Nightfell - Corebook
Nightfell - Corebook
Playest: We want to thank all those who, during this development period, have participated in online events
to test and play Nightfell. Unfortunately, we do not have all the names of the brave Nightfell adventurers
who have immersed themselves in the dark atmospheres of this development period, and for the sake of parity,
we simply thank ALL of you who have taken advantage of events and meetings to participate.
Nightfell is © Angelo Peluso & Mana Project Studio 2021. All rights reserved.
The reproduction of any material without authorization is forbidden
INDEX
Credits ,2 Eastern Mark , 47 Drifter , 133
Sarneum , 49 Enclave Dweller , 134
Preface ,7 Exile , 135
Chapter Five Legends’ Scholar , 136
Safer Space , 8 - Adventurers Night Nomad , 137
of the Night , 52 Raised by Witches , 139
Chapter One Wanderers Seeker of Hope , 140
- Overview , 10 in a Night Eternal , 54 Touched by Evil , 142
What is Nightfell , 12 Cues for characters’ motive , 55 Virtuous in Spirit , 144
The Night Master’s task , 12 Languages
Horror-like game sessions , 12 of the Known Lands , 56 Chapter Six
Declaration of Intents , 12 Ethnicities , 59 - Delve into Night , 146
the
Ages of Iùrmen , 13 Anireth , 59 Soul Points , 148
Ejre , 62 Possession , 151
Chapter Two Garnar , 64 Grim Weapons , 153
- History of Iùrmen , 14 Gray Folk , 68 The Moon , 155
The Three Sources Ishdrim , 70
of Arcane Power , 16 Krampus , 73 Chapter Seven
The Four Truths Lyvar , 76 - New Items , 158
and the Old Tradition , 17 Rizadrin , 78 New Armors , 160
Of Lagoran and Mirithlen , 17 New Options and Classes , 81 Adventuring Gear , 164
The Moon Goddess myth , 20 New Archetypes , 81 Magic Items , 164
The Last Sun , 21 Barbarian , 81 Unusual Items from Iùrmen , 178
Bard , 83
Chapter Three Cleric , 84 Chapter Eight
- Religion & Culture , 24 Druid , 86 - Spells & Rituals , 180
Death of the Primes , 26 Fighter , 88 Lunar Magic , 182
Ecclesial Hierarchies , 27 Monk , 90 Spells listed by Class , 183
The Old Tradition , 27 Paladin , 91 Spells Description , 188
The Unholy Sacrament , 27 Ranger , 92
The Lunar Cult Rogue , 94 Backers’ list , 216
and its mission , 27 Sorcerer , 95
The Apostates , 28 Warlock , 97 Table of contents , 234
Other religions , 28 Wizard , 99
The Divine , 31 New Classes , 101 OGL , 240
Lunar Cultist , 101
Chapter Four Master of Tradition , 108
- The World of Iùrmen , 36 Medium , 113
Iùrmen in the Lunar Age , 38 Vampire , 119
Known Lands overview , 39 New Backgrounds , 127
Alper Highlands , 41 Adept of a Circle , 127
Thur Province , 42 Ancient Lineage , 129
Lost Aresya , 45 Apostate , 131
PREFACE
I'm a storyteller who loves horror in all of its forms. I write Humanoid beings and many animals that were once diurnal
comics and games on this subject and I look for fear in every have learned to sleep during the day to make the most of
medium. When Angelo asked me to stage a Nightfell cam- the hours of moonlight. The crops, which still live thanks to
paign on Twitch shortly after the success of its crowdfunding, the few surviving Primes, do not need light but must be pro-
I immediately agreed. In fact, I don't even think I let him tected from the cold that now seems to envelop everything.
finish the sentence. Any bioluminescent or combustible material is invaluable and
expensive.
I could have explored European folk traditions by mixing The underground structures, mining complexes and tunnels
them with terrible monsters, harsh climates, madness and that once favored mountain passes have been abandoned.
obsession with death. Write a story about witchcraft, family All places that are not blessed by moonlight are home to the
secrets and terrible sacrifices. Bring out every most visceral deadliest creatures and generate new forms of superstition.
emotion, every horror and every phobia. This has resulted in the shortage of various resources, the de-
struction of many economies, the abandonment of some areas
My imagination was already counting the sessions, divid- and the occurrence of massive migratory flows, despite the
ing the chapters and fixing the key themes. But first of all, incalculable difficulties in moving. Yet, life does not give up.
Nightfell gave me the opportunity to make some reflections.
Iùrmen is a cursed world that has found a way to move
Nightfell is not just any horror because there is no truly "or- forward despite having sunk into a killing darkness. And if
dinary" life to unhinge. There are no safe places and there is you are not assailed by the horrors that haunt the black and
no dividing line beyond which you can breathe a sigh of relief. moonless days, then it is you who morbidly march towards
It's a setting with no light switches above the bedside table. your end. Nightfell shows you what it means to live without
Horror has contaminated every aspect of daily life. But still, light and intimately close to horror. When everything outside
the world hasn’t fallen into a nightmarish dimension where begins to make its way inside you, your hours are numbered.
everything is perverse and corrupt. It's like being on the verge You will be yourself, possessed and corrupted, to sabotage or
of an apocalypse that will never come, and waiting. destroy everything you care about, including your own life.
More than a hundred years have passed since the last living It's a fascinating mechanism that takes the most common
being saw the solar star. The great civilizations have quickly dungeon crawling experiences to a new level of tension. A
gone into decline and what remains of them is literally fall- survival game that basks in the incredible design of creatures,
ing apart. Along with the sun also disappears the idea of the ruins, and cursed items. Where only a greater evil, finally, can
world as we know it. The marking of time, the succession of defeat what is in front of us. In the dark, waiting, a few centi-
seasons, the colors, the warmth and security that this can give, meters from your face.
goes away. The loss of these elements gives us, in spite of our-
selves, a new form of normality.
Marco B. Bucci
7
CALLING A LINE OR A VEIL
SAFER SPACE Both Lines and Veils can also be "called" during the Session.
Someone may notice that a particular theme is disturbing
them and may then call a Line to immediately stop the nar-
SECURITY AT THE TABLE ration or a Veil from having a black fade to end the current
The issues addressed in Nightfell are not to be taken lightly, scene without going into detail. A Line or Veil may become
nor should their impact on the people around the table be part of the Lines and Veils in effect for the entire campaign
underestimated. Each player has their own set of experi- at the discretion of the person calling them. If necessary,
ences, even traumatic ones, and it is critical for everyone's take a break when a Line is called, as it may have stirred up
safety to respect each person's sensitivities. The playing bad memories in the person who called it. Then, when the
space should be as safe as possible, do your best to make table feels ready to start again, decide if you want to reset
it so. Making mistakes is normal; learning from mistakes, the current scene by completely avoiding the Line that was
stop play when necessary, talk about what can be improved, called, or if you prefer to make a time jump, moving the
accept criticism and build a healthy play environment. events a few minutes, hours, or even days away from the
event that caused the Line.
The best way to get started in Nightfell is to write a
Statement of Intent, where Night Master and other players For example, a player playing a Benandante Ranger who
will align on the campaign's different expectations, perspec- has been Possessed should try to highlight the most neg-
tives, themes, and tone. Some of these elements are already ative sides that linger in his character's heart without dis-
suggested by the setting, so don't be afraid to adapt them to torting his identity (see page 00). The characters have just
your table. To find out more about the Declaration of Intent, scouted out a coven of witches in the Wailing Mire, but a
visit Mana Project Studio's DrivethruRPG page and gruesome discovery awaits them. The coven has kidnapped
download "RPGs and the Declaration of Intent" for free. some children, educating them to perform horrible and
blasphemous rituals. The player who plays the Possessed
During the Statement of Intent, to better define the topics Benandante Ranger wants to play his character's hatred for
you want to cover, we recommend using this version of the covens, exacerbated by Possession. He plays his character
Lines and Veils tool. on his way to the huts, sword in fist, with only one purpose:
to eliminate the children, indelibly marked by Evil. But he
is interrupted by another player at the table, who does not
PRELIMINARY LINES AND VEILS feel at all comfortable with this scene. The player declares
During the Zero session, define together or anonymously the Line "Violence against Children", which is added to
through a questionnaire the Lines and Veils of each person the Campaign Lines and is now part of the Declaration of
at the table. Intent. The whole table takes a break and then discusses
how to proceed. It is decided that it is possible to reset the
The Lines are all those things you don't want to see on scene, avoiding the theme altogether. The Possessed Ranger
stage and the themes you prefer to be avoided completely. player plays it as terribly angry, screams curses at the sky,
and a blind fury leads him to run through the marshes in
The Veils are all those themes you agree to play but do not a frantic search for hags, forcing the other PGs to keep up
want to explore in detail. Don't investigate why a person at with him. The theme of Possession and irrational action still
the game table wants a Line or Veil on a particular theme. came into play, keeping with the character but avoiding the
It just is; accept it. If that person wants to explain to you why Line entirely
they want a Line or Veil, they will do so.
NIGHTFELL
8
Let's go back to the previous example. A Veil is called on the "STOP"
theme of "Violence against Minors", the player who plays the "Stop" interrupts the narrative, just like the Line, and is de-
Ranger could simply play the scene where his character com- signed to stop the game for a while without necessarily re-
mits terrible crimes. The player who plays the Ranger could flecting on what caused the "Stop". Take a ten-minute break.
simply interpret the scene where his character commits terri- Wait until everyone at the table is ready. Give everyone time
ble acts of cruelty, "justified" by Possession. "justified" by the to come up with a Line or Veil. If more time is needed, take
Possession by describing it in the following way: The Ranger it. Take suggestions and advice from the person who called
starts towards the huts, his sword drawn tightly in his fist, his the "Hold" to reset the scene. If no suggestions come in
knuckles whitened by tension. In his eyes, a flash of pure and on resetting the scene when the table feels ready to start
visceral hatred, a black shadow crosses them. The scene closes. again, resume playing with a time jump, and move events a
The character's intentions have been communicated to the ta- few minutes, hours, or even days away from the event that
ble as much as the influence of the Possession on his behavior caused the Line.
so that the other players can understand what is happening.
Lines and Veils is an effective but not perfect tool. All the SHARING RESPONSIBILITIES
people at the table should ensure that the atmosphere at the The Night Master has to think about a lot of things. On the
table is as relaxed and healthy as possible, intervening to stop other hand, you're playing a horror setting with the rule sys-
the narrative when necessary, aware of the Lines and Veils tem of the world's most famous role-playing game. The whole
placed by each person at the table on specific issues. At the table should be responsible for its own safety. If you want, you
same time, the table must be receptive to the Lines and Veils can identify a player who is not the NM by electing them as
that are called into play and ready to stop and improvise: after Moderator. This figure does nothing different from the other
all, role-playing is also this, improvisation and receptivity. players, but he makes sure, Declarations of Intent in hand,
Lines, and Veils are clearly visible on the table next to his
We also suggest introducing in your sessions the following character sheet, that everything goes well. He is also in charge
words to "call" to better communicate your feeling: "Slow of reminding the whole table of the Lines and Veils decided
down" and "Stop". so far and ensuring that the entire table, including the Night
Master, respects the Declaration of Intent.
"SLOW DOWN"
"Slow down" can be called out to reduce the intensity of a
scene immediately. In a horror setting like Nightfell, intense
scenes abound and can touch a variety of different sensibilities.
"Slow down" is not different in its handling from "Veil"; in-
stead of a black fade out, it allows a freer description of details.
The player who plays the Ranger plays him intent on entering
the huts, sword in fist, but another player immediately calls
"Slow down". The player plays the Ranger as he enters the huts
with his sword drawn, indistinct noises are heard, he emerges a
few minutes later, his face contorted into a shocked expression.
"Evil has been eradicated," he tells his companions without
looking them in the eye, as he sprints like fury towards the
marshes, obsessively searching for the hags.
Safer Space
9
CHAPTER
ONE
OVERVIEW
What is Nightfell , 12
The Night Masters' task , 12
Horror-like game sessions , 12
Declaration of Intents , 12
Ages of Iùrmen , 13
HORROR-LIKE
WHAT IS NIGHTFELL GAME SESSIONS
Nightfell outlines a dark world, stricken with fear and forsak- Is it possible to plan and host horror-like game sessions at
en. The dead walk the earth and dark places are truly doors left your table? Here are some hints on how to give them an evoc-
ajar for undying beings who crave the nullification of reality. ative feel.
This book shows a dreadful and merciless setting, where Creating “terrifying” game sessions in a tabletop role-play-
players interpret survivors adjusted to live in an age, known ing game is not simple. Still, we suggest focusing on the feel-
as the Lunar Age, when the sun has long since died and life ings you want to provoke, rather than modulating your tone
lingers on the presence of the last of the Primes. Yet, some are and narrating rhythm as a useful tool to convey the events
still able to make a difference. and the themes they involve. Players have to dive into the
Standing as a narrator in game sessions will be the atmosphere to be fully captivated.
Night Master (Game Master).
The Prophecy of the Fourth Truth has finally been ful- Here are some examples you can use:
filled, and the world has been defiled by the dark realm of
Ènferun. Characters facing the challenges of Iùrmen are ei-
ther those who have embraced the powers of the night to turn • Music is an excellent medium for emotions: the right
them against its own creatures or those standing as paragons background soundtrack at the right time intensifies the
of hope and faith for the survivors. They will have to deal unsettling.
with a hostile environment, travel through forsaken waste- • Playing in the void: whenever feasible, try and have
lands and resist the overpowering entities trying to subjugate your game sessions in wide rooms and put all the light
their spirit. sources on the table; players will have nothing but
darkness around them, making them more susceptible
to the unknown and what lurks in it.
“Thou wilt tip the balance, since on thy actions fate lies for • Sound libraries: the better equipped can employ
what is left of us all. Be steady in front of darkness, do not let startling sound effects when in the thick of the game;
thy heart cede, and may the moon lead thee through the silent a ghost’s moan, a creaking door, a madman’s laugh, a
lands of the continent.” sudden thud in the silence, etc…
NIGHTFELL
12
and horrors for the table is up to the Night Master, it is also SECOND AGE - A TIME AFTER
their responsibility to discuss with the players before the cam- LAGORAN’S DEATH (A.L.)
paign starts. Some parties will enjoy it if you take the macabre An important age for all subsequent eras: the Old Tradition
and gore to the extreme, as in a slasher movie, while others, began to take hold and the knowledge of worlds was estab-
who may be more sensitive, are more responsive to a gloomy lished as a foundation for arcane studies.
atmosphere, like those found in classic horror films, or to the It began with the death of Archmaester Lagoran and its
genre of mysticism and mystery. preeminent event was the alleged rise of Mirithlen, daughter
Whichever method you choose, Nightfell will nonetheless of Lagoran, to Lunar Godhood.
allow you to experiment with your imagination and to devise The empire of the First Men reached its peak before being
ways to keep your players clinging to your narrative and hold- decimated by an earthquake in 275 a.L., thus marking the
ing their breath. decline of the race. Thurinthian’s fall was the beginning, and
the fall of Xivanis, the new capital of Thur, was the end.
Other parts of the world saw the curse bestowed upon the
“Embrace darkness.” whole race of the Alperns, and witnessed the foundation of
the Ejre people at the hand of Rahidra, at the beginning of
the second age.
This age was relatively brief, ended abruptly by the cata-
AGES OF IÙRMEN clysm that shook the world. In the year 582 a.L., The Second
Age ended, and the Lunar Age began.
The world of Iùrmen underwent four main ages, as recounted
in Old Tradition tomes and historic annals.
LUNAR AGE
In the day that went down in history as “The Last Sun”, apoc-
THE ANTEDAWN alypse cast Iùrmen in its Night Eternal. Sùlen, the Prime who
The first writings about the Truths mention this unknown, resided in the Sun, faced its own death, and the Dark Mirror
unknowable age. Eons in which the world did not yet exist aligned with the Material Plane.
and prior to the creation of all forms of life and death. The The descent of the Known Lands lasted over a century:
counting of years started after the end of this age, when entire species were extinct, while the survivors underwent
the peoples of Iùrmen began to civilize and keep tracks of physical and spiritual warping. The First Men paid the ul-
their history. timate price for the horror they unleashed on the world and
were irredeemably branded by evil.
The cult of the Unholy Sacrament rose alongside Lagoran’s
FIRST AGE - A TIME BEFORE rebirth, and the world turned into a desolate, forlorn waste-
LAGORAN’S DEATH (B.L.) land whose only light shone as the dawning Lunar Cult.
The most lasting amongst the ages known to sentient be- Ultimately, the people of the World Below came to the
ings. An age of conquest, expansion, discovery, and cultural World Above, driven out of their homes by an unknown evil.
and political ramification. This age ended with the passing Iùrmen is currently in the 115th year of the Lunar Age,
of Lagoran, he who most of all is, was, and always will be and few remain to remember what sunlight was.
remembered in the fabric of life in Iùrmen.
The First Age lasted several millennia and included events
such as: the rise of the First Men and the inner schism that “Thus began your journey into nightmares.”
gave birth to humans; Erven’s conquering of The Mark; the
war between the First Men and the ancient people of Ishdrim;
the birth and seating of Mirithlen, and in the end, Lagoran’s
Enunciation of Truths.
Overview
13
CHAPTER
TWO
HISTORY
OF IÙRMEN
“Of all the wrongs done to the world, none was as grievous as
what men did.”
NIGHTFELL
16
THE FOUR TRUTHS AND THIRD TRUTH
THE OLD TRADITION Life came as a consequence of Existence in The Earthly
World, and with it came its cold and dark reflection: death.
The Four Truths are the cornerstone of the Old Tradition, for The first Echoes of Death came from a diaphanous mist
their disclosure ended any dispute about the beginning of the and settled in a different plane, although connected to the
world, and the energies that rule over reality. They were tran- Material by a fault in cosmic balance. This plane was Ènferun,
scribed by Archmaester Lagoran, although there is no doubt, where all that once was in Iùrmen becomes a shadow of itself.
now, that some unknown entity led him in the transcription The first entities of this dimension were spawn of the
and named him the oracle of the death of the world. Primes, juvenile enough to inherit their craving for Existence.
These cravings led them to pull the two realities together, sepa-
rated by veils that dissolve when sleep sends the living to a dark
dreamworld through which they observe in a ravenous silence.
FOURTH TRUTH
The oracle of the Fourth Truth announces an inevitable
darkness on the Earthly World. Eventually, the dichotomy
between Existence and Nothingness will fade: night will
be eternal, and the Dark Mirror will merge with Iùrmen.
The Echoes of Death will seize the throne of the Primes,
transforming life into decay and madness. This age will last
as long as death stands guard, because the void cannot exist
without wholeness. Then, a new beginning, with only Sidìr, as
FIRST TRUTH everlasting receptacle of Time and Existence.
In the beginning was the Sempiternal, where solitary beings
of neither form nor voice dwell. In the depth of their stasis,
these beings shaped the cold darkness: motionless and aim- OF LAGORAN
less, they just existed because they were thought, sight, and AND MIRITHLEN
nothing at all. Some of them radiated scorching heat and
manifested through light and matter, while others lingered “Of this I tell unto you the truth, and Lagoran was veriest
in the unknown as inherent segments of the void and of the beyond his time. He forewent the apex of his wisdom before the
darkness of these remote corners of Existence. temple of Thurinthian and to Him we owe the precept we still
celebrate. Beyond any doubt, I say unto you that His daughter’s
name is the same as the ancient root of the purest attainable
SECOND TRUTH through the speech of the soul.”
Eons went by, and sentience came to those supernal beings, and
their endless reshaping taught them the origin of Existence - taken from “Apology of the Archmaester”, by Anvernia from Mirithrun,
and the change that was time itself. Then, in an undetermined High Priestess of the Lunar Cult -
moment, the first worlds, namely those containing tangible
things and the incarnation of Existence, appeared. These shards The birth of the Old Tradition has its roots in the First Age
of life were nothing compared to eternity. Only shining stars in and is strictly related to the history of Thurinthian, proudest
the dim sea of the night, inhabited by primitive creatures. The amongst the proud capitals of men. In ancient times, it was a
most well-made of these worlds was the Material Plane, and crossroad famous to all peoples. Its culture was evolved, and its
those from Sidìr became part of it, and were thereafter known military was feared, thanks to the greatest virtue of the First
as Primes. Immanent to the world, they took physical form, Men: the Great Council of the Sages. Enlightened scholars
where before was just time and thought, and learned to rule and gifted spellcasters all, upstanding among the Seven Sages
over matter as gods. This physical world is what came to be was the archmage Lagoran. Once an extraordinary warlord
known as Iùrmen, which, in the First Tongue, means “Living”. and a steadfast politician.
History of Irùmen
17
He mastered many crafts in his life, so much that he was looked around her and spotted the corpse of one of the Sages.
called Archmaester by his subordinates and students, and It was horribly disfigured, soaked in blood and surrounded by
led daring studies in cosmology and theology, searching for extinguished candles. Its flesh carved with illegible symbols.
the source of primogenial power. His skill in magic was re- As she touched the corpse, Mirithlen felt her body transcend-
markable, and he observed the Three Sources it was drawn ing its physical form, while darkness and searing frost engulfed
from to the point of conjecturing the existence of the Three her. She realized that what she had witnessed was the result
Worlds. One being the Earthly World and asserted that of a ritual aimed to transform the corpse into a door through
he experienced some kind of contact with the other two. worlds, and that Lagoran understood that death was the only
The discovery consumed him for many years. He confront- way to break into the darkest of those two endless realms.
ed it with the lore of other peoples and devised new rituals, When she regained her sight, she found herself in a place
aiming to prove the existence of the unknown worlds. He deprived of sound and smell, flayed by an icy wind. She dared
appeared to be guided by an otherworldly being, as he single the mists, and the dim light, and the sorrowful air, alone
handedly built the foundation of what would eventually be- amongst translucent souls.
come the arcane studies to come, surpassing even the Satyrs Eventually, she found her father, wandering around a ma-
in their skill with enchantment. Alas, the further his research jestic cathedral, solemn and decaying at the same time. His
went, the more lunatic and deranged he became. eyes were vitreous, and he held in his hand a scrap of paper
Lagoran had a daughter, Mirithlen, whose name means written with his own blood. It was the Fourth Truth, omen of
“Soul of Silver” in the First Tongue. She was a young appren- tragedy and of the end of all things. Lagoran was repeating the
tice in the Thurinthian temple. A place where the brightest words endlessly, driven mad by the sickening air of that realm.
minds and the most talented mages were chosen to be ini- His daughter wept as she realized she had lost him forever.
tiates of the Sages, eventually taking their place when they She lay weeping for a great many hours, holding the
reached old age. She was her father’s initiate, and she wit- accursed paper in one hand and the heel of her father in
nessed his slow unraveling. Watching helplessly as he began the other, until finally she found the courage to stand up.
sinking into his research, his looks changing and his voice She dragged him away from that sanctuary of death, whose
hiding inhuman tones. She was the first to believe in her fa- sight could traumatize the hardest of men, and wandered,
ther’s contacts with otherworldly realms, also believing his looking for a way out. Alas, though they walked for hours and
progress came from the guidance of some other being, and lost sight of the cathedral, they were as lost as ever, chased by
not his own knowledge, as renowned as it was. Despite the unseen Fiends who thirsted for them to stay in that realm.
other Sages’ discontent for his wavering reason, she kept lov- In a moment of desperation, she realized that the only way
ing him, hoping that his soul would eventually recover from out was the way in. She rested her eyes on the spoils of a
the obsession. She took Lagoran’s seat in the Council when once virtuous man, a caring father and a brave leader, then she
he lost his mind and position, though keeping an eye on him. wreathed him in a long, grieving embrace.
One night, Mirithlen of Thurinthian noticed that her be- As the cold grew unbearable, so too did the desire not to
loved father was not in his quarters and began looking for let the Archmaester’s efforts be in vain, and Mirithlen killed
him in the temple. The shadows of the night thickened as her own father. She carved the symbols she had seen on the
she was approaching the library where Lagoran’s laboratory corpse of that poor Sage into his flesh, using nothing but her
was. Inside, moonlight strived to filter from the windows and nails, and in doing so she resurfaced to Iùrmen, filled with de-
unholy whispers tainted the silence. On the desk there was spair and regret, forever defiled by the act. She spent the rest
a tome where the Three Truths had been transcribed, and a of her life knowing that her soul belonged to that darkness,
fourth had evidently been torn free. The Archmaester’s cal- where the grave of her beloved father was.
ligraphy seemed to grow mad over the lines, as if it belonged The Four Truths were then revealed to the world, along
to someone else. As the girl was absorbed by the reading in with Mirithlen’s testimony, a new tenet took shape in the loss
that terrifying ambiance, the whispers began to crescendo, of the greatest scholar of all. Thus, began the Second Age for
and eventually she noticed a stifling stench in the air. She the mortals of Iùrmen, in the years after Lagoran.
NIGHTFELL
18
THE MOON
GODDESS MYTH
Mirithlen attained fame equal to her father during her life,
yet those she held dear knew her soul was troubled. Having
wandered the Dark Mirror, she could not shake the feeling
that her soul had been bonded to that world, and its call-
ing grew more and more insistent. Yet, never in her life did
she give in to the temptation of evil, and eventually death
came even for her. Almost as if she knew her time was
due, the Archmaester’s daughter took care to transcribe
her last will and testament, as the magic of the world was
slowly leaving her. At her burial, she was mummified as
requested, which was unusual to the Anireth, and was en-
tombed in a crypt emptied of any of the trappings of her
life. The remains were covered in silver, and three candles
were put in the sarcophagus, just surrounding her head.
As if enchanted, the candles lit in cerulean light, meaning
she had premeditated an arcane ritual. The silver melted in
her flesh, while the canopic jars vanished in shining dust,
to the dismay of the Sages. Once the coffin was closed
and the burial mound sealed, songs emanated from within.
Sung in the First Tongue by the pristine voice of a woman,
they echoed across all Thurinthian.
It was not long before people rushed to reopen the crypt
and thrust open the sarcophagus, only to find candles, still
lit with their mystical fire, while her body was gone, leav-
ing in its place a circle of silver dust. No one could explain
what happened, nor guess which spell was skillfully used
by she who could withstand any evil. From that moment
on, the seats in the Great Council were placed in a circle
to remember the event.
