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Explorer's Guide To Wildemount PDF
Explorer's Guide To Wildemount PDF
Lead Writer: Matthew Mercer Producers: Bill Benham, Lea Heleotis, Dan Tovar
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Cover Illustrator: Karl Kersch! Marketing and Communications: Bart Carroll, Pelham Greene, Chris
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ON THE COVER
Illustrator Karl KerschI captures the stern visages of two sovereigns
with a Luxon beacon between them. Bright Queen Leylas Kryn of
the Kryn Dynasty and King Bertrand Dwendal of the Dwendalian
Empire have never seen eye to eye-and their conflict will shape
the futures and destinies of all life on the war-torn continent of
Wildemount.
Disclaimer: The continent ofWildemount and all peoples within are fictional and primarily
exist to invite you and your friends into a world of exploration, imagination, and deep
emotional catharsis through epic struggles and victories. We advise you to embrace failure
as much as success, sadness as much asjoy, and to remain vigilant when taking care of
pets or animals you acquire on your adventures.Wizards of the Coast and Critical Role are
not responsible for any mental trauma suffered by animal companions or domesticated
fey creatures resufting from persistent danger and deadly challenges, nor are we responsi·
ble for whatever lack of passive Perception might lead to a failure to notice the animals'
rapid escape.
620C 7 2 70000001 EN
CE
ISBN: 978-0 - 7869-6691-2
First Printing: March 2020
98 7 65432 1
DUNGEONS & DRAGONS, D&O, Wizards of the Coast, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. The world ofExandria, its groups of individuals, its elements, its distinctive
characters, and its locations are the sole property of Critical Role. All rights reserved. All other characters and their distinctive likenesses are property of Wizards of the Coast. The ma·
terials described in this statement are protected under the copyright laws of the United States of America and around the world under international intellectual property treaties. Any
reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of Wizards of the Coast or Critical
Role as applicable.
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CONTENTS
Preface .......................................................... 4 Humans .................... ............................. 164 Gearkeeper Construct ............................290
Aarakocra ............................................. 165 Gloomstalker ................... .... ..................... 291
Welcome to Wildemount ......................... 5
Aasimar ............................... .................. 166 Horizonback Tortoise ............................. 292
A New D&D Setting .................................... 5
Dragonborn .................. ........................ 168 Husk Zombie .. .......................................... 293
Nations ofWildemount . .
....... ............. ........ 5
Firbolgs ................................................. 169 Merrow Shallowpriest ........................... 294
What's in This Book?.................................. 6
Genasi ..................... ............................... 170 Moorbounders .......................................... 295
War! ................................................................. 6
Calendar and Time............................. ......... 8
Gnomes . .
.............. .............. ................... 173 Nergaliid (Devil Toad) ............................ 296
Goblinkin .............................................. 173 SahuaginWarlock of Uk'otoa ...............297
Moons of Exandria ...................................... 9
Goliaths ............. .................................... 175 Sea Fury .................................................... 298
Daily Life inWildemount ........................... 9
Half-Elves.................. ..... ....................... 176 Shadowghast ............................................ 299
Ch. 1: Story ofWildemount................... 11
Kenku..................................................... 176 Swavain Basilisk .................................... 300
History ofWildemount ............................. 11
Ores and Half-Orcs ............................. 177 Udaak .........................................................301
Wildemount after the Calamity.............. 14
Tabaxi . . 178 l
G ossary ....................................................302
.................... ... ...........................
Pantheon of Exandria............................... 20
Tieflings .............................................. ... 179
Prime Deities ......................................... 20 Index .................... ..................................... 304
Tortles .................................................... 180
Betrayer Gods ........................................ 26
Hollow One ............................................... 181 Maps
Lesser Idols ........ .................................... 30
Subclasses .............. ..... ............................. 182 Continent of Wildemount .......................... 7
Ch. 2: Factions and Societies ............... 35 Fighter: Echo Knight...................... .... 183 Map 3.1:Menagerie Coast... .................... 61
Dwendalian Empire .................................. 35 Wizard: ChronurgyMagic ................ 184 Map 3.2: Port Damali ............................... 73
Kryn Dynasty ............................................. 38 Wizard: GraviturgyMagic................. 185 Map 3.3:Marrow Valley ........................... 79
Cerberus Assembly ................................ ... 41 Dunamancy Spells .................................. 186 Map 3.4: Zemni Fields.............................. 97
Clovis Concord ........................................... 43 Heroic Chronicle......................................190 Map 3.5: Rexxentrum ............................. 105
TheMyriad .................................................. 45 Backgrounds............................................ 200 Map 3.6: GreyingWildlands ................. 111
Children ofMalice ..................................... 46 Grinner .... ....................................... ...... 200 Map 3.7: Eiselcross ................................. 123
Diarchy of Uthodurn ............................. .... 48 Volstrucker Agent ............................... 202 Map 3.8:Wastes of Xhorhas ................. 137
Tribes of Shadycreek Run ......... .............. 50 Adapting Backgrounds ......................203 Map 3.9: Rosohna.................................... 143
Library of the Cobalt Soul....................... 52 Map 3.10: Blightshore ............................ 150
Ch. 5: Adventures in Wildemount .... 205
Scars of Scale and Tooth ......................... 53 Map 5.1: Palma Flora .............................209
Using These Adventures........................ 205
Claret Orders .............................................. 54 Map 5.2: Wavechaser.............................. 210
Tide of Retribution ................................. 206
Golden Grin ................................................ 56 Map 5.3: Ruined Palma Flora .............. 215
Dangerous Designs................................. 217
The Revelry ............................. .................... 56 Map 5.4: Lower Hupperdook ................ 219
Frozen Sick ............................................... 235
Map 5.5: Ironlot Streets ......................... 220
Ch. 3: Wildemount Gazetteer ............... 59 Unwelcome Spirits ..................................250
Map 5.6: Nima Cinnarid's House......... 224
Menagerie Coast... ..................................... 59
Ch. 6: Wildemount Treasures ............ 265
Map 5.7: Silver Falls Cavern .......... ....... 227
Marrow Valley ............................................ 78
Magic Items ofWildemount... ...... ......... 265
Map 5.8: Stahlmast's Lair. ....................229
Zemni Fields ............................................... 95
Vestiges of Divergence ..... .... .................. 270
Map 5.9: Croaker Cave ........................... 239
GreyingWildlands .................................. 111
Arms of the Betrayers .......................... .. 274
Map 5.10: Salsvault................................. 245
Eiselcross .................................................. 121
Ch. 7: Wildemount Bestiary............. ... 281 Map 5.11: BrokenveilMarsh ................. 254
Wastes of Xhorhas .................................. 132
Stat Blocks by Creature Type ......... ...... 281 Map 5.12: Fort Venture .......................... 259
Blightshore................................................ 149
Wildemount NPCs ................................ .. 281
Distant Lands of Exandria .................... 158
Aeorian Hunters . . ................. ........ 282
.... .... ...
---.
J
WELCOME T O WILDEMOUNT
WO ARMIES CLASH ON A FOG-SHROUDED If you're a player, this book contains new options that
battlefield, heralded by the sound of trumpets will help your character fit in perfectly with this strange
new land. You can use the heroic chronicle system to
and drums on one side, and by an eerie, chirp
create a backstory that firmly roots your character in the
ing whistle like countless thousands of wailing lands of Wildemount. You'll also find new subclasses as
crickets on the other. A raven, its ebon feathers spattered well as new magic items that will help you attain greater
with blood, alights on one of the fallen corpses and gently and greater power as you travel the continent.
raps its beak on the soldier's helmet. The raven looks up,
curious, and flies into the slry. A land embroiled in war ex
NATIONS OF WILDEMOUNT
Wildemount's various regions are described i n greater
pands beneath it, and yet, within the shroud of conflict, the
detail in chapter 3. Here's a quick overview of the major
raven sees twinkling pockets of light. civilizations of Wildemount.
The raven sees souls that shine bright with courage, kind
ness, and determination. It sees souls lustrous with greed,
DWENDALIAN EMPIRE
fear, and anger. And most of all, it sees souls radiating with The raven soars over a massive city, sprawling outward
from a somber, monolithic palace. Soldiers and war
a desire to discover their place in the world. The raven sees
machines pour from the city, stretching across the land
Wildemount. like innumerable grasping arms, greedily encircling the
continent. The raven notes this hungry behemoth and
A NEW D&D SETTING alters course.
Wildemount i s a new setting for your DUNGEONS & The Dwendalian Empire is a young, ambitious state
DRAGONS campaign, originally created by Matthew borne from decades of strife in Western Wynandir-the
Mercer as the setting for the second campaign of the heartland of Wildemount. Its austere lands are dotted
hit series Critical Role. Though it's just one continent with tiny villages, ruins of ancient civilizations, and
in the larger world of Exandria, Wildemount is teeming pockets of uncharted wilderness.
with varied cultures, locales, peoples, and monsters. It Campaigns set in the Dwendalian Empire are bound
is home to both avatars of evil and paragons of good, but to involve elements of war and political intrigue. The
it is defined by the common people who exist in between empire is at war with the Kryn Dynasty, a nation of sur
these two ideals. face-dwelling drow which occupies Eastern Wynandir
This book is for D&D players and Dungeon Masters and the wastes of Xhorhas. This war allows various
of all experience levels. It is for newcomers and for Dwendalian factions, such as the power-hungry Cerbe
hardcore fans of Critical Role alike. If you've watched rus Assembly, to vie for political dominance.
every episode of Critical Role to date, this book will still
contain surprises for you, as there are corners of Wilde C LOVI S C ONC ORD
mount that even the Mighty Nein weren't able to explore Westward flies the herald o f the Raven Queen. I t bursts
in their adventures. through the clouds above the western mountains and
If you're a Dungeon Master, this book will help you emerges into a land blessed by sun. A sea of lush jungle
create a D&D campaign set in a land of war, intrigue, stretches out beneath the raven, until eventually green
and swashbuckling adventure. You could set your cam gives way to golden sand, and then to a boundless, sap
paign entirely within one of Wildemount's four regions, phire sea. Ships swarm on that sea like a cloud ofgnats,
or you could follow the example set by Critical Role and engulfed by flames and the sound of cannon fire. They
create a campaign with a constantly evolving tone as the fight for freedom.
adventurers journey across the continent. You will also
find brand-new monsters and introductory adventures
that can help you start a campaign in any of Wilde
mount's four regions.
W E LC O M E TO WILDE MOUNT
5
The Clovis Concord is a republic of city-states lining
the Menagerie Coast, the westernmost shore of
WHAT'S IN THIS BooK?
Wildemount. This tropical region is rich with history Chapter 1 of this book introduces the big ideas you'll
and known for a lively, free-spirited culture that con need to know before creating a campaign in Wilde
trasts sharply with Wildemount's other, politically mount: its history and its gods.
narrow-minded nations. Chapter 2 presents the major political players that
Campaigns set on the Menagerie Coast are often nau shape daily life in Wildemount: its factions and societies.
tical, exploring the conflict between the law of the Clovis Depending on the choices made by your party of adven
Concord and the chaos of the Revelry pirates. They can turers, these organizations might become their allies or
also investigate the jungles that line the coast and the their enemies. Some characters might begin play with
ancient ruins hidden within their verdant boughs. a history of involvement with one of these factions, and
several backgrounds are included later on to represent
TRIBES OF SHADYC RE E K RUN this allegiance.
Chapter 3 contains the Wildemount gazetteer, which
The raven, battered by ice and snow; sees petty warlords
details the cities and points of interest in each of the
lead bands of slavers across the snowfields and under
continent's regions. The gazetteer includes NPCs, back
stands that no Jaw but power rules the north. It sees
ground information, and even plot hooks that you can
smugglers and thieves flee beyond the grasp of civiliza
use as the seeds of your own adventures. It also gives
tion and into the unknown. It sees the vast, roiling wil
a brief overview of the other lands of Exandria beyond
derness act with a fell will of its own, claiming the Jives
Wildemount.
of those who dare attempt to grasp power beyond their
Chapter 4 is for players first and foremost; combined
ken. They fight for survival, glory, and greed.
with the Player's Handbook, it contains everything you
The Tribes of Shadycreek Run are a fragmented coali need to create a character for a Wildemount campaign.
tion of thieves, slavers, and scoundrels who managed The final chapters of this book, chapters 5 through 7,
to amass power in the frigid backwater of Shadycreek give DMs starting adventures they can use to kick off
Run. While they struggle to enrich themselves through their campaigns as well as new magic items and mon
crime, however, they fail to realize that malign, primor sters to include in adventures of their own design.
dial powers are creeping into the north underneath
their noses.
Campaigns set in the Biting North often involve mor
WAR!
The continent of Wildemount is a powder keg about to
ally gray characters butting heads with equally amoral
explode. Tensions between the Dwendalian Empire and
organizations in a struggle to survive-and then explode
the Kryn Dynasty have just erupted into open war, and
into chaos as forces beyond mortal imagination make all
everyone in Wildemount, including the adventurers,
these petty conflicts seem insignificant by comparison.
must contend with the fallout of the conflict between the
continent's two imperial superpowers.
KRYN DYNASTY
Finally, the raven flies east. It sees beings that would THE WAR OF ASH AND LIGHT
be slain on sight in the other civilized nations of Wilde
The war is only as important as you make it. If you place
mount, walking side-by-side with humans and gray
either the battles of the war or their consequences front
skinned elves. The raven sees that these people have a
and center, the war will be of chief concern to your
light within them-and it sees that, far to the east, there
players. If you keep the war and its consequences dis
is a mighty fortress that contains a light unseen since
tant, then the characters will be free to interact with or
the dawning of the world. Here, they fight for the revela
ignore the war as they see fit. With a little bit of creative
tion of the end of the world.
tweaking of the setting, you could create a Wildemount
The Kryn Dynasty is an empire made up of dark elves campaign where the war has been called off or never
(drow) and other humanoids typically considered to be even happened!
monsters by the other nations of Wildemount, such as If you want the war to be an important part of your
minotaurs, goblinkin, and gnolls. The Kryn Dynasty campaign, you need to give your players a reason for
rules over the wastes of Xhorhas, a land once blighted their characters to care about it. The easiest way to get
by the rule of the Betrayer Gods when immortals still buy-in from your players is to discuss out-of-character
walked the land. The Kryn safeguard a secret; if your how big of a factor they want war to be in this campaign.
players haven't seen any of Critical Role, revealing this You can even dial the importance of the war up and
secret could mark the turning point of a campaign. down over the course of the campaign, depending on
A campaign set in Xhorhas will doubtless involve the how you and your players feel over time.
war between the Kryn Dynasty and the Dwendalian
Empire, but it can also include traditional dungeon BRING IT ON!
crawls, political intrigue within the courts of the dy If you and your players find war to be dramatic and
nasty, or even wilderness exploration that could unearth compelling, urge your players to create characters with
secrets lost since the fall of the Betrayer Gods. strong ties to the conflict. For example, patriotic (or
even jingoistic) characters will always fight for king or
W E L C O M E TO WILD E M O U NT
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C O N T I N E N T OF W 1 L D E M O U N T
queen and country. Likewise, greedy characters will crime syndicates like the Myriad will need help mov
fight for profit and glory. Once they've given you their ing illicit goods in and out of Dwendalian and Xhor
reasons, turn those motivations into plot points in hasian cities, and Revelry pirates will need loyal crew
your campaign. members to raid unprotected towns.
Disaster. When a town is destroyed by advancing
IN THE BACKGROUND armies, or by a landslide caused by artillery, the
The adventurers don't have to be active combatants for common folk need help escaping. This could involve
the war to affect their lives. See below for a list of ad escorting noncombatants through no-man's-land to
venture options that touch on the consequences of war a nearby town, or carving out a new settlement from
without directly involving mass warfare. the wilds.
Law. When officers of the law are conscripted as sol
No WAR, PLEASE diers, local lawmasters suddenly find themselves in
If you want the war to be completely absent, simply dial need of mercenary aid. Lawful characters might find
the timeline back by a year, or even just a few months. great adventure in flushing criminals out of cities and
All the political tensions between the Dwendalian Em busting their wilderness hideaways.
pire and the Kryn Dynasty still exist, but now they're Military. Obviously, characters can choose to join up
just simmering instead of at a full boil. with one of the sides in this conflict to embark on
missions and take orders from a commanding officer.
ADVENTURING OPTIONS This is a good option if you want to run an episodic
Not all campaigns set in Wildemount need to deal with campaign, where most game sessions begin with a
the war directly. That is, the characters aren't expected stated mission that the players must accomplish and
to conscript with one army or another, or even serve as ends with a reward and another mission.
mercenaries. The effects of war are far-reaching and Upheaval. The explosions of artillery and the pounding
multifarious, and loose-cannon adventurers are the of boots against the plains can spook monsters, and
perfect people to get involved in the countless conflicts invasions can cause even powerful monsters such as
sparked by war. These schemes could include: giants and dragons to flee their lairs. Whenever an
upheaval occurs, soldiers and commoners alike find
Crime. In times of war, criminals and smugglers take
their lives in danger-and only adventurers can deal
advantage of lax law enforcement. Petty criminals and
with the threat.
WELC O M E TO WILDEMOUNT
8
HOLIDAYS
The different nations of Wildemount celebrate different All the typical languages found in the Player's Hand
holidays, though some of the gods' holy days are consis book and the Monster Manual are fair game in Wilde
tent across the land. Notably, the Dwendalian Empire mount. While Common is used across the continent and
has banned the worship of certain gods within its bor typically associated with human empires, it is not the
ders, and thus only celebrates the holidays of legal gods. language that most humans spoke in Wildemount be
These holy days are listed in chapter 1 of this book, fore the rise of Dwendalian Empire three centuries ago.
along with the gods they celebrate. This setting has three languages unique to the human
Holidays unrelated to the gods celebrated across the cultures of Wildemount: Zemnian, Marquesian, and
continent in some form include the following: Naush. A human character can learn one of these lan
guages instead of a skill or tool proficiency granted by
Zenith. Summer begins at high noon on the 26th of Un
their background, class, or variant racial traits. Each of
ndilar and is celebrated with games, displays of magic,
these languages is described below:
and black powder fireworks.
Harvest's Close. Autumn begins on the 3rd of Fessuran Zemnian. This ancient language was spoken by the peo
and is typically celebrated with feasting in rural re ple of Zemniaz in the Age of Arcanum. That ancient
gions and with carnivals in the cities. culture has long since crumbled, but its language and
Barren Eve. Winter's longest night, the 2nd of Duscar, its people live on in the Dwendalian Empire. Many
is a day of mourning for those lost in war. Come vic ancient scrolls were written in Zemnian, but it is a lan
tory or ruin in the war between the Dwendalians and guage now largely spoken by farmers, as Common is
the Kryn, countless candles will be lit on the next the default language of the empire.
Barren Eve. Marquesian. The Menagerie Coast was settled by
colonists from the arid land of Marquet, and their
MOONS OF EXANDRIA language now holds an unusual position in the Clo
vis Concord. It is the language of high society, as
Exandria has two known moons that orbit the planet.
many Clovis elite are descended from Marquesians,
Catha, the larger and closer of the moons, is the herald
but it is also the language of piracy, since countless
of night travel and shines a bright white when visible in
lower-class Marquesians defected from the Concord
the sky. Catha is considered to be intrinsically tied to Se
and formed the Revelry pirates.
hanine, the Moon Weaver, and is regarded by some as a
Naush. Originally spoken by the Ki'Nau islanders native
creation of the Moon Weaver to watch over the just and
to the Menagerie Coast, Naush is a thriving language
hide those who require obfuscation. Ruidus, the second
within the multicultural cities of the Clovis Concord.
moon of Exandria, is much smaller and farther away.
Even sailors who only speak Common incorporate
With a slower rotation around the world and dark red
dozens of Naush words into their nautical jargon.
brown coloring, Ruidus is often difficult to see among
the stars of the night sky and nearly impossible to spot TECHNOLOGY
during the day. Little is known of Ruidis, though older
cultures and texts speak of it as an omen of ill tidings, The level of technology in Wildemount is generally con
or even a remnant of a Betrayer God plot left abandoned sistent with the technologies found in the Player's Hand
and unrealized. book. However, Dwendalian scientists in Hupperdook
and Concordian tinkerers in Port Zoon have made in
credible advances in black powder technology. Cannons,
DAILY LIFE IN WILDEMOUNT mobile war engines, and even handheld pistols and mus
Certain aspects of daily life in Wildemount remain the kets have begun to be used as weapons of war.
same across nearly all cultures. Any character native to Black powder weapons are not common, nor are they
Wildemount would be familiar with their nation's cur available to the general public. Only military engineers
rency, languages, and relationship to technology. and special regiments within the Dwendalian armies
and the Concordian navy have access to these powerful
C U RRENCY weapons, though some aspects of these designs are now
The nations of Wildemount all mint their own coins, and finding their way into the Xhorhasian military. Statistics
though some slight regional differences exist between for weapons such as black powder barrels, pistols, and
currencies, all regions readily accept gold, silver, and rifles are provided in chapter 9 of the Dungeon Master's
copper coins. Spending money of Dwendalian mint in Guide. All items listed as "Renaissance Items" on the
the Kryn Dynasty might turn heads, but a gold coin is Firearms and Explosives tables exist in some form in
still a gold coin. Wildemount. Since these items can't be purchased in a
Platinum and electrum coins are rarely minted by normal store, characters can only obtain them through
modern nations, but enough of both of these currencies theft, military service, or a quest of your own devising.
survived the Age of Arcanum that both are considered
valid tender across the land.
ORN FROM NOTHING, THERE WAS SOMETHING. rock. Through the ashen skies of Creation Primordial,
Light, then thought, then life and fire. We who the gods came from beyond the ether, new and formless.
Looking on this roiling realm, they saw potential for
are born of the will of the gods keep these re
great beauty, great strength, and the chance to learn
cords to preserve their deeds, their design, and their own place in creation.
their lessons. We who live by our own will shall keep these Thus, divine hands birthed the First Children, the
records to know where we walk and where not to tread. elves, who embodied beauty and grace, to walk the
verdant Green and know the music of the Blue. A
We who look to our inevitable end keep these records to
second creation was wrought: the dwarves, a hearty
teach those who succeed our footsteps how to be better people intent on taming the land, filled with the craft
than we could. and invention of the divinity beyond the ashen void. A
third people were given life: the humans, endowed with
-Archivist Adia Shu of the Cobalt Soul
hearts of passion that burned as brightly as their spans
of life were short, and infused with the need to celebrate
and laugh.
HISTORY OF WILDEMOUNT Other creations followed as the many races of Exan
The continent of Wildemount has undergone many dria were given form from the boundless inspiration the
ages of discovery, conflict, and renewal. These bygone of the protean gods. These Children of Creation walked
eras are more than ancient history. Whether the people the land and, as their knowledge grew, attempted to
of Wildemount know it or not, the struggles they face build on it. But the land was fierce and treacherous, and
in their daily lives were set in motion by the turbulent the children were dashed on the rocks and consumed
events of past ages. This section explores this history by the elements. Sorrow filled the hearts of the gods as
and the major figures whose actions shaped the physical these first races struggled against a land that did not
and cultural landscape of Wildemount. want them, and the children looked to their creators for
guidance and protection. Thus, the gods gave to them
MYTH OF EXANDRIA gifts, lending their own power to their children to create
and shape the world around them; these were the first
Life ever seeks t o understand its inception. Every civ
divine magics.
ilization has its own interpretation of where its story
With these magics, the various peoples learned to
began. Even within the world of Exandria, different cul
bend the angry earth to their will: to temper the flames
tures have creation myths that eventually converge with
that burst through the ground, to tame the floods that
recorded history, but there is no universally accepted
threatened their abundance, and to turn seedling into
story. Even so, the ancient city of Vasselheim on the dis
fruit and beast into meal. Language became common
tant continent of Othanzia is largely considered to be the
place, culture was born, and governance replaced anar
oldest surviving city, having endured a terrible war that
chy. The protean creators, the divinity beyond the ashen
wiped out most of civilization nearly a thousand years
skies, saw progress and saw that it was good, yet fragile
ago. Vasselheim houses the earliest known temples to
and in need of guardians.
the gods, as well as the earliest known records of his
Thus were born the First Protectors: the Dragons Me
tory that survived this catastrophic war.
tallic of Exandria, who safeguarded the gentler races.
The most widely accepted tale of the world's origins is
The realm grew quieter, the people multiplied, and new
the myth of the Founding. This is the interpretation held
beings were given form and life. As culture grew, and
and embraced within most of Wildemount, as well as
the people further understood the world around them,
the vast lands of Exandria as a whole.
they also looked up to their creators and gave them wor
ship, gave them form, gave them title and purpose.
TH E FOUNDING But this realm did not wish to be tamed. Quaking
Long ago, this world was one o f tumultuous and chaotic cliffs roared in defiance. Seas swelled and swallowed.
forces, naught but unbridled fires and churning, jagged Flames erupted from the land. Beneath the elements,
being of primordial fire that lives beneath the mountains THE MARROW WAR
and speaks to them in dreams and visions. It wasn't long before the expanding borders of the
Dwendalian Empire began to push up against the grow
FOUNDING OF THE DWENDALIAN EMPIRE ing Julous Dominion. An agreement was brokered to
In the frigid fields north o f the Marrow Valley, the survi avoid conflict as long as favorable trade could be estab
vors of the Arcanum city of Zemniaz scraped by in the lished and maintained. Even so, the resource-rich center
snow for centuries, clutching their surviving scrolls and of Western Wynandir was split between the two states,
fragments of cultural history. They established the dour with both factions eager to discover the other's weak
outposts of lcehaven and Yrrosa, but it wasn't until the nesses. Rumors of the discovery of a massive platinum
Zemnian people wandered east to the Pearlbow Wilder mine within the julous Dominion further increased the
ness that they found fields that were fertile enough to empire's desire to conquer their neighbor.
nurture a new society. At this time, religious leaders throughout the Dwen
Founded atop the ruins of an ancient temple to the dalian Empire rebelled against the emperor's religious
Dawn Father, the city of Rexxentrum rose to become the restrictions. After his coronation, Emperor Manfried
hub of Zemnian culture. Now that the Zemnian people Dwendal enacted laws limiting worship and prayer to
no longer had to struggle for survival amid the harsh subjects concerning the power, profit, and expansion of
elements, their leaders argued over how to establish a the empire. In the year 544 PD, internal strife and insur
centralized government. Some wished for a republic, gent action turned bloody when the zealous leaders of
while others sought a theocracy under the priests that varying faiths attempted, and failed, to usurp the throne
shepherded the people into this new age. Eckhardt for their council. An angered Emperor Manfried Dwen
Dwendal, a well-respected merchant and tremendous dal had the rebellious priests executed-an event that
force behind the development of Rexxentrum, wished to came to be known as the Admonition.
institute a monarchy and place his son Manfried on the The emperor spoke of abolishing all worship within
throne. Debate spun wildly for over three years, while his boundaries. This caused further uproar among the
Eckhardt privately made deals with the heads of the populace, but then Emperor Manfried's spies discov
emerging guilds, using promises or blackmail to secure ered that the seeds of the uprising had been sown by
their cooperation. With the resounding support of the Julous interests. Publicly exposing the plot, the emperor
flourishing guild heads, the throne was established. In outlawed only select faiths that he felt threatened civ
the year 539 of the post-Divergence era, Manfried be ilized life. He redirected much of the people's fury by
came the first emperor of the Dwendalian Empire. also proclaiming the Julous Dominion an enemy of the
U K 'OTOA A S S A U LT S U N W E L C O M E S H I P S ON THE L U C I O I AN 0 c E A N .
I
leaders of the Ki'Nau, and an alliance was made with arcane forest fire that smoldered for nearly a century,
the Marquesian travelers to return with trade goods burning through the hearty trees of the region like a
and establish a Marquesian outpost, which was to be plague of embers. The northern realm was left deso
named Damali. late, ashes and dirt blown into dust and sand as the
During this time, a cruel seafaring culture called chill northern winds transformed the rolling hills into
the Vukan discovered the Ki'Nau and coveted their a desert of ice and pebbles. Fleeing remnants of the
lush homesteads and rich, sea-gathered jewelry. These Grimgol dwarves delved into the snow-hooded Flotket
Vukan began a series of coordinated assaults on the Alps, many freezing to death in the wind-battered val
Ki'Nau, killing and kidnapping a number of them under leys before finding safety in the natural caverns hiding
the shadow of night. The Marquesian guilds who had deep in the mountain range. Within these icy depths, the
sent the exploration ship agreed to offer naval support dwarves cultivated fiery hearths and brought warmth to
to combat these attacks, but it was Uk'otoa whose fury the heart of the mountain, establishing the new dwarven
ultimately annihilated the Vukan at their home villages city of Uthodurn.
and erased them from Exandria.
Having lost a portion of their fleet in these fights, the MOLAESMYR
surviving Marquesian naval ships remained to build Amid the charred remains of the burning forest that
small settlements along the coast to aid in their trade filled the sky with smoke for over a hundred years, one
with the Ki'Nau. The Ki'Nau leader Tauan kept a tenta section of the woods defied the flames and held against
tive peace with the foreign sailors, but Uk'otoa wanted the embers that battered it. This small patch of idyllic
to dominate the new arrivals who refused to renounce green endured, a sanctuary for the surviving wood elves
their old gods and bow to him. These tensions came to that held fast and hoped for a miracle. Sensing that the
a head when a secret sect of Marquesian worshipers of blessings of Melora and Corellon had kept the heart
the Cloaked Serpent Zehir were given a task by their of this forest alive until the fires burned out, the elves
enraged god from beyond the Divine Gate: to destroy began to build a new home among the ancient trees
Uk'otoa for his insolence. With the aid of a powerful cult and groves.
leader within an archeological guild known as the Al This region became the Veluthil Forest, and from this
legiance of Allsight, a series of temples built to Uk'otoa verdant sanctuary, the elves would build the stunningly
were corrupted with Zehir's influence and used to seal beautiful city of Molaesmyr. From the surrounding
Uk'otoa deep beneath the rock of the ocean floor, rob ashes, the fey magics of Veluthil brought forth new life
bing the Ki'Nau of their patron. and leaf, expanding the boundaries of the forest over
centuries to eventually reclaim much of the Wildlands.
BIRTH OF THE C LOVIS C ONCORD Druidic forces and powerful fey enchantments were laid
At this time, the city of Ank'Harel in Marquet had just throughout the twisting paths of the forest to protect the
named the mysterious ]'mon Sa Ord as their new em elves of Molaesmyr as they expanded their towering city,
peror. In the transition, the Marquesian colonists now the central trees reaching magically enhanced heights
living along the coast demanded independence from as homes and halls extended high into the boughs. The
Marquet to begin building their own society and iden elven city stood as the height of reborn civilization on
tity alongside the Ki'Nau. Ord eventually accepted the Wildemount.
request, and the emancipated Marquesians allied them
selves with the Ki'Nau to build a new civilization. Over THE CORRU PTION
the following centuries, numerous port towns sprung up It is still unclear what triggered the event. Whether
and grew into city states, trade routes expanded along some knowledge-hungry researcher or arrogant sor
what is now known as the Menagerie Coast, and the cerer was delving in forgotten vaults between the
emerging guilds consolidated enough power to become planes, or some terrible power lying dormant beneath
the region's ruling class: the Clovis Concord. the forest was awakened, the source of the corruption
The concord works together to keep the surrounding is unknown. What is known is that in the year 585 PD,
Lucidian Ocean under their watch and rule, setting suddenly and without warning, a wave of purple-gray
trade laws and guiding the fortunes of those who sail shadow rapidly crept from the center of Molaesmyr to
on the open waters. The blend of cultures that forms engulf the entire city.
the Menagerie Coast creates a diverse community Many elves choked and died on toxic fumes, while
where the arts are lauded and coin is king. However, others were twisted and driven mad, transforming into
the shadow of the Myriad syndicate continues to infil terrifying fey abominations. Trees bent and warped,
trate the streets, while the pirate alliance known as the leaves withered and turned a sickly purple, and strange,
Revelry has risen to harry the trade routes and rebel unknown bramble growths reclaimed the forest floor.
against the concord. Tensions are further escalated by This corruption slowly spread throughout the entire
the threat of expanding war to the northeast between Veluthil Forest, decimating the home of the elves. Some
the Dwendalian Empire and the Kryn Dynasty. survivors fled as fast as they could to the northwest,
across the Frigid Depths, eventually settling the town
THE GREYING WILDLA ND S ship of Bysaes Tyl in the Pearlbow Wilderness. Others
escaped to the northeast, seeking refuge in the Flotket
The fierce powers released i n the conflicts of the Calam
Alps, freezing in the snowy mountains until they stum
ity tore through the heavily forested region now known
bled on the dwarves of Uthodurn.
as the Greying Wildlands, setting ablaze a slow-burning
._
Taking pity on the survivors, the dwarves took in Discarded abominations seeped from beneath the ru
the elven refugees and offered them a home. This act ined earth of Xhorhas's eastern shores, climbing past
of kindness changed the course of Uthodurn's history, the Penumbra Range where the forgotten creations of
eventually forming a unique union of dwarven and elven the Betrayers were locked away.
culture that has endured for nearly three centuries. Throughout this wasteland, scattered bands of aim
Craftsmanship within Uthodurn is second to none, but less men, beasts, and goblinkin battled for shelter and
nothing is traded beyond the borders of the city, aside sustenance. These tribes were confined to their desolate
from the odd stolen artifact. Small excavation parties home by the Ki'Nau leviathan who guarded the waters
are often sent to the corrupted Veluthil Forest-now past the southern shores and the surviving dwarves of
called the Savalirwood-to search the ruins of Molaes Grimgolir, who prevented any Xhorhasians from moving
myr, attempting to piece together what caused the cor farther west. The nomadic, warring clans fought against
ruption and determine if the forest can be recovered. the harsh conditions of the valley for centuries, only able
Unfortunately, a township of criminals and outlaws to develop small bastions of civilization within the harsh
has sprung up on the southern edge of the Savalirwood, wilderness.
just beyond the Dwendalian Empire. In addition to the
dangerous denizens of this wretched thicket, which is THE KRYN DYNASTY
known as Shadycreek Run, there are numerous raiders Beneath the ruins of Ghor Dranas, a group of scaveng
and thieves seeking relics from the ruins of the forest, ing drow turned from Lolth, their primary deity for cen
escalating conflict throughout the region. turies, finding renewed faith in an esoteric entity they
called the Luxon. Guided by the light of their new deity,
EASTER N WYNANDIR the drow survived their ascent from deep within the
Underdark and reclaimed the halls of Ghor Dranas for
The once thickly forested landscape o f Xhorhas was
themselves, naming their new home Rosohna, or "Re
the site of the final battleground of the Calamity. It was
birth." The leading house of Kryn helped build a new na
subjugated to such intense destruction at the hands
tion of dark elves who sought the surface as part of their
of the warring gods that when the dust of the Diver
worship, and slowly began to reach out to the nearby
gence cleared, Eastern Wynandir was naught but a
nomads to unite under the light of the Luxon.
cracked, ashen wasteland. Ghor Dranas, the citadel of
As the first nation of post-Calamity Xhorhas, the
the Betrayer Gods, lay broken, cursed, and abandoned,
Kryn Dynasty worked to expand its reach throughout
while lingering demons and monstrosities fled to the
the wasteland and bring unity to the ravaging hordes.
surrounding jagged cliffs and blackened marshlands.
C HAPTER I I STORY OF W I LD E M O U NT
19
Dormant evils continued to rise from beneath the Recently, the empire's interest in growing Kryn influ
marshes and badlands of Xhorhas, spreading chaos ence has led to increasing curiosity about the source of
and battling with the warriors who called the desolate the Kryn's mysterious arcane capabilities. Dwendalian
valley their home. The struggle to convert the denizens spies successfully stole two of four artifacts known as
of Eastern Wynandir to the light of the Luxon continues "beacons," which seemed to be powerful sources of
to this day, while the agents of Lolth seek to spite and the unique magical energy called dunamis. The Bright
destroy her once-chosen for their arrogance. Queen Leylas Kryn began an initiative steal back the
Meanwhile, the dragonborn have begun to reach out beacons and assault Dwendalian strongholds until
to Exandria's sprawling political world, wishing to ex these sacred relics are returned. Now, in 835 PD, the
change knowledge and trade their gold and jewels for resulting skirmishes have escalated into all-out war. A
powerful magics to better their standing. fifth beacon has been recently uncovered by the Cerbe
rus Assembly, and the violence threatens to grow past
D RACO NIA the Ashkeeper Peaks and embroil other denizens of
After the Calamity, a shard o f the destroyed dragonkin Wildemount in the conflict.
city of Kethesk came to rest within the southern
Dreemoth Ravine. The surviving dragonborn took ad
vantage of the ravine's defensible layout to build a new
PANTHE ON OF EXANDRIA
city and made an alliance with the cave-dwelling, indig The Divine Gate, established during the Divergence, is
enous dragonborn they called ravenites, beginning the a powerful barrier between the Material Plane and the
reformation of civilized dragonborn society. divine realms. The Divine Gate sealed away both the Be
With the ravenites as a labor force, the dragonborn trayer Gods and the Prime Deities within their respec
harvested the massive brumestone crystals that had tive domains in hopes of salvaging the new age and pre
once held their city aloft, and the new city of Draco- venting another Calamity. If the Divine Gate were to be
nia began to take shape as a series of floating islands destroyed by the unanimous effort of the Prime Deities,
within the heart of the chasm. Calling themselves dra all powers would be unleashed, threatening armaged
conbloods, they spent hundreds of years slowly recon don. Thus, the gods patiently watch their creations from
structing their nation in seclusion, focusing entirely on beyond the veil, lending what small power they can send
their own enlightenment and pursuits. They eventually through the gate to aid the goals of their faithful. In the
enslaved the ravenites to mine the ravine's gold and absence of the gods, lesser entities seek to gain power
gemstones, and to ensure draconblood dominance in and influence, making pacts with mortals and offering
the region, leaving their minds free to focus on internal their own gifts in exchange for favor, worship, or deeds
politics and arcane advancement. done in their name.
The following gods, patrons, and titles are recom
THE C H ROMA CONCLAVE mended as the existing pantheon, but they are only a
In the year 815 PD, an unexpected assault on Draconia recommendation. You are welcome to alter, supplement,
came in the form of a group of ancient chromatic drag or completely change the gods in your Wildemount cam
ons calling themselves the Chroma Conclave. The paign to fit your needs. The domains and pacts listed are
mighty city of Draconia was immediately destroyed and the likely choices for clerics, warlocks, and followers of
left to crumble in the Dreemoth Ravine. A powerful each entity, but these are not the only options, and many
white dragon called Vorugal, the Frigid Doom, claimed other domains can be attributed to your preferred deity.
the ravine as its new domain, while the rest of the drag Talk with your DM about how best to dress your domain
ons sought conquest elsewhere in Exandria. These or pact choice to fit within the philosophies and com
events shook the nations of Wildemount, sending the mandments of your patron deity.
Clovis Concord and the Dwendalian Empire into a state
of alert, while the Kryn Dynasty temporarily withdrew PRIME DEITIE S
to Rosohna, fearing another attack. The circle of Prime Deities includes the leaders and
As time passed, Vorugal and the entire Chroma Con luminary creators that battled the Primordials and
clave were slain and the danger seemed to have dissi instigated the Founding, forging the mortal races of Ex
pated. With Draconia sundered, the no-longer enslaved andria. They represent a spectrum of light, protection,
ravenites greatly outnumbered their previous masters; love, death, and all other facets of freedom and life in
they claimed their freedom and punished the surviving the world. While some gods may disagree and squabble,
draconbloods. A handful of draconian nobles fled to the they exist in a subtle alliance to maintain the sanctity of
Menagerie Coast or the Dwendalian Empire to seek life and their respective creations.
asylum, leaving the ravenites to rebuild Wildemount
dragonborn society on the ruins of their oppressors. AVANDRA, THE CHANGE BRINGER
Also known as "She Who Makes the Path," Avandra
THE WAR OF THE ASH AND LIGHT champions freedom, travel, trade, and adventure across
In the past century, the Dwendalian Empire has clashed the lands. Her will heralds open frontiers, and her call
with the Kryn Dynasty. Small skirmishes and slain beckons her followers to discover that which awaits
soldiers on both sides deter expansion beyond the Ash them beyond the known. There are few urban temples
keeper Peaks, with each faction keeping a close eye on dedicated to the Change Bringer, but her shrines are
the other. often found along well-traveled roads and off the beaten
PR I M E D E I T I E S
Deity Alignment Province Suggested Domains Common Symbol
Avandra CG Change, freedom , luck N ature, Trickery Woman's profile em bossed on a
gold coi n or pendant
Bahamut LG Honor, j u stice Life, Order? War Si lver d ragon's head i n profile
Corel Ion CG Art, beauty, elves Arcana,** Light Two crescent moons faci ng each
other atop a fo u r-pointed star
Erath is LN Civilization, law, peace Knowledge, Order* Double-headed axe i nset with a
pattern of scales
loun N Knowledge, learning, teaching Arcana,'"' Knowledge Pair of open eyes crowned with a
third open eye
Ko rd CN Battle, com petitio n , storms Tem pest, War Four bolts of lightni n g rad iati ng
from the center of a s h ield
Melora N Seas, wilderness Life, N ature, Tem pest Wreath of grass and grain affixed
to a crook
Mora d i n LG Craft, creation Forge,'°"°'* Knowledge, War H a m mer with ends carved i n the
l i keness of dwarven heads
Pel o r NG H ealing, s u n Life, Light, N ature Bright, eight-pointed star
Raei NG Atonement, compassion Life, Light H u manoid, fem i n i ne phoenix
The Raven Q ueen LN Death, fate, wi nter Death, G rave'""' Wh ite, humanoid mask framed i n
black feathers
Sehanine CG I l lusion, moonlight, n ight Arcana,*;' N ature, Trickery Crescent moon turned u pward,
strung like a bow
* The Order domain appears i n Guildmaster's Guide to Ravnica.
