack called a “grapple.” If you’re degrees aren’t added together. For example, if a
able to make multiple attacks with the Attack target is behind a creature that gives half cover and
action, this attack replaces one of them. The target a tree trunk that gives three-quarters cover, the
of your grapple must be no more than one size target has three-quarters cover.
larger than you and must be within your reach.
Using at least one free hand, you try to seize the A target with half cover has a +2 bonus to AC and
target by making a grapple check instead of an Dexterity saving throws. A target has half cover if an
attack roll: a Strength (Athletics) check contested obstacle blocks at least half of its body. The obstacle
by the target’s Strength (Athletics) or Dexterity might be a low wall, a large piece of furniture,
(Acrobatics) check (the target chooses which a narrow tree trunk, or a creature, whether that
ability to use). If you succeed, your target gains creature is an enemy or a friend.
168
Appendix B Combat
DAMAGE AND HEALING such as from the rogue’s Sneak Attack feature,
Injury and the risk of death are constant companions of you roll those dice twice as well.
those who explore fantasy gaming worlds. The thrust
of a sword, a well-placed arrow, or a blast of flame Damage Types
from a fireball spell all have the potential to damage, Different attacks, damaging spells, and other harmful
or even kill, the hardiest of creatures. effects deal different types of damage. Damage types
have no rules of their own, but other rules, such as
Hit Points damage resistance, rely on the types. The damage
Hit points represent a combination of physical types follow, with examples to help a GM assign a
and mental durability, the will to live, and luck. damage type to a new effect:
Creatures with more hit points are more difficult
to kill. Those with fewer hit points are more fragile. Acid: The corrosive spray of a sea wyrm’s poison spit
A creature’s current hit points (usually just called or an ankheg’s bite deal acid damage.
hit points) can be any number from the creature’s
hit point maximum down to 0. This number changes Bludgeoning: Blunt force attacks—hammers, falling,
frequently as a creature takes damage or receives constriction, and the like—deal bludgeoning damage.
healing. Whenever a creature takes damage, that
damage is subtracted from its hit points. The loss Cold: The terrible chill radiating from an ice orc’s
of hit points has no effect on a creature’s capabilities death burst and the frigid blast of a white dragon’s
until the creature drops to 0 hit points. breath deal cold damage.
Damage Rolls Fire: Red dragons breathe fire, and many spells
Each weapon, spell, and harmful monster ability conjure flames to deal fire damage.
specifies the damage it deals. You roll the damage
die or dice, add any modifiers, and apply the damage Force: Force is pure magical energy focused into
to your target. Magic weapons, special abilities, a damaging form. Most effects that deal force
and other factors can grant a bonus to damage. damage are spells, including magic missile and
With a penalty, it is possible to deal 0 damage, spiritual weapon.
but never negative damage. When attacking with
a weapon, you add your ability modifier—the same Lightning: A lightning bolt spell and a lightning
modifier used for the attack roll—to the damage. lizard’s strike deal lightning damage.
A spell tells you which dice to roll for damage and
whether to add any modifiers. If a spell or other Necrotic: Necrotic damage, dealt by certain undead
effect deals damage to more than one target at the and spells such as chill touch, withers matter and
same time, roll the damage once for all of them. even the soul.
For example, when a wizard casts fireball or a cleric
casts flame strike, the spell’s damage is rolled once Piercing: Puncturing and impaling attacks, including
for all creatures caught in the blast. spears and monster bites, deal piercing damage.
170
Appendix B Combat
ability, magically saving your life with Oor. You will therefore, be at full hit points and receive temporary
awaken the next morning with full hit points, but you hit points. Healing can’t restore temporary hit
will be one year older, which should be immediately points, and they can’t be added together. If you have
recorded on your character sheet. temporary hit points and receive more of them, you
decide whether to keep the ones you have or to gain
Stabilizing a Creature the new ones. For example, if a spell grants you 12
The best way to save a creature with 0 hit points temporary hit points when you already have 10, you
is to heal it. If healing is unavailable, the creature can have 12 or 10, not 22. If you have 0 hit points,
can at least be stabilized so that it isn’t killed by a receiving temporary hit points doesn’t restore you to
failed death saving throw. You can use your action consciousness or stabilize you. They can still absorb
to administer first aid to an unconscious creature and damage directed at you while you’re in that state, but
attempt to stabilize it, which requires a successful only true healing can save you. Unless a feature that
DC 10 Wisdom (Medicine) check. A stable creature grants you temporary hit points has a duration, they
doesn’t make death saving throws, even though it last until they’re depleted or you finish a long rest.