The night after Mirithlen’s funeral, the moon shone
bright, and strange will-o’-wisps rose from the graves in
all of Iùrmen, reaching for the night sky. Lunar Phases
began to influence the world, raising the tides, affecting
the mood of the living, and giving place to several oth-
er unexplainable events. Some assumed she ascended to
godhood, becoming as the entities from Sidìr to reside in
the moon, once just a pale, nighttime succedaneum to sun-
light. Covens blossomed and some began to venerate and
study the lunar energies.
In the Lunar Age, the moon remains unsullied: as
Mirithlen withstood the corruption of the Dark Mirror, so
too the pale satellite stands illuminating the Material Plane.
NIGHTFELL
20
shiny stone and marquetry. They were driven by a thought,
THE LAST SUN according to which the most precious of discoveries was
hidden where the Sages had long ruled, experimented and
“I am one of the few who still remembers that woeful day, by studied. In the place where Lagoran wrote down the history
now. What the Anireth desecrated in the darkness of their old of Iùrmen.
capital echoed in all the World Below, opening the gates to the Quiman was a wealthy merchant and wielded great power
evil that drove us from our stone.” in Xivanis. For a few years, he had been literally buying his
seat amongst the Sages, taxing the public to fund his obses-
- Unzari, Moon Satyr and Masciaro Druid - sive research. He longed above everything to take his place
amongst legends, as Lagoran had done, so as to have power
The year was 582 a.L. and fame to extend his influence on all the Known Lands.
At first, great enthusiasm marked the exploration into
After Thurinthian’s fall and the subsequent edification of the cold darkness of Thurinthian, as Quiman’s workers were
Xivanis, only memories remained of the splendour of the astonished by the grand buildings of old. The general feel-
First Men, and so they were led to seek for the secrets of their ing, however, quickly deteriorated as a wrongness settled in
ancestors in the depth of the earth. the stomachs of the men. As they descended, rocks grew
The expedition towards Thurinthian’s halls filled the men colder and fleeting shadows wandered just out of sight.
of Xivanis with the desire to dig up the ruins. Under the Some said the place was cursed, forcing Quiman to punish
stone and minerals, overlooked by a vault of blue lights, they harshly those who abandoned their posts. His reason be-
reached what seemed to be the city temple. The Anireth gan to quiver, and his eloquence turned authoritarian, as he
spent months cherishing the collapsed walls of their buried slowly forgot what sunlight was, perverted by the unholiness
capital of old, digging up the houses full of riches made of imbued in the silence.
History of Irùmen
21
After long months passed without any light, draining what “Death is the door.” said a sinister echo coming from
enthusiasm or sense of purpose they once had, the leader of nothingness, as Quiman fell lifelessly to the ground, with-
the expedition began to imagine that some dark spirit had be- out knowing he had torn apart the fabric of reality in that
come part of that place, and that it was bent on frustrating the place where the veil had been marred and made thin in the
spirit of men. When they reached the temple, that thought First Age.
did nothing but foster his curiosity, assuring him he was final- When the few other Anireth brave enough to descend
ly standing before the power Lagoran had once wielded in his came looking for their leader, they saw the disfigured corpse
mortal glory. Quiman went through the luxurious nave of the of the old merchant bled dry. As they shivered in horror be-
lost temple of Thurinthian, alone with the shadows to be sure fore that macabre scenery, the dim light of their torches sud-
he would be the first to attain the source of evil that had been denly fizzled, and darkness engulfed them.
calling to him. The sound of his footsteps broke the glutted A roar made the walls tremble and a low and guttural cry,
silence that had permeated those colonnades for centuries, almost a gurgle, came from the deep and rippled across all of
keeping their secrets secure. Iùrmen. An icy, unnatural wind was cast loose from the corpse
Once before the thrones of the Sages, the darkness of Quiman, tearing him in a thousand pieces, and countless
began to reverberate and the whispers guiding his steps spectral voices howled from the very stones of the temple.
became poignant and frenzied, as a soul disturbing hum. From darkness, a shape made of tattered flesh and rags
Icy air took him by the hand to the pivotal point of the emerged, with symbols engraved on what remained of its skin.
Great Council circle and its seven thrones. Quiman heard It was Lagoran, or what remained of his corpse, corrupted
a low, ghastly voice, declaring itself as Lagoran and in- by the entities ruling over the realm where it had resided for
structing the man on how to join him in Ènferun, with so long. Now a simulacrum of a thousand dark echoes making
the promise of untapped power waiting to be unleashed at their way into the Earthly World. He stretched his slender
his command. Yearning for power and deranged by evil, he arms towards the bystanders and uttered vile words, giving
followed every step of the instruction, carving his own flesh life to the darkness of the underworld.
with foul symbols, until finally taking his own life with the That day, the dead came back from the grave. Ghosts
knife used to carve. possessed the bodies of the innocent and unknowable be-
ings emerged from the darkness, as the world witnessed the
sun disappear in a cloud of burnt ashes and despair, casting
Iùrmen into a Night Eternal, beginning the end of the world.
Few escaped the horror of Thurinthian to spread the news
about the return of the Archmaester, or what he had become.
In the meantime, both the World Below and the World
Above were filled with scenes of massacre, horror, and hope-
less escape, as mortals faced an unbelievable evil. Lagoran, in
his past, had been a prophet for the Three Truths. No one had
suspected he would have been the source of the Fourth.
NIGHTFELL
22
CHAPTER
THREE
RELIGION
AND
CULTURE
NIGHTFELL
26
These zealots claimed to be ministers of darkness, as it was
ECCLESIAL HIERARCHIES the only real path to become a part of the endless cosmos and
aimed to ease death’s work on the world. This new doctrine was
The cults and creeds of Iùrmen stand as its major institutions, named Unholy Sacrament, as its initiates deliberately offered
whether established by the population on its own authority or themselves to the corruption of Ènferun. Their magic allowed
by authoritarianism. In the Lunar Age, chaos took the place them to impose their will over their dead body, drawing strength
of laws and governments of old, and clerical positions often from death’s caress. In the Lunar Age, these merciless priests are
come with political ones. feared and despised by anyone still grasping for hope and civi-
Usually, religious orders hinge on a representative stand- lization. They are easily identifiable thanks to their stitched-up
ing as a god or being worshipped as one. Below there are the lips, as they let the Echoes of Death speak for them.
officiants, whose authority comes from the rituals and func- Marèkur of the Anireth was the first one to indulge in the
tions they officiate (the larger the function, the higher the Unholy Sacrament. He was present as Lagoran first emerged
rank), and at the bottom there is the militia. from darkness in Thurinthian and was the only one that did
not flee but stood still to admire his grandiosity. From that
moment on, he made himself an instrument to his will and
OLD TRADITION unholy prophet for his vile cult.
The Old Tradition is one of the most influential creeds in all
of Iùrmen. It was legitimized through the Scripts of Lagoran • Main Authority: Lagoran
and was founded in the Second Age. • Officiants: Unholy Sorcerers
It is rooted in the Four Truths, and through the years it • Militia: Unholy Zealots
assimilated different beliefs, superstitions, and cults now van-
ished. The Masters of Tradition are, in fact, unparalleled keepers
of wisdom. They stood as guides throughout the arrival of the THE LUNAR CULT AND ITS MISSION
Lunar Age thanks to their unmatched knowledge on spiritual “After months of battle in the underground, it was clear that we
and political matters. Other than the Lunar Cult, they are the had to migrate above. I witnessed the kingdoms of the Rizadrin,
only one legitimate authority to the survivors of the Last Sun. stubborn as the rock they claimed they were protecting, fall apart. I
The knowledge they pass down is vital, and over time it lived the tragedy of my dying people, crushed by the evil swarming
was enriched by cultures and superstitions regarding the new from the bottomless darkness in the lower realm. As what is left of
world and its creatures. the Satyrs of the World Below tries to detach from its belongings
and its history, I am preparing to lead my subjects to the World
• Main Authority: Gherek Viikut, Archmaester of the Above, leaving my ancestors’ home forevermore.
Temple of Truth The climb was arduous, as we seldom travelled in the world above,
• Officiants: Masters of Tradition and the path had fallen into disuse. Rumours came from the
• Militia: Monks of Truth west, rumours of a great hex and of the shattering of the veil. The
monsters hiding in shadows and the dead coming back to us were
nothing but ghosts of a distant disease, a sign that evil had entered
THE UNHOLY SACRAMENT our world. Never in my life had I seen such horror and neither had
After the Last Sun, in the first weeks that greeted the dreadful any other fugitive from the lightless kingdom of the World Below.
Lunar Age, a coven rose to embrace the evil wrecking Iùrmen. After loss and calamity, we came to a place even more silent and
Some were looking at the cataclysm as a means to the rebirth freezing than the one we left behind. We walked over rocks and
of all mortals, as the Fourth Truth coming true was an omen grass covered in an unnatural hoar. There stood before our eyes the
of annihilation for the Material Plane and one of genesis for a lands above, as distant from our memories as it could be.
new realm of Existence. This theory implied that the vile entities The first thing we sighted was the moon, shining in its black
from the Dark Mirror intended to feed on life until its total cloak, whose light gave form to the world around us. That
extinction, and in doing so they would open the doors to Sidìr. brilliance gave us respite from the torment of our soul. It
NIGHTFELL
28
Religion and
Culture
29
A small number of burial mounds lies hidden, scattered THE OLD COVENS
throughout all the Known Lands both over and under the Since ancient times, witches, wizards, and scholars of the ar-
ground, and keep the remains of the Priests of the Serpent, cane used to gather in secret covens. Now and then, leading
ruthless hierophants of the Cult. religions and canonic doctrines appeared constraining in the
eyes of these occultists who longed for the knowledge of spir-
• Main Authority: Inordhur the Hierophant its and creatures unknown to the masses.
• Officiants: Vicars of the Serpent They were not necessarily evil, but rather ordinary men
• Militia: Hands of the Serpent and women who rejected common tradition and beseeched
entities whose influence was perceivable through the eldritch
veil of the world. Their thirst for knowledge led them to delve
deeper into the most forbidden amongst exoteric practices
OLD PAGAN CULTS and to rewrite arcane arts in a primeval fashion. The Masciari
Men and Satyrs often had different views on the Old are known to have drawn much of their arcane knowledge
Tradition, to the point of enhancing it with their interpreta- from these covens’ research.
tion of divine creatures. Some of these covens were the first to deify the moon, dis-
Throughout history, some peoples favored worshiping be- tinctly sensing the radiant energy Mirithlen bestowed to the
ings within their grasp, who blessed their actions more palpably. satellite. They called her the Trifold Goddess, as her threefold
Many pagan traditions are declinations of faiths hinged on visage symbolized her as keeper of the past, the present and
the Primes and are often developing from the Old Tradition. the future, and distinguished her way of living and her ascen-
sion to the Sempiternal.
NIGHTFELL
30
NECROMANTIC HERESY SUPERNAL DIVINES
There is a rumour of a mighty sorcerer amongst the Gray Folk The Supernal Divines are primigenial: they are the sidereal
of the Second Age, feared and revered by the citizenship of from whom everything generated.
Katàn, where he moved after the exile he suffered in his native The almost extinct Primes are immanent to the material
land, and renamed himself Heliodorus. As far as the legend nature of Iùrmen, manifesting themselves in it to produce life.
goes, he harnessed the necrotic energies of Ènferun, manu- The primeval beings of the cosmos still lie in the Sempiternal,
facturing a grimoire powerful enough to command death and distant and detached, staring from time to time to the cor-
to summon Undead and other hideous creatures. ruption that the Night Eternal brought on what the Primes
He disappeared in the fifth century of the Second Age, created, whereas Sùlen, as the god nearest to creation, was
channeling his soul into the book, thus making it his phy- destroyed by the Echoes of Death and their abomination.
lactery. Necromancers from everywhere began to invoke him
during their seances, holding him to be the forefather of a
heretic doctrine drawing power from undeath. The Tome of MAJOR AUTHORITIES
the Fifth, thus the book was named, became untraceable and Their influence is comparable to the Supernals’, although they
some say it has a will of its own, revealing itself only to the are not made of eternity, and they were not present at the
most devout cultists of Heliodorus and granting great necro- beginning of all things. Mirithlen has ascended to godhood,
mantic powers to its owner, in exchange for souls to sacrifice claiming the moon as her realm and the vessel of her will. She
to the grimoire. is the last one standing against the Echoes of Death, and her
magic supports the fragile balance of the last Primes.
• Main Authority: Heliodorus from Katàn On the contrary, the Echoes of Death are pure dark en-
• Officiants: Black Druids and Necromancers ergy, as an unintended reflection of life made by the Primes.
• Militia: The Undead
MINOR AUTHORITIES
THE DIVINE Amongst the Minor Authorities are spirits of great pow-
er born in, or coming from, the realms ruled by Major
“The Saint reached the top of the mountain, lured by an Authorities, like the Echoes of Death.
unknown call. His quest resembled any other quest: he would The Perchtas, for example, were indirectly born from the
have found evil and then he would have vanquished it. He did Primes. They exist from the beginning of Iùrmen, and they
not know that he would find something else beyond the highest exert their mastery over those mortals who acknowledge their
peaks of the inner range, something that was neither good nor greatness. These beings are often worshipped by generations
evil, for She had come before such human concepts. Many called of settlements as they once directly interacted with their
her Perchta, the Shining Mother, an exhausted goddess from followers.
forgotten times. She had the likeness of a giantess as high as a Nanni Orku, described as a colossal humanoid, is said to
mountain lying on her side above a ravine of ice, her legs trapped dwell in an area far away from the Known Lands and is prob-
in the gorges. Her temper was as fickle as the storm: one instant ably an ancestor to giants, of which almost nothing remains.
she was a peaceful maiden kissed by moonlight, the other a
shrivelled crone with a heinous laugh. Her song was the howling
of the wind and the roar of landfalls.”
NIGHTFELL
32
THE DIVINE - CHART
SUPERNAL DIVINES
Entities from Sidìr (Neutral) Cosmos/Magic/Knowledge Old Tradition
Primes (Lawful Neutral) Creation Apostates of Rahidra/Old
Tradition
Sùlen/Hollon (Good) Sun/Rebirth Old Religion of Sarnèum
MAJOR AUTHORITIES
Mirithlen (Lawful Good) Moon/Light Lunar Cult/Old Covens
Echoes of Death (Chaotic Evil) Death/Corruption/Darkness Unholy Sacrament
MINOR AUTHORITIES
Perchta (Lawful Evil) Beasts/Hunting Old Pagan Cults
Nanni Orku (Lawful Neutral) Wilderness/Journey Apostates of Rahidra/Old Covens
Maimone (Chaotic Neutral) Rain Old Pagan Cults
Pantàsema/The Lady (Lawful Fertility Rites Old Covens/Old Pagan Cults
Neutral)
Mazarol (Chaotic Evil) Terror Old Covens
Sorapiss (Neutral) Mountains/Glaciers/Winter Old Pagan Cults
QUASIDIVINES
Giants (Chaotic Neutral) Strength/Resilience Old Pagan Cults
Greater Strix (Lawful Neutral) Woods/Sorcery Old Covens/Old Pagan Cults
Truden (Evil) Secrets/Treason Old Covens/Old Pagan Cults
Dragons (Chaotic Evil) Chaos/Destruction Cult of the Serpent
Atavic Spectres (Neutral) Memory Medium
Rahidra (Lawful Good) Nature Apostates of Rahidra
MYTHS
The Saint (Lawful Good) Purification/Exorcism Humans
Heliodorus (Evil) Necromancy Necromantic Heresy
Erven the Mighty (Neutral) Honour Gray Folk
Similau (Chaotic Evil) Violence/Torment Old Covens/Old Pagan Cults
Lagoran (Lawful Evil) Undeath/Annihilation Unholy Sacrament
NIGHTFELL
34
CHAPTER
FOUR
THE WORLD
OF IÙRMEN
“Ages ago, the ancients dreaded the lands they did not know,
and fought fiercely for the ones they did. In this day and age,
however, no one yearns for conquest anymore, and nightmares
are beyond the horizon just as much as they are by our side.”
NIGHTFELL
38
Nights are frigid and sombre, yet the Moon illuminates most resistant plants and the persistence of some woods and
them, even if scholars still debate whether the moon mirrors meadows.
the light of other celestial bodies or shines of its own. The Eternal winter laid on the world and many areas are harsh,
Lunar Cult endorse the second theory, for Mirithlen merged wind-swept, and covered in snow. The fauna is also affected
with the pale aster and ascended to godhood. by the sudden climate change and beasts are ravenous and
Days are far gloomier than nights, for there is no light in distrustful. Everything has changed and no one would smile
the sky, save the faint one coming from cold and aloof stars. anymore, if not for the terse aurora shining over the world on
rare nights.
ENDLESS WINTER
Decades of darkness and death drew the Material Plane clos- KNOWN LANDS OVERVIEW
er to the Dark Mirror from a morphological and a climatic
perspective: the sun no longer warms beaches. Mountains and Iùrmen is a very vast world, and many lands stand unexplored
valleys and green plains are infrequent. Most woods died or after thousands of years. The most relevant events, however,
became spectral, cloaked by mist and silence. have always happened next to the huge Province of Thur, the
The presence of the last Primes is the only thing that Thurinthian Empire, the centre of civilization.
still grants some life, which allows cultivation of only the In the aftermath of the Last Sun, darkness has turned
Known Lands
39
life in the Material Plane so harsh that cities and wild lands THE WRAITH COAST
are but a wreck of what they once were. Crossing woods and A vast inner sea that borders the entire Province of Thur and
marshes is an endeavour dared by few, and sunless days can divides it from the abandoned lands of Sarneum. Thick fog and
dull even the most resilient souls. the wailing of drowned sailors await the few reckless enough
Frost blankets what was once a lively and civilized land. to sail these accursed waters. As dreadful as the crossing may
Survivors are holed up in a few defendable outposts, such as be, the secrets that lie hidden among the bones of long lost
the ruins of old cities or villages secluded from the world. Ishdrim still prove to be irresistible to hearts and minds.
Travel in the Known Lands are long and dangerous: if tres-
passing the borders of the known world was not safe in the
past, then now it is nothing short of insane. THE WORLD BELOW
The name commonly given to the lands below the surface
and the underground kingdoms: it is the place whence the
ABANDONED VILLAGES subterranean races like the Rizadrin fled, forever surrendering
AND WRECKED TOWNS their homes. The Last Sun laid waste on entire communities
In the Lunar Age, what once were joyous towns are now silent and most dwellings are now destroyed ghost towns.
wastelands of memories. Forgotten places where the night is It is one of the most dangerous places on Iùrmen, for the
swarming with the spirits of the damned, lingering in their Dark Mirror let its horror loose here first, and moonlight
houses where they once lived. Populations have been deci- never shines on it. Now, it is under the rule of Taranta Nera,
mated and the few travellers might spend days, if not weeks, an Echo of Death that took material form and presides over
without finding any inhabited places. ancient underground cities along with its kin.
The World Below is as vast as the World Above and its
tunnels crawl under all of Iùrmen.
NIGHTFELL
40
HOLLOW ISLES glaciers are not yet completely dormant and the fearless ones
In the far northeast, the mists of the Hollow Sea hide a chain who dare the peaks will be rewarded with death or glory.
of cold islands, extremely ill-suited for life.
These mysterious isles were thought to be the native
abode of the first great dragons, for the only buildings on WHITE PLATEAU
it are altars and temples to the Cult of the Serpent. A once lovely rural area turned into an eerie tundra. Frozen
Albeit no civilization ever settled here, and the dragon remains of livestock and ravaged farmsteads covered in a si-
worshippers are thought to have disappeared, recently strange lent, opaque dew are the only record of past life.
fires can be seen from the coast. It is as if the spirits of the Ironically enough, even though the White Plateau is not
dead and restless want to draw the attention of the mainland. the coldest place in Alper, it is the most desolate. Wayfarers
fumble in the mist and are driven to madness by whispers, or
discover mass graves dating back to the aftermath of the Last
FORGOTTEN EAST Sun when they lose their footing.
In the easternmost region of the Known Lands ancient tem-
ples amidst the mountains lie, standing out of clouds and
jagged rocks. INNKELCH VALLEY
What once was a sacred place to the Beronzin, who often This valley is the last known location before the impassable
pilgrimaged to those peaks, is now a solitary and forgotten re- mountain range dividing Alper from the mysterious northern
gion of hazardous climbs, where snow took the place of grass lands known as Asvizert Realm to the Alperns.
and old woods have gone bare. Just as in the Forgotten East, landslides and earthquakes
Most trails are impassable, so the mountain chain at the have erased what trails or caves could take travellers beyond.
end of the continent is not easily crossed. Angry wraiths The few Alperns that still reside there are stubbornly tied to
lurk about, and dark creatures emerge from the many open local tradition and mistrust the outside world. The only place
breaches to the World Below. of interest, along with Mairan, is the Dreamfrost Hideaway,
where a legend about a local Saint is passed down as a warn-
ing to further generations.
ALPER HIGHLANDS
The northern region of Iùrmen, a compound of icy peaks and NORTHERN LOOKOUT
inhospitable dales. Here, Lunar Age winter is frigid as ever The last stronghold in the region, the lookout dominates the
and ifnights are dreary, days are drearier. gorges of Alper and its tower fires can be seen from miles
Harsh even in gentler ages, this area made the Alpern the away, a beacon for soldiers and hunters to find their way to
hardest of peoples and was home to giants and semi-divine safety. The construction is stalwart and stern, and large enough
creatures unknown to most. The ancient mysteries of the to harbour the waves of refugees that never seem to cease.
Known Lands
41
As welcoming as a fortress in a dying world can be, the Though the small village of Darkmist still resists and wel-
native Alperns of this lookout take in Anireth, Krampus and comes Garnar refugees to its hearth, few travelers dare to visit.
Gray Folk. Its substructures, the former dungeons, shelter a The villagers, expert hunters and pathfinders accustomed to
mixed community of Rizadrin, well-received Vampires and the perils of the darkness, were until recently able to protect
Night Faelings that have built an underground citadel, remi- the village and carve out a meager existence. Desperation led
niscence of their lost lives in the World Below. to accepting the aid of Lunar Cultists in exchange for its peo-
This underground town is the only place where the Lyvar ple converting to the worship of Mirithlen. An accommoda-
do not feel like outcasts and can feel free to stay and take a rest. tion that has so far proven successful.
Beneath the corridors and the wide halls there is an ice cave Some of the other villages surrounding the lake, aban-
that passes through the mountains to the Wailing Mire, and doned long ago, are extremely dangerous. Especially Bedrock
has served as an escape route in ages past. At present time, the Barn, where packs of vicious vampires hide, waiting for their
cave is guarded, wary of what may lurk in the frozen alcoves. opportunity to seize power in Alper.
NIGHTFELL
42
of Thurinthian is the core of everything: the otherworldly tear RUINS OF XIVANIS
in reality that paved the way for the horrors of the Dark Mirror. Above the sunken halls of Thurinthian lie the ruins of the
second capital of the Anireth, whose high towers are now
nothing but debris, for everything began and ended there.
WAILING MIRE Black sands, dust, and ashes cover the silent buildings.
Dark tales of sorcery and ghosts surrounded this misty bog Nothing moves amidst the archways and the wide paved
long before the endless darkness was laid upon the world. alleys save for the few survivors, corrupted sons of the first
Fog so thick that not even death can reach those who wait in possessed.
the fog, namely witches and other unnamed nightmares. Alone in the devastation the statue of Mirithlen stands
The dark morass hidden amidst the misty woods is a place untouched, peerless in her majesty, utmost symbol of hope
for perdition, and those who wander do not come back, sleep- at the centre of extreme desperation. Adventurers say that
ing forever in the shadow of the mountains bordering the she stands next to the archaeological site that leads to Deep
Alper Highlands. Only the very foolish dare enter voluntarily, Thurinthian, as a bastion against what is darkest.
seeking dangerous pacts with the witches of the bog.
Old trees, rooted in filth, whisper of madness alongside
the crones reciting their litanies. The vilest of covens are said
to have their origin here, like the Trudens with their cruel
eyes looking towards the Innkelch. The current inhabitants
defend these tradition and sacred rights, luring unwary way-
farers to their death.
Known Lands
43
DEEP THURINTHIAN RINALTA’S REMNANTS
Once a wealthy town on the shores of the great lake, renowned
“Beneath Xivanis’s spoils a capital of old slumbers restlessly.” for its strategic position for commerce and craftsmanship
across all of the Anireth’s first kingdom, only eclipsed by
- Anghelhar, vagrant Medium - Thurinthian’s greater lavishness and arrogance.
The same seism that cast the capital underground buried
The very halls of ancient Thurinthian, where evil first came Rinalta at the bottom of the lake, whose hazy waters some-
into the world on account of man’s search for what was lost. times reveal domes and spires as a testimony of the treasures
The splendour of the earliest empire can still be admired as waiting in drowned estates.
it was, suspended in time and darkness. Nonetheless, these
ruins conceal vileness and secrets and are definitely the most
inhospitable place on Iùrmen. MOURN WASTES
The Archmaester himself rules over the ruins and the out- The expanse surrounding Xivanis were the first to be ravaged
casts and Unholy Sacrament cultists that have chosen this by the Dark Mirror leaks, so the devastation and corruption
place as their home. His loyal followers guarding the temple they still suffer come as little surprise. Sands like cinder and
where the Sages of the First Age used to oversee the world nauseous fumes enshroud the twisted, horrific remains of
of men. both civilization and wilderness.
In the unnatural crevasse opened in the Council Hall lies The most deformed creatures in all of Iùrmen creep
the portal to Ènferun. To death and damnation. To the origin amidst the ruins, ever trying to drag the living into the shad-
of the Night Eternal. ows where unspeakable horrors await.
NIGHTFELL
44
OLD WAY LOST ARESYA
In ancient times, when men traded goods and culture fruit-
fully with the Beronzin, a large route connected Thurinthian The once thriving kingdom of the Beronzin satyrs is now a
and Aresya, capital of the satyrs. When Thurinthian sank and dead flatland of silent pastures, putrid forests scattered with
Xivanis took its place the route kept its function, although ruins of stone temples, and ritualistic megaliths. Grieving
worn out by the sands of time and turned into a silent, mel- souls meander around in the deathly quiet brought on by the
ancholic landscape. Dark Mirrors’ influence.