*'' The Arcana d omain appears in Sword Coast Adventurer's Guide.
;"'"' The Forge and G rave domains appear i n Xanathar's Guide to Everything.
CO M M A N D M E N T S OF (O R E L L O N
• Create, i n s p i re, a n d fi n d beauty i n a l l that you d o .
Follow t h e echoes of l o s t m a g i c s , forgotten sites, a n d a n
CoRELLON,
T H E A R C H li E A R T
cient a r t , fo r with i n t h e s e l ie the Arch H eart's fi rst works.
• Com bat the fo l l owers of Lolth wherever they m i ght be.
'2 '2
in honor of the laws of the Dwendal bloodline. One seat where struggle, victory, and celebration shape the land
at every table is left open for the king, who eats in spirit scape and those who reside there.
with the people he rules. Depiction. Within his temples, Kord is shown as
a quintessential warrior, often nude with a beard
CO M M A N D M E N T S OF E R AT H I S and short, curled hair. As the epitome of muscle and
• Util ize the company a n d a i d of others. The efforts of strength, most art depicts the Storm Lord in a stance of
the i n d i vi d u a l often p a l e against the capa b i l ities of the dominance, and perhaps wrestling a terrible beast.
com m u n ity. Holy Day. Kord's holy day is the Day of Challenging,
• Strive to tame the w i l d s in the n a m e of civil izat i o n , and which is celebrated on the seventh day of the second
defend the p o i nts of light a n d order aga i n st the chaos month. The Day of Challenging is one of the most rau
of d a rkness. cous holidays in Port Damali, and thousands of specta
• U p hold and revere the s p i rit of i nventi o n . Create new set tors attend the annual Godsbrawl held in the Temple of
tlements, b u i l d where i n s p i rati o n strikes, and expand the Kord to root for their favored deity's champion, particu
ed icts of the Law Bearer. larly the chosen champions of the Storm Lord and the
All-Hammer.
IouN, THE KNOWING MENTOR
Revered by seers, sages, and teachers of all walks of CO M M A N D M E N TS OF KO R D
life, Ioun guided the growth of civilization throughout B ravery above a l l . There i s n o glory i n cowa rdice.
the Age of Arcanum like sunlight guides the branches • Strength is the path to greatness, but greatness i s the re
of a tree. Grievously wounded by the Chained Oblivion s p o n s i b l e use of strength.
during the Calamity, her followers are now hunted by • The glory of the Storm Lord l ives thro u gh your own glory
agents of her ancient foes as she recovers. Her devout on the battlefi e l d .
now worship in private, spreading knowledge, philoso
phy, and lore anonymously through traceless channels. MELORA, THE WILD MOTHER
Ioun sits among the infinite library that fills the hidden The realm of Melora extends to wherever the seas shift
realm of the Endless Athenaeum, her celestial servants and the land grows wild. As the keeper of the wilder
cataloging all known things as she inspires those who ness, Melora represents the wild creatures of nature,
pray for her insight and guidance. the rush of the angry rapids, and the heat-heavy stillness
Depiction. Common representations show the Know of the desert. Elves worship her, as do hunters, accept
ing Mentor as a graying, mature woman with a welcom ing her guidance to exist harmoniously within savage
ing, matronly smile, swathed in billowing robes and lands. Those seeking safe passage across dangerous
scarves that fan into books and scrolls. Some colloqui waters pray to her to guide them.
ally refer to Ioun as the Knowing Mistress, revering her Followers of the Raven Queen also show respect to
as a headmistress of knowledge among the gods. the Wild Mother as the caretaker of what remains when
Holy Day. Ioun has no public holy day, for her public the Matron of Death's work is done. Those of Ki'Nau
worship was shattered during the Calamity, and she descent often make offerings to Melora, considering her
has since fallen into half-remembered myth. Only in the a collective entity that represents their ancient nature
monasteries of the Cobalt Soul has the Knowing Men gods within a singular feminine form. Druids of Melora
tor's faith been resurrected-though her worship by the the Wild Mother and clerics of her lover, Erathis the
intellectuals of the city bears little resemblance to that Law Bearer, work together to preserve the balance of
of the knowledge-seekers of old. nature and civilization. However, worship of Melora
was outlawed in the Dwendalian Empire, causing dis
CO M M A N D M E N T S OF I O U N agreement between clerics of Erathis within Western
• U n mask those who wo u l d d estroy l o u n . Learn their se Wynandir, where many blame poor weather and natural
crets and u nvei l them to the wor l d . disasters on the ire of their deity's partner.
• U p h o l d a n d teach the i m p o rtance o f reason, percepti o n , Eschewing a permanent realm, Melora prefers to
and truth i n g u i d i n g o n e ' s emoti ons and path. wander the planes to oversee natural life. She is often
• Condemn those who l i e without mora l cause, for evi l fo l k found among the unearthly beauty of Arvandor's infinite
g a i n power when t h e i r fo l l owers obscure t h e truth. Never expanse of deep woods, hunting unnatural things that
stoop to the level of selfish l i ars. corrupt the wilds.
Depiction. Immortalized through wooden reliefs
KORD, THE STORM LORD and carved idols in hidden, overgrown groves and
Where thunder booms and conflict rises, prayers to the rural shrines, the Wild Mother is shown as a beautiful
Storm Lord are shouted into the maelstrom. Reveling woman with green skin nearly swallowed by a wild,
in all tests of strength, Kord blesses those who prove tangled wreath of hair, leaves, and vines that dwarf her
themselves on the battlefield. Worshiped by athletes lithe form.
and warriors all across Exandria, he exalts those whose Holy Day. Melora's holy day is Wild's Grandeur, which
force of spirit and desire for victory call his attention. is celebrated on the vernal equinox, usually the twenti
He brings tumultuous storms over land and sea, and eth day of the third month. The people of the Menagerie
those who wish for clearer skies offer their praises and Coast set aside this day to sail for no reason other than
prayers to appease him. the pleasure of observing the natural beauty of their
Kord dwells among the roving settlements and battle surroundings. Those who still partake in elements of
fields within the rugged and glorious realm of Ysgard,
C HAPTER 1 I STORY OF W I LD E M O U NT
mortal to have ascended to godhood. Her rise instantly IouN,
obliterated the previous, now-forgotten god of death,
and the other gods quickly and fearfully destroyed the
secrets to the rites of ascension.
The Raven Queen tugs at the threads of fate from her
stronghold of black ice within the frozen realm of Leth
erna, nestled in a frigid corner of the Shadowfell.
Depiction. Few existing visual depictions of the Ra
ven Queen exist; many temples merely use the raven
as a symbol of her blessing. The few illustrations of her
portray a tall, pale woman wrapped in dangling black
linens, with her face obscured by a white porcelain
mask and her onyx-black hair straight and neverending.
Holy Day. The Raven Queen's holy day is called the
Night of Ascension, celebrating her apotheosis. The
actual date of the her rise to divinity is unclear, but the
Night of Ascension is celebrated on the thirteenth day
of the tenth month. What was once a night of cheery KoRD,
celebration of the dead in the Dwendalian Empire has THE STORM LORD
recently become an occasion to burn effigies and de
cry the Kryn Dynasty for their unnatural relationship
with death.
CO M M A N D M E N TS O F T H E RAV E N Q U E E N
Death i s the natu ral end of life. There i s n o pity for those
who have fa l l e n .
• The path o f Fate i s sacrosanct. Those who pridefu l ly at
tempt to cast off t h e i r destiny m u st be p u n i sh e d .
• U n d eath is a n atrocity. T h o s e who wo u l d pervert the t ra n
s i t i o n of the soul m u st be b ro u ght d own.
M o R 11 D 1 N ,
T H E A LL· li A M M E R
CO M M A N D M E N T S OF S E HA N I N E
• Seize y o u r own destiny by purs u i n g you r passions.
• Let the sh adows protect you fro m the b u r n i ng l i ght of fa
natical good and the absol ute d a r k n ess of evi l .
Wa l k u n brid led a n d u ntethered , forg i n g new m e m o ri es
and experiences.
PELOR,
T H E D A W N FAT H E R BETRAYER GODS
The Betrayer Gods are the deities who strayed from the
ideals of the Founding and embraced the destructive
chaos of the Primordials or grew selfish of their own
II
creations. The Betrayer Gods rarely work together, since
they see each other as threats to their own plots and
goals. This very weakness allowed the Prime Deities to
defeat and banish them, ending the Calamity.
CO M M A N D M E N T S OF A S M O D E U S
• Assert dom i n a nce a n d power over others. S h ow your
strength of w i l l i n the i m age of the Asmodeus.
• Repay cru elty d o n e u nto you with fu rther evi l . I f others
show you k i n d n ess, exploit it.
• As you ascend to power, d o not pity o r show m e rcy
to those you c l i m b over to get there. Compassion is
for the weak.
B ETRAY E R G o os
Deity Alignment Province Suggested Domains Common Symbol
Asmodeus LE God of the N i ne Hells Trickery, War Crown of spiked onyx and cu rved
horns
Bane LE Conquest, tyranny Forge,* Order,'"'" War Flail of chains, each ending in
shackles
Gruumsh CE Slaughter, warfare Death, Tem pest, War S i n gle, unblinking eye that bleeds
Lo Ith CE Deceit, spiders Knowledge, Trickery Jeweled spide r
Tharizdun CE Darkness, destruction Death, G rave,* Trickery Crooked, seven-pointed star made
of chains
Tiamat LE Dragon god of evil Order,'°"" Trickery, War Taloned dragon claw
Torog NE Enslavement, torture Death, Trickery Three pale arms clawing from a
dark void
Veen a NE N ecromancy, secrets Arcana,>" *'" Death, Grave,'" Desiccated hand with an eye in the
Knowledge palm
Zehi r CE Assassins, poison, snakes N ature, Trickery Coiled serpent
�' The Forge and G rave domains appear i n Xanathar's Guide to Everything.
'"'" The O rder domain appears in Guildmaster's Guide to Ravnica.
'"'H' The Arcan a domain appears in Sword Coast Adventurer's Guide.
C HAPTER I I STORY O F W J LD E M O U NT
27
her drow armies leaderless during the Calamity. Lolth TIAMAT, THE SCALED TYRANT
and Gruumsh also share a burning hatred for Corellon, The evil queen of dragons is a fearsome god of greed,
whom she claims drove her children below the earth, envy, and hoarded wealth. While chromatic dragons are
and Lolth often manipulates Gruumsh's followers into her foremost worshipers, Tiamat accepts the worship
attacking her enemies so that the drow may remain of any who crave wealth. All chromatic dragons have a
safe. While Lolth cannot sense the will or power of the fearful reverence for their tyrannical queen, but many
Luxon, the entity that is now worshiped by the dark dragons of near-deific power and ambition chafe un
elves of Xhorhas, she is bent entirely toward the destruc der her rule.
tion of its followers and their memory. Tiamat remains imprisoned in Avernus, the first of the
Nine Hells, influencing the souls of chromatic dragons
CO M M A N D M E NT S O F LOLTH
across the planes and seeking the means to free herself.
• I t is better to be loved than feared, b u t you may certa i n ly
Depiction. Most representations of Tiamat exist as
try to be both .
warnings within sanctuaries of the Platinum Dragon
• M i s d i rect i o n , s l a n d e r, and s h a d owed steps have more
Bahamut. She is shown as a drake of frightful size, with
fu n ct i o n than d i rect conflict.
massive leathery wings spreading clouds of poisonous
• Death to the e l ves who l i ve u n d e r the s u n , and death to
mist, while she shouts from five vicious dragon heads,
all their a l l i e s !
each one a chromatic color of her evil children.
THARIZDUN, THE CHAINED OBLIVION Enemies. The Scaled Tyrant's hatred for Bahamut is
It is darkness unending, less like a god and more like as old as the Founding, and her cults are ever hunted by
another world. Life and death do not exist within Thariz his justice. For centuries, the zealous paladins of Baha
dun, only utter destruction and madness. Even the other mut have limited her worship to the chromatic dragons,
Betrayer Gods treat this mad god with caution. In its but a rise in cult activity in the underbelly of Dwendalian
endless imprisonment, Tharizdun dreams the infinite society has priests of the Platinum Dragon on edge.
depths of the Abyss into reality, along with all its de
CO M M A N D M E N T S OF TI A M AT
monic legions. The Prime Deities had thought it locked
• Amass wealth, but spend l ittle. The gold-a n d the power
away during the Founding until it nearly returned to
that comes with it-is sufficient reward in itself.
ruin the world during the conflicts of the Calamity.
Do not forgive n o r forget an i n d ign ity to you rse lf. Let no
Now, its chaotic mind has fallen into more frightful
affro n t go u n p u n i s h e d .
dreams, imagining nightmarish aberrations into exis
• Take w h a t y o u covet. Those w i t h o u t the strength to de
tence deep beneath Exandria. The Chained Oblivion's
fe n d their d o m i n i o n are not worthy to have one.
demented cultists work without word from their twisted
patron, awaiting the Epoch of Ends, when its freedom TOROG , THE C RAWLING KING
will be attained and all beings shall be consumed in The dark god of the endless tunnels and caverns be
deathlessness unending. neath Exandria, Torog is the patron of torturers, slavers,
Tharizdun is believed to be chained in the deepest and jailers across the realms. His violent tears carved
pits of the Abyss, bound by divine shackles that slowly the pathways under the world, and his realm of impris
weaken, leaking its madness into the planes. onment is a network of deadly caves and manacles from
Depiction. Few visual attempts to depict Tharizdun which few return. Creatures that wander the desolation
exist, but the texts speak of a creature of rolling, hungry of Carceri often construct prisons in his image. Those
ink and darkness, a spreading cloud of lightless destruc who rob others of their freedom offer prayers to him in
tion born from a thousand ravenous mouths. Current cellars and other subterranean domains, and many crea
references show the nightmare constrained by chains of tures who live in the darkness below worship him and
gold and black, barely keeping the dark at bay. seek his guidance.
Enemies. The few remaining followers of Ioun are Torog remains banished within an unknown sliver
dedicated to ensuring that Tharizdun is never again un of the Far Realm that now borders the deepest pits of
chained. Ioun led the charge against the all-consuming the Underdark, where the boundaries between worlds
destroyer god's reemergence, and her bravery allowed grow thin and birth terrible abominations bent on
the other Prime Deities to shackle their enemy, though subjugation.
the victory nearly cost her immortal life. Some say Ioun Depiction. The Crawling King is rendered as a swol
can only be fully restored if the Chained Oblivion is de len, malformed worm that slithers through the dark be
stroyed for good. low, with a screaming, hairless human head at the helm
and three arms carving through the lightless rock.
CO M M A N D M E NTS OF TH A R I Z D U N
Enemies. Pelor and Raei defeated Torog during the
• Offer a n d s i p h o n power to Tharizd u n u n t i l h is l i bera
Calamity by luring their nemesis above ground. Pelor
tion co mes .
pierced Torog's tenebrous body with ten thousand
• U n cover, restore, a n d exalt forgotten s h rines a n d re l i cs i n
lances of sunlight, and the Everlight imprisoned him
h i s h o n or.
beyond the boundaries of Exandria. The tears of pain
• R u i n a n d raze the rea l m s to prepare for the
and anger the Crawling King shed burned through Ex
Epoch of Ends.
andria, and his faithful fled into these tunnels to escape
their enemies' holy light.
CO M M A N D M E N TS OF VEC N A
• Learn a l l y o u c a n , a n d keep h i d d e n that which y o u kn ow.
Reveal what p i eces you m u st, but never the whole.
• Express and c u ltivate the evi l with i n you rself, and in L O LT H , T H E
doing so, recogn ize it i n others to exploit them for your SPIDER QUEEN
own benefit.
• Seed the ruin of all who worsh i p other d e ities, until only
those who kneel before Vecna re m a i n .
THAR l ?: D U N , T H E
CHAINED OBLIVION
29
Depiction. Many forgotten temples were once built
to the Cloaked Serpent, and within these chambers
his image was embedded within much of the architec
ture. He is shown as a human body with six arms and
a gargantuan serpentine head, fanged and frilled in
aggression. Strands of thick, dark hair that sprout from
his scaled body form layers of swirling shadow, obscur
TIAMAT, T H E ing his form.
S C A L E D TYRANT Enemies. Zehir loathes Erathis and Melora, for he
despises life, order, and love above all things. His sur
viving worshipers use poison and fire to undermine civ
ilization and consume nature, hoping to infuriate both
gods and cast Exandria into chaos.
CO M M A N D M E N T S O F Z E H I R
• Keep your acts obfuscated and secret. The n i ght is your
greatest a l l y.
• Strike q u i ckly and without reason. B l i n d the ta rget with
their own confu s i o n .
• K i l l s l owly. Ago n i z i ngly. O r worse, m a ke t h e m enjoy i t .
LE S S E R ID OLS
ToROG , T H E
After the banishment of the pantheon in the Divergence,
C RA W L I N G K I N G
the mortal realm was left to its own devices. Beyond the
trickle of divine assistance allowed by the Divine Gate,
mortal creatures are now the keepers of the future of
Exandria. This vacuum of influence has given rise to a
number of powerful entities who may not rival the gods
in their abilities or influence, but now unchallenged,
can amass a modest following of their own. These idols
present themselves in many different ways, some as
honorable guardians of the helpless, and others as the
tyrannical gods they aspire to be. Many of these beings
have ambitions they wish to fulfill and can offer great
power to mortals in exchange for their servitude.
L E S S E R I DO LS
Deity Alignment Warlock Patron Suggested Domains Common Symbol
Arms of the NE The Fiend, the H exblade* Death, War B lade thrust d ownward through a n
Betrayers eight-eyed skull
Ceratos CN The G reat Old One Knowledge, Tem pest Three mismatched eyes
su rrou nded by teeth
Desi rat LE The Fiend, the U ndyi ng;'* Light, Tr ickery B u r n i n g purple feather
N aviask NG The Archfey Life, N ature Wreath of flowers shaped i nto
demon horns
Quajath CN The Fiend, the G reat Old One N at u re, War Ring of teeth
The Hag M other NE The Fiend Knowledge, Trickery S ingle red horn
The Luxon N Arcan a.'"'' Light H ol low dodecahedron
The Traveler CN The Archfey N ature, Trickery Arched doorway over a road that
vanishes into the d istance
U k 'otoa NE The G reat Old O ne, the Knowledge, Tem pest Yellow, slitted eye
Hexblade'''
Ve sh NE The Archfey, the Undying'"'' Death, Life Crimson ring hanging from a chain
Xalicas LG The Archfey, the Celestial'' Life, Light Si ngle blackened wing
* The Celestial and Hexblade war lock patrons appear i n Xanathar's Guide to Everything.
,,,., The U ndying warlock patron and the Arcana domain appear in Sword Coast Adventurer's Guide.
UEENS, KINGS, EMPERORS, NOBLES . . . BENEATH Dwendalian society has a rigid caste system, in which
the rhetoric, it's all the same. They say they fight denizens who have mastery over the arcane are con
sidered elite members of society. Many Dwendalian
to protect your families. They say they fight to
ladies and lords came from a sorcerous bloodline or
enforce your beliefs, your honor. Fight for a studied the arcane arts within the walls of the Soltryce
better tomorrow. Fight for virtue, for prosperity. Bottom Academy. Those who especially excel in their magics
line, it's all aboutfighting, and it's you that diesfighting for
or were born into prominent families can come to hold
power as a member of the Cerberus Assembly, a council
their cause. of extremely powerful mages that works directly with
-Unknown soldier, King Dwendal and his councilors to develop and enforce
Collected Tales of the Marrow War laws throughout Western Wynandir. However, distrust
between the king and the Cerberus Assembly runs
deep, for they both wish to eliminate the other and enjoy
From the ashes of a land devastated by the Calamity
uncontested power.
grew the civilizations of a new age. The survivors
Most cities and townships throughout the empire are
claimed land across the continent, forged alliances, and
ruled by a local government under the leadership of a
made enemies as they fought for power and influence.
starosta, usually a native baron appointed by the Crown
Wildemount is shaped by the ideals and interests of its
and the Cerberus Assembly. Reporting directly to the
factions, from powerful governments to covert societies.
king's council, the starosta is given absolute control over
This war-torn continent is a fertile landscape for adven
local government, appointing and maintaining responsi
turers on a quest for greatness.
bility for the heads of the city guard (watchmaster), the
regional military (warmaster), local commerce (coin
DWENDALIAN EMPIRE master), infrastructure (pithmaster), religious practices
The Dwendalian Empire has reigned over Western (idolmaster), and the courts of law (lawmaster). Twice a
Wynandir for over twelve generations. Imperial rule is year, tithe collectors (nicknamed "Reapers") visit each
maintained through its powerful military, its policy of imperial city to inspect households for records and proof
religious restriction, and the support of the secretive of income, collecting a percentage of their earnings in
Cerberus Assembly. Though these institutions nomi coin as determined by the tithe collector.
nally exist to ensure the safety of the populace from for The empire's military force currently stands at around
eign threats, terrible dangers that wander the wilds, and 35,300 Righteous Brand soldiers across all regiments,
lingering evils that seep from the scars of the Calamity, and 5,200 Crownsguard across all cities. The majority
they also allow the empire to maintain strict social order of the Righteous Brand forces were deployed to fortifi
within its territories. cations along the Xhorhasian border at the onset of the
King Bertrand Dwendal is now two months past his current war.
sixty-eighth birthday, and his iron will has not wavered Soon after the Dwendalian bloodline came into
with age. A tall, powerful man, King Dwendal rewards power, there was a short-lived rebellion helmed by reli
loyalty and swiftly punishes insolence and failure. His gious civilians. It was swiftly quelled and the rebel lead
family has developed a totalitarian rule that reaps heavy ers were executed in an event known as the Admonition.
taxes and looms over society with a military presence The ruling class has regarded religion with suspicion
that only grows stronger with proximity to the capital ever since, believing that faith inspires the unworthy
city of Rexxentrum. While civic unrest does rise be to rise above their station and spark fruitless rebellion.
yond mere mutterings from time to time, reminders of Instead of abolishing all religious practices, the empire
the dangerous creatures that live beyond the guarded regulates worship within its boundaries. All temples are
borders of each city and the protections offered within owned and run by the government, and must be dedi
the empire generally keep the populace in line. Those cated to deities approved by the Crown. Priests and cler
that rebel often find themselves in chains or forgotten in ics are on the Crown's payroll to preach only approved
a dungeon. religious texts. Keeping private shrines or worshiping
FIGURES OF I NTEREST
outside official temples is punishable by fines or im A number of personages maintain the power and influ
prisonment. The only deities that are approved by the ence of the empire, some working to expand its power,
empire are Erathis the Law Bearer, Bahamut the Plati while others seek to redeem their country.
num Dragon, Moradin the All-Hammer, Pelor the Dawn
Father, Ioun the Knowing Mentor, and the Raven Queen, KING BERTRAND DwENDAL
Matron of Death. Lawful neutral, male human
King Bertrand was raised with the strict beliefs of the
GOALS Dwendalian royal family, and his mounting responsibil
The empire uses the plentiful resources of the Marrow ities as the leader of one of Exandria's greatest nations
Valley and sizable tithes gathered from citizens to pro weighs heavily on him. Bertrand is a dark, clever, and of
tect their people and maintain control over Western ten paranoid king-and a lonely one since his wife Duvia
Wynandir, while keeping a keen eye out for opportuni passed away nearly ten years ago. Fiercely nationalistic
ties to expand their influence across the continent. and proud of his heritage, the king harbors a disdain for
The empire's religious proscriptions are proving more outsiders and their challenges to imperial rule; he often
and more difficult to enforce in this time of conflict. has emissaries thrown from the borders or imprisoned
Theolocrat Kon Bruda is helming a new directive to until a replacement is sent to barter for their release.
align religious texts with less oppressive terminology, in Bertrand does genuinely wish to protect the lives of his
an attempt to redirect discontent away from the Crown people and be remembered as the best of his bloodline.
and onto the heretics beyond the borders. However, civil unrest is brewing, and his frustrations
Now that tensions with Xhorhas have erupted into all with the Cerberus Assembly only intensify his forceful
out war with the Kryn Dynasty, the Crown is spreading demeanor. His only living son, Eidys, has been unable to
propaganda through all aspects of daily life to unite the produce an heir, and King Bertrand fears that his family
people of the empire against their common enemy. They line will come to an end, an obsession which drives him
hope to garner support for the war by reinforcing ru to seek out a way to prolong his life.
mors about the kidnapping of Dwendalian children and
the Kryn's violent and cannibalistic nature. CHAMBERLAIN QUESELIA VIR
Neutral good, female elf
RELATIONSHIPS Chamberlain to the previous king and now to Bertrand,
Though many citizens gripe about the empire's restric Queselia handles all affairs regarding the management
tive laws, the majority have grown accustomed to a of the house of Dwendal. Trusted deeply by the king,
comfortable lifestyle under imperial protection. Fear Queselia refuses to give into the brooding tendencies of
C H APTER 2 I FACTIO N S A N D S O C I ET I E S
The Kryn Dynasty is a society restructured from the
Lolthite history they rejected. The people of the dynasty
stand under the first Umavi, known as Bright Queen
Leylas Kryn. Beneath the first Umavi, there are twelve
noble Dens that mark families of souls who have lived
together through generations: Dens Kryn, Mirimm,
Thelyss, Hythenos, Icozrin, Biylan, Tasithar, Duen
dalos, Daev'yana, Omrifar, Beltune, and Zolaed. When
someone is believed to be experiencing anamnesis,
they submit to a deep meditation with a guide trained
in the ways of consecution. This process helps restore
memories of the past life, which then mingle with cur
rent memories.
The awakened soul is then reunited with their Den.
Dens do grow as new souls enter the consecution and
join their ranks, and new Dens are established with
each generation. The oldest Dens, especially those
helmed by an Umavi, are held in the highest esteem,
and generally answer directly to the Bright Queen. The
older the soul, the more prestige it holds in the dynasty.
Beneath the Dens of Rosohna, guilds and Den represen
tatives govern the other cities of the dynasty that stretch
across Xhorhas, spreading the faith of the Luxon and
watching over all Xhorhasians who seek the safety of
civilization.
This seemingly benevolent societal structure does
have a dark side. A closely guarded secret of the highest
Umavi is a challenge in the consecution called typhros:
some souls that have undergone multiple cycles of the
consecution are driven mad when their minds cannot
reconcile the memories of many lifetimes. Those who
fall to typhros are quietly removed from the dynasty and
either left in the wastes or mercifully slain away from KRYN DYNASTY CREST
FIGURES OF INTEREST
Though the marquises o f the Clovis Concord outwardly
embrace the spirit of cooperation on which their nation
was founded, most scheme and conspire against one
another to attain ever-greater power.
CHAPTER 2 I FACT I O N S AN D S O C I E T I E S
VASAN ATRITH , MARQUIS OF GWARDAN The empire scored a major victory fifteen years ago
Lawful good, female elf when they discovered and raided the central Myriad
stronghold in Yrrosa, forcing the surviving leadership
Unflappable and driven to protect the people of her city,
to scatter across the continent. The Myriad has em
Vasan is a bit of an outsider among the other marquises
phasized the narrative of its own fall in order to keep
of the Clovis Conchord for her standoffish nature and
a low profile, though in fact it has retained most of its
the way she unapologetically prioritizes the wellbeing
power. Its influence has stretched to the distant corners
of her city over that of the whole coast. Though Vasan
of Wildemount as it bide its time and waits to reinstate
presents herself as aloof and uninformed, much of her
its control within the empire. Shifting tactics, the Myr
political persona is intended to sow underestimation of
iad has now begun seeding major factions with double
how informed and clever she may be.
agents, who turn the most foolish or corrupt of their col
PORTCALLER MAZIN "FAT FISH" FAHREED leagues into the Myriad's unwitting pawns.
Neutral, male tabaxi
GOALS
Tough as nails and quick to bite back, Mazin is an hon
The loss of their headquarters taught the surviving Myr
orable tabaxi and dependable leader in times of trouble.
iad leaders to temper their arrogance with caution. Now
This led to his rise as the Portcaller of the island village
a decentralized network of allies and informants, the
of Brokenbank, the first major trade junction along the
Menagerie Coast. Though the village is small, Mazin Myriad is reconnecting with their temporarily dormant
contacts, not all of whom are happy to see their cruel
deals with a perpetual string of smugglers and pirates
masters return.
while also organizing the incoming and outgoing
Beyond the borders of the Dwendalian Empire, the
shipping lanes for much of the coast. Even so, Mazin is
Myriad has deftly utilized the chaos of the Revelry's
rarely included in major concord business, to his obvi
decades-long reign of piracy to infiltrate the guilds of
ous and public frustration.
the Clovis Concord. Between the war in the east and the
distractions on the western waters, there has never been
THE MYRIAD a better time for the Myriad to strike.
Any civilized society will turn the people it has failed
into criminals, and the societies of Wildemount are no LAWS OF T H E CLOV I S C O N CO R D
exception. The continent's largest criminal organization A l l w h o are fo u n d by the esteemed Zhelezo t o have broken
took shape about eighty years ago, when a shipping the fair laws of the Clovis Concord are judged and sen
company in the Dwendalian city of Yrrosa turned to tenced by the local magistrate and are s u bject to punish
smuggling contraband to make ends meet. This tight ments befitting the cr i me. Al l fi nes and punishments for
knit group of clever smugglers soon began to bargain crimes agai nst a Zhelezo official or a noble are doubled.
with their competitors, employing blackmail and offer All fines and punishments for crimes aga i n st a Clovis Con
ing membership to their organization as an alternative cord official are tr i p led.
Permits must be purchased and owned to do business
to elimination.
for more than 15 days i n Menagerie Coast cities. Per mits
The syndicate grew with alarming speed, infiltrating
are approved and purchased from the Compass Lodge in
the criminal underbelly of every major city in Western stallations.
Wynandir. Masquerading as purveyors of antiquities All rel igions are legal to pr actice i n private, but public
and foreign textiles, the Myriad focuses on providing wors h i p of Betrayer Gods i s considered dangerous to pub
their clients with exotic goods, such as illicit substances lic discourse and is strictly forbidden.
and magical beasts, or supplying hired muscle to intim
Theft: 3-10 days i ncarceration and/or a fine of twice the
idate their clients' rivals. The worst of the Myriad even
worth stolen.
deal in human merchandise. Public worship of Betrayer Gods: 10 days incarceration
Originally centered in Yrrosa, the Myriad now oper and/or a fi ne of 300 gp.
ates across the continent as a loose network of gang Ownership of another intelligent humanoid creature: 6-1 2
bosses who run their own local sects without direct months i ncarceration and/or a fine of 1 ,000 gp.
oversight from the mysterious heads of the syndicate. Trespassing: 7 days i ncarceration, and/or a fine of 1 00 gp.
Each satellite group is expected to regularly deliver Failure to pay taxes to the Clovis Concord: 3-1 5 days
information and a cut of their profits to the leadership. i ncarceration and a repossession of property equal to
Those who fail to pay up receive quiet threats of enslave the amount owed.
ment or assassination-and the Myriad always makes Damage to private property: 5-1 5 days i ncarceration or a
good on its threats. fine of twice the worth of property destroyed.
Members of the Myriad are sworn to keep their syndi Damage to concord property: 30-60 days incarceration
cate secret by pretending that their chapter is still just and a fine of twice the worth of property destroyed.
another local gang. This has given the Myriad a sinister Kidnapping: 30 days i ncarceration and/or a fine of 500 gp.
and enigmatic reputation, which further obfuscates its Assault with intent to injure: 1 5 days incarceration and/or
activities from the authorities. Since members of the a fine of 250 gp.
the Myriad prefer coercion to public displays of violence, Assault with intent to kill: 1 70 days incarceration and/or a
fine of 1 ,000 gp.
officers of the law often fail to recognize Myriad activity
until it's too late.
Murder: 5-1 0 years incarceration and/or a fine of 5,000 gp.
to divide the attention of the Bright Queen between the The Children of Malice vary dramatically in both ap
enemy outside and the enemy within. pearance and methods.
The process of restructuring the stubborn societies The growing population of the city has a constant
of this new Uthodurn forged a long partnership and need for more resources, so the diarchy agreed on the
deep friendship between the two leaders until Queen need to expand beyond the mountain pass. The village
Judessa's death in 794 PD. Judessa's daughter, Simone of Uraliss was founded using experimental magic de
Fruunast, took up her mother's mantle, and the bonds signed to thaw snowfields, with the goal of developing
of friendship forged in her mother's time flourish under sections of the Rime Plains into farmland. Unfortu
her rule. The benefits that were uncovered through the nately, the ground beneath the snow turned out to be un
unity of these disparate cultures birthed new prosperity tillable rock, so the settlement was abandoned. The dual
throughout the city, and the new dual society has grown monarchs then established the northern fishing village
into a synergistic civilization over the centuries. of Palebank, which supplies new goods and a coastal
Now spreading beyond the underground halls of outpost in spite of the grueling cold.
Uthodurn, the people under the Dual Monarchs seek Small vessels built to withstand the icy waters of the
to build a brighter future, and perhaps even resolve the Frigid Depths began to explore the shores surrounding
mysteries of their past. the region, discovering the lands of Eiselcross. In these
frozen wastes, the settlers of Uthodurn uncovered signs
GOALS of scattered arcana from a pre-Calamity era buried
Many historians and prominent members of both halves beneath the snow. These discoveries have piqued the
of Uthodurn's society are investigating the source of the interest of Molaesmyr researchers and Uthodurn's mon
corruption that persists in the Savalirwood, hoping to archs alike. As the conflict in the south escalates, the
one day heal the forest and reclaim the homeland of the leaders of Uthodurn are eager to gain whatever power
elves. Shreds of evidence have been recovered by scout or protection might be gained from the secrets hidden in
ing parties sent into the deadly thicket surrounding the the treacherous tundra of Eiselcross.
ruins of Molaesmyr to uncover signs of the curse and its
origins. However, looters and thieves from Shadycreek
RELATIONSHIPS
Run have discovered the ruins as well, stealing relics Uthodurn has little affiliation with other factions across
and selling them to private interests. These thefts, cou Wildemount. Aside from the occasional explorers and
pled with recent research indicating that the corruption adventurers who pose no threat, most people who come
is slowly spreading, have accelerated the need to find to Uthodurn are met with skepticism and avoided. The
answers to the mystery of the Savalirwood. locals want nothing to do with the war in the south.
RELATIONSHIPS
The Tribes endure each other i n order to maintain a
level of civility within the otherwise cutthroat streets of
Shadycreek Run, but they are each on the lookout for
ways to subvert or weaken their opposition and become
the city's dominant family.
All members of the Tribes are documented criminals
within the empire, with bounties to match. Travel within
the borders of Western Wynandir is dangerous for
these criminal overlords, but each family has their own
connections within the major cities of the empire that
enable business.
In the past, the Myriad has oft attempted to subjugate
the Tribes, but it has been rebuked time after time. The
Tribes are too proud of their well-oiled engine of vice to
permit the Myriad to take over. Even though the Tribes
are pursuing new alliances with the Myriad, the people
of Shadycreek Run fear that conflict between these
shady powers is inevitable.
FIGU R ES OF INTEREST
Life in Shadycreek is perpetually dangerous for the
members of the Tribes, where every smile hides
ill intent.
OPHELIA MARDOON
Neutral evil, female tiefling
One of the most prominent members of the Mardoon
family, Ophelia commands the Estate Sybaritic to the
north of Shadycreek Run. Hedonistic and forceful, she
does not enjoy being denied and has the skills and con
nections to ensure that she gets whatever she desires.
One of the more ambitious members of the house, Oph
elia has made a number of contacts in the Wildemount
criminal world outside the Greying Wildlands.
JAGODA UTTOLOT
Chaotic evil, male half-ore
Jagoda is a master hunter and expert on the terrifying
beasts that wander through the Savalirwood, using his
skills to track and capture rare creatures for his family
to sell. Gleeful in his brutality and prone to ignore the
graces of diplomatic relations,Jagoda has occasionally
gotten himself into trouble that the rest of his family has
had to dig him out of.
OF U T H O D U R N
51
of the blight on the Savalirwood, and he's convinced enemies to their archivists, and approve the expeditions
that it was caused by the elves of Molaesmyr tampering proposed by monks.
with misunderstood magics. He hopes to discover the The Cobalt Soul was founded within theJulous Do
source of the corruption and learn how to weaponize it. minion before the nation fell to the armies of the Dwen
With such power at his disposal, the rise of the Trebains dalian Empire. The Dwendalian Crown permitted the
would be unstoppable. Cobalt Soul to be assimilated into the social hierarchy of
the empire rather than destroying it. This was not an act
lONOS jAGENTOTH of mercy, but a political maneuver; the Cobalt Soul was
Lawful evil, male half-elf allowed to survive only to provide a sense of normalcy
Known for his skills in negotiation and deceit, Ionos has and appease the restless populace.
proven himself the master of the family's distribution The Library has continued to work with and under
network. Inspired to expand the business alliances the empire out of necessity, but its archivists are savvy
of the Jagentoth family far beyond the northern edges political players-whenever possible, they avoid making
of the Dwendalian Empire, Ionos has been making moves that could put them in danger of being exploited
arrangements with Myriad operatives while simultane by the Crown or the Cerberus Assembly. Nowhere is
ously rooting out Myriad influence in those same circles. this tension more apparent than in the very existence of
Either the noose is about to tighten, or he's designed a the militant truth-seekers of the Cobalt Soul: the expos
brilliant ploy to eliminate the competition. itors, rigorously trained to root out corruption and false
hoods. Behind the scenes, a silent war is brewing as
LIBRARY OF THE expositors bring the dark secrets of the empire's social
elite out into the light.
C OBALT S OUL
Under the enlightening scriptures of Ioun, the Knowing
GOALS
Mentor, teachers, priests, and monks who have been Untold knowledge was lost when the Calamity brought
drawn to the calling of truth and knowledge spend their the Age of Arcanum to its fiery end, and so too was the
lives training within the Library of the Cobalt Soul. case when Ioun was mortally wounded in that terrible
Rather than a single physical building, the Library of war. Since that day, the Cobalt Soul and their progen
the Cobalt Soul is a collective term for the universal itors have sought to recover what was lost. They hope
knowledge and philosophies upheld by those who follow that, in time, their tireless effort will eventually usher all
Ioun's teachings. The Cobalt Soul is guided by a central societies to an enlightened future.
belief that true strength is found in understanding the Ioun is still wounded, but her wisdom and grace
world around you. Despite their idealism, the pursuit of has returned to the world-at least in part. Under the
truth is hampered by the realities of life in the empire: guidance and wisdom of their patron god, members of
politics, propaganda, and the dangers of the wilderness. the Cobalt Soul seek to enlighten themselves through
The Cobalt Soul is based in Rexxentrum but operates study and research. They devote their lives to studying
throughout the empire and across the whole of Exan the mysteries of the world, and turning that knowledge
dria. Temples to Ioun under the management of the to protect it from another Calamity. To this end, the Li
Cobalt Soul act as massive libraries called archives, brary makes the immense breadth of knowledge within
usually located in larger cities and cultural centers. Its their archives available to anyone and everyone who
members come from all walks of life and are expected seeks to educate themselves-though some secrets are
to assist in the maintenance, organization, and protec so potent that they must remain hidden from the public
tion of the archives. Its satellite archives collect artifacts until the proper time.
and research information both historical and contempo Empires thrive on misinformation and propaganda,
rary along the Menagerie Coast and in the distant lands yet it is necessary for the Cobalt Soul to operate within
of Tal'Dorei, Issylra, and beyond. the Dwendalian Empire. As such, the Cobalt Soul works
Archivists act as administrators at each Archive, delin to provide the truth to those who will listen, to covertly
eating tasks, overseeing the training of new members, update revisionist history, and to remove false informa
and even negotiating for or purchasing artifacts and tion before it can spread too far. Unfortunately, imperial
records-often from those unaware of their true value. agents and even spies from foreign powers have suc
The monks of the Cobalt Soul are the enlightened cessfully infiltrated the Library over the centuries, and
knowledge-seekers of their order. They research places some of their attempts to rewrite fact and history in fa
where ancient knowledge could be hidden and lead vor of their own interests have succeeded. In response,
large-scale expeditions to these places. the Library has had to construct a powerful, hidden
Expositors are the covert agents of the Cobalt Soul. force of expositors to defend their texts from manipula
These enlightened infiltrators extract information tion and uncover truths that remain guarded.
that others would keep secret and use their newfound
knowledge to better the world. As masters of acquisi RELATIONSHIPS
tions, expositors answer only their High Curator. The Library tries t o remain autonomous, but their
At the top of each Archive is a High Curator, who dic agents within the empire are under constant siege by
tates the Archive's goals to subordinates and uses this Theolocrat Kon Bruda, a once-respected monk of the
power to assign marks to expositors, outline allies and Cobalt Soul who is now just another corrupt lackey of
RELATIONSHIPS
The existence o f the Claret Orders i s largely rumor and
myth in most places, as the orders have no alliance with
or allegiance to any standing government or group. The
empire is well aware of their presence and makes a
point to ignore their heroic deeds while publicizing mis
deeds of those few hunters that succumb to the corrupt
ing influence of their powers.
