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WORLD OF KAVREAL

Kazel Wood

Credits

All that can be found in this is based on the content created by . There are things specifically made for this world, but none of it would be possible without their products. In the creation of this multiple books were used such as the Dungeon Masters Guide and Players Handbook. They provided everything needed in order to build the world around it. Table of Contents World Map Multiverse History Outer Planes Continents Nations Gods Organizations Key Characters Player Characters Villains Leaders Townspeople Creatures Events Historical Events Current Events Building Events Items Drugs Alcohols Magical Items Unique Armor Unique Weapons Unique Things Spells World Map

Multiverse History The universe was empty all that existed was the Creator and the Destroyer. These two bickered and argued, their fighting eventually birthed the Neutrality. The Neutrality used its powers to end their battles and give them both their own domains. The neutrality separated these domains with its own neutral home. Each one decided to fill their domains with their own worlds. Thus, they created the Elemental Chaos this realm of pure elements was used to pull resources from to help build the worlds. These worlds became filled with their own forms of life. The oldest life in the universe were the Great Old Ones. Born just after the Neutrality separated the Creator and Destroyer. The left-over energy and sudden creation of physicality amassed into horrifying beasts. Overtime these creatures were able to use the powers of the different worlds to build their own world and monsters. They first built the Far Realm, but it was flawed, and its corruption seeped across the other worlds. The Neutrality saw this and separated it from the rest of the universe, this frustrated them, and they found ways to unleash their essence subtly. They gave birth to Aboleths, Mindflayers, Beholders, and other beasts that love to feast on the insanity of other beings. These were all unleashed and made to believe they had autonomy when they all unknowingly serve the Great Old Ones. The Creator began with first creating the realms of good and gods to oversee them. These would be realms home to all things good and would serve as bastions of creation. The realms of good are: Mount Celestia, Elysium, Arborea, Bytopia, The Beastlands, Ysgard, and Arcadia. Each world became home to the good gods and angels. Eventually the spirits of mortals would find their homes in these planes. The Destroyer also built their realms of evil and their own overseer’s. These would be the home of despair, death, and destruction. The realms of evil are: The Abyss, Hades, The Nine Hells, Pandemonium, Carceri, Gehenna, and Acheron. Each of these planes is home various dark beasts, demon princes, archdevils, and evil gods. The spirits of mortals also end up in these planes whether by choice or force. The Neutrality knew that these planes had to be separated so it created the realms of neutrality. The three planes that were made became strange lands of balance and change. The neutral planes shared their neutrality with the panes of good and evil that bordered them. The three planes are Mechanus, Limbo, and The Outlands. These realms defend the peace and provide order to the multiverse. With all of these planes made the multiverse had come into being. However, it felt empty and lacking still. All three prime gods came together and created a new plane. This would provide life and support to all other realms. This was the material plane. A plane of mortal beings that gave the universe meaning and drive. The mortals provide all understanding to the universe and became the favored creations of all beings. The magic and energy of all the planes twisted and melded to create more planes. These planes served as dividers and twisted copies. They were: The Astral Plane, Ethereal Plane, Feywild, and Shadowfell. These planes developed their own life and creations in time, but no god called them home. With these created the Neutrality called forth the other prime deities. They formed a pact that none of them would be involved in the realm of mortals. All mortal affairs would be handled by the gods and other powerful beings. This would be the case unless something endangered all of the multiverse. For several millennia the plan worked, and the multiverse flourished. Until came into being. Vecna was a powerful mage that wanted to be a deity, so he met with different gods. He used magic and his command of secrets to trick them into fighting each other. He sparked a great war and gathered energy from the mass death and the battling of the gods. With his growth in power he built his empire on lies, secrets, and undeath. Eventually he traded with Orcus and gained the knowledge of lichdom. With this extra power he came to the near power of a deity until his top lieutenant fought him and annihilated his physical form except for his left eye and hand. It was too late though for Vecna had ascended past his physical form. This war and sudden emergence of new god threatened the balance though and summoned the trinity. The trinity came to the material plane and summoned Vecna to his trial. All of the gods, archdevils, demon princes, and powerful beings came to his trial. They began their judgement of Vecna, but he did not understand his place in the multiverse. He berated the trinity and felt they were of little power. The Destroyer in that moment wanted to annihilate Vecna. The Creator wanted to change Vecna into a different being that would be eternally left on the bottom of the world. The Neutrality saw a different lesson in Vecna. It proposed that Vecna may retain godhood over evil secrets and undeath but would be eternally broken. He would face eternal torment and agony every secret and undead would cause him pain. The true punishment though was he would lack the true power he craved. He would be trapped unable to do anything himself and stuck relying on underlings. With this they trapped him in Hades to rule the larva that lived there. Before they left, they gave one final decree. They declared this the War of Tragedy. The last decree would be that supreme beings would not be allowed on the Material Plane any longer. They could commune with mortals through other means, but not come to the realm themselves. With this decree all supreme beings left the material plane taking a few of their followers with them. The trinity placed a caveat on the rule that if another mortal sought the power of a god in such away then the supreme beings may attempt to stop said creature through champions. With this they left the mortal plane again. The realm of mortals rebuilt and grew creating a new date system. Their B.W.T. or Before War of Tragedy, and P.W.T or Post War of Tragedy. New kingdoms were formed while others were lost in time. This also led to the follow of some gods as their main cities of worship disappeared. Time moved on though. Nations have grown, and wars have been fought. Outer Planes Mount Celestia, home of the impossibly huge mountain that rises from a beautiful silver sea. The Creator made it as the home of lawful good. It serves as the essence of justice, order, celestial grace, and mercy. In order to ensure the realms continued success the Creator assigned four gods to protect it. These gods were Bahamut, Tyr, Ra, and . They made their homes across the seven plateaus. Moradin lives on the first plateau. He wanted to be the first and closest to the core of creation. Tyr made his home on the third plateau. He sought to celebrate and ensure that justice was kept across all layers. Bahamut, rests on the sixth layer. He used his essence of good to spread across all layers and protected Ra. While Ra rested on the seventh plateau. His sun showered light and faith across all layers. Each plateau slowly gained names from their caretakers: Morala, Mortayr, Tylo, Tyhadu, Baty, Bahakal, and Ra-Bahail. With the Neutrality separating the gods and archdevils from the material plane Ra fell into a deep sleep. His worship plummeted as his power no longer fed his followers. Bahamut now guards the sleeping god hoping that one day there will be an opportunity to awaken him. Elysium is a beautiful realm of filled with fields and forests. This realm serves as the home of the neutral good. It is in essence a home of pure safety and rest. To oversee the land three gods were given control of it: Pelor, Odin and Chauntea. Odin became the watchful protector gathering all knowledge in his tower of black and blue crystals. Chauntea however made her home in the fields. She decided to oversee the agriculture and harvest of the land. Pelor moved deep into a forest and created a stunning gold and ivory citadel. He became a pure light illuminating the land and healing all things. Their homes became known as Valhalla, The Everlasting Harvest, and The Citadel of Dawn. After the Neutrality separated the gods and archdevils from the material plane Odin’s worship fell. He became forgotten and his tower slowly crumbles. Arborea is a mountainous expanse covered in ancient forests. The realm serves as home to chaotic good forces. In this land lives creatures that are dedicated to defeating evil. It is a land of emotion and beauty. Joy and rage both are causes of celebration and honor. Two gods were given dominion in this realm: and Selûne. Corellon revels in the magic and beauty of Arborea. His rage creating vast storms of arcane energy that destroys evil. Selûne is one of beauty and strength her essence fuels the moon. She is known for a quiet rage that will cause all evil to fear the moon. Correllon makes his home deep in the forest named Arcellon. Selûne lives at the peak of the mountain Lunadale. With the creation of elves both gods took a liking to them. They plucked certain elves and