Though it is far from safe, the wide road still is the best
alternative to cross the province and get to the south-eastern
regions of the Known Lands. GRASSLAND OF THE ANCIENTS
Halfway between these ruined cities stands Benistat, the Named for the colossal olive trees said to be physical manifes-
last Anireth outpost in Thur and last safe haven for miles. A tations of Primes connected to nature.
place where priests, clerics and soldiers guard the palisades, Amidst the bushes and the fields stand monuments dating
and where Lunar Cult and Old Tradition devotees keep the back to the empire of the First Men, and druidic monoliths
shadows at bay. raised by the Ejre when they claimed this land as their own.
Roads that once were pulsating arteries of trade are now much
less safe. Here ends the Old Way, which overlooks a wide si-
lent plain, the only place not yet rotting in Lost Aresya.
Known Lands
45
OLD CIVIS SYLA WOODS
This distinctive town is the only Ejre safe haven in the An extensive area of dead trees littered with the bones of sa-
whole region. tyrs who rise to protect it from creatures of the endless night.
Built around one of the great olive trees of the grasslands, It was once the safest path into the east, but in the Lunar
it is the centre of Rahidra’s power. Its white lime walls and Age it is a place for wrath and doom. Many wizards who have
stone roofs mix with straw huts circling the roots of the great mastered the dead energies of nature, see it as a place of power
tree-sanctuary. and not just a sanctuary for vengeful, primal spirits.
The outpost is well defended and, thanks to the persever-
ance of the apostates, is the only place where the power of the
Primes persists. Foreigners are usually welcomed but watched RAVINES OF THE ENCAGED
closely for any threat to the sacred core of druids. In the eastern side of Lost Aresya are hills and plateaus,
crossed by gorges and crevasses so deep that moonlight barely
reaches into them. Banks of fog fill them, and the bottom is
impossible to see.
The small village of Gloomvale holds onto the very rock of
one of such ravines, mainly sustaining itself on hunting and
NIGHTFELL
46
trading with the outpost of The Mark.
Despite its gloomy appearance, the village carved in stone is
highly defensible and sometimes its inhabitants descend into the
lower mists with the aid of rudimentary lifts to drive the vicious
creatures of the depths away. Most of Gloomvale’s denizens are
just passing through and come from all corners of the world.
Every mountain in Iùrmen hides entrances to ancient
Rizadrin cities, but most are in this area. Quarried in stone,
mostly collapsed or sealed, they lead to the horrors of the
World Below.
EASTERN MARK
The land Anireth colonized last, led by the warlord Erven,
forefather of the Gray Folk.
The Mark is the region nearest to the Forgotten East and
is walled to the west by the Elder Peaks, above which one
can admire the vastity of the area. It ranges from the Hollow
Sea to the north to Lost Aresya to the south, so it is very well
connected.
In the Lunar Age, it is a place filled with perils and pop-
ular legends now turned into vivid nightmares threatening
the refugees. It is nonetheless the most densely populated
and best defended place on the continent, for it encompasses
the two most important settlements in the modern world:
Ervenrun and Owlrock, stalwarts against darkness.
In the midst of its plains are the ruins of old county seats,
such as Arberon, now known as Dreamstrider Haven.
OWLROCK
Owlrock is a small village dating back to 49 b.L. near the Many come seeking warmth from the braziers along its
roots of the southern side of the Elder Peaks. It was built and alleys and protection of the Cult militia, populating the vil-
manned by the Anireth soldiers that conquered the area and lage. High Priestess Anvernia, an aloof yet steadfast Rizadrin,
eventually blended with the Gray Folk. Even some Alperns rules there.
settled there over the decades in their southward migration
and the village became an important crossroad.
After the cataclysm, its denizens were slain or driven away
ERVENRUN
by the Undead, until the Rizadrin emerged from the World Known as the White Town, this forlorn outpost, once forbid-
Below and restored it as a safe outpost and made it the found- den to common people, was the fortress of Erven the Mighty,
ing site of the newborn religion known as the Lunar Cult. In forefather of the Gray Folk. His relics were once kept here,
most recent times, its fortress, seat to the new baron, became along with his body, becoming a destination for pilgrims who
the Lunar Temple, also known as Mirithrun (“Silver Haven”, believed he would lend them his strength. Also, tradition de-
in the First Tongue) and is the core of the new creed. manded regents had to pay homage on the day of their election.
The village harbours several different ethnicities despite All of this went on until the advent of the Lunar Age,
its diminutive size and is protected against the threats of the when it became a fortified citadel on the heights, and houses
outside world. numerous survivors.
Known Lands
47
The White Town leans against the cliffs and its many
FOREST OF STREGHI
layers end in the underground where the Anireth enclaves Where the lost empire of the First Men borders the Mark, an
dwell and the outcasts take shelter. When the world fell apart old wood of dead trees stretches for leagues.
and the skies darkened, the old catacombs were sealed with It is named after legends of old primal spirits, connected
Erven’s spoils inside. Haunting echoes from the shadows of to Ènferun since before the cataclysm. This wood is so thick
the mountain and ghastly voices still call the name of the bur- and wretched that the deadwood obscures the moonlight as
ied king. if it were a canopy.
Still, the catacombs are considered to be hallowed grounds, Amongst the spirits and imps infesting it, the Streghi are
where revenants from another time guard the hero’s remains the most numerous and dangerous, luring adventurers to their
in their regal crypt. No one has dared to enter since the Last doom. Haunted barns full of long-lost memories stand in the
Sun, and the massive portal has since remained sealed and few clearings.
forbidden to all by the Wardens of the Dead.
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48
Some old trails leading to the sea still exist but straying
from those can instead lead to drowning. Travellers who SARNEUM
eventually find their way often light the old signal pyres for
those who follow. In the deep south of the Known Lands, a scorching, rocky
desert stretches to the unexplored horizon: the distant lands
that gave birth to the people of Ishdrim.
KINGPOST It is now completely abandoned; sombre yet sublime as
In the easternmost mountain crossing, in the heights that the moonlight tinges the cold desert plains in silver. Old, ex-
border the Forgotten East, stands a crooked stronghold per- otic settlements can still be found, while others are nothing
petually covered in snow. more than rubble, sands, and shadows.
The cataclysm secluded it from the rest of the world, and Crossing the Sea of Wraiths to Sarneum is a quest for the
the prisoners, soldiers, and regents inside it were abandoned most fearless, or the most covetous, as both wonderful riches
to an unknown fate, for none have since reached its high perch and deadly horrors are said to lie beneath the sands.
Still visible from afar when the weather clears, it remains
the only way to go east without climbing the harsh mountain
range. It is composed of two towers carved in rock, connected KERÀDOS ISLES
by a narrow bridge suspended over the abyss. An island chain off the northern edge of Sarneum’s shores,
whose largest island is in fact a dormant volcano. These lands
were given by the First Men to the Ishdrim as a token for peace.
RUINS OF PENUMBRA The town of Katàn stands out of the black rocks, ruined
Amidst the middle flatlands, next to Vaas village, wayfarers by the passing of time and by the evil that transformed
can see buildings in the fog, wrecked by a war dating back to Iùrmen. It is said to be the birthing place of many myths
the first years of the Lunar Age. These ruins are what is left of and forbidden mystical practices, such as a branch of the
Penumbra, as erased from the lands as it is from memory and Cult of the Serpent that worshipped an ancient dragon that
maps. Many fell fighting the creatures of the night in defence was one with the black mountain since before the coming
of the Eastern Mark and the refugees fleeing to Ervenrun. of the First Men.
Roghudi was its name, and the Last Sun awakened it
from the ashes of the volcano as an enormous dracolich, and
HISTLITH’S SPEAR it wrought desolation upon the isles. As of now, this dreadful
This mountain town is named for its founder and benefactor, creature is said to be guarding the still-smoking ruins of Katàn.
Hislith, Erven’s daughter, great huntress of the Gray Folk.
For centuries, it has been a strategic vanguard for its peo-
ple, but now all that remains are one tower and some ruined
homes on a remote pinnacle.
There is no reason to venture into these ruins since there
are rumors of ghosts and curses wandering about. Some even
speculate that it is the home of the matriarch of Iùrmen’s
vampires, Acirenzia herself.
Known Lands
49
MAKSAFÀR FIERY LOWLANDS
Sarneum encompassed several wealthy cities of opulent pal- The largest desert in Iùrmen, has lost its fiery red and gold-
aces, well-supplied markets, and major ports. The most splen- en hue to the silver of moonlight and to the darkness of
did among them was Maksàfar, the Ishdrim capital and their sunless days.
cultural and religious core. Only the locals knew how to navigate across its dunes and
It is one of the few standing capitals of the Known Lands, rocky hills, and all others avoided it. Ruins so ancient that
looming over the coast as both a beautiful and dreadful sight even the Ishdrim forgot about them and tombs of dead kings
for sailors in the Sea of Wraith. overflowing with riches lie buried, waiting to be explored.
Legends are told about the magnificence and lavishness
of the city, and many amongst the Ishdrim try to reclaim it
from the solitude of the night. Still, few have ever returned TEMPLE OF THE SANDS
and tales of what lurks within are confused and inconsistent. A sandstone colonnade lies in the desolate crests, a place of
worship where ancient Ishdrim kings went alone to com-
mune with the Sun God. It was also the last known structure
before the endless sands, renowned amongst the locals for its
symbolic value.
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50
CHAPTER
FIVE
ADVENTURERS
OF THE NIGHT
"The darker the night, the brighter the courage of those who
cross it. As long as my soul allows it, I will not allow myself to
fall back in the face of horror."
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56
LANGUAGE OF STONE The numeration worked like this: a central dot indicated 1,
The World Below was once densely populated by people who and around it there were marked as many dots as the digits
employed the Stone Language. Even today, cultures descend- that were to be added. From 10 onwards, concentric circles
ed from those people use this idiom. The Rizadrin were the were used to indicate decimals, with dots around them in-
ones who devised the numbering system used by all the peo- dicating the numbers added (e.g., 2 circles and 3 dots = 23).
ples of the World Below. Concentric circles ended at 10 and represented 100, and from
In the World Below, these numbers were engraved on there the additional decimals were indicated with lines starting
valuable minerals, acting as a currency for local populations. from the last circle. Finally, when these lines reached 10, they
To date, such finds are difficult to salvage and greatly appeal were replaced by bars to indicate the multipliers of the hun-
to collectors. dreds (3 bars around the hundred meant 3 times 100, so 300).
NIGHTFELL
58
ETHNICITIES
Many ethnicities in the world of Iùrmen have died out be-
cause of the Last Sun, some forgotten forever and others
whose memory is more tangible, for example the Beronzin.
Forged by Darkness
Once human, corrupted by the Secondary World
and its icy power after the fall of Xivanis. All that
remains are a small number of them, often unseen
by other populations.
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60
• Speed: Your base walking speed is 30 feet. Names of the Anireth
• Darkvision: Due to your familiarity with life in the The First Men often bear solemn names: their ancient her-
darkness , you have Darkvision up to a range of 60 feet. itage is perfectly expressed by the sound of their names,
• Spectral Translation: At 1st level, as an action you sometimes accompanied by expressions or suffixes typical of
can phase halfway through to the ethereal plane and the First Language, for example the suffix "Len" of "Ithlen"
move your speed; during this movement, opportunity ("soul") for women. In most cases, the phonetics of the most
attacks against you have Disadvantage, you ignore common names are always delicate and elegant, in contrast to
difficult terrain, and can traverse the space occupied by their somatic traits deformed by damnation.
other creatures or solid objects (but cannot end your Having noble and ancient lineage, it is not uncommon for
movement in a occupied space); this feature can be used some to don surnames that belonged to decayed houses of
once, then you regain its use when you complete a short ages past. It is also not uncommon for some of them, on the
or long rest. contrary, to want to hide their surnames, as if to be ashamed
• Dark Legacy: You possess a special predisposition to of their lineage.
darkness that has contaminated your lineage; starting at
1st level, add your Intelligence Modifier to Soul Points Male Anireth names: Andrein, Bhaneron, Cassion,
earned at each level; starting at 5th level; you can cast Drunied, Eloniron, Euwelor, Gmarnel, Iangen, Iùlnurin,
the detect magic spell once, then you regain its use after Lomderin, Nalired, Osvalon, Phenered, Shuwenol, Surlun,
you complete a long rest (your spellcasting ability for Tharwin, Zaironil.
this feature is Intelligence). Female Anireth names: Arindil, Crelinal, Cteniem,
• Spectral Presence: You have Proficiency in Intimidation. Dharmalien, Ernilen, Fafmilen, Gwiven, Husmindil,
• Sensitivity to Grim Weapons: Your connection to Ènferun Iùlminal, Lesnemdil, Mirithlen, Naariel, Siraniel, Thanedil,
makes you susceptible to blows from Grim Weapons, Undimien, Varsilem.
as if you were a Fiend (attacks dealt to you are to be Anireth family names: Bosvil, Dhirmalvi, Farinnvi, Ghirion,
considered magical and have Advantage); this, however, Lagrenvi, Olendris, Orland, Thulen, Vuslinvi, Zirmael; they
does not prevent you from wielding them in combat. can often present the ending "-vi", which represents its
• Languages: You can speak, read, and write in Common; genitive ("Farinnvi" = "of the Farinns").
you can also understand and speak the Whisper of
Echoes.
A deep darkness
This population has a remarkably close bond with nature
and with the energies that permeate the Earthly World.
This feature makes them foremost sentries against the sin-
ister advance of darkness. They can clearly perceive the grip
of Ènferun encroaching on reality, forcing them to become
increasingly fierce and dedicated to their oath as sworn pro-
tectors of Rahidra, the last symbol of enduring primeval life.
Matriarchal society
The Primevals were once fractured into many tiny clans, scat-
tered across the Grassland of the Ancients. These clans always
formed around a Druid that led the family or even the entire
community. These leaders have now assembled the tribes, cre-
ating a unified clan residing in Old Civis, the city that formed
at the base of the Elder Tree .
All of the Druids answer to Rahidra, the one who is as
old as the dawn of her people. She was the first leader wise
enough to fully understand the secrets of the primitive source
of power, making her intrinsically linked to primordial enti-
ties. Such access to the energies of life and reality has given
her a centuries long lifespan and an appearance closer to that
of the gargantuan millennial trees than any mortal. Her life
force, however, along with her magical and divine powers, is
gradually yielding to the necrotic aura of the Dark Mirror and
the beings who dwell there, whose influence on the Earthly
World increases more and more every day.
Although Rahidra's strength has declined, the respect
her entire people have for her does not fade, as she has
never failed to guide them in times of need. Her wisdom
and mastery of esoteric arts make her an expert in Lunar
Divination, magical arts, different languages, and traditions.
There are those who pass on the conviction that she, like
Lagoran, was one of the Thurinthian Sages of the First Age,
and that she established the society of Primevals after the
unveiling of the Fourth Truth, desperate to prevent the in-
evitable. She structured a cult that adored the Primes, from
which she had learned to draw strength, and through it pop-
ulated the Grassland of the Ancients, dwelling in one of the
great trees that had watched over that land for millennia .
She remained open to dialogue with other peoples and cul-
tures, while prioritizing the people who had followed her,
along with the pagan customs that respected ancient creatures.
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62
Ancestral Customs with the faint light of the Primes, for which they are
The Primevals are renowned among other ethnicities for their willing to fight strenuously; some of them tend towards
primitive customs, their vocation for mysticism and their neutrality, favoring what seems most right to them,
strong bond with creation. They are called Ejre, derived from regardless of their creed.
the primordial rune Ejrzin, which literally means "People of • Size: As a human, your size is Medium.
the Moon", by virtue of the predisposition towards the var- • Speed: Your base walking speed is 30 feet.
ious forms of Lunar Divination and the strength they draw • Long Step: Your speed increases to 40 feet, but only if
directly from the energies that the Primes and Mirithlen have you wear light armor or no armor.
imprinted on Iùrmen. • Bond with Life: Thanks to your particular connection
In the Second Age, many welcomed the Ancient Tradition, to the Primes, you have Advantage on Saving Throws
although maintaining a detachment from the entities of the against poison, petrification, and instant death effects.
Sempiternal. The Ejre, therefore, rejected the will to ascend • Source of Innate Power: You know a cantrip chosen
to Sidìr after his death, and were the first to consider join- from the Druid's spell list (your spellcasting ability for
ing the primitive energies that underlie the Earthly World. this feature is Wisdom).
This doctrine lies at the root of their fight against the ter- • Tribal Culture: You are Proficient in two skills of your
rors of the night because, should darkness prevail, the Primes choice among Animal Handling, Nature, and Survival.
would fall and with them the world in which generations of • Savage Weapons Training: You are Proficient with axes,
Ejre lived in perpetuity. javelins, spears, and short bows; in your hands these
Since ancient times, the Ejre have also made myths out of weapons deal 1 additional damage.
earthly creatures of a minor order, such as Nanni Orku, son • Languages: You can speak, read, and write in Common,
of the Primes. Nanni Orku was also a title bestowed on the and you know how to read and write in Primordial Runic.
most talented warriors, as strong as the giant's children. In the
Grassland of the Ancients, you can admire many monoliths Names of the Ejre
that the Primevals had once used as places of worship and The Primevals have never given importance to onomastics and
epicenters of their mystical rituals; tradition assimilated by often recycle names belonging to older cultures, such as Satyrs
the Beronzin, with whom they had many cultural exchanges. and Gray People. Their connection with nature, although dy-
ing, very often leads them to adopt nicknames of naturalistic
Racial traits of the Primevals (Ejre) origin. These nicknames are conferred by shamans and druids
The Primeval culture blends old customs and wild lifestyles. once maturity has been reached and are a form of good omen
They often become warriors as ferocious as the large preda- for those Ejre who begin their journey through life, with all the
tors or powerful Masciari. Their appearance is similar to that responsibilities that come with it. When the men and wom-
of the Gray People, appearing as common humans, usually en of this people do not want to draw on other cultures for
in clothes of skins, feathers, with beaded braids in their hair. the choice of name, they tend to use a runic concept from the
Many of them tattoo their faces and hands as an apotropaic Primordial Runic Alphabet to name their children.
and ritual custom. The paints and pigments obtained from the
earth, plants, and natural elements, are processed, and used as Adult Ejre nicknames: Bearded Tree, High Trunk, Pure Bud,
inks and are for them a symbol of oneness with nature White Birch, Cold Breeze, Swallowsong, Starry Sky, Light
Bark, Thunder Echo, Prowler Legacy, Night Beech, Vengeful
• Ability Score Increase: Your Wisdom score increases by 1 Flame, Shrubgem, Pale Moon, Green Hand, Northern Moss,
and two other ability scores of your choice increase by 1. Clear Night, Rainy Cloud, Fog Eyes, Wrinkled Oak, Windy
• Age: The duration of their lives is the same as other Lawn, Strong Branch, Rare Flower, Dew of the People,
humans, although before the Last Sun they lived more Silvan Blood, Spring Hope, Unwavering Stem, Twisted Olive
than a century thanks to the blessings bestowed by the Tree, Last Tree, Night Trip.
energy of the Primes. Male names derived from the Primordial Runic: Airne,
• Alignment: Primevals are mostly good, for almost the Dwaik, Gothùr, Hanxo, Ishlir, Jotha, Not'r, Rokzo, Stejv, Vithru.
entire population is part of the Apostates of Rahidra, Female names derived from the Primordial Runic: Csey,
preserving customs and traditions and a strong bond Ejrzin, Eleni, Firne, Luzàn, Okài, Pelsa, Shuna, Uudit, Zana.
NIGHTFELL
64
Giants extinct in the First Age, with whom they had very Racial traits of the Garnars (Alperns)
little contact but immediately learned not to disturb. The Alperns are as robust and stubborn as mountain rock,
Once these titans stopped crossing the Lands of Alper, many quick to familiarize with strangers and open to contact with
natural balances seem to have failed, and the magic of those other cultures. Although they may seem rude in manners and
places twisted to darkness. austere in appearance, their cultural and emotional wealth
Then there were the pale Trudens, tall creatures of femi- makes them curious and intelligent people.
nine appearance with lost lineage. The Trudens got the better Their complexion is white, and their eyes are always clear
of the Giants, taking advantage of the sense of honor inher- and glowing. They usually wear their hair, often blond or
ited from the ancestors of the Sempiternal with their cru- reddish or more rarely brown, very long and combed in long
elty, greed, and manipulation . They are akin to the gigantic braids, just like their beards and mustaches.
daughters of the earth known as Perchtas and strike fear in
the hearts of all Garnar . • Ability Score Increase: Your Strength score increases by 2,
Those who inhabited the Alper tell tales of the Striges or and either your Constitution or Wisdom increases by 1.
Strix: half women and half birds of prey, whose power drew • Age: The longevity of the Alperns is the same as that of
equally on the energies of the world and the dark evil of other humans.
Ènferun. They are often idolized as a symbol of feminine fe- • Alignment: Although ancient folklore and memories of
rocity, and the most cunning amongst mountain community the past are still very alive in the hearts of the Alperns,
leaders hope to befriend them. several have adhered to the Apostates of Rahidra in the
The Garnar have always feared or deified these creatures, hope of keeping the spirit of the Primes alive, but their
especially those who ascended as Perchtas and claimed do- open mindedness often causes them to adhere to any
minion over the land , sometimes as benevolent disciples of creed that gives them welcome.
the mountains, sometimes as fearsome tyrants. • Size: Alperns are of equal stature to humans, although
generally tall; thus, your size is Medium.
Betrayed by Trudens • Speed: Your base walking speed is 30 feet.
The boldest most devoted to old Garnar amongst the Alperns • Languages: you can speak, read, and write in Common,
felt outraged by the machinations of the Truden, thus declar- and you know how to speak Wild Jargon.
ing war on them. • Sturdy Arms: By virtue of their superior strength, Alperns
At the dawn of the Second Age, as the world was deprived can wield greatswords, mauls or greataxes with one hand;
of Lagoran's leadership and the Ancient Tradition took hold, held with one hand, these weapons deal 1d10 damage.
the conflict in the Lands of Alper was resolved. The chieftains • Mighty Limbs: This race manifests traits inherited from
of the Garnar agreed to a truce with the cruel-hearted wom- the beasts to which they are so close; therefore, you are
en of the woods in exchange for gifts of power and magic. Proficient in Athletics.
The Truden vowed to make them mighty like the Giants, and • Reckoning of Betrayal: The curse imposed by the Trudens
eventually new lords of the northern valleys. Unfortunately, exacts a harsh toll on the Alperns during the lunar cycle;
their witchcraft was corrupt and their words untrue: the the rays of the Full Moon, and of the Birthmoon of each
Garnar traded that new strength for their humanity without individual Alpern, alter their appearance with animal traits,
even knowing. while maintaining a humanoid form. Depending on the
The bystanders at the blood pact became feral creatures, Atavistic Beast , an animal extinct during the first two
later known as the Om of the Woods, giving birth to a wild ages, you choose at character creation, you can develop a
lineage of monstrous beings, and the entire race of Alperns fur or plumage, a carnivorous dentition or rapacious claws.
suffered from the shapeshifting curse, which took centuries The shapeshifting grants a particular feature and persists
to keep at bay. They never again trusted the Trudens, who throughout the entire Lunar Phase, after which you regain
became their worst nightmare. your usual appearance; if the Birthmoon corresponds to
Since then, others have begun to call them "Wild Offspring". the Full Moon, the characters also gain the Beast Moon
feature listed for their Atavistic Beast.
Nature of the Smilodon An Alpern druid keeps the skills of their nature even when using
Feline Prowler: You gain bite as a melee attack; it is an un- Wild Shape. The curse does not prevent them from taking the de-
armed attack that deals piercing damage equal to 1d8 + twice sired animal forms.
your Strength modifier; in addition, your base walking speed
increases by 10 feet. • Curse of the Bloodthirsty Garnar: this subrace includes
Beast Moon: Your jump distance is doubled; in addition, if those Garnar who have succumbed , willingly or not, to
you use the Dash action on your turn and end your move- the curse of vampirism, changing the bestial heritage
ment adjacent to a target, you can use bite as a bonus action; that the Trudens have imposed on their lineage; during
if the attack is successful, the enemy must make a success- the New Moon, and during the character's Birthmoon,
ful Strength Saving Throw with DC 8 + Proficiency + your their appearance takes on semblance reminiscent of
Strength modifier or fall to the ground prone. a bat; if the Birthmoon matches the New Moon, the
characters are also entitled to the Beast Moon feature.
Nature of the Striped Wolf
Feral Spirit: You have Advantage on Wisdom (Perception)
checks based on smell and hearing and can follow olfactory
traces like a hound, having Advantage on Wisdom (Survival)
checks to follow tracks.
Beast Moon: You have Advantage on attacks against targets
adjacent to an ally.
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Names of the Garnar
The names of the Alperns have phonetics that reflect the
hardness of the mountains from which they come, and often
the male names have double vowels, as if to recall the echo of
the valleys. Female ones may seem even harsher to pronunci-
ation, as they happen to have double hard consonants.
Sometimes, the proper name is followed by a patronymic
(expressed by the name of the father followed by the suffix
"sun" for men and "suna" for women) to indicate their ances-
try. Alternatively, the patronymic can be replaced by a nick-
name, attributed by others or by themselves, or even inspired
by the beastly personal nature of the individual Alpern.
NIGHTFELL
68
along with his body, considered a source of strength for those • Size: As humans, your size is Medium, although
who took the long pilgrimage to reach it . In fact, each new sometimes different builds can be spotted.
regent had an obligation to periodically go to pay tribute to the • Speed: Your base walking speed is 30 feet.
first ancestor of the house, invoking its mighty and beneficial • Skillful People: You are Proficient in two skills of your
influence to protect the people. choice.
• Martial Training: You are Proficient with short swords,
Unparalleled Versatility long swords, heavy crossbows, and pikes.
Among the most sought after memorabilia and musical in- • Stubbornness: Each time you complete a short or long
struments in all the Iùrmen region, none compare to the arti- rest, you gain Temporary Hit Points equal to your
facts of Gray artisans, as they are well-versed into all forms of Charisma modifier (min 1).
craftsmanship and metallurgy. • Warrior Prowess: Your speed is not reduced by wearing
They are also skilled in warfare. In fact, near Ervenrun, armor, and you ignore the Disadvantage on Dexterity
many aspirants to the position of Warden of the Dead are of (Stealth) checks imposed by heavy armor.
Gray descent. • Languages: you can speak, read, and write in Common.