Some splinter orders have traveled beyond the bound
aries of the empire, seeking more welcoming folk and
more unique challenges in lands across Exandria. Still,
no matter where the guardians of the Claret Orders
travel, they know they will never be free from the hatred
of those that misunderstand them. S c 11 R s O F
S C ll L E ll N D TOOTH
FIGU RE S OF INTEREST
Weeding out the terrors that feed at the edges of civiliza
tion, the members of the orders work for little more than
the satisfaction of a deadly job well done.
ELIAS DE CORVO
Neutral good, male human
A famed blood hunter across the orders, Elias has suc
cessfully hunted some of the vilest creatures in all the
planes and lived to tell the tale, though his scars show
the cost of his victories. In his later years, Elias is now
focused on training and mentoring new members of the
orders, trying to instill in them morals that anchor them
to their better nature.
LILYANA CAYD
Chaotic good, female werewolf (half-elf)
A sarcastic spitfire who joined the orders to help gain
control over her lycanthropy, Lilyana has become a mas
terful blood hunter in an impressively short period of
time. She leads many hunts with her keen, lycanthropic
senses, and is known for being more personable than
most who undergo the Hunter's Bane. Lilyana is spoken
of with equal parts irritation and awe within the circles
of the orders.
55
GOLDEN GRIN FIGUR ES OF INTER EST
When the lands of Tal'Dorei were ruled by the tyrant In a world where strife and struggle often define one's
Drassig, a hidden society of muses, storytellers, bards, l ife, it takes a certain quality of hero to step up and an
and folk heroes assembled to oppose their despotic swer the call of the Grin.
king. The Golden Grin has endured since those dark
years, and it has secretly guided the just, inspired the SIR LINUS D ENWALLOP
common folk, and planted the seeds of discontent and Neutral good, male gnome
rebellion amid tyranny ever since. A wandering minstrel who claims a sourceless knight
Each member, known as a grinner, pledges to uphold hood, Sir Linus travels all across the Menagerie Coast
the ideal that every individual has the power to change with his lyre and bag of illusions to astound and excite
the world. They seek out places where hope is faint and the children and poor folk of the countryside. Sir Linus
the soul grows dim without inspiration, lifting the spir intends to make up for his years of villainy as a smuggler
its of the downtrodden and heartening those who feel and thief by subtly undermining the same sects of the
forgotten. Little is known about the Golden Grin aside Myriad with whom he once did business.
from myths and rumors, and its members prefer it this
way. The grinners listen for whispers and information SHAKASTE (HUSH)
using fabricated personas they create when they join Chaotic good, male human
the faction. A warm, gentle soul with blind eyes and a heart over
The Golden Grin arrived in Wildemount by follow flowing with patience, Shakaste was quick to learn the
ing the trade routes from Tal'Dorei to the Menagerie harsh realities of the world around him. After finding
Coast, where its members discovered a land plagued faith in the storms that shake the coast where he grew
by warring despots. A sect of the Golden Grin has up, he was gifted with a hummingbird companion that
spent the past generation spreading its roots through serves as his eyes. Armed with a talent for going unno
out the Clovis Concord. Now firmly established, the ticed and powers granted by his willful love of freedom,
Grin has set about undermining corruption within Shakaste has operated under the name "Hush" since
the concord and has begun working their way into the joining the Golden Grin, quietly seeking out those in
Dwendalian Empire. need of a little guidance.
'vE CERTAINLY SEEN MUCH OF IT, AND IT IS VERY and political leaders have united to form the Clovis
beautiful. Beautiful, and terrifying, and cold, Concord. This land is known far and wide as a place
for lively trade, vibrant art, performance, and excellent
and humid, and deadly, and joyous, and full of
food-as well as the indulgence of vice, piracy, and il
strife, struggle, and hope. It's home, and that's licit business.
enough for me. Doty, did you get all that?" Five of the seven cities have open shipping ports, sup
-Taryon Darrington, The Daring Trials and Tribulations porting a robust economy of goods, services, and contra
band. The Myriad crime syndicate has had its hands in
of Ser Taryon Darrington
the affairs of the concord for decades, and while officials
publicly deny that the Myriad is still active along the
Along the western shores, turbulent ocean currents bat Menagerie Coast, local guildmasters and politicians fear
ter trade ships as they ride the winds toward port cities that the Myriad is stronger than ever.
that shine like diamonds on the verdant coastline. Mon The major cities that comprise the Menagerie Coast
strous behemoths plod across the cracked and blighted are Port Damali, Feolinn, Othe, Nicodranas, Gwardan,
barrens of the eastern valley. The desolate northern Port Zoon, and Tussoa. Beyond the coastal cities, the
tundra is a lawless wilderness where power-hungry Swavain Islands are scattered across the Lucidian
scavengers hunt for ancient artifacts buried beneath the Ocean, bearing shipping posts, dangerous reefs, and
ice. Wildemount is a vast and varied landscape brim ancient secrets hidden in the bellies of hungry jungles.
ming with possibilities for any adventure. The pirates of the Revelry stalk the oceanic trade lanes,
This chapter presents the various areas of Wilde hassling merchants, marines, and adventurers alike.
mount, broken into seven major regions: the Menagerie As any adventurer will attest, all this danger guaran
Coast; the Zemni Fields and Marrow Valley, which to tees that travel along the Menagerie Coast is an anx
gether form Western Wynandir; the Greying Wildlands ious, thrilling, and profitable experience-if you know
and Eiselcross, which shape what is known as the Bit where to look.
ing North; and lastly the Wastes of Xhorhas and Blight
shore, which comprise Eastern Wynandir. Each section BARREN SHORE S
describes the region's important locations and includes
The northern edges of the Cyrios Mountains drop off
plot hooks for adventurers who travel there.
into dark pebble beaches known as the Barren Shores.
Adventure hooks presented within this chapter are
Many believe that an ancient being of immense strength
broken down into recommended ranges of adventuring
pulverized the edge of the mountains with a series of
party level: low level (1-6), mid level (7-1 1), high level
mighty blows. Others speculate that the shore is some
(1 2-16), and epic level (17-20). Adventure hooks labeled
how related to the Pallid Grove. Whatever the case,
as "any level" can be presented at any point in your par
these stories of forgotten magic exert an undeniable
ty's journey, with a little planning. You are welcome to
pull on the curious minds of adventurers and historians
adjust the difficulty of any of these adventure hooks to fit
alike. Traversing the icy waters of the Frigid Depths is
your campaign.
nearly as dangerous as climbing the uncharted expanse
of the Cyrios Mountains, and those who survive the
MENAGERIE C OAST journey are greeted by monstrous, twisted crustaceans
Spanning the length of Wildemount's southwest and seaside cults eager to torment trespassers. Some
coastline along the Lucidian Ocean, the Menagerie divine historians theorize that something ancient and
Coast is a lush, rain-swept, tropical region filled with cruel might have been released into the nearby sea
scattered forests and jungles, rocky seaside cliffs and when the mountains were sundered; they speculate that
beaches, overgrown islands, and bustling trade routes the strange ring of small islands surrounding the nearby
that traverse the perilous seas. The coast is ruled by a inlet to the west may be connected to the being's where
nation comprised of seven city-states whose cultural abouts and purpose.
6o C HAPTER 3 I W I L D E M O U NT GAZETTEER
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FEOLIN N GEOGRAPHY
Population: 1 2 ,700 (73% humans, 10% elves, 5% Buttressed against the southern tree line of the
gnomes, 1 2% other races) Plumgroves and surrounded by a number of small fam
Government: Marquis Hector Saliva runs the city, with ily farms, Feolinn is replete with rural charm. The city
wealthy, non-competitive businesses operating as an itself is comprised of four main roads that form a large
unofficial council. rectangle, with each corner ending in a promenade filled
Defense: Local Zhelezo keep the peace and protect the with shops and pubs, while the city center is mostly
city perimeter. Affluent members of society also keep made up of residential homes and affluent estates. Sua
a hired guard. malie Way specializes in food and fine dining, while
Commerce: Most basic supplies are readily available in Alt'afi Avenue sports theaters, bathhouses, gambling
taverns, inns, and the marketplace. halls, and other venues for private entertainment.
Organizations: Shrines and temples to the Prime Dei Minceli Road contains administration buildings and
ties are present, if downplayed in prominence. Local Zhelezo barracks, and Sayer Street is home to many of
merchant families vie for financial and political domi the local harvesters and working class folk.
nance, leaving room for growing Myriad corruption.
FEOLINN ADVENTURES
Smaller than its nearest coastal neighbors, Feolinn is Feolinn is a good place for adventurers t o get caught up
widely referred to as the Garden City for its rural aes in shady business deals and cutthroat competition.
thetic, proximity to the Plumgroves, and well-kept parks Loose Lips (Low Level). The characters are invited to
and gardens. Feolinn acts as a harbor for the plentiful a citywide alcohol fair, where Feolinn's wineries and dis
fishing around the Mother's Sigh Reef, as well as a tilleries enter their products to compete for prizes. The
destination for travelers looking to escape the chaos of fair is secretly sponsored by the Myriad, which plans to
Exandria's woes. Feolinn is a popular destination for get the city's most influential people drunk and learn
wealthy socialites, and it is filled with businesses that their secrets to use as blackmail. The characters get
specialize in indulgence and self-pampering. wind of this plan and must decide whether to stop the
Myriad or get in on the plan.
TREE A N D VIN E Celebrity Endorsement (Any Level). After the char
The abundance o f fruit and sweet roots harvested from acters gain recognition for their deeds, the competing
the Plumgroves has given rise to a competitive wine and wineries and distilleries in Feolinn attempt to convince
spirits industry. Feolinn wines and ciders are renowned them to become official spokespeople of their brands,
throughout Exandria. The vintners of Feolinn are offering money and free booze. If the characters accept
known for their intense pride-and for the disdain they an offer, the rejected companies turn on them, trying to
have for other vineyards, such as those in the Dwenda embarrass the characters at every turn and hiring rival
lian city of Kamordah. Classic vintages auction well in adventurers to take credit for their accomplishments.
Port Damali, while high-end liquor is presented as a fine
gift in noble circles. Competition between the local win W I N ES OF fEOLI N N
eries and distilleries is cutthroat, with major organiza
Tropical weather and fertile lands have enabled Feol i n n
tions such as the Saliva Winery, the Laffath & Legrand t o develop a prosperous w i n e trade across t h e Menagerie
Vineyards, the Leoleoa Cellars, and the Purple Breast Coast and beyond. There is fierce competition between
Company all vying for local and international renown. local families as well as the rival wineries of Kamordah i n
the empire, a n d the n u merous wines exported from Feo
GOVERNMENT l i n n can claim a respectable bit of coin , though the prices
Feolinn's reputation for vanity is well-deserved; even might vary depending on the market.
its leaders believe in their city's superiority. Marquis Solvia Groves Diamond Plum Wine: 60 gp per bottle.
Hector Saliva of the Saliva Winery family is the third Oveso Family Dark Red: 35 gp per bottle.
marquis of his bloodline to maintain the city's luxurious Rustlecall's Evening Dream Plum Wine: 40 gp per bottle.
image, while also doing his best to elevate the prestige Solvia Groves Sunset White Wine: 30 gp per bottle.
of his family's business. Local Zhelezo are often tipped Cuthras Silver Vineyard Premium Red Wine: 50 gp
by businesses to pay particular attention to their safety, per bottle.
or to pry into the affairs of competitors. This culture
of bribery has caused Feolinn's Zhelezo to neglect the
concerns of their city's underclass in favor of lining their
pockets with "tips" from merchants.
C HAPTER 3 I W I LD E M O U NT GAZETTEER
71
A STEAMY SHIFT GOVERNMENT
Until recently, many of the businesses in Port Damali The laws of the Clovis Concord are enforced with vary
were heated and powered by a system of steam-powered ing stringency within each city. Nowhere is this more
engines, which were installed beneath the city's streets. true than in Port Damali, where the law can be bought
Unknown to most citizens, a marid had been shackled like any other commodity. Anything can be purchased
within the sewers to power the steam engines for de here, even the ear of Marquis Olesya Lapidus, the cele
cades. Recently, another marid in Nicodranas was freed brated leader of Port Damali.
from a similar situation, inspiring an anonymous adven The Lapidus family rose to prominence over a century
turer to free the marid in Port Damali from its shackles, ago, when they shifted from employing merchants to de
leaving the engines inert and many businesses without ploying mercenaries. In time, anyone who sought safety
power. A large group of hired druids and mages are on the waves turned to Lapidus family privateers. As the
maintaining what functionality they can, but Marquis fifth in her family to lead Port Damali, Marquis Olesya
Olesya Lapidus is desperately looking for an alternative steadfastly collaborates with the other leaders of the
energy source or a replacement for the steam engines. Menagerie Coast to keep the concord an independent
nation, free from imperial control.
PORT OF SKY AND SEA However, Marquis Lapidus faces threats on all sides.
Port Damali is the central city for most seafaring busi When she was distracted by the rise of the Revelry, the
ness and shipping throughout the Lucidian Ocean and a long-dormant Myriad swooped in and conscripted many
popular destination for those with gold, but it is also the of the guilds she was supposed to oversee. Now she
only city in Wildemount with a skyport. While the em struggles to excise the Myriad claws embedded within
pire refuses to establish a skyport within Rexxentrum, the belly of her city.
in what many believe to be a symbol of their dedication
to their isolation, Port Damali occasionally receives sky CRIME
ships from Tal'Dorei or Marquet, drawing crowds that Port Damali has been a pivotal nexus o f Myriad activity
rush to see the majestic display. for some time, and nearly all elements of major com
merce within the city are tied to the crime syndicate in
S K YS H I PS some way. Many of the powerful merchants and com
Luxurious passage through the clouds themselves-it's a pany owners are either part of the Myriad or are inden
romantic idea cultivated to appeal to the wealthiest citi tured to it. As such, the city is the beating heart of Exan
zens of Exandria. As an added bonus, skyship travel avoids dria's slave trade, with slavers passing through often to
the in herent dangers of a jou rney by land or sea, and i s discreetly move their bounty.
more readily available t h a n teleportation magic. These Those who fail the Myriad are shackled and shipped
beautiful airships range in size but generally are the same off as living contraband. Myriad operatives are plentiful
size as a merchant coaster. Skyships are held aloft and within the law enforcement of Port Damali, so most ille
guided with the help of th ree or more enchanted crystals
gal activity is covered up or allowed to slide, unless such
called brumestones, which are instal led along the h u l l or
crime interferes with Myriad interests.
topside of the ship. The enchantments req ui red to produce
and maintain these brumestones are closely guarded by
the Alsfarin Union with in the distant city of Ank'H arel.
GEOGRAPHY
While the Alsfarin U nion occasionally sells skyships to The largest city on the western coast of Wildemount,
foreign businesses, they retain absolute control over the the resplendent seaside metropolis of Port Damali is
maintenance of skys h i ps in operation. nestled against the Tyodan River where it meets the
Skysh ips are reserved for goods and individuals who Lucidian Ocean. The city is built atop a cluster of leveled
want to circumvent the slow speed or danger of an ocean hills, and slight changes of elevation physically mark
voyage and can afford the exorbitant cost of air travel. No the variation between wards. Past the farmsteads, be
commoner can afford to charter a skyship, and the lower yond the tents and ramshackle homes that mark the
classes of Exandria generally see air travel as j u st another boundaries of the city, lies the Prism Path, a series of
way for the wealthy el ite to lord their su periority over the
connecting main roads made of smooth, multicolored
poor. Others, however, see the majestic craft as aspira
stones reclaimed from the ocean shores. These roads
tional and long to become rich enough to afford one, or
skil led enough to pilot one. carve through the interior wards: the Tumbledowns, the
Port Damali is the only city in Wildemount with a n open Beaded Alley, the Crescents, the Gilded Esplanade, and
skyport. The others are in the cities of Ank' H a rel, Vassel the Larboard Light.
heim, Emon, and Whitestone. Few skyships in service will The Tumbledowns. Within the Tumbledowns, the
deviate from the dedicated shipping routes between these majority of citizens live in cramped structures of varied
major cities. shape and design, from clay domes to thatched huts to
warped wooden shacks. The architecture resembles a
Skys h i p mishmash of cultures from all over Exandria, which,
Purchase Cost: 1 00,000 g p along with the Prism Path, creates a pleasant patch
Speed: 1 0 mph work atmosphere even in the more run-down regions.
Maximum Cargo: 1 0 tons A number of small temples are also situated in the
Crew: 6-1 0 Tumbledowns.
Maximum Passenger Occupancy: 30
Personal Travel Cost: 2 gp per mile per passenger
Shipping Cost: l gp per 1 00 pou nds per mile
ALFIELD ADVENTURES Defense: The vast majority of the occupants are front
Between the recent gnoll attack, overburdened town line soldiers and deadly combatants. Mobile siege
leaders, and numerous criminals, the people of Alfield engines stand at the ready.
need the aid of adventurers. Commerce: Beyond the rations needed to survive and
Yeenoghu's Army (High Level). While the characters small-scale trade between the soldiers, little com
are staying in Alfield, they learn the truth of the recent merce is available.
gnoll attack. The first battle was just a way to test the Organizations: The outpost is currently held by the
town's defenses for the real war: one fought by demons! Kryn Dynasty. Temporary shrines to the Luxon have
The gnolls sacrificed the townsfolk captured during been installed.
their raid to open a portal to the Abyss, letting demons The Ashguard Garrison is the partner fortress to the
loyal to Yeenoghu, the Gnoll Lord, invade the Material newer Rockguard Garrison, and the two strongholds
Plane. With so few defenses in the settlement, the char flank the city of Bladegarden. On the south side of the
acters are the only people who can truly defend Alfield Brokenveil Bluffs, Ashguard sits atop a steep mountain
from the threat. pass that slides into the Brokenveil Marsh of Xhorhas,
Myriad Takeover (Any Level). Overworked leader making it near impossible to assault from the front.
ship and weak law enforcement mean that Alfield is ripe Although the garrison successfully repelled the dan
for Myriad takeover. The characters could be hired to gers beyond for many years, it fell to a series of clever
lead the Myriad forces, bringing the town's leadership assaults from the Kryn-they used magic to darken the
and petty criminals to heel, or they could fight against sky and cause confusion while their forces burrowed
the takeover, waging battles both physical and political beneath the battlements. Over a thousand Dwendalian
to keep the town out of the syndicate's grasp. soldiers were slain, and the army was pushed back to
Bladegarden.
AsHGUARD GARRISON Now occupied by the forces of the Kryn Dynasty, this
Population: 5,720 (74% dark elves, 26% other races) garrison has been refitted to defend against the very
Government: The garrison is currently helmed by people who built it, its walls darkened by the shadows of
the acting general of the Kryn forces holding the perpetual twilight.
stronghold.
GOVERNMENT
As per the accord enabling it to become part of the
Dwendalian Empire, Hupperdook is one of the only
imperial cities allowed to choose its own leadership.
Starosta Emma Zezbok is a bombastic gnome who ne
gotiated the absorption of the city into the empire and
has held her seat for two centuries. Emma has sharp
mind for problem solving and a love of debauchery-and
cares little for politics outside the city walls or for the
short-lived "Kings of Men," so long as they leave her and
her people alone.
Due to the independent nature of the city, the Crowns
guard presence is relatively small, and the volunteers
of the Citizens' Watch pick up the slack. This has led
to some tension between the two law enforcement fac
tions, but many of the Crownsguard forgive any slights
when the evening drinks begin to flow.
CRIME
The diligent days are almost completely free o f crime as
every nook and cranny of the city buzzes with business,
but the nights lend themselves to lackluster oversight
and intoxicated Crownsguard. Lawful folk tend to travel
in pairs at night, lest their drunkenness be exploited by
a cutpurse. While most criminals native to Hupperdook
disdain pickpocketing people on the street, burglary is
seen as a noble and skilled pursuit among thieves.
GEOGRAPHY
Hupperdook is divided into four distinct areas across
two levels built against the mountain base.
Lower Hupperdook sits at ground level and is divided
into two sections. The soot-stained, dusty Ironlot is
where the majority of mining, metalwork, and small
scale production takes place amid residential neigh
borhoods peppered with a dozen ash-piping smoke
stacks. The larger war machines and siege engines are
constructed in the Assembly Yard, while more volatile
projects are tested within the pock-marked turf known
as the Craterfield.
F I R E W O R K S O V E R li U P P E R O O O K
The more charming, residential region of Upper Hup A FIRE BELOW
perdook sits about two hundred feet above the ground While the majority of Western Wynandir and the Mar
atop a platform of leveled rock. This level of the city row Valley is filled with rolling fields of green grasses
has two regions: Silver Falls Grove, where the massive and tall, vibrant trees, the Bromkiln Hills that surround
Silver Falls descend from atop the mountainside and the city of Kamordah are gray and rocky, unable to sus
spill into a small lake surrounded by residential living tain the vegetation. Patches of gray, bubbling mud form
towers, and the Idleworks Shelf, a recreational region between the hills, where natural vents perpetually re
of sprawling commerce, colorful markets, and social lease lazy plumes of sulfurous gases that give the region
gatherings. its unmistakable smell. Mineral shelves surrounding
areas of intense seismic or thermal activity sometimes
HUPPERDOOK ADVENTURES produce rings of vibrant colors, and many locals study
The nearby Silberquel Ridge is a ready source of dan these minerals for their medicinal and arcane proper
gerous beasts and unnatural dangers, while the evening ties. Others worry that the source of this activity is a
celebrations of the city conceal all sorts of shenanigans. portent of terrible things to come, whether it be an im
Life Is a Drag (Any Level). The annual Iron Runway minent eruption or some slumbering elemental power.
celebration is seeking entertainers to wow the nobility
with show-stopping, gender-bending performances and GOVERNMENT
delightfully bawdy humor. The characters can choose Starosta Brennan Keef is the Crown-appointed governor
to participate for an impressive top prize, or be hired to of Kamordah. Though his close ties to the Truscan fam
guard the event, which is known to get a little rowdy. ily grant him good standing with the Crown and local
A Hungry Problem (Low Level). An illegally trans traders in the Truscan Vale, locals grouse that he puts
ported rust monster escaped from its cage in the night, Truscan interests before those of his own people.
nested within the Silberquel Mines, and gave birth to a Coinmaster Dela Folger has a long-standing feud with
small brood. The hungry creatures now threaten to con Exchequer Aethia Drooze. Folger, a staunch supporter
sume the veins of ore needed for the empire's war effort, of Kamordan wineries and their local businesses, re
unless the characters manage to slay or capture them. sists Drooze's attempts to squeeze every last copper out
of Kamordah and into the Crown's coffers.
KAMORDAH
Population: 7,440 (58% humans, 23% halflings, 1 3%
C RIME
dwarves, 6% other races) The businesses i n Kamordah carefully guard their rare
Government: Starosta Brennan Keef oversees his goods. Crownsguard mingle with hired mercenaries to
network of appointees, but his true loyalty is to the keep a watchful eye on business deals, making the few
Truscan family. criminals within the city extremely cautious.
Defense: Crownsguard and hired mercenaries protect
GEOGRAPHY
independent business interests.
Kamordah is a strange settlement built from pale stone
Commerce: Basic supplies are available, but imported
mined from nearby Mount Mentiri and petrified wood
goods are more difficult to obtain. Rare plants, herbs,
from the surrounding forest. Constructed over the
and wines support a profitable and well-guarded lo
prismatic mud of the Bromkiln Hills, it resembles a
cal industry.
collection of pearls against a smear of colored paints.
Organizations: A few small, family-run temples are
The settlement is loosely broken up into two regions
open to travelers, but the local businesses are fearful
based on industry. The Rainbow Vineyards wind along
of outsiders.
the northern end, twisting up the base of the mountain
Kamordah was built within the Bromkiln Hills by a paths, while the massive central Mudfields harbor
collection of zealous followers of Desirat the Twilight greenhouses and research facilities alongside the scat
Phoenix (described in chapter 2). They were eventually tered homes that comprise the remainder of the city.
driven out by the ]ulous Dominion, who claimed the
city and attempted to harness the intense geothermal WI N ES OF KA M O R DA H
activity in the area. When the dominion was conquered T h e natural phenomenon that churns t h e m u d and earth
by the Dwendalian Empire, it was discovered that this surrounding Kamordah has helped its people cu ltivate a
phenomenon infused the local earth with minerals that valuable col lection of vineyards. Wines produced by these
support a number of rare plants, ones that normally fam i lies are some of the best in Exandria, often presented
would not survive in Wildemount. This has led to a very as extravagant gifts or a display of wealth. These bottles
profitable, carefully guarded industry of farming exotic fetch a healthy sum of gold, with some of the finest listed
herbs and fauna, as well as local vineyards that produce below, though the prices vary depending on the market.
exquisite wines with flavors not found elsewhere in Ex Stassman's Thistle Branch Dark Blood Red Wine: 85 gp
andria. Unfortunately, the ground water here is undrink per bottle.
able, forcing denizens of the city to survive off captured Wagner & Waltz Emerald Embrace Green Wine: 65 gp
rainfall and fresh water imported from outside the city. per bottle.
Stassman's Truscan Sunrise White Wine: 45 gp per bottle.
Lionett Vineyard Purple Cinder Red Wine: 50 gp per bottle.
Errenath Family Private Wish Red Wine: 75 gp per bottle.
C HAPTER 3 I W I LD E M O U NT GAZETTEER
MAP 3.4: ZEMNI FIELDS
CHAPTER 3 I WI LD E M O U NT GAZETTEER
97
BYSAES TYL ADVENTURES DRUVENLODE
The tension between the Crown and the elves in Bysaes
Population: 1 2 , 1 10 (70% humans, 1 4 % dwarves, 9%
Tyl plays a part in any of the city's adventures. Elves
elves, 7% other races)
trying to maintain their cultural connection with nature
Government: The city is run by Starosta Uvilia Whek,
and their lost homeland of Molaesmyr could look to
who oversees the mining guilds. Her rule is sup
adventurers for aid, the Crown could use help keeping
ported by Watchmaster Quin Theramast and her
the peace, and the Myriad could hire the characters to
Crownsguard.
infiltrate the city.
Defense: A regiment of Crownsguard help protect the
Elves, Arise (Mid Level). A group of elf assassins
city, as well as the mines. Guildmasters and nobles
unhappy with the Crown's leadership hatch a plot to
also maintain personal guards.
simultaneously assassinate the Ring of Three, Starosta
Commerce: Basic supplies, inns, and taverns are easy
Uther Prent, and other important figures in Bysaes Tyl.
to find here. Ore and ingots are readily available, and
They believe that with the Crown distracted by the war,
rough, rare metals are traded on occasion.
now is a perfect time to rise up and take back their city.
Organizations: Several temples can be found across
The characters get wind of the plot and must decide
the city. While smaller organizations exist within the
whether to ignore, stop, or support the assassins.
city, the mining guilds are by far the most powerful
Evil, Arise (Epic Level). A powerful artifact of the
and wealthy merchant groups.
long-deceased Archmage Oleyahs has been recovered
from the ruins of Molaesmyr and is secretly in transit Established in the early years following the Calamity,
to Bysaes Tyl. Researchers hope that this object holds Druvenlode is the primary source of precious metal in
a key to understanding the destruction of their ances Western Wynandir. Located at the western base of the
tral home, but when the object arrives, it is revealed to Silberquel Ridge by the mouth of the largest silver vein
instead be a deceptive casing for the archmage's demi ever found on the continent. Dusty from wind-swept
lich form. A plague of arcane terror rains on Bysaes mountain dirt that turns to mud in the wetter seasons,
Tyl, and the characters are tasked by the Ring of Three Druvenlode is a far cry from beautiful Rexxentrum or
to destroy or banish the demilich Oleyahs from the any of the pastoral villages of the empire. Though the
burning city. city is wealthy, buildings here were designed for func
tion and storage while the talented architects focused on
the noble homesteads and wards of the capital, leaving
Druvenlode seemingly rough and rustic by comparison.
98 C HA PTER 3 I W I L D E M O U NT GAZETTEE R
GOVERNMENT D U NRO C K MOUNTAINS
Starosta Uvilia Whek oversees all major mining opera
The snow-dusted peaks of the Dunrock Mountains
tions, and the larger mining guilds report directly to her.
encircle the northern end of Western Wynandir, separat
Maintenance of these mines also requires constantly
ing the Dwendalian Empire's territory from the scarred
protecting the workers and battling the dangerous crea
northern region of the Greying Wildlands. This majestic
tures of the Silberquel Ridge, creating a thriving market
chain of rocky mountaintops is a snow-dappled bulwark
for mercenary work when the Crownsguard are too
against the corruption that torments the Savalirwood.
busy-or too cowardly. The majority of the population
The steep grades and icy terrain make the Dunrock
works directly in or adjacent to the mining industry,
Mountains perilous to traverse, and few beyond smug
laboring within the mines and tunnels, categorizing
glers and gutsy hunters find reason to climb far into
and smelting recovered minerals and metals, or forging
these sierras. Dappled with clusters of dense pine trees
materials into useful tools for distribution across West
and cold streams, these beautiful mountains would be
ern Wynandir.
picturesque were it not for the roaming giants and wild
C RIME griffons that hunt among the peaks.
The local Crownsguard d o their best t o keep the peace, Beneath the surface, the Dunrock Mountains contain
but with most eyes looking east to the war, the streets a vast network of tunnels and caverns carved by the
are ripe for criminal activity. Theft of goods and ore dwarves of Grimgolir before the Calamity, as well as
is increasing, and a call for additional, outside aid hidden, collapsible passages utilized by the Kryn Dy
grows with it. nasty to infiltrate the empire during this time of war.
C HAPTER 3 I W I LD E M OU NT GAZETTEER
106
is a winding knot of streets, each of which is wholly CaJJ a Locksmith (Low Level). The exploits of the
dedicated to traders who come from far-off places to sell characters might draw the attention of the Locksmiths,
their exotic wares, while artists and performers bring a resistance group seeking to undermine the totalitar
an air of lively celebration despite the gray and dreary ian rule of the king. A friendly face the characters have
skies of the region. It's within this lively area that the come to know within the city invites them to meet Lady
Rexxentrum Archive of the Cobalt Soul can be found. Quana Seledo (chaotic good, female, human noble), a
Near the southern wall of the Shimmer Ward is the well-connected figure who reveals herself to be a key
Chantry of the Dawn, the ancient temple to the Dawn figure in the Locksmiths. She asks the characters to
Father on which the city was originally founded, now join the cause, offering allies, rare goods, and well-paid
restored and expanded into an awe-inspiring cathedral. work. If they agree, the first mission begins: help the
Shimmer Ward. Within the inner walls of the city, Locksmiths infiltrate the office of Exchequer Aethia
the Shimmer Ward is where the noble houses and guild Drooze and steal the current year's tithe ledgers.
leaders of Rexxentrum dwell. Here, beautiful gardens King KiJJers (Mid Level). The characters intercept
and museums celebrate Zemnian culture, and special a cryptic note which indicates that there will be an at
ist merchants promote their unique wares. The debate tempt on King Bertrand Dwendal's life the next time the
forum is rarely used aside from holidays, where intel monarch makes a public appearance. The characters
lectuals will challenge each other to arguments about are too inexperienced to get an audience with the king
philosophy and history. Cottages and tasteful estates sit or anyone close to him, so it's up to the characters to
behind tall fences and walls, and a pair of open squares thwart the plot. These assassins could be sent by the
host occasional galas when the local elite are in need of Kryn Dynasty, the Cerberus Assembly, the Myriad, the
socialization. cult of a Betrayer god, or by the Crown itself to garner
Academy Grounds. To the northwest of the castle lie sympathy among the people. If the characters manage to
the Academy Grounds, a well-kept and heavily guarded stop the assassins, they earn the notice of the king, who
campus where the halls and towers of the Soltryce will likely ask more of them.
Academy reside. A college of higher learning for all pur
suits related to the arcane arts, the Soltryce Academy ROCKGUARD GARRISON
is all but exclusively a school for wealthy scions, though Population: 6,800 (71% humans, 12% halflings, 1 2%
a number of rare talents found in the wild are offered dwarves, 5% other races)
entry every year. Each subject's curriculum is tailored Government: The garrison is commanded by Marshal
so that the young mind is indoctrinated to support the Garad Velious, who oversees regiment captains that
interests of the empire, and the Cerberus Assembly is al hold sway in the area.
ways looking for prodigies with exemplary talent to take Defense: Three regiments of Righteous Brand soldiers
under its wing. defend and patrol the garrison and the surrounding
The Candles. East of the castle stands the collec- mountains.
tion of eight tall spires that house the members of the Commerce: Most supplies within are military rations
Cerberus Assembly. Each tower has its own unique and stationed equipment. Trade with the local soldiers
appearance. The original Candles were built to the spec can yield goods and services.
ifications of the original leading members of the Cerbe Organizations: Small shrines to empire-approved gods
rus Assembly. In the years since, each tower has been have been constructed by the soldiers. Aside from
magically altered to the taste of their successors. This the Righteous Brand, the Crown, and their allies in
creates a jagged and subtly unsettling sight visible from Grimgolir, no other organizations have authority over
any point in the city. the garrison.
Castle Ungebroch Terrace. Standing vigilant in
the center of the inner walls is the Castle Ungebroch The Rockguard Garrison was constructed in a joint
Terrace, a small district of compact military outposts effort between the Crown and Grimgolir as a symbol
that surround Castle Ungebroch. The dark stone of the of their political union. The sister-fortress to the Ash
castle splits into numerous towers, while high-arched guard Garrison is the foremost defense post against
stained glass windows dress the exterior of each floor of the ever-encroaching forces of the Kryn Dynasty and
the citadel. Within the shadowy halls of the castle, lit by the monstrous hordes of the wastelands to the east. It
flickering torchlight, the king rules with his family and boasts a formidable army and a near-impenetrable pe
councilors at his beck and call. rimeter that expands into a series of defensible weapon
posts along the sides of the valley to further dissuade
REXXENTRU M ADVENTURES any force from attempting an invasion. This fortress has
A noble house in Rexxentrum that isn't scheming for held strong for generations without being breached, but
more power is a noble house in decline, or so the gentry the loss of the Ashguard Garrison is still fresh in the
believe. The city's officials and nobles have schemes to minds of the soldiers stationed here. A cold intensity
grab more money and power, and more than a few of the hangs over each passing day as the Dwendalian forces
common folk have their own plots to launch themselves plot to reclaim their captured outpost and remain vigi
into positions of influence. Most of these social climbers lant against a similar assault.
need the help of adventurers willing to take risks, while
others often need protection from their fellow schemers.
ROC KGUARD GARRISON ADVENTURES
Rockguard Garrison adventures usually relate directly
to the war. Defending the outpost from attacks, planning
C H APTER 3 I W ! L D E M OU NT GAZETTEER
ro8
Bordering the soggy fields of the Saltwallow Bog is VERGE S S O N SANATORIUM
the strange forest known as the Velvin Thicket. The
nomadic gnomish clans that call these dense woods During the war between the Dwendalian Empire and
home have a loose network of allied families rather than the Julous Dominion, a vast prison known as the Arche
a central township, and they defend their shaded sanc vault was made as a jail for prisoners of war. After the
tuary with illusions and enchantments. Because of the war, the Archevault was repurposed by the Cerberus As
Velvins' trade agreement with Pride's Call, the dwarven sembly as the largest imperial sanatorium and hospital.
city was able to request that the empire keep the thicket Named after Lord Symon Vergesson, the late assembly
from becoming formally assimilated into Dwendalian member who founded it, the massive mansion is sur
society so long as the Velvins provided a small but con rounded by vast gardens and filled with beautiful art
sistent crop of dyolets. The dyolet fruit is a rare delicacy work designed to please the primarily wealthy patients.
receptive to minor enchantments and only grows within The sanatorium's patients are treated for physical and
the Velvin Thicket. The empire's interest in permitting mental ailments severe enough to require alchemical,
Velvin autonomy has waned over the years, and the magical, or experimental therapy. Helmed by Gertrude
Cerberus Assembly is keen to take the Thicket under its Wagner, the Sanatorium Director, the faculty is mon
jurisdiction and seize control of the dyolet crop. itored by the Crown. The facility offers treatment to
those who require assistance and can pay handsomely,
VELVIN THICKET ADVENTURES but beneath the pleasant mansion lies a torturous oubli
The gnome families that live in the Velvin Thicket are ette for political prisoners.
suspicious of outsiders. The Cerberus Assembly's inter
est in the area might be enough to bring the characters
A DARK UTILITY
to this strange place. While the reputation of the Vergesson Sanatorium is
Dyolet Mounds (Mid Level). Herwin Melvot (chaotic sterling, it hides dark secrets. The original purpose of
neutral, male, forest gnome mage) attempted to grow a the Archevault was never fully discarded, and a number
new kind of dyolet with magic. His experiment resulted of vocal critics of the Crown have disappeared from the
in shambling mounds made of dyolet plants that terror streets of Rexxentrum. Deep beneath the floors of the
ize the Thicket. The gnomes allow the characters into estate lie hidden chambers and cells that house enemies
the forest if the adventurers slay the plant monsters. of the king, foreign spies, and traitors to the Crown
C HAPTER 3 I W I L D E M O U NT GAZETTEE R
Tll
CRVSTALSANDS TUNDRA
C HAPTER 3 I W I LD E M O U NT GAZE'ITEER
interest in heading northwest toward Eiselcross. Pale ROVING SAVAGERY
bank has become a launching point for northern expedi While the Boroftkrah ores managed to temper their fury
tions, leading to growing trade and a pressing need for through their worship of the Storm Lord, a number of
more inns. their kin embraced their violent past and abandoned the
rest to seek greater conquests. Now known as theJez
GOVERNMENT Araz, or "Breakers of Spirits," these violent ores live in
The village is guided by Elro Aldataur, a weathered scattered, nomadic groups that hunt around the plains
elf ranger who helped found Palebank roughly sixty and the lower Flotket Alps. Praising Gruumsh through
years ago. Stoic and humorless, Elro showed a knack acts of brutality, the Jez-Araz hunting parties are a fear
for leadership when the fledgling outpost was beset some sight for any wanderer to behold.
with danger on a near-constant basis. Elro earned the
trust and respect of the residents, and they asked him RUI N S OF MOLAE SMYR
to govern Palebank. He begrudgingly accepted, and
has since overseen the expansion and protection of the Just north of the Boreal Omen River, toward the center
village. Elro generally has sixty to ninety Glassblades at of the warped Savalirwood forest, looms the ravaged
his command. elven city of Molaesmyr. Once a beautiful city filled with
erudite scholars and designed to blend in with the tow
C RIME ering trees by masterful elven architects, the metropolis
The people o f Palebank must work together to survive i n now lies abandoned. The canopy of trees above the
this frigid land, and there is little room in the small com ruins is thick enough to block most of the sun, and mas
munity to conduct any worthwhile larceny or immoral sive, twisting bramble vines choke the streets and roof
activity. What crimes do occur are born out of necessity tops, spreading into the surrounding woods like veins
and punished accordingly by Elro. from a corrupted heart. Crumbling spires lean against
trees swollen with disease, halls of learning are smoth
GEOGRAPHY ered by toxic fungus and moss, and a perpetual heavy
Surrounded by four watchtowers and a ten-foot-tall fog obscures the dangers that lurk in unseen alcoves. All
palisade of sharpened logs, Palebank is a ramshackle manner of terrible fey creatures now call this city home.
village locked in eternal winter. The village is made up The rest of the woods are filled with natural forest den
of over a hundred cabins and shacks. It's too small to izens mutated by errant magics as well as many elves
have distinct neighborhoods, so most businesses and who were caught in the horrifying catastrophe and who
residences were established wherever they could fit at now stalk the shadows as terrible monstrosities, mock
the time, creating a meandering layout. Off the northern eries of their former selves.
cliff, about fifteen feet down to the sand-and-snow beach, The ruins are considered the source of the corrupt
the docks hold around a dozen ships, ranging from fish magics that still spread throughout the Savalirwood,
ing vessels to small cargo ships that carry expeditions to twisting its inhabitants and keeping the elves of Mo
and from Eiselcross. laesmyr from their home for over two hundred and fifty
years. Many factions throughout the Greying Wildlands
PALEBANK VILLAGE ADVENTURES have their eyes on the ancient city, eager to uncover its
Palebank Village would be a sleepy place without much secrets and its treasures. Expeditions from Uthodurn
excitement were it not for the presence of eager explor into the blighted city delve beyond the outer edges, seek
ers and the settlement's importance as a waystation ing the central tower of Caes Mosor and the labyrinth
between Uthodurn and the islands of Eiselcross. beneath, where it is believed that the dark magic was
Troll Night (Mid Level). While the characters stay in unleashed. The Uthodurnian expeditions hope to un
Palebank Village, the only survivor of an unlucky Glass cover relics and clues that could be the key to reversing
blades patrol staggers into the village. An organized this desolation, but these dungeoneers now contend
band of trolls is coming down from the Flotket Alps with not only the hungry monsters, but also hired mer
toward the settlement, which needs every able-bodied cenaries and greedy thieves from Shadycreek Run who
warrior to keep the trolls at bay. How did these trolls get seek to steal these same secrets for profit. The blood
so organized, and what do they seek in the village? of both factions has been spilled in the streets of Mo
laesmyr, and the dark spirits of the city seem to relish
RIME PLAINS the violence.
These fields of rolling tundra and bursts of boreal forest
stretch on and on, covering the southeastern Greying
RUINS OF MOLAESMYR ADVENTURES
The ruins of Molaesmyr can tempt the characters into
Wildlands. Wild muskox and snow foxes wander across
their dangers with the promise of forgotten treasures
the rocky grassland, as wolves, saber-toothed tigers,
and magic.
and other beasts hunt to survive the freezing nights.
