Sample file Foreword I've been wanting to write my own Dungeons And Dragons setting for a while now, and I inally got the resources and motivation to do so. I also got inspiration, from one Kruggsmash, and his Fortress videos (artwork of which is on the cover). Big thanks to him, you have inspired my journey to this point. There is art from mister Kruggsmash himself, some art from the Dwarf Fortress , and to balance it out some, there's also oficial WotC art from miscellaneous editions decorating the pages.

This book goes over the world of Tar'En, translated from Dwarvish to the Land Of Legends (inspired heavily by Kruggsmash's latest videos). It is a world of high adventures, epic beasts, mighty citadels, and wars against the pesky who serve the dark ruinous powers that are the demons from the dark chasms of the Abyss.

In this world it's never certain who will live, and who will die, what fortress falls, and what will lourish. It's truly a mystery how this world is so happy, yet so dangerous and deadly. But, you can ind that out yourselves you bearded bastards!

Whistle - Viktor, the almighty author

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3 The Land Of Legends ar'En is Dwarvish for the Land of Legends, and it Present Day, the last 200 years of Tar'En is a world that houses many stories, prophesies This is the part of history where important igures are told of, and legends, hence its name. Every day it seems artifacts are created and lost, Primordials are rediscovered, someone gets thrown in the spotlight by the wars are fought, and Tar'En's real story begins, told by you, and gods, and then they're showered with legends your dice. You are the loremasters of Tar'En, and you are in and glory. Truly, it never gets old, it never has in charge of it, to the end. Tthe couple centuries this world has had history, and it most likely never will. Quick History Summary The history of this world is not that long, having only existed for 250 years as this book is written. Here's the brief history of Tar'En. The rest, is up to you. Primordial Times In the time before time, the land was inhabited by strange and twisted creatures. Dragons, colossi, forgotten beasts of old, and horrid demons from the under realm. Truly it was a terrible time, during which the irst races of the world were deined. climbed high and built their cities in trees. Dwarves dug to the earth, building great fortresses. And the irst humans, as foolish as it sounds, stood against the Primordials, coming near extinction more than once. But after centuries of war against the ancient ones, the races of the world saw redemption, as gods descended to the world, and destroyed the Primordials, forcing them to lee the surface world, ending their dark reign on Tar'En. In celebration of the heavenly saviors, the races of the world swore loyalty to the gods, and were gifted with the many traits these races are known for these days. So began the irst recorded time, free of the Primordials. Well, almost, but that's another story, or stories, entirely. The Recording of History The core events of the recorded history. The rest is up to random generation. The Beginning, first 50 years of the world An old dwarven civilization took up dragon killing, and stole their hoards. But it backired, as the cursed gold infected their lesh, and they turned to small Draconic creatures, , that now skulk the dark caves.

A dwarven civilization fell victim to demonic powers and got turned to evil twisted beasts, known today as goblins. Then they used the same demonic magic to turn an Elven civilization to horrid beasts known today as trolls.

Due to some trickery by an unknown entity, some animals started getting more humanoid features, becoming beastfolk, that roam the world in tribes, or seek civilization to inhabit. Dark GSampleods cursed a portion of humanoids for their pride and A Forgotten Beast attacks a Dwarvefilen fortress greed, making them horrid werebeasts, and blood drinking Nazusheb, of the night. Lands became haunted, cursed by these dark entities.

4 What kind of Primordial? Random History Tables d6 Primordial For all your history generating needs 1 Dragon Generate what part of history? 2 Titan d4 Historic thing 3 Forgotten Beast 1 Historic figure 4 Demon 2 Artifact 3 Place 4 Event 1: Historic figure table What were they? d10 Being 1 2 3 Troll 4 Dwarf 5 6 Human 7 Beastfolk 8 (any race) 9 Werebeast(any race, any beast) 10 Primordial Which Beastfolk? d12 Beastfolk Kiwifolk 1 Kiwifolk 2 Sealfolk 2: Artifact 3 Boarfolk What is it? 4 Lizardfolk d8 Artifact type 5 Hyenafolk 1 Weapon 6 Serpentfolk 2 Figurine 7 Horseshoe Crab-folk 3 Piece of armor 8 Tigerfolk 4 Piece of furniture 9 Slothfolk 5 Crown 10 Frogfolk 6 Ring 11 Monkeyfolk 7 Trinket 12 Locustfolk 8 Book

Roll a d6 on whether the artifact is magical or not. 1-3 means Sampleno, 4-6 means yes. The type of magfileic is up to you.