Eldritch lineage
Many among the Ishdrim are born with a natural propensity to
learn the arcane arts. Since the First Age, when they still popu-
lated the land of Sarneum, they have worked hard to formulate
superb charms, looking for ways to evolve and improve.Their
great contention with the First Men led them to make a pact
with the solar deity: the Prime known as Hollon, which granted
them mastery over the element of fire. Finally, it was Lagoran's
political skills that ended the twenty-year war between Ishdrim
and the Anireth who had come to colonize the southern lands.
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KRAMPUS
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74
Names of the Krampus
Usually, Krampus tend to be called by names that resemble
animal noises rather than words. This custom derives from
the fact that most of those who belong to this species do
not know any language outside the Whisper of the Echoes
and, as a result, do not know how to attribute meanings to
words. The fact that they are baptized in this way is typical
of their bestial nature (the name, in agreement with its use,
is more like a dog call). There are smarter Krampus who
change their birth name with guttural and ferocious pho-
netic names, so that they reflect their personality. Finally,
Krampus characters who have detached themselves from
the pack and had access to civilization, can keep tribal
names that are appropriate to them or rename themselves
with some name whose sound they appreciate (usually taken
from the culture that welcomed them). Even more often, it
happens that those who welcome the Krampus to the out-
posts give them a name.
NIGHTFELL
76
party will take time for a Night Faeling but, if and when that then you must complete a long rest to use them again.
happens, they can prove to be a valuable resource and excel- • Languages: You can speak, read, and write Common
lent adventuring companion. The Lyvars have strong survival and the Stone Language.
instincts and never ignore their own intuition or senses.
Names of the Lyvars
Racial traits of the Night Faelings (Lyvar) Cryptic and fleeting, the names of the Lyvars perfectly reflect
Their petite stature and agility are the traits that most closely their stealthy nature and minute appearance. Since the time
resemble their fey ancestors. Often compulsive hoarders and they lived in the galleries of the World Below, Nightlings
kleptomaniacs, they go out of their way to recover tools use- have always adopted simple, onomatopoeic names, often
ful for their travels and have a real obsession with flatware, more similar to sounds than words of their own meaning.
since they are not able to manufacture them independently. Nicknames are usually used to replace one's name, and this
They have leathery and scaly skin, with dark, neutral colors, ancient custom has been handed down since the time when
ranging from gray to brown. Rare albino specimens have also their connection to the underground was strongest.
been spotted. Their all-black eyes are well adapted to dark-
ness, and their senses are very acute. Male Lyvar names: Anxeel, Cruun, Darso, Eniviss, Fessmes,
Fukso, Hinilass, Iximis, Kiùx, Miksi, Nixusio, Osliss, Phexir,
• Ability Score Increase: Your Dexterity score increases by Riost, Uzext, Vaaseel, Vistuul, Zaakrisos, Zixin.
2, and your Wisdom score increases by 1. Female Lyvar names: Aliliu, Aseleen, Brumsi, Cixia,
• Age: Lyvars live roughly as much as humans but reach Crissne, Dirleen, Ecsela, Eshkua, Fsisia, Gaxili, Lilnisi,
maturity very quickly; a Lyvar at the age of 12 is already Misasi, Noleeni, Pexia, Salaasa, Sisni, Volxa, Xilea, Zamisi.
considered an adult, although their physical aging is Example of nicknames from the World Below: Poisonous
similar to that of other breeds. Weapon, Rocky Stick, Blue Flame, Dark Ichor, Fungal
• Alignment: The Lyvar make neutrality their main Cloak, Opaque Trinket, Dark Eyes, Cold Stone, Starry
philosophy; they rarely adhere to any cult and fail to Rock, Gray Clump.
worry about the fate of anyone, other than their own
party, family, or circle of intimate friends ; despite
having a spiteful and selfish character, they rarely fall
into wickedness.
• Size: Lyvars, like other fey before them, tend to be
minute and barely reach 3 feet in height and weigh an
average of 40 pounds; thus, your size is Small.
• Speed: Your base walking speed is 25 feet.
• Darkvision: Already accustomed to the darkness of the
undergroundsubsoil, the Lyvars have further honed this
ability in Iùrmen's eternal night, acquiring Darkvision
up to 60 feet.
• Innate Escape: You can use the Disengage action as a
bonus action, and your speed increases by 15 feet when
you do so.
• Higher Senses: You are Proficient in the Perception skill;
when in enclosed places, such as caves and buildings,
you have Advantage on Wisdom (Perception) checks
based on hearing.
• Eldritch Gift: You know the prestidigitation cantrip all
Lyvar learn to manifest when they are young; you can
cast the jump spell at 3rd level and the invisibility spell
at 5th level (your spellcasting ability for this feature is
Wisdom); you can cast each of these two spells once,
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Adventurers of the night
79
Rizadrin characters approach most situations with ex- guaranteed this species excellent eyesight in the dark;
treme seriousness and severity. They are not a race that you have Darkvision up to 60 feet.
easily indulges in emotions, and it is unusual to see them • Resourceful: The escape from the underground and
manifest uncontrolled anger or irrepressible joy or despair. adaptation to the surface world have taught many harsh
Their longevity and determination towards their ideals man- lessons to the Rizadrin, which have made them resilient
ifest themselves along with a certain detachment, making and ready for any adversity or pitfalls; you are Proficient
them the most firm and resolute species when facing danger. in Insight and Survival skills.
This fearlessness, however, never results in recklessness, as • Primeval Energy: Rizadrins retains within them a
they maintain a subtle vein of apprehension and fear suffi- fragment of the primitive energy that has shaped the
cient to make them aware of the risks they run. world; this arcane heritage allows them to recall that
energy in the form of rays of green light; those who
Racial traits of the Moon Satyrs (Rizadrin) use this power as an action may transfer this energy
These creatures of the underworld share some of the animal to a melee or ranged weapon; this weapon will be
features of their predecessors, if to a lesser degree. Their horns considered magical, obtaining a damage bonus equal to
are a symbol of manhood, authority, and courage for males, the Rizadrin Charisma modifier for 1 minute; a weapon
while for women they are an indication of wisdom, fertility, thrown or dropped can be recalled with a bonus action,
and beauty. Their very dark complexion is furrowed by white but only if it is within a radius of 60 feet; this feature
streaks that take on unique shapes, often resembling primor- can be used once, then you regain its use after you
dial symbols. complete a long rest; this feature does not apply to a
Once, the true power of this race was in the bond they weapon with the Grim Weapon property.
have with the darkness of the earth and with the primi- • Lunar Vocation: Bewitched by the radiant beauty of the
tive energy that permeates the creatures hidden beneath it. moon, the Rizadrin, even those who do not adhere to
When the Rizadrins rose to the surface, the beauty and maj- the Lunar Cult, perceive its beneficial influence; Lunar
esty of the moonlight that greeted them assumed, in their Satyrs can cast the trifold goddess’ gaze cantrip once, then
eyes, an importance comparable to the subterranean origins you regain its use after you complete a long rest.
from which they had fled. • Languages: you can speak, read, and write Common
and the Stone Language.
• Ability Score Increase: Your Charisma score increases by
2 and your Dexterity score increases by 1. Names of the Rizadrin
• Age: Satyrs are particularly long-lived by virtue of their Moon Satyrs employ names common to the traditions of by-
connection with primordial energies; the corruption of gone ages. These names often have a solemn or serious sound,
the world has led some of their lineages to extinction, but at the same time elegant and full of memory. Rizadrin
at the same time lowering the life expectancy of the can also adopt names from Primordial Runic, although this
Rizadrin, which at present is around 200 years old. is very rare. It is not unusual for Rizadrins to add to their
• Alignment: Although not inclined to emotion and name a form of patronymic or matronymic, usually based on
empathy, this in no way means that Rizadrins are one’s gender. In fact, males usually refer to being children of
prone to selfishness or abuse, and even more rarely to their father, while females of their mother (e.g. Artar Son of
pure wickedness; they also tend towards lawfulness, Mathior or Zemanira Daughter of Emiranda).
preferably adhering to religions or ideologies with
indisputable and defined dictates, such as the Lunar Male Satyr names: Artar, Creool, Drathos, Erion, Flabios,
Cult and its steady stance against evil. Janghel, Julio, Kathanor, Leonisio, Mathior, Nantheros,
• Size: Your size is Medium, although generally tall; Netherion, Obelern, Oflanto, Thanas, Zovros.
males easily reach 6.5 feet in height. Female Satyr names: Adanira, Anvernia, Daterne, Emiranda,
• Speed: Your base walking speed is 35 feet. Eula, Fasmine, Giovenna, Hartaria, Invea, Isminta, Mercura,
• Darkvision: Centuries spent underground have Osvilia, Panvea, Phanerne, Rosernia, Yuliante, Zemanira.
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the Three Sources of Arcane Power can bestow powers be-
UNHOLY WRATH
UNHOLY THIRST At 14th level, your wrath permanently devours what remains
At 3rd level, you learn to yield to the temptation of darkness, of your soul: entering Rage involves a loss of Soul Points equal
forgoing fragments of your soul in exchange for a promise of to your Constitution modifier, and you add your Constitution
power that can only really be unleashed when pervaded by rage. modifier to the damage inflicted with melee weapons as long
At the beginning of each turn while in Rage, you may as you are in Rage.
choose to lose a Soul Point: in doing so, the next Strength-
based attack with a melee weapon will deal 1d12 additional
damage. If the attack is not enough to reduce the target to
0 Hit Points, you take 1d6 necrotic damage that cannot be
resisted or reduced in any way.
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82
BARD - ARCHETYPE
"COLLEGE OF HEXES"
The rhythm produced by the tambourines of these musicians in-
fects those who listen to them and forces their actions as if it were
witchcraft. Hearing music coming out of the arcane instruments of
these Bards overwhelms opponents and allies with sensations that
today's world has forgotten; sensations that descend from an apo-
tropaic culture that teachers have handed down to students since
the Second Age.
CONVULSIVE RHAPSODY
At 3rd level, you can force your opponents to dance, often
frantically, following the rhythm of your music.
When a hostile creature begins its turn within 30 feet of
you, you can use your Reaction and spend a Bardic Inspiration
die to use this feature and perform a bizarre melody. The tar-
get creature will have its speed halved and Disadvantage on
Dexterity Saving Throws and Disadvantage on the first attack
of each turn, for as long as the effect lasts. The Convulsive
Rhapsody continues for a number of rounds equal to the re-
sult of the Bardic Inspiration dice spent.
ADDITIONAL SKILLS
When you choose this domain at 1st level, you gain Proficiency
in one type of Artisan’s tools of your choice and in one skill of
your choice among Nature, Survival, and Religion.
SPARKS OF CREATION
When you choose this domain at 1st level, you learn one can-
trip of your choice from the following: produce flame, ray of
frost, shocking grasp, shillelagh. All items on this list are to be
considered cleric cantrips.
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84
DISCIPLE OF CREATION must necessarily be in contact with the ground); any
At 1st level, when casting a cleric spell of 1st level or higher, creature, size Large or smaller, that is in the area of
you can cast a cantrip learned through the Sparks of Creation difficult terrain falls prone ; in addition, a Dust Mephit
feature as a bonus action (this feature allows you to ignore the is summoned.
rule of casting spells as a bonus action).
This feature can be used as many times as your Wisdom
modifier (minimum 1), then you regain each use you spent ELEMENTAL AEGIS
after you complete a long rest. At 6th level, you can spend a spell slot of 1st level or higher
as a Reaction when you take fire, lightning, cold, or thunder
damage. The damage taken is reduced by 1d8 per spell level
CHANNEL DIVINITY: of the slot spent.
BREATH OF CREATION
At 2nd level, you can use Channel Divinity to create a pow-
erful echo of the Primes’ energy. PRIMEVAL STRIKE
Using an action, you raise your holy symbol to invoke the At 8th level, you gain the ability to infuse your attacks and
power of one of the four elements (Fire, Air, Water, or Earth), spells with primal energy. Once per turn, when you hit a crea-
producing an immediate effect on the battlefield and sum- ture with a melee weapon attack or a cantrip learned through
moning an elemental spirit. The creature is summoned to a Sparks of Creation, you can deal 1d6 additional damage to the
point within range and remains until it is reduced to 0 Hit target. This damage can be chosen between fire, cold, light-
Points, you are rendered unconscious or a minute has passed. ning or thunder, of your choice. This damage increases to 2d6
The Mephit can receive orders telepathically, acting in the same when you reach 14th level.
turn as the summoner, starting from the turn following the one
in which it was summoned. A Mephit summoned through this
feature does not have access to its Innate Spells.
The effects produced when you use this feature are described
below:
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86
The Druids of the Circle of Masciari, also known as the Circle type chosen during transformation; this additional
of Death, have learned to perceive the darkest and most drea- damage increases at 6th level (1d8), 10th level (1d10)
ry face of nature, and consequently to tap into it. They are and 14th level (1d12).
the descendants of ancient pagan cults, and as such they pass • Shadow Stealth: As long as you are in dim light or
on the spirituality of those ancestors who first studied the darkness, you can use Hide as a bonus action.
esoteric arts that bind mortals and creation in order to shape
the primeval energies according to their will.
With the death of the Primes, darkness has hopelessly UNHOLY BOND
corrupted the world of the living, and the Masciari are ready At 6th level, you have Advantage on Saving Throws against
to use this evil against death itself. They usually adhere to the effects that cause the Frightened condition. You also have ac-
religion of the Apostates of Rahidra, but it is not unusual to cess to additional spells related to the netherworld, as shown
see them venerate older entities that dominated the world in the following table:
in the past. A druid of this circle, however disturbing their
abilities may seem in the eyes of many, often turn out to be Druid Level Unholy Bond spells
a great ally and a fierce sentry against the corruption of the 6th speak with dead
Dark Mirror.
9th animate dead
12th circle of death
NECROTIC CARESS 15th finger of death
When you choose this circle at 2nd level, you learn the poison
spray cantrip.
DREAD NECROMORPHOSIS
DARK WILD SHAPE At 10th level, you can spend two uses of Wild Shape simulta-
At 2nd level, when using the Wild Shape feature, you can neously to transform into a Dread Shambler.
accept a reduction to your Maximum and Current Hit Points
equal to your character level. In doing so, the chosen Wild
Shape will become a Dark Wild Shape, permeated by the
energies of Ènferun. The loss of Maximum Hit Points is re-
covered after a long rest.
A Dark Wild Form gains the following features in addi-
tion to (or in place of, where specified) those of the Beast you
transform into:
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88
Wisdom modifier (minimum 1), and you regain each use you
spent after you complete a long rest.
SPIRITUAL VIGIL
At 7th level, when you recover Soul Points at the expense of
Hit Dice during a short rest, you recover 2 additional Soul
Points per Hit Dice spent.
In addition, as long as your Soul Points reserve is equal to
or less than half their maximum value, you have Advantage
on Wisdom (Perception) checks and can see invisible or ethe-
real creatures within a 30 feet radius.
SPIRIT OF STEEL
At 10th level, each time you lose Soul Points due to encoun-
tering a Vile Foe, the amount lost is halved (rounded down).
Any loss of Soul Points caused by factors other than Vile Foe,
on the other hand, will be reduced by 1 (to a minimum of 1).
SPIRIT OF ADAMANTIUM
At 18th level, each time you lose Soul
Points, the amount lost will be reduced by 3 (to a
minimum of 1); in addition, anytime you lose Soul
Points, you can use your Reaction to regain an equal
amount of Hit Points.
FIRST TECHNIQUE,
SIDEREAL VOID TOUCH
At 3rd level, you being to put
your studies into practice and
learn to manipulate the
energy of the Sempiternal
who echoes through ev-
erything in the form of Ki
and, with this energy, send
your enemies back into the
sidereal void.
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PALADIN - ARCHETYPE • Cold: You lay your hand on the ground and cover the
"OATH OF RAHIDRA" surrounding area with enchanted frost; the ground
within 30 feet will become difficult terrain until the
Among the most steadfast defenders of primordial life are those beginning of your next turn; any creature in the area
paladins who dedicate their lives to Rahidra, where the red earth of effect must make a successful Constitution Saving
of the Grassland of the Ancient proves their words of devotion to Throw or take 3d8 cold damage.
creation to be true.
CHANNEL DIVINITY
When choosing this oath at 3rd level, you gain the follow-
ing options for Channel Divinity:
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92
TROUBLESHOOTING BRANCH to turn a single source of Disadvantage into Advantage on
At 3rd level, you learn the shillelagh cantrip and can use it on that specific roll (additional sources of Disadvantage may
any object of plant origin (branches, lianas, or roots) at least nullify the Advantage gained from this feature, as usual).
3 feet long, whether it is considered a weapon or not. You are This feature can be used as many times as the ranger's
Proficient in the use of these improvised weapons as long as Wisdom modifier, and you regain each use spent after you
they are under the effect of shillelagh. complete a long rest.
WITCH HUNTER
At 11th level, you become a living anathema to
witches and spellcasters. When a creature casts
a spell near you, you can mark it as the Enchanted
Enemy. Melee attacks against the Enchanted Enemy
have a damage bonus equal to your Wisdom modifier when
you attack it with weapons. In addition, you have Advantage
on Saving Throws against spells cast by the Enchanted
Enemy, Enchanted Enemy spells that involve an Attack Roll
against you have Disadvantage, and you gain Resistance to
any damage inflicted by the Enchanted Enemy. The creature
remains branded until it or you are rendered unconscious.
This feature can be used once, then you regain its use after
you complete a long rest.
• Full: The Moon shines light upon the mind; you have
Advantage on Perception, Investigation, and Insight checks.
• Ascendant: The Moon gives courage and resourcefulness;
you have Advantage on Initiative check and Saving
Throws to avoid the Frightened condition.
• Descending: The Moon preserves life; your speed
increases by 10 feet and you get a +1 bonus
to all Saving Throws.
• New: The Moon hides you in shadows; you have
Advantage on Stealth, Sleight of Hand,
and Deception checks.
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94
NIGHT AGENT’S CHARM SORCERER - ORIGIN:
At 3rd level, as Night Agents are notoriously feared and re- LEGACY OF THE WORLD
spected figures, you gain Proficiency in a skill of your choice BELOW
between Persuasion and Intimidation. You gain expertise
with that skill, meaning your Proficiency bonus is doubled
when you perform a check that uses the chosen skill. The innate magic of sorcerers is well known and feared by many.
Some shun these figures of arcane power and drive them away,
while others view them as symbols of a power that springs from
SILVERY GIFTS early sources in its purest form. Some of these individuals bring
At 9th level, you can cast the following spells depending on within them the immanent energies of the earth and stone that
the current Lunar Phase: were sacred to the ancient peoples of the World Below.
FULL MOON gleam, moonluck Sorcerers who manifest the Legacy of the World Below learn
ASCENDING MOON moonrain, lunar beacon to unleash the pure and chaotic magic of the bones of the
world. Iùrmen's flaming core, enclosed between countless lay-
DESCENDANT MOON glyph of Mirithlen, moonstairs
ers of rock as if in a casket, is the very heart of the Primes and
NEW MOON horror, fare for memories
one of the few remaining sources of life. These sorcerers can
draw on it to unleash extremely destructive elemental spells.
Each spell can be cast once, then you regain its use after you In past ages, the Lyvar and the Rizadrin have followed cus-
complete a long rest. toms based on the knowledge of these sorcerers, so attached are
These spells can be consulted in Chapter 8. they to the cold stone and the dark world beneath the surface.
In the Lunar Age, although separated from their underground
homeland, some agents of this ancient power still roam Iùrmen,
DEATH TO DARKNESS dexterous in mystical abilities drawn from the earth itself.
At 13th level, when you use a sneak attack on an Undead,
Aberration, or Fiend, any sneak attack damage dice that have
resulted in a 2 or less will be counted as if it had resulted in a 3.
SHARP MOON
At 17th level, as long as you stay under the moonlight (out-
doors, at night, regardless of the current Lunar Phase), you
never have Disadvantage on Attack Rolls against Aberrations,
Fiends or Undead. If you have Disadvantage on Attack Rolls
against Aberrations, Fiends or Undead for any reason, you au-
tomatically have Advantage, so they cancel each other.
HEART OF STONE
At 14th level, you are Proficient in Wisdom Saving Throws
and gain Immunity to Frightened and Charmed conditions
as long as you have at least 1 Sorcery Point.
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96
WARLOCK - PATRONS: Instant Travel
THREE SOURCES OF At 6th level, when casting a 1st level spell or higher during
ARCANE POWER your turn, you can teleport instead of using other movement
methods for that turn. The covered distance is counted as if
A thousand faces watch you from infinity, you who seek wisdom you had moved normally. Any number of short teleports can
and crave power. Extend your hand to the unseen fabric of the be combined with traditional movement methods at will, as
realms and wait for one of them to answer your call. long as the total movement does not exceed what is allowed
by your base speed.
PATRON: SIDÌR ENTITY
Transcendent Body
Divine sparks reside in the cosmic darkness: those who are At 10th level, you gain Resistance to cold, necrotic, and radi-
and always will be, those who represent time and space. These ant damage.
beings without beginning nor end remain motionless to ob-
serve the flow of aeons. Among them, some turn their atten- Aloof as the Cosmos
tion to the mortals of Iùrmen. Only a lucky few receive an- At 14th level, you can use your Reaction to ignore the effects
swers to their prayers, directed towards the starry vault above of a spell of 3rd level or lower that it is targeting you, or in-
them and to the cold and distant stars. cludes you as a target in its area of effect. This feature lasts
until the end of your next turn if the spell has a duration that
Extended spell list is not instantaneous.
Sidìr Entities allow you to choose spells from an extended This feature can be used once, then you regain its use after
list. The following spells are added to your warlock spell list. you complete a long rest.
Bonus cantrip
At 1st level, you learn the globe of eclipse cantrip (see Chapter 8).
5th reincarnation, tree stride When casting a 1st level spell or higher with casting time
equal to an action during your turn, you can spend a bonus
action to perform a single slam melee attack.
Bonus cantrip
At 1st level, you learn the spare the dying Necromancy Cantrip.
PATRON: ECHO OF DEATH
Everlasting Vitality Beyond the veil of night, dark beings crave the corruption and
At 1st level, you have Advantage on Death Saving Throws. decay of the world. Those who observe the unchallenged ad-
Whenever you spend Hit Die during a short rest to recover vance of darkness will soon realize that darkness is watching in
Hit Points, you regain additional Hit Points equal to your turn. Whether it is greed or despair that leads mortals before
Charisma modifier for each Hit Dice spent. the Echoes, once they grasp your heart, they will not cease to
hiss their grim language into your soul. Asking for their favour
Glimmer of Hope is easy but freeing yourself from their mortal grip is impossible.
At 6th level, when casting a 1st level spell or higher, you can Making deals with these entities is difficult, as it seems
spend a Hit Die to regain Hit Points and Soul Points as if you obvious that their only purpose is to destroy reality; that same
completed a short rest. reality where their sponsored warlocks live. A warlock that
deals with the Echoes may have been seduced by darkness
Source of Eternal Life or may have requested help as a desperate act, but the gift
At 10th level, when you spend a Hit Dice and get a 1 or 2 as of the Echoes will later turn out to be an inescapable curse.
a result, that Hit Dice is considered unspent, but Hit Points Unless the warlock goes insane, or turns hopelessly to evil, the
and Soul Points are regained, nonetheless. burden of these patrons becomes harder and harder to bear.
Lagoran's fate stands out as a clear warning to anyone who
approaches the Echoes of Death.
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Extended spell list WIZARD - ARCANE
Echoes of Death allow you to choose spells from an extended TRADITION: SCHOOL
list. The following spells are added to your warlock spell list. OF THE MOON
Spell level Echo of Death Spells The young scholar slowly climbed the seemingly never ending steps of
the tower . From an arrow slit window filtered the silvery gleam of
1st detect evil and good, false life
the Moon, in the moment became aware of his new ability to weave
blindness/deafness, protection new textures on the fabric of reality. He finally arrived at the top of
2nd
from poison the tower, his will adamantine although sweating and panting. A
perfectly circular body of water reflected the image of the Moon. This
3rd animate dead, speak with dead
was the place where he would finally elevate his powers and carry
4th
greater invisibility, black out the ritual for which he had prepared his whole life.
tentacles
5th cloudkill, antilife shell The School of the Moon explores the influence of Mirithlen's
star on the magic that pervades the world. Scholars belonging
to this doctrine learn how to channel the moonlight and the
Bonus cantrip forces of attraction the Moon holds on the minds of mortals
At 1st level, you learn the freezing snare cantrip (see Chapter 8). and the earth itself.
Accustomed to Darkness It is a common belief that wizards who worship the Full
At 1st level, you gain an additional Soul Point per level. Moon can be trusted, whereas those studying the New Moon
As long as you have at least one warlock spell slot, you can are motivated by sinister intentions. Others believe that all
understand the Whisper of the Echoes and have Darkvision members of the School of the Moon, whatever the Lunar
up to 120 feet, seeing through magical darkness as if it were Phase to which they are devoted, change their disposition and
normal darkness. purpose depending on which Moon is in the sky at the mo-
ment. Although they are only popular rumors without em-
Tolerated by Darkness pirical foundation, they hide, like any legend, a grain of truth.
At 6th level, as long as you have at least one warlock spell
slot, you cannot be attacked by Aberrations, Fiends or Undead
unless they make a successful Wisdom Saving Throw against SCHOLAR OF THE MOON
your spell DC. This effect ends on a specific creature if you When you choose this school at 2nd level, it must be combined
make an attack or cast a spell that targets, or includes in the with a Lunar Moment of your choice, every one of which is
area of effect, the creature itself. associated with a specific school of magic. The gold and time
required to copy a school spell associated with your specific
Death to Death Lunar Phase into a spell book is halved. Each time you gain a
At 10th level, as long as you have at least one warlock spell wizard level, you may choose a different Lunar Moment.
slot, you can add a bonus equal to your Charisma modifier to
the first damage roll you make on each of your turns, provided The chosen Lunar Phase replaces your Birthmoon.
that the target is an Aberration, Fiend or Undead.