Cackles in the Dark (Low Level). Auntie Rottongue,
Humans have not yet encroached on this region, and
Nanny Filthtouch, and Granny Pustreat are a coven of
the people of Uthodurn abandoned their expansion into
green hags living in the labyrinth beneath the ruins
the plains, so wayfaring ores and goblinoid bands have
of Molaesmyr. The hags send their minions to steal
claimed areas of the region unchallenged. The Rime
children from Shadycreek Run, then use them as test
Plains are a mostly open, untamed wilderness where
subjects for new, dark rituals. The minions are sup
survival depends on one's ability to endure the elements
posed to take children who will not be missed, but when
and navigate the wilds skillfully.
MAP 3T E ISELCROSS
large structure in the lava, but nobody knows what While most of the world did not know about Eiselcross's
this mysterious monolith is. secrets for centuries, the islands are home to nomadic
Foren. The largest island of Eiselcross is also its most clans of humans and halflings. These people move in
desirable destination for treasure-seekers, since Ae small groups, following herds of elk and mammoths.
or's main crash site is on Faren. They have no gods but instead revere the animals and
Frostbogen. Given its proximity to Faren, one might natural phenomena such as the wind, snow, and waves.
think that this island is also a popular destination The wildfolk avoid Aeor's ruins and the terrible dangers
for explorers. But ever since a Cerberus Assembly that lurk there.
delegation of over one hundred people, their ship, and Eiselcross's wildfolk live simple, harsh lives. They
all their belongings vanished during an expedition to hunt, gather, and support each other, taking shelter in
Frostbogen, no one has dared to explore the island. tents made of furs. If they have disputes with one an
Gelier. Eiselcross's second-largest island holds the other, they reconcile or simply go separate ways. Taking
body of Quajath, the Undermaw, and its wormkin (see the life of another Eiselcross native for any reason is
"Tomb of the Worm" later in this chapter). an even greater transgression than murder normally is
Kaltsel. The smallest of Eiselcross's islands floats off in the other areas of Wildemount. The penalty for such
the southeast coast of Faren and is said to be the a crime is a facial branding in the shape of a knife and
home of Mynarc Purdah!, an undead warlock of Asmo permanent exile from any wildfolk clan.
deus willing to make deals in exchange for souls.
W H I T E D R AG O N S SC. O U R T H E I S L A N D S OF
£ 1 sE L C R O S 5 F O R FOOD AND T R E A S U R E .
C HAPTER 3 I W I L D E M O U NT GAZETTEE R
127
FORTRE SS OF THE DEAD jARL the creature becomes untethered from the magic that
brought it to Foren and remains in Eiselcross even after
From the outside, the Fortress of the Dead Jar! is an Mutalos's environment changes. Many creatures from
enormous fairy-tale castle made entirely of ice. The hor other habitats don't last for long in the arctic wastes, but
rors inside the place tell a different story. The frost giant a few are smart or strong enough to survive.
leader, Jar! Conessa Berg, was obsessed with gathering
objects from Aeor. Two centuries ago, one of those items ENVIRONMENT C H ANGES
turned Conessa and every giant within her castle into Each day at dawn, the habitat of Mutalos changes. You
an undead zombie. These beings are trapped inside the can choose or roll this new environment on the Mutalos
castle along with a hoard of Aeorian items. Habitats table. If you roll the result of Mutalos's current
environment, roll again until you get a new result.
FORTRESS OF THE DEAD jARL ADVENTURES
The Aeorian items within the fortress are enough to M UTALOS H A B ITATS
tempt most adventurers, but there are other reasons to
go to the fortress. d8 Habitat d8 Habitat
They're Free (Mid Level). When the characters l Arctic 5 Hill
arrive in Balenpost or Syrinlya, a frost giant zombie 2 Desert 6 Mountain
(see chapter 7) attacks the camp. If the characters help 3 Forest 7 Ocean
defeat the giant, the leader of the camp tells the charac 4 G rassland 8 Swa m p
ters it is the third attack in as many days and asks them
to find the source of the zombies. Characters can track MUTALOS ADVENTURES
the zombies back to the fortress. Each day the charac
Trying to find the origin of Mutalos's magic or simply
ters follow this path, roll any die. On an even result, the
traveling through the region is an adventure, but there
characters encounter ld4 frost giant zombies. When
are other reasons to explore the area.
they reach the fortress, they find that one of the walls
Lost Staff(High Level). Farrhan Yost (lawful evil, fe
is breached and must repair it to stop the zombies from
male, human archmage) was a part of the initial Cerbe
leaving the castle. This breach could be natural or could
rus Assembly team that explored Eiselcross. Now back
be caused by a faction with a score to settle against the
on the mainland, she tells the characters she lost her
attacked outpost.
staffofpower in Mutalos when the region was an ocean
habitat, hoping it tempts them into exploring the region
MUTALOS to find her old staff. As the characters search, she uses
In the northern part o f Foren, a strange patch o f wil the scrying spell to keep tabs on them. Should the char
derness exactly 30 miles in diameter is avoided by the acters discover her staff or any other interesting trea
wildfolk at all costs. They call this region Mutalos. sures, Farrhan teleports to their location with her shield
Every morning at dawn, the area's environment sud guardian and offers a meager payment for the find. If
denly changes. Mutalos shifts from desert to forest, the characters refuse, she attacks. Farrhan intends to
from mountainous to swamp, or from any one habitat to get her staff back no matter what and wants to claim the
another without any discernible pattern. The area can characters' discoveries as her own.
even be a seemingly normal icy tundra, so unsuspecting
explorers traveling through Mutalos could suddenly find RIVER I NFERNO
themselves in the middle of the sea when the sun rises.
This odd, mile-wide river of lava flows south-to-north
The origins of these environmental changes are un
across the length of Foren. The River Inferno disap
known, but scholars believe an Aeorian object fell from
pears at both its ends into the sea, springing up seem
the city and created the region. All Wildemount's fac
ingly from nowhere. Most scholars believe that the river
tions are interested in an item of such incredible trans
was created by the crash of Aeor, though this theory has
mutation power.
yet to be confirmed. It is clear that the river has ties to
DENIZENS OF MUTALOS the Elemental Plane of Fire, for fire elementals, magma
mephits, and salamanders can be occasionally found
When the environment of Mutalos changes, so do its
along its banks.
inhabitants. At dawn, a mountainous region filled with
The River Inferno's lava has the destructive power one
kobolds, goats, and ogres might become a swamp in
expects, though there is an exception: ice and snow that
habited by lizardfolk, rats, and yuan-ti. It is unknown
fall into the Java remain intact. Bold explorers traveling
where exactly these creatures come from and where
north sometimes ride the river's floating icebergs to get
they go when the regions change. They could be trans
to their destinations more quickly. The river flows at an
ported from other places in Exandria, teleported from
impressive rate of seven miles per hour.
elsewhere in the multiverse, or created and destroyed by
this strange magic. It is also unknown if the same crea RIVER INFERNO ADVENTURES
tures reappear with the same habitats or if the creatures
The river itself is best avoided, but characters can have
are always new to Mutalos. The origin of the region's
interesting encounters if they follow it.
changes likely holds the answers to these questions.
Haughty Efreet (High Level). A pair of efreet recently
Sometimes a creature that appears in Mutalos
emerged from the River Inferno, and the characters are
leaves the borders of the region. When this occurs,
the first intelligent creatures they find. Using tongues
table in chapter 5 of the Dungeon Master's Guide) that Population: 48,025 (41% goblinoids, 32% gnolls, 10%
carries six scouts. The captain of the Bold Adventurer, dark elves, 17% other races)
Sally Brizzberm, has a sending stone that she uses to Government: Den Olios governs the city, the laws of
communicate with the captain of a Dwendalian warship which are enforced and monitored by captains of the
called the Bright Queen's Doom. If her ship is attacked, Aurora Watch.
Sally uses the stone to send a warning to the warship, Defense: An impressive army is stationed on the out
which might threaten Vurmas in the future. skirts of the city, comprised of Aurora Watch soldiers
Save Our Ships (Mid Level). While the characters and trained local warriors, as well as mercenaries.
are aboard one of Vurmas's boats, three wildfolk dru Commerce: Basic supplies and equipment are available,
ids, each riding on the back of a killer whale, attack the as well as quality arms and some rare goods. Inns and
boats. The druids are angry that wildfolk are leaving taverns offer austere accommodations.
Eiselcross in droves to go to Xhorhas. They believe Organizations: There are several temples to the Luxon,
that the Kryn are using enchantment magic against as well as some shrines to other deities. Merchant
these wildfolk, tricking them into leaving their friends unions are beholden to the will of Den Olios. Mean
and family. The druids use hit-and-run tactics, dealing while, Lolth's Children of Malice lurk in the shadows.
as much damage as possible before fleeing. Captain
Hallwas Denalor asks the characters to deal with the at Encircling and covering a massive, cracked hillside in
tackers. The druids could be open to negotiation, or they the center of northern Xhorhas, Asarius has grown into
might fight with their dying breath for their beliefs. a cluttered sprawl of roughshod homesteads, mud huts,
and military fortifications that are home to a bustling
blend of the many peoples of the Kryn Dynasty. The city
M O O R BO U N D E R S
is a cultural hub established by the Kryn for the wilder
Beasts o f b u rden are common throughout Xhorhas, and
folk of the surrounding wastes and nomadic peoples
often horses and other riding animals are the best or only
option. For those who require speed and have a little more who joined the dynasty. The Kryn convinced these
coi n to spend, the best option is often a moorbou nder wastefolk to unite under their banner by promising them
(see chapter 7). H owever, moorbounders that haven't un protection, resources, and, in many cases, enlighten
dergone proper tra i n i n g or established bonds of trust with ment (followed by conversion to the faith of the Luxon).
their masters tend to attack and even eat their riders. Although the establishment of Asarius was initially
M oorbounders can cost anywhere from 300 to 500 gp fraught, the city quickly grew into a symbol of unity
each. They're often cheaper and more abundant in towns for the scattered cultures of northern Xhorhas, who
on the wastes than in cities l i ke Rosohna. eschewed the dangerous, competitive fight for survival
to instead focus on building a community. In the gener
ations since, the city has blossomed into a tangled web
of quirky neighborhoods, filled with industry and musky
scents. The muddy plains outside are tilled for hearty
roots and produce, monstrous livestock are herded
and kept in large pens and pits, and a growing force of
Aurora Watch soldiers train and prepare to battle the
forces of the Dwendalian Empire.
C HAPTER 3 I WI L D E M O U NT GAZETTEER
1 39
ALWAYS AT ODDS Jrnow ADVENTURES
Despite the peace between the peoples ofJigow, their Characters in Jigow might get pulled into local competi
long-standing rivalries require other outlets wherein tions, or they might be keeping an eye on the populace
they can express their need to conquer and gloat, for the Kryn, who are trying to avoid a revolt.
which is why Jigow celebrates competition in any form. Battle ofthe Braggarts (Low Level). At a tavern, the
Whether the rivalry of the day is a contest between adventurers witness two braggarts engage in a boast
hunting parties, a cooking competition, or just children off. The two boasters, a battle-scarred old ore named
playing sporting games, the people of Jigow love turning Temgor and a young goblin named Gerb, are both pride
amicable rivalries into a loud and colorful spectacle ful and refuse to back down. It seems like the conflict
especially when they can make bets or help their chosen is going to come to blows, and both Temgor and Gerb's
side cheat to achieve victory. friends separately ask the adventurers to defuse the ten
sions before the Aurora Watch gets involved.
A STUBBORN CULTURE
The beliefs and superstitions of the original Gakthash, LOTUSDEN GREE NWO OD
Uvuroh, and Zetek goblin clans permeate Jigow's goblin
The dark, verdant forest of the Lotusden Greenwood
society. Similarly, the honorable traditions of the Norgab
envelops the southern end of Eastern Wynandir in eerie
and Shoomat ores continue to guide their people. While
mists, murderous trolls, and hungry trees. Incredibly
some have adopted the beliefs of the Kryn, many resist
lush and filled with life compared to the barren and
the teachings of the drow, as they feel that the presence
desolate wastes to the north, this unchecked forest is
of drow is suffocating their own culture. The mounting
home to many creatures and beasts, some of whom have
tensions between the dynasty and the people ofJigow
grown to a nightmarish size because of the residual
are only further exacerbated by the worry that the dy
power of the long-buried druidic fane that empowers
nasty's war will spill into Jigow territory.
and protects the Greenwood.
GOVERNMENT Giant predators and dire monstrosities stalk the un
Taskhand Durth Mirimm represents the dynasty's in dergrowth, while vicious, carnivorous plants patiently
terests first and foremost, putting the needs of Jigow's await their next meal. Cold nights bring icy mists to the
residents a distant second. His controversial judgments wood, drawing the spirits of those claimed by the Lotus
are often challenged by the most vocal of the clan elders: den out into the moonlight to siphon the warmth from
Elder Cubu-Ka, an elderly goblin who enjoys frustrating the living. The Kryn Dynasty considers exploiting the
the Kryn representatives, and Elder Ushru, an aging mysterious and deadly forest to be an unnecessary risk,
ore hunter eager to maintain the cultural heritage of his so the Lotusden Greenwood remains one of the few
people. To the dynasty, maintaining order resembles a places on this side of the Penumbra Range untouched
handful of adults failing to keep unruly children under by Kryn interests.
control. The native people ofJigow, however, see their
A BITE AS BAD AS ITS BARK
willfulness as a way to establish boundaries against a
No one knows the source of the wild curses that plague
clueless enforcer.
the Lotusden, but there are a number of stories that
CRIME speak of whole portions of the forest suddenly coming
While members of the Aurora Watch do their best to to life. The trees uproot themselves and march as one
keep things under control, a constant hum of small going berserk and assaulting any they perceive as out�
scale thefts can't be quelled. Between watching their siders-until mysteriously, and without warning, they
own pockets, the occasional violent confrontation from take root again and return to their docile, unmoving
a contest gone sour, and illegal attempts to undermine state. While academics maintain that there is no defini
a competitor's business, the Watch is perpetually over tive proof of this behavior, some explorers have noticed
worked, which only invites more shenanigans from the the shape of the forest's edges changing dramatically,
people of Jigow. sometimes overnight.
C HAPTER 3 I W I L D E M O U NT GAZETTEER
MANY HO STS OF lGRATHAD ------
GOVERNMENT
Each of the seven villages has its own leader, who is
Population: 6,750 (41% goblinkin, 19% ores, 1 5% hu-
usually chosen for their lineage or with a contest of
manoids, 25% other races)
strength. Each leader is assigned a representative from
Government: A local leader governs independently
Rosohna to help enforce the will of the Bright Queen,
alongside a Kryn representative in each of the seven
though the leaders often disagree with various facets of
villages. The village leaders occasionally convene as
the dynasty's decrees, making total unity challenging.
a council.
The various leaders meet in a public space to make most
Defense: A small force of Aurora Watch soldiers weave
major decisions and judgments: they debate and some
through the villages, and each village maintains its
times duel to resolve the matters before them. While
own army of warriors.
this unconventional court is not consistent with the dy
Commerce: Most goods or services can be found within
nasty's intended order, few of the Kryn representatives
the villages, though it might take some searching, and
find the will to argue.
strange or rare commodities are occasionally avail
able from merchants or scavengers. Inns and taverns CRIME
are scattered throughout the villages. Some Aurora Watch soldiers keep the peace and man
Organizations: Small shrines and temples can be found age the day-to-day quarrels within Igrathad. However,
in each village, and they each maintain their own mar the majority of the Hosts' people are expertly trained
ketplace and merchant unions. The Children of Malice warriors, so they both handle their own problems and
have begun to infiltrate many of the villages. make it difficult to enforce any laws on them. The idea of
South of the Sorrowseep Waters, where the fields are attempting to punish or incapacitate a criminal ogre or
more fertile, lies a scattered network of seven villages angered giant keeps all but the strongest from taking a
with robust communities of goblinkin, ores, and giants, post in Igrathad.
known as the Many Hosts of Igrathad. The seven vil
lages are Kranad, Broonbobah, Aruuth, Oshinik-Ka, GEOGRAPHY
Wrathfall, Unyeethi, and Dodafir. The seven villages are connected by muddy paths that
All seven villages were built on a central battleground cut through the rocky grassland. Each village has its
where the factions of this region feuded and warred over own culture, complete with distinct customs and reli
resources and glory. The Kryn Dynasty reached out to gious practices:
the village leaders nearly a century ago and managed Kranad began as a bugbear clan of the same name
to broker a peace to halt the bloodshed. This disparate and is made up of wooden shanties built around
community is a uniquely powerful, if quarrelsome, ally stands of trees.
to the dynasty. Broonbobah is a village of goblins, where clusters of
huts and rickety wood structures climb high to over
A WARRIOR CULTURE see the surrounding plains.
Over the generations of fighting each other as well as Aruuth is home to the enduring ore people of the
the roving clans of nomads that wander the Iothia Moor Aruuth-Uk clan, once the dominant clan of the area.
land, the many people of Igrathad have come to prize The stone village is built around a prominent, deep-set
displays of combat prowess and hunting skills. Children vein of iron that provides ore to the villages.
are trained with arms from an early age, and the Many Oshinik-Ka is a village of the hobgoblin folk, who reside
Hosts are respected as the finest warriors in the region, in stone bunkers behind barricades that markedly
making them feared soldiers within the dynasty's mili push the militant air of life within.
tary forces. Wrathfall is the village of humanoid outlanders who
never joined with the Odarami or the clans of the
TENTATIVELY UNITED
Iothia Moorland. It is little more than a few scattered
While the villages of Igrathad have enjoyed the fruits of
clusters of yurts.
a somewhat collaborative society under the guidance of
Unyeethi is home to the gnoll clan of the same name.
the dynasty, the centuries of turmoil have not been for
It is the least social of the villages. The gnolls live in
gotten. Neighbors argue over territory, and youths chal
primitive huts made from bark, furs, and bones.
lenge each other for social dominance. The people take
Dodafir is the fortress village of hill giants that marks
pride in the unique history of their own village, and that
the southernmost borough of Igrathad. The fortress is
pride can win out over the dynasty's message of unity.
made of great logs crudely fitted together, with roofs
Interactions between the villages often grow tense when
made of bark tiles and thatch.
the Kryn aren't around to keep the peace. This isn't
helped by the fact that a record number of able-bodied lGRATHAD ADVENTURES
villagers from Igrathad have been sent north to fight Characters could come to Igrathad seeking help from
on the front lines of the war. The center of the Kryn's a powerful giant, or to help keep the villages united, or,
government is far away from Igrathad, and many of the conversely, to try to drive them apart.
Dens are concerned that the tenuous union between the Necromancer's Army (Mid Level). An exiled Dolorav
Many Hosts is crumbling. necromancer has allied himself with a clan of blood
thirsty minotaurs to manufacture an army of undead,
whose slow expansion poses a threat to Igrathad. Each
C HAPTER 3 I W I L D E M O U NT GAZETTE E R
GOVERNMENT Coronas. Most of the city's poorer citizens are
The ruling class of the dynasty is seated in Rosohna, scattered throughout this sprawling, foggy district of
spread across twelve noble Dens-all of whom seek to salvaged structures and newer homesteads. Patches of
one day rule the dynasty. They play an intricate political magically maintained farmland are tilled and tended by
game by expanding their families of timeless souls and nearby denizens, while industrial factories and bellows
covertly undermining the authority of other Dens. release stacks of black smoke and faintly colored steam.
Each Den traditionally oversees a portion of local Aurora Watch captains coordinate law enforcement
industry, but the more distinguished Dens also vie for from three fortresses, while mercenaries, volunteers,
control over aspects of spiritual or military leadership. and desperate folk often strike out into the Ghostlands
Den Masters keep a careful eye out for weakness among with hopes of exorcising new neighborhoods to shelter
other Dens, seeking ways to sully the reputations of the continuously growing population of Rosohna.
their rivals while displaying their own worthiness to Gallimaufry. Deeper into the heart of Rosohna is
the Bright Queen. Such social sabotage is reminiscent the massive region called the Gallimaufry. The rowdi
of the old ways of the drow, but assassinations and acts est and most vibrant ward of the city, the Gallimaufry
of outright violence are rare. The three ruling Dens marks the intersection of culture and commerce where
Den Kryn, Den Thelyss, and Den Mirimm-are each citizens come to share ideas, peddle wares and ser
helmed by an Umavi. Of those families, Den Kryn holds vices, find employment, or celebrate personal victories
supreme power, for its head is Bright Queen Leylas large and small in the company of other folk from the
Kryn herself. wastes. The area is lit with ever-burning lanterns of
green light strung across street corners and roadways,
CRIME and the percussive music of the wastefolk mingles with
Conflict and struggle are a s common i n Rosohna a s i n the haunting melodies of drow musicians to produce an
any other metropolis, and though the unifying faith of ever-shifting atmosphere that many find at once both
the Luxon helps maintain the peace between disparate welcoming and claustrophobic.
and sometimes violent residents, old habits are hard to Firmaments. Near the center of Rosohna, travelers
break. Den Mirimm has enacted a tough, sometimes will find the Firmaments, where the haunted memory of
brutal approach to law enforcement that helps discour Ghor Dranas has been erased with a beautiful district of
age violent behavior. glowing drow gardens, luxurious chapels to the Luxon,
Blackmail is common between political figures, and and the spacious halls of Marble Tomes Conservatory,
those that indulge in this vice believe that they can ab the city's center of higher learning. Wealthy estates
solve any sins through pious prayer, reasoning that their house Den members and figures of import to the dy
actions are only illegal if they're caught. nasty, and the impressive towers of the Nimbus Keep
Those who have been found guilty of major crimes loom over the region. The Nimbus Keep is the center of
against the dynasty are locked away in the Dungeon of the Aurora Watch and the first of two paths to the Dun
Penance (see "Geography" below), or taken out beyond geon of Penance beneath the city.
the reach of the beacons and executed, with no hope Lucid Bastion. Located at the very center of Rosohna
of rebirth. is the awe-inspiring and towering citadel of the Lucid
Bastion. This impressive cathedral is built from the ru
GEOGRAPHY ins of Virkwzual and now stands as the symbol of Kryn
Nestled protectively within a deep valley alongside the rebirth and their faith in the light of the Luxon. The
Penumbra Range, the majestic, ominous, and beautiful Lucid Bastion's spires of gray quartz pierce the sky, and
city long known as Ghor Dranas stands as a symbol the soft interior glow that suffuses the interior cham
of renewal and change. A vast medley of bright and bers never darkens, shining over the city day and night.
wondrous structures, grandiose towers, and crystalline Major religious events are centered around the Bastion,
cathedrals soar into the sky, thriving among the broken for it houses the "heart of consecution," the first Luxon
remnants of a ruined metropolis that was once nothing beacon to have been discovered. Within these halls, the
but ash and haunted memories. Districts are laid out Bright Queen, her trusted Umavi, and their Dens work
in the husk of the ancient capital like a series of layers, to govern and protect all citizens of the Kryn Dynasty.
each ward growing more refined and enlightened the Shadowshire. Several well-guarded stairways curl
closer one gets to the center of the city. These layers beneath the Firmaments, descending under the surface
are the Ghostlands, the Coronas, the Gallimaufry, the of Xhorhas into the Shadowshire, a vast subterranean
Firmaments, the Shadowshire, the Lucid Bastion, and district built throughout the reclaimed prisons of Torog.
the Dungeon of Penance. Less affluent dark elves live among the stone and glass
The Ghost/ands. Large sections of the foreboding abodes built into the rock and sediment. Caverns amass
obsidian walls that once surrounded the city have fallen, bioluminescent fungi to be harvested for food and med
but they are in the process of being rebuilt as the war icine, while enchanted lanterns light the various levels
with the empire grows more violent. Within these walls, with a soft and many-colored luminescence. A magical
the outlying Ghostlands remain empty, haunted by underground farmland has been established here,
ghosts and shadows, the razed structures and barracks where sunless crops are grown to feed the city. The
of the larger, ancient city left to crumble to dust. Two second entrance of the Dungeon of Penance is located
functional roads known as the Hallowed Paths allow within the Shadowshire.
caravans, travelers, and military forces to reach the city.
NEW HAXON
Population: 1 ,250 (70% humans, 20% dragonborn, 10%
other races)
Government: The Cerberus Assembly works in tandem
with allied mercenaries to maintain a stratocracy of
lawful military power.
Defense: Satyana Vorvexis, an adult copper dragon,
commands a garrison of over two hundred active duty
soldiers, and each citizen of New Haxon is enlisted for
reserve military duty.
Commerce: Common goods and services are available
via the city's vast network of enterprising military mer
chants. Meanwhile, the Cerberus Assembly strives
to subvert New Haxon's thriving and profitable black
market for rare arcane antiquities.
Organizations: Although the Cerberus Assembly's
sages hold power here, various mercenary guilds from
remote corners of Wildemount have also made New
Haxon their base of operations. The city has become
an unlikely haven for esoteric cults of the Betrayer
Gods and other dark entities.
Whatever disaster befell Old Haxon is a tale lost to time
and the Calamity. In its place, a fair-weather confed
eration of humans and dragonborn have erected this
lone bastion. The stalwart outpost of New Haxon is
garrisoned by agents of the Cerberus Assembly, along
with a contingent of allied mercenaries from nearby
Draconia. An amalgam of crumbling ruins and modern
battlements, New Haxon serves as the Dwendalian
Empire's only trusted waypoint for "civilized" explora
tion throughout Blightshore's savage badlands.
The adult copper dragon Satyana Vorvexis com
mands New Haxon's threadbare legion of soldiers with
a healthy measure of cunning and inventiveness. In
addition to her military prowess, Satyana's draconic pre
dilections and experience in the field have earned her a
reputation as one of Wynandir's foremost curators and
collectors of arcane relics. Some members of the as
sembly (and their imperial patrons) question the chaotic
dragon's true intentions, but the people of New Haxon
would be hard pressed to find a more competent leader
to navigate the region's tumultuous history and endur
ing threats.
LOST VAULTS
Among its other mysteries, Old Haxon is rumored to be
the site of one of the lost vaults of Veen a, where the lich
hid countless magic items of awesome power and ill
intent. Whether or not this arcane storehouse is merely
the stuff of legend remains to be seen, but its presence
would certainly explain the Cerberus Assembly's keen
interest in Haxon's wayward history.
GHOR VELES
NEW HAXON ADVENTURES occupant, Peggy Silva, a sea hag with snails in her hair
Characters who adventure in New Haxon are likely con who wears an old fishing net as a shawl. A deranged
scripts, volunteers, or opponents of the local stratocra kuo-toa whip named Plookoolp is the only company
cy's oppressive military force. Peggy Silva tolerates.
Right Side of Wrong (Low Level). As dutiful servants Black Sap (Mid Level). Visitors to Ole Skerry can't
of the Cerberus Assembly, the characters are tasked help but notice an old stone windmill perched atop
with ridding a local safe house of cult activity. But the a rocky hill just south of town, its four spindly vanes
operation doesn't go according to plan: one of the cult stripped to their wooden bones. Behind the crumbling,
ists is the teenage son of a prominent assembly official, desolate structure grows a large death's head willow,
and the characters must decide whether they will shine from which characters can extract 20 doses of black
a light on his indiscretion or bury it at the potential cost sap (see the "Blightshore Contraband" sidebar earlier in
of becoming accomplices themselves. this chapter). The black sap is worth a small fortune in
Plunder the Crypt (Mid Level). A high elf master the black markets of Rotthold. However, the windmill is
mind, Drahir Baiegn, hires the characters to masquer home to an oni that doesn't take kindly to the sap's theft.
ade as Cerberus Assembly agents and plunder a notori
ous vault below New Haxon: the Amethyst Crypt. When ROTTHOLD
they infiltrate the vault, however, the characters discover Population: 8,800 (30% humans, 1 5% dark elves,
they've been duped by Baiegn, who sacrifices his dispos 1 5% goblins, 1 5% tieflings, 5% hollow ones, 20%
able agents to feed an abhorrent arcane construct deep other races)
within the inescapable tomb. Government: Rotthold has no official governing body
Eater of Worlds (High Level). The characters are but is held together by a consortium of local guild lead
summoned to a meeting with Satyana Vorvexis. One of ers, merchants, and veteran adventurers who meet in
the dragon's spies managed to infiltrate a cult operat secret once a week to discuss current affairs, shared
ing within the city and determined that its leaders are interests, and potential threats.
preparing a ritual to summon Shothotugg, the Eater Defense: The small but precious amount of sanctuary
of Worlds (see the "Elder Evils of Exandria" sidebar in Rotthold provides from the Blightshore wastes is up
chapter 7). Shothotugg's arrival would almost certainly held by a militia of battle-hardened locals and dutifully
place New Haxon in jeopardy. The cult controls a crum concerned citizens. Other fortune-seekers often join
bling dungeon complex below the ruins of Old Haxon. this militia simply for the opportunities and informa
The cult's leaders are a pair of vampires aided by a tion the alliance provides.
small conclave of cloakers, but most of the cult mem Commerce: Almost anything can be bought or sold in
bers are nihilistic humanoids and vampire spawn. Rotthold, where the merchants are just as unscrupu
lous as in the surrounding Blightshore wilderness.
0LC SKERRY Rotthold is the center of black market trade in Eastern
Legends say the people of Ole Skerry were either Wynandir, and perhaps in all of Wildemount.
slaughtered by outlanders or claimed by a virulent con Organizations: In addition to the city's handful of mer
tagion. Learned sages, however, suggest that the inhab chants and thieves' guilds, a confederacy of agents
itants of this island hamlet abandoned it long ago and representing the mercantile interests of the Myriad
journeyed into the mainlands of the Far Hharom penin and the Revelry operate in public throughout Rotthold,
sula. The nature of this exodus remains a mystery, but while a covert sect of the Cerberus Assembly carries
relics found scattered among Ole Skerry's crumbling out their own clandestine business.
wooden hovels and tenebrous seaside caves suggest the Some say this lawless harbor city is as dangerous as
people of the village revered an unnamed pantheon of the arcane wilds of Blightshore that surround it. But
forgotten entities from the Far Realm. Modern explorers whether or not visitors enjoy its chaotic disposition, Rot
who return from expeditions to Ole Skerry tell stories thold is an unmistakable center of travel and commerce
of pernicious phantoms who poison the mind with in eastern Wildemount. The decayed stone dwellings
madness, and blood-hungry wolves that lurk among the and wooden tenements that line Rotthold's ramshackle
island's dark and craggy woodlands. streets are enveloped by a luminous, rust-colored moss
that bathes the city's evenings in a sick crimson glow.
0LC SKERRY ADVENTURES Many outlanders view this crime-ridden settlement as
Ole Skerry is a spooky, abandoned settlement sure to
little more than a collection of degenerate safe houses
raise the hackles of even the most jaded explorer.
and slums, while others see it as a raw jewel-full of po
OJ'Bucket Helm (Low Level). Flocks of black gulls
tential-that shines bright among the dusky shadows of
haunt the lonely north shores of the island, congregating
the poisoned east.
around a seaside cave that attracts ordinary crabs and
a few giant crabs as well. Just outside the cave mouth, GOVERNMENT
someone has planted a grim scarecrow with a rusted Multiple factions operate in and around Rotthold, in
bucket helm for a head, and anyone who tampers with cluding covert agents of the Cerberus Assembly and a
the helm causes the black gulls to form into three hos tenuous coalition between members of the Myriad and
tile swarms (use the swarm of ravens stat block in ap the Revelry. While the Plank King's remote forces main
pendix A of the Monster Manual). The gulls also gather tain the southern waterways and oversee the export of
into swarms at the command of the cave's reclusive Blightshore's esoteric resources, Myriad spies monitor
ROTTHOLD ADVENTURES
The moss-lit streets of Rotthold are ripe with adventure
for characters with a taste for small-city mystery or
black market mayhem.
Rough Times in Rotthold (Low Level). A moment
of respite goes south in one of North Rotthold's tav
erns, where the characters-along with the proprietors
and other patrons-become targets of an impromptu
shakedown by an upstart gang with ties to a prominent
thieves' guild. Successfully thwarting the thugs could
very well earn the characters the ire (or the respect) of
the guild, which operates under the clandestine guid
ance of a mysterious cabal of enlightened nothics.
The Cairn Hill Horror (Mid Level). A serial killer
cultist stalks the streets of western Rotthold from his
catacomb lair beneath Cairn Hill, where the viscera of a
hundred victims have been offered to summon his oth
erworldly patron: a glabrezu named Vrath. This demon
is a cruel, immortal deceiver that promises its acolytes
unrivaled power in the wake of its awful arrival-and
only the characters can stop it.
The Krakenwhacker (High Level). Captain Veluna
Samarshan of the galley Krakenwhacker has decided
to retire in Rotthold. Having heard about the adventur
ers' exploits, she offers to sell the Krakenwhacker to
them for one gold piece, though they'll need to find their
own crew. The ship is in excellent condition and has a
magical figurehead carved in the likeness of Bahamut
STRATHFELL within the ruins of Sariss, the Jade City, where they have
This petrified woodland is the domain of an ancient erected foul monuments to the Cloaked Serpent him
silver shadow dragon named Karkethzerethzerus, self. These abhorrent snake folk plot a terrible doom for
the Sable Despoiler (Karketh for short). Before his denizens of the Miskath Strand from their horrid lairs.
malign reign, this region of the Miskath Strand was a No warm-blooded creature has ever been to Sariss and
verdant haven for a long-lost nation of wood elves and survived-or so the story goes.
centaurs. For reasons unknown, Karkethzerethzerus
plotted to annihilate the woodland nation, killing it DI STANT LAND S OF
off with energies from the Shadowfell. Since doing
exactly that, the Sable Despoiler has ruled Strathfell EXANDRIA
with equal measures of gleeful arrogance and baleful Wildemount i s a vast and war-torn continent where
suspicion. The shadow dragon's lair, like his motives, many legends of Exandria are forged, but it is just one
remain hidden. Etheric rifts run throughout Strathfell's of many remarkable lands across this vibrant world.
gloomy expanse, allowing denizens such as darklings Many other regions have been referenced throughout
and meenlocks to travel to and from the Shadowfell this book, including the majestic realm of Marquet and
with unsettling regularity. Most of these interplanar the neighboring continent of Tal'Dorei, while others still
paths are invisible to the naked eye-but minions of remain undiscovered. This section outlines known re
Karkethzerethzerus know all too well where the veil gions of Exandria beyond the continent of Wildemount.
grows thin.
The future of Strathfell is not without hope, for good TAL' D OREI
aligned centaurs continue to patrol the woods as their
The continent of Tal'Dorei lies west of Wildemount,
ancestors did in ages past, battling the evil forces of the
nearly connected by a land bridge that stands sundered
shadow dragon at every turn. The centaurs could use
by the Shearing Channel. The independent city-state
some help, however, as they are few in number.
of Whitestone lords over the northeastern reaches of
CHOSEN OF ZEHIR Tal'Dorei from deep within the chilled woods of the
The southern tip o f the peninsula abuts the Mordant Parchwood Timberland. Farther west, the endless,
Isle, a smaller land mass separated from the mainland green fields and forests of the Dividing Plains form a
by the reef-laden waters of the Venom Strait. On this landscape of farmland, rivers, and untamed wilderness.
island, an aberrant enclave of winged serpentkin dwell
Beyond the port lie the rocky Aggrad Mountains, Should one wish to brave the perilous waters far south
which spread for hundreds of miles, filled with deep of Wildemount, past the dangerous, perpetual fog
chasms and endless caves housing predators lying in bank called the Fool's Curtain, they might discover
wait. The mountains eventually give way to the immense themselves adrift among a cluster of forty-three islands
Marquesian Desert, whose scorching sands stretch known as the Shattered Teeth.
from horizon to horizon. The overwhelming heat, Varying in size from small, mile-wide reef-toppers
deadly sandstorms, and ravenous denizens of the dunes to large islands like Ruukva that hold entire cities, this
threaten any caravan that attempts to cross these arid archipelago is largely governed by two contentious soci
lands in search of any oasis of civilization. eties. The Ossended Host is a culture of fishing folk ded
Near the center of this harsh desert, surrounded by icated to isolationism and enlightenment through the
a sprawling network of small villages, is the grand city worship of dreams and nightmares. The Wanderman
of Ank'Harel, the center of culture, history, and power Assembly, a centuries-old trade company from the
for Marquet. Ruled by the mysteriously undying]'mon Menagerie Coast that formed after its members were
Sa Ord, the streets of Ank'Harel are safe and rich with stranded across the Shattered Teeth by a hurricane, is a
music and culture, a sharp contrast to the desolate lands capitalistic society that barely conceals its ruthlessness
that surround this metropolis. The Hands of Ord, the in under the banner of honor and brotherhood. Tension
ternal guard of the city, are guardians of the nearby vil between these societies has led to bloodshed in recent
lages and townships, but they can only reach so far. Far years, with each group convinced that the other is bent
ther south, the blistering sands give way to scrubland on the destruction of its way of life.
and marshes tangled with the rugged mountains that
surround the smoking Suuthan Volcano and the danger
ous clans that worship it.
The deserts of Marquet echo a once lush landscape
that housed a prominent civilization during the Age of
Arcanum, one that ended in terrible conflict between
warring nations during the early years of the Calam
ity. The battles that raged here reduced the verdant
lands to sand and ash, burying a multitude of secrets
that factions across Exandria are willing to go to any
lengths to claim.
RAC E S
HAT MAKES A HERO?" I ASK. IS IT ARMS
HUMANS I N XHORHAS
-- --- ---
AARAKO CRA
Many people across Wildemount consider the winged
aarakocra to be a myth, so infrequently do they descend
from their lofty aeries to deal with wingless folk. Where
they are known, the aarakocra rarely engage with the
land-bound societies of Wildemount, though some
take great pleasure in traveling on the open ocean with
Concord sailors and Revelry pirates. Some legends say
that Melora the Wild Mother created the aarakocra as Coast look upon the aarakocra's bright wings with awe
storm herders who drive the clouds across the sky, and and dream about taking to the sky, but are often baf
some aarakocra tribes play a sport called h 'aara-shie, or fled by their seemingly nonsensical idioms and figures
"cloud chasing," that reflects this ancient tale. of speech.
C HAPTER 4 I C HARACTER O PT I O N S
166
AASIMAR NAME S SCOURGE AASIMAR
Scourge aasimar are imbued with a divine energy that
Most aasimar are born from human parents. They use
blazes intensely within them. It feeds a powerful desire
the same naming conventions as their native culture.
to destroy evil-a desire that is, at its best, unflinching
and, at its worst, all-consuming. Many scourge aasimar
AASIMAR TRAITS
wear masks to block out the world and focus on contain
A n aasimar character has the following racial traits. ing this power, unmasking themselves only in battle.
Ability Score Increase. Your Charisma score in Ability Score Increase. Your Constitution score in
creases by 2. creases by 1 .
Age. Aasimar mature at the same rate as humans, but Radiant Consumption. Starting at 3rd level, you can
they can live up to 160 years. use your action to unleash the divine energy within your
Alignment. Imbued with celestial power, most aasi self, causing a searing light to radiate from you, pouring
mar are good. Outcast aasimar are most often neutral or out of your eyes and mouth, and threaten to char you.
even evil. Your transformation lasts for 1 minute or until you
Size. Aasimar have the same range of height and end it as a bonus action. During it, you shed bright light
weight as humans. Your size is Medium. Here's how to in a 10-foot radius and dim light for an additional 10
determine your height and weight randomly, starting feet, and at the end of each of your turns, you and each
with rolling a size modifier: creature within 10 feet of you take radiant damage equal
Size modifier = 2dl 0 to half your level (rounded up). In addition, once on each
of your turns, you can deal extra radiant damage to one
Height = 4 feet + 8 i nches + your size modifier i n i nches
target when you deal damage to it with an attack or a
Weight i n pounds = 1 1 0 + (2d4 x your size modifier)
spell. The extra radiant damage equals your level .
Speed. Your base walking speed is 30 feet. Once you use this trait, you can't use it again until you
Darkvision. Blessed with a radiant soul, your vision finish a long rest.
can easily cut through darkness. You can see in dim
light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color
in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic
damage and radiant damage.
Healing Hands. As an action, you can touch a crea
ture and cause it to regain a number of hit points equal
to your level. Once you use this trait, you can't use it
again until you finish a long rest.
Light Bearer. You know the light cantrip. Charisma is
your spellcasting ability for it.
Languages. You can speak, read, and write Common
and Celestial.
Subrace. Three subraces for aasimar exist: protector
aasimar, scourge aasimar, and fallen aasimar. Choose
one of them for your character.
P ROTECTOR AASIMAR
Protector aasimar are charged b y the powers o f good to
protect the weak, to strike at evil wherever it arises, and
to stand vigilant against the darkness. From a young
age, a protector aasimar receives advice and directives
that urge them to stand against evil.
Ability Score Increase. Your Wisdom score in
creases by 1 .
Radiant Soul. Starting a t 3rd level, you can use your
action to unleash the divine energy within yourself,
causing your eyes to glimmer and two luminous, incor
poreal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end
it as a bonus action. During it, you have a flying speed of
30 feet, and once on each of your turns, you can deal ex
tra radiant damage to one target when you deal damage
to it with an attack or a spell. The extra radiant damage
equals your level.
Once you use this trait, you can't use it again until you
finish a long rest.