has 0 hit points, but it does remain unconscious. The
creature stops being stable, and must start making
death saving throws again, if it takes any damage. UNDERWATER COMBAT
A stable creature that isn’t healed regains 1 hit point When adventurers pursue a sea wyrm back to its
after 1d4 hours. underwater cave, fight off sharks in an ancient
shipwreck, or find themselves in a flooded area,
Monsters and Death they must fight in a challenging environment. When
Most GMs have a monster die the instant it drops fighting underwater, the following rules apply.
to 0 hit points, rather than having it fall unconscious
and make death saving throws. Mighty villains and When making a melee weapon attack, a creature that
special nonplayer characters are common exceptions; doesn’t have a swimming speed (either natural or
the GM might have them fall unconscious and follow granted by magic) has disadvantage on the attack roll
the same rules as player characters. unless the weapon is a dagger, javelin, shortsword,
spear, or trident.
Knocking a Creature Out
Sometimes an attacker wants to incapacitate a foe, A ranged weapon attack automatically misses
rather than deal a killing blow. When an attacker a target beyond the weapon’s normal range, unless
reduces a creature to 0 hit points with a melee attack, it is a weapon made specifically for use underwater,
the attacker can knock the creature out. The attacker such as a harpoon. Even against a target within
can make this choice the instant the damage is dealt. normal range, the attack roll has disadvantage unless
The creature falls unconscious and is stable. the weapon is a crossbow, a net, or a weapon that
is thrown like a javelin (including a spear, trident,
Temporary Hit Points or dart). Creatures and objects that are fully immersed
Some spells and special abilities confer temporary in water have resistance to fire damage.
hit points to a creature. Temporary hit points aren’t
actual hit points: they are a buffer against damage, a
pool of hit points that protect you from injury. When
you have temporary hit points and take damage, the
temporary hit points are lost first, and any leftover
damage carries over to your normal hit points. For
example, if you have 5 temporary hit points and take
7 damage, you lose the temporary hit points and
then take 2 damage. Because temporary hit points
are separate from your actual hit points, they can
exceed your hit point maximum. A character can,
171
Index
Numbers Class 3, 16, 19, 32, 54, 63, 64, 70, 125, 126, 127,
5e 11, 17, 78 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138,
5th Edition 3, 11, 13, 62, 64 139, 140, 141, 142, 143, 144, 145, 146, 147, 148, 149,
150, 167
A Cleric 3, 36, 37, 38, 71, 79
Ability Score 17, 23, 24, 26, 27, 29, 30 Codlavon River 86, 96, 97, 104, 110
Ability Score Modifier 17 College of Confusion 36
Adult 23, 124 College of Rhyme 36, 92
Alignment 23, 24, 26, 27, 29, 30 Combat 3, 13, 31, 48, 49, 162, 163, 164, 165, 166,
Anger Warrior 34, 35 167, 168, 169, 170, 171
Archetypes 45, 46, 48 Constitution 17, 18, 19, 20, 26, 28, 29, 33, 39, 51,
Armor 3, 19, 37, 63, 64, 125, 126, 127, 128, 129, 80, 81, 82, 127, 129, 134, 142, 146
130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, Core Races 22, 23
141, 142, 143, 144, 145, 146, 147, 148, 149, 150, 167 Core Rules 23
Armor Class 19, 63, 64, 125, 126, 127, 128, 129, Coveside 11
130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, Crusade 7, 8, 10, 95, 98
141, 142, 143, 144, 145, 146, 147, 148, 149, 150, 167
Attack 44, 73, 74, 75, 76, 80, 125, 126, 127, 128, D
129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, Daybreak’s Peak 49, 89, 137
140, 141, 142, 143, 144, 145, 146, 147, 148, 149, 150, Dead Steppes 11, 136
164, 165, 166, 168, 169 DexMya 4, 5, 7, 8, 9, 23, 25, 29, 32, 35, 36, 37, 38,
45, 50, 51, 58, 71, 77, 78, 79, 81, 83, 84, 86, 88, 91,
B 92, 97, 154
Background 53, 54, 104 Dexterity 17, 18, 19, 27, 33, 63, 64, 65, 80, 113, 120,
Barbarian 3, 33, 34, 71 125, 126, 128, 129, 133, 134, 136, 137, 139, 140, 141,
Bard 3, 17, 33, 35, 36, 71, 79, 92 145, 149, 162, 165, 166, 167, 168
Bardic Colleges 35 Dice 17, 69
Baymarket 85, 86, 87 Dragonsmouth Bay 3, 50, 84, 85, 86, 100, 102
Blackbane 90 Druid 3, 33, 38, 39, 40, 42, 43, 71, 79, 87, 97
Bond 54, 56, 57, 58, 60, 61 Dryloch 3, 4, 10, 26, 33, 87, 88, 96, 156
Dwarves 53
C
Charisma 17, 18, 27, 31, 33, 36, 47, 49, 80, 132, E
145, 146, 147, 149 Eastwater 35, 92, 94, 96
Chosen, The 97, 106 Edwynne the Reborn 102
Circle of Sand 39, 40 Ej’derrha Ridge 87
Circle of Snow 39 Elves 9, 10, 53, 90, 91, 99, 154
Circle of Stone 43, 87 Elves of Mya 90, 91, 99, 154
Circle of Water 39, 42, 97 Evenforge 85, 87
Circle of Wood 42, 43 Everlake 97, 110
Experience Points 20
172
F L
Fallen Five, The 102 Life Domain 37
Fallenbeach 85, 87 Longtooth Watchtower 85
Familiar 3, 19, 25, 26, 28, 30, 31, 72, 73, 74
Farrowwind Farm 3, 89, 104, 105, 106, 109, 110, M
111, 112, 113, 114, 116, 122 Mainlands 7, 8, 9, 11, 13, 22, 50, 66, 84, 89, 90, 92,
Fear Warrior 33, 34 94, 100, 137, 138
Fey 24, 30, 33, 35, 36, 42, 46, 47, 53, 77, 103, 114, Melee Weapons 66, 67
118, 128, 129, 132, 169 Midbari 3, 16, 26, 27, 28, 39, 71, 87, 88, 96, 156
Fey Friend 46, 47, 169 Monsters 3, 13, 124, 171
Fighter 3, 33, 34, 44, 45, 46, 47, 71, 91 Moonlight Pools 49, 102
Finfolk 3, 16, 25, 26, 35, 39, 66, 71, 87, 101, 120,
123, 141, 158 N
Flaw 55, 56, 57, 58, 60, 61 Names 24, 25, 27, 29, 30
Freewood 9, 90, 91, 99, 109, 137, 154 Ne’Oor 3, 4, 5, 7, 8, 9, 10, 11, 13, 16, 22, 23, 24, 26,
Frejaxatl 7 27, 28, 29, 30, 32, 33, 35, 36, 39, 46, 48, 49, 50, 52,
Frostbone Cavern 90 53, 63, 64, 77, 84, 85, 86, 87, 89, 90, 91, 92, 94, 95,
96, 97, 98, 100, 101, 103, 104, 105, 109, 110, 111,
G 112, 118, 120, 122, 135, 137, 158
Game Master 3, 11, 12, 16, 17, 104 North Farm Road 111
Gorgok the Green 102, 103, 120, 122, 123 Northpass Bridge 94, 95
Gravu the Great 10
Great Reawakening 5, 7 O
Greenleaf Hall 97, 156 Oor 3, 4, 5, 7, 8, 9, 10, 11, 13, 16, 22, 23, 24, 25, 26,
Grentheed 10, 100, 101 27, 28, 29, 30, 32, 33, 34, 35, 36, 37, 38, 39, 40, 42,
Guardian of Oor 45 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 56, 58, 63,
64, 72, 73, 74, 75, 76, 77, 78, 79, 82, 84, 85, 86, 87,
H 89, 90, 91, 92, 94, 95, 96, 97, 98, 99, 100, 101, 102,
Hit Dice 17 103, 104, 105, 109, 110, 111, 112, 114, 118, 119, 120,
Hit Points 17, 125, 126, 127, 128, 129, 130, 131, 122, 124, 125, 131, 135, 137, 140, 141, 142, 143, 147,
132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 148, 154, 158, 160, 169, 170, 171
143, 144, 145, 146, 147, 148, 149, 150, 169, 170, 171 Oor Domain 37, 38
Human 3, 13, 16, 22, 23, 24, 25, 26, 28, 30, 31, 53, Or’Dex 4, 5, 7, 77, 144
71, 86, 89, 97, 98, 102 Or’Mya 3, 4, 5, 7, 9, 13, 36, 37, 39, 42, 43, 44, 45,
46, 49, 50, 53, 58, 62, 70, 72, 77, 78, 91, 92, 97, 101,
I 124, 128, 130, 138, 140, 141, 142, 144, 149
Icehelm 3, 4, 7, 8, 9, 24, 28, 33, 65, 89, 90, 91, 92,
94, 95, 96, 160 P
Ice Queen 7, 8 Passive Perception 19, 46
Ideal 54, 55, 56, 57, 58, 59, 60 Pool of Oor 77
Intelligence 17, 25, 26, 31, 33, 46, 48, 73, 80, 111,
113, 114, 116, 132, 147, 149, 166
K
Keyport 85
Kilaui 3, 42, 44, 85, 91, 92, 132
173
R W
Race 3, 16, 22, 70 Weapons 3, 18, 64, 66, 67, 68, 85, 125, 129, 150,
Racial Traits 3, 23 167
Ranged Weapons 67, 68 Whispering Way, The 102
Ranger 3, 46, 47, 71, 79, 98, 101 Wildwood 3, 9, 10, 35, 44, 46, 63, 64, 71, 77, 89, 90,
Reawakened 5, 7, 54, 72, 77, 78, 97, 105, 109, 120 96, 97, 98, 101, 102, 103, 104, 105, 107, 109, 110,
River’s Hollow 3, 10, 22, 50, 58, 89, 96, 97, 98, 104, 111, 112, 113, 114, 116, 118, 119, 120, 122, 123, 156,
105, 106, 107, 109, 110, 122, 154, 156, 158, 160 160
Rogue 3, 33, 48, 71 Windcomb 86
Ruins of Kalgaard 8, 95 Windloch 8, 33, 92, 95
Windsong Elves 10
S Wisdom 17, 19, 28, 30, 31, 33, 42, 54, 73, 74, 80,
Sa’ari Sea 10, 89, 94, 100, 110 81, 82, 113, 114, 116, 120, 127, 128, 130, 132, 133,
Saltwick 3, 8, 9, 50, 84, 96, 98, 99, 100, 102, 158 138, 141, 142, 147, 148, 149, 162, 166, 171
Saving Throws 19, 125, 141, 170 Wizard 3, 33, 49, 50, 71, 79, 102
Screaming Sands, The 88
Shivershire 90, 91
Shrine of DexMya 86
Silverbank 3, 10, 24, 46, 48, 84, 92, 100, 101, 109,
110, 122, 154
Skills 19, 125, 127, 129, 130, 131, 132, 133, 139,
140, 141, 142, 143, 145, 146, 147, 149
Snowcap 3, 16, 28, 29, 30, 39, 44, 65, 71, 91, 94, 95,
160
Spectramancer 50
Spellcasting 132, 145
Spells 3, 37, 38, 39, 40, 42, 43, 47, 50, 78, 79
Spending Oor 3, 77
Squatch 3, 16, 30, 31, 44, 65, 71, 90, 92, 97, 102,
103, 154
Stonemist Island 33, 42, 90, 91, 120, 123
Strength 17, 18, 27, 30, 33, 45, 63, 64, 65, 80, 82,
113, 120, 136, 167, 168
Summersea 9, 39, 90, 91, 94, 95
Sunspire 87, 88
Swords of Sandragal 99, 100
T
Tactics Captain 45, 46
U
Urmayim Spring 88
Urr’gravu Arcside 10
174
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176
The Wardlings ™ Campaign Guide brings an enchanted
new campaign setting to life, where the minds of the
youth, uncorrupted by the vices and responsibilities of
their elders, are able to perceive magical creatures and
events in the world around them, where adults cannot.
Here, children are the saviors of the land who venture
on epic quests to protect their realm, and holding on
to the virtues of youth has never been more imperative!