1. New Moon - Necromancy
Last Shred of Soul 2. Waxing Crescent - Evocation
At 14th level, as long as you have at least one warlock spell 3. First Quarter - Conjuration
slot, when your Soul Points are reduced to 0, you can take a 4. Waxing Gibbous - Transmutation
Charisma Saving Throw (DC 20) to regain 1 Soul Point. If 5. Full Moon - Abjuration
the Saving Throw fails, you cannot use this feature again until 6. Waning Gibbous - Divination
you complete a long rest. 7. Last Quarter - Illusion
8. Waning Crescent - Enchantment
SILVER VOICE
At 6th level, you gain the ability to tele-
pathically communicate with any sentient
creature you can see within 100 feet.
MOON’S PRESENCE
At 10th level, you bring the influence of the Moon wher-
ever you go, enjoying the benefits of Selenitic even during
the day, or when the sky is covered, or while in closed plac-
es where the moonbeams do not arrive.
SILVER SOUL
At 14th level, the harmony with the Moon is such that you
can enjoy the benefits of Scholar of the Moon and Selenitic
during any Lunar Phase. In addition, you have Advantage on
Saving Throws to maintain focus on Consecrated spells.
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100
NEW CLASSES
The classes listed below are to be considered original classes,
in addition to those of the most famous role-playing game
in the world and are conceived according to Nightfell's lore.
The options we propose can help you identify more with the
discovery of the occult world of Iùrmen, experimenting with
skills in line with the atmospheres of this setting.
LUNAR CULTIST
In the darkness of sunless days there is nothing but sadness and
solitude, but as the sky is enlightened, the night comes back and
with it, Mirithlen. May the Moon be a guide and be benevolent
in her new phase. We Cultists are her tools, and her pale light is our
shield against darkness.
CLASS FEATURES
As a Lunar Cultist, you gain the following class features:
Hit Points
Hit Dice: 1d10 per Lunar Cultist level
Hit Points at 1st level: 10 + Constitution modifier
Hit Points at higher levels: 1d10 (or 6) + Constitution mod-
ifier per Lunar Cultist level after 1st
Multiclass Requirements
Strength 13, Wisdom 13
Proficiencies
Armor: light armor, medium armor, shields
Weapons: all simple weapons
Tools: herbalism kit, alchemist’s supplies
Saving Throws: Strength and Wisdom
Skills: choose two from Arcana, Intimidation, Insight,
Investigating, Medicine, Persuasion, Religion, History
EQUIPMENT • (a) any simple weapon or (b) any martial weapon (if
You start with the following equipment, in addition to the Proficient)
equipment granted by your background: • (a) leather armor or (b) scale mail or (c) chainmail (if
Proficient)
• (a) a shield or (b) any simple weapon
• (a) a priest’s pack or (b) an abjurer’s pack
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102
SACRED SOLDIERS OF THE LUNAR CULT Dueling
Lunar Cultists constitute the Lunar Cult militia, and their When you wield a melee weapon in one hand without wield-
main purpose is to expand the influence of their faith and ing any other weapons, you get a +2 bonus on that weapon’s
drive back into the darkness any Aberration they encounter in damage rolls.
their path or that may threaten the sacredness of their mission.
They strenuously oppose the forces of the Dark Mirror and Protection
have learned throughout their careers to channel the energy When a creature you can see attacks a target other than you
of the different phases of the Moon against their enemies. within 5 feet, you can use your Reaction to make that crea-
ture's Attack Roll have Disadvantage.
To use this feature, you must hold a shield.
DEVOUT PROTECTOR
At 1st level, you learn the thaumaturgy and resistance cantrips. Archery
You also gain the ability to cast shield of faith without con- You get a +2 bonus on Attack Rolls with ranged weapons.
suming spell slots once (twice at 10th level and three times
three at 17th level), and you regain each use you spent after
you complete a long rest (your spellcasting ability for these SPELLS
spells is Wisdom). At 3rd level, gifted with the power of the divine lunar essence,
you can cast spells to shape that essence as you please.
WILL OF THE MOON Spell slots: the Lunar Cultist table shows how many spell slots
At 1st level, during the Lunar Phase corresponding to your you can cast your 1st level or higher Lunar Cultist spells. To
Birthmoon, your maximum Soul Points increase by 2 per cast these spells, you must spend a spell slot of the same spell
Lunar Cultist level. level or higher. All spell slots spent are recovered when a long
rest is completed. For example, if the 1st level blessing spell
falls within your known spells, and you have 1st level slot and
LUNAR OATH a 2nd level slot, that spell can be cast using any of the two slots.
At 1st level, you choose a Lunar Oath corresponding to your
Birthmoon. This oath gives you new features to the 1st, 6th, Known spells of 1st level and above: you know two 1st lev-
10th, and 17th level (see below). el spells of your choice from the Lunar Cultist's spell list.
The Spells Known column in the Lunar Cultist table shows
when additional spells of your choice can be learned. Each of
FIGHTING STYLE these spells must be of a level in which you have spell slots. For
At 2nd level, you adopt a particular fighting style as your example, when you reach 7th level in this class, you can learn a
specialty, focusing on a category of weapons of choice from new 1st or 2nd level spell. In addition, when you gain a level in
those listed below. You cannot choose the same option more this class, you can choose to replace one known Lunar Cultist
than once. spell with another spell from the Lunar Cultist spell list, as
long as the new spell is of a level in which you have spell slots.
Great weapon fighting
When you get 1 or 2 in a dice roll to determine the damage of Spellcasting ability: your spellcasting ability is Wisdom is,
an attack made with a two-handed melee weapon, you repeat as your magic comes from how intensely you perceive the
the roll and use the new result, even if it is a 1 or 2 again. The influence of moonlight. Take your Wisdom score as a refer-
weapon must have the Two Handed or Versatile properties ence when a spell mentions the spellcasting ability. Use your
for the Lunar Cultist to benefit from this feature. Wisdom modifier to determine the Difficulty Class (DC) of
Saving Throws for Lunar Cultist spells cast or used to attack.
Defense
As long as you wear armor, you get a +1 bonus to your AC.
EXTRA ATTACK
At 5th level, you can perform two attacks, instead of one, SELENITE TOUCH
when performing an Attack action on your turn. At 14th lev- At 16th level, the first creature you strike on each of your
el, your attacks increase to three. turns loses its invisibility (if any) and must make a successful
Charisma Saving Throw (against your spell save DC) or be
surrounded by a silver halo. This silver halo prevents the target
STEADFAST DEVOTION from becoming invisible or incorporeal, teleporting or leaving
At 7th level, when you roll for Initiative, you can use your the plane on which it is located, and taking an alternative
Reaction to cast shield of faith on yourself with the Devout form. The silver halo lasts until the end of your next turn.
Protector feature, as long as you are not surprised.
UNCHALLENGED DEVOTION
ACCURATE DIVINATION At 20th level, when you cast shield of faith with the Devout
At 8th level, you grow in your mastery and knowledge of the Protector feature, your Concentration on this spell cannot be
divination arts related to the Moon: when practicing Lunar lost due to the damage you take.
Divination during your Lunar Phase, you can roll 1d10 for
Lunar Divination instead of 1d8. A result of 9 or 10 indicates
that you can choose a result as you like.
NIGHTFELL
104
LUNAR OATHS Oath of the Ascending Moon
Each Lunar Cultist is particularly devoted to their Birthmoon. When you choose this archetype, you gain Proficiency in two
Their spiritual connection to the satellite's influence is such skills or tools of your choice and learn the guidance cantrip.
that it confers unique powers that refer to the various mean- The Ascending Moon comprises the Crescent Moon,
ings attributed to that specific Lunar Phase. First Quarter, and Waxing Gibbous Moments.
NIGHTFELL
106
Adventurers of the night
107
MASTER OF TRADITION
There are many legends that enrich the history of the Ages, but few
are those who safeguard every secret. Those who have had the hon-
our of accessing the immense libraries of the Old Tradition bring
along the mere experiences of countless peoples and cultures and
aspire to hand down the memories of their travels.
CLASS FEATURES
As a Master of Tradition, you gain the following class features:
Hit Points
Hit Dice: 1d6 per Master of Tradition level
Hit Points at 1st level: 6 + Constitution modifier
Hit Points at higher levels: 1d6 (or 4) + Constitution modi-
fier per Master of Tradition level after 1st
MULTICLASS REQUIREMENTS:
Intelligence 13, Wisdom 13
Proficiencies
Armor: light armor
Weapons: quarterstaff, dagger, light crossbow, sling, club
Tools: calligrapher’s supplies
Saving Throws: Intelligence and Wisdom
Skills: choose three between Arcana, History, Investigation,
Religion, Insight, Perception, Medicine, Nature
EQUIPMENT
You start with the following equipment, in addition to the
equipment granted by your background:
KEEPERS OF KNOWLEDGE
The Masters are educated in every area of the Old Tradition,
but even they do not resist the temptations of personal curi-
osity, inevitably specializing in the study of myths and legends
that most capture their interest.
In the Lunar Age, such studies have focused on the study
of specific otherworldly creatures, among which the follow-
ing are prominent.
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110
Keeper of Funerary Sciences
It includes those Masters of Tradition specialized in
funeral rites and legends about death and beings of
the underworld.
Morals of Death
At 18th level, you are protected against
instant death effects and effects that reduce
your Hit Points to 0 : if affected by this type of
effect, your Hit Points are reduced to 1 instead.
You also become immune to any effect that reduc-
es your maximum Hit Points.
Morals of Eternity
At 18th level, you are no longer subject to death by old age
so that, once you reach the maximum age related to your race,
you simply continue to live on without getting any older.
In addition, you have Advantage on Saving Throws against
magic.
NIGHTFELL
112
MEDIUM
Their gaze is the gaze of those who have seen the face of death and
beyond, and their touch is as frosty as the harsh winters of Iùrmen.
When a Medium watches you, know that they are not alone in
doing so, for another soul dwells in the same flesh. A wandering
soul, with nowhere to return, linked to the Medium by the thread
of a common destiny.
CLASS FEATURES
As a Medium, you gain the following class features:
Hit Points
Hit Dice: 1d10 per Medium level
Hit Points at 1st level: 10 + Constitution Modifier
Hit Points at higher levels: 1d10 (or 6) + Constitution mod-
ifier per Medium level after 1st
Multiclass Requirements
Charisma 13, Dexterity 13
Proficiencies
Armor: light armor, medium armor
Weapons: all simple weapons; shortsword, scimitar, longsword,
greatsword
Saving Throws: Charisma and Dexterity
Skills: choose two between Acrobatics, Arcana, Intimidation,
Investigation, Religion, History, Stealth, Sleight of Hand
EQUIPMENT
You start with the following equipment, in addition to the
equipment granted by your background:
NIGHTFELL
114
GHOST IN AMBUSH FIGHTING STYLE
At 1st level, with a bonus action you can summon the ghost At 3rd level, you adopt a particular fighting style as your spe-
that is inside you and materialize it outside your body, in a cialty, focusing on a category of weapons of choice from those
special condition that from now on will be defined as "into listed below. You cannot choose the same option more than
the open". The ghost will hover ominously behind you, in a once.
special condition that from now on will instead be called "in
ambush", from which it can be sent, as a Reaction, to cling to Great weapon fighting
an enemy who has made a melee attack against you. When you 1 or 2 in a dice roll to determine the damage of
If the ghost is clinging to a target, the latter cannot recover a two-handed melee weapon, you can repeat the roll and use
Hit Points in any way, and, if it is an Undead, it would cause it the new result. The weapon must have the Two-Handed or
to have Disadvantage on its next attack against you. Versatile property to benefit from this feature.
At the end of the target’s next turn, the ghost sinks its
ethereal claws into the target. Then, roll 2d6: If the result is Two-weapon fighting
equal to or greater than the remaining Hit Points of the tar- When you make an offhand attack as a bonus action while
get, the latter is reduced to 0 Hit Points and is treated as two-weapon fighting, add the appropriate ability modifier to
dying. Creatures immune to necrotic damage are immune to the damage of the offhand attack as well.
this effect.
After using its ethereal claws, whether the target has Dueling
dropped to 0 Hit Points or not, the ghost immediately returns When you wield a melee weapon in one hand without wield-
within you and is no longer to be considered either “into the ing any other weapons, you get a +2 bonus on that weapon’s
open” or “in ambush” (several features listed below refer to damage rolls.
these two special conditions).
This feature can be used once, then you regain its use after Archery
you complete a short or long rest. You get a +2 bonus on Attack Rolls with ranged weapons.
At 7th level, you can use this feature twice and, when the
ghost sinks its claws, you roll 3d8 instead of 2d6; at 14th level,
when the spectrum sinks its claws, roll 5d10, and if the target DARK DETERMINATION
is reduced to 0 Hit Points, the Medium regains as much Hit At 3rd level, you can regain 2d6 Soul Points as a bonus action.
Points as half the Hit Points thus lost by to the target. This feature can be used once, then you regain its use after
you complete a long rest.
At 9th level, you regain 2d10 Soul Points.
SPECTRAL CLAW
At 1st level, you learn the chill touch cantrip (your spellcasting
ability for this spell is Charisma). When you cast chill touch, ABILITY SCORE IMPROVEMENT
the effect lasts until the end of your next turn, rather than At 4th level, and again at the 8th, 12th, 16th, and 19th levels,
until the start of your next turn. you can increase an ability score by 2, or increase two ability
scores of your choice by 1. As usual, you cannot bring an abil-
ity above 20 through this privilege.
NATURE OF THE SPIRIT If you implement the optional feat rule, you can give up
At 2nd level, you choose a Nature of the Spirit. This choice this privilege to choose a feat instead.
provides new features to the 2nd, 6th, 11th, and 18th levels.
NIGHTFELL
116
Wandering Ghost
The ghost reveals its connection to the world invisible to
the eye, and its personal torment that keep it tethered to the
world of the living. It begins to manifest itself in the form of
elusive abilities. Such is the nature of the ghost that makes
the Medium take on the appearance of a real spectre.
Spectral Veil
At 2nd level, as long as your ghost is “into the open”, your
speed increases by 10 feet and you get a +4 bonus to AC
against Opportunity Attacks.
Rapacious Ghost
At 6th level, you can use your Reaction to have your ghost
cling to a target who just hit you with a ranged weapon attack,
provided that the target is within 60 feet.
Spectral Escape
At 11th level, when using Dark Determination, you
can use Disengage or Dash as part of the same bonus
action.
Ethereal Vanishing
At 18th level, when your ghost reduces an enemy
to 0 Hit Points, you can become invisible until
the end of your next turn, until you attack or until
you cast a spell.
NIGHTFELL
118
VAMPIRE, PROGENY
OF ACIRENZIA
What mortals call eternal night, the children of the dark call home.
NIGHTFELL
120
three times allows you to cast the gaseous form spell as an action; you can use this Gift once, then you regain
(only on yourself ) once, then you regain its use after its use after you complete a long rest; choosing this
you complete a long rest; if your level is 4th or lower, Gift twice allows you to summon 1d4 Wolves instead;
gaseous form ends at the end of your next turn. choosing this Gift three times compels the summoned
• Dominion over the Creatures of the Night: As an action, creatures to remain at your service until they are reduced
you can summon a Swarm of Bats: they will attack the to half or less of their Hit Points.
nearest hostile creature, but leave at the end of your next • Superhuman Prowess: As a bonus action, you can have
turn; you can give new orders to the creatures summoned Advantage on the next Strength check made in the same
3 +2 Heart of Darkness 3
4 +2 Ability score improvement
5 +3 1D6 4
6 +3 Dark Path feature
10 +4 1D8 6
11 +4 Dark Path feature
15 +5 1D10 7
16 +5 Ability score improvement
18 +6 Blood balance
HEART OF DARKNESS
NIGHT PREDATOR
At 3rd level, the blood of mortals nourishes your soul as much Large Monstrosity
as your physique. When you make a bite attack against a hu-
STR DEX CON INT WIS CHA
manoid target, you regain an amount of Soul Points equal to 18 (+4) 16 (+3) 15 (+2) 6 (-2) 12 (-1) 6 (-2)
your Charisma modifier.
Armor Class 15 (Natural Armor)
Hit Points 104 (or 8 per character level)
Speed 35 feet, flying 60 feet
ABILITY SCORE IMPROVEMENT
Skills Athletics +7, Perception +4, Stealth +6
At 4th level, and again at the 8th, 12th, 16th, and 19th levels, Vulnerability to radiant damage
you can increase an ability score by 2, or increase two ability Resistance to bludgeoning, piercing, slashing damage from non-
magical attacks made with non-silvered weapons
scores of your choice by 1. As usual, you cannot bring an abil- Immunity to Frightened Conditions
ity above 20 through this privilege. Senses Passive perception 14 (19 if hearing-based), Blind Vision 60
If you implement the optional feat rule, you can give up feet
Languages it may comprehend Common, but not speak it
this privilege to choose a feat instead. Challenge 6 (2300 XP)
TRAIT
VERMILION RESILIENCE Scent of Blood: the Night Predator has Advantage on attack against
targets it has grappled
At 7th level, your body is nothing more than an empty con- Acute Senses: the Night Predator has Advantage on smell and
tainer for your bloodthirsty soul. If reduced to 0 Hit Points, hearing based Wisdom (Perception) checks
you remain at 1 Hit Point instead if you have at least 1 Soul ACTIONS
Point. Further Hit Point losses turn into Soul Point losses Multi-attack: the Night Predator makes one attack with Claws and
unless they are caused by critical hits or radiant damage. one with Bite
At 14th level, the amount of Soul Points lost in place of Claws: melee weapon attack: +7 to hit, range 5 feet, one target; hit:
11 (2d6+4) slashing damage, and the target is grappled (DC 15 to
Hit Points is halved. escape)
Bite: melee weapon attack: +7 to hit, range 5 feet, one target; hit:
15 (2d10 + 4) piercing damage; if the target is grappled, the Night
Predator gains as much Temporary Hit Points as the damage
inflicted with the bite
NIGHTFELL
122
BLOOD BALANCE Chalice of Vigor
At 18th level, you can use your action and sacrifice 1d10 Soul At 11th level, when you get a result of 6 or more on the dice
Points. By doing so, you can redistribute your Hit Points and roll on bite damage, you get a +2 bonus to all melee damage,
Soul Points at will between the two reserves. AC and Saving Throws for 1 minute.
This feature can be used once, then you regain its use after
you complete a long rest. Blood Moon Vigor
At 17th level, your Strength and Constitution scores increase
by 2 (up to a maximum of 22).
APOTHEOSIS OF THE BEAST
At 20th level, using the Mask of the Beast feature does not
cost any Soul Points and it can be used at will.
DARK PATHS
The Vampire's cursed blood burns while their senses sharpen.
As you become familiar with your gifts, you can choose which
path to take in the eternal night and how to channel your
vampiric essence to develop specific predispositions.
Bloodthirsty Grip
At 2nd level, when you successfully grap-
ple your opponent while performing
your Attack action, you can make an
additional Bite Attack as a part of the
same action.
Extra attack
At 6th level, you can perform two at-
tacks, instead of one, when performing
an Attack action in your turn.
Chalice of Terror 2 4 1
At 11th level, when you get a result of 6 or more in the dice 3 5 2
roll for bite damage, the target is Frightened for one minute. 4 6 2
The target can make a Wisdom Saving Throw (DC 15) at the 5 7 3 1
end of each of its turns to end the condition. A target that 6 8 3 1
has made a successful Saving Throw becomes immune to this
7 9 3 2
effect for 24 hours.
8 10 3 2
NIGHTFELL
124
Adventurers of the night
125
Blood Weakening 3rd level
At 6th level, when you make a successful bite attack, the tar- Animate Dead
get has Disadvantage on the next Saving Throw against spells Blink
you cast within the next minute. Bestow Curse
Clairvoyance
Chalice of Power Counterspell
At 11th level, when you get a result of 6 or or more on the Conjure Animals
dice roll for bite damage, you regain a 1st level spell slot. Dissolve Magic
This feature can be used as many times as your Constitution Fear
modifier, and you regain each use you spent after you com- Fly
plete a long rest. Gaseous Form
Haste
Majesty of the Blood Moon Hypnotic Pattern
At 17th level, your Wisdom and Charisma scores increase by Nondetection
2 (up to a maximum of 22). Speak with Dead
Vampiric Touch
NIGHTFELL
126
NEW
BACKGROUNDS Skills Proficiencies: Religion or Perception; Insight or History
The circumstances behind one's birth and growth in Iùrmen Other Proficiencies: a tool of choice between brewer’s sup-
can significantly affect the path of an adventurer of the night. plies, cobbler’s tools, carpenter's tools, calligrapher’s supplies,
Below is a list of the backgrounds available for your characters. witch’s pack, or abjurer’s pack
Equipment: book (filled with your own aphorisms) a tool or
equipment in which you are Proficient, nib and ink, monk
ADEPT OF A CIRCLE clothes, food supplies for a day, a torch, 1 gp
VARIANT:
CIRCLE OF APOSTATES OF RAHIDRA
Among the several communities in which the characters may
have grown up, there are the druids and sages of the Apostates
of Rahidra. These characters have the same characteristics
mentioned above, with the variant of being particularly de-
voted to what remains of the natural world, to the people who
protect Rahidra and to a wilder lifestyle.
d8 Personality traits
NIGHTFELL
130
d8 Personality traits d6 Flaws
Actually, I hate having to always be compared to my
1 I hate being interrupted while I speak. 1
lineage.
I seize every opportunity to tell the deeds of my
2 2 I am not likely to feel empathy towards others.
ancestors.
3 I am picky with some types of foods. 3 Every time I fail, I blame my ancestors.
5 I believe in my lineage more than any religion. 5 I easily fall into vices.
d6 Bonds
I was set up; someone else is guilty of the heresy for
1
which I was excommunicated.
I fell in love with a person against the dictates of my
2
religion, so I had to flee.
There is a person within the hierarchy of my former cult
3
that I will always trust.
SUGGESTED TRAITS I discovered a terrible truth about my church, and they
4
It is not unusual for apostates to totally abjur their previous are hunting me down to silence me.
religion. Some simply tend to deviate from the dictates of the A poor man I was unable to heal whispered a dark omen
5
to me on his deathbed.
faith of origin, while others deviate to the point where they
reject them totally or even oppose them. As they are each a 6 I have never lost my faith and it still guides me today.
unique case , this does not necessarily mean that they had such
relevance as to be excommunicated or driven out d rastically,
but over time the rumours about them could spread, making it
difficult for them to interact with their clergy of origin. d6 Flaws
NIGHTFELL
132
DRIFTER d8 Personality traits
Skills Proficiencies: Stealth or Sleight of Hand; Intimidation 6 The suffering of others leaves me seemingly indifferent.
or Deception
Other Proficiencies: disguise kit, thieves’ tools 7 I tend to dress in black only.
Equipment: silver pendant adorned with a rat skull (worth 10 During idle moments I tend to fiddle with knives and
8
gp), handcuffs, a rusty knife (counts as a dagger; if you deal a other blades.
critical hit with it, it breaks), black tunic, a purse with 5 gp, a
worn map of the town you once called home.
d6 Ideals
FEATURE: BREACH INTO THE DARKNESS
Friendship (good): Material possessions come and go,
1
If you spend 10 minutes talking with a person who does not bonds between people are for life.
view you as an enemy, you can make them trust you with their Sincerity (lawful): The eyes are the mirror of the soul,
2
terrible secret, their biggest fear, or the obsession that devours mine are a transparent glass that shows how I feel.
them by making a Charisma (Deception or Intimidation) Power (evil): if I become powerful, I can have what I
3
check (DC 20). If you share your secret, your greatest fear, or want. In fact, what I deserve!
your obsession first, you have Advantage on the Ability check. Emotional (chaotic): Emotions must be left free to
4
Once this feature is used, it cannot be used against the same express themselves.
person for the next seven days. Live and let live (neutral): Hanging on to other people's
5
affairs only brings trouble.
Quid pro Quo (neutral): I help those who help me. Isn’t
6
SUGGESTED TRAITS it simple?
NIGHTFELL
134
d6 Bonds 4. I committed a crime.
My people are always at the center of my thoughts, even 5. There was a shortage of food and resources in my
1 village, so they had to send some of us away.
when we are far apart.
It is my duty to protect the weak, especially those who 6. They thought I was a burden for the community.
2
have lost their homes or families.
I will bring the fury of the underground to those who Skills Proficiencies: Survival or Insight; Stealth or Sleight of Hand
3 dared to shed innocent blood in my community many Other Proficiencies: A musical instrument or supplied roam-
years ago.
ing Lyvar’s supplies, vehicles (water)
I owe a traveling merchant, who rescued me when I Equipment: A musical instrument you are Proficient with,
4
thought I was doomed.
a whistle, a lantern with a flask of oil, a tent, worn clothes,
5 My loyalty to the Enclave is unwavering. a dark hooded cape, a purse with 5 gp; a stray dog, faithful
The alliance between my family and another but wary with strangers (it has the statistics of a Mastiff and
6
underground house must be sustained at all costs. obeys your verbal commands)
This fate often falls on the ill-liked Anireth, but anyone can d8 Personality traits
be driven out of a town in the atmosphere of distrust and
restlessness that permeates the Lunar Age. Being alone in the 1 My trust is hard to earn and lost in a flash.
eternal darkness of the Iùrmen’s wasteland is a fate worse than When I come to a new place, I take note of the escape
2
a death sentence and is reserved for criminals and noncon- routes.
formists of all kinds. Exiles are therefore facing a long journey 3 If anyone is in trouble, I am the first to run to the rescue.
to find a place to be welcomed. However, in most cases they
I get bored easily, and then I play around with whatever
lose themselves, never to be seen or heard from again, swal- 4
is in my hand.
lowed up by the horrors of the outside world.
I take care of my companions as if they cannot do it by
5
themselves.
The player can roll 1d6 to determine the reason for the exile:
I am driven by a hunger for adventure that every day
6
takes me further from home.
1. I was considered too different to live among the I always act prudently, aware of the dangers that exist in
townsfolk. 7
the world.
2. I was exposed while performing forbidden practices. When I go into outposts, I tend to look for a place to eat
8
3. A rival of mine plotted to denounce me. first.
3
I took the blame for a crime committed by someone I FEATURE: INK LEGENDS
love. One day I will go back to that person.
When you make a check about myths and legends with one
I was exiled for committing a terrible crime, but I suffer
4 from amnesia, and I do not know if I am really guilty of of the skills obtained from this background, if you have a
it. book related to the subject, you can spend a minute reading.
I was exiled for crossing someone far more powerful and By doing so, you will have Advantage on the Skill Check.