FALLEN AA SIMAR Darkvision. You can see i n dim light within 6 0 feet
An aasimar who was touched b y dark powers a s a youth of you as if it were bright light, and in darkness as if it
or who turns evil in early adulthood can become one were dim light. You can't discern color in darkness, only
of the fallen-a group of aasimar whose inner light has shades of gray.
been replaced by shadow. Forceful Presence. You can use your understanding
Ability Score Increase. Your Strength score in of creative diplomacy or intimidation to guide a con
creases by 1. versation in your favor. When you make a Charisma
Necrotic Shroud. Starting at 3rd level, you can use (Intimidation or Persuasion) check, you can do so with
your action to unleash the divine energy within yourself, advantage. Once you use this trait, you can't do so again
causing your eyes to turn into pools of darkness and two until you finish a short or long rest.
skeletal, ghostly, flightless wings to sprout from your
back. The instant you transform, other creatures within D RAGONBORN VARIANT: RAVENITE
10 feet of you that can see you must each succeed on a Ravenites have no tails and a hearty physique. They
Charisma saving throw (DC 8 + your proficiency bonus remember the days when they were slaves to the
+ your Charisma modifier) or become frightened of you draconblood, as well as the day when they overthrew
until the end of your next turn. their masters.
Your transformation lasts for 1 minute or until you A ravenite uses the dragon born traits in the Player's
end it as a bonus action. During it, once on each of your Handbook, with the following traits replacing the Ability
turns, you can deal extra necrotic damage to one target Score Increase and Damage Resistance traits.
when you deal damage to it with an attack or a spell. Ability Score Increase. Your Strength score
The extra necrotic damage equals your level. increases by 2, and your Constitution score in
Once you use this trait, you can't use it again until you creases by 1 .
finish a long rest. Darkvision. You can see in dim light within 6 0 feet
of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
D RAGONB ORN shades of gray.
Wildemount was the cradle from which a l l dragonborn Vengeful Assault. When you take damage from a
civilization grew. The city-state of Draconia rose in the creature in range of a weapon you are wielding, you can
Dreemoth Ravine along the southern edge of the con use your reaction to make an attack with the weapon
tinent, when foreign dragonkin fleeing the gods' wrath against that creature. Once you use this trait, you can't
during the Calamity forged an alliance with native do so again until you finish a short or long rest.
dragonborn already dwelling there. The colonizing drag
onborn, who called themselves draconbloods, worked D RAGONBORN I N THE
with the native dragonborn, called ravenites, to build a
DWENDALIAN EMPIRE
society that could withstand the wandering monsters
of Xhorhas. However, Draconia swiftly descended into The Dwendalian Empire has seen a massive influx of
corruption and bigotry, and the draconblood ruling class dragonborn since the fall of Draconia. Most of the dra
betrayed and enslaved their ravenite kin. conblood nobles who fled into the empire tried to use
Twenty years ago, Draconia was destroyed by the their grandiloquent names and titles to earn favors and
ire of the mighty Chroma Conclave, and the city-state's prestige. But without the power of a nation-state behind
ruins were occupied by an ancient white dragon named them, many of those former slave owners were forced
Vorugal. The chaos of the attack upended draconblood into lives of farming or hard labor. Some in the empire
civilization, and the ravenite slaves rose up and drove speak in awed whispers of the "former dragonborn
their former masters from the Dreemoth Ravine. Now princes" who now live as paupers, while others scoff at
masters of their own fate, the ravenite dragonborn have these haughty dragonborn's delusions of grandeur.
rebuilt their home within the ravine and have begun to Many ravenites have journeyed to the Dwendalian
spread out across the world. Empire in the years since the death of Vorugal, but the
first of those found a colder reception than was given
D RAGONBORN VARIANTS their former masters. The empire had no desire to grant
asylum to revolutionaries, and would have turned the
You can allow a player to choose one o f the following
ravenites away had the Cerberus Assembly not inter
dragonborn variants.
vened. For reasons unknown, the Assembly created the
D RAGONBORN VARIANT: DRACONBLOOD shantytown of Talonstadt for displaced ravenites, allow
Draconbloods possess long tails and a knack for social ing them to trade labor for lodging there.
manipulation. They remember the days when they were
once mighty conquerors. D RAGONBORN ON THE
A draconblood uses the dragonborn traits in the Play MENAGERIE C OAST
er's Handbook, with the following traits replacing the
Many of the draconbloods fleeing their ruined city-state
Ability Score Increase and Damage Resistance traits.
settled among the people of the Clovis Concord. Some
Ability Score Increase. Your Intelligence score in
had beach homes and private villas to flee to, and were
creases by 2, and your Charisma score increases by 1 .
FIRBOLGS ON THE
MENAGER IE C OAST
F1RBOLG
Since firbolgs are neither prone to travel nor native
to the Menagerie Coast, their numbers along Wilde
mount's western shores are vanishingly small. The peo
ple of the Clovis Concord share the same folk tales of
giant-like humanoid firbolgs as the folk of the Dwenda
lian Empire, and are likewise surprised by their gentle
nature when they meet them.
FIRBOLGS I N XHORHAS
Firbolgs who travel southeast from the Greying Wild
lands and cross the Dunrock Mountains might find
themselves wandering the wastes of Xhorhas. The ter
ritorial monsters that prowl the wastes show no pity to
unprepared wanderers, and most firbolg families know
better than to undertake such a dangerous journey.
C H A PT E R 4 I C HARACTER O PTION S
With northern Xhorhas firmly under the control of the Size modifier = 2 d l 2
Kryn Dynasty, the dark elves have saved a number of Height = 6 feet + 2 i nches + y o u r size modifier i n i nches
firbolg travelers from monsters over the years. Enough Weight in pounds = 1 75 + (2d6 x your size modifier)
of those have remained in the wastes for small firbolg
Speed. Your base walking speed is 30 feet.
communities to develop in Rosohna and other major
Firbolg Magic. You can cast detect magic and disguise
Kryn cities.
self with this trait, using Wisdom as your spellcasting
ability for them. Once you cast either spell, you can't
FIRB OLG C LA S S E S
cast it again with this trait until you finish a short or
Most firbolgs are druids, rangers, or fighters. Among long rest. When you use this version of disguise self, you
their kind, these vocations are passed down from one can seem up to 3 feet shorter than normal, allowing you
generation to the next. The firbolgs' magical heritage to more easily blend in with humans and elves.
also expresses itself in other ways; those who become Hidden Step. As a bonus action, you can magically
bards preserve the clan's lore, and firbolg sorcerers turn invisible until the start of your next turn or until
defend their communities. Firbolg wizards arise when a you attack, make a damage roll, or force someone to
clan becomes friendly with elves. make a saving throw. Once you use this trait, you can't
Firbolg rogues are typically scouts tasked with spying use it again until you finish a short or long rest.
on neighboring folk to determine their intentions. They Powerful Build. You count as one size larger when
are most common among firbolgs whose homes border determining your carrying capacity and the weight you
human settlements. can push, drag, or lift.
Firbolg barbarians are rare except among clans Speech ofBeast and Leaf. You have the ability to
that face constant threats from evil humanoids and communicate in a limited manner with beasts and
other invaders. plants. They can understand the meaning of your words,
Firbolg clerics and paladins are usually dedicated to though you have no special ability to understand them in
nature gods, enforcing their will. return. You have advantage on all Charisma checks you
Firbolg warlocks are rare, but some clans forge alli make to influence them.
ances and arcane pacts with powerful fey beings. Languages. You can speak, read, and write Common,
Firbolg monks are almost entirely unheard of, though Elvish, and Giant.
a monastery might take in the young survivors of a dev
astated firbolg clan.
GENAS!
FIRB OLG NAM E S Genasi are exceedingly rare o n Exandria, a s befits their
unique origins. Most live among the elementally attuned
Firbolg adopt elven names when they must deal with
Ashari tribes of Tal'Dorei or on the Elemental Planes.
outsiders, although the concept of names strikes them
However, there are no major rifts to the Elemental
as strange. They know the animals and plants of the for
Planes in Wildemount, and thus no Ashari to safeguard
est without formal names, and instead identify the for
them. The few genasi who dwell on this continent are
est's children by their deeds, habits, and other actions. often created as the result of a powerful elemental in
By the same token, their clan names merely refer to
fluence at the moment of their birth. A baby born within
their homes. When dealing with other races, firbolgs re
the eye of a hurricane might become an air genasi,
fer to their lands by whatever name the surrounding folk
while a fire genasi might be born in the midst of a raging
use, as a matter of tact and hospitality, but among their
forest fire.
own kind they simply call it "home."
Some genasi are more attuned to their native element
Sometimes firbolgs adopt the nicknames or titles out
than others. A genasi with a powerful connection to el
siders give them under the assumption that those who
emental fire might have their head covered by crackling
need names can call them whatever they wish.
flames rather than hair. A genasi with a connection to
elemental water might have blue-tinged skin and appear
FIRBOLG TRAITS --- to sweat profusely at all times.
A firbolg character has the following racial traits.
Ability Score Increase. Your Wisdom score increases GENASI IN THE
by 2, and your Strength score increases by 1 . DwENDALIAN EMPIRE
Age. A s humanoids related t o the fey, firbolg have long �������-
lifespans. A firbolg reaches adulthood around 30, and Genasi are so visually distinctive and uncommon that
the oldest of them can live for 500 years. they are treated with equal amounts of surprise and
Alignment. As people who follow the rhythm of na wonder in all the nations of Wildemount. The authoritar
ture and see themselves as its caretakers, firbolg are ian regime of the Dwendalian Empire reacts the most
typically neutral good. Evil firbolg are rare and are usu harshly to the unique power of genasi, and the Cerberus
ally the sworn enemies of the rest of their kind. Assembly takes the greatest interest in them. Genasi
Size. Firbolg stand between 7 and 8 feet tall and are often press-ganged into joining the assembly under
weigh between 240 and 300 pounds. Your size is Me threat of death or exile, and most accept the offer. Those
dium. Here's how to determine your height and weight who refuse-and who survive-often take refuge in the
randomly, starting with rolling a size modifier: empire's criminal underworld, with many finding accep
tance in the Myriad crime syndicate.
C H A PTER 4 I C H ARACTER O PT I O N S
Air genasi typically have light blue skin, hair, and Fire Resistance. You have resistance to fire damage.
eyes. A faint but constant breeze accompanies them, Reach to the Blaze. You know the produce flame
tousling the hair and stirring the clothing. Some air ge cantrip. When you reach 3rd level, you can cast burning
nasi speak with breathy voices, marked by a faint echo. hands as a 1st-level spell once with this trait, and you
A few display odd patterns in their flesh. regain the ability to cast it this way when you finish a
Ability Score Increase. Your Dexterity score in long rest. Constitution is your spellcasting ability for
creases by 1 . these spells.
Unending Breath. You can hold your breath indefi
nitely while you're not incapacitated. WATER GENAS!
Mingle with the Wind. You can cast the levitate spell The lapping of waves, the spray of sea foam on the wind,
once with this trait, requiring no material components, the ocean depths-these things call to your heart as a
and you regain the ability to cast it this way when you descendant of the turbulent marids. You wander freely
finish a long rest. Constitution is your spellcasting abil and take pride in your independence, though others
ity for this spell. might consider you selfish.
Most water genasi look as if they just finished bathing,
EARTH GENASI with beads of moisture collecting on their skin and hair.
As an earth genasi, you are descended from the cruel They smell of fresh rain and clean water. Blue or green
and greedy dao, though you aren't necessarily evil. You skin is common, and most have somewhat overlarge
have inherited some measure of control over earth, rev eyes, blue-black in color. A water genasi's hair might
eling in superior strength and solid power. You tend to float freely, swaying and waving as if underwater. Some
avoid rash decisions, pausing long enough to consider have voices with undertones reminiscent of whale song
your options before taking action. or trickling streams.
Elemental earth manifests differently from one indi Ability Score Increase. Your Wisdom score in-
vidual to the next. Some earth genasi always have bits of creases by 1 .
dust falling from their bodies and mud clinging to their Acid Resistance. You have resistance t o acid damage.
clothes, never getting clean no matter how often they Amphibious. You can breathe air and water.
bathe. Others are as shiny and polished as gemstones, Swim. You have a swimming speed of 30 feet.
with skin tones of deep brown or black, eyes sparkling Call to the Wave. You know the shape water cantrip
like agates. Earth genasi can also have smooth metallic (see below). When you reach 3rd level, you can cast cre
flesh, dull iron skin spotted with rust, a pebbled and ate or destroy water as a 2nd-level spell once with this
rough hide, or even a coating of tiny embedded crystals. trait, and you regain the ability to cast it this way when
Ability Score Increase. Your Strength score in you finish a long rest. Constitution is your spellcasting
creases by 1 . ability for these spells.
Earth Walk. You can move across difficult terrain
made of earth and stone without expending ex- SHAPE WATER
tra movement. Transmutation cantrip
Pass without Trace. You can cast the pass without Casting Time: 1 action
trace spell once with this trait, requiring no material Range: 30 feet
components, and you regain the ability to cast it this way Components: S
when you finish a long rest. Constitution is your spell Duration: Instantaneous or 1 hour (see below)
casting ability for this spell.
You choose an area of water that you can see within
FIRE GENAS! range and that fits within a 5-foot cube. You manipulate
As a fire genasi, you have inherited the volatile mood it in one of the following ways:
and keen mind of the efreet. You tend toward impatience You instantaneously move or otherwise change the
and making snap judgments. Rather than hide your dis flow of the water as you direct, up to 5 feet in any di
tinctive appearance, you exult in it. rection. This movement doesn't have enough force to
Nearly all fire genasi are feverishly hot as if burning cause damage.
inside, an impression reinforced by flaming red, coal • You cause the water to form into simple shapes
black, or ash-gray skin tones. The more human-looking and animate at your discretion. This change lasts
have fiery red hair that writhes under extreme emotion, for 1 hour.
while more exotic specimens spot actual flames dancing You change the water's color or opacity. The water
on their heads. Fire genasi voices sound like crackling must be changed in the same way throughout. This
flames, and their eyes flare when angered. Some are ac change lasts for 1 hour.
companied by the faint scent of brimstone. You freeze the water, provided that there are no crea
Ability Score Increase. Your Intelligence score in tures in it. The water unfreezes in 1 hour.
creases by 1 .
If you cast this spell multiple times, you can have no
Darkvision. You can see i n dim light within 6 0 feet of
more than two of its non-instantaneous effects active at
you as if it were bright light, and in darkness as if it were
a time, and you can dismiss such an effect as an action.
dim light. Your ties to the Elemental Plane of Fire make
your darkvision unusual: everything you see in darkness
is a shade of red.
KENKU NAM E S
Kenku names are drawn from a staggering variety of
noises and phrases. Kenku names tend to break down
into three categories that make no distinction between
male and female names.
Kenku thugs, warriors, and toughs adopt noises made
by weapons, such as the clang of a mace against armor
or the sound made by a breaking bone. Non-kenku refer
to the kenku by describing this noise. Sample names
include Smasher, Clanger, Slicer, and Basher.
Kenku thieves, con artists, and burglars adopt animal
noises, typically those common in urban settings. In this
manner, kenku can call out to each other while those Speed. Your base walking speed is 30 feet.
who overhear them mistake them for common animals. Expert Forgery. You can duplicate other creatures'
Non-kenku use names that refer to the sound made or handwriting and craftwork. You have advantage on all
the animal a kenku mimics, such as Rat Scratch, Whis checks made to produce forgeries or duplicates of exist
tler, Mouser, and Growler. ing objects.
Some kenku are law-abiding and pursue legitimate Kenku Training. You are proficient in your choice
trades. These kenku adopt noises made as part of their of two of the following skills: Acrobatics, Deception,
craft. A sailor duplicates the sound of a fluttering sail, Stealth, and Sleight of Hand.
while a smith mimics the clanging of a hammer on Mimicry. You can mimic sounds you have heard,
metal. Non-kenku describe these folk by their trade including voices. A creature that hears the sounds you
sounds, such as Sail Snap, Hammerer, and Cutter. make can tell they are imitations with a successful Wis
dom (Insight) check contested by your Charisma (De
KENKU TRAITS ception) check.
Languages. You can read and write Auran and Com
A kenku character has the following racial traits.
mon, but you can speak only by using your Mimicry trait.
Ability Score Increase. Your Dexterity score in
creases by 2, and your Wisdom score increases by 1 .
Age. Kenku have shorter lifespans than humans. They 0RC S AND HALF- 0RC S
reach maturity at about 12 years old and can live to 60. The first half-ores in Wildemount were born of a union
Alignment. Kenku are chaotic creatures, rarely mak between human warriors and ore traitors in the final
ing enduring commitments, and they care mostly for days of the Calamity. Ores are one of Exandria's young
preserving their own hides. They are generally chaotic est races, and are said to have been born from elves
neutral in outlook. seared by the blood of Gruumsh, the Ruiner, when
Size. Kenku are around 5 feet tall and weigh between Corell on pierced the ore god's eye on the field of battle.
90 and 120 pounds. Your size is Medium. Here's how For long years, ores were feared as mindless abomina
to determine your height and weight randomly, starting tions, drawn to slaughter like moths to flame.
with rolling a size modifier: Stories tell of how the blood of the Ruiner flows in the
veins of all ores, driving them to commit acts of terrible
Size modifier = 2d8
violence and anger. Ores call this fury hgar'Gruum, or
Height = 4 feet + 4 inches + your size modifier in i nches
the curse of ruin, and use it to refer to everything from
Weight i n pounds = 50 + ( l d 6 x your size modifier) battle rage to a bad temper. Half-ores are said to have
TABAXI NAM E S
Each tabaxi has a single name, determined by clan
and based on a complex formula that involves astrol
ogy, prophecy, clan history, and other esoteric factors.
Tabaxi names can apply to all genders, and most use
nicknames derived from or inspired by their full names.
Clan names are usually based on a geographical feature
located in or near the clan's territory.
The following list of sample tabaxi names includes
nicknames in parentheses.
Tabaxi Names: Cloud on the Mountaintop (Cloud), Five
Timber (Timber), Flask of Wine (Flask), Jade Shoe
(Jade), Left-Handed Hummingbird (Bird), Seven
Thundercloud (Thunder), Skirt of Snakes (Snake),
Smoking Mirror (Smoke)
Tabaxi Clans: Bright Cliffs, Distant Rain, Moun
tain Tree, Red Butterfly, Rumbling River, Snor
ing Mountain
Cat's Claws. Because of your claws, you have a climb
TABAXI TRAITS ing speed of 20 feet. In addition, your claws are natural
weapons, which you can use to make unarmed strikes.
A tabaxi character has the following racial traits. If you hit with them, you deal slashing damage equal to
Ability Score Increase. Your Dexterity score in ld4 + your Strength modifier, instead of the bludgeoning
creases by 2, and your Charisma score increases by 1 . damage normal for an unarmed strike.
Age. Tabaxi have lifespans equivalent to humans. Cat's Talent. You have proficiency in the Perception
Alignment. Tabaxi tend toward chaotic alignments, and Stealth skills.
as they let impulse and fancy guide their decisions. They Languages. You can speak, read, and write Common
are rarely evil, with most of them driven by curiosity and one other language of your choice.
rather than greed and other dark impulses.
Size. Tabaxi are taller on average than humans and
relatively slender. Your size is Medium. Here's how to TIEFLINGS
determine your height and weight randomly, starting Centuries have passed since the tieflings first faced
with rolling a size modifier: persecution for their fiendish heritage in the Age of
Arcanum. Although a certain mystique still surrounds
Size modifier = 2dl0
their kind, most people in Wildemount grew up along
H eight = 4 feet + 1 0 inches + your size modifier i n i nches side tieflings, and the tides of war have brought tiefling
Weight i n pounds = 90 + (2d4 x your size modifier) soldiers, merchants, and entertainers into even the most
Speed. Your base walking speed is 30 feet. rural and isolated regions of the continent. For the most
Darkvision. You can see in dim light within 60 feet part, only overzealously devout paladins and folk raised
of you as if it were bright light, and in darkness as if it on the dark tales of an ancient age might actively wish
were dim light. You can't discern color in darkness, only harm on tieflings.
shades of gray. Exandrian tieflings have a wide array of skin tones, all
Feline Agility. Your reflexes and agility allow you to of them vibrant and colorful. The most common hue is
move with a burst of speed. When you move on your a deep crimson, but shades of purple, blue, green, and
turn in combat, you can double your speed until the end even yellow and pink have been seen throughout the
of the turn. Once you use this trait, you can't use it again world. It's not known what causes these variations, as
until you move 0 feet on one of your turns. even tiefling parents with the same skin tone can have
children of wildly different colors.
TORTLE S
For centuries, the people of Xhorhas and the Dwenda
lian Empire believed tortles to be a hoax concocted by
Concordian hucksters. In truth, tortles are an ancient
and long-lived people who dwell within the jungles and
along the beaches of the Menagerie Coast. Most tortles
who journey far from the coast begin to feel pangs of
homesickness, which can develop into a depression.
Tortles are almost unheard of beyond the sunny
shores of the Menagerie Coast.
LIFE OF A TORTLE
A tortle hatches from a thick-shelled egg and spends
the first few weeks of its life crawling on all fours. Its
parents, old and near death, spend what little time they
have left telling stories to their offspring. Within a year,
the young tortle becomes an orphan, though not before
it learns to speak and to survive on its own.
A young tortle and its siblings inherit whatever tools,
weapons, and gifts their parents left behind. Each young
tortle is expected to fend for itself. It leaves the place of
its birth and finds its own corner of the wilderness in
which to hunt, catch fish, and get by. With each passing
year, a tortle hones its survival skills. It forms friend
ships with its neighbors while also respecting their
privacy. At some point, a tortle feels an urge to see more
of the world. It gathers up its gear and travels, returning
months or years later with stories of its exploits.
When a tortle nears the end of its l ifespan, it seeks
out a mate. Tortles lay their eggs (numbering as few as
one or as many as a dozen) in a fortified compound. If
no such compound exists, they build one. The parents
spend the remainder of their lives guarding it, defending
their offspring, and sharing their knowledge. When the
children grow up, they pick up whatever weapons and
tools their parents left behind and set out on their own.
TORTLE TRAITS
A tortle character has the following racial traits.
Ability Score Increase. Your Strength score in
creases by 2, and your Wisdom score increases by 1 .
Age. Young tortles crawl for a few weeks after birth
before learning to walk on two legs. They reach adult
hood by the age of 1 5 and live an average of 50 years.
Alignment. Tortles tend to lead orderly, ritualistic
lives. They develop routines, becoming more set in their
ways as they age. Most are lawful good. A few can be
selfish and greedy, tending more toward evil, but it's un
usual for a tortle to shuck off order in favor of chaos.
Size. Tortle adults stand 5 to 6 feet tall and average
about 450 pounds. Their shells account for roughly one
third of their weight. Your size is Medium. Here's how
to determine your height and weight randomly, starting
with rolling a size modifier:
Size modifier = 2d8
H eight = 4 feet + 10 i nches + your size modifier i n inches
Weight in pounds = 400 + (2d4 x your size modifier)
Speed. Your base walking speed is 30 feet.
Claws. Your claws are natural weapons, which you
can use to make unarmed strikes. If you hit with them,
you deal slashing damage equal to ld4 + your Strength
HOLLOW O N E
modifier, instead of the bludgeoning damage normal for The eastern coast of Xhorhas, known to the Kryn as
an unarmed strike. Blightshore, is a land scarred by evil magic. Among the
Hold Breath. You can hold your breath for up to 1 creations of that foul place are the Hollow Ones, beings
hour at a time. Tortles aren't natural swimmers, but they whose souls have left for the afterlife, yet whose bodies
can remain underwater for some time before needing to still retain a fragment of their former selves.
come up for air. The magic that sustains Hollow Ones is a mystery.
Natural Armor. Due to your shell and the shape of Most Hollow Ones are reborn after dying in Blightshore,
your body, you are ill-suited to wearing armor. Your shell suggesting that the spell-scarred nature of the land
provides ample protection, however; it gives you a base brought them back for an unknown purpose. Yet some
AC of 17 (your Dexterity modifier doesn't affect this beings find that, days after they died, they awaken,
number). You gain no benefit from wearing armor, but if clutching to life, with only a terrible emptiness inside to
you are using a shield, you can apply the shield's bonus remind them of their death.
as normal. In Blightshore, Hollow Ones are seen as a people like
Shell Defense. You can withdraw into your shell as any other. They seem strange, but the adventurous and
an action. Until you emerge, you gain a +4 bonus to AC, hardy folk of Blightshore are used to making allies with
and you have advantage on Strength and Constitution strange creatures. Elsewhere, Hollow Ones are indistin
saving throws. While in your shell, you are prone, your guishable from living creatures, save for the faint stench
speed is 0 and can't increase, you have disadvantage on of necromancy that lingers about them.
Dexterity saving throws, you can't take reactions, and The transition from life to becoming a Hollow One
the only action you can take is a bonus action to emerge affects different people to different degrees. Some let
from your shell. their anger and regret consume them. Others use their
Survival Instinct. You gain proficiency in the Survival second chance to become a brighter force in the world.
skill. Tortles have finely honed survival instincts. However, all Hollow Ones are marked by their new exis
Languages. You can speak, read, and write Aquan tence: feelings of unease, dread or sadness cling to them
and Common. like tattered rags of their past life.
C HAPTER 4 I C H A RACTER O PT I O N S
i8r
SUB C LA S S E S
This section includes three new subclass options: the
Echo Knight for the fighter and Chronurgy Magic and
Graviturgy Magic for the wizard.
FIGHTER
The fighter takes many forms in Wildemount, from the
grizzled mercenary who earns their keep by the might
of their blade, to the dedicated soldier who fights for the
banner of their homeland, to the hearty treasure hunter
whose skill with a weapon is their finest asset.
At 3rd level, a fighter gains the Martial Archetype
class feature described in the Player's Handbook. The
Echo Knight is a new option for that feature. ECHO K N IGHT
E C HO KNI GHT
A mysterious and feared frontline warrior of the Kryn
Dynasty, the Echo Knight has mastered the art of using
dunamis to summon the fading shades of unrealized
UNLEASH INCARNATION
timelines to aid them in battle. Surrounded by echoes
3rd-level Echo Knight feature
of their own might, they charge into the fray as a cycling
swarm of shadows and strikes. You can heighten your echo's fury. Whenever you take
the Attack action, you can make one additional melee
MANIFEST ECHO attack from the echo's position.
3rd-level Echo Knight feature You can use this feature a number of times equal to
You can use a bonus action to magically manifest an your Constitution modifier (a minimum of once). You
echo of yourself in an unoccupied space you can see regain all expended uses when you finish a long rest.
within 15 feet of you. This echo is a magical, translu
ECHO AVATAR
cent, gray image of you that lasts until it is destroyed,
7th-level Echo Knight feature
until you dismiss it as a bonus action, until you manifest
another echo, or until you're incapacitated. You can temporarily transfer your consciousness to your
Your echo has AC 14 + your proficiency bonus, 1 hit echo. As an action, you can see through your echo's eyes
point, and immunity to all conditions. If it has to make and hear through its ears. During this time, you are
a saving throw, it uses your saving throw bonus for the deafened and blinded. You can sustain this effect for up
roll. It is the same size as you, and it occupies its space. to 10 minutes, and you can end it at any time (requires
On your turn, you can mentally command the echo to no action). While your echo is being used in this way,
move up to 30 feet in any direction (no action required). it can be up to 1 ,000 feet away from you without being
If your echo is ever more than 30 feet from you at the destroyed.
end of your turn, it is destroyed.
You can use the echo in the following ways: SHADOW M ARTYR
10th-level Echo Knight feature
As a bonus action, you can teleport, magically swap
ping places with your echo at a cost of 15 feet of your You can make your echo throw itself in front of an attack
movement, regardless of the distance between the directed at another creature that you can see. Before the
two of you. attack roll is made, you can use your reaction to teleport
• When you take the Attack action on your turn, any the echo to an unoccupied space within 5 feet of the
attack you make with that action can originate from targeted creature. The attack roll that triggered the reac
your space or the echo's space. You make this choice tion is instead made against your echo.
for each attack. Once you use this feature, you can't use it again until
When a creature that you can see within 5 feet of your you finish a short or long rest.
echo moves at least 5 feet away from it, you can use
your reaction to make an opportunity attack against
that creature as if you were in the echo's space.
TEMPORAL AWARENESS
2nd-level Chronurgy Magic feature
You can add your Intelligence modifier to your initia
tive rolls.
MOMENTARY STASIS
6th-level Chronurgy Magic feature
As an action, you can magically force a Large or smaller
creature you can see within 60 feet of you to make a
Constitution saving throw against your spell save DC.
Unless the saving throw is a success, the creature is
encased in a field of magical energy until the end of your
next turn or until the creature takes any damage. While
encased in this way, the creature is incapacitated and
has a speed of 0.
You can use this feature a number of times equal to
your Intelligence modifier (a minimum of once). You re
gain all expended uses when you finish a long rest.
ARCANE ABEYANCE
10th-level Chronurgy Magic feature
When you cast a spell using a spell slot of 4th level or
CHRONURGV lower, you can condense the spell's magic into a mote.
W 11. A R O The spell is frozen in time at the moment of casting and
held within a gray bead for 1 hour. This bead is a Tiny
C ONVERGENT FUTURE
. ..
14th-level Chronurgy Magic feature
You can peer through possible futures and magically
pull one of them into events around you, ensuring a
particular outcome. When you or a creature you can
"
.,
see within 60 feet of you makes an attack roll, an ability
check, or a saving throw, you can use your reaction to
ignore the die roll and decide whether the number rolled
is the minimum needed to succeed or one less than that
number (your choice). ,
When you use this feature, you gain one level of ex
haustion. Only by finishing a long rest can you remove a
level of exhaustion gained in this way.
LEVEL 3
ravenous void""" (evocation) FORTUNE'S FAVOR
pulse wave (evocation) time ravage''' (necromancy) 2nd-level divination
Casting Time: 1 minute
LEVEL 4 ' chro n u rgy spell
"
Range: 60 feet
gravity sinkhole""' (evocation) ,.,,., gravitu rgy spell Components: V, S, M (a white pearl worth at least 100
gp, which the spell consumes)
SPELL D E S CRIPTIONS Duration: 1 hour
The spells are presented in alphabetical order. You impart latent luck to yourself or one willing creature
you can see within range. When the chosen creature
DARK STAR makes an attack roll, an ability check, or a saving throw
8th-level evocation
before the spell ends, it can dismiss this spell on itself
Casting Time: 1 action to roll an additional d20 and choose which of the d20s
Range: 150 feet to use. Alternatively, when an attack roll is made against
Components: V, S, M (a shard of onyx and a drop of the the chosen creature, it can dismiss this spell on itself to
caster's blood, both of which the spell consumes) roll a d20 and choose which of the d20s to use, the one
Duration: Concentration, up to 1 minute it rolled or the one the attacker rolled.
This spell creates a sphere centered on a point you If the original d20 roll has advantage or disadvantage,
choose within range. The sphere can have a radius of up the creature rolls the additional d20 after advantage or
to 40 feet. The area within this sphere is filled with mag disadvantage has been applied to the original roll.
ical darkness and crushing gravitational force. At Higher Levels. When you cast this spell using a
For the duration, the spell's area is difficult terrain. A spell slot of 3rd level or higher, you can target one addi
creature with darkvision can't see through the magical tional creature for each slot level above 2nd.
darkness, and nonmagical light can't illuminate it. No
GIFT OF ALACRITY
sound can be created within or pass through the area.
1st-level divination
Any creature or object entirely inside the sphere is im
mune to thunder damage, and creatures are deafened Casting Time: 1 minute
while entirely inside it. Casting a spell that includes a Range: Touch
verbal component is impossible there. Components: V, S
Any creature that enters the spell's area for the first Duration: 8 hours
time on a turn or starts its turn there must make a Con You touch a willing creature. For the duration, the target
stitution saving throw. The creature takes 8d10 force can add ld8 to its initiative rolls.
damage on a failed save, or half as much damage on a
C H A PT E R 4 I C HARACTER OPTI O N S
r86
D A R K STAR
R E A L I T Y B RE A K
You create a 20-foot-radius sphere of destructive grav SAPPING STING
itational force centered on a point you can see within Necromancy can trip
range. For the spell's duration, the sphere and any space
Casting Time: 1 action
within 100 feet of it are difficult terrain, and nonmagical
Range: 30 feet
objects fully inside the sphere are destroyed if they
Components: V, S
aren't being worn or carried.
Duration: Instantaneous
When the sphere appears and at the start of each of
your turns until the spell ends, unsecured objects within You sap the vitality of one creature you can see in range.
100 feet of the sphere are pulled toward the sphere's The target must succeed on a Constitution saving throw
center, ending in an unoccupied space as close to the or take ld4 necrotic damage and fall prone.
center as possible. This spell's damage increases by ld4 when you reach
A creature that starts its turn within 100 feet of the 5th level (2d4), 1 1th level (3d4), and 17th level (4d4).
sphere must succeed on a Strength saving throw or be
pulled straight toward the sphere's center, ending in an TEMPORAL SHUNT
unoccupied space as close to the center as possible. A 5th-level transmutation
creature that enters the sphere for the first time on a Casting Time: 1 reaction, taken when a creature you
turn or starts its turn there takes 5d10 force damage can see makes an attack roll or starts to cast a spell
and is restrained until it is no longer in the sphere. If Range: 1 20 feet
the sphere is in the air, the restrained creature hovers Components: V, S
inside the sphere. A creature can use its action to make Duration: 1 round
a Strength check against your spell save DC, ending
You target the triggering creature, which must succeed
this restrained condition on itself or another creature in
on a Wisdom saving throw or vanish, being thrown to
the sphere that it can reach. A creature reduced to 0 hit
another point in time and causing the attack to miss or
points by this spell is annihilated, along with any non
the spell to be wasted. At the start of its next turn, the
magical items it is wearing or carrying.
target reappears where it was or in the closest unoccu
REALITY BREAK pied space. The target doesn't remember you casting the
8th-level conjuration spell or being affected by it.
At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 6th level or higher, you can target one addi
Range: 60 feet tional creature for each slot level above 5th. All targets
Components: V, S, M (a crystal prism) must be within 30 feet of each other.
Duration: Concentration, up to 1 minute
You shatter the barriers between realities and timelines, TETHER ESSENCE
thrusting a creature into turmoil and madness. The tar 7th-level necromancy
get must succeed on a Wisdom saving throw, or it can't Casting Time: 1 action
take reactions until the spell ends. The affected target Range: 60 feet
must also roll a dlO at the start of each of its turns; the Components: V, S, M (a spool of platinum cord worth at
number rolled determines what happens to the target, least 250 gp, which the spell consumes)
as shown on the Reality Break Effects table. Duration: Concentration, up to 1 hour
At the end of each of its turns, the affected target can
Two creatures you can see within range must make a
repeat the Wisdom saving throw, ending the spell on
Constitution saving throw, with disadvantage if they are
itself on a success.
within 30 feet of each other. Either creature can will
ingly fail the save. If either save succeeds, the spell has
REALITY B R EA K E F F ECTS
no effect. If both saves fail, the creatures are magically
dl O Effect linked for the duration, regardless of the distance be
1 -2 Vision of the Far Realm. The target takes 6 d l 2 psy tween them. When damage is dealt to one of them, the
chic d amage, and it is stunned u ntil the end of the same damage is dealt to the other one. If hit points are
turn. restored to one of them, the same number of hit points
3-5 Rending Rift. The target must make a Dexterity are restored to the other one. If either of the tethered
creatures is reduced to 0 hit points, the spell ends on
saving th row, taking 8 d l 2 force d a m age on a fai led
both. If the spell ends on one creature, it ends on both.
save, or half as much damage on a successful one.
6-8 Wormhole. The target is teleported, along with TIM E RAVAGE
everything it is weari ng and carryi ng, up to 30 feet 9th-level necromancy
to an u noccupied space of your choice that you can Casting Time: 1 action
see. The target also takes l Odl 2 force damage and is Range: 90 feet
knocked pro ne. Components: V, S, M (an hourglass filled with
9-1 0 Chill of the Dark Void. The target takes l Odl 2 cold diamond dust worth at least 5,000 gp, which the
damage, and it is b l i nded until the end of the turn. spell consumes)
Duration: Instantaneous
S O C I A L STAT U S R E LATI O N S H I PS
d20 Background Clovis Concord Dwendalian Empire Greying Wildlands Kryn Dynasty
Acolyte 1 ally 1 ally (legal faith) or 1 rival l ally
1 rival (illegal faith)
2 Acolyte (Luxonborn) l rival 1 ally
3 Charlatan l ally l rival l ally l rival
4 Cri m i n al l rival 1 rival 1 ally l rival
5 Crim i n a l (Myriad operative) l rival l ally l rival
6 Entertainer 1 ally 1 ally 1 rival 1 ally
7 Fol k Hero 1 ally 1 rival 1 rival 1 ally
8 G ri n ner 1 ally 1 rival
9 G u i ld Artisan 1 rival 1 ally 1 ally
10 Hermit 1 rival 1 ally l ally
11 Noble 1 ally 1 ally and 1 rival 1 rival 1 ally and 1 rival
12 Outlander 1 ally
13 Sage 1 rival 1 rival 1 ally
14 Sage (Cobalt Scholar) 1 ally 1 ally and 1 rival 1 ally l rival
15 Sailor l ally and l rival l rival l ally
16 Sailor (Revelry pirate) 1 ally and l rival l ally
17 Soldier l ally l ally and l rival l rival l ally and l rival
18 Spy (Augen Trust) l ally l rival
19 U rchin l ally l rival l rival l rival
20 Volstrucker Agent l ally 1 rival
HOME SETTLEMENT
Once you've determined your nation and considered
your social status within that realm, roll on the appropri
ate table in this section to determine which settlement
you grew up in. If your character is a traveler-a child of
soldiers, a nomad, a traveling performer, and so forth
you can roll for up to three settlements that you've vis
ited often and have some connections in.
Each home settlement is detailed in chapter 3. If your
home settlement doesn't make sense for your social
status, you can either roll for a different settlement
or think about ways to make a contradiction work for
At the same time, the common working-class sailor your backstory. For example, if you have the Noble
is a symbol of the Concord's strength. As with the background but rolled a village as a home settlement,
crew of a well-run ship, the small actions of individuals perhaps you were raised there to protect you from your
can have a huge impact when all are working toward family's enemies.
common goals. Common sailors despise the Revelry,
and noteworthy sailors might even have a rival within M E N AG E R I E COAST S ETTL E M E NTS
the Revelry. dl 00 Settlement Name Type
Western Wynandir. The Dwendalian Empire prizes
01 Broken bank Town
king and country over personal freedoms-at least as
far as the freedoms of the poor are concerned. For the 02 Dark tow Town
wealthy noble class, most laws are mere guidelines, 03-09 Feolinn City
since bribery and political favors can make almost any 1 0-1 9 Gwardan City
problem go away. 20-36 N i codranas City
In the Dwendalian Empire, rural folk are seen as hon 37-40 Othe City
est, hardworking, and pious, while the wealthy ruling
41 Palma Flora Town
class are viewed as beneficent patricians-or as miserly
42-84 Port Damali City
tyrants. Patriotism is a core virtue, and enlisting in the
Righteous Brand and adhering to the empire's strict reli 85-93 Port Zoon City
gious laws are the most patriotic acts of all. 94-00 Tussoa City
Greying Wildlands. The Greying Wildlands and the
settlement of Shadycreek Run are lawless. Crime is a M A R R O W VALLEY S ETTL E M E NTS
virtue here, mercy a vice. Only strength rules in the land
dl OO Settlement Name Type
run by the coalition of criminals known as "the Tribes."
Anyone who doesn't have the personal strength to de 01 -02 Alfield Town
fend themself is treated with contempt, and those who 03-05 Ashguard Garrison M i litary outpost
represent the iron fist of the empire are utterly despised. 06-07 Berleben Town
08-1 2 B ladegarden City
C H A PT E R 4 I C H ARACTER OPTI O N S
dlOO Settlement Name Type FAMILY
1 3-1 8 Deastok City The size of your home settlement plays a part in the
size of your family. Villages in Wildemount are predom
1 9 -22 Felderwin City
inantly rural, and families need children to tend their
23-32 G ri mgoli r City
farms and perform household duties. By contrast, land
33-40 H u p perdook City and commodities are expensive in the cities, making it
41-44 Kamordah City difficult for many people to afford a large family.
45 Talonstadt Town Families with at least three children often encourage
46-50 Trostenwald City one child, typically the eldest, to continue the family
5 1 -52 Vol 'antim Town trade. The other children are encouraged to travel so as
to learn a new trade, become a scholar, become appren
53-00 Zadash City
ticed to a master guild artisan, or similar activities. Im
perial families who can afford to do so might even send
Z E M N I FI E LD S SETTL E M E NTS one or more children to Rexxentrum, where they can
dlOO Settlement Name Type learn magic at the Soltryce Academy.
01 Blumenthal Town Roll twice on the appropriate Family Size table-once
02-07 Bysaes Tyl City
to determine how many living parents you have, and
once to determine your living siblings. The state of your
08-1 1 Druvenlode City
family might change over the course of your backstory,
1 2-1 3 l cehaven Town just as it might change over the course of the campaign.