5 3: Place FIRST NAME d100 Name What place? 47-49 Iden d10 Place 50 Alex 1 Kobold Burrow 51-52 Tun 2 Beastfolk Territory 53-56 Zan 3 Demon's Abode 57-58 Id 4 Goblin Pit 59-60 Konos 5 Dwarf Fortress 61-70 Tolmarsk 6 Elven City 71-73 Lucatiel 7 Human City 74-75 Ildrex 8 Primordial's Lair 76-79 Del 9 Castle 80-85 Tazva 10 Temple 86-87 Gnaz 4: Event 88-92 Lith d8 Event 93 Marina 1 War 94-96 Tuco 2 Plague 97-00 Lolor 3 Hellish incursion LAST NAME (Optional for Primordials) 4 Celestial incursion d100 Name 5 Revolution 1-2 Hamewheel 6 Primordial's return 3-6 Tingate 7-9 Helmedlance Historic Figures, additional 10-12 Rimportal info 13-15 Rimring FIRST NAME (Can be used for Primordials) 16-17 Cloisteredbarricade d100 Name 18-20 Netbridge 1-2 Tosid 21-23 Fencedmachine 3-6 Nish 24-26 Salverock 7-9 Amost 27-29 Handlearrow 10-12 Metthos 30 Hootsman 13-15 Rith 31-34 Channeledring 16-17 Shem 35-38 Bouldertin 18-20 Catten 39-40 Towerabbey 21-23 Sarvesh 41-44 Flagtin 24-26 Konos 45-46 Stockadecity 27-29 Olin 30 Tom 31-34 Nil Sample35-38 Domas file 39-40 Atir 41-44 Cog 45-46 Ilral

6 d100 Fate LAST NAME (Optional for Primordials) 47-49 They were killed by a humanoid d100 Name 50 They gained a demon's favor 47-49 Volcanotorch 51-52 They founded a settlement 50 Junglejump 53-56 They died but got brought back 51-52 Spikedhelm 57-58 They became a slave to goblins 53-56 Treemight 59-60 They got married 57-58 Bustmetal 61-70 They had children 59-60 Glosszephyr 71-73 They got neutered (Only males) 61-70 Shinsweetness 74-75 They became a bard (this results in 61-70) 71-73 Windybeach 76-79 They lived peacefully 74-75 Bucksilk 80-85 They came to possession of an artifact 76-79 Lakesparkle 86-87 They moved to a new place 80-85 Barbarousplague 88-91 They became a knight 86-87 Jackalfiend 92-94 They disappeared 88-92 Ungodlyfiend 95-98 They became the chosen one of a god 93 Jones 99-00 They became a god 94-96 Belovedbrave 97-00 Phrasemarble With this information, you should be able to create some interesting, or boring historic igures, depending on your rolls. What happened to them? (Roll at least 1-3 Now, I do admit, these tables are by no means perfect, but they times, 6 tops, not for Primordials) should sufice. d100 Fate Places, additional info 1-2 They died on birth 3-6 They became a ghost Where was the place founde at? d8 Location 7-9 They were cursed by a werebeast 1 Badlands 10-12 They became a vampire 2 Mountains 13-15 They became a ruler 3 Desert 16-17 They became a criminal 4 Tundra 18-20 They got drafted 5 Plains 21-23 They were imprisoned 6 Forest 24-26 They became a war hero 7 Sea shore 27-29 They were killed by a Titan 8 Jungle 30 They were killed by a cursed being 31-34 They were killed by a Primordial What defining feature did the location 35-38 They were killed by a Colossus have? 39-40 They became a wanderer d8 Feature 41-44 They became an engineer in a dwarven fort 1 Aquifer 45-46 They built an artifact 2 Expansive caverns not too deep down 3 Tons of native gold 4 Dragon nearby 5 Old ruins Sample6 Curse of undeatfileh upon the land 7 Constant rain/snowing 8 Always cold

7 What happened to it? d6 Fate 1 Still there 2 Destroyed in a siege 3 Abandoned 4 Primordial detroyed it 5 They dug too deep 6 Plague killed all the people Final words on the Random History Tables I just busted my arse writing these tables. I truly hope you appreciate the effort I put into this part, and utilize these tables while creating your Tar'En's history, and now we can move on to the next segment of the book, one I really like. REALLY like. And that is, of course, the player races.

A bravSamplee adventurer faces off against a Hill Giantess in an file abandoned Dwarven fortress.

8 Races of Tar'En Be it the mountains, the plains, the forests, the badlands or deserts, or the shores of the ocean, or even the lands haunted by the Dark Gods' curses Tar'En is a place full of life, and travelers and settlements are not uncommon. The people of Tar'En are diverse in ways and appearance, and this chapter, my personal favorite, will go over them all. the old races of tar'en They were here first, but maybe won't be here last, we don't know. Dwarves Strong, enduring, stumpy alcoholics of the great fortresses and the caverns below the known world, the dwarves are truly beautiful in their own way, and they are superior in building skills than any other races. They always take pride in their creations, be it a mighty fortress, or a simple drawbridge.

Strong Traditions There are times when the dwarven militaristic might doesn't Every dwarven civilization and clan has their own traditions, apply. But we don't talk about that. and those traditions are to be always followed and respected. If you break them, or create new ones (same thing, really), Dwarf traits congratulations, you can leave and start your own damn As a dwarf, you're strong and enduring. Tar'En's dwarves are civilization in the world. mountain dwarves. Ability score increase. Your Constitution score increases by The traditions can be anything, from always having to make the 2, and your Strength score increases by 2. superior ale, to forging the image of the warrior's god on their armor, to always killing elves on sight. Then there are darker Age. Dwarves reach maturity at age 14, and live up to 200 traditions executed by dark cults and such, where you have to years. kidnap a child and eat their heart. Those traditions are shunned, Size. Dwarves are usually 4 to 5 feet in height. Your size of course, and dwarves usually disown such disgusting groups category is medium. from their civilizations. Alignment. Depending on the dwarf's origin, the alignment can be somewhere between good and neutral, or even evil. Proud masters of building, and warfare Almost all dwarves are lawful. Dwarves live in mighty fortresses, built on the surface, or more Speed. Your base walking speed is 25 feet. commonly, underground, and they dig up minerals and metals in Darkvision. You have a darkvision of 60 feet. their mighty mines. Their fortresses are often nigh Dwarven resilience. You have advantage on saving throws impenetrable, and if they are penetrated, the attacker has against poison, and you have resistance against poison damage. another thing coming for them. Dwarven combat training. You have proiciency with the battleaxe, handaxe, light hammer, and warhammer. Indeed, dwarf fortresses are mighty in build, and design, having Stonecunning. Whenever you make an Intelligence (History) many statues, engravings, and of course fortiications and check related to the origin of stonework, you are considered tactically advantageous positions. Dwarves take pride in the proicient in the History skill and add double your proiciency things they build. One of the greatest reasons of pride in a dwarf bonus to the check, instead of your normal proiciency bonus. fortress is the throne of the fortress' ruler, designed and built by Dwarven armor training. You have proiciency in light and the greatest craftsmen of the fortress. Another reason for pride medium armor. is their armies. Languages. You speak Dwarven and Common. Dwarves have some of the mightiest armies in all of Tar'En, and So what this teaches us about dwarves is their militaristic might is their greatest reason of pride, and they will show off their power whenever they can. While defending that they are proud and warmongering. their homes, they can be compared to the ancient Spartans, who never retreat from a ight. When attacking though, they become assault monsters who will brutally slaughter all foes before them. Sample file

9 Elf Traits Elves As an elf, you're wise and nimble. Tar'En's elves are wood elves, Nimble, elegant, wise, and snobbish, the elves of Tar'En are the with some tweaks. elite of the woodlands. And indeed, they're not afraid to show it Ability score increase. Your Dexterity score increases by 2, off. They always brag with their ine elven weapons, and crafts, and your Wisdom score increases by 1. and the wine, mostly the wine. They tend to make allies with the Age. Elves usually reach adulthood by the age of 100 and live beastfolk. up to 700 years. Size. Elves are usually 5 to 6 feet in height. Your size category Born of the Nature is medium. Elves are creatures born from the nature, in the time before Alignment. Elves are usually lawful or neutral alignments, time. They've grown attached to the woodlands they were born most commonly neutral good. in overtime, and loathe all forms of industrialization, most of Speed. Your base walking speed is 35 feet. which comes from the dwarves, not surprisingly. Darkvision. You have a darkvision of 60 feet. Elves have earned many nicknames, most of which aren't so Keen Senses. You have a proiciency with Wisdom lattering. These nicknames include such classics as "tree (Perception) checks. huggers", "fairy lovers" and "knife-ears". Most of these were Trance. Elves don’t need to sleep. Instead, they meditate invented by dwarves, who naturally don't like their nature deeply, remaining semiconscious, for 4 hours a day. (The protecting counterparts. Humans and beastfolk tend to call Common word for such meditation is “trance.”) While them with nicer names, like the "sages of the wild", and "wise meditating, you can dream after a fashion; such dreams are forest dwellers". This shows that humans admire these old actually mental exercises that have become relexive through people, or at least some do. years of practice. After resting in this way, you gain the same beneit that a human does from 8 hours of sleep. Friends with animals, and the people of Elven weapon training. You are proicient with longswords, wilds shortswords, shortbows and longbows. When the beastfolk irst emerged in the world, elves were some Mask of the wild. You can attempt to hide even when you of the irst to greet them. Though other races irst showed fear are only lightly obscured by foliage, heavy rain, falling snow, towards these new creatures, elves greeted them with open mist, and other natural phenomena. arms, and helped them ind their place in Tar'En. That Languages. You can speak Common and Elvish. friendship continues to this day, though some beastfolk have So what this teaches us about elves, is taken a liking to dwarves, preferring them over their old that they are nimble, wise, and arrogant. comrades.

Elves love all of nature, something they irst developed in the time before time, and animals of the wild, who their ancestors saved so long ago, often voluntarily offer to ight with them when the time for war comes, which could be anytime, considering demon worshiping goblins and Primordials are ever present in the dark corners of the world. Or dwarves, dwarves are ever present too. Nevertheless, the creatures of the wilderness aid elves in all times of need, be it something small and meaningless, or something that could determine the destiny of all life in the world. Sample file

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