5 influential than I. Sooner or later I will go back, wielding The information thus obtained will be narrated by the NM
authority greater than them and return the favour. in the form of a metaphor, poem, fairy tale, myth or legend
Forced loneliness makes me care and protect my fellow (do not expect answers such as "these creatures are vulnerable
6
travelers as if they were my new family. to radiant damage, and susceptible to moonlight", but rather
"the legend of Uthyr tells how the knight waited for the first
lights of Mirithlen to fight the beings who wanted to tear his
soul away; his blade glowed with a shining silver halo and
d6 Flaws
cleaved the darkness leaving no room for escape.”)
1 I always forget names, and I end up mangling them. Every time you use this feature, roll 1d20. If you get 1 as
a result, that book no longer has secrets, and can no longer be
I tend to overestimate my abilities, often getting into
2 used with this feature.
trouble.
Books about Myths and Legends: When you choose this
I am always ready to turn my back on those who
3 background, you get two books about myths and legends that al-
accompany me.
low you to use the Ink Legends privilege. If a book is lost, stolen,
4 I am a craven. destroyed or no longer has secrets for the owner (see above), then
you need to find another one in order to use the feature.
5 I cannot swim and I am afraid of water.
NIGHTFELL
136
They are often also Masters of Tradition whose thirst for d6 Flaws
knowledge is accentuated or are itinerant scholars who lend I treat my peers as inferior, constantly implying that they
1
their knowledge and experience to the party. are in some way lacking.
I smoke like a chimney, even when it may not seem
2
appropriate.
d8 Personality traits
3 I suffer from narcolepsy, and it goes wild when I focus too much.
1 I ask a lot of questions.
4 I am afraid of spiders.
2 I love making small bets on everything. 5 I have a very annoying pronunciation defect.
3 I speak very slowly and use long, archaic words. I am very jealous of my books, woe to those who dare to
6
touch them!
4 My language and bearing are worthy of a nobleman.
I love talking about what interests me, even with those
5
who are not interested at all. NIGHT NOMAD
6 I am curious and I love riddles.
I let myself be attracted to any form of knowledge that In the vast moors of the Known Lands, there are still ethnic
7
can enrich me intellectually. groups, families, or tribes, who challenge the impervious for-
8 I never part from my belongings. gotten roads of the outside world. Night Faelings are often
those who are more familiar with this way of life under the
open sky, but also parties of other ethnicities whose house or
d6 Ideals
village has been razed to the ground. These characters quickly
get used to dealing with the hard life in the Lunar Age and can
Knowledge (neutral): The road to success passes through become sentinels or phenomenal wilderness experts. Some of
1
knowledge.
them simply hope to find their own place in the world, while
Memory (lawful): We must hold on to the past in order
2
to have a firmer grip on the present and the future. others are now enthralled by a lifestyle of dangerous adven-
tures, willingly joining groups of nocturnal adventurers.
Inspiration (chaotic): Everyone must follow their instincts
3
and let themselves be inspired by their surroundings.
Teaching (good): Teaching important lessons to future
Skills Proficiencies: Athletics or Nature; Perception or Survival
4 Other Proficiencies: A language of your choice (except
generations is the only way to survive.
Pushing the limits (neutral): You have to push for Whisper of the Echoes), maps and cartographer’s tools
5
knowledge beyond your limits to progress and improve. Equipment: A flask full of water, a rope (50 feet), an old map of
Pride (evil): making others feel inferior and thus feeling the Known Lands, a torch, a rare item you found during your
6
superior is the real purpose of acquiring more knowledge. wanderings (value 10 gp), a sleeping bag and simple clothes
d6 Bonds
Feature: Sense of Direction
When you find yourself outdoors in wild and unknown lands,
I have an ancient book, sought-after for the heretic you can easily find your bearing and acquire knowledge about
1
legends that it holds.
the place from a naturalistic point of view. You can spend 10
I have an ancient scroll of parchment on which a
2
compelling but incomplete poem is told. minutes looking at the map, having Advantage on Wisdom
(Nature and Survival) checks related to the new environment.
I discovered a prophecy between the lines of a poem, and
3
several factions hunt me for my discovery.
I tell fairy tales and legends to anyone who wants to
Suggested traits
4 listen, because I can no longer tell them to the love of Those who grew up in the outside world, or who have become
my life. accustomed to a nomadic life, often have a natural propensity for
All my life I have been looking for answers to a question adventure and recklessness. They rely heavily on their sense of
5
that no one can answer. direction and are often the ones guiding their fellow adventurers.
I was tricked during a riddle game and revealed secrets and They are tenacious and reckless night adventurers, although they
6
knowledge that could be dangerous in the wrong hands. sometimes face tragedies that torment them in their sleep.
d6 Ideals
d6 Bonds
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SUGGESTED TRAITS
d6 Flaws
Those who have been raised by witches can have remarkably
I become aggravated if I spend too many hours in a
1
closed environment. diverse personalities. Some experience their condition as
trauma and crave vengeance against all the crones and hags
In the face of dangers that are unknown to me, my
2 of the wilderness, while others exploit the acquired knowl-
assumptions collapse, and I panic.
Those who do not follow my advice during an expedition edge to pursue devious ends or develop those same powers
3 that have horrified them since childhood. Nonetheless, all
are undoubtedly fools!
psychological traits of these illegitimate children of the
4 I am terrified of getting lost.
ancient witches are influenced by an unconscious
5
Adverse weather conditions make me uncomfortable, link to the occult and to naturalistic or esoteric
and I am confused about what to do. forces. Whether they like it or not, the educa-
6 Betraying my loyalty means having me as a sworn enemy. tion they received from the
witches has turned into
an indelible mark.
RAISED BY WITCHES
Sometimes, a wanderer may notice strange marks carved
on their interlocutor's skin, or an unusual tattoo that makes
them think of something obscure. This can happen when
you meet someone who has been raised by witches,
whose mark is indelibly imprinted on their body and
soul. Witches usually kidnap children to perform evil
rituals, devour them, or sacrifice them to evil entities.
In other cases, they try to impart to the unfortunate children
a form of esoteric education, experimenting and trying to un-
derstand if they can draw their fragile minds towards dark
impulses, fostering perverted beliefs in them. Some children
manage to escape or kill their captors once grown. They be-
come adventurers, forever damaged by a childhood spent in
the forgotten corners of the wildest places in Iùrmen.
1 Those who harm me will suffer terrible consequences! My personal hygiene is more similar to that of an animal
1
than a civilised person.
2 I know nothing about manners or etiquette. 2 I speak mainly in monosyllables.
I can learn a lesson from any situation, comparing it to
3 3 My face is perpetually distorted into a particular grimace.
the workings of the natural world.
I always hide small portions of food in the folds of my 4 I am very jealous of my belongings.
4
clothes.
I assault food as if it could be the last meal I will see in
5 I like darkness and humidity: bogs are my favorite place. 5
a week.
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140
although its light is often faint, a candle’s duty is to transmit its d6 Bonds
flame to other candles. The innocent and the pure in spirit are at-
tracted to the Seeker of Hope, instinctively trusting their words, 1 I had a family and kids, but we were separated by fate.
and will do anything possible to help them in their mission. Every stranger is a friend I have not met yet: the world is
2
my community.
I have a twin brother who does not share my views on
SUGGESTED TRAITS 3
life, euphemistically speaking.
Seekers of Hope are characters who tend to look for sources of For years I sang with a touring troupe, but they were
light even in the thickest darkness. No matter how fiercely the 4 apprehended by a debased gentleman, and I was the only
one able to escape.
Dark Mirror may rage in the Known Lands, and no matter how
widespread malevolence is among survivors, these wanderers feel I had not been calm enough to give hope to a lethally
5 wounded child. The memory of their grieving eyes while
the strong impulse to give warmth to the hearts of those they they faded out still haunts me.
meet. Their optimistic personality and perseverance allow those
A priest from a small church gave me asylum one night
around them to smile again, even if only for a few moments. 6 when I was tired from my journey. I promised to repay
his kindness when I get the chance.
d8 Personality traits
d6 Flaws
I always have a smile on my face, even when the situation
1
is difficult. I always have to have the last word, and that gets on the
1
nerves of lots of people.
2 I often whistle roundelays without realizing it.
2 When I am nervous or scared, I cannot stop laughing.
3 My clothes are always clean and tidy.
When I get angry, I often take it out on the musical
3
4 My voice is musical and pleasant. instrument I hold.
I think I am the only real beacon of hope for the people; 4 I am very naive, and people often take advantage of it.
5
any other is just an amateur.
I am terrible at bargaining, and I end up doing underpaid
When I am facing difficulty, I repeat the same questions 5 jobs or buying worthless items and paying their weight
6
I was asked just to buy time. in gold.
I do not easily give in to despair, but when it happens, I When I start telling a story or anecdote, I do not stop
7
sink into a very deep sadness. 6 until I am done. I resume the thread even after several
minutes if someone interrupts me.
8 Beware the wrath of the patient!
d6 Ideals
TOUCHED BY EVIL
1 Joy (good): No price is too high for a child's smile. The ones who are most scarred by what darkness brings, how-
ever, are those who have seen what happens when the darkness
Fairness (lawful): If everyone behaved correctly,
2
everything would work better.
comes into the light. Some were children when they saw the
horrors of the night feeding on relatives in their beds, others
Art (neutral): The search for beauty is the ultimate goal
3 were traumatized for not being able to protect their compan-
of existence.
ions while they were taken away by followers of the Unholy
Harmony (neutral): Everything, every person, every
4 being has its ideal place in the plot of destiny and Sacrament. Terrible events forever bear an indelible mark, con-
existence. ditioning those poor wretched souls for the rest of their lives.
Free spirit (chaotic): No one can tie me up or force me to
5
do anything I do not want. Skills Proficiencies: Athletics or Stealth, Survival or History
6
False hopes (evil): In my heart I know that hope is Other Proficiencies: Apotropaic objects (such as salt, wine, oil,
nothing more than palliatives and lies. iron, etc.).
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Equipment: A bag containing salt, common clothes, a notebook d6 Ideals
filled with terrible memories usually kept hidden, a token of a
Duty (lawful): I feel obliged to protect others and
loved one (a piece of cloth from a cloak, a wooden toy, a tool 1
prevent others from having traumatic experiences.
taken from their old house), a small knife, iron nails and 15 gp
Yearning (evil): Darkness has charmed me, and I yearn to
2
acquire more of its power.
FEATURE: CLOSE TO DEATH Memories (any): I fervently hope to regain inner peace
3
after a life obsessed with the past.
An individual touched by evil has been exposed to tragic and Courage (good): I want to overcome all my fears and
4
deadly situations. Some come into contact with evil entities help others to face theirs.
as a mistake of fate, survive massacres or are traumatized by Research (chaotic): I hope, one day, to find the ones who
5
haunting ghosts at a young age. All those who have lived made me suffer and end their cruelty.
these experiences remain scarred in the soul and will always Purpose (neutral): There must be no weakness when your
6
be accompanied by a bad feeling, almost like an invisible mission is at stake.
presence, when exposed to darkness. This makes them more
accustomed to perceiving the dangers that surround them.
d6 Bonds
SUGGESTED TRAITS I wish to purify the place I have abandoned of those who
1
haunt it.
Everyone metabolizes their traumas as best as they can. There
are those who equip themselves and develop skills so as not to I never separate myself from objects that remind me of
2
lost loved ones.
feel helpless, and those who spend their lives running away or
What happened to me continues to haunt me. Every
avoiding conflict. In many cases, these characters seek knowl- 3
time I close my eyes, I relive those bad moments.
edge to deepen their understanding of these evil creatures in
I continue to cultivate a habit I had before my life
an effort to explain what happened to them. 4
changed, as a link to the past.
When I really get attached to someone, I would do
5
anything to protect them.
d8 Personality traits My trauma is so strong and lasting that I will constantly
6
feel discomfort, repentance or horror at what happened.
I never want to be too far away from my allies or be at
1
the end of the line during exploration.
I feel deep empathy for those who, like me, have had
2
awful experiences.
I hardly tell my story to anyone, but I think about it d6 Flaws
3
often.
If I am facing something like what traumatized me, I
I tend to be shy and serious, rarely talk, and trust few 1
4 panic.
people.
When I get the feeling that something dark is going on,
Despite my traumas, I face darkness and monsters 2
5 I get nervous.
fiercely.
I easily give in to anger if my comrades do not want to
If I get the impression that others pity me, I retreat 3
6 intervene to help someone in danger.
within myself.
I am constantly afraid that I may give in to possession by
I allow myself to be fascinated by all forms of 4
evil entities.
7 storytelling, documents, or relics that give me more
knowledge about the creatures I will have to face. 5 Being in front of horrible scenes throws me into despair.
I tend to get attached easily and look for solid bonds to I become morbidly suspicious when I find myself in the
8 6
compensate for my loss. presence of someone deceptive.
Skills Proficiencies: Intimidation or Perception; Persuasion or 7 I let the others finish before I start to speak.
Investigation
Other Proficiencies: a musical instrument, a language of your When I think I am right, I am not easily moved away
8
from my positions.
choice (except Whispers of the Echoes)
Equipment: 3 meditation incense sticks, a humble tunic,
walking stick (counts as a club), healer’s kit (only 2 uses re-
maining), a purse with 5 gp d6 Ideals
SUGGESTED TRAITS
A Virtuous in Spirit is always ready to act as a guide, advisor,
or consultant. They tend to speak only when they know what
they say to be true and take care to use the most appropriate
words, situation, and interlocutor wise. They are usually driv-
en to wander by their ideals and the will to work to oppose
darkness. When they are in groups with other adventurers,
they rarely tend to clash verbally with their companions, but
when they feel that something is a matter of principle, they
do not distance themselves from their ideals. Sometimes they
may appear conceited, but the truth is that they are often
right when they speak.
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d6 Bonds
d6 Flaws
“The Moon has gifts for everyone. Even the creatures of darkness
can tap into it and use that pale light for evil purposes.”
Soul Points = [(5 + Wisdom Modifier) x character level] + • Might of the Soul: As a bonus action, a character can
spell slots sacrifice their Soul Points, from a minimum of 1 to
The following chart makes it easier to determine how many a maximum equal to their level plus their Charisma
slots a character has per level. modifier, to obtain as many bonus Temporary Hit
Points, that last until spent; however, a character cannot
willingly sacrifice all their remaining Soul Points using
SOUL POINT LOSS this ability.
Characters will lose their precious Soul Points every time
they deal with supernatural events, dread manifestations of • Overwhelming Temptation (optional): Whenever a
Ènferun and when attacked by creatures of the dark. character indulges in sin, allows themselves be tempted
Characters reaching 0 Soul Points become Possessed: a new by darkness and befittingly portrays a behavioural
condition described below. flaw, they can choose to roll 1d4, 1d6, 1d8, or 1d10
to determine how many Soul Points they can trade
Here are the most frequent causes for Soul Point Loss: for a bonus to any Ability check, Saving Throw or
Attack Roll performed in the following turn; the name
• Spellcasting: Whenever a character casts a 1st level spell Overwhelming Temptation suggests that it is up to
or greater, they lose 1 Soul Point, unless it is a Holy the NM to provide an opening, such as an ethical bind
Spell. or too tempting an opportunity, for the character to
- A Holy Spell is defined as any spell that deals radiant show their deplorable side and act out accordingly. This
damage, or by the presence of the words “holy”, “divine” mechanic is intended to be optional: using it in game
or “faithful” in the spell’s name; in addition, all spells sessions or not should be discussed by the NM and the
from the School of the Moon are to be considered Holy. players prior to the game.
• Vile Foe: Whenever a character faces Aberrations, Fiends • A Taste of Darkness (optional): When brought to 0 hit
or Undead, they must make a successful Wisdom Saving points, a character can use their last moments of clarity
Throw (DC 10 + half the creature’s Challenge Rating, to linger in the surrounding darkness and delve into
rounded down to a minimum of 10) or losing as much their own soul to find the same darkness. By doing
Soul Points as the creature’s Challenge Rating (to a so, they can opt for losing Soul Points equal to their
minimum of 1; further encounters with the same kind character level to stay at 1 hit point instead of 0; once
of creature during the same day involve no further used, a character can resort to Taste of Darkness only
Saving Throws. after a Short or Long Rest.
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Class
Level Bard, Cleric,
Mystic Knight, Paladin, Druid, Wi- Warlock* Multiclass
Arcane Mysticist Ranger zard, Sorcerer
1st 0 0 2 1 (3) 2
2nd 0 2 3 2 (6) 3
3rd 2 3 6 2 (6) 6
4th 3 3 7 2 (6) 7
6th 3 6 10 2 (6) 10
7th 6 7 11 2 (6) 11
8th 6 7 12 2 (6) 12
9th 6 9 14 2 (6) 14
10th 7 9 15 2 (6) 15
11th 7 10 16 3 (9) 16
12th 7 10 16 3 (9) 16
13th 9 11 17 3 (9) 17
14th 9 11 17 3 (9) 17
15th 9 12 18 3 (9) 18
16th 10 12 18 3 (9) 18
17th 10 12 19 4 (12) 19
18th 10 14 20 4 (12) 20
19th 11 15 21 4 (12) 21
20th 11 15 22 4 (12) 22
*in brackets, the actual value of Spirit Points for each Warlock Spell Slot
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150
POSSESSION PORTRAYING A POSSESSED ONE
A Possessed character needs the player to display their char-
When a character reaches 0 Soul Points they become Possessed, acter’s worst vices, flaws and whatever resides in the dark-
haunted by evil spirits who try to lure them to their death. est edges of their heart, with grim morbidity. Their identity
If a character reaches 0 Hit Points while Possessed, they twisted yet faithful to themselves. Bravery turns into reck-
will not be able to resort to a Saving Throw vs. Death, thus lessness, fear into aggression, mistrust into xenophobia and
meeting their doom with swift simplicity. contempt, justice into thirst for vengeance. A knight bent on
If confronted with a situation that entails Soul Point vanquishing evil becomes a merciless slaughterer dwelling on
Loss, the character will instead gain an Exhaustion Level. absolutes.
A Possessed character is unable to regain Soul Points in any way. These guidelines remind of the Overwhelming Temptation
The only way to get rid of Possession is to undergo an (see above) yet taken to extremes and prolonged over time.
adequate Cleansing Ritual such as Interdiction from Evil (a In a similar way, a merciful NM could reward a player thor-
ritual that can be celebrated by any character, yet often needs oughly portraying their character’s possession with a 1d6 roll
more officiants, and could pose risks for both those trying to result, usable only once per Possession state, to add as a bonus
remove the Possession and the Possessed one), or alternatively to any Ability Check, Saving Throw or Attack Roll.
a Lunar Blessing, specialty of the Lunar Cultists.
Below, a recap:
• Possessed: the character cannot recover Soul Points; if INTERDICTION FROM EVIL
reduced to 0 Hit Points, they die (without any Saving This ritual requires an hour to complete and a variable num-
Throw vs. Death); any time they are supposed to lose ber of participants: generally, the more characters who are
further Soul Points, they gain an Exhaustion level, instead. involved the lesser the risks.
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GRIM WEAPONS The various weapons Grim Threshold chart:
SPIRITUAL FESTERING
TURNING GRIM: THE CORRUPTION A Grim Weapon grants its wielder with added effectiveness
OF WOOD AND STEEL in fighting monsters spawning from the dark, and imposing
The weapon delivering the fatal blow to a creature from their will on mortals through its ominous feel.
Ènferun, or one connected to it, absorbs the vile essence
of that realm. Even so, it takes a terrible toll on the soul:
Whenever a weapon deals the killing blow to an
Aberration, a Fiend or an Undead, it gains 1 Grim Point. • Carrying a Grim Weapon decreases the wielder’s
Each weapon withstands a different amount of Grim Maximum Soul Points by an amount equal to the
Points, namely the Grim Threshold, before turning into a Grim weapon’s Grim Threshold. Therefore, only the foolish
Weapon. This amount is smaller in common and simple weap- gather more than one or two Grim Weapons if they
ons, and it increases in rare and powerful weapons. have not the required spiritual fortitude.
Roll
Soul Affliction Effect (duration 1d10 minutes)
(1d10)
The character feels as if cold and malevolent chains grow out of their weapon, wrapping
1 Soul Chains their soul and leaving them helpless. While their body is feverish and trembling, the
character becomes paralyzed until they take damage.
The weapon shatters the character's soul with a mighty, metaphorical blow to the very core
2 Shattered Self of their being. The hair on the back of their neck stand up, and the character is incapacitated,
obsessively going from laughing to crying to babbling.
A reflection of their very soul shows the character a glimpse of Ènferun. Their eyes are filled
3 Dread Visage with blackness, seeing nothing but a dreadful delusion which leaves them frightened and
fleeing from battle at every turn.
Darkness seeps into the character's mouth, making their tongue black, sharp and putrescent,
4 Tongue of Blight
and any of their words unintelligible to anyone apart from Possessed Ones and Incubi.
Primeval darkness feeds on the character's anger and embitterment, leaving them incapable
5 Dark Rage of telling friends from foes. Their skin glows with red and is ridden with swelling veins.
Every turn, the character automatically attacks the nearest creature.
The character faces lifelike, occult delusions coming straight from Ènferun wherever they
6 Grievous Delusion
turn. Ink black tears flow down their face. They have Disadvantage on any Ability check.
The weapon severs the character from their sense of self and their decisiveness. Their posture
7 Pathetic Enslavement is that of defeat and their head bowed, the character subdues to any order given to them ,
apart from the indisputably self-destructive ones.
The weapon fills the character with inadequacy and existential dread quenchable only
through foul gluttony. Everything becomes nourishment: after exhausting their rations and
8 Unquenchable Gluttony anything edible, they will not relinquish consuming rotting remains, dirt, rubbish or any
other sustenance within reach. Their mouth expands unnaturally, their jaw is dislocated like
a snake's.
The imbuing vileness of the weapon shows the character a vision as sublime as it is
9 Abyssal Gazing horrifying. It enthralls the character's gaze, which starts turning all white, blinding and
dazing them.
Darkness lures the character to the edge of a precipice, before dragging them down into
10 Abyssal Downfall oblivion. Sinews crumble and the character falls unconscious, like a puppet whose strings
were cut.
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154
• Any failed attack roll with the weapon entails the loss
of 1 Soul Point: the darkness within the weapon thrives THE MOON
on failure and frustration while enticing its wielder with
more power. The Moon’s radiance and its position in the sky affect many
• A natural 1 on an Attack Roll is particularly malicious: aspects in the life of Iùrmen’s inhabitants.
the character makes a Wisdom Saving Throw, DC 15,
to avoid one random Soul Affliction, described below. Such influence can be ascribed to four major Lunar Phases:
• Full Moon
CLEANSING A WEAPON • Ascending Moon
FROM CORRUPTION • New Moon
A weapon that has not yet reached its Grim Threshold • Descending Moon
but acquired some Grim Points can be cleansed with a Vial
of Holy Water: the water evaporates at first contact in a black In turn, Lunar Phases are split in Lunar Moments:
fume vaguely smelling of mint and lemon; the weapon loses
half of its Grim Points minimum of 1(rounded up). • Full Moon
A fully corrupted Grim Weapon, instead, can only be • Ascending Moon: Waxing Gibbous, First Quarter,
cleansed with a vial of Lunar Elixir, also known as Moonwater: Waxing Crescent
drenched in it, a Grim Weapon turns back into a normal • New Moon
weapon and without Grim Points. • Descending Moon: Waning Crescent, Last Quarter,
As an alternative, Lunar Elixir can be used while forging Waning Gibbous
the weapon to double its Grim Threshold (for example: a bat-
tleaxe cooled down in Moonwater has a Grim Threshold of The effects provided by these Phases or Moments are de-
20 instead of 10). Weapons quenched in Moonwater usually scribed below:
cost 1000 gp more than ordinary.
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156
To perform the divination, roll a Lunar Die (or a simple d8): - Full Moon: The character has Advantage on all Saving
Throws as long as they have full Hit Points; they have
1. Full Moon Advantage on all Ability checks as long as they have full
2. Waxing Gibbous - Warm Soul Points
3. First Quarter - Waning Gibbous: The character’s adjacent allies can
4. Waxing Crescent - Humid use Taste of Darkness (see above) spending only
5. New Moon - Black 1 Soul Point
6. Waning Crescent - Cold - Last Quarter: The character can cleanse all Grim Points
7. Last Quarter from a weapon not yet turned into a Grim Weapon; if
8. Waning Gibbous - Arid they do, the character regains twice as many Hit Points
or Soul Points (choose one) as the cleansed Grim Points
By means of Lunar Divination, a character obtains four dif- - Waning Crescent: The character’s speed increases by 10
ferent outcomes: Lunar Blessing, Lunar Influence, Lunar feet and any Opportunity Attack made against them
Hex, no effect. These outcomes last until the next Long Rest. has Disadvantage
- New Moon: The character may add their Proficiency
NB: If the roll result is the same as the current Lunar Moment bonus to any damage roll against a creature who has
and the Birthmoon of one or more characters, said characters bene- caused them a Soul Point Loss before (once per turn)
fit from both Lunar Blessing and Lunar Influence.
Lunar Hex: The player rolls New Moon - Black, but it is not
Lunar Blessing: The player rolls the same Lunar Moment the current phase; characters attending the ritual (apart from
as what is currently in the sky; they choose among the fol- those whose Birthmoon was in a New Moon - Black phase)
lowing effects: and the Diviner gain an Exhaustion Level.
- cleansing a nearby creature from Possession, restoring 1 No effect: If none of the above listed outcomes occur , nothing
Soul Point unto them happens.
- restoring a Grim Weapon to 0 Grim Points, thus
undoing the Grim Weapon feature with all its perks
and flaws
CYCLICAL SEQUENCE OF LUNAR PHASES
- restores an equally divided amount of Soul Points, Imagine the Lunar Phases in a circular sequence going from
adding up to the Diviner’s maximum, to all participants Full Moon to New Moon and from New Moon to Full
Moon. The numbering suggested by our Lunar Dice (d8) is
Lunar Influence: the player rolls the same Lunar Phase as due to design needs and has to be used according to the right
the Birthmoon of someone attending the ritual: all characters correspondence to numbers. These numbers, however, do not
benefit of a 24-hour effect. reflect an actual temporal coherence to the Phases.