1 4-1 8 N ogvurot City
1 9-20 Odessloe City FA M I LY S I Z E (VI L LAG E)
21 -26 Pride's Call City dlOO Number of Parents Number of Siblings
27-96 Rexxentrum City 0 1 -1 0 3 o r more 2d4 + 2
97-98 Rockguard Garrison M i litary outpost 1 1 -50 2 2d4
99 Velvin Th icket Nomadic d iaspora 51 -89 1 l d4
00 Yrrosa Town 90-00 0 0
EAST E R N WY N A N D I R S ETTLE M E NTS Parents. You might have been blessed with two loving
dlOO Settlement Name Type parents, or you might have helped your single parent
01 -20 Asari us City take care of the rest of your family. You might have been
21 Bazzoxan Town
raised by three or more parents, whether because those
parents engage in a polyamorous relationship, one or
22 Charis Village
both parents had multiple spouses, or you were raised
23-30 lgrathad Seven vil lages communally. Or you might have no parents, whether you
3 1 -36 J i gow City were orphaned early in life or have outlived the parents
37 N ew Haxon M i l itary outpost you did have.
38-89 Rosohna (G hor D ranas) City Siblings. Your siblings can include your parents'
90-93 Rotthold City other children, half-siblings from your parents' other
94-96 Urzin Town
marriages or affairs, cousins who are as close as sib
lings, or beloved friends who became siblings by bond
97-00 Xarzith Kitril City
rather than by blood.
its, whereas working-class drow traditionally drink an topped with s a l m o n berry jam
earthy, mushroom-based beer. 7 Blazing tea-a beverage blended from fermented
fi reroot and mouth-sca l d i ng spices
8 Sbiten-a drink made from honey and spices, best
enjoyed hot on snowy days
C H A PTER 4 I C HARACTER O PT I O N S
200
tavern or inn. A member of the Golden Grin will find you
and give shelter to you and any companions you vouch
for. This shelter might be discontinued if it becomes too
dangerous to hide you, at the DM's discretion.
This feature must be used with caution, for not all who
know the ballad are your friends. Some are traitors,
counterspies, or agents of tyranny.
SUGGESTED CHARACTERISTICS
Grinners are trained in the art o f secrecy and innuendo,
and are skilled at hiding in plain sight by being the
loudest and brightest person in the room. Their skills
in subterfuge and combat lend themselves well to an ad
venturing lifestyle, and traveling with mercenaries and
treasure hunters creates a convenient excuse to journey
through lands bent under tyranny.
G R I N N E R P E R S O N ALITY TRAITS
d8 Personality Trait
l I love the spotlight. Everyone, look at me!
2 Give me a d r i n k and I 'm your friend.
3 Tal k to me about yourself. I 'm a hell of a listener.
4 I hate to start fights, but I love to fi n ish them.
5 I can't sit still.
6 I 'm always h u m m i ng an old tune from my past.
7 When I don't have a reason to smile, I 'm miserable.
8 I 'm lucky like you wouldn't believe.
G R I N N E R I D EALS
d6 Ideal
Revolution. Tyrants must fa l l , no matter the cost.
(Chaotic) D R . D R A N "l E L ,
THE GRINNER
2 Compassion. The only way to make a better world
is to perform small kindnesses. (Good)
3 Justice. A nation built upon just fou ndations will
uphold freedom for all. (Law)
4 Expression. M usic, joy, and laughter are the keys to G R I N N E R FLAWS
freedom. (Good) d6 Flaw
5 Self-Determination. People should be free to do as I 've n ever l i ed once in my l ife. What? No, I 'm not
they p l ease. (Chaotic) crossing my fingers!
6 Vigilance. A free people m ust be carefully taught, 2 I do everything big! Su btlety? I don't know the
lest they be misled. (N eutral) meaning of subtlety! Oh, that's a problem?
3 Being a spy in wartime is painfu l . I 've seen so much
G R I N N E R B O N DS suffering, I th i n k I 'm losing my m i n d .
d6 Bond 4 I c a n ' t focus on my m ission. I j ust want t o carouse
and sing and play!
I lost someone i m po rtant to an agent of the Dwen
dalian Em pire. That regime will fa l l . 5 Yeah, that's my name. Yeah , I 'm a Grinner s py. Who
cares about staying undercover?
2 The fi rst people to be hurt by this war wi l l be the
common fol k . I need to protect them. 6 I can't afford to trust anyone. Not. Anyone.
ACOLYTE ( LUXONBORN)
Every acolyte is a servant of some god. But you serve the
Luxon, a being that you believe transcends godhood and
created the cosmos. No mere priest, you are a student
of potential, for the Luxon is potentiality incarnate. Your
Shelter of the Faithful feature applies to all who ven
erate the Luxon, and to all who practice the art of dun
amancy that the Luxon bestowed upon the world.
= Waves
..... = Door
$ = Palm Tree
= Statue of Kord
.· = Sandy Beach
• = Pillars
• = Cottage
1•1 = Chairs and Tables
OTHER FLORA ISLE LOCATIONS Storm Lord, patron deity of Palma Flora's shark hunt
The following areas, labeled PS through PIO on map ers. Most travelers throw a silver piece in for good luck.
5.1, are specific locations on Flora Isle. When the char The pool presently contains 36 sp, but stealing these
acters return to the ruins of Palma Flora in the last part offerings is frowned on by the villagers. Several market
of the adventure, all these areas are in ruins or have stalls selling fresh fruit stand just north of the square.
been swept away by the waves.
PS. Bridge. This bridge once connected Flora Isle to SEAFARERS
the rest of Palma Flora on the mainland. It is destroyed Having escaped the destruction of Flora Isle, the char
when the earthquake rocks the island. acters can take stock of their situation and make some
P6. Cliffs. Unlike the gentle, sloping beaches along new acquaintances. After the characters depart the
the rest of the island, the north end of Flora Isle is a docks on Wavechaser, read:
sheer cliff 10 feet high.
P7. Farmer's Cottage. A farmer raises pigs and chick
ens in the pen adjacent to this house. r Flora I s l e and the rest of Palma Flora grows ever smaller
P8. Docks. Three ships are docked on the east side
of the island. One is a caravel named Wavechaser (see I on the horizon as Wavechaser cuts through the choppy
waters of the Lucidian Ocean . Several refugees from the
l
area P4). The others are skiffs named Tradewind and v i l l age are h u d d led on the deck of the ship, while the
Blushing Elf, respectively. Both skiffs flee the docks im
crew tends to t h e vessel.
mediately after the earthquake.
P9. Tavern. The three-story Riptide Inn and Tavern
is the tallest building on Flora Isle. Most visitors to the This part of the adventure is an opportunity for the char
island stay here. The tavern's ground floor is open to the acters to catch their collective breath, interact with some
air and looks out at the waves. of the NPCs on the vessel, and plan their next moves.
PIO. Public Square. In the center of Flora Isle stands
a wishing pool looked over by a statue of Kord the
-+
-+I -
1 square = 5 feet
C HARACTER ADVANCEMENT
A bu rly, hairy man is playing a card game with some of
At some point during this part of the adventure, ideally
at the end of your first session of play, each of the char the refugees. A half-ore gazes out at the waves, as she
acters advances to 2nd level. Where you place the end smiles at a dolphin leaping through the shi p's wake. A
of your first session is up to you, but two good points to you ng male elf with pale-green skin and watery eyes i s
conclude a game are when the characters first board speaking to a female dwarf with a t h i c k , knotted beard at
Wavechaser, and when they speak with Captain Three
the s h i p's helm. A handsome, m uscle-bound man is fli rt
Earrings and decide their next destination (see below).
i n g with one of the refugees.
WAVECHASER
Map 5.2 represents Wavechaser and can be used to rep
Most of the crew of Wavechaser are secretly Revelry pi
resent other ships as well.
rates, as is the captain of the ship-a female tabaxi with
Wavechaser is a type of vessel known as a caravel,
snow leopard-like spots named Three Earrings (on ac
which is equipped for navigating coastal waters. The
count of her three earrings). The captain is in her cabin,
ship can carry twenty passengers comfortably. Though
plotting the ship's next move.
it's a sturdy vessel, it's not built for the open ocean. The
If you want to roleplay the interactions between the
Revelry-controlled island of Darktow is the farthest this
characters and the crew, you can fill these NPCs with
ship could feasibly travel.
as much personality as you want, making them fully
Wavechaser is outfitted with two ballistae on its stern
fleshed-out characters:
for ship-to-ship combat. The ship's store of iron-tipped
ballista bolts is kept in the hold to keep their wooden Boerth (Male Human). This darkly handsome, chaotic
shafts from rotting. A ballista's game statistics are de neutral bandit is heavyset and strong, and has a keen
scribed under "Siege Equipment" in chapter 8 of the mind for games of chance. He hails from Port Damali.
Dungeon Master's Guide. Boerth doesn't trust anyone-especially his fellow
Revelry sailors.
INTERACTING WITH THE CREW Dajarkal (Female Half-Ore). This lawful neutral druid
The crew members of Wavechaser are all easy to spot as is soft-spoken and likes animals more than other
they attend to their duties around the ship. Read: people. She joined Wavechaser's crew a week ago
[
Flora have been at odds for generations, since Palma
the characters (see "Three Earrings's Plan" earlier in
Flora hosts an annual shark-hunting festival.
this adventure), the night passes uneventfully. Read:
A young female sahuagin named Selachai recently
took charge of the Sharkfeather clan and wields un
[
usual powers. She carries a magic scepter that has Seagu lls squawk and chase behind you as Wavechaser
been recognized as a rod ofretribution, which has be sails on to your next port of call. N ight settles a ro u n d
come a conduit for unearthly levels of magical power.
you, the crew guided only b y the l ight o f the stars.
(The rod is a new magic item detailed in chapter 6.)
No one knows exactly how this young sahuagin man
aged to cause an earthquake powerful enough to drag The characters' decision on where to travel next might
Flora Isle under the waves, but that isn't important. be the point that marks the end of the first session of
What is important is finding a way to delve beneath this adventure. If you ended the first session before
those waves and take the scepter from Selachai. Do completing this section, this is still a good place to take
ing so would stop her from causing any more chaos, a short break before continuing into the next part of the
and the relic would doubtlessly sell for a pretty penny adventure. Remember that the characters should now
on the black market. be 2nd level.
Three Earrings wants to sell the treasure and split
it three ways-a third to her and the ship's upkeep, a HUNGER OF THE DEEP
third to the crew, and a third to the adventurers. She
Once the players are ready t o begin this last section of
offers them a total of 500 gp as their one-third share if
the adventure, read or paraphrase the following to set
they help her retrieve the rod.
the scene:
A number of nearby ports or islands are good sites for
Wavechaser to dock, unload its refugees, and find gear
that could help a group of brave adventurers take on "Wake up, travelers!" The voice of Boerth, one of Wave
the sahuagin in their underwater lair. chaser's crew members, rouses you from s l u mber. The
If the characters tell Three Earrings that they want to sun i s barely a bove the horizon, but you can just make
challenge Selachai, she lays out several of the ports of out the docks of a port through the porthole wind ow of
call they could visit before turning about and sailing for
your cabin . " It's past d awn and time to get movi ng."
the Sharkfeather Abyss. If the adventurers would rather
leave this mess behind them, she scowls and scoffs, but
eventually acquiesces. The captain agrees to drop the When the adventurers emerge from their cabin, they
party off in Port Damali, where she hopes to find "a few find that the refugees from Palma Flora are packing
sellswords with real courage." up the few possessions they were able to save. They
thank the characters again for their rescue before go
PORTS OF CALL ing ashore. One of the refugees has business contacts
For characters set on returning to Flora Isle and facing in the port, and can arrange to help the other refugees
down the sahuagin threat, three viable ports are close find shelter and plan their next moves. He is also able to
by, any of which would take in the refugees and let the draw on funds as a final reward for the characters' assis
characters seek supplies for their mission. Chapter 3 tance-5 gp per refugee brought on board.
has more information about all the following locations: If the characters made friends with any of these NPCs
Bisaft Isle. This tiny island has a small port. A shaman and want them to stay, they can encourage them to hang
Jiving in the hills beyond the port might be able to pro around the ship and continue traveling with them. Oth
vide the characters with a charm of water breathing erwise, all the refugees leave the adventure here. You
(see "Charms" in chapter 7 of the Dungeon Master's can reintroduce these NPCs when the characters return
Guide). The charm allows the character to cast the wa to any port in the Clovis Concord, if either you or the
ter breathing spell, after which its magic fades. players want to see them again.
Brokenbank. This village is the smallest settlement
recognized by the Clovis Concord but is nonetheless
filled with foreign ships. An apothecary here might be
C H APTER 5 I ADVENTURES IN WI LD E M O U NT
216
VICTORY
If the characters prevailed in the battle against Selachai,
DANGEROUS D E SIGNS
the rod ofretribution falls from her lifeless hand and A war criminal i s broken out of prison by well-armed
settles in the sand as any remaining foes flee into kobolds working for a mysterious mastermind who
the murky depths. When the characters return to the threatens the gnomish city of Hupperdook. "Dangerous
surface with the rod, Three Earrings and her crew Designs" is an adventure that takes characters from 1st
throw down rope ladders and bring them aboard. The to 3rd level, and which introduces them to the Western
captain of Wavechaser is conflicted. She asks for the rod Wynandir region of the continent under the rule of the
of retribution straight away no matter what. However, Dwendalian Empire. This region is geared toward ad
depending on the characters' actions, she might have ventures that involve monster hunting, political intrigue,
formed a bond with them over their brief time together. and the war with Xhorhas.
Three Earrings's Resolve. If any of the characters If your players are using the heroic chronicle to cre
convinced Three Earrings not to think of them as pawns ate their characters (see chapter 4), they might wish to
earlier in the adventure, she resolves to treat all the create characters who grew up in the Zemni Fields or
characters as friends now. She welcomes them back Marrow Valley, giving them a closer connection to this
onto Wavechaser with a huge smile, then asks the ad region and to the Dwendalian Empire. For characters
venturers to come with her to the pirate haven of Dark not from Western Wynandir, the players should consider
tow. "There's no use in being subtle about it," she says what has drawn those characters to Hupperdook. Be
with a shrug. "I need to fence this thing in order to get cause this adventure ties directly to the Kryn Dynasty's
you your gold. No place to do that but in Darktow." conflict with the Dwendalian Empire, you can also ask
If the characters refuse the offer, the tabaxi sadly each player to consider their character's stance on the
accepts their decision-but she draws her cutlass and war and how the war might tie into their background.
half-jokingly threatens to gut them if they ever betray
her in future.
STORY OVERVIEW
If the characters go with Three Earrings, she is true The characters are drawn into this adventure in the
to her word. She even invites the party to join her as pi lower regions of the city of Hupperdook, an industrious
rates on Wavechaser-and hints that they could earn the gnomish enclave where long days of hard work in the
command of their own ship if they stick with her. From forges and scrapyards end with evenings of extensive
this point, your campaign can continue with the charac celebration and debauchery. A brilliant human engineer
ters as pirates along the Menagerie Coast, or they could named Huron Stahlmast was assigned to Hupperdook
mutiny and try to take Wavechaser for themselves. by the Dwendalian Empire, where he led the develop
Three Earrings's Treachery. If Three Earrings ment of weapons for the war against the Kryn Dynasty.
wasn't convinced to value the adventurers as her After years of rising disapproval of his ideas and meth
friends, she demands that they give her the rod. If they ods, Stahlmast was ousted by the folk of the city due
don't hand it over, she threatens to take it by force. If to his eccentric experimentation and brutal means of
the characters continue to resist, Three Earrings and testing his weapon designs. Shamed and without funds,
Wavechaser's crew all fight them. If the characters are the inventor allowed his dark hatred to push him to meet
defeated, Three Earrings orders the crew to throw any with agents of the Kryn Dynasty, seeking aid that would
survivors in the brig. let him complete his work and enact his revenge.
"They know too much now," she growls bitterly. "The With the Kryn resources now funneled to him, Stahl
Plank King will know what to do with them." mast has amassed and trained a force of kobold min
If the adventure ends this way, the characters are in ions to help him steal resources from Hupperdook and
a rough spot. Their next destination is a prison-and establish a secret subterranean base deep within the
possibly an execution-in Darktow. They might have to Silberquel Ridge. As construction of his experimental
join the Revelry, or try to escape their prison and stow weapons nears completion, Stahlmast plans to use
away on a pirate ship. Or perhaps Moonbeam will return those weapons against the empire that cast him aside.
and intercept Wavechaser as it returns to Darktow. The Stahlmast's plot to take over Hupperdook and hobble
choice is yours! the military might of the Dwendalian Empire's gnomish
war machine begins with a prison break. The target is
C HARACTER ADVANCEMENT a Kryn operative whose assistance Stahlmast needs.
At the end o f this adventure, the characters reach 3rd From there, the characters are drawn into the grow-
level. With this experience under their belts, they can ing chaos orchestrated by Stahlmast and his minions,
set off on any number of possible adventures across the chasing down leads and eventually confronting the mad
Menagerie Coast-or even leave this realm behind and inventor within his mountain lair.
travel to another part of Wildemount.
As the characters level up, you can ask the players
ADVENTURE SUMMARY
where they want to adventure next, or ask what excites In the first part of the adventure, even as the characters
them most about adventuring on the Menagerie Coast. arrive in Hupperdook, a jailbreak sees a dangerous
Use their responses and suggestions to plan your next goliath prisoner of war named Sken Zabriss freed by
adventure. a group of cloaked kobolds. Their violent escape route
crosses the characters' path before they flee into the
night. The city's watchmaster, Bram Gulchswattle, hires
C HAPTER 5 I ADVENTURES IN W I L D E M O U NT
220
introduce themselves as such. Either way, he offers to Members of the Crownsguard are on site. They try to
hire them. He describes the runaway goliath as Sken keep the characters away from the scene, though char
Zabriss, a prisoner of war, but has no idea who the acters can talk their way past these guards by showing
kobolds were. He offers a bounty of 500 gp to anyone their delegate emblem or convincing the guards that
who will hunt down and bring Sken back, as well as they've come to help with a successful DC 12 Charisma
investigate who was responsible for breaking her out. (Persuasion) check.
Bram offers 250 gp up front. If the contract is accepted, When the characters are led to the scene of the es
he presents the characters with a copper-and-gold badge cape, read:
that indicates they are working under his authority.
While the emblem is visible, all the characters have ad
A ten -foot-wide hole edged with twisted steel and jagged
vantage on Charisma (Persuasion) checks made to pry
information from stubborn citizens of Hupperdook. rock opens up above a pile of rubble. Beyond the h o l e is
Where to Go from Here? The characters can travel a badly d amaged stone prison cel l , little more than soot
across Lower Hupperdook to hunt down their quarry. stained wa l l s and an overturned bed cha rred on one s i de.
If they ask Bram for guidance on where to look first, he A thin skylight a bove the hole matches others alongside
points them in the direction of the smoking hole in the
it in the steel wal l , and was apparently the cel l ' s window.
side of the mountain, at the site of Gearhole Prison.
A mangled chamber pot is e m bedded in the right wall,
H 2 . GEARHOLE PRISON where a elf i n a long leather coat is pulling it from the
If the adventurers head toward Gearhole Prison, read: stone. She pockets three cha rred p ieces of paper from
the brass pot before turning and acknowledging you r
It's easy to see the metal l i c sheen of many tall steel presence.
plates affixed to the mountainside-the outer wal l s of
Gearhole Prison. Moonl ight and still-smoldering fi res The elf asks the characters their business, and intro
fram e the bil lowing s moke that pours from a gapi ng duces herself as Yinra Emberwind (see her stat block
cavity i n the rock and metal, marking the violent escape later in the adventure), a bounty hunter who heard the
route taken by the goliath and her acco m plices.
KOBOLD UNDERLING
Smaff humanoid (kobold), lawful evil
STR DEX CON INT WIS CHA Senses darkvision 6 0 ft., passive Perception 9
1 6 (+3) 1 1 (+0) 1 5 (+2) 1 3 (+l ) 10 (+O) 12 (+l) Languages Common, Draconic
Challenge 1 /8 (25 XP)
Senses passive Perception 1 0
Languages Common, Dracon ic, G iant
Challenge l (200 XP) Messy End. The kobold explodes 3 rounds after it d ies, or i m
mediately if it w a s k i l l e d b y a critical hit. T h e explosion destroys
the kobold's body, leaving its equi pment behind. Each creature
Powerful Build. S ken counts as one size larger when deter within 5 feet of the explod i n g kobold must m a ke a DC 10 Dex
mining her carrying capacity and the weight she can push, terity savi ng th row, taking 4 (l d8) bludgeoning damage on a
d rag, or lift. failed save, or half as much damage on a successful one.
Special Equipment. Sken wears a ring of obscuring. With it, she Pack Tactics. The kobold has advantage on an attack roll
can cast the fog cloud spell centered on herself t h ree times per against a creature if at least one of the kobold's allies is with i n 5
day. The cloud lasts for l min ute (no concentration req u i red). feet of the creature and the ally isn't incapacitated.
�O\N'C,l"'· -...�....---
.
"Other Hupperdook Locations" later in the adventure),
�c,�k. ,)
where he often spends his evenings after work.
lc1"'�
Master Maker CleffTinkertop. Cleff is an amiable
•
middle-aged gnome, albeit a bit absent-minded and
easily distracted. Rissa is sharp and keeps her father on
track as best she can. If they are asked about explosives
or shown the bronze shrapnel, they direct the charac
ters toward the Firemark Facility (area HS), the only
l
ble has been dumped into a corner strewn with scraps
Trave l i n g to the north end of the I ron lot, you approach and garbage. Searching through the refuse reveals a
the h u mble abode that S leese Firem ark d i rected you to number of torn parchment notes, one of which provides
ward. The green-painted wooden walls are streaked with
a clue to the location of Silver Falls. (Show the players
handout B.)
l
d irt washed down by the rai n . A sign hanging on the front
Treasure. Characters who sift through the wreckage
door reads: " Si ckness wit h i n . Do n ot d i stu rb." Curtains at find a pouch of blasting powder (see the "Alchemical
the windows a l l appear to be closed. Items" sidebar).
C HAPTER 5 I ADVENTU R E S J N W I LD E M O U NT
H9. Neverbend Smithy. Long run by the Neverbend
family of gnomes, this is the place to go for arms and ar
mor, as well as general smithing needs. Standard metal
weapons and armor, as well as metal-based adventuring
gear, can be purchased here.
HlO. Ironside Barracks. Built across from Gearhole
Prison, this squat, metal-reinforced barracks is home
to most of the Crownsguard and Righteous Brand
soldiers stationed in Hupperdook. Watchmaster Bram Of ;i_ll the sources we mine from
Gulchswattle can often be found here.
Hll. Sootswallow Lodge. The largest (and one of the within the $ilberquel. my yield of
only) taverns operating below the Idleworks Shelf, the
Sootswallow Lodge caters to the builders and makers s;i_/tpeter still proves the most pure
of the Ironlot during work hours, then plays home to
the sketchier elements of Hupperdook by night. A fence
;tnd powerful! The Firem;trks,
named Udoth who keeps a room here in the evenings is
always in the market for adventuring goods, which he
pry ;ts they might, will h;tve to respect
buys for 75 percent of their value rather than 50 percent.
H12. The Armavault. A majestic 30-foot-high steel
door sits flush with the rocky wall of the mountain here.
my expertise ;tnd contributions to the w;tr effort.
Beyond the door, a heavily guarded interior hall expands
into a long corridor lined with massive alcoves housing The sheer volume of unt;tpped gu;tno in thJt c;tvern
stored siege weapons.
H13. Silberhaul Mines. This gated courtyard con behind the top of the falls is inv;t/u;tble, ;tnd once
tains the many entrances to the deep tunnels and ore
veins of the Silberhaul Mines. I have enough m;trked interest from the Firem;trk
H14. Winch Lift. These giant steel platforms lifted by
impressively large chains carry heavy equipment and facility, I'll let them help in harvesting my secret c;tve.
large groups of people between the Ironlot and the Idle
works Shelf.
H15. Upper Hupperdook. The upper part of the
city is divided into two main sections-the Idleworks
Shelf and Silver Falls Grove. The Idleworks Shelf is a li A N D O U T B: N 1 MA ' s N o T E
largely recreational district that houses the city's eve
ning celebrations, and is home to the empire-renowned ASCENDING THE MOUNTAIN
Blushing Tankard tavern. Wrapped around the water
fall lake that gives it its name, Silver Falls Grove is the As the adventurers leave Hupperdook to climb up the
residential core of Hupperdook, its streets dense with Silberquel Ridge toward the top of the Silver Falls, read:
elevated stone-and-metal towers that house families at
every level.
You leave the smoky atmosphere of the city for cleaner
m o u ntain air as you begin your hike u p the treacherous
ALC H E M I C A L ITE M S
h eights of the S i l berquel Ridge. The steep c l i m b grows
This adventure features two new alchemical items, each
described below. more and more p recarious as you go, with pathways
Blasting Powder. This volatile alchemical powder comes becoming thin and hard to traverse among the cliff-side
in a small pouch. When ign ited by an open flame or a fuse,
trees and gray rock of the m o u ntainside. You keep the
the powder explodes. Each creature within 5 feet of the ex
plod i n g pouch must make a DC 1 3 Dexterity saving th row, silver l i n e of the tumbling waterfall always i n your sights,
taking 3d6 bludgeo n i n g damage on a fa i l ed save, or half as a guide toward your h opeful d estinatio n .
much damage on a successful one.
A character can bind m ultiple pouches of blasting pow
der together so they explode at the same time. Each addi The mountain pass is rugged but its paths are easily
tional pouch i n creases the d amage by l d6 (maxi mum of navigable, requiring no ability checks to climb. Ascend
1 0d6) and the blast rad i u s by 5 feet (maxi mum of 20 feet) . ing to the peak of the Silver Falls at an average pace
Explosive Seed. This acorn-sized sphere of brass con normally takes six hours. A successful DC 14 Wisdom
tains a small amount of blasting powder and a clockwork
(Survival) check locates recent kobold tracks leading
trigger. An explosive seed can be th rown up to 30 feet as
up the mountain, cutting that travel time in half. For
an action, detonating on i m pact. Each creature withi n 5
feet of the exploding seed must make a DC 1 0 Dexterity each hour of travel, roll a d8 and consult the Random
saving throw, taking l d8 bludgeon i ng damage on a fa iled Mountain Encounters table to see if any denizens of the
save, or half as much damage on a successful one. mountain cross paths with the characters. If you roll the
same encounter twice, reroll. You can alternatively se
lect an encounter (or multiple encounters) to liven up the
characters' journey.
C HAPTER 5 I ADVENTURES IN WI LD E M O U NT
227
the first part o f the adventure) completes their contract STEEL D OOR
and allows them to collect their reward. The characters If the characters recovered an undamaged lead key
can then take some time to rest and handle any busi from any of the kobold minions or Sken, they can easily
ness they might wish to conduct in Hupperdook. unlock the door. Otherwise, it can be opened with a
You can read or paraphrase the following text to com successful DC 20 Dexterity check using thieves' tools.
plete this part of the adventure: Savvy players might also think to try blowing the lock
open with blasting powder. Doing so requires one pouch
of blasting powder, tinker's tools, and a successful DC
With a successfu l mission beh i n d you and your hard
12 Intelligence check, but alerts Stahlmast and his min
earned reward paid out, you have a chance to give more ions to the characters' approach.
thought to the steel door you saw behind the waterfall
a n d the nefarious p l ots that Stah l mast i s h atchi ng to ENTERING THE LAIR
When the characters move beyond the steel door, read:
p u n ish the fai r people of H u pperdook.
im$$m = Door
S = Secret Door
1 square = 5 feet
This n atural cavern is reinforced by s u p po rt beams Three long tables occupy the center of this square cavern,
across its fifty-foot length. A s mooth p i l l a r of stone rises a l antern dangling above them. The wa l l s a re adorned
i n the center of the cave to a height of eight feet, nearly with hooks and loops that hold digging tools and basic
touching the ten-foot-h igh cei l i ng. The tunnel conti nues weapons i n a d isorgan ized fashion. A large chest is set
beyon d the cavern, c u rv i n g abruptly to the west and out beneath one table, and a door stands closed to the north.
of sight.
I
the end of this adventure).
Fl ickering lanterns i l l u m inate this spacious cavern, Secret Door. Any character with a passive Wisdom
which features th ree tables s u rrou n ded by chairs. Three (Perception) score of 17 or higher, or who succeeds on
kobolds are sitting around the central table, playing cards a DC 17 Wisdom (Perception) check, notices a thin slab
for copper pieces. M ugs and scattered p i les of playing of rock that hides a hidden passageway. This passage
leads into Stahlmast's bedroom in area L18.
cards l itter the blade-scarred tabletops. A dozen small
cloaks hang on the wal l s from meta l l i c hooks. A passage L6 . KITCHEN
to the south bends out of view, while rickety wooden
d oors obscure a cavern to the west. Another door on the
Beyond the rickety wooden d oo rs, a rough-walled cav
north wall i s partially ajar, while a passage to the north-
ern serves as a kitche n . A cutting block to the north
east leads toward a dark cavern.
i s stained with old blood, while a low-burning fi re to
the south h eats a c a u l d ron hanging by chains. A thick,
The three kobold underlings (see the stat block pre foul-smelling soup simme rs with i n the cauldro n .
sented earlier in this adventure) playing cards are Two kobolds a r e hard a t work h ere, one cutt i n g gamy
engrossed in their game. If the characters observe the
meat at the cho p p i n g block, the other sti rri ng the soup in
game unnoticed, it quickly becomes apparent that the
the c a u l d ron .
kobolds aren't following any consistent rules. The ko
bolds attack as soon as intruders are spotted.
Treasure. Small characters-or Medium characters The two kobolds enjoy kitchen duty and flee if attacked.
who crouch down-can don the cloaks found here. Fire. A smoky fire heats the cauldron. A creature that
Doing so grants advantage on Charisma (Deception) enters the fire for the first time on a turn or starts its
checks to characters trying to pass themselves off as turn there takes 3 (ld6) fire damage.
kobold minions, as long as they remain 30 feet or more Chimney. A 3-foot-wide iron chimney rises above the
away from any ally of Stahlmast. cauldron, eventually leading outside the mountain (see
the earlier "Ascending the Mountain" section for more
information).
l
open with a successful DC 16 Strength check.
With the doors locked, Stahlmast taunts the charac Ll5 . STORAGE CHAMBER
ters via the speaking tube in the ceiling before filling
the chamber with scalding hot steam from the holes in
the wall plates. Each creature that starts its turn in the Piles of metal ingots, textiles, and other materials fi l l this
steam takes 2 (ld4) fire damage. If all four steam holes cavern, most of it disorgan ized a n d all of it clearly com
are plugged up with cloth or some similar material, the
i n g from outside the l a i r.
trap stops dealing damage, and instead backs up and
deals 4d4 fire damage to the Stahlmaster in the clock
work forge (area L19). The goods and raw materials here are worth 250 gp, but
the hoard weighs over two thousand pounds and has all
Ll3 . BLACKSMITH'S CHAMBER been stolen from Hupperdook, preventing it from being
resold there. If the characters notify Bram Gulchswattle
Tucked off to the side o f t h e passageway is a modest of the stolen goods and their location, the watchmaster
rewards them with an additional 150 gp.
bedroom conta i n i ng a fi rm mattress, a bare table, and a
Treasure. Characters who search the room thor
small, partially sculpted stone statuette. A chair is tucked oughly find a potion ofhealing.
against the table, and a pile of b roken rocks sits aga i n st
the wall beneath it. Ll6 . INFIRMARY
The small sculpture on the desk is a mostly finished rep A row of rough, b loodstained beds outfit this makesh ift
resentation of a dwarf, expertly carved. Any inspection i nfi rmary. Soi led cloths have been tossed in one corner,
of the pile of broken rocks under the table reveals them and a door stands closed to the northwest. A kobold
to be previously failed attempts at the same sculpture. sleeps soundly i n the bed farthest from the entrance.
Treasure. Even unfinished, the statuette is worth 5
gp. Characters who search the room thoroughly find a
small sack of gems hidden under the bed mattress-four The sleeping kohold underling (see its stat block earlier
opals (25 gp each), a flawed ruby (75 gp), and a flawed in the adventure) has its chest wrapped with blood
diamond (100 gp). stained bandages. If the sore and scared kobold is wo
ken up, characters have advantage on Charisma checks
Ll4. SMITHY to question it (see "Stahlmast's Minions" at the begin
ning of this section). In addition to any other information
you want to reveal, the kobold complains about the pain
Th i s cramped, u n comfortably hot chamber is outfitted
in its chest. (Stahlmast recently implanted an explosive
for a blacksmith, featuring a glowi ng forge, an anvil, and seed inside the kobold.)
a water trough. Various tools are set around the anvil,
while piles of metal ingots stand beside the entrance.
The Stahlmaster (see the stat block on the facing page) L20 . PASSAGE TO THE UNDERDARK
surges toward the characters and attacks in a final con If the characters get access to this tunnel without Stahl
frontation. If the Stahlmaster drops to 0 hit points, Hu mast collapsing the ceiling to cover his escape, read:
ron Stahlmast is ejected from the broken clockwork suit
and lands prone in an unoccupied space within 5 feet A dark, cool tunnel twists down into the mounta i n , the
of it. On his next turn, he attempts to move to the secret
air growing ever more stagnant. G lowi ng fu ngus begins
door, use his action to unlock it, and flee down the pas
sage to the Underdark (area L20). The door locks auto to appear on the walls, which gli sten with moisture.
matically behind him, and Stahlmast collapses the tun
nel 1 round later to prevent anyone from following him.
Any character who succeeds on a DC 12 Intelligence
Forge. During the fight, any creature pushed into the
(History) check understands that this passage is
open forge for the first time on a turn or starts its turn
descending into the Underdark-and knows how in
there takes 7 (2d6) fire damage.
credibly dangerous that subterranean realm is. You
Steam Trap Lever. A steel lever topped with a brass
might have ideas for other adventures that could lead
sphere is mounted on the east wall. If the lever is pulled,
the characters into the depths, but the players should
the doors to area L12 close and the steam trap in that
understand that a successful expedition would require
area triggers. If the wall holes in area L12 are plugged
research and resources. For now, the characters are
when the lever is pulled, a jet of scalding hot steam
better off heading back and finishing their business in
erupts from the forge in a line that is 15 feet long and 1
Stahlmast's lair and in Hupperdook.
foot wide, and which deals 10 (4d4) fire damage to each
creature in its area (including the Stahlmaster while it
C ONCLUDING THE ADVENTURE
remains in its initial position).
Secret Door. The secret door leading to area L20 can If Stahlmast was killed o r subdued, the characters can
be spotted by any character with a passive Wisdom (Per drag him back to Hupperdook as their prisoner. Turning
ception) score of 1 3 or higher, or by one who searches him over to Watchmaster Bram Gulchswattle with proof
the wall and succeeds on a DC 13 Wisdom (Perception) of his wrongdoings completes their assignment, and the
check. The door is locked, and Stahlmast and the drow characters receive the bounty promised them. If Stahl
ambassador from area L9 carry keys that open it. The mast got away, the watchmaster pays them 500 gp for
thwarting the mad inventor's dark plots.
R O L E P LAYI N C STA H LMAST If the characters recovered the plans to destroy Hup
Stahlmast i s a boastfu l , narcissistic i nventor who has
perdook found in area LS, Bram rewards them an ad
never been able to accept or ad mit his faults. Th is pride, ditional 300 gp. If they recovered the letter confirming
cou pled with a penchant for hazardous and i m moral test Stahlmast's relationship with the Kryn Dynasty in area
i n g of his imperfect designs, has consistently h i ndered his L18, Bram gives them an additional 150 gp.
success, pushed others away, seen him exiled from H u p
perdook, and rui ned his once-respected reputation. Driven NEW LODGINGS?
by blind vengeance, Stah lmast has become the self-styled If the characters made a positive impression on Bram,
leader of his personal army of m i n ions, determi ned to they might try to convince him to allow them to keep
p u n i sh all those who cast him aside. Stahlmast's lair for themselves once it's cleared out.
Ideal. "These stupid people didn't understand my ge Bram agrees to the deal, signing over the location to the
n i us, so I wi ll show them. They will regret their ignorance
party's care. The characters are now able to clear out
as I prove my s uperiority ... right before I crush them."
the remainder of the lair and turn it into a new-and per
Bond. "My designs, my work-they a re a part of me and
my legacy. I will do whatever it takes to see my ideas real haps somewhat dangerous-home base for their further
ized i n front of those who mocked me." adventures.
Flaw. "I a m easily goaded into anger if my plans are ever
called into question. I m ust show others precisely why I C HARACTER ADVANCEMENT
am better than them before I can dispose of them. People
At the end of this adventure, the characters reach 3rd
say that I 'm a coward when not fighting from behind my
level. You might have more adventures in mind for West
con st ructs-but they're wrong!"
ern Wynandir-especially if the characters are able to
claim Stahlmast's lair. But from this point, the course of
your campaign is up to you.
named Mila Teno (a lawful good, female wood elf scout) Tulgi Lutan's home i s a one-story, one-room log cabin.
stands guard outside the front door. If the characters Because she isn't keen on letting the characters in, the
explain why they've come, she allows them to enter the following features might be important:
1 square = 5 feet S
MAP 5.9: C R O A K E R CAVE
j
ceed on this saving throw. For each minute the creature
a pool in the southwest corner of this cavern. A large
spends submerged in a pool, it must repeat this saving
wooden b ucket with a l i d sits near the edge of the pool.
throw, gaining another level of exhaustion on a failure.
C l . ENTRANCE POOL
Three Uttolot bandits and two giant ice frogs normally
This area of the cave is close enough to the entrance
occupy this cavern. If the bandits have not yet been
that it is dimly lit by day and on clear moonlit nights.
alerted to disturbances, they are training the frogs. Add
When the characters can see into this area, read:
the following:
I This cavern reeks, and its floor i s covered i n bat guano. I north wal l . A bedroll is s p read o ut beneath the mural.
Near the crack l i n g blaze, a dwarf b u n d led i n a heavy
cloak sits on a stone chest beside an elf whose face is
covered i n d ragon tattoos. The dwarf's face is streaked
A swarm of bats sleeps among the stalactites in this
cavern. If anything disturbs the bats (including a light with pulsing blue vein s .
source or a loud noise in the cavern), the swarm attacks
the source of the disturbance. The swarm fights until
Hulil Lutan (a neutral evil, female mountain dwarf cult
reduced to half its hit points or fewer, then flees out of
fanatic with a walking speed of 15 feet, darkvision out
the cave complex. If combat breaks out in this area, the
to a range of 60 feet, resistance to poison damage, and
bandits in area C2 come to investigate.
advantage on saving throws against poison) and her
Treacherous Floor. The floor of this area is covered
apprentice, Raegrin Mau (a neutral evil, male wood
in slippery bat guano. Whenever a creature standing on
elf cultist with darkvision out to a range of 60 feet, ad
the floor takes damage, it must succeed on a DC 10 Dex
vantage on saving throws against being charmed, and
terity (Acrobatics) check or fall prone.
immunity to magic that would put him to sleep), are
C4. BANDIT CAMP both in a state of deep meditation, praying to Tiamat for
a cure for the dwarf's affliction. Even if combat broke
out in area CS, they remain unaware of the characters'
Ten e m pty bedrolls a r e arranged i n a circle around a col d presence until they are disturbed or attacked. Hulil and
fi re pit a t the center o f this cavern. Ch icken bones, em pty Raegrin are both greedy servants of Tiamat and the
wine and spirits bottles, and other food waste l itters Uttolot family. Raegrin follows Hulil's every order with
unshaking loyalty.
the floor.
Hulil is so desperate for a cure for the ailment that
is slowly killing her that she doesn't attack the char
One of the bedrolls covers the opening of a 10-foot-deep acters when she first sees them, as long as she isn't
pit trap. The trap can be spotted with a DC 10 Wisdom attacked first. Instead, she orders them to stand down
(Perception) check. If not spotted, anyone walking and demands to know why they came to the cave. A
across the bedroll falls into the pit, taking 3 (ld6) blud quick-thinking character can claim to have come to
geoning damage and landing prone. A creature that falls help Hulil (at the direction of her sister, after receiving
into the pit makes enough noise that the bandits in area a message from Tiamat, or with another appropriate ra
C2 investigate. tionale). With a successful Charisma (Deception) check
Treasure. Searching all the bedrolls reveals that one opposed by Hulil's Wisdom (Insight) check, the charac
contains an unopened bottle of Bald Dwarf Whisky ter convinces the dwarf that all the characters are her
(worth 25 gp), an alcohol made by elves in Uthodurn. allies. On a failed check, or if the characters challenge
her, Hulil and Raegrin attack.
C 5 . OLD CROAKER'S POOL Campfire. Any creature that enters the area of the fire
for the first time on its turn, or that starts its turn there,
I I
takes 3 (ld6) fire damage.
Water dripping down from stalactites i n the cei l i n g fi l ls a What HuJil Knows. If the characters convince Hulil
dark pool that completely covers the floor of this cavern. that they are her allies, or if they capture her or Raegrin
and succeed on a DC 14 Charisma (Intimidation) check,
they can learn the following information:
Croaker Cave's largest denizen-named Old Croaker
by the Uttolot bandits-has claimed this pool. It hides Hulil believes she has a disease called frigid woe.
in the water and attacks as other giant ice frogs. Old Though she doesn't know any more about the disease
Croaker is a giant toad with immunity to cold damage. than its symptoms, she's heard rumors that explorers
in Eiselcross sometimes succumb to it.
1
laugh among themselves as they enjoy a meal together. need to make Constitution saving throws.
TRAVELING TO E ISELCRO S S days before any of them might die, Hulil has at least
thirty days, and Tulgi has at least twenty days. You can
When the characters are ready to leave for Eisel make saving throws for these NPCs against the disease
cross, Elro Aldataur provides them with the following every ten days, or you can just decide their final fates.
information:
• Elro has arranged passage to Eiselcross for the char VOYAGE OF THE REMORHAZ
acters on the Remorhaz, a sailing ship owned and It takes the Remorhaz nine days to get to Syrinlya. This
operated by the Glassblades. trip could be uneventful, or you could populate the ship
• The characters will be taken to Syrinlya, an Uthodur with interesting NPCs and have the characters encoun
nian outpost on Foren, Eiselcross's largest island. ter ocean monsters, Revelry pirates, or severe weather.
Once there, they should talk to a dwarf named Orvo When the ship reaches Syrinlya, read:
Mustave, who has gone on numerous expeditions into
the wilds of Eiselcross with Urgon Wenth. The temperature has steadily d ropped si nce you left Pale
Once the characters have found the cure, they should
bank Vil lage, yet it seems to grow colder sti l l as you step
use whatever they need for themselves, then give the
rest to an elf in Syrinlya who goes by the name "the off the ramp of the Remorhaz o nto Foren. Through windy
Buyer." They can tell the Buyer to teleport the cure to snow, you can see fu r-li ned tents and yu rts a rranged in
Elro in Palebank Village. a large camp. Campfi res are whipped by the wind, with
The islands of Eiselcross are covered in ice and dwarves and elves h u d d led close to the flames.
snow, and are always well below freezing. Characters " Don't worry! It'll cool down here eventual l y ! " a jok
who don't already have cold weather gear will want to ing voice bellows over the snow. A female dwarf with
purchase it, or they will be subject to extreme cold (see
a shaggy mane of u n kempt hair bows to you . " M orgo
chapter 5 of the Dungeon Master's Guide).
Delwu r at your service. Welcome to Eiselcros s ! "
NPCs INFECTED W ITH FROZEN WoE
The characters are in a race against time to cure Irven
Margo Delwur (a neutral good, female mountain dwarf
and his family (and possibly Hulil and Tulgi Lutan, if the
werebear) has lived in Syrinlya for years. She can
characters are feeling merciful toward those two hard
show the characters around and answer any questions
ened criminals). Irven and his family have at least sixty
C HAPTER 5 I ADVENTURES lN W I LD E M O U NT
2 42
they have about the settlement, providing any of the C A N You H E LP Us?
details found in chapter 3. If the characters ask about I f the characters feel as though they need help trave l i ng
Orvo Mustave or the Buyer, Morgo points out where the wilds of Foren, they can try to convince other explor
both live. Though Morgo never adventured with Urgon ers i n Syrinlya to travel with them to recover the cure.
Wenth and wasn't a close friend, she is sad to hear of the Although most of Syrin lya's explorers are willing to help
dwarf's passing. others i n need, those explorers already have a n i m portant
Morgo and the other explorers in Syrinlya know m ission. An expedition led by Professor G ulrim Shalebrow
(see "The Diarchy of Uthod u rn " in chapter 2) went to
about frigid woe and the disease's terrible effects. If the
search for the origin of the strange magic in the region of
characters have any unanswered questions about the
M utalos months ago and has not returned. The explorers
disease, the explorers share what they know. at the camp are preparing a search and rescue m ission to
bring back G u l ri m 's party. If the characters s u rvive their
SYRINLYA quest i nto Salsvau lt, this story could serve as a hook for
As Morgo leads the characters through Syrinlya, read: another adventure.
ORVO MUSTAVE
Once the characters are settled, Morgo wishes them Morgo Delwur or any other resident of Syrinlya can
luck and leaves to prepare for an expedition of her own point out Orvo Mustave's tent to the characters. When
(see the "Can You Help Us?" sidebar). The crate con the characters approach the tent, read:
tains 50 days of rations, a SO-foot silk rope, a blanket, a
grappling hook, a miner's pick, and a book titled Adven
A campfire burns in front of this small tent, whose fl aps
ture Sexy: Impress Potential Lovers with Great Deeds
by Scanlan Shorthalt. are open. I nside the tent sits a young dwarf whose
face is scarred as though scratched by a large claw. A
THE BUYER shortsword is casually laid across his lap as he warms h i s
Morgo Delwur or any other resident of Syrinlya can
outstretched hands.
point out the Buyer's hut to the characters. It is Syrin
lya's largest yurt. When the characters enter, read:
Orvo Mustave (a chaotic good, male mountain dwarf
The p u n gent scent of i ncense fi l ls this yurt, whose walls
scout) is a curious and soft-spoken explorer. He enjoys
uncovering the secrets of Eiselcross as much as he
are pai nted with glowing arcane runes. A brass brazier
does uncovering the region's treasures. He is genuinely
b u rns brightly at the center of the floor, a ro u n d which interested in the characters' lives, and asks them lots of
are set a few p l u sh chairs, a bed, and a large stone chest. questions after inviting them to share his fire.
On one of those chairs sits a n elf reading a book. A Orvo's Story. Orvo is grief-stricken to hear about the
small d ragon with green butterfly wings is cu rled i n the demise of his friend Urgon Wenth. If the characters ask
Orvo about the blue vials that brought disease to Pale
elf's lap.
bank Village, Orvo shares the following information:
of Foren where the glacial ice is thin. Explorers call Salsvault was once a laboratory in the city of Aeor,
this region Thin Sheets. Orvo believes the ruin is as where mages who specialized in necromancy and trans
well preserved as it is because the structure was rein mutation magic crafted constructs and diseases to be
forced with magic, as were many of Aeor's buildings weaponized against their enemies. Many of the laborato
that housed hazardous materials or secret projects. ry's creations remain active, still guarding the diseases
• Salsvault is two hundred miles northwest of Syrinlya. and treasures within.
Ice mephits are drawn to the magic of something at
APPROACHING SALSVAULT
that location. Orvo and Urgon found the ruin after fol
As the characters approach Salsvault, read:
lowing one of the creatures.
Salsvault appears to have been an Aeorian lab. Orvo
and Urgon explored only three of its chambers before T h rough wi nd-whipped snow and biting col d , you n otice
being chased away by animated suits of armor. a half-su bmerged , dark-blue sto ne b u i l d i ng poki ng u p
The dwarves didn't know what the vials contained.
through t h e ice. A gray stone d o o r i s carved t o l o o k l i ke a
Orvo sold his share of the treasure from Salsvault to
face with a ha lf-exposed s k u l l . Scribed above the door i s
the Buyer. Urgon decided to hang onto his share until
he returned home to Palebank Village. the word " SALSVAU LT."
10-foot section of wall has AC 17; 27 hit points; resis must succeed on a DC 10 Constitution saving throw or
tance to bludgeoning, piercing, and slashing damage; gain one level of exhaustion. Creatures that lair within
and immunity to poison and psychic damage. the water in the complex are immune to this effect.
If an area's description notes a locked door, the lock
can be picked with a successful DC 15 Dexterity check DENIZENS OF SALSVAULT
using thieves' tools, or the door can be forced open with Many of the creatures the characters can encounter in
a successful DC 18 Strength check. Fero! Sal (see area Salsvault have similar characteristics and tactics.
Sl 7) carries a master key that locks or unlocks all the Beasts. Several sea creatures haunt the submerged
doors in Salsvault. areas of the complex. These beasts attack characters
Aeorian Robes. The undead in the complex wear who enter the water, fighting until reduced to half their
archaic-looking robes. With a successful DC 12 Intelli hit points or fewer before fleeing.
gence (History) check, a character recognizes the robes Constructs. When Salsvault crashed into Foren, a
as being of Aeorian style. The characters can also find number of its construct guardians survived. Those con
intact robes of the same style in the complex. Constructs structs continue to guard the complex, fighting intruders
and zombies in the complex don't attack a character until they flee Salsvault. The constructs won't leave the
wearing intact robes, unless the character attacks first. complex willingly and won't pursue characters who do
Eastern Slope. Salsvault is tilted in the ice, with its so. The constructs don't attack the undead of Salsvault,
east side lower than its west side. Every area within the understanding on some level that those undead are the
complex features a gentle slope downward to the east. remains of the people who created them.
Light. Unless otherwise noted, wall sconces with Undead. The humanoids working in Salsvault died
continual flame spells cast on them brightly light the when it crashed into Foren. Just before impact, Fero!
interior of Salsvault. Sal, the necromancer in charge of Salsvault, released an
Temperature. Though Salsvault's interior is guarded experimental disease that caused any humanoids who
from wind and snow, the temperatures within the struc died in the complex to return as undead. Most of those
ture are still well below freezing. affected returned as zombies that attack intruders on
Water. Some areas of Salsvault are partially filled sight and fight to the death. Fero! returned as a wight
with seawater flowing in from beneath the ice of Thin and has continued to work obsessively in his personal
Sheets. A creature that starts its turn in the frigid water lab (area Sl 7) ever since. Because of the cold here, all
the undead are relatively well preserved.
I
The heavy stone walls of this room dampen the col d and stark contrast to the rusty pieces lying nearby.
the howling wind outside. An i n s cr i ption i n what looks
l i ke Draco n i c runes is carved i nto the east wal l .
Rescue Mission. One of the blacksmiths who worked
in this chamber was crushed by a stone table that broke
The inscription is in a n archaic version o f Draconic into rubble when Salsvault crashed into Foren. Since
that was spoken in ancient Aeor. It can be read by any then, the blacksmith has been a zombie restrained be
character who can read Draconic with a few minutes neath the rubble and unable to break free. Any character
of study, or by anyone with access to a comprehend who examines the feet notices them twitching with a
languages spell or similar magic. The message reads: successful DC 1 2 Wisdom (Perception) check.
"Welcome to Salsvault! Visitors, please wait here for an If the characters want to help the "victim" under the
escort, and DO NOT TOUCH ANYTHING WITHOUT rubble, one character can remove enough rubble to free
PERMISSION." the zombie in 10 minutes. Multiple characters working
If the characters make any noise louder than a whis together can reduce the time proportionately. As soon as
per in this chamber, the suits of animated armor in area it is freed, the zombie attacks.
S3 come to investigate. Treasure. The zombie wears an apron containing a
Locked Door. The door that leads to area S4 is set of damaged mithral smith's tools (worth SO gp).
locked (see "Salsvault Features," at the beginning of
this section). S4. FRIGID WOE LABORATORY
Open Door. The door that leads to area S2 is slightly
ajar. A character who examines the door and succeeds
Smashed stone tables l itter the floor in this chamber.
on a DC 10 Intelligence (Investigation) check notes that
Two stone chests built into the floor stan d next to each
it was recently forced open (by Urgon and Orvo when
they explored Salsvault).
j
wal l . A layer of fi n e sand coats the inside of the chests Chests. These stone chests are locked (see "Salsvault
and the floor around them. Features" at the beginning of this section) and magically
trapped. When a creature makes a failed attempt to pick
the chest's lock, or attacks or attempts to force the chest
If the characters make any noise louder than a whisper open, the chest shoots a beam of cold energy at the
in this chamber, the suits of animated armor in area S3 creature. The beam is +4 to hit and deals 4 (ld8) cold
investigate the noise. damage on a hit.
Any examination of the chests reveals that they are A character who searches the exterior of either chest
built into the floor. A character who examines the sand and succeeds on a DC 13 Wisdom (Perception) check
on the ground near the chest and succeeds on a DC 1 2 finds an archaic Draconic word for "ice" carved in tiny
Wisdom (Perception) check notices two sets o f dwarf letters near the hinges. With a successful DC 10 In
sized boot prints (from Orvo and Urgon) as well as two telligence (Arcana) check, a character senses that the
sets of boot prints made by human-sized feet (the ani inscription is connected to a trap. Scratching out the in
mated armor from area S3). scription with a tool or a weapon causes the trap to stop
functioning on that chest.
S3 . ANIMATED ARMOR LABORATORY Each chest is packed with fine sand, within which are
nestled two vials of frigid woe (see the "Vials of Frigid
Pieces of rusty plate armor are scattered about this Woe" sidebar earlier in this adventure).
Iron Lever. A character who examines the lever no
chamber a m i d the rubble of destroyed stone fu rniture.
tices spots of faded red paint on it with a successful DC
An anvil built i nto the floor stands i n front of a cold 13 Wisdom (Perception) check. As an action, a creature
furnace to the southwest. Across the room from the fur can pull the lever down, causing flames to shoot down
n ace, two h u manoid feet stick out from a pile of rubble. from the ceiling in area SS. Even with the door closed,
a hiss can be heard in this area when the flames are ac
tive. A creature can use an action to push the lever back
Two suits of animated armor normally stand guard in up, which shuts off the flames. See area SS for more
this chamber. If the armor didn't leave to investigate dis information on this hazard.
turbances in areas Sl or S2, both suits are here when Locked Doors. The doors from this area to areas Sl
the characters arrive, and you can add the following: and SS are locked. The door to area SS is also trapped.
I I
A wave of heat h its you from the wall of roi l i n g flame that Footlockers are tucked beneath four beds attached to the
fi l l s t h i s area, shoot i n g down from the ceili ng. north and south wal ls. I n the middle of the roo m , fou r
zombies in tattered robes sh uffle aro u n d , softly knocking
i nto one another without caring.
If the flames are off, read:
I I
The four zombies attack as soon as they see intruders.
The only things to be seen in this room are eight chests
The footlockers are empty.
built i nto the floor along the far wal l .
SlO. FEROL SAL'S CHAMBER
The door to Fero! Sal's personal quarters is locked.
I f the flames are active, each creature that enters this
When the characters can see this area, read:
area or starts its turn there must make a DC 12 Dexter
ity saving throw, taking 4 (ld8) fire damage on a failed
save, or half as much damage on a successful one. This room is in immaculate condition, apparently having
If the flames aren't active, a character who succeeds been cleaned u p after the destruction seen el sewhere
on a DC 13 Wisdom (Perception) check notes a faint oily
in the com plex. A crisply made bed stands at the center
smell in the room and notices pin-sized holes covering
the ceiling. of the west wa l l , with small tables off to either side. The
Chests. Each chest is locked (see "Salsvault Features" room also contai n s a stone desk set with a chair, and a
at the beginning of this section), packed with fine sand, chest b u i lt i nto the floor.
and contains three vials of frigid woe (see the "Vials of
Frigid Woe" sidebar earlier in this adventure).
Though the undead Fero! no longer sleeps here, he and
S 6 . NORTH HALL the zombies tidied up his personal space after Salsvault
Three human zombies in tattered Aeorian robes roam crashed into Eiselcross.
this hall aimlessly and attack intruders on sight. Chest. The chest contains Ferol's treasure (see be
low), along with a swarm of undead snakes that attacks
S7. UNOCCUPIED DORM any creature that opens the chest. The swarm uses
I I
the stat block for a swarm of poisonous snakes, with
these changes:
Four u n made beds are b u i lt i nto the east a n d west wa l l s
here, each with a footlocker tucked beneath it. • The swarm is made of Tiny undead that don't require
air, food, drink, or sleep.
• The swarm has immunity to poison damage and the
One of the footlockers holds an intact Aeorian robe (see poisoned condition.
"Salsvault Features" at the beginning of this section). Desk. Any search of the desk turns up a bottle of
dried ink, several used quills, five sheets of blank parch
S 8 . RUINED DORM
ment, and a piece of paper with a faded message written
Salsvault's crash into Foren destroyed the magic torches
on it in archaic Draconic. A character who understands
in this room, leaving it shrouded in darkness. When the
Draconic can spend a few minutes to piece together
characters can see into this area, read:
the meaning of the note, or it can be deciphered with
a comprehend languages spell or similar magic. The
note reads:
Treasure. The chest contains 1 ,006 sp, 45 ep, and Sl4. SOUTH HALL
201 gp in Aeorian coinage. Three well-preserved human zombies in tattered robes
roam this hall aimlessly, attacking any intruders that
Sll . KITCHEN catch their attention.
Salsvault's crash into Faren destroyed the magic torches
in this room, leaving it shrouded in darkness. When the Sl5. ANIMATED WEAPON STORAGE
characters can see into this area, read: The door to this room is locked. When the characters
can see into this area, read:
j
Broken blades, cracked hammers, frost-rotted spears,
the floor of this kitche n . A steel stove is b u i lt i nto the
and other ruined weapons are spread out across the
west wal l .
floor, fal l e n from the empty i ro n weapon racks that l i ne
the wall s .
When the characters enter the room, four animated
kitchen knives fly up from the floor and attack. The
knives are flying swords, with these changes: The mages of Salsvault stored animated weapons in this
room, most of which were destroyed in the crash. Five
Each knife is a Tiny construct with 12 (5d4) hit points
flying swords lay among the debris, attacking any char
and a challenge rating of 1/8 (25 XP).
acters who enter.
Instead of a longsword attack, each knife makes a
The broken weapons on the floor make this area dif
melee attack (+4 to hit) that deals 3 (ld4 + 1) piercing
ficult terrain. Any creature that falls prone in this room
damage on a hit.
takes 2 (ld4) piercing damage.
Old frozen cheese, bread, meat, and produce cover the
floor, all well rimed and inedible. Sl6. GOLEM LABORATORY
As the characters approach this room, read:
Sl2 . D INING HALL
I
A large red X is pai nted across the stone door before you.
j The remains of broken tables and chairs are piled along Violent banging and the sound of heavy objects being
l
the east wa l l . Two h u man zombies i n tattered robes tossed around emanates from the chamber beyond.
s huffle aimlessly aro u n d each other at the center of
the chamber.
The door is locked. If the characters open it, read:
Sl7. FEROL'S LABORATORY A cold wind howls through the collapsed east wall of this
h uge cham ber, whose far side is com p l etely submerged
Six l o n g stone tables are set with steel a n d glass labora u n d er frigid seawater. A dense bed of kelp grows up from
tory e q u i pment i n this chamber, whose wal l s are l i ned the submerged floor, obscu ring any sight of what lies
with shelves holding a l l manner of strange k n ickknacks below. B roken glass and the remains of shattered tables
and too l s . An armed h u manoid with wh ite skin and red cover the floor in the d ry section of the room.
eyes moves from table to table, adjusting bubbling mix
tures and carefu l ly a d d i n g reagents. Aeorian mages worked in this chamber to ensure that
they could cure the diseases they created. Four giant
crabs now lair here, hiding beneath the kelp in the
The undead Fero! Sal has worked tirelessly in the lab
5-foot-deep water and attacking any creatures that in
oratory for centuries, obsessed with crafting a disease
trude. A character with a passive Wisdom (Perception)
that can kill the gods. Despite having made no progress
score of 14 or higher notices the crabs, which attack
in all that time, he keeps working. Fero! is a wight with
with surprise if not spotted. See "Salsvault Features,"
an Intelligence of 16 (+3).
at the beginning of this section, for what happens if
Roleplaying Fero/. Fero! knows nothing of Exan
characters enter the frigid water. Additionally, the kelp
dria's history since Aeor's crash, and his memory of the
makes the water difficult terrain for creatures other than
distant past is almost as hazy. His transformation into
the giant crabs.
a wight and the centuries of solitude since have driven
Chest. A character with a passive Wisdom (Percep
him quite mad. He cares only about taking revenge on
tion) score of 11 or higher notices a stone chest built into
the gods-who he incorrectly assumes are still active
the floor and submerged in the water against the back
in Exandria. As a resident of Aeor, Feral doesn't speak
wall. The chest is locked (see "Salsvault Features" at the
Common, though he can communicate in the archaic
beginning of this section).
Draconic of Aeor, as well as an archaic form of Elven.
Kelp. The kelp counts as difficult terrain.
Characters who speak Draconic or Elven can communi
Treasure. The chest is packed with fine sand and
cate with him, albeit slowly.
contains twenty doses of frigid woe antidote (see "Eisel
When Fero! notices the characters, he demands to
cross" in chapter 3) and an ersatz eye (see chapter 6).
know what they're doing in Salsvault. Any character
who claims they have come to help Fero! with his work
and succeeds on a Charisma (Deception) check opposed
C ONCLUDING THE ADVE NTURE ------
by the wight's Wisdom (Insight) check earns the un You can roll for random encounters on the way back to
dead's trust. The check is made with advantage if char Syrinlya (see "Encounters in Eiselcross" in chapter 3),
acters who found and were able to read the note in area or you can allow the characters an uneventful trip as
SlO mention Ferol's plans to craft a god-killing disease. reward for a job well done. When the characters arrive
If Fero! trusts the characters, he tells them to stay in Syrinlya, they can arrange for the Buyer to teleport
away from the locked golem lab (area S16). If they ask the antidote for frigid woe to Palebank Village. After
about the cure for frigid woe, he tells them they can find doing so, the elf pays out the 200 gp reward on behalf of
it locked in a chest in what he calls the curative labora Elro Aldataur.
tory (area S18). A character who succeeds on a DC 1 5 If the characters don't successfully recover the frigid
Charisma (Persuasion) check can convince Feral t o pro woe antidote in time to save Irven and his family, all
vide the key that safely unlocks the chest. four family members succumb to the disease. If the
If the characters don't earn Ferol's trust, the wight at characters are successful, they have the thanks of Elro
tacks, fighting until destroyed. Aldataur, Irven and his family, the people of Palebank
Ferol's Keys. Feral carries two keys: one that works Village, and the explorers of Syrinlya.
all the doors in Salsvault and another that works all
the chests built into the floor within the complex (see C HARACTER ADVANCEMENT
"Salsvault Features"). At the end o f this adventure, the characters reach 3rd
Shelves. The shelves hold spell components, reagents, level. This might mark the beginning of a campaign in
and laboratory supplies that are far past their prime. the Biting North. In particular, the Buyer suggests that
However, a character who spends a few minutes search the characters could easily find their fortunes exploring
ing the shelves can collect enough workable tools and Eiselcross. Alternatively, their success in this mission
reagents to put together a set of alchemist's supplies. might inspire the characters to seek out new realms and
Tables. Each table holds a working set of alchemist's new adventures elsewhere in Wildemount.
supplies that Feral uses to experiment with frigid woe.
Ogre Lord Buhfal II-a lawful evil, male ogre with an EXPLORING BROKENVEIL MARSH
Intelligence score of 10-explains the current situation
to the characters: The area between Urzin and Fort Venture is encom
passed by the boggy morass of the Brokenveil Marsh.
Since his father was slain forty years earlier by the Unless otherwise noted, all areas of the marsh are diffi
Kryn paragon Sunbreaker Olomon, Buhfal II has cult terrain. The bog water in the marsh averages from
seen a slow swell of discontent among Urzin's gobli 1 to 5 feet deep, but is too shallow and weed-bound for
noid population, who labor tirelessly to execute the boats or rafts. Tiny creatures must have a swimming
Kryn Dynasty's clandestine agendas. An increasing speed or be carried to traverse this watery terrain.
number of Urzin's residents look to Buhfal and his ad Any character not used to this environment who takes
visors for leadership, despite the dynasty's overt hold a short or long rest within the swamp without being
on the area. on raised dry ground must make a DC 1 1 Constitu-
• Three nights ago, Buhfal's most trusted counselor, the tion check. On a failure, the character contracts sewer
goblin witch Bol'bara, journeyed to the foothills of the plague (see "Diseases" in chapter 8 of the Dungeon Mas
Brokenveil Bluffs to the west, where she regularly for ter's Guide).
ages for ritual components. She never returned. Key areas of Brokenveil Marsh are noted on map 5 . 1 1 .
• Buhfal doesn't know what happened to her, but he Each hex o n the map measures 1 mile across. Charac
knows that Dwendalian Empire patrols had been spot ters moving at a normal pace can travel 10 hexes per
ted in the area in previous weeks. The patrols strike day on foot through the swampy terrain.
out from an outpost known as Fort Venture, which
watches over the Brokenveil Bluffs. NAVIGATION
An elder villager who remembers the reign of the Have the players designate one party member as the
first Buhfal, Bol'bara is Urzin's chief loremaster and navigator. The navigator might be an NPC, such as
a pivotal ally in both the ongoing battle against the Morgid the hobgoblin or some other guide, and the party
empire and the enduring struggle against the cruel can switch its navigator day to day.
environs of the Xhorhasian swamps. Little is known of At the start of each new travel day, the DM makes a
Bol'bara's otherworldly patron, but her warlock pow DC 15 Wisdom (Survival) check on behalf of the navi
ers are respected by all. gator. This check determines whether or not the party
Without Bol'bara's arcane protections and political becomes lost over the course of the day. Apply a +5
guile, Buhfal fears his people will grow submissive to bonus to the check if the group sets a slow pace for the
the Kryn Dynasty's whims, making Urzin a more no day, or a - 5 penalty if the group is moving at a fast pace.
table target for imperial reprisals. It's possible to get lost on a river by following a tributary
instead of the main branch.
BUHFAL'S BOON If the check succeeds, the navigator knows exactly
Buhfal hires the characters to locate the goblin warlock where the party is on the players' map of Brokenveil
and retrieve her. For rescuing Bol'bara from her kidnap Marsh throughout the day.
pers, the ogre lord agrees to pay 200 gp and to provide If the check fails, the party becomes lost. Each hex
the characters with "premium weapons." on the map is surrounded by six other hexes; whenever
Buhfal suggests that the characters begin by recon a lost party moves 1 hex, roll a d6 to randomly deter
noitering the imperial garrison at Fort Venture to the mine which neighboring hex the party enters, and don't
west, under the keen supervision of a hobgoblin scout divulge the party's location to the players. While the
named Morgid. party is lost, players can't pinpoint the group's location
on their map of Brokenveil Marsh. The next time a nav
P REPARING FOR THE JOURNEY
igator succeeds on a Wisdom (Survival) check made to
As they make preparations, the characters discover
navigate, reveal the party's actual location to the players.
that the "premium weapons" Lord Buhfal promises are
C H A PTER 5 I ADVENTURES TN W I LD E M OU N T
DESC RIBING THE JOURNEY
The following boxed text describes the characters' first
foray into Brokenveil Marsh and assumes Morgid, their
hobgoblin guide, is leading them:
B R O K E N V E I L M A R S H E N COU N T E R S
dl2 Encounter dl2 Encounter
The characters stumble onto an underwater s i n k 7 The characters d iscover the bones of a l ong-dead
hole of i n d etermi nate size. All plants, earth, and adventurer whose skeletal remains have been
structures withi n the area are slowly receding i nto a picked clean by swa m p verm i n and years of decay.
watery pit beneath the marsh. Any character with a I f any character searches the bones, roll on the
passive Wisdom (Perception) score of 1 0 or h igher Trin kets table in chapter 5 of the Player's Handbook
notices the s i n khole, making it easy to avoid. If to determine the skeleton's last worldly possession.
not spotted, the area of the sinkhole is deep water, 8 The cha racters are am bushed by agiant constrictor
forci ng characters to swim through it with success snake while wad ing through the m u rky swamp.
fu l DC 10 Strength (Athletics) checks. Any character with a passive Wisdom (Perception)
2 While passi ng through a copse of blackened man score of 16 or higher spots the snake, but all others
grove trees, the characters are ambushed by l d 4 are su rprised by it.
vine blights that emerge from t h e trees' tangled 9 Any character with a passive Wisdom (Perception)
roots. Any character with a passive Wisdom (Per score of 1 5 or h igher spots a h u mmock of d ry
ception) score of 1 3 or higher spots the b l i ghts, but earth. The h u m mock is l d 6 feet above ground, and
all others are surprised. a successful DC 1 0 Strength (Athletics) check is
3 Any character with a passive Wisdom (Perception) req u i red to climb it. The h u m mock is 10 feet square
score of 13 or h igher spots a swarm of ravens flyi ng and fi rm enough to s u p port six characters and
overhead. A character with access to a map of the their gear. Characters who take a long or short rest
area who succeeds on a DC 10 Wisdom (I nsight) on this h u m mock avoid exposure to the swam p's
check i ntu its that the ravens are flying in the oppo sewer plague (see " Exploring Brokenveil M arsh"
site d i rection of Fort Venture. earl ier i n this adventu re) .
4 The characters cross paths with l d4 + l bullywugs. 10 The characters d isturb 2d4 stirges as they move
The b u l lywugs are hostile but can be pacified with a through a n area of the marsh set with overgrown
successfu l DC 1 8 Charisma (I ntim idation) check, or ruins and rotting trees. Alternatively, the same
a DC 1 5 Charisma (Persuasion) check if the charac n u m ber of stirges descend on the party's camp
ters are able to com m u nicate with them. d u ri n g a rest.
Any character with a passive Wisdom (Perception) 11 Any character with a passive Wisdom (Perception)
score of 1 1 or h igher spots a swarm of ravenous score of 12 or h i gher sees and hears l d 3 + l croco
d ragonflies hovering above the nearby marsh. The diles moments before they attack. All other charac
swarm uses the swarm of insects stat block. ters are surprised by the repti les.
6 A Dwendalian veteran leads a patrol of l d4 + 2 12 Any character with a passive Wisdom (Perception)
guards from Fort Venture through the marsh, score of l 2 or h i gher hears and smells a pack of2d4
searching for goblinoids out of U rzin to be i nter gobl inoid ghouls approaching. There is a 20 per
rogated. If the party i ncludes any goblinoids, the cent chance that the ghoul pack contains a freshly
Dwendalian forces demand those goblinoids' im u n d ead guard or two from nearby Fort Venture.
mediate su rrender, then attack i n response to any These ghouls are of an aquatic variety known as
resistance. lacedons. In addition to the statistics of a normal
ghou l , each has a swi mming speed of 30 feet.
Skr'a S'orsk worships the demon lord Sess'inek and The horizonback tortoise skulls used as dwellings by
has the following spells prepared: the lizardfolk are sparsely decorated with stone bedding
and humanoid skull trophies. Any search of the central
Cantrips (at will): produce fla me, resistance, thorn whip
skull turns up the shaman's trove of valuables: a wand of
1st level (4 slots): entangle, fog cloud
2nd level (3 slots): blindness/deafness, spike growth
magic detection and a small collection of holy symbols
representing various gods. A tarnished silver amulet of
3rd level (2 slots): animate dead, conjure animals
Tharizdun (worth 25 gp) feels cold to the touch.
(reptiles only)
The boneyard provides ample humanoid bones for B 4 . C RUMBLING TOWER
the corrupted shaman's animate dead spell, and the The dilapidated ruins of a pre-Calamity watchtower are
heavy clubs wielded by the lizardfolk are fashioned from slowly sinking into the swamp at this location:
massive femurs and the like. The lizardfolk are clad in a
decorative assortment of bone jewelry, and bloody war
paint. Any character who succeeds on a DC 15 Intelli r A squat, square, th ree-story tower j uts u p out of the
gence (Religion) check recognizes these affectations as water ahead. Its c r u m b l i ng stones sag with age, and half
tributes to the reptilian demon lord Sess'inek. A char of the t i m eworn b u i l d ing's fi rst floor has already been
acter who succeeds on a DC 18 Wisdom (Insight) check subsumed by the m u rky mars h . Shadowy openings mark
determines that the lizardfolk sect's proximity to the the locations of an arched doorway at groun d level and
boneyard is fundamentally spiritual in nature.
Treasure. The lizardfolk have dutifully stacked the
i severa l small windows on the upper floors.
skulls and bones of their victims in a mound near the
center of the sunken boneyard. Although most of the The lowest floor of this 30-foot-wide square edifice is
clothing and equipment of these victims has been cast half submerged under 5 feet of bog water, creating a
aside or destroyed, any character who searches the bone claustrophobic crawlspace of muck and mire. The ceil
mounds and succeeds on a DC 18 Wisdom (Perception) ings of the tower are 10 feet high, and all its doors and
check finds 2d4 gold teeth (worth 1 gp each) among a windows have long since rotted off.
few errant skulls. Characters who approach can see a narrow stone
staircase wrapping around the crumbling tower's inner
j
cast the augury spell. Once used, this property of the
fragment can't be used again until the next dusk. •
As you forge onward through the m arsh, the m ist
If a fragment is taken more than 10 feet from the rit clears to reveal a lone h i l lock crowned with a th icket of
ual stone, its magic fades and it ceases to function after low-hanging mangrove trees. This bramble-covered knoll
ld3 + 1 days. A character who attempts to chip away looks to be a perfect site to take respite from the m u rky
a piece of the ritual stone in addition to the three frag
waters of the swamp.
ments must succeed on a DC 20 Charisma saving throw
or take 3 (ld6) psychic damage.
Any character who succeeds on a DC 14 Intelligence
B7. BROKENVEIL BLUFFS (Nature) check or a DC 18 Wisdom (Perception) check
If the characters decide to exit the swamp to move realizes that the hill is, in fact, the partially submerged
overland to Fort Venture, they eventually draw near the moss-covered shell of a horizonback tortoise. A char
Brokenveil Bluffs. Read the following as the characters acter who succeeds on a DC 18 Intelligence (History)
draw close to land: check guesses that this must be the Mossback Steward,
a creature of local mystery and renown.
T
I
As you near the e n d of the wetter portion of your journey, Attendant ofthe Broken Veil. Long-term proximity
to the eldritch phenomena of the marsh has granted the
the mist-veiled western marshland slowly gives way to
Mossback Steward a modest array of magical abilities.
the rocky foot h i l l s of the Brokenveil B l uffs. Sharp crags
This unique creature is a horizonback tortoise (see
l
and steep foot h i l l s are visible ahead, as are the openi ngs chapter 7 for its stat block) with these changes:
to what m ust be h u nd reds of natural caves.
The Mossback Steward has an Intelligence of 12 (+1)
and a Wisdom of 17 (+3). It has the following skills:
Life is particularly difficult in this section of the swamp, Arcana +5, Insight +7, Nature +5, Perception +7,
where avian predators and winged monstrosities from Persuasion +5.
the bluffs roam unfettered through an open sky. If It understands Common and Primordial, and has
Morgid is still with the party, he warns the characters to telepathy out to a range of 1 20 feet.
be on their guard. • As an action, it can cast the friends cantrip, the sug
Harpy Assault. When the characters finally leave the gestion spell (save DC 15), or the divination spell.
swamp behind and enter the bluffs, any character who After casting suggestion or divination, it can't cast that
succeeds on a DC 13 Intelligence (Nature) check or a spell again until it finishes a short or long rest.
DC 16 Wisdom (Perceptl.on) check notices increasing The Mossback Steward is aware of the situation in
numbers of scattered bones-both animal and human volving Bol'bara and the Dwendalian garrison at Fort
oid. Six harpies lurk among this particular section of Venture. While the great tortoise has a keen understand
the foothills. These bluff harpies attempt to beguile ing of Bol'bara and her relationship with the people and
interlopers with their Luring Song before attacking with tortoises of Urzin, the true intentions of the Dwendalian
claws and clubs. Empire's outpost and its leaders remain a mystery.
In the aftermath of the fight, the characters can follow One thing is clear, though. Since the garrison at Fort
the path. of the harpies' flight back to their nest. This sits Venture was established, the primordial harmony of the
within a shallow cave approximately 80 feet above the swamp has been disrupted. The Mossback Steward is
moist and peaty ground at the base of the bluffs. more than willing to use its powers of divination to as
Treasure. Any character who searches the cave finds sist characters who display an honest interest in forcing
a collection of valuable items buried beneath a repulsive the Dwendalian military out of Brokenveil Marsh.
heap of offal, including a potion of healing, a decorative
rapier with a crystal hilt (worth 50 gp), and an assort
ment of loose coins totaling 1 1 gp.
l
inside the palisade. the outpost grounds in three rows of ten. When the char
Strangers approaching the fort are hailed by the acters can see this area, read:
watchtower guards and ordered to identify themselves.
l
At the first sign of trouble (and the guards are inclined to The south side of the Fort Venture grounds is l i ned with
view anything out of the ordinary as 'trouble'), a guard
three rows of canvas tents, p resumably the garrison's
sounds an alarm on a horn whose caII can be heard
across the fortress. barracks.
Bear Traps. Scores of bear traps are hidden among
the tall grass in a 40-foot-wide area surrounding the pal
When not on duty or training, the guards of Fort Venture
isade. A character with a passive Wisdom (Perception)
spend most of their time in this tent yard, where they
score of 12 or higher is able to spot the traps and avoid
drink, gamble, or attempt to sleep despite the madden
them. Characters who don't spot the traps have a 50 per
ing howls of Pellinost's furious prisoners in the chapel
cent chance of stepping on a bear trap and triggering it
(area V6). Each tent features a floor covered with straw,
whenever they move through the area.
a cotton bedroll, a down pillow, and a small wooden
A bear trap's attack is +8 to hit and deals 5 (ld lO)
footlocker.
piercing damage on a hit. This attack can't be made with
Eight guards are off duty when the characters arrive
advantage or disadvantage. A creature hit by the trap
in this area, sleeping (an 80 percent chance) or resting
also has its speed reduced to 0 and can't move until it
but awake in their tents. Sleeping guards use their pas
breaks free of the trap. Breaking free requires a suc
sive Wisdom (Perception) scores to detect intruders or
cessful DC l S Strength check by the trapped creature
to hear the alarm being raised.
or another creature within 5 feet of the trap. A success
Treasure. The wooden footlockers within the tents
ful DC 10 Dexterity check using thieves' tools disables a
are unlocked. Each contains the components of an ex
bear trap.
plorer's pack minus the bedroll currently laid out in the
Spiked Barricades. Though visuaily formidable,
tent. Each footlocker also has a lS percent chance of
these barricades built of crossed rows of spiked poles
containing an object of personal or curious importance.
pose a threat only to Large and larger creatures. Any
Roll on the Trinkets table in chapter S of the Player's
area containing a spiked barricade is difficult terrain.
Handbook to determine such items.
Any Large or bigger creature that moves through an
Bol'bara's Possession. If Bol'bara has already been
area of spiked barricades must succeed on a DC 14 Dex
possessed, no guards are present in the infantry tent
terity saving throw or take S (ld6 + 2) piercing damage.
yard. The eight off-duty guards took up arms, joined the
No Visitors. The garrison of Fort Venture are all
fray against the possessed warlock, and are either found
experienced soldiers and treat all creatures outside
dead in the training yard (area V4) or alive after fleeing
the fort as potential threats. Characters who approach
to the main hall (area VS).
them intent on diplomacy or intimidation are met with
swift opposition. Using crossbows or spears from their V3 . C OM MANDER'S QUARTERS
watchtower vantage points, the guards attack any char This huge canvas tent is completely sealed except for a
acter who engages in conversation with them for more 5-foot-wide entrance flap on its eastern wall. When the
than 1 round.
characters can see into the tent, read:
C HAPTER 5 I ADVENTURES IN W I LD E M O U NT
Dwendalian guards arrive from the training yard
Within the d i m confines of this h uge canvas tent, a within 2 rounds to fight at his side. If combat persists,
tall h u m a n clad i n s p l i nt mail stan d s before a small, all the remaining guards at Fort Venture eventually join
lantern-lit table su rrounded by th ree chairs. H e takes a the battle.
s i p of wine from a copper goblet as he studies a large Wooden Chest. The chest at the foot of the bed is
locked and trapped. Any character who examines the
map on the tabletop. A crooked scar dances across the
chest and succeeds on a DC 1 5 Intelligence (Investiga
left side of his face, and his expression shows a h i nt of
tion) check discovers a poisoned needle hidden in the
regret as he d rinks again. chest's lock. The needle can be removed with a suc
cessful DC 15 Dexterity check using thieves' tools. On
a failed check, the character attempting to remove the
The map shows the area of Brokenveil Marsh. On the
needle takes 1 piercing damage and 7 (2d6) poison dam
west side of the tent, a wooden bed frame topped with
age, and must succeed on a DC 15 Constitution saving
a dusty mattress is flanked by a bedside table. A locked
throw or be poisoned for 1 hour.
wooden chest lies at the foot of the bed, while a wooden
Treasure. The wooden chest contains 10 silver in
weapon rack and armor stand on the north wall.
gots stamped with the crest of the Dwendalian Empire
Any character who succeeds on a DC 12 Intelligence
(worth 25 gp each) and a potion ofmind reading. Addi
(History) check can identify the Dwendalian insignias
tionally, the drawer of the bedside table contains the fol
and medal of rank adorning the armor of Commander
lowing items: an ornate coral-handled dagger (25 gp), a
Struther Felmont (a lawful neutral, male human vet
magnifying glass, and a dog-eared book of Eastern Wyn
eran). Felmont prefers the isolation of his command tent
andir mythology titled Fabled Mutants of the Miska th
to the grim scene inside Pellinost's chapel, and retreats
Strand (worth 10 gp).
here whenever the priest conducts his strange exor
Bol'bara's Possession. If Bol'bara has already been
cisms. He carries a key to the main hall (area VS).
possessed, Struther Felmont isn't in his tent but can be
At the first sight of intruders, Felmont reaches for
found among the dead guards in the training yard.
a horn at his side and sounds the alarm, alerting the
guards outside. The commander is fearful but stubborn, V4 . TRAINING YARD
and parleys with the characters only if his support The bulk of Fort Venture's garrison are usually found on
troops have been routed and he is obviously outnum this muddy training yard. Four tall braziers stand at the
bered or outclassed. If Felmont sounds the horn, six corners of the area. They are lit at sundown and burn
Th i s muddy open space is l i ned with straw targets and r Chapel Door. Any character who succeeds on a DC
15 Wisdom (Perception) check in this area can hear
I
practice d u mmies. Bales of hay stacked six feet high muffled screaming coming from behind the closed door
fence off the north a n d south sides of the yard, all fi l l ed on the west side of the room.
with stray arrows. Two Dwendalian guards normally stand watch out
side the chapel door. Any character with a passive Wis
dom (Perception) score of 12 or higher notes the looks
Eight Dwendalian guards are normally present in the of discomfort and unease both wear. Though the guards
training yard at all times, with four of them practicing maintain their watch dutifully, Pellinost's activities have
ranged attacks with longbows against straw targets to put them on edge, imposing disadvantage on saving
the north, while four run longsword skirmishes against throws against being frightened.
straw dummies to the south. One of the guards carries a key to the chapel door,
Development. If the watchtower guards or Com which can also be opened with a successful DC 15 Dex
mander Felmont sound an alarm, six of the guards here terity check using thieves' tools.
investigate the disturbance, while the other two fall back Main Door. The sturdy, iron-banded oak door leading
to watch the front gate. to the main hall features an inset lock. If the door is
Treasure. The guards of Fort Venture routinely keep locked, it can be opened with a successful DC 1 5 Dex
a bottle of fine brandy (worth 15 gp) hidden within one terity check using thieves' tools. Commander Felmont,
of the bales of hay in the training yard, and stage mock Parson Pellinost, one of the guards in this area, and
tournaments for a chance to quaff the imported spirits one of the guards at the jail (area VS) carry keys to the
when the commander isn't looking. A character who lock. The door can also be barricaded from within with
succeeds on a DC 1 2 Intelligence (Investigation) check a 20-foot-long iron crossbar. This crude defense mecha
to search the area finds the bottle stuffed into a hay bale, nism can't be opened from outside. The barred door can
next to a charcoal stick and a small parchment notebook be physically forced open by creatures with a combined
used to tally scores. Strength of 50.
Bol'bara's Possession. If Bol'bara has already been Bol'bara's Possession. If Bol'bara has already been
possessed, the eight guards normally here lay dead, and possessed, the door to the main hall stands wide open
most of the targets, dummies, and bales of hay are burn and the two guards at the chapel door are dead. Any
ing where the braziers have been toppled. character who succeeds on a DC 18 Intelligence (Inves
tigation) check or a DC 16 Wisdom (Medicine) check
V5 . MAIN HALL can determine that the dead guards slew each other
This small stone-walled keep serves as the main gath with their longswords, providing a hint of the power of
ering hall for the soldiers of Fort Venture. Built on the Bol'bara's Zone of Calamity legendary action.
foundations of a pre-Calamity ruin, the main hall is Development. If the guards in Fort Venture suffer
the strongest point in the fortress, and guards know massive casualties or become targets of a fear spell or
to muster here for protection against the elements and similar effect, they fall back to the main hall as a final
interlopers. defense. If Bol'bara is already possessed, you might
As the characters approach this area, read: decide that some of the guards survived her assault and
have retreated here.
The freshly q uarried rocks of this squat ston e keep lack
V6 . CHAPEL
the B rokenveil Bluffs' d isti nct mossy charm, a n d the Since Parson Pellinost's arrival, the chapel built for the
structure's uti l itarian style makes it even more forebod use of Fort Venture's soldiers has facilitated his fetish
ing. N o windows are set i nto the stone wal l s , and a wide, for torture and now houses a secret altar to the god of
i ron-banded d o u b l e door is the keep's only entrance. blood, death, and life: Vesh, the Bloody Siren (described
in chapter 1).
When the characters can see into this area, read:
The front door can be locked and bolted from inside (see
l
below) but is usually unlocked. When the characters can
see inside the main hall, read: l A cramped room is l it by the fl ickering flames of two
small braziers suspended from the cei ling. In the center
of the room , a Dwendalian i n q u isitor stands above a
Three long tables d ecorate this sparse room, their o i l ed
bloody stone altar, cl utch ing a cri mson-stained mace i n
surfaces spotlessly clean. A closed wooden door is set
h i s prosthetic right h a n d . On the altar, a gobl i n struggles
i nto the far wall.
fu riously against the chains that bind h er. A Dwendalian
guard looks on with glee a n d d isgust.
The main hall is a place for the guards of Fort Venture
to join together for meals, revelry, and prayer. However,
BoL'BARA ACT I O N S
Small humanoid (goblinoid), chaotic good (chaotic evil when fully Multiattack. Bol'bara makes two melee attacks.
possessed)
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
Armor Class 1 3 (leather armor), 1 5 with mage armor or range 20/60 ft., one target. Hit: 4 (l d4 + 2) piercing damage.
Hit Points 40 (9d 6 + 9)
Eldritch Blast (Cantrip). Ranged Spell Attack: +4 to hit, range
Speed 30 ft.
1 20 ft., one creature. Hit: 7 (l d l O + 2) force damage.
STR DEX CON I NT WIS CHA
L E G E N DA RY ACTI O N S
1 1 (+O) 14 (+2) 1 2 (+l ) 1 0 (+O) 13 (+l ) 1 4 (+2)
When fully possessed by her patron, Bol 'bara can take 2 leg
Senses darkvision 60 ft., passive Perception 11 endary actions, choosing from the options below. Only one leg
Languages Common, Goblin endary action o ption can be used at a time and only at the end
Challenge 3 (700 XP) of another creature's turn. Bol'bara rega i n s spent legendary
actions at the start of her turn.
Dark One's Blessing. When Bol 'bara reduces a hostile creature Incorporeal Dash. Bol'bara moves u p to her s peed. She can
to 0 hit points, she gains 6 temporary h it poi nts. move t h rough other creatures and objects as if they were dif
fi cu lt terrai n . She takes 5 ( l d l O) force d amage if she e n d s her
Nimble Escape. Bol 'bara can take the Disengage o r H id e action turn inside an object.
as a bonus action on each of her turns. Zone of Calamity (Costs 2 Actions). A 1 5-foot-radius s phere
Innate Spellcasting. Bol'bara's i n nate spellcasting a b i lity is of magical confusion extends from a point Bol 'bara can see
within 60 feet of her and spreads a ro u n d corners. Each crea
Charisma (spell save D C 1 2, +4 to hit with spell attacks). She
ture that starts its turn i n that area is treated as if targeted by
can i nnately cast the fo l l owing spells, req u i ri n g no material
the confusion spell (save DC 1 2) . The s phere lasts as long as
components:
Bol 'bara maintains concentration, up to l m i n ute (as if con
At will: eldritch blast.false life, mage armor, mage hand centrating on a spell).
l /day each: charm person, hex, hold person, invisibility
l l
foodstuffs stored in barrels and crates of a l l sizes. The
VS . JAIL
air carries the savory aroma of s m o ked meats, the sweet
smell of d ried fru its, and the hearty fragrance of ale.
F o u r iron cages stand i n t h e northeast corner o f t h e Fort
Venture grounds, apparently serving as a m a kesh ift jail.
Its location at the lonely edge of the marshlands has
made Fort Venture an increasingly popular waypoint
Three of the cages are empty, but the fourth houses for humanoid envoys and merchant caravans heading
a strange prisoner (see below). A small table and two through the Xhorhasian wastes. This storehouse tent
wooden stump stools serve as a guard station between contains the fort's full complement of foodstuffs and
the jail and the storehouse (area V9). potable drinking water, which are replenished at least
Two Dwendalian guards normally defend this area once a month by caravan. The storehouse tent contains
but spend most of their time playing at cards or dice. enough rations and clean water to accommodate thir
Both guards carry master keys for the cages and for the ty-five creatures for one month, plus a barrel of ale and a
kennels (area VlO), and one carries a key to the main ledger of deliveries kept by a Dwendalian quartermaster.
hall (area VS). Without a key, the cages can be opened Bol'bara's Possession. If Bol'bara has already been
with a successful DC 15 Dexterity check using thieves' possessed, the storehouse tent is at risk from the fires
tools, or forced open from the outside with a successful in area V4 (see that section for details). If the characters
DC 20 Strength (Athletics) check. come here particularly late, they might find the tent and
Caged Cultist. The solitary prisoner is a neutral evil its contents charred and ruined.
hollow one cultist of Ceratos named Alonne Frith, a
Far Realm scholar from Rotthold. Frith was captured Vl O . KENNELS
by a Fort Venture patrol during his journey through the When the characters can see this area, read:
Brokenveil Marsh seeking eldritch relics. His distinctly
undead nature was quickly identified as a point of inter
The rank odor of wet dog rises from an area of s m a l l i ron
est for Parson Pellinost, and Frith has since become a
reluctant yet reliable subject for Pellinost's experiments. cages near the northeast stockade wal l . Four lean guard
Alonne Frith is toilworn and weary after several days dogs are chai ned within these kennels.
of interrogation by Pellinost. He wears a bloodstained
hunter's coat (see chapter 6) whose magical properties
Underfed and overtrained, the four guard dogs (use the
have gone unnoticed by Pellinost and his cronies.
mastiff stat block) respond aggressively to anyone not
Development. If the alarm is sounded or the dogs
in the uniform of the Dwendalian Empire. They start
in area VlO start barking, one of the guards heads to
barking if they see or scent intruders, causing the near
the kennel to release the dogs before investigating the
est soldiers to come and investigate. If set free, the dogs
disturbance, while the other guard holds their position
at the jail. immediately attack any characters not in uniform or en
gaged in combat with any member of the garrison.
If the characters manage to free Alonne Frith, the
Development. A character who succeeds on a DC 18
cultist can be convinced to join the party and take up the
Wisdom (Animal Handling) check is able to calm all the
characters' mission with a successful DC 18 Charisma
(Persuasion) check. dogs and prevent them from barking or attacking.
C H A PT E R 6 I WI LDEMOUNT TR EASURES
damage on a successful one. In addition, a creature BREATHING BUBBLE
that fails its saving throw takes 1 1 (2d10) acid damage Wondrous item, common
at the start of each of its turns; a creature can end this
This translucent, bubble-like sphere has a slightly tacky
damage by using its action to wash off the acid with a
outer surface, and you gain the item's benefits only while
pint or more of water.
wearing it over your head like a helmet.
Fire Jet. The cannon discharges fire in a line 300 feet
The bubble contains 1 hour of breathable air. The bub
long and 5 feet wide. Each creature in the area must
ble regains all its expended air daily at dawn.
make a DC 15 Dexterity saving throw, taking 33
(6d10) fire damage on a failed save, or half as much BROOCH OF LIVING ESSENCE
damage on a successful one. The fire ignites any Wondrous item, uncommon (requires attunement)
flammable objects in the area that aren't being worn
or carried. While wearing this nondescript brooch, spells and any
Frost Shot. The cannon shoots a ball of frost to a point thing else that would detect or reveal your creature type
you can see within 1 ,200 feet of the cannon. The ball treat you as humanoid, and those that would reveal your
then expands to form a 30-foot-radius sphere centered alignment treat it as neutral.
on that point. Each creature in that area must make a
BUTCHER'S BIB
DC 1 5 Constitution saving throw. On a failed save, a
Wondrous item, rare (requires attunement)
creature takes 22 (4d10) cold damage, and its speed is
reduced by 10 feet for 1 minute. On a successful save, This black leather apron is perpetually covered by blood,
the creature takes half as much damage, and its speed even after being washed off. You gain the following ben
isn't reduced. A creature whose speed is reduced by efits while wearing the apron:
this effect can repeat the save at the end of each of its Once per turn when you roll damage for a melee at
turns, ending the effect on itself on a success. tack with a weapon, you can reroll the weapon's dam
Lightning Shot. The cannon shoots a ball of lightning age dice. If you do so, you must use the second total.
to a point you can see within 1 ,200 feet of the cannon. Your weapon attacks that deal slashing damage score
The lightning then expands to form a 20-foot-radius a critical hit on a roll of 19 or 20 on the d20.
sphere centered on that point. Each creature in that
area must make a DC 15 Dexterity saving throw, Corn OF DELVING
taking 33 (6dl0) lightning damage on a failed save, or Wondrous item, common
half as much damage on a successful one. Creatures
This scintillating copper coin sheds dim light in a 5-foot
wearing metal armor have disadvantage on the save.
radius. If dropped a distance greater than 5 feet, the
Poison Spray. The cannon expels poison gas in a 60-
coin issues a melodious ringing sound when it hits a
foot cone. Each creature in that area must make a
surface. Any creature that can hear the chime can deter
DC 15 Constitution saving throw. On a failed save,
mine the distance the coin dropped based on the tone.
the creature takes 22 (4d 10) poison damage and is
poisoned for 1 minute. On a successful save, the crea CORPSE SLAYER
ture takes half as much damage and isn't poisoned. A Weapon (any), rare (requires attunement)
creature poisoned in this way can repeat the saving
You gain a +l bonus to attack and damage rolls made
throw at the end of each of its turns, ending the effect
with this magic weapon.
on itself on a success.
When you hit an undead creature with an attack using
BATTERING SHIELD this weapon, the attack deals an extra ld8 damage of
Armor (shield), rare (requires attunement) the weapon's type, and the creature has disadvantage on
saving throws against effects that turn undead until the
While holding this iron tower shield, you gain a +1 bo start of your next turn.
nus to AC. This bonus is in addition to the shield's nor
mal bonus to AC. D ISPELLING STONE
Additionally, the shield has 3 charges, and it regains Wondrous item, very rare
ld3 expended charges daily at dawn. If you are holding
This smooth, rainbow-colored, egg-shaped stone can
the shield and push a creature within your reach at least
be thrown up to 30 feet and explodes in a 10-foot-ra
5 feet away, you can expend 1 charge to push that crea
dius sphere of magical energy on impact, destroying
ture an additional 10 feet, knock it prone, or both.
the stone. Any active spell of 5th level or lower in the
BLOODAXE sphere ends.
Weapon (greataxe), very rare (requires attunement)
D USKCRUSHER
You gain a +2 bonus to attack and damage rolls made Weapon (warhammer), very rare (requires attunement)
with this magic axe. The axe deals an extra ld6 necrotic
This item takes the form of a leather-wrapped metal rod
damage to creatures that aren't constructs or undead. If
emblazoned with the symbol of Pelor, the Dawn Father.
you reduce such a creature to 0 hit points with an attack
While grasping the rod, you can use a bonus action
using this axe, you gain 10 temporary hit points.
to cause a warhammer head of crackling radiance to
This axe is forged from a dark, rust-colored metal and
once belonged to the goliath barbarian Grog Strongjaw spring into existence. The warhammer's radiant head
of Vax Machina.
C H APTER 6 I W I L D E M OU NT TREASURES
266
AMULET O F
THE DRUNKARD
emits bright light in a 15-foot radius and dim light for an GOGGLES OF OBJECT READ I NG
additional 1 5 feet. The light is sunlight. You can use an Wondrous item, uncommon (requires attunement)
action to make the radiant head disappear.
These leather-framed goggles feature purple crystal
While the radiant head is active, you gain a +2 bonus
lenses. While wearing the goggles, you have advantage
to attack and damage rolls made with this magic
on Intelligence (Arcana) checks made to reveal informa
weapon, and attacks with the weapon deal radiant dam
tion about a creature or object you can see.
age instead of bludgeoning damage. An undead creature
In addition, you can cast the identify spell using the
hit by the weapon takes an extra ld8 radiant damage.
googles. Once you do so, you can't do so again until the
While you are holding Duskcrusher and its radiant
next dawn.
head is active, you can use an action to cast the sun
beam spell (save DC 1 5) from the weapon, and this ac HUNTER'S C OAT
tion can't be used again until the next dawn. Armor (leather), very rare (requires attunement)
DUST OF DELICIOUSNESS You gain a +l bonus to AC while wearing this armor.
Wondrous item, uncommon The coat has 3 charges. When you hit a creature with
an attack and that creature doesn't have all its hit points,
This reddish brown dust can be sprinkled over any
you can expend 1 charge to deal an extra ldlO necrotic
edible substance to greatly improve the flavor. The dust
damage to the target. The coat regains ld3 expended
also dulls the eater's senses: anyone eating food treated
charges daily at dawn.
with this dust has disadvantage on Wisdom ability
checks and Wisdom saving throws for 1 hour. There is LAST STAND ARMOR
enough dust to flavor six servings. Armor (any), very rare
E RSATZ EYE You have a +1 bonus to AC while wearing this armor,
Wondrous item, common (requires attunement) which shimmers softly.
If you die while wearing the armor, it is destroyed,
This artificial eye replaces a real one that was lost or
and each celestial, fey, and fiend with 30 feet of you
removed. While the ersatz eye is embedded in your eye
must succeed on a DC 15 Charisma saving throw or be
socket, it can't be removed by anyone other than you,
banished to its home plane of existence, unless it is al
and you can see through the tiny orb as though it were a
ready there.
normal eye.
SPELL B O T TLE
C
is centered on you when it first appears, and the spell at a time. When found, roll a d6 and subtract 1· the
lasts for 1 minute (no concentration required). total determines the level of spell in the bottle the DM
chooses the spell, and 0 means the bottle is empty).
RING OF TEM PORAL SALVATION A swirling blue vapor fills the bottle while it con-
Ring, rare (requires attunement) tains a spell.
When the bottle is empty, any creature can cast a spell
If you die while wearing this gray crystal ring, you van
of 1st through 5th level into it by touching it while cast
ish and reappear in an unoccupied space within 5 feet of
ing. The spell has no effect other than to be stored in
the space you left (or the nearest unoccupied space). You
the bottle.
have a number of hit points equal to 3d6 + your Consti
While holding the bottle, you can cast the spell stored
tution modifier. If your hit point maximum is lower than
in it. The spell uses the slot level, spell save DC, spell
the number of hit points you regain, your hit point maxi
attack bonus, and spellcasting ability of the original
mum rises to a similar amount. If you have any levels of
caster, but is otherwise treated as if you cast the spell.
exhaustion, reduce your level of exhaustion by 1. Once
The bottle becomes empty once the spell is cast.
the ring is used, it turns to dust and is destroyed.
If you're holding the empty bottle when you see a
Ron OF RETRI BUTION creature casting a spell within 60 feet of you, you can
Rod, uncommon (requires attunement) open the bottle as a reaction in an attempt to interrupt
the spell. If the creature is casting a spell of 3rd level or
This adamantine rod is tipped with a glowing crystalline lower, the spell has no effect, and it is stored in the bot
eye. The rod has 3 charges and regains all its expended tle. If it is casting a spell of 4th level or higher, make an
charges daily at dawn. Intelligence check. The DC equals 10 + the spell's level.
When a creature you can see within 60 feet of you On a success, the spell has no effect, and it is stored in
damages you while you are holding this rod, you can use the bottle.
your reaction to expend 1 of the rod's charges to force
I N F I LT R AT O R 'S K E V
GRIMOIRE l N F I N ITUS
WREATH O F THE PRISM
L A S H OF S H A D O W S
G R O V E LT H R A S H
R u 1 N ' s WAKE
C H A PT E R 6 I W I LD E M OUNT TREAS U RE S
2 74
When one of the Arms of the Betrayers is destroyed, humanoid the blade remembers. Your statistics, other
the soul of the fiend within the weapon returns to its than your size, don't change. Any equipment you are
home plane-and begins to plot the destruction of the wearing or carrying isn't transformed. You can revert
creatures responsible. to your true appearance as an action. You revert to
your true appearance automatically when you die.
A R M S O F T H E B ET RAYE R S DESTR UCTI O N When the Blade ofBroken Mirrors attunes to a new
d8 Destruction Method wielder, the appearances of humanoids it has killed
are wiped from its memory.
The weapon m ust be bathed in the ichor of an arch
d evil or demon lord. Awakened. When the dagger reaches an awakened
2 A coven of twelve n ight hags must perform an state, it gains the following properties:
eight-hour ritual known only to them on the plane The weapon's bonus to attack and damage rolls
of Gehenna to destroy the weapon. increases to +2.
3 The weapon m ust be brought back to a forgotten While holding the weapon, you can use an action to
forge in Xhorhas and melted down by the fu rnace cast one of the following spells from it (save DC 15):
that made it.
fabricate, hallucinatory terrain, major image, or phan
tasmal killer. Once a spell has been cast using the
4 The fiery breath of an ancient red dragon is the only
dagger, that spell can't be cast from the dagger again
thing that can d estroy the weapon. until the next dawn.
5 The weapon is destroyed if devo u red by U k 'otoa.
Exalted. When the dagger reaches an exalted state, it
6 Thrusting the weapon i nto a Luxon beacon destroys
gains the following properties:
the weapon and the beacon ali ke.
7 The weapon can be broken only by a blow from an • The weapon's bonus to attack and damage rolls
increases to +3.
other of the Arms of the Betrayers.
• The saving throw DC for spells cast from the dagger
8 B u r n i ng the remains of the fi rst champion to wield
increases to 17.
the weapon destroys the item. While holding the dagger, you can turn invisible as
an action. Anything you are wearing or carrying is
ARTIFACT D E S C R IPTIONS invisible with you. You remain invisible until you stop
These artifacts are presented i n alphabetical order. For holding the dagger, until you attack or cast a spell that
the rules on artifacts, see chapter 7 of the Dungeon Mas forces a creature to make a saving throw, or until you
ter's Guide. use a bonus action to become visible again.
•
CChapter 7
WILDEMOUNT BE STIARY
'
F THE WEATHER, FOOD, AND COMPANY DON T
AEORIAN ABSORBER
AEORIAN N ULLIFIER
Magic Resistance. The absorber has advantage o n saving At will: counterspell (see " Reactions" below), detect magic, dis-
th rows against spells and other magical effects. pel magic, see invisibility
1 /day: antimagic field
Pounce. I f the absorber moves at least 20 feet straight toward
Magic Resistance. The n u l l ifier has advantage on saving throws
a creature and then hits its claws attack on the same turn, that
against spells and other magical effects.
target m ust succeed on a DC 17 Strength savi ng th row or be
knocked prone. If the target is prone, the absorber can make
ACT I O N S
one bite attack against it as a bonus action.
Multiattack. The n u l lifier makes three attacks: one with its
ACTI O N S bites and two with its claws.
Multiattack. The absorber makes three attacks: one with its Bites. Melee Weapon Attack: +8 to hit, reach 5 ft. , one
bite or M i n d Bolt and two with its claws. creature. Hit: 17 (2d 1 2 + 4) piercing damage plus 11 (2d 1 0)
force damage.
Bite. Melee Weapon Attack: +9 to h it, reach 5 ft., one creature.
Hit: 1 0 ( l d l O + 5) piercing d amage plus 5 ( l d l O) force da mage. Claws. Melee Weapon Attack: +8 to h it, reach 10 ft., one target.
Hit: 11 (2d6 + 4) slash i n g damage plus 1 1 (2d 1 0) force da mage,
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft. , one target.
and the target i s grappled (escape DC 1 6) if it's a creature. The
Hit: 8 ( l d 6 + 5) slash i n g d amage plus 3 ( l d 6) force damage.
n u l l ifier has two claws, each of which can grapple one creature.
Mind Bolt. Ranged Spell Attack: +8 to h it, range 1 20 ft., one
creature. Hit: 22 (4d 1 0) psychic damage. R E ACT I O N S
Counterspell. The n u l l ifi e r attempts to interrupt a creature that
R EACT I O N S it can see within 60 feet i n the process of casti ng a spell. If the
Tail Ray. When the absorber takes damage from a spell, the ab creature i s casting a spell of 3rd level or lower, its spell fails
sorber takes only half the triggering d amage. I f the spellcaster and has no effect. I f it i s casting a spell of 4th level or h i gher,
is with i n 60 feet of the absorber, the absorber can force the the nul lifier makes a Charisma check with a DC equal to 1 0 +
caster to make a DC 1 6 Dexterity saving th row. U n less the save the spell's l evel. On a success, the creature's spell fai l s and has
succeeds, the caster takes the other half of the damage. no effect.
C o R E S P A W N C RA W L E R
Armor Class 1 5 (natural armor) Talons. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.
H it Points 1 02 (1 2d8 + 48) Hit: 14 (2d l 0 + 3) slashing damage.
Speed 40 ft. , fly 60 ft. (hover)
Alluring Thrum (Recharge 5-6). The em issary em its a d readful
yet alluring h um . Each creature within 20 feet of the emissary
STR DEX CON INT WIS CHA
1 5 (+2) 8 (-1 ) 13 (+l) 8 (-1 ) that can hear it and that isn't an aberration must s ucceed on a
1 7 (+3) 1 8 (+4)
DC 1 4 Constitution savi ng th row or be charmed for l m i n ute.
Saving Throws Dex +5, Wis +4, Cha +2 A creature can repeat the savi ng throw at the end of each of its
Skills Perception +4 turns, ending the effect on itself on a success.
Damage I mmunities psychi c Crystal Spores (Recharge 6). A 1 5-foot-rad i u s cloud of toxic
Senses blindsight 30 ft . , tremorsense 6 0 ft. , crystal l i n e spores extends out from the emissary. The spores
passive Perception 1 4
spread around corners. Each creature i n the area must succeed
Languages u nderstands Deep S peech but can't speak,
on a DC 14 Constitution saving throw or become poisoned.
telepathy 1 20 ft.
While poisoned i n this way, a creature takes 11 (2dl 0) poison
Challenge 6 (2, 300 X P)
d amage at the start of each of its turns. A creature can repeat
the saving throw at the end of each of its turns, ending the ef
Magic Resistance. The emissary has advantage on savi ng fect on itself on a success.
throws against spells and other magical effects.
STR DEX CON INT WIS CHA Fission Staff. Melee Weapon Attack: +8 to hit, reach 5 ft. , one
1 4 (+2) 1 2 (+l ) 18 (+4) 2 2 (+6) 19 (+4) 16 (+3) ta rget. Hit: 9 ( l d 6 + 6) bludgeoning damage plus 18 (4d8) radi
ant damage, and the target i s knocked prone.
Saving Throws Dex +6, I nt +1 1 , Wis +9, Cha +8 Psychedelic Orb. The seer h u rls a glimmering orb at one crea
Skills Perception +9
ture it can see with i n 1 20 of it. The target must succeed on a
Damage Immunities psychic
DC 1 9 Wisdom savi ng th row or take 27 (5dl 0) psychic damage
Condition Immunities charmed, frightened
Senses b l i ndsight 60 ft., tremorsense 60 ft., and suffer a random condition u ntil the start of the seer's next
passive Perception 1 9 turn. Roll a d 6 for the condition: (l -2) blinded, (3-4) fright
Languages Common, Deep Speech, U ndercom mon, ened , or (5-6) stu n ned.
telepathy 1 20 ft.
Challenge 13 (10,000 XP) R E ACTI O N S
Fuse Damage. When the seer i s hit by a n attack, it takes o nly
half of the triggering d amage. The first time the seer h its with
Earth Glide. The seer can traverse through nonmagical, u n
a melee attack on its next turn, the target takes an extra l d 6
worked earth and stone. W h i l e doing s o , t h e seer doesn't dis
radiant d amage.
turb the material it moves through.
Saving Throws Con +l 0, Wis +4 Bite. Melee Weapon Attack: +1 3 to hit, reach 10 ft. , one target.
Skills Perception +4 Hit: 30 (5d8 + 8) p iercing damage. If the target i s a Large or
Damage Vulnerabilities cold smaller creature, it must succeed on a DC 1 8 Dexterity saving
Damage Immunities fi re, psychic th row or be swallowed by the worm. A swallowed creature i s
Condition Immunities charmed, frightened bli nded and restrained, has total cover against attacks and
Senses b l i n dsight 30 ft. , tremorsense 60 ft. , other effects outside the worm, and takes 21 (6d6) fi re damage
passive Perception 1 4 at the start of each of the worm's turns.
Languages u n d erstands Deep Speech but can't speak If the worm takes 30 damage or more on a si ngle turn from
Challenge 15 ( 1 3 ,000 XP) a creature inside it, the worm must succeed on a DC 21 Con
stitution savi ng throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone i n a space withi n 10 feet
Illumination. The worm sheds d i m l ight in a 20-foot rad i u s .
of the worm. If the worm dies, a swallowed creature is no lon
Radiant Mirror. If t h e worm takes rad iant damage, each crea ger restrained by it and can escape from the corpse by using 20
ture within 20 feet of it takes that damage as wel l . feet of movement, exiting prone.
Tunneler. The worm can burrow through solid rock at half its bur
rowing speed and leaves a 1 0-foot-diameter tunnel in its wake.
ACTI O N S
Multiattack. The worm makes two bite attacks, o r uses its Tri l l
and makes a bite attack.
C H A PTER 7 I W I L D E M O U NT B E STIARY
GEARKEEPER CONSTRUCT
Large construct, unaligned
GLOOMSTALKER ACT I O N S
Large monstrosity, neutral evil Multiattack. The gloomstalker makes two attacks: one with its
bite and one with its claws.
Armor Class 15 (natural armor)
Hit Points 90 ( 1 2d l 0 + 24) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft. , one
Speed 40 ft., fly 80 ft. creature. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6)
necrotic d amage.
STR DEX CON INT WIS CHA
22 (+6) 1 6 (+3) 1 4 (+2) 5 (-3) 17 (+3) 14 (+2) Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6)
Saving Throws Str +9, Dex +6 necrotic damage.
Skills Ath letics +9, Perception +6, I nt i m idation +5, Stealth +6
Snatch. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Damage Vulnerabilities radiant Medium or smaller creature. Hit: 1 3 (2d6 + 6) slashing dam
Senses darkvision 240 ft. , passive Perception 1 6
age plus 7 (2d6) necrotic d amage, and the target is grappled
Languages u n derstands Common but can't speak
(escape DC 1 7) . While grappled i n this way, the target i s
Challenge 6 (2, 300 XP)
restrained.
A CT I O N S
Bite. Melee Weapon Attack: + 6 to h it, reach 5 ft. , one creature.
Hit: 1 3 (2d8 + 4) piercing damage, and the target must succeed
on a DC 1 5 Constitution saving throw or become poisoned for
NERGALIID (DEVIL TOAD) l m i n ute. The poisoned creature can repeat the savi ng th row
at the end of each of its turns, ending the effect on itself on
Corpulent, scaled, and utterly repulsive, these vicious
a success.
devils stalk the dark edges of society away from prying
eyes, subsisting on the life force of unsuspecting human Tongue Lash. Melee Weapon Attack: +6 to h it, reach 20 ft. , one
oids. Creatures that die to the nergaliid's feeding leave a target. Hit: 10 (ldl2 + 4) bludgeoning damage.
corrupted undead corpse behind known as a husk zom
Siphon Life (Recharge 4-6). The nergaliid magically d raws the
bie (presented earlier in this chapter).
life from a humanoid it can see within 40 feet of it. The target
The nergaliid favors feeding on the life force of sleep must make a DC 1 5 Wisdom saving th row. An i ncapacitated
ing humanoids, feasting on the same prey nightly-so ta rget fai l s the save automatically. On a failed save, the creature
long as its victim remains unaware. This ensures a last takes 10 (3d6) psychic damage, and the nergaliid gains tem
ing source of nourishment, with the victim beset by ter porary hit points equal to the damage taken . On a successful
rible nightmares as long as the feeding continues. When save, the target takes half as m uch damage, and the n ergal iid
a nergaliid is discovered, it tries to strike a deal with the d oesn't gain temporary hit points. If this damage k i l ls the tar
one who uncovered it. It might offer material wealth in get, its body rises at the end of the nerga l i i d 's cu rrent turn as a
exchange for freedom and silence. Only when an accord husk zombie (see earlier in this chapter).
seems unlikely does the nergaliid attack.
2 98 C HAPTER 7 I WI L D E M O U NT B E ST IARY
SEA FURY
Medium fey, chaotic evil
UDAAK Siege Monster. The udaak deals double damage to objects and
structures.
Gargantuan fiend, neutral evil
ACTIONS
Armor Class 18 (natural armor)
Hit Points 165 (l Od20 + 60) Multiattack. The udaak makes three attacks: one with its bite
Speed 50 ft. and two with its slam.
Bite. Mefee Weapon Attack: +13 to hit, reach 5 ft., one creature.
STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 22 (+6) 3 (-4) 11 (+O) 10 (+O) Hit: 21 (2dl2 + 8) piercing damage, and the target is grap
pled (escape DC 21). Until this grapple ends, the target is
Saving Throws Str +13, Con +11 restrained, and the udaak can't bite another target.
Damage Vulnerabilities thunder
Slam. Melee Weapon Attack:+13 to hit, reach 10 ft., one target.
Damage Immunities poison; bludgeoning, piercing, and
Hit: 21 (3d8 + 8) bludgeoning damage.
slashing from nonmagical attacks
Condition Immunities frightened, grappled, poisoned, Swallow. The udaak makes one bite attack against a Large or
restrained smaller target it is grappling. If the attack hits, the target is
Senses darkvision 120 ft., passive Perception l 0 also swallowed, and the grapple ends. A swallowed creature is
Languages- blinded and restrained, it has total cover against attacks and
Challenge 16 (15,000 XP)
other effects outside the udaak, and it takes 21 (6d6) acid dam
age at the start of each of the udaak's turns.
Charge. If the udaak moves at least 20 feet straight toward a If the udaak takes 30 damage or more on a single turn from
target and then hits it with a slam attack on the same turn, a creature inside it, the udaak must succeed on a DC 21 Con
the target takes an extra 27 (6d8) bludgeoning damage. If the stitution saving throw at the end of that turn or regurgitate all
target is a creature, it must succeed on a DC 21 Strength sav swallowed creatures, which fall prone in a space within 10 feet
ing throw or be pushed up to 20 feet away from the udaak and of the udaak. If the udaak dies, a swallowed creature is no lon
knocked prone. ger restrained by it and can escape from the corpse by using 20
feet of movement, exiting prone.
Aeor was a flying city of mages who sought to destroy Corellon is the god of spring, beauty, and the art.
the gods before they themselves were destroyed Crown refers to the rulership of King Bertrand Dwen
during the Calamity. Aeor crashed into Eiselcross. dal and the Dwendalian Empire.
Age ofArcanum is the previous age before the Calamity Crownsguard are the trained guards who patrol the
and the Divergence, a period known for its widespread Dwendalian Empire and are often assigned to enforce
use of magic and dangerous conflicts between pros laws in particular locations and cities.
perous mortal nations and the gods. Dawn Father is the alternative title for the god Pelor.
All-Hammer is the alternative title for the god Moradin. Diarchy ofUthodurn is a society of elves and dwarves
Arch Heart is the alternative title for the god Corellon. in the Flotket Alps of the Greying Wildlands.
Asmodeus is the Betrayer God of domination. Divergence is the term used to describe the moment
Assembly refers to the Cerberus Assembly. that Prime Gods, after banishing the Betrayer Gods
Augen Trust is the spy network of the Dwendalian from Exandria following the Calamity, left Exandria
Empire, used to expose those responsible for creating and manifested the Divine Gate.
unrest and sowing rebellion within the empire. Divine Gate is the boundary established by the Prime
Aurora Watch is the trained guard and military arm of Gods between Exandria and the Outer Planes,
the Kryn Dynasty. preventing all major divinity from setting foot on
Avandra is the god of luck, freedom, and change. the world.
Bahamut is the god of justice, protection, and honor. Draconblood are the former ruling class of dragonborn
Bane is the Betrayer God of conquest and tyranny. in Draconia before its fall, known for their tailed bod
Betrayer Gods are the deities that turned to the dark, ies and guile.
evil side of creation. Draconia was the once majestic dragonborn nation that
Biting North is the northern, arctic region of Wilde now lays in ruins within the Dreemoth Ravine.
mount that is comprised of the Greying Wildlands and Dranassar were tall, beautiful humanoids whom Bane
Eiselcross. transformed into goblins, hobgoblins, and bugbears to
Blightshore is the far-eastern shore of Eastern Wyn create his armies.
andir once known as the Miskath Strand, scarred Dunamancy is the arcane study and mastering of duna
with deep corruption from the experiments of the mis and dunamis-related magic.
Betrayer Gods. Dunamis is the mysterious arcane energy of potential,
Blood Hunters are mistrusted monster hunters that probability, and gravity studied and harnessed by
live outside society, using blood magic to stalk spellcasters of the Kryn Dynasty.
their quarries. Dwendalian Empire refers to the Dwendalian Empire
Bright Queen Leylas Kryn is the head of Den Kryn that rules over Western Wynandir.
and heralded as the leader of the Kryn Dynasty Dynasty refers to the Kryn Dynasty ofXhorhas.
ofXhorhas. Eastern Wynandir is the eastern region of Wildemount,
Calamity is the name given for the collective wars and which includesXhorhas and the Miskath Strand
ensuing cataclysms that occurred at the end of the (Blightshore).
Age of Arcanum, which nearly destroyed all life and Eiselcross is the cluster of icy islands that makes up the
civilization across Exandria. northern region of the Biting North.
Cerberus Assembly is a collection of eight powerful Elder Evils are ancient, esoteric entities of maddening
mages who work within the Dwendalian Empire un malevolence that exist beyond the fringes of Exandria,
der King Bertrand Dwendal, but often pursue their their will subtly corrupting the minds and dreams
own interests. of mortals.
Change Bringer is the alternate title for the Empire refers to the Dwendalian Empire.
god Avandra. Empire Gods refers to the members of the Prime
Children of Malice is a faction of followers of Lolth who Deities pantheon that remain approved for worship
are driven to undermine and ruin the Kryn Dynasty within the Dwendalian Empire. This includes Erathis,
for their turning from the Spider Queen. Bahamut, Moradin, Pelor, Ioun, and the Raven Queen.
Claret Orders is a loose faction of Blood Hunter Erathis is the god of law, order, and civilization.
organizations. Everlight is the alternative title for the god Raei.
Clovis Concord is the governing body of the Menagerie Exandria is the name of the world that includes the con-
Coast, comprised of a union bet ween the marquises tinent of Wildemount. It exists on the Material Plane.
who independently rule the major coastal cities. Expositors are highly trained spies and infiltrators
Cobalt Soul refers to the Library of the Cobalt Soul. working for the Cobalt Soul.
Concord (Concordian) refers to the Clovis Concord Ghor Dranas was the central city of the Betrayer Gods
(and members of that particular faction). and their armies. Destroyed in the Calamity, it has
Consecution is the Kryn ritual of binding a soul to a been rebuilt as the city of Rosohna.
Luxon beacon, enabling the soul to be reborn in a new Glassblades are the trained soldiers and rangers that
body when its previous body dies. serve the Diarchy of Uthodurn.
GLOSSARY
Golden Grin is an Exandria-wide secret society that Quajath is a massive worm creature of powerful will
works to destroy political corruption, check the abuse sealed within the ice of Eiselcross.
of power, and inspire everyone to rise. Raei is the god of atonement and compassion.
Greying Wildlands is the southern region of the Raven Queen is the god of winter, fate, and the transi
Biting North. tion of death.
Gruumsh is the Betrayer God of savagery and slaughter. Ravenites are the surviving dragonborn previously held
Joun is the god of knowledge, philosophy, and lore. as a lower, slave-class under the Draconbloods of
Julous Dominion was the society that resisted Dwen- Draconia before its fall, known for their tailless bodies
dalian expansion in the mid-SOO's PD before being and hardy physique.
conquered and absorbed into the empire. Revelry is the faction and banner that most operating
Ki'Nau are the indigenous island people who rees pirates across the Menagerie Coast are united under.
tablished society along the Menagerie Coast after Righteous Brand is the military army of the Dwenda
the Calamity. lian Empire.
King generally refers to King Bertrand Dwendal. Scars of Scale and Tooth is a new faction of Ravenites
King Bertrand Dwendal is the current ruler of the and survivors of the destruction of Draconia, centered
Dwendalian Empire and Western Wynandir. around the city of Xarzith Kitril.
Knowing Mentor is the alternative title for the god Ioun. Sehanine is the god of moonlight, illusions, and
Kord is the god of strength, contests, and storms. misdirection.
Kryn refers to the Kryn Dynasty faction of Xhorhasian Starosta is the title of a settlement leader within the
citizens and soldiers under its banner. Dwendalian Empire.
Kryn Dynasty is the faction of largely drow and waste- Storm Lord is the alternative title for the god Kord.
folk that rules most of Xhorhas. Tal'Dorei is a continent southwest of Wildemount,
Law Bearer is the alternative title for the god Erathis. across the Lucidian Ocean.
Lolth is the Betrayer God of deceit and spiders. Taskhands are high-ranking military leaders within
Library of the Cobalt Soul is a network of acolytes the Kryn Dynasty, sometimes assigned to preside as
and scholars that believe in the gathering and open judges in times of conflict.
sharing of information and lore, many of whom Tharizdun is the Betrayer God of madness and
worship Ioun. destruction.
Luxon is a pre-pantheon entity of light that is worshiped Tiamat is the Betrayer God of greed, envy, and wealth.
by the Kryn Dynasty. Torog is the Betrayer God of imprisonment, torture, and
Melora is the god of wilderness and nature. enslavement.
Marquet is the distant, largely arid continent far to the Tribes is a term often referring to the Tribes of
southwest of Wildemount. Shadycreek Run.
Marquis is generally the title of a city leader within the Tribes of Shadycreek Run is a collection of crime fami
Clovis Concord. lies that runs through the Dwendalian Empire and the
Marquessian refers to the language of Marquet, archi Greying Wildlands.
tecture and crafts from Marquet, or denizens who Truscan Vale is the far western plain within the Mar
descend from citizens of Marquet. row Valley that is largely controlled by the Truscan
Miskath Strand is the far-eastern shore of Eastern noble family.
Wynandir, scarred with deep corruption from the Uk'otoa is a powerful serpent that is sealed within the
experiments of the Betrayer Gods. This region is now Lucidian Ocean.
known as Blightshore. Umavi are consecuted members of the Kryn Dynasty
Molaesmyr is the ruined and cursed elven city that once who have been reborn and lived enough lifetimes to
ruled over the Greying Wildlands from within the believe they are perfect souls.
forest now called the Savalirwood. Uthodurnian relates something to the society of the
Moon Weaver is the alternative title for the Diarchy of Uthodurn.
god Sehanine. Wastefolk are nomads who have adapted to life in the
Moradin is the god of craft and creation. wastes of Xhorhas, which they call them home.
Myriad are a scattered but powerful network of crimi Western Wynandir is the western, central valley of
nals and thieves throughout Wildemount. Wildemount, which includes the Zemni Fields and the
PD denotes a year that has occurred "Post-Divergence." Marrow Valley.
For example, the Chroma Conclave's attack on Wild Mother is the alternative title for the god Melora.
Tal'Dorei occurred in 815 PD. Wildemount is the continent described in this volume
Pelor is the god of the sun, summer, and the harvest. and the setting for the second campaign of the hit
Platinum Dragon is the alternative title for the series Critical Role.
god Bahamut. Zhelezo are the standing military of the Clovis Concord
Prime Deities are the gods who turn to the more up and down the Menagerie Coast.
orderly, good, and balanced view of creation.
GLOSSARY
INDEX
I N DE X
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