created a new elvish race in Arborea that love battle and the wilds of Arborea. Bytopia is a strange plane. It has two perpendicular layers where the sky for one layer is the other layer. It is a place of balance between lawfulness and neutrality. One layer is a tamed landscape of pastures. The other is a wild landscape of trees and forest. Both serve as a land of productivity and satisfaction. No gods call this their home, but Moradin and Chauntea visit here frequently. Moradin has filled it with creations and made a peaceful utopia of harmony and nature. Chauntea carefully oversees the pastures of this land and provides workers. The Beastlands is a land of wild nature. Every climate is here in an unbound manner. This is a land built for hunters. The land is an embodiment of neutral good and chaotic good. It is home to no gods as they feel it is best to let nature be free there. Ysgard is a rugged and dangerous realm. It is filled with mountains, fjords, icy caverns, and many other hazards. The weather fluctuates immensely with blistering summers and freezing winters. However, it is home to the greatest battlefield of all existence, Olyhalla. The battlefield contains every hazard and danger of Ysgard. In this chaotic neutral and chaotic good land has four gods that call it home: Kord, Hercules, Thor, and Tymora. Kord, Hercules, and Thor all will claim heroic souls from the material plane and send them into battle in Olyhalla. Tymora meanwhile provide good fortune to certain participants creating a never-ending competition. As time went on though Hercules and Thor lost followers becoming weaker gods. This hampered their abilities to keep a large army growing, thus Tymora supports them most. Each has their own castle while Tymora’s home floats above the battlefield in a golden disc. Thor lives in a large crystalline stave fortress named Ragnarolo. Hercules has a marble citadel named Marthel. Kord lives in a large silver castle that is constantly under a storm named The Storms Will. Tymora’s golden disk is named Clofair. Arcadia is a plane of perfection and order. Everything here is perfectly arranged, nothing is random, and all is perfectly straight. It works constantly towards the common good and perfection. The world is a lawful good and lawful neutral land. A perfect mountain range lies in the center of the land. It has a large orb that serves as the sun and moon, one half of it is the sun while the other is the moon. The orb rotates perfectly, never missing a beat. The land is governed by four demigods created by Zeus to continue its unity. They are titled the Storm Kings and each lives in a castle that is surrounded by their respective domain. The Cloud King lives in the Cloud Keep. The Wind Queen lives in the Gale Fort. The Lightning King lives in the Castle of Bolts. The Rain Queen lives in the Downpour Fort. While under the central mountain range lives a race of dwarves plucked from the material plane. They created the kingdom named Arcenstone. Ioun also calls this land home. She lives in the ever expanding and changing library, Infinatum. The library is always meticulously cared for and organized. The library lies near the peak of the mountain range, and while it is infinite it will never expand outside the mountain. The Abyss is home to the chaotic evil of demons and the demon princes. It is filled with death, gore, and horror. It is an endless pit of layers that get even more horrifying the farther you go. Each layer is different, but they all are inhospitable and decaying. The demon princes and various evil gods make their homes on different layers. The Demogorgon makes its home in The Gaping Maw. It lives in two twisting towers that rise from an inky sea. Its fortress is named Abysm and it is a place of madness. Orcus makes its home in Thanatos a realm of undeath. It is filled with tombs and other burial chambers. His large necropolis named Everlost is where he plots to conquer the multiverse. The goddess Lolth calls the Demonweb her home. It’s infinite tunnels and webs open portals to other planes drawing in objects for her schemes. Her home lies in the Demonweb Pits. Baphomet lives in The Endless Maze. At the center of this endless maze is his giant ziggurat fortress called the Well of Insanity. Dark Prince Graz’zt rules over the realm of Azzagrat. This covers three layers of the abyss. He created the city of Zelatar where he lives in Argent Palace. Yeenoghu lives in the Death Dells. He has no distinct home as he roams the landscape killing and hunting to sate his infinite hunger. Talona ruled alongside Graz’zt but as her followers faded, she fell in power and Graz’zt usurped her taking her in as a royal prisoner. The Nine Hells are layers of law and evil. It is filled with devils that all follow a dark caste system and are under the rule of Asmodeus. The law of the land is to work your way up from the bottom whether it is by favor or an underhanded plot. In order to traverse the planes, you have to start at the top and work your way down. No portals connect to any layer other than the first one. However, the River Styx connects every layer and is the fastest means of travel between layers. The first layer is Avernus and is the entrance to the Nine Hells. It is ruled by the Archduchess Zariel who took the place of Bel who is now her adviser. The goddess Tiamat lives in the realm as a prisoner but holds her own domain named Chromalia. Zariel rules from a large basalt citadel known as the Burning Citadel. Sobek has also made his home in this realm ruling over the River Styx calling the river itself his home. The second layer is the layer of Dis and is ruled by the Archduke Dispater. He rules from the Iron City of Dis in his Iron Tower. The third layer is Minauros and is ruled by the Archduke Mammon. He rules from the city of Minauros in a flooded castle named Mammon. The fourth layer is Phlegethos. It is ruled by the Archduke Belial and Archduchess Fierna who rule with an unbreakable bond from the city Abriymoch. The fifth layer is Stygia which is ruled by the frozen Archduke Levistus. However, the former Archduke Geryon also lives here in glacial caves. The sixth layer is Malbolge. It is ruled by Asmodeus’s daughter Glasya. The former Archduke Moloch still wanders the realm as an imp plotting his rise to power. The seventh layer is Maladomini a land of ruin. It’s ruled by the Archduke Baalzebul in a castle named Pestilence. The eighth layer is Cania a frozen wasteland. Its ruler is the Archduke Mephistopheles who resides in the ice citadel Mephistar. The final layer is Nessus a real, of dark pits. It is ruled by Asmodeus in his spire fortress Malsheem. Hades is a land of neutral evil. It’s perpetual gray and leeching of all hope leads to the souls that wander there to become larva. The realm was devoid of any ruler until Vecna was imprisoned there to forever rule over the larva that wander it’s wastes. Vecna lives in the obsidian spire Devlor. Pandemonium is realm of maddening winds. It is perpetually dark and noisy and embodies chaotic evil and chaotic neutral. The god calls this plane his home. He loves the wind and endless darkness. He watches as all other creatures go mad. He basks in their silent screams. Carceri is the realm that models all prisons and is the embodiment of neutral evil and chaotic evil. It is the home of traitorous souls. The god Bhaal calls it his home as he hunts and torments souls. He also loves to bring the souls of murderers to here for him to flip the table on them. This realm is also perfect for the god of murder as none can leave the plane unless taking one of the secret exits. Gehenna is a plane of suspicion and greed. The plane embodies neutral evil and lawful evil. It is a volcanic plane of death and lacks mercy. It was the birthplace of yugoloths. The yugoloth city Gefolo resides deep inside of the central volcano that dominates the plane. Acheron is known as a realm of infinite battle. It is the embodiment of lawful neutral and lawful evil. The plane has four floating iron cubes for its land. Battle is always present here as the god Gruumsh makes his home here. It perpetually gives him discomfort to reside here which fuels his endless rage and lust for battle. Mechanus is the embodiment of the lawful neutral. It is a realm of clockwork with an infinite amount cogs working for some unfathomable goal. A race of beings called modrons wander the plane perpetually. Their creator is a man named Primus. He is creature made to protect the infinite algorithm of the realm. He creates modrons in his workshop named Cogdrone. The god Farlor also calls this realm home. He uses the cogs in his infinite understanding of time. He lives in a citadel made of eternally shifting sand named Cloanus. Outlands is the disc plane of neutrality. It is what separates the outer planes from the material plane. It looks quite similar to the material plane as it is a combination of all planes. Around its edges lie sixteen towns each one home to a portal to a respective plane. In the center of it lies the needle mountain Spire. Above its peak lies the ring city Sigil. A merchant’s paradise with portals to every world and plane. Inside the outlands reside many beings. The god Helm lives at the base of the Spire in a fort known as the Steel Fortress. The god Dunatis calls the peak of the spire his home living in a carefully crafted castle, Spire’s Edge. The Raven Queen made her home in Sigil living in the Dark Mausoleum. Melora lives in the Rose Forest at the central lake named Fentain Lake. Limbo is the plane of the chaotic neutral. Inside this realm everything is in constant flux. Only powerful minds or creatures can reside here. The god Zeus lived in a fortress made of solid lightening named the Thunder Fort. As he lost followers though the fort fell into disrepair and it’s lightening has become less and less solid.

Continents Lolore

The isolated continent of Lolore lies in the North Western hemisphere of Kavreal. It is a continent with no large nations and only three major cities. The continent is shaped like a dragon’s head. This has led to the creation myth that the world is an ancient dragon that is in a deep sleep, or that the world is a primordial dragon that the gods slew and built the world on. The nation is known to be almost always covered in snow. It is home to all sorts of beasts that lead to it being very dangerous. Notably an ancient ice dragon lives deep within its Northern mountains. The continent was home to a frost giant city, but it was abandoned after the War of Tragedy. It has since become home to a dwarven kingdom. In the East lie several tunnels that have become home to a cult dedicated to the lords of undeath, Vecna and Orcus. Deep within the tunnels locked behind solid iron doors is a path into the that leads eventually to a portal into the Abyss. There are only a few major areas. Stole Lake is a massive lake that lies on the western side of the continent. It is nearly always frozen. Deep below its icy top layer lies an ancient city that was built by goliaths before the War of Tragedy. During the war though it had been attacked and destroyed leading to the goliaths becoming the nomadic tribes of the North. Various creatures have taken up their homes inside of this ancient city. Then as time went on water filled the crater it was in becoming Stole Lake. In the center of the continent lies the Revyel Mountains. This large mountain range is surrounded by the ancient Slenday Forest. In the center of the mountain range lies the huge mountain named Glacialstone Mountain. Inside of the mountain lies an ancient forge of Moradin. The forge lies deep in the mountain surrounded by magma. The forge vents out of the peak making the mountain seem like an ancient volcano. Magical protections and illusions prevent anyone from entering the forge this way. At the base of the mountain range lies the ancient frost giant city of Storvenhum. The frost giants though abandoned the city during the War of Tragedy to join the battle but were all wiped out in battle, or unable to return to their old home. Dwarves found the city and moved into it renaming it. The city became known as Galenforge. They reworked the city and began digging into the mountain range. The dwarves have not found the forge, but they have found ancient armors and weapons. They have found other hints to this forge. The mountain range is also occupied by other creatures such as yeti’s, goliath’s, and more frost creatures. The Slenday Forest is a large central forest that rings the Revyel Mountains. This ancient forest is filled with all sorts of creatures. The most prominent though is the wild tribe of druids, Feyslen. The Feyslen has a small druid village hidden deep in the forest that guards a portal to the Feywild. Just beyond the portal is a larger city in the Feywild named, Synlangdor. The rest of the forest has no distinguishable towns or villages, but it is home to a lumber mill and outpost that lies on the road between Galenforge and Tulain, named Pinelen. Various nomadic tribes will also make their homes in the forest. Namely the northern goliath tribe Ice Breakers and the tribe Grok’lo. It is this forest that provides a lot of the sustenance for the continent. A huge portion of the Eastern part of the continent is covered by the Elorei Tundra. The tundra stretches for miles but is lacking in any real destinations. A few outposts dot its landscapes, but the largest locations are hidden in the hills. A large underground cave system lies in the Delona Hills. These caves were once home to an outpost of , but a faction of the Undying Cult cleared it out and delved deep into its tunnels. They entered the Underdark and continued deeper until they found a Drow village. They cleared the village and found a portal to the abyss, but it went to the Demonweb. They corrupted it and changed it to connect to Thanatos, so they could easily contact their master. The cult uses this remote location to easily develop their power in peace while drawing in unknowing travelers. The largest outpost of the tundra is located South East of the hills near the Slenday Forest. This outpost is called the Tulal Outpost. The outpost serves as the largest place for people who want to go out into the Eastern portion of Lolore. To the North East are the Cleave Mountains. The mountains are home to an Ancient White Dragon called Ferom. The dragon rules over a clan of kobolds and lizardfolk. The dragon will hunt the mountains for different beasts and creatures. Namely it will hunt wandering frost giants. A small frost giant fort lies in the mountains named Goven. The fort and its different residents live in squalor. They used to have a much livelier life style, but with the white dragon living there now it has made it hard for them to raid effectively. The rest of the mountain range has various caves scattered around it. The most notable is home to a large Dwarven City. This city is the only reason people will travel this far North. It used to be the capitol of a small Dwarven nation until the dragon arrived. The Dwarven city is called Iceforge. It was built inside an ancient cave system that they have expanded upon. North of main land mass is the island Veggel. The icy island is very desolate and empty of most life. Only the strongest of ice creatures will stay on the island. Kalrone

Norlain

Torgala

Efreolo

Nations Kalrone • Reltor o o Ventle o Canven o Larock Forest o Cliffven: The second largest port city of Reltor. It is a large city with two main roads and seven districts. The city lies on a large plateau that overlooks the Great Sea Xanlet. The Raven River flows through it until it goes over the cliff edge at Crow Falls. Directly East of the city the plateau comes to a sharp point called Eitrich Point that is home to the Taryn Lighthouse. ▪ Trade District: The trade district is home to the main shopping areas of the city. Its central area is the Gallen Marketplace. The marketplace is almost always bustling but will close around 9:00 P.M. and opens again at 6:00 A.M. Different shopping booths fill every area of the main square. The surrounding buildings are filled with other stores. The Iron Quarter is home to the blacksmiths and magic stores. The Steel Stallion This is a smithy that specializes is in medium armor, mount armor, and simple weapons. The shop is run by Dimitri Stoneskull, a dwarf.

It is a small building with a workspace just outside of the building. It’s burning furnace pipes smoke out almost constantly. A series of windows line the front of the shop allowing people to walk by and see it’s wares. It also has a large steel horse standing outside of it. The sides of the horse hold the name of smithy emblazoned on it. The shop almost always glows. Iron Vagabond This is a smithy that specializes in all weapons. They also have some minor magic rings and weapons for sale. The shop is run by Fjord Guilane, a human . This is a building that is built like a small warehouse. The front of the store is filled with weapon racks. The back of the store is the workshop where two furnaces lie and several other manufacturing stations. The two sections are separated by a small counter. The counter has a glass case built in that contains several magic rings. Above the entrance to the store hangs a sign that resembles a silhouette holding a sword and shield, below the silhouette is the shops name. Stone Breakers This is a smithy that specializes in bludgeoning weapons and heavy armor. They also sell mining gear. The shop is run by Hork, a half-orc.

This is a stout building with the workshop partially indoors and outdoors. It has several windows at the front where it shows off different wares, they sale. Inside there are multiple armor stands and various weapon holders. The sign outside is simply a large hammer crushing a mountain. Tanned Land This is a tannery that specializes in armor made of leather and hide. The shop is run by Ellora Songswing, a .

This is a small shop that has a long workshop attached to it. The store has a base of stone with the rest made of wood and clay (Tudor style). Several small windows line the building. A sign out front of the shop has the name of the store. The inside of the store has many different outfits made of hides and leather. A small counter is on the left side of the building. A door on the right side of the building opens into the workshop. The workshop has multiple areas for tanning and many hides. Lord of Leather This is a tannery that specializes in light armor and clothing. They also make furniture. The shop is run by Gorik Sparklix, a goblin.

This is a large store and workshop combination. The shop is entirely made of stone with no windows apart from one large bay window. In the bay window is a leather throne like chair. A metal engraved sign is tacked to the wooden door of the shop. The inside of shop is spilt into three sections. The back half of the store is the workshop while the front is split in two. One side is home to clothing while the other is filled with furniture. A small counter sits right in the middle of the shop. Hides and Tides This is a tannery that focuses on heavier hide armors and ship sails. The shop is run by Tholldo Seadiamond, a dwarf.

The shop is strange in appearance. The building itself is made of black brick and wood. A large wooden mast sticks out of the store though. The store has a few small windows scattered around it’s walls. It has large workshop doors that are always open when the store is open. A large sign hangs next to the door that has the name of the store. The inside of the shop is covered in large sails of different colors and insignias. There are also many tables with different clothing and armors. The store has no counter, but it does have an office for business discussions. Fendricks Fantastic This is a magic item store. Finds They sell minor and major magical items. The shop is run by Fendrick, a half-.

This two-story stone tower has beautiful stained-glass windows. It has one large wooden door that has an intricate tree pattern carved into it. When looking at the door it seems as though the pattern moves. It looks almost like the wind blows through its branches and animals move around it. A wooden sign is attached to the wall near the door. The sign has the stores name emblazoned across it in glowing green letters. Inside the shop is central staircase that circles up to the second floor. Several curved tables are set around the room and various armor stands and cloak stands are around the room. Around the central staircase is the counter and clear case holding various small objects. Mystic Magics This is a magic item store. They specialize in magic wares for spellcasters. The shop is run by Bolivar Barrow, a gnome.

This is a small building that is only one story tall but is wide. Grass and small plant life grow across its curved roof with a singular tree in the middle. The building seems to be in almost perpetually clear weather, unless winter then it is always snowing. A staircase on the outside leads to the roof where people can be seen lounging and kids playing. The front of shop has one circular door with two circular windows next to it. The inside of the store is spacious and comfortably warm or cool matching whoever enters the store. Tables are setout with different wares used in spell casting. Similar to a candy store jars are setup filled with different spell components. The ceiling is covered in roots from the tree above. On the far side of the store is a small counter and door leading to a storage area. Enchanted Treasures This is a magic store that specializes in non-combat magical wares. The store is run by Harry Lekol, an Illuskan human

This is a small wooden shop with one large window at the front. The window has many stands holding clothing and various books. The building is very unassuming. A wooden sign hangs off the building with the stores name on it. The store is built in between two larger buildings. The inside of the store is split in three segments. The back of the store is home to a lot of jewelry. The middle has various bookstands and cases. The front of the store has tables and stands holding clothing. The store also has a back room that has an enchanting room and a stock of supplies for spell casting. Barrels Baked Goods This is a bakery that sells mostly breads and some sweets. The shop is run by Darion Barrel, a Tethyrian human.

This a small bakery that is below the home of Darion. The store has a large bay window that show the different baked goods for sale. Next to it is a wooden door with a small window in it. A sign is attached to the building with the name on it. Inside the store are different types of bread, cookies, and pastries. The back of the store is home to the kitchen. A counter separates the kitchen from the rest of the store. The Floured Flowers This is a bakery that sells sweets, they specialize in sweets with fruit. The shop is run by Elaine Irongut, a dwarf.

This bakery is a fairly large stone and wood building. Two large windows are situated at the front of the store. In- between the two windows is a door. In the windows are several baked decorations. The decorations are small to large sculptures made of bread. Inside the bakery are all sorts of sweet treats. Various pastries, pies, cakes, and more. They also make candied fruits and caramel apples. The counter lies at the back of the store and the kitchen lies behind it. Golden Treats This is a bakery/cafe that only sells breads, sandwiches, and various drinks. The shop is run by Venton Blassikvonala, a gold dragonborn.

The building is a large two- story bakery. The outside of the building is painted a golden yellow. The base of the building is made from stone that sparkles and glitters in the light. The rest of the store is made out of wood and clay. The entire ensemble almost looks like a golden egg that has been put onto a pile of crystals. Many windows decorate the building giving passerby’s an easy view of the many tables and counters inside. Above the door hangs a polished brass sign in the shape of a dragon encircled around a loaf of bread, the shop name emblazoned across it. The inside of the shop is bustling and busy. Several counters are around the room where people can buy their various foods. Several tables and chairs are also set around the room with more upstairs. A wall behind the counters separate the rest of the store from the main kitchen and storage. Natures Nurture This is an herbalist shop that sells various potions. The shop is run by Shorok, a half-orc.

This is a small shop with no front windows. The store is made entirely out of stone with a wooden door at the front of the store. A small wooden sign is attached to the door with the name of store on it. Inside the store is one central table and various shelves all filled with different salves, potions, and herbs. The room is dimly lit by a chandelier hanging low above the table. The back of the store has a counter in front of a door to the storage and preparation area as well as a door to the garden behind the shop. In the garden lies a toolshed with a hidden trap door to an underground safehouse where illegal drugs are made and cultivated. Melora’s Medicines This is an herbalist shop that sells potions and herbs for natural remedies. The shop is run by Calli Leafwind, an elf.

This building is one story tall and made of wood. Small round windows are scattered around the building. The building is also surrounded by flourishing plants and trees. One wooden door sits at the front of the store, carved across it is the name of the store. The inside is filled with all sorts of teas, salves, potions, and herbs. The room is warmly lit by torches and hanging lanterns. A small counter is at the back of the store. Beyond the counter is a room where the herbs and plants are prepared. Behind the store is a green house and garden that houses many different herbs. Fallen Leaves This an herbalist shop that specializes in herbs for teas and some medicines. The shop is owned by Jimly Brook, a halfling.

This herbalism shop is two stories tall with the shop being on the first floor and living space on the second. The building is made of mostly stone with ivy growing on it. One large window is at the front of store with plants growing in it. There are small stands out side of the store with flowers on sale. A wooden door is at the front of store with a wooden sign hanging above it with the stores name. The second floor has a few windows across it. The inside of the store Is filled with boxes, bags, and jars. All of these contain teas, herbs, spices, and some salves. A counter is at the back of the store it sits in front of a staircase that leads to the top floor where the living quarters are and a staircase to a rooftop garden. Drunken Gnome Inn This inn has nicer rooms and a large tavern. The shop is run by Godain Spicelan, a gnome.

This is a large two-story inn with the bottom floor being mostly a tavern. The outside of the building is wood and stone, Tudor style. Ivy grows across various parts of it. The first floor has several bay windows along the other windows. Through them is the tavern where it is almost always hosting guests. Two wooden doors are on the first floor. One door leads into the tavern while the other leads to the inns lobby. Upon entering the lobby there is a staircase that leads to the rooms upstairs and a path into the tavern. The tavern is filled with different tables of all sizes and a bar. The rooms in the inn are all a higher quality. Golden Ale Inn This is a large inn with cheaper rooms and a smaller tavern. The shop is run by Lawerence Fedalvo, an Illuskan human.

The outside of this inn is all stone. It is a large two-story inn that looks almost like a very small castle. Various small windows line the walls and one large window is on the first floor next to the front door. Through the window can be seen the small tavern that lies on the first floor. Ivy grows along the outside of the building. The inside of the building is very cozy. The tavern is smaller than some, but still busy and packed with various tables. The rest of the building is the various rooms for rent. Next to the bar is a hallway that leads to the front desk of the inn. The rooms in this run from cheaper to more expensive, but they all feel cozy. Dragon’s Girdle Inn This is a moderate sized inn with very fancy rooms and a moderate tavern. The shop is run by Feloten Garandersson, a blue dragonborn.

This inn is made of a bright white stone. The weather around the inn seems perpetually clear. The sidewalk in front of it is always immaculate with two tall but skinny trees in the walk way. There are multiple large windows around the building and a few small ones. The front entrance is two large wooden doors. Upon entering the immediate sight would be that of a long front desk infront of an ornate tapestry of Bahamut over Tiamat. Standing next to the front desk are two suits of armor (They are enchanted and act as security/bouncers). To the right of the entrance is a very nice tavern that is filled with fancy chairs and tables. To the left of the entrance is a parlor and mini library. The rest of the building is filled with the rooms for rent. These rooms are all very intricate and ornate. They are high quality and very expensive. ▪ Royal District: The royal district is home to the castle of Lord Fanvel, The Cliff Keep. The castle itself is very large and has one tall central tower where Lord Fanvel keeps his personal office. The rest of the district is made of stone and expensive looking buildings. There are many stores and guards that are scattered across this area. This area is also the home to a branch of the major bank of the nation, The Volen Bank. This bank is used to store money and prized goods. Elvish Delights This is a small bakery that lies just south of the castle. It is nicely lit and has various trees around it. The shop is run by two wood elves Feltola Garssalova and his wife Dermina Garssalova.

This is a stout stone building with one large window at the front of the building. Several small trees and plants are growing outside of the building. A wooden cover the window and wooden door. Small strands of ivy grow across the building. The wooden door stands on the left side of the buildings front. A wooden sign hangs from the awning with the stores name carved onto it. Upon entering the store, the room is filled with baskets of breads and various pastries. At the back of the store is the counter and kitchen. The counter has a glass case built into it showing off some of the more elaborate baked goods. Behind the counter on the wall before entering the kitchen are two paintings. One is a picture of an elvish family standing in an elven gazebo surrounded by woods. The other is of Lord Fanvel, Lady Amatola, and their daughter Delilah as a baby. Devon’s Dashing Designs This is a large stone building and is home to a combination of a blacksmith and tannery. The shop is run by twin humans Barry Devon and Frank Devon.

This large stone building is beautifully designed and decorated. The large stones that make up its walls have been carved with intricate designs. Several windows are scattered across it through which various beautiful clothing options can be seen as well as intricately decorated armor and weapons. There are two sets of doors to this shop. One set are large warehouse doors that are open through out store hours. The other set are smaller doors that open into the main store. Upon entering the warehouse are racks for tanning leather and working with leather or silk. At the back of the warehouse is the area set aside for blacksmithing. In the main store area are many clothing stations with finer clothes for the royalty. There is also a section for armors and weapons all of them beautifully decorated. However, everything is very expensive here. Abundant Cornucopia This large stone building is home to a general store. The store is run by a firbolg named Lucian Treewhisper.

This large stone building is covered in ivy and moss. Across the building are various small windows and one large window. A display sits outside of the store, in front of the one large window, during operating hours holding bouquets of flowers. A large wooden door is next to the bouquet stand. Coming out of the center of the roof is a large chimney. Upon entering the store is a meticulously organized area of shelves and tables. The center of the store is home to a large hearth where fresh food is constantly being cooked. The store sells everything from herbal remedies to simple armors and weapons. It however seems to be a focus on anything found in nature and non-metal. At the back of the store is the counter where any transactions take place. There is also an entrance o the basement storage area behind the counter. The Volen: Cliffven Branch This is a very large white stone building. It serves as the main branch of the Eastern coast. This branch is run by a dwarf, the High Banker Harrison Thunderstruck.

This building towers over most in its general vicinity. It is made entirely out of a stark white stone with black and gold decorations. Two large doors are at the entrance with several large windows around the outside of it. Several guards are always present around the building. Upon entering the building there are beautiful tapestries around the building showing off different dwarven runes. There are also multiple sitting areas. In the center of the room is the main teller section. Multiple long counters where tellers are all situated. The vault is buried underground and enchanted. The tellers can access the vault due to a special amulet they keep on their person, any other person who attempts to enter will be forced away violently. If the bank is ever to fall under attack the vault will seal itself and is nearly impenetrable requiring a specialist to be sent from the headquarters in Ventle. The bank will store anything given to them as long as their fee is paid.

▪ Religious District: The religious district is home to the various temples of gods worshipped in the city. Some have smaller temples while others are larger. The main temples belong to the Raven Queen, Ioun, Pelor, and Bahamut. There are smaller temples for Tyr, Chauntea, and Helm. There is a hidden temple here for Bhaal that serves as a home for his cult. Ravens Roost Temple A large temple surrounded by a graveyard. This is a temple dedicated to the Raven Queen. The Head Priestess would be Madame Torval, a levistus .

This large and foreboding building stands above a large graveyard. Its black stone walls is decorated with blue and white accents. Various arches stretch away from it. Two large statues of a cloaked woman with a porcelain face guard the entrance to the temple. There are several large stain glass windows around its walls. The graveyard surrounding it is filled with mausoleums and tombs. There is one large area that has a statue of a headless knight. It is dedicated to all who died in the Rain War. Upon entering the temple, one is greeted by the site of an open room with a large statue at the far side of the room. This statue is made with more intricate details. Its porcelain face has been intricately decorated and polished. The statue crouches down like a mother trying to comfort a child or beckon them forward. The rest of the room is empty save for four pools of water and several pews. Wandering around the room in silent prayer or fulfilling mysterious tasks are the priests and priestesses. All of them wear flowing blue cloaks that cover their bodies. Breaking off from the main sanctuary are various hallways to bedrooms, embalming chambers, catacombs, and other secrets. The Knowing Library This large white building sits in the middle of the Religious District. It is a temple dedicated to Ioun. The temple is lead by the Head Librarian Ronal Defental, an Illuskan Human.

This large circular building sits in the middle of a courtyard. It’s made out of a white stone with blue highlights. Marble pillars line the outer walls of the building. Above the main entrance is the symbol of Ioun in a large stained-glass window. The courtyard around the building has trees fountains and several benches scattered around it. Upon entering one is greeted by rows and rows of bookshelves. There are also several staircases leading upstairs where more books can be found. In the back of the building are hallways that lead to conference rooms and sleeping chambers for the priests of the temple. The priests serve as librarians and mages wearing blue and white clothing. The Suns Bastion This large temple is surrounded by trees and almost constant sunny skys. The temple is dedicated to Pelor. The temple is led High-Concordant Yolari Torlana, an Aasimar.

This large temple serves as a center of healing. It sits in the center of a large garden. The building itself is made of a polished white stone that during the day it seems to radiate warm sunlight. The building is lined in many windows and has several doors. Guarding the doors are bronze angel statues. The main entrance has a large statue of a man in regal clothing helping a sick man. The garden around the temple is beautiful and filled with many different trees and flowers. There also healing herbs around the garden that can be harvested. Upon entering the temple there is a large open area with a large sun decorating the floor. In the center of the sun is a statue of the sun. Rows of circular chairs surround the statue. Various stairs lead to the different levels of the temple where rooms are kept for the healing practices of the temple. Priests and doctors maintain the building. The priests live in the temple and make sure that all the patients needs are met. Platinum Hold Temple Justices Rest Temple Harvest Fate Temple Protectors Watch Temple

▪ Military District: ▪ Poor District: Home to an underground temple for Asmodeus and his followers. ▪ Gambling District: Home to an underground temple for Tiamat and her followers. ▪ Dock District: o Crow Falls o Raven River o Yuanleaf Forest o Feyred o Raven’s Feather University o Fair Fall Keep ▪ Baron Grat: The Baron in charge of Fair Fall Keep and ruler over Oakshire. He ruled for a long time until Tevar came. Tevar annihilated his city and him turning them into zombies. o Oakshire Village o Heather Glen Efreolo Lolore Norlain Torgala Gods Name Alignment Suggested Symbol Domain Core Gods Ioun, goddess of LG Knowledge A blue I with an eye knowledge and at the top of it wisdom Helm, god of LN Life, Light Staring Eye on protection Upright Left Gauntlet Chauntea, goddess NG Life Sheaf of Grain or a of agriculture Blooming Rose over Grain Tyr, god of justice LG War Balanced Scales Resting on a Warhammer Moradin, god of LG Knowledge Hammer and Anvil creation (Dwarf centered) Corellon Larethian, CG Light Quarter Moon or god of art and magic Starburst (Elf Centered) Raven Queen, LN Death, Life Raven’s Head in goddess of death Profile Facing Left Melora, goddess of N Tempest, Nature Wavelike Swirl wilderness and the sea Kord, god of CN Tempest Sword with a strength and storms Lightning Bolt Cross Guard Tymora, goddess of CG Trickery Face-up Coin good fortune Bahamut, dragon LG Life, War Dragon’s Head in god of good Profile Tiamat, goddess of CE Trickery, War Five-Pointed Star wealth, greed, and with Curved Points vengeance Vecna, god of evil NE Knowledge Hand with Eye in the secrets and undeath Palm Tharizdun, god of CE Trickery Dark Spiral or eternal darkness Inverted Spiral Bhaal, god of NE Death Skull Surrounded by murder Blood Droplets Farlor, god of time LN Life, Nature, Death Sun and Moon Circling Pelor, god of the NG Life, Light Sun light and healing Selûne, goddess of CG Knowledge, Life Pair of Eyes the moon Surrounded by Seven Stars Side Gods Hercules, god of CG Tempest, War Lion’s Head strength and adventure Dunatis, god of N Nature Red Sun-Capped mountains and peaks Mountain Peak Sobek, god of water LE Nature, Tempest Crocodile Head with and crocodiles Horns and Plumes Thor, god of storms CG Tempest, War Hammer and thunder Lolth, Drow goddess CE Trickery Spider of spiders Gruumsh, Orc god CE Tempest, War Unblinking Eye of storms and war The side gods are similar to core but have less followers. Some could be nearly forgotten. The other Nonhuman Deities (PLH Pg. 296) are also present, but these ones are most prevalent. Forgotten Gods Zeus, god of the sky N Tempest Fist Full of Lightning Bolts Odin, god of NG Knowledge, War Watching Blue Eye knowledge and war Ra, god of the sun LG Life, Light Solar Disk Encircled by a Serpent Talona, goddess of CE Death Three Teardrops on disease and poison a Triangle These are gods that have lost all of their followers. Their influence exists in the world still, but they are barely existing anymore. They can be revived but it would take a long time.

Organizations

Key Characters Player Characters Toadpoke Backstory: • Home village of Suet Brooke: Goblin Mining Village • Enslaved by Human kingdom of Magnusilva forced to entertain the royal family • Freed from slavery by bardic mentor Clamedies • Clamedies trained Toadpoke but passed away eventually in a small village leaving his prized bagpipes to Toadpoke • Toadpoke journeyed home, but do to his enslavement he became disillusioned to the Goblin lifestyle and was exiled • Eventually he journeyed to Cliffven taking a job for Lord Fanvel as a Bard/Jester Nerolos “Nerol” Aklainath • From the Protectorate Aklain • The Protectorate is ruled by Raloven a tyrant • As he grew older his magic grew more powerful. • Raloven wanted this power to help strengthen her position, but Nerolos refused • He used his magic to help the citizens and populace, he grew in popularity • Before he grew too strong Raloven exiled him • He found his way to Cliffven and came into the service of Lord Fanvel using his magic to help the people of the city. Sir Flatulance a löt • Born in a small isolated clan of dragonborn, 24 members, named the clan Löt • Resides in ancient jungles of revelation • Live amongst the ruins of an ancient civilization • Hercules is a god of this ancient civilization, mentor (Grög) was the last of his acolyte’s until training him • Mentor still lives as far he knows, raised him as his own since his parents were dead • Trained him rigorously • Enlisted in the nearest military as soon as he could • Left the military do to differing beliefs Sir Jeremy • A knight of Lord Fanvel. Is a Battlemaster Fighter that also travels with the player characters. Hollimoth • Villains Conqleq Born due to the warlock Bartol misusing his powers. The beholder born from a portal to the Far Realms killed the warlock and left his home deep in the Underdark. Conqleq, like all beholders, believed he was the greatest of all beholders. He, however, wanted to prove his dominance and left the Underdark. He went and hunted down different books regarding beholders. He learned of the different ways to summon beholders and the other creatures born from the Far Realms. Conqleq used the knowledge gathered to bring other beholder creatures under it. He has gained an army of kobolds, lizardfolk, and other nomadic creatures. Its final goal is to prove its dominance over all beholders. Conqleq has a series of goals to lead to its largest goal. The first goal it has is to build its army. The second goal is to conquer Canven. Then after that it will try to commune with the old gods to gain power over other beholders. Conqleq has made many allies. He had a small group of kobolds under his command. He also made a bargain with Tevar-Keth. However, Conqleq simply planned on killing Tevar- Keth after his usefulness ran dry. The right-hand man of Conqleq is a young white dragon named Scythicelo. The dragon is a pet of Conqleq in his mind. He also has two core lieutenants: Horondo and Kess. Both oversee different aspects of his army. Kess oversees the lizardfolk and kobolds. Horondo oversees the goblinoids. Conqleq views them as malleable and lower beings, but very useful. He has complete control over them. Conqleq is a large beholder with a huge central eye. His body is covered in black naturally spiky scales. His ten eye stalks like large spikes. His large toothy maw seems to be curved in a perpetual smile. He has also had a large twisted crown made for him. It is a golden spiked crown the rests upon his head. Tevar-Keth Necromancer that fell from grace. He was known as a great mage at the school of magic named Ravens Feather University. He had been studying necromancy to stop evil necromancers. However, he fell in love with a girl that found him repulsive. He killed her and resurrected her as a zombie. The other mages discovered this plot and exiled him. He then left making a home in the Heather Glen. He slowly built an army of zombies from local villages and ogres. He used these to overtake the town of Oakshire and its keep named Fair Fall Keep. He broke into the catacombs below the keep and created a base for himself, but his true home will always be Heather Glen. However, his greatest feat was finding and resurrecting a beholder corpse. He has since been able to build up his zombie army and its capabilities. He had no distinct goals until he met Conqleq. Conqleq promised to introduce him to Vecna the god of undeath and give him all he dreamed of. All Tevar-Keth had to do was help him conquer Cliffven. Tevar-Keth agrees and is eventually asked to lure away the group of heroes that have suddenly appeared and cause issues for Conqleq. This human wizard has pale olive colored skin and long wiry blonde hair. His eyes are brown and bloodshot. He wears long black robes that are thick and billowing they cover a skinny body. He also wears golden bracers with intricate jagged patterns and black onyx crystals inlaid at the top. Leaders Lord Fanvel Tetrovel Lord Fanvel is a tall athletic man. He is a Turami human with mahogany skin tone and long curly black hair that he keeps in a ponytail. One shock of gray goes to from the right temple all the way back. He is very regal in stature, but he has kind weathered eyes. He is 35 but looks older, the stress of the job has affected him. He rules the city of Cliffven and the South Eastern region of Reltor with respect. He typically wears blue clothing with silver stitching decorating it. He has a habit of collecting magical artifacts and is fascinated by the arcane. His armor is tinted blue with a black raven stretching across the breastplate. The helmet of the armor is shaped to look like a porcelain mask with a golden dragon on top of it. His family were staunch Raven Queen followers while the nations crest is that of gold dragon. His armor is known as Raven’s Shield. Born in the capital city Ventle he grew close to King Foren Clovers son Prince Joseph Clover. As they grew up together and eventually became soldiers in the military together. This where Fanvel learned more of magic and sword play becoming an Eldritch Knight for the kingdom. The Prince and Fanvel served in the Rain War against the Northern kingdom Sealave. Fanvel became known as the Raven Knight and later Raven General. They won many battles and become some of the favorite military commanders in the kingdom. Once the war finished Prince Joseph became King upon his father’s mysterious death. Joseph decided to give Cliffven to Fanvel after it’s previous lord had died in a battle with the southern Yuan-ti. Fanvel took great pride in his new job as Lord. He protected the region and eventually married an elven woman not of royalty in Cliffven named Amatola. They eventually had their daughter Delilah Tetrovel. Mayor Rekfal Human man Baron Grat The Baron in charge of Fair Fall Keep and ruler over Oakshire. He ruled for a long time until Tevar-Keth came. Tevar-Keth annihilated his city and him turning them into zombies. Headmaster Hidalgo Dwarf Man Townspeople Reltor

Cliffven Amatola Lady Amatola Tetrovel is the wife of Lord Fanvel. She is an average Tetrovel height slender wood elf. Her copper skin soft with hints of green mixed in, most notably her cheeks. She has short brown hair that she typically wears in a bun on her head. She has dark green eyes. She will typically wear blue dresses too match her husband. She was born to a family in Cliffven that owned a small bakery in the Trade District. That was until she married Lord Fanvel. Her family now owns a larger bakery in the Royal District. They were offered the chance to live in the castle, but said no. She is known throughout the land as kind and gentle, she hasn’t let ruling change her disposition. She loves the city and its people often spending time wandering the streets. She sometimes will take Delilah with her, but often she leaves Delilah to her studies. Delilah Delilah Tetrovel is the daughter of Lord Fanvel. As a half-elf she has the Tetrovel dark skin of her father and the green tinges of her mothers’ skin. Her eyes are dark green. She has short curly black hair that. Her father has her studying with various tutors and Magister Trosle. She has begun to learn basic magic and uses it to cause all sorts of mischief. Canven Captain Yangol Annimun Vineforged John Yuangwe Magister Meglex Fendrick Mansoul Mark Sunborn Escibope Gerald Reyshal

Creatures

Events Historical Events • Current Events • Building Events • Player Events • Past o The group was sent to town Canven by Lord Fanvel in order to solve the issue of kobolds attacking the town. While journeying down the road between Cliffven and Canven the group comes across a small camp containing a scouting party of kobolds. The camp lies in the woods just off the road. The group investigates and fights what they can before being forced to evacuate to their own camp. The next morning the group journeys South to Canven reaching the town. o Upon reaching the town the group finds the nearest tavern and inn and stays there for the night. The next morning, they leave for what they think is the mayor’s estate but is actually the home of a local wizard that helps the town. They are then directed to the mayor’s estate and are informed of what has been happening. For 5 years the town had been experiencing kidnappings and local legends of snake people in the Yuanleaf Forest. That was until recently when the town came under attack by a horde of kobolds. The kobolds first attacked in force then slowly would raid the outer parts of the village. The group was given a guide named Escibope to hunt down the kobolds in the Yuanleaf Forest. o After leaving Canven the group journeys deep into the forest eventually coming across a series of clearings that are home to various cultists. The group captures one of the cultists who reveals they worship the god Sseth. The group then journeys further through the clearings and encounter kobolds that had been hunting the cultists. They fight the kobolds until they find a large tent that has several statues inside it of various creatures and a strange bed. They continue forward noticing a large clearing with a strange pyramid temple in it. The group decides to rest. o The next morning the group makes their plan of assault on the temple. They notice holes that were carved through the temple and that the temple is surrounded by piles of burned corpses. They continue forward climbing the temple to very top and finding several kobolds and an altar. They kill the kobolds then head to the second-floor leaping to it instead of going all the way to the bottom. They continue to fight through the pyramid until finding two gazers on the top floor and more statues. They kill them and learn of some master that is in charge of them. They then journey to the bottom floor after looting the other floors. Escibope is killed by a powerful kobold that had been guarding the bottom floor. The group kill everything there and leave. While leaving they notice several kobolds running towards a hill in the East. They also notice a large snake that’s watching them before heading South. The group chases the snake but loses it. They head to town with Escibope’s body. o They return to the town and go to a priest and the local wizard to try and revive Escibope, but no one can. They then return to the mayor and the mayor pays them and takes care of Escibope’s body and family. The group informs the mayor of what happened and tell him that they want to return to the temple and hunt down the kobold remnants. The mayor tells them that he will find a new guide for them. The next day the group is introduced to Reyshal, a hunter that trained Escibope. The group journeys back into the forest. o The group returns to the temple and then heads East to where the kobolds were headed. They reach the hill and find a small cave entrance and head inside. Upon entering they set off a trap that caused a series of bells to ring. They continue to enter into the cave and encounter more kobolds. They fight through the cave system setting off more traps along the way. After further exploration they find what seems to be throne room. Inside they find another gazer and some of the kobold leaders. They also find more stone statues and another hay bed. The group kills the leaders and then exits the cave system. o The group returns to Canven and informs the mayor of their findings. The group gains their payment and say goodbye to their new-found associates. The group then heads back to Cliffven. Upon returning they head to Lord Fanvel and report their success. They also informed him of the gazers and the discussion of some master controlling them. This troubles Lord Fanvel and he informs them that he will try to investigate what is going on. He dismisses them and goes about his business. The group then goes about shopping and gathering new resources. They then find a tavern and celebrate. o While at the tavern the group hear screams from the Northern gates. The group rushes out and see the outer city is under siege from a horde of undead monsters. They rush through the gate to help save any civilians they can. They fight through the undead until eventually encountering a large bone naga. After fighting through the horde, they then return to Lord Fanvel to ensure he’s safe. Lord Fanvel and the inner city are safe. The lord, however, is staring through a telescope towards the northern hills. He shows the group what he is looking at. A figure clad in black riding on a skeletal horse. The figure rides into the forest a few undead following behind him. Lord Fanvel informs the group of a banished necromancer that may be the cause of this. He tells the group of Baron Grat who lives in a nearby village and keep who had been keeping an eye on the area around the forest. He also tells them of a nearby wizard university named Raven’s Feather University. The group decides to investigate and gains a new teammate from Lord Fanvel. The group is given a few horses and head out to the university. o The group journeys to the university and makes camp along the way. Upon reaching the university they learn of the different wizard schools and practices. They are also introduced to Headmaster Hidalgo. The headmaster gives them the story of Tevar-Keth the necromancer. The group feeling more prepared head to the village of Oakshire and Fair Fall Keep in order to meet Baron Grat. Upon entering the town, it is strangely empty, and the keeps gate is lowered. o The group journeys into the keep and encounter various magical enemies and zombies. As they journey through, they learn that Baron Grat is now dead and all of the denizens of the town have passed. It seems that the keep had tried to fight away the attackers but failed. As the group explores, they eventually find a blocked door and a staircase heading down. o The group journeys into the catacombs and dungeons. Upon entering they hear someone yelling for help. As they investigate, they find a drow druid. They release it and it joins the group. They journey through the catacombs killing zombies and setting off traps. They eventually reach what seems to be an end chamber. Tevar-Keth stands on the opposite side of the room. The group attacks but quickly discover he’s an illusion. After a brief discussion Tevar-Keth calls out of a central pit a zombie beholder before his illusion vanishes. The group battles the beholder killing it. Upon killing the zombie beholder, the group attempted to discover what they could from the notes in the room but were unsuccessful. After searching the room, they finished exploring the dungeon eventually finding a secret door that led to an encounter with a , nearly losing a team mate. After killing the cube, they continued through this secret tunnel finding a study with a statue of Vecna. They searched the room finding a secret chest in the statue and a lever. Upon pulling the lever this opened another secret door. They went through the door and found a treasure chest. This turned out be a mimic and nearly killed one of the team members. Upon defeating the mimic, they then decided to leave the dungeon having explored all that they could. They then returned to Cliffven fearing if they chased the necromancer, they would die. They reached the city and went to the Golden Ale Inn to rest and celebrate. • Present o • Future o Conqleq assaults Cliffven in the night. Having sent several spies into the city he sabotaged the gates allowing his armies ease of access. Random Encounter Chart Trade District Military Religious Royal District District District 1 = 1d6 Goblins, 1 = 1d4 Kobold 1 = 1d4 Goblins, 1 = 1d4 Goblins, 1 Goblin Boss Sorcerers, 1d6 1d4 Kobolds 1d4 Kobolds, Kobold 1d4 Winged Inventors Kobolds 2 = 1d4 Bugbear 2 =1d4 Kobold 2 =1d4 2 = 1d4 Chieftains, 1d4 Dragon Shields, Hobgolin Lizardfolk, 1d4 Goblins 1d4 Guard Captains, 1d4 Hobgoblins Drakes Hobgoblins 3 =1d4 3 = 2d6 3 = 2d4 Goblins, 3 = 2d6 Goblins, Bugbears, 2d4 Kobolds, 1d6 1d4 Lizardfolk 1d4 Goblin Goblins Lizardfolk Shamans Bosses 4 = 1-2 4 = 2d6 4 = 1d4 Kobold 4 = 2d4 Winged Hobgoblin Lizardfolk, 1d4 Inventors, 2d4 Kobolds, 1d6 Captains, 1d4 Lizardfolk Bugbears Goblins Hobgoblins Shaman 5 =1 Hill Giant, 5 = 2d4 Winged 5 = 1 Manticore, 5 = 1d4 1d6 Goblins, Kobolds, 2d4 1d4 Lizardfolk Lizardfolk 1d4 Hobgoblins Kobold Shamans, 1d6 Inventors. Bugbears 6 = 1 Hobgoblin 6 = 1 Manticore, 6 = 1 Lizardfolk 6 = 1 Hill Giant, Warlord, 1d4 1d4 Lizardfolk King/Queen, 1d4 Lizardfolk, Bugbears Shamans 1d4 Kobolds 1d6 Kobolds ▪ Encounters to send players towards the docks: • Civilians: A group of civilians is being attacked and they need an escort to the docks. • Dragon Attack: The Dragon blocks the path by destroying a building. • Too many of them: Simply too many enemies to beat and the only safe path is the docks. • Soldiers need help: The docks are under attack and need defending. Civilians are being rushed there to be put on boats. • Escort the Lords family: This will take the players through a secret path towards the docks. ▪ Players will be forced onto a boat which will sail North to another city in the nation or across the ocean. This is due to either defending the lord’s family, being knocked out and put on a boat, or just too many enemies and they are forced to retreat. Boat with blue sails and a golden dragon image will go within Reltor. A boat with green sails and a silver circle with 10 circles around it will go across the sea. o Forced to sail across the ocean and attacked by pirate ship crashes on the coast, or head to a more Northern city safely. o

Items Drugs Drugs are everywhere in the world, these are the most common ones. Each drug has a different benefit, but also a downside. They are also all susceptible to causing addiction, but those very dependent on the drug. To check for addiction, it is a constitution saving throw. To cure addiction is dependent on time or using something to cure disease. • Dele: This is a natural leafy drug. It is most typically used to calm the nerves but can make people sleepy and lazy. It is found in Kalrone and Telōn typically but is sold in other areas as well. It will typically be smoked or chewed. Smoking leads to more immediate effects. Chewing takes 20 minutes to an hour to take effect dependent on metabolism. Typical asking price ranges from 3-5 silver a gram. Advantages Advantage on wisdom checks Disadvantages Disadvantage on dexterity checks Addiction Low addiction chances: CR 5 increases CR every 5 times someone uses it. Takes 2 weeks to cure addiction going cold turkey, 1 week with medical help. Duration 30 min. • Tooth Dust: A powdered concoction of different herbs and rocks. This drug is typically mixed with drinks or snorted. It is typically found in Efreolo and Telōn but is sold in other areas as well for a higher price. When ingested it causes the consumer to become livelier and more energetic. Both ways take roughly 10 minutes to take effect. Typical asking price ranges from 7 SP -1 GP for a gram. Advantages Advantage on dexterity checks Disadvantages Disadvantage on wisdom checks Addiction Medium addiction chances: CR 10 increases CR every 5 times someone uses it. Takes 3 weeks to cure addiction cold turkey, half the time with medical help Duration 1 hour • Fairy Wings: A boiled and crystalized leaf of the Far Oak Tree. The drug is used in a way that helps people forget their limits. Most users are found in Kalrone and Torgala but it sold in Efreolo as well. It is ingested my dissolving on the tongue or chewing it. The effects are nearly immediate and will cause the user to grow stronger but be more reckless. It will also cause the user to become exhausted. Typical asking price is 1 gold for 1 leaf. Advantages Increases strength score by 2 Disadvantages Lowers AC by 2, causes 1 level of exhaustion when ended Addiction Medium addiction chances: CR 10 increases CR every 5 times someone uses it. Takes 3 weeks to cure addiction cold turkey, half the time with medical help Duration 30 min. • Borta: This is an ointment cultivated from the poisonous Gallen Mushroom. The drug is to help people see and experience a whole new world. However, it is also known to sometimes cause madness. Most people will take it to escape whatever may currently be troubling them. Mostly found in Telōn and Torgala but it can also be found scattered across Kalrone. This ointment is applied to temples and throat typically for the safest results. If ingested this will cause a more immediate effect but increases chances of a harmful effect. It is typically 1 gold for a vial containing five applications. Advantages Grants enhanced vision and/or vision into another plane. Roll a d20 to determine. Roll a d10 if ingested. d20=10 or less, d10=1-2 - ability to see into the ethereal plane and invisibility d20=11-15, d10=3-4 – ability to see into the ethereal plane d20=16-17, d10=5-6 – Fall into a trance and see into a realm matching their alignment d20=18-19, d10=7-8 – Fall into a trance and see into one of the nine hells or the Abyss d20=20, d10=9-10 – Fall into a trance and see into the Far Realm Disadvantages Has a chance to cause madness based off die role, or a different effect. d20=15 or less, d10=4 or less – causes wisdom to be lowered by 2 for the duration d20=16-17, d10=5-6 – depends on alignment if good or neutral just lower wisdom by 2 and fall unconscious for the duration d20=18-19, d10=7-8 – make a DC 10 wisdom saving throw or gain one level of madness and fall unconscious for the duration d20=20, d10=9-10 – make a DC 15 wisdom saving throw or gain one level of madness and fall unconscious for the duration Addiction High addiction chances: CR 15 increases CR every 5 times someone uses it. Takes 5 weeks to cure if going cold turkey or half that with medical help. Duration 45 min

• Shile: The drug is made from the dust of a ground up tusk from a northern boar that is then mixed with a fluid made from the northern Golden Fir Tree. It creates a strange dry paste. This is a drug that will affect the persons mental acuity directly. It is typically used to relax the user. It is used in every continent. It is typically taken by smoking or hookahs, it can be eaten as well. It will also make the users movement 10ft. shorter. It’s typical asking price is 5 silver pieces for a small jar containing 3 uses. Advantages Increases Wisdom by 2 Disadvantages Lowers Intelligence by 2 and makes your speed 10 less Addiction Low addiction chances: CR 5 increases CR every 5 times someone uses it. Takes 2 weeks to cure addiction going cold turkey, 1 week with medical help. Duration 1 hour • Holer: • Alerke: • Tree Stones: Alcohols

Magical Items Unique Armor

• Raven’s Shield: Armor (Plate), Legendary o This suit armor was built specifically for Lord Fanvel. It as an adamantine enchanted armor. The armor is tinted blue except for a large black raven emblazoned across the breast plate. Its helmet is shaped like a porcelain mask with a golden dragon perched on the top of it. This armor makes any critical hit a normal hit. The armor is also enchanted giving you resistance to necrotic damage. Unique Weapons Unique Items

Spells