Night Masters should first of all assess how the Moon is
NB: New Moon and Full Moon give out a single, more powerful Full at the beginning of the session, or campaign, and how
outcome, whereas Ascending Moon and Descending have three it gradually darkens (Descending Phase) to become New
different possibilities. Moon, and conversely shifts back to Full Moon (Ascending
Phase) in an ongoing cycle.
- Waxing Crescent: The character gains 1d6 Temporary
Hit Points and Temporary Soul Points So, when a Night Master arranges their Lunar Calendar, they
- First Quarter: The character is to be considered can resort to the following cycle:
Proficient in all Initiative checks
- Waxing Gibbous: The character gains a +1 bonus to all New - Ascending - Full - Descending
Ability checks
Armor Armor
Price Strength Furtività Peso
name class
Light
armors
Lunar 12 +
12 12
Cult Wis - -
GP lbs.
attire modifier
Medium
armors
Quilted 12 + Dex 18
8 GP - -
gambeson modifier lbs.
Anireth 12 + Dex
12 12
hide modifier - -
GP lbs.
armor (max 3)
Engraved
13 + Dex
armor of 90 28
modifier - -
the World GP lbs.
(max 3)
Below
Garnar 14 + Dex
500 40
half modifier Str 13 -
GP lbs.
armor (max 3)
15 + Dex
Ervenrun 800 45
modifier - Disadvantage
scale mail GP lbs.
(max 3)
Heavy
armors
Beronzin 17 + Dex
700 58
splint modifier Str 14 Disadvantage
GP lbs.
mail (Max 1)
Anireth
1900 75
ancient 20 Str 16 Disadvantage
GP lbs.
armor
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LUNAR CULT ATTIRE QUILTED GAMBESON
These vests are traditionally worn by those joining the ranks A battledress often used by those favouring swiftness and
of the new church of the Lunar Cult. Often gray, white or flexibility.
blue coloured, they always display silver embroidery pictur-
ing the moon and are bolstered for protection. When your
Birthmoon shines in the sky, they radiate a faint gleam and a ANIRETH HIDE ARMOR
comforting warmth. The Anireth kept their skill in weaponry and most of them can
still manufacture beautiful armors made in light coloured hide.
New Items
161
ENGRAVED ARMOR GARNAR HALF ARMOR
OF THE WORLD BELOW Battle armor favoured by the Alperns, who have been passing
This kind of armor is made of leather, hide and metal, which down its workmanship for generations. They are often forged
makes it sturdy yet flexible. It is always engraved in the Stone in a shape that recalls the beast-like appearance of the wearer,
Tongue, as a reminder of the manufacturing traditions of the or the smith’s.
World Below.
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ERVENRUN SCALE MAIL
A strong yet cumbersome armor, forged in an alloy of minerals
coming from the Elder Peaks. It looks like dark, smoky steel.
New Items
163
WITCH’S PACK
ADVENTURING GEAR Peculiar handbags made from animal spoils, containing: small
bones, two iron needles, one portulaca root, salt, a small ani-
Bags and backpacks specifically stocked for some kinds of mal skull (snake, bat, crow, etc…), one candle, blank sheets of
characters. parchment, an inkpot and a charm.
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Acirenzia’s Sceptre Archimleather
Wondrous item, legendary, unique item (requires attunement Armor (leather, studded leather, hide, Anireth hide), uncommon
with a vampire) (requires attunement)
Aresya amethyst
Wondrous item, rare (requires attunement)
New Items
165
This staff is made of animal spoils, skulls and feathers and is
enchanted with the occult magic of the Old Covens.
Atavistic Spoils This weapon can be considered as a magical quarterstaff.
Wondrous item, very rare (requires attunement with a medium) When you hit a target with it, you can use one of its charges
to inflict 2d8 additional necrotic damage and recover the
Mediums know these bones very well, as Atavistic Wraiths same amount of Soul Points.
are said to always hold spoils of their bodies to bind them to The staff has 3 charges and restores 1d2+1 once every new
the Earthly World. Sometimes mediums seek them to gain Lunar Phase.
better control over spectral magic or even to create a stronger
bond with the spirit that possesses them by seeking its own
spoils.
While carrying these spoils, you have a +2 bonus to your Beronzin’s Flute
Armor Class as a sign of the spirit’s protection. In addition, Musical instrument, rare (requires attunement by a bard)
when your Birthmoon shines in the sky, you automatically
have Lunar Influence, with no need for divination.
Beastbone staff
Quarterstaff, rare (requires attunement with a druid, a master of
tradition, a wizard, a monk, or a warlock)
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166
has a Grim Threshold of 3, instead of 7.
When you roll a natural 20 on an Attack roll with a Black
Pit Weapon, you lose 1d6 Soul Points and add them to dam- Ceramic Pome
age dealt to the target. This additional damage is to be consid- Wondrous item, common
ered necrotic and ignores any resistance.
Handmade instruments impregnated with apotropaic sym-
Curse: once turned into a Grim Weapon, a Black Pit Weapon bolism. If put on the ground during a cleansing ritual, the
cannot be cleansed unless a remove curse spell, or anything pome would absorb the negative energy unleashed if one the
comparable, is cast upon it. officiant fails to recite a couplet: the officiant can therefore
reroll as if no failure occurred, but the pome is irreparably
broken and unusable.
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167
- you can cast spells that deal fire damage without losing
Soul Points
- as long as you are attuned with it, you cannot be blinded Enchanted Lanterns
Wondrous item, uncommon
Cursed needle
Wondrous item, very rare (requires attunement)
Enchanted Salt Crystals
Singularly long needles that eerily whisper of the evil they Wondrous item, common
host.
As a standard action, you can use one of its charges to A leathery sack containing salt crystals, enchanted by wise
sting a target living humanoid creature and inflict a Soul afflic- priests of the Old Tradition.
tion upon it. Rolling a 1d10 will determine what affliction will As a standard action, you can throw a handful of this en-
strike the target, as described in the Grim Weapon section. chanted salt against any Undead in a 20 feet radius. The target
This item has 5 charges: it restores 1d4+1 of them once must make a successful Saving Throw or be paralyzed for 1
every new Lunar Phase, but, if you use its last charge, you minute. At the end of each of its turns, the target can make
have to roll 1d20 and suffer from a Soul affliction in case of a another Wisdom Saving Throw (DC 15). If successful, the
natural 1. target is no longer paralyzed.
The sack holds 5 charges, after which it will be empty and
Curse: attunement with such an item comes with a curse. unusable.
Every time the needle is used to inflict an affliction, you must
make a successful Wisdom Saving Throw (DC 15) or suffer
the same affliction. The curse is removable with a remove curse
spell or anything comparable.
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Erven’s Hammer Jarìat’s Tooth
Weapon (maul), very rare, unique item (requires attunement) Melee weapon (bludgeoning), rare (requires attunement)
This powerful hammer was king Erven the Mighty’s favourite Some hammers, clubs, or maces are made with bones and
weapon, who even now keeps it in his undeath. teeth taken from the spoils of giants. Especially amongst the
While wielding it, you have a +2 Attack and Damage Alperns and the Primals, they are considered mighty weapons
bonus. holding the ancient power of the extinct giants.
Erven’s Hammer deals 1d6 necrotic damage and ignores When Jarìat’s Tooth successfully hits Medium sized crea-
any resistance or immunity to necrotic damage. In case of a tures or smaller, they must make a successful Strength Saving
natural 20, you gain 12 Temporary Soul Points. Throw (DC 15) or fall to the ground prone. Furthermore, a
natural 20 on an Attack roll against those same creatures in-
flicts additional 1d6 bludgeoning damage.
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169
When you find one of these items, the NM rolls 1d10 to 182 - Truth: You can see things as they really are; by activat-
determine which page it is (these pages are unique items and ing this feature with an action, you automatically gain True
cannot ever be found in the same place). Sight and can see magically concealed doors and items and
even scry into Ènferun in a 120 feet range.
1d10 result Lost Page number 220 - Death: You can cast power word: kill without being a
1 16 spellcaster, knowing the spell or using any spell slot; you lose
2 24
the same Soul Point you would lose if you normally cast the
spell; this feature can be used once, then you regain its use
3 30
when you complete a short or long rest.
4 61
5 70 Carrying one of these pages is extremely enervating: your soul
6 99 point maximum is reduced by 15 for every page you carry
7 105 (similarly to Grim Weapons).
8 149 In addition, you become a target for the followers of the
9 182
Unholy Sacrament: from time to time, the NM might decide
to make a group of the cultists assault you to steal the page
10 220
and take it to Lagoran.
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Moon armament Moondust key
Wondrous item, uncommon (requires attunement)
Highly prized for the abilities they are gifted with by Lunar
Priestesses. Magical item enchanted by Lyvar wandering craftsmen, who
enshrine the secret of its creation, for it is ancient Night Fey
Any item that has the “Moon” prefix has the following tradition.
properties: This magical key can open any lock, whether magical or
not, and then vanish without a trace in a puff of shining dust.
• Their special features are effective only as long as the
character wearing them is directly exposed to moonlight
• They are designed to work synergically with one another
• They radiate a faint light when directly exposed to Moonkeeper weapon
moonlight. Weapon (mace), rare (requires attunement with a Lunar cultist)
Moon gloves Favoured by Lunar Cultists, these maces are engraved with
Armor, very rare the depiction of Lunar Phases and seem to radiate warmth
when moonlit.
Made with excellent quality hide, while wearing these gloves, They cannot ever become Grim Weapons nor gain Grim
you have Advantage on Sleight of Hand checks. Points.
If worn together with other Moon armaments, you can They deal additional 1d6 radiant damage to Undead,
reroll any roll of 1 or 2 on Attack rolls. Abominations or Fiends.
Moon helm
Armor, very rare
Moon boots
Armor, very rare
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171
Mummified ring Permafrost weapon
Wondrous item, rare Slashing weapon (any), very rare (requires attunement)
Overseas weapon
Weapon (any sword or dagger), uncommon (requires attunement)
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Portulaca Leaf Tea Scrixoxiu
Potion, uncommon Wondrous item, rare (requires attunement with a descendant of
its former owner)
Drinking this tea restores 1d4 Soul Points. A vial of this brew
can be used up to 3 times, after which it will be empty and Scrixoxius are small cases passed down by families as belong-
unusable. ings of fallen ancestors.
They are said to be phylacteries for the spirit of the dead in
many cultures, and they are shaped accordingly, making some
rougher and some others lavisher.
Portulaca Root To open them, you have to be attuned with them and that
Usable item, uncommon happens only if you share bloodlines with its former owner.
Sometimes, these items come to rightful heirs in fortuitous
You can burn this apotropaic root while performing a Lunar ways, as if guided by their own will.
Divination: Lunar Hex, so as to cancel the subsequent These items have 4 charges: you can use each one of them
Exhaustion level. to regain one Hit Dice of Hit Points when you reach 0, at
After burning it, the root turns into ashes and is unusable. the cost of an equal amount of Soul Points. 1d4 charges are
restored once every new Lunar Phase.
Sandstone Heads
Wondrous item, uncommon (requires attunement)
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173
a target; also, the target has Disadvantage on any attack
against you; this feature can be used on just one target
Soul cloak at a time.
Wondrous item, uncommon (requires attunement) - As a bonus action, you can cast detect good or evil even if
you do not know the spell and without using any spell
A cloak blessed by arcanists of the Old Tradition to protect its slot; this feature can be used once, then you regain its
wearer from the coming of darkness. use when you complete a short or long rest.
If you reach 0 Soul Points while wearing this cloak, the - You can pick a creature type (Beast, Humanoid, Dragons,
cloak will restore 1d4 Soul Points as a reaction. etc…): for an hour, and only once per turn, you can
This feature can be used once, then you regain its use when add your Intelligence modifier to a single damage roll
you complete a short or long rest. against a creature of the type that you picked; this
feature can be used once, then you regain its use when
you complete a short or long rest.
Tears of Mirithlen
Wondrous item, uncommon (requires attunement by a Lunar Cult
devotee)
Tome of Supremacy
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174
summon an Encaged One (see Nightfell Bestiary) to obey
you and assist you in combat.
The summoned wraith acts autonomously from you, but Tongue of Hislith
it will follow your orders. During a battle, it rolls its own Wondrous item, rare, unique item (requires attunement)
Initiative and performs its own actions, but it cannot move
over 30 feet from you. The wraith summoning lasts an hour, if A relic left by Hislith the Gray, queen of the Eastern Mark
it is not killed before or if you banish him as a bonus action. during the Second Age. In her life, she was renowned both
Curse: When you become attuned with this unique tome, you as a warrior and as a rhetorician. After her death, her tongue
pledge a sacrifice pact which you cannot circumvent , and the remained unsullied, exemplifying its being her most effective
curse is set. Leaving the tome would be of no use, either. The weapon in conquering.
pact imposes the sacrifice of at least one humanoid’s soul (ei- Its owner has Advantage on any Charisma based check or
ther killed by you or someone else) per Lunar Phase. Saving Throw. It also allows its owner to cast Moon Fortune
If you do not comply, the tome will turn against you and once per day without needing any spellcasting ability or using
summon hostile Encaged Ones equal to half the charges the any spell slot.
item has at the moment (rounded up to a minimum of 2). The In addition, the owner gains proficiency in Performance
wraiths will only target you. and Persuasion skills, if they had not before.
To lift the curse and end your attunement, you have to
turn the tome against yourself and defeat the Encaged Ones,
or alternatively a remove curse spell, or anything comparable,
has to be cast on the tome by 17th level, or higher, spellcaster.
Whatever the means, once the curse is lifted, the tome will
disappear from your hands… possibly to reappear somewhere
else to entice someone else.
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175
SHADOW SPIDER
Wand of the Spider Worshiper Medium beast, no alignment
Wand, uncommon (requires attunement with a spellcaster) STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 4 (-3)
These are special wands, derived from the limbs of great spi- Armor class 13
ders from the World Below. Their magic is said to come from Hit points 9
the energies of the Dark Mirror. Speed 35 feet, climb 35 feet
The wand has 3 charges with which you can summon Skills Stealth +7, Perception +3
Senses Passive perception 13, darkvision 60 feet, blindsight 10 feet
a Shadow Spider. It restores 1d2+1 charges once every new
Languages -
Lunar Phase, but, if you use its last charge, you roll 1d20; the Challenge ¼ (50 XP)
item crumbles and is to be considered lost in case of a natural Spider climb: The spider can climb any surface, no matter how hard,
1. including ceiling where it can move without any Ability check.
The summoned Shadow Spider acts autonomously from Web perception: As long as it touches the web, the spider knows the
its summoner, but it will follow their orders. During a bat- exact position of every other creature touching it.
Web movement: Ignores any limitation to movement caused by the
tle, it rolls its own Initiative and performs its own actions, web.
but it cannot move over 30 feet from its owner. The spider Dark Gift: During the New Moon Phase, its Challenge rating raises
summoning lasts an hour, if it is not killed before or if the to ½ (100 XP), and gains the following benefits:
summoner performs a bonus action to banish him. - Hit Points are doubled (18 total)
- Multiattack: it can perform a bite attack and a slam attack every
turn.
ACTIONS
Bite: Melee attack: +3 Attack bonus, 5 feet range, one creature. Hit:
4 (1d6+1) piercing damage and the target must make a successful
Constitution Saving Throw (DC 11) or suffer 7 (2d6) poison
damage, while halving the damage if it succeeds. If that damage
reduces the target to 0 hit points, the target is stable but is still
poisoned for 1 hour, even if it regains Hit Points, and is paralyzed
while poisoned.
Slam: Melee attack: +3 Attack bonus, 5 feet range, one creature. Hit:
3 (1d4+1) bludgeoning damage.
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A Wax Golem is a malformed mass approximately 10 feet
Wax Golem Manual tall, vaguely similar to a disproportionate humanoid figure.
Wondrous item, very rare It is made with large quantities of wax in which needles and
some of its creator’s personal objects, such as hair or pieces
This book contains the lore needed to create Wax Golems, cloth, are stuck.
although two 5th level spells slots are required to decipher Their body is singularly susceptible to fire, which could
its pages: any creature not possessing these requirements that melt it.
tries to read it suffers 6d6 psychic damage.
20 days of uninterrupted 8-hours work, and the exclusive avail-
ability of the book are needed to create the Golem, other than the
40.000 gp of material components for the actual construction. White Moon Diadem
At the end of said process, the book is shrouded by flames Wondrous item, legendary (requires attunement)
and turns into ashes. The ashes must be strewn over the
Golem to animate it. The Golem is totally under its creator’s
control, completely understanding and following their verbal
commands.
New Items
177
UNUSUAL ITEMS FROM IÙRMEN
NIGHTFELL
178
38. A little bell that does not sound 79. A hand-sized broom
39. A little metallic carillon whose sound is heard only by 80. A disk of stone carved in eight slices
dogs 81. A calendar written on fine scroll: seven consecutive days
40. A soup bowl riddles with holes are marked with Xs
41. An iron ring with a raw incision: “A. A.” 82. A bounty for a ripper dating before the Last Sun
42. A hairless brush 83. A bucket filled with dry resin
43. A Night Fey shaped doll 84. A drawing of the sun on a wooden board
44. A rusty lock 85. Seven pages ripped from a diary
45. A can filled with sand from a faraway place 86. A pouch filled with fireproof tobacco
46. A letter to a lost love, bleached in tears 87. A drinking born labelled “authentic Beronzin”
47. The map of an already unearthed treasure 88. A broken Krampus horn
48. Memories of a priestess, written in an unknown 89. An hourglass filled with water
language 90. A turtle statuette made with the bone of a Giant
49. A small pot 91. A silvery owl skull
50. An unbreakable chicken egg (looks like it is empty) 92. A basket with a false bottom
51. A spice box that smells good but cannot be opened 93. A malfunctioning mousetrap
52. A ceramic mortar 94. A portrait that portrays whoever holds it
53. The blade of a dagger 95. A sock filled with coal
54. A vial filled with menstrual blood 96. A sparky whirligig
55. A mostly unreadable recipe for sweets 97. A manuscript named “Alchemy in the sack”
56. An ice ring that does not melt 98. A fake Lagoran’s tome
57. Black twine 99. An oyster whose pearl reappears if taken, and the taken
58. A mug filled with pitch one disappears
59. A wooden block with a “U” carved in it 100. A blank book named “Wanderers of the Bloodmoon”
60. Some splintered First Tongue letters carved in wood
and gaudily coloured
61. A sealed bottle filled with mo ld
62. A lead box containing a still pulsing rodent heart
63. A mummified snake head in a cloth stained with blood
64. A golden necklace that turns black if touched and turns
back golden if left alone
65. A lock of hair from a Krampus
66. An 8-inches puppet with severed strings
67. A goblet that cannot be filled
68. A shoulder strap with an inscription dedicated to a lover
69. A ragdoll with nails in its eyes and a name written on
its back
70. A wooden box containing fingerbones numbered from
1 to 10
71. An “I owe you” note
72. A spiderweb framed in wood
73. A block of salt that does not melt in water
74. A vial of pink liquid that smells awfully
75. Some bandages stained in blood and mud that cannot
be cleaned
76. An evil joker jack-in-the-box
77. A refined necklace made in fishbone
78. A necklace made with a tiny spine
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179
CHAPTER
EIGHT
SPELLS AND
RITUALS
NIGHTFELL
182
5th level spells
SPELLS LISTED BY CLASS Lunar Fortitude
Lunar Pact
The following spells belong to the School of the Moon and Moondream
are to be added to the list of spells of each class as indicated.
The Lunar Cultist’s list also encompasses the spells taken 6th level spells
from the Dungeons & Dragons 5th Edition Basic Rules to Lunar Aegis
which they can resort. Silvery Truth Droplet
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184
PALADIN Lunar Rancour
Selenite Weapon
1st level spells
Gleam
Horror SORCERER
Lunar Blessing
Mirithlen’s Kiss Cantrips (0 level spells)
Freezing Snare
2nd level spells Globe of Eclipse
Mooncloak Glyph of Mirithlen
Moonsong of Renewal Moonlit Captivation
Plena Luna Silver Droplet
WARLOCK
WIZARD
Cantrips (0 level spells)
Freezing Snare Cantrips (0 level spells)
Globe of Eclipse Freezing Snare
Glyph of Mirithlen Globe of Eclipse
Moonlit Captivation Glyph of Mirithlen
Silver Droplet Instill Moonlight
Moonlit Captivation
1st level spells Silver Droplet
Gleam
Horror 1st level spells
Lunar Beacon Gleam
Lunar Glamour Lunar Beacon
Lunar Runes Lunar Glamour
Moonrain Lunar Runes
Moonrain
2nd level spells Moonstairs
Blade of the Four Moons
Fare for Memories 2nd level spells
Shroud of the New Moon Blade of the Four Moons
Fare for Memories
3rd level spells Mooncloak
Shield of Eclipse Moonluck
Nova Luna
4th level spells Plena Luna
Lunar Fascination
Lunar Mirage 3rd level spells
Silver Cloak Lunar Well
Shield of Eclipse
5th level spells Silver Graze
Lunar Pact
Moondream 4th level spells
Lunar Handcraft
6th level spells Lunar Mirage
Assault of the Black Moon Moon’s Eye
Lunar Aegis
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186
Silver Cloak Faerie Fire*
Silver Thunderbolt Gleam
Guiding Bolt*
5th level spells Healing Word*
Command Lunar Phase Horror
Lunar Meteor Lunar Beacon
Lunar Pact Mirithlen’s Kiss
Moondream Moonrain
Selenite Weapon Shield of Faith*
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188
Globe of Eclipse Instill Moonlight
Necromancy Cantrip Evocation Cantrip
Level: 0 Level: 0
Casting time: 1 action Casting time: 1 action
Range: 120 feet Range: touch
Components: V, S Components: V, S (salt, or Portulaca root)
Duration: 1 round Duration: 1 hour
The caster materialises an eldritch globe, designed as an The caster touches a small item (for example, a rock, a knife,
eclipsing icy moon, in the space of a target creature within a book). Whether the spell is cast indoors or outdoors, the
range. The caster can make a ranged spell attack with rays item is infused with moonlight and casts bright light for 10
of necrotic energy spout from the globe. On a hit, the target feet and dim light for another 10 feet. Covering the item with
1d6 necrotic damage and has Disadvantage on its next Saving something non-translucent obstructs its radiance.
Throw until the beginning of the caster’s next turn. If the spell is cast during a Lunar Phase corresponding to
If the target is Undead, the spell automatically bypasses the caster’s Birthmoon, its range increases by 30 feet for the
any resistance to necrotic damage. bright light and by other 30 feet for the dim one. Also, the
Damage increases by 1d6 at 5th level (2d6), 11th level duration increases to 4 hours.
(3d6) and 17th level (4d6). The spell ends if cast again or if ended by the caster with
a free action (blowing it out as a candle). If aimed at an item
wielded or worn by a hostile creature, said creature gets a
Dexterity Saving Throw to avoid the spell.
Glyph of Mirithlen
Abjuration Cantrip
Level: 0 Moonlit Captivation
Casting time: 1 action Enchantment Cantrip
Range: self Level: 0
Components: V, S Casting time: 1 action
Duration: 1 round Range: self
Components: S, M (an olive tree branch or a moonstone to
The caster moves their arms around, tracing the symbol of the hold in hand while casting the spell)
Moon Goddess in mid-air. The caster gains resistance to damage Duration: Concentration, up to 1 minute
dealt by spells or magic weapons until the end of their next turn.
The caster can cast this spell only when the moon can be seen
in the sky or through windows and such, because they assim-
ilate lunar magic to become more eloquent.
Throughout the spell’s duration, the caster has Advantage
on any Charisma check towards a non-hostile humanoid.
When the spell ends, the target will not realize it was under
a spell; actually, it might develop a potentially (at the GM’s
discretion) unhealthy affection towards the caster.
The caster makes their hand gleam with white light and flings A pale halo crowns the caster, while their eyes shine with
a tiny sphere of light at a creature they can see to transmit white light. Their bond with lunar energy grants them accura-
their brightness. cy and courage. The caster has Advantage on the next Attack
The target must make a successful Dexterity Saving Throw Roll they make before the end of their turn.
or take 1d8 radiant damage and be surrounded by silvery light
until the end of its next turn; as long as it is illuminated as
such, the target cannot hide nor become invisible, and it is 1ST LEVEL SPELLS
revealed if already invisible.
The caster can radiate an additional sphere of light, either
against the same target or another, at 5th level (2 spheres), Gleam
another one at 11th level (3 spheres), and another one at 17th Divination
level (4 spheres). Level: 1
Casting time: 1 minute
Range: self
Components: V, S
Trifold Goddess’s Amulet Duration: 8 hours
Transmutation Cantrip
Level: 0 The caster radiates a dim mystic luminescence for the duration
Casting time: 10 minutes of the spell. They have Advantage on Charisma (Persuasion)
Range: touch checks but have Disadvantage on Dexterity (Stealth) checks.
Components: S, M (a necklace or some twine) The caster can end the spell as a free action at any moment.
Duration: 8 hours
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190
contact with and have it roll a Wisdom Saving Throw. If it
fails, the target becomes Frightened for one minute. At the
end of its turn, the target rerolls its Saving Throw to end the
effect immediately.
Lunar Beacon
Evocation
Level: 1
Casting time: 1 action
Range: 60 feet
Components: V
Duration: instantaneous
One creature that the caster can see within 30 feet is com- This spell can only be cast directly under the moonlight.
pelled to stare at the moon, even if it is clouded or stared The caster touches a creature, and it regains an amount of
at from indoors or underground. The target must make a hit points depending on the current Lunar Phase.
successful Wisdom Saving Throw, or it freezes in awe, its
eyes set to the moon or where it thinks it should be and it is • New Moon: 1d6 + Caster’s Primary Ability modifier
Incapacitated throughout the spell’s duration. The target can • Ascending or Descending Moon: 1d8 + Caster’s
reroll its Saving Throw at the end of each of its turns or if Primary Ability modifier
taking damage (in which case, it has Advantage on the Saving • Full Moon: 1d10 + Caster’s Primary Ability modifier
Throw): a successful roll immediately ends the effect of the
spell. Constructs and Undead are not affected by this spell.
At higher levels: when the spell is cast using a 2nd level
slot or higher, The amount of hit points healed increase by
one die (1d6/1d8/1d10, depending on the Lunar Phase) for
Lunar Runes each slot level above 2nd.
Illusion
Level: 1
Casting time: 1 minute
Range: touch Moonrain
Components: S, M (10 gp of ink that gets depleted by the Conjuration
spell) Level: 1
Duration: 100 days Casting time: 1 action
Range: 10 feet
The caster inscribes up to 100 words on a scroll or a compara- Components: V
ble surface to imbue it with Lunar Phase magic. The inscrip- Duration: instantaneous
tion disappears once finished and can only be revealed by the
spell True Sight or by the moonlight of the same Lunar Phase The caster conjures a 10 feet radius ray of light descending
during which it was inscribed. from above upon themselves. Any target within range takes
1d6 radiant and 1d6 piercing damage (Saving Throw on
Dexterity halves). Those failing the Saving Throw are also
blinded and deafened until the end of the caster’s turn.
At higher levels: when the spell is cast using a 2nd level
slot or greater, radiant damage increases by 1d6 for each slot
level above 1st.
NIGHTFELL
192
the end of the current turn.
• Descending Moon: the weapon deals 2d6 cold damage
Moonstairs in place of the 2d6 radiant damage; the weapon can
Transmutation be thrown and hits every target in a 60 feet long and 2
Level: 1 inches wide line: targets must make a successful Dexterity
Casting time: 1 bonus action Saving Throw, or they take the weapon’s damage. If they
Range: self succeed, they take half the damage instead.
Components: V, S
Duration: Concentration, up to 1 minute At higher levels: when the spell is cast using a 3rd level slot or
higher, damage increases by 1d6 for each slot level above 2nd.
The caster can climb or walk on moonlight, though it must be
considered as Difficult Terrain.
At higher levels: when the spell is cast using a 3rd lev-
el slot or higher, duration increases to 1 hour. If the spell is Fare for Memories
cast with a 5th level slot or higher, the spell does not require Enchantment
Concentration. Level: 2
Casting time: 1 action
Range: 100 feet
2ND LEVEL SPELLS Components: V, S, M (a silver coin the caster gifts to the
target)
Duration: instantaneous
Blade of the Four Moons The caster gifts a silver coin, imbued with the Moon’s be-
Transmutation nign influence, to an unaware target. The target must make
Level: 2 a Wisdom Saving Throw. In case of failure, the caster can
Casting time: 1 bonus action choose an effect among the following:
Range: self
Components: V, S • The target forgets one of its prepared or known spells of
Duration: Concentration, up to 1 minute 3rd level or lower until it takes a Long Rest
• The target forgets the events of the last 2d6 minutes.
The caster seizes a moon ray and solidifies it in a sharp blade. It keeps only vague sensations and feelings (anger,
The blade lasts throughout the duration of the spell: it is a sim- fear, sadness) related to its lost memories. It would be
ple weapon the caster is Proficient with. It deals 2d6 radiant receptive to any explanation about the blank, though.
damage and has the Light, Finesse and Ranged (20/60 feet • The caster has access to a specific memory of the
range). If the weapon is thrown or dropped it disappears and target in the form of a mental image which lasts about
reappears in the hand of the caster at the beginning of their next 6 seconds. The image is flawed in minor details and
turn, if they have at least one free hand, otherwise the spell ends. filtered through the target’s perspective, but it is reliable
The weapon gains special properties based on the current enough in its major features. The target does not forget
Lunar Phase: said memory in the process.
• New Moon: the weapon deals 4d6 necrotic damage in The target whose Saving Throw failed has no clue as to the
place of the 2d6 radiant damage. spell it was under or its effects, but lack of plausible expla-
• Ascending Moon: any successful attack dealt with the nation regarding its momentary confusion would arouse
weapon deals damage to an additional target in a 5 feet suspicion.
radius; said damage equals half the damage dealt to the At higher levels: when the spell is cast using a 3rd level
primary target. slot or higher, it affects one additional target every 2 slot levels
• Full Moon: any successful attack gives the caster 2d6 above 2nd (the caster still has to give a silver coin to each of
Temporary Hit Points and the target is Blinded until the new targets).
The target is protected by the reflection of moonlight for the This spell must be cast under direct moonlight.
duration of the spell. Thus, they get a +1 bonus to AC and Creatures within the range of effect can spend up to 1 Hit
Saving Throws. If the spell is cast during the Lunar Phase Dice to recover as many Hit Points as the result of the roll,
corresponding to the Birthmoon of the caster, any bludgeon- plus the caster’s primary ability modifier.
ing, piercing, and slashing damage that the target takes is At higher levels: when the spell is cast using a 3rd level
reduced by 1. slot or higher, the maximum amount of expendable Hit Dice
At higher levels: when the spell is cast using a 3rd level increases by 1 for every two slot levels above the 2nd.
slot or higher, the slashing, bludgeoning and piercing damage
that the target takes is reduced by 1 for each slot level above
2nd (up to 5th or 6th level).
Nova Luna
Evocation
Level: 2
Moonluck Casting time: 1 action
Divination Range: self
Level: 2 Components: V, M (a pearl and a black velvet sack)
Casting time: 1 minute Duration: Concentration, up to 10 minutes
Range: 10 feet
Components: V, S, M (a silver cup worth at least 100 gp) The caster creates a sphere of semi-darkness in a 30 feet radi-
Duration: 1 hour us around them, lasting throughout the duration of the spell.
The magical semi-darkness spreads around corners. Any nat-
The caster pleads the Moon to bestow her fortune upon a ural source of light within the spell radius will radiate only a
consenting creature that the caster can see. When a crea- dim light. Magical lights created by 2nd level spells or lower
ture under the effects of this spell makes an Attack Roll, a do the same. Also, any effect depending on Lunar Phases will
Saving Throw or an Ability check, they may choose to reroll count as in the New Moon Phase within the spell radius.
and keep either result. Once this is done, the spell effect ends On the other hand, if the spell is cast during the New
immediately. Moon Lunar Phase, the semi-darkness becomes magical
At higher levels: when the spell is cast using a 4th level slot darkness which obfuscates any kind of normal sight (even
or higher, it affects one additional target every 2 slot levels above Darkvision) except the caster’s. Sources of light, whether nat-
2nd (two targets at 4th, three targets at 6th, four targets at 8th). ural or deriving from a 2nd level spell or lower cannot pene-
trate this darkness.
This spell does not work during the Full Moon Phase.
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194
3RD LEVEL SPELLS
Plena Luna
Evocation
Level: 2 Lunar Well (ritual)
Casting time: 1 action Divination
Range: self Level: 3
Components: V, M (a pearl and a white silk sack) Casting time: 10 minutes
Duration: Concentration, up to 10 minutes Range: unlimited
Components: V, S, M (a body of water large enough to re-
The caster creates a sphere of silvery light in a 30 feet radius flect the moon, candles, and incense worth 100 gp consumed
around her, lasting throughout the duration of the spell. The by the spell)
magical light spread around corners. The sphere itself is made Duration: Concentration, up to 10 minutes
of blinding light and radiates a dim light in a 30 feet radius.
Magical sources of darkness created by 2nd level spells cannot The caster channels the magic of the Moon toward a body of
obfuscate or remove this light. Also, any effect depending on water, turning it into a window overlooking one of the places
Lunar Phases will count as in the Full Moon Phase within where they performed the same ritual previously, and through
the spell radius. this window it is possible to see and communicate; people, objects
If the spell is cast during the Full Moon Lunar Phase, the and spells cannot pass through the Lunar well in either direction.
casting of the spell instantly extinguishes any other source of At the first attempt to celebrate this ritual, the body of
light, whether natural or magical (2nd level spell or lower), in water will reflect nothing more than the absolute blackness of
a 300 feet radius. the dark face of the Moon; the same result will happen if the
This spell does not work during the New Moon Lunar Phase. previously used body of water has been broken or dried up.
NIGHTFELL
196
• New Moon: the target takes 4d10 necrotic damage and
one level of Exhaustion; at the end of the spell each
level of exhaustion caused by this spell is removed Lunar Handcraft
• Ascending Moon: the target takes 4d6 fire damage Transmutation
and is blinded; Blinded condition is removed when the Level: 4
target exits the area of effect Casting time: 10 minutes (1 minute during Full Moon)
• Full Moon: the target takes 4d10 radiant damage and is Range: 120 feet
revealed if invisible; the target cannot teleport, become Components: V, S, M (a circular mirror with a diameter of at
invisible or incorporeal, move to another plane, or least 3 feet, or an equally large pool of fresh water with 50 gp
change shape until it leaves the area of effect worth of silver powder poured in it and consumed by the spell).
• Descending Moon: the target takes 4d8 cold damage Duration: instantaneous
and its speed is halved; the effect lasts until the target
leaves the area of effect This spell cannot be cast during a New Moon Phase, but a
Full Moon Phase decreases the casting time to 1 minute.
The caster manipulates the reflected moonlight in the
mirror and materializes a physical object. The caster can cre-
Lunar Fascination ate a large or smaller object that can fit in a 10 feet cube. The
Enchantment created object is raw and barely detailed and appears com-
Level: 4 posed of translucent glass that radiates a faint brightness of
Casting time: 1 action obvious magical nature.
Range: 15 feet This spell cannot craft creatures or magical objects.
Components: V, S, M (a white pebble and a pearl) Items requiring a higher degree of craftsmanship such as
Duration: Concentration, up to 1 minute jewelry, weapons, glass, or armor can only be created if the cast-
er has Proficiency in the tools used to make that kind of object.
The caster uses the magic of the Moon to charm their ene- The object vanishes when the Moon sets.
mies. Each creature standing in 15 feet radius sphere around
the caster Must make a successful Wisdom Saving Throw or
be Charmed and have Disadvantage on Saving Throws to re-
sist the spells of the caster, including this one. If the target Lunar Mirage
takes damage or ends its turn more than 20 feet away from Illusion
the caster, it can repeat the Saving Throw against the spell, Level: 4
ending the effect. Casting time: 10 minutes
At higher levels: if the spell is cast using a 5th level spell Range: 300 feet
slot or higher, range increases by 5 feet for each slot level Components: V, S, M (a pearl, a stone, and a glass marble)
above 4th. Duration: 24 hours
The caster's touch turns the skin of a consenting target into a At higher levels: if the spell is cast using a 5th level spell slot
silvery, reflective substance: for the duration of the spell, the or higher, lightning damage increases by 1d8 for each slot
target has Advantage on Saving Throws against spells. level above 4th.
NIGHTFELL
198
5TH LEVEL The caster can modify the current Lunar Phase in a 1-mile-
wide area centered on themselves. The caster chooses which
Lunar Phase appears in the sky and, for the duration of the
Command Moon Phase spell, that Lunar Phase will affect any creature or object in the
Transmutation area. If the Moon sets while the spell is active, the spell ends.
Level: 5 At higher levels: if the spell is cast using a 6th level slot, the
Casting time: 1 action duration increases to 8 hours; if it is cast using a 7th level slot,
Range: 600 feet the duration increases to 24 hours and the moonset does not
Components: V, S end the spell; if it is cast using an 8th level slot, the duration
Duration: Concentration, up to 1 hour increases to 7 days, the moonset does not end the spell, and
the caster does not have to keep Concentration; if it is cast
using a 9th level slot, the duration becomes permanent (until
dispelled) and the caster does not have to keep Concentration.
The spell wraps the caster in a cloak of light that radiates a A gloomy and oppressive light radiates from the Moon and
faint glow. For the duration of the spell, the caster is immune envelops a target creature in the field of view of the caster
to psychic damage and has Advantage on all Saving Throws. within 30 feet The target must make a successful Dexterity
When another creature that the caster can see within 30 feet saving throw or take 4d8 radiant damage. Each turn, the cast-
fails a Saving Throw, the caster can use a Reaction to allow the er can use their bonus action to automatically deal another
creature to repeat the Saving Throw. 2d8 radiant damage to the target. The spell ends when the
caster uses their own bonus action to do anything other than
inflict automatic damage, if the target exits the spell range, or
if the caster casts another spell of 1st level or higher. If the
Lunar Pact target succeeds in its initial Saving Throw, it takes 2d8 radiant
Enchantment damage all the same, but the spell ends.
Level: 5 At higher levels: if the spell is cast using a spell slot of 6th
Casting time: 1 minute level or higher, the target takes, added to the initial damage,
Range: touch 1d8 additional radiant damage (both succeeding or failing in
Components: V its Saving Throw) for each slot level above 5th.
Duration: 30 days
NIGHTFELL
200
benefits of a rest, long or short, and it takes 3d6 psychic
damage as it wakes up. If the current Lunar Phase matches
the Birthmoon of the caster, the target has Disadvantage on Lunar Aegis
the Saving Throw. Abjuration
Level: 6
Casting time: reaction
Range: self
Selenite Weapon Components: V
Conjuration Duration: instantaneous
Level: 5
Casting time: 1 bonus action When the caster takes damage, they can use their reaction to
Range: touch erect a lunar shield in front of them, in the form of a silver
Components: V, S, M (a pearl worth at least 200 gp) energy disk, and they gain immunity to that type of damage
Duration: 1 minute until the beginning of their next turn.
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202
• Any melee attack deals 2d8 additional radiant damage
• Gains Proficiency in Saving Throws based on Dexterity
Lunar Wayfaring and Constitution
Conjuration • Can attack up to two times when they take an Attack
Level: 6 action in their turn; if they already can make multiple
Casting time: 1 action attacks with the Attack action, they do not gain
Range: 10 feet additional benefits
Components: V, S
Duration: 1 round Once the spell has ended, the caster must make a success-
ful Constitution Saving Throw (DC 15) or take one level of
This spell creates a connection between two surfaces reflecting Exhaustion.
the Moon, one of which, defined as starting, must be with-
in a radius of 10 feet from the caster, and the other, defined
as destination, anywhere on the same plane of existence on
which the caster is located, and which must have been seen or Silvery Truth Droplet
touched by them at least once. For the duration of the spell, Divination
any creature entering one reflective surface will be able to exit Level: 6
the other with a 5 feet movement. Casting time: 1 action
Range: self
Components: V, S, M (collyrium prepared with 50 gp worth
ingredients, consumed by the spell)
Selenite Transfiguration Duration: 1 hour
Transmutation
Level: 6 This spell allows the caster to discern the Moon's influence
Casting time: 1 action on creatures and objects. For the duration of the spell, the
Range: self caster will see secret doors, traps, magical effects, and invisible
Components: V, S, M (a vial of mercury) creatures shine within a 120 feet radius. In addition, they can
Duration: Concentration, up to 1 minute discern whether a creature or object is bound to a specific
Lunar Phase, such as a parchment with the lunar rune spell
The caster infuses their body with lunar energy, turning into on it (see above).
a supernatural being. Until the spell is over, the caster cannot
cast spells but gains the following benefits:
NIGHTFELL
204
Any target who has fallen into madness can make an
Intelligence saving throw at the end of its turn to try and end
the spell’s effects. Selenite Sight
Divination
Level: 7
Mirithlen’s Touch of Life Casting time: 1 action
Necromancy Range: self
Level: 7 Components: V, S
Casting time: 1 hour Duration: 8 hours
Range: touch
Components: V, S, M (a 1, 000 gp pearl, consumed by the The eyes of the caster light up with moonlight, giving them a
spell) renewed sensitivity to magic.
Duration: instantaneous The caster immediately identifies any spell cast by a crea-
ture they can see within 60 feet, immediately guessing the
The caster touches a creature that has been dead (and not level of the spell slot used for the casting.
Undead) for no more than a century and that has not died By focusing on an item or creature for a round, the caster
of old age. If its soul is free and consenting, the target comes can understand if it is affected by a spell and what spell it is.
back to life with all of its Hit Points. The spell heals any mor- By focusing for ten minutes on a magical effect or object,
tal wounds and regenerates missing body parts. The target they can identify it.
and the caster gain 2 Exhaustion Levels.
NIGHTFELL
206
When the spell ends, the target reappears in the space they
left behind or, if it was occupied, in the nearest unoccupied
location. Moon Whispers
Divination
Level: 8
Casting time: 10 minutes
Lunar Blast Range: unlimited
Evocation Components: V, S
Level: 8 Duration: instantaneous
Casting time: 1 action
Range: 150 feet The caster communes with the Moon and listens to her
Components: V, S, M (a flame and a moonstone) whispers to discover the location of a place or creature. Only
Duration: instantaneous effects or spells of 8th level or higher can prevent this divina-
tion, whereas normal means of protecting against detection
An intense beam of moonlight is concentrated in a 60 feet spells are not effective and cannot confuse the caster. If the
diameter area, centered on a point in the caster's field of view creature or object is on a different plane of existence, the cast-
and within a 150 feet radius. Any creature within the area er will know what plane the creature is on but not the exact
must make a successful Constitution Saving Throw or take location on that plane.
8d8 radiant damage and be Incapacitated and Blinded for 1 To find the creature, the caster must have seen it earlier at
minute (success halves damage, avoids Incapacitated status, least once, and to find an object they must have touched it.
and decreases blinding to the end of target’s next turn). An
incapacitated creature can repeat the Saving Throw at the end
of its turn to end the effect. Any magical light or darkness
within the area is dispersed. Obfuscated Mind
At higher levels: if the spell is cast using a 9th spell level Abjuration
slot, radiant damage increases to 12d8. Level: 8
Casting time: 10 minutes
Range: touch
Components: V, S, M (a 500 gp diamond)
Lunar Collapse Duration: 24 hours
Necromancy
Level: 8 The caster's touch makes a consenting creature immune to
Casting time: 1 action psychic damage, and it will automatically succeed in any
Range: 150 feet Saving Throw against illusion or enchantment.
Components: V, S, M (a drop of mercury) In addition, no divination can locate the creature.
Duration: instantaneous
Selenite Domination
Enchantment
Level: 8 Curse of the Last Moon
Casting time: 1 action Conjuration
Range: 60 feet Level: 9
Components: V, S Casting time: 1 action
Duration: Concentration, up to 1 hour Range: field of view
Components: V, S
The caster uses the charm of the Moon to take possession Duration: Concentration, up to 7 rounds
of the will of a creature they can see within 60 feet. The
target must make a successful Wisdom Saving Throw or be The caster induces the Moon to show its most destructive
Charmed for the duration of the spell. A clearly hostile target aspect.
has Advantage on the Saving Throw. The caster can use their Within 0.6 miles from a point that the caster chooses
action to take control of the target's body, and, at the end of within their own field of view, any creature (with the excep-
the target's next turn, the caster can choose which actions tion of the caster and allies within 5 feet of them) suffers
(and reactions) the target will perform on their turn. Using the effect of the spell that is gradually strengthening. On any
the reaction of the dominated creature requires the use of the round after the spell is cast, the caster can use its action to
character's reaction. Each time the target takes damage they support its effect, otherwise the spell is over.
can repeat the Saving Throw: if successful, a flash of light
blinds the creature until the end of its next turn, but the spell Round 1: invisible objects and creatures are revealed, and can-
ends. not become invisible for the next 24 hours
At higher levels: if the spell is cast using a 9th level spell Round 2: objects and creatures take 1d6 radiant damage;
slot, the duration extends to 8 hours. plants wither, fruits wither
Round 3: creatures cannot recover Hit Points for the next 24
hours
Round 4: objects and creatures take 3d6 radiant damage; food
Selenite Perfection rots away, water reserves become fetid
Transmutation Round 5: no form of teleportation can work within the area
Level: 8 of effect for the next 24 hours
Casting time: 1 action Round 6: all creature’s maximum Hit Points are permanently
Range: self reduced by 1 point per Hit Dice; the duration of this effect is
Components: V permanent, but a wish spell can be used to restore the maxi-
Running time: 1 hour mum Hit Points; wooden structures rot and become unstable,
or collapse under their own weight
For the duration of the spell, whenever the caster performs an Round 7: creatures in the area become sterile and will be per-
Ability check, they can choose to take a 10 instead of rolling manently unable to reproduce; the duration of this effect is
the dice. If it has Advantage on the check, they can take a 15 permanent, but a wish spell can be used to dispel it; stone
instead. structures lose solidity, become dangerous or collapse under
This benefit is temporarily suppressed (but not dissolved) their own weight, lime crumbles, and marble cracks
if the caster is not under the presence of the Moon.
NIGHTFELL
208
This spell can devastate entire cities without respite for the
inhabitants who have a few seconds to realize what is hap- Lunar Meteor
pening, under what will probably be the last Moon they will Evocation
see rise. For this reason, the required magical energies are im- Level: 9
mense, and the caster ages by 10% of their life expectancy (if Casting time: 1 action
a human, for example, has a life expectancy of 80 years, they Range: 3 miles
will age by 8 years) every time they terminate the casting of Components: V, S
the spell. An immortal creature has a 10% chance to see its Duration: instantaneous
immortality shattered and incur death by old age in the round
immediately following the end of the spell. The caster chooses a point they can see within range, where,
after 1d10 rounds, a meteor of silver energy rains from the
sky, knocking down with tremendous force each creature
within a 100 feet radius from the point of impact.
Judgment from Yore Any creature in the area must make a successful Dexterity
Enchantment Saving Throw or take 20d6 fire damage and 20d6 radiant
Level: 9 damage (success halves damage). Items that are neither held
Casting time: 1 action nor worn in the area take 60 fire damage and 60 radiant
Range: 60 feet damage.
Components: V
Duration: instantaneous
The caster passes the Moon’s sentence and chooses a target Lunar Nightmare
they can see within 60 ft: if the target has 100 Hit points or Illusion
less, its mind will be erased completely, losing every memory, Level: 9
every fragment of its personality, every Proficiency in skills Casting time: 1 action
and tools, and it forgets every language except one (usually, its Range: 120 feet
racial language). If the creature has more than 100 Hit Points, Components: V, S
the spell has no effect. Duration: Concentration, up to 1 minute
The caster invades the minds of their enemies with dark and
terrifying visions, trapping them in their own minds, where
Lunar Marvel they experience dark and terrifying visions.
Divination The caster chooses up to 5 creatures they can see within
Level: 9 range. Each target must make a successful Wisdom Saving
Casting time: 1 minute Throw, or be Stunned for the duration of the spell.
Range: touch At the end of each turn, a target can repeat the Saving Throw
Components: V, S, M (a pearl and a vial of mercury) to end the spell, suffering 4d10 psychic damage in the event
Duration: 8 hours of failure.
NIGHTFELL
210
Silver Chronosphere
Transmutation
Level: 9
Casting time: 1 action
Range: 10 feet
Components: V
Duration: Concentration, up to 1 minute
NIGHTFELL
218
Andres Zanzani Anthony Ashley Shaw Ben Smith
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Dennis A. Pascale Douglas Blume Elia Rice Erik Laudal Christensen
Dennis Campola Douglas Geusz Elice Stegehuis Erik Olsen
Dennis Dufour Douglas Hutt Elijah Erik Saltwell
Dennis Glasbergen Douglas Vine Elijah-Blue Simonson Erindel Conner
Denver Lybarger Drae Corben Elisha Ernestas Bogdanov
Depresnak Drake Elizabeth eskatonic_monk
Depressed_Puppy Draven Abbott Elizabeth Horsebane Ethan
NIGHTFELL
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Ethan Atwood Francesco Gary Gibson Grant Marthinsen
Ethan Wang Francesco Flamigni Gavin Farrell Grant T Smallwood
Ethan Zimmerman Francesco Gambino Gavin Forbes Graves
Evan Blake Francesco Liedl Gavin Mclaughlin grayjo
Evan Johnson Francesco Maria Iena GearGames Greg
Evan Poe Francesco Moretti Geeks for the Geek God Greg D
Evan Riley Francesco Panitti geoff Dean Greg Finfrock
Ezra Francesco Pasinato Geoffrey Burr Greg Fonseca
Fabio Attoli Francesco Zanette Geoffrey Williams Greg Kenawell
Fabio Mano Francisco george dolby Greg Lancaster
Fabio Maria Piacentini Francisco Montegue Geraldo Macedo Greg Lucas
Falk Künzel Zanzibar Gero Greg Maroda
Fantasyphil Francisco Perez GGSigmar Greg Schroeder
fatemals4 Franck ANDRIEU Gian Marco Cardinali Greg Trombley
FaustinaAurelia13 Francois Mersch Gianluca Gregg Butala Jr
faye esswein Frank Adams Gianluca Manzo Gregory James Stokley
Faye Rhodes Frank damato Gianpaolo Gregory Scott Egan
Federica Costantini Frank Lubbers Gianpio Griffin Becker
Federico Frank Molnar III Gideon Kimmel Griffin Voltmann
Federico Frank Wiseler Gilles Kayser Grumpy Shaman
Federico FrankCapra Gio Guðmundur Jón
Federico Covi Frazer Gault Gioele Viggósson Fjallabróðir
Federico Neroni fred lepley Gionny Armando Verrone Guido 'Maicol' Campanini
Federico Pilleri Frederic Genest Giordano Guillermo Munro
Felicia Hudson Frederic SCHAAFF Giorgio Catenacci Gunnar Rightnour
Felix Albertsmeier Frederik Lind Giorgio Marchello Gwen
Felix Kaczmarczuk Frickybricky123 Castellana Hachewy
Felix Wilken Froggknight Giovanni Hal Burdick
Ferbs_Herbs Frozendeath Giovanni Melandri Hamish Elmer
Ferfer Gimf Fucklebutte Q Shitlord Giovanni Passeri Hannah Dean
Feric furstenberger Giovanni Sanetti Hans Burk
Ferret_Lottery G_Q Giulia Bartolommeoni hans sagan
Filipe Passos Coelho Gabe Harkins Giuliano Gianfriglia Hans Uhlig
Filippo Cerofolini Gabriel Giuliano Il Saggio Farris Hansen Ben
Filo Gabriel Giuseppe Harley Clark
Finagle Gabriel A. Cordova Giuseppe Brindisi Harokin
Finlay Reynolds Gabriel Gerni Glenn Auvenshine Harold Hunter
Flavio Mortarino Gabriele Albertini Glenn Butcher Harrison
Flint Olsen Gabriella Creighton glenn dallas Hauke S.
Florent Sampoux Gabrielle Glenn Dalton Haviland Forrister
Flove gajoos Gloria Blackstone Hayden
Foivos Stergiou Galactic Toast Glynn Richard Steckler Hayderino
Fold39Crane Gallant Knight Games GodRedSands Haylee
ForsakenSniper7 Galmorzu Goldbeauti Hayley Taylor
Fra Garrett Waddell Gondeau Heath Hill
Fraiser garvin anders Gordon Clayton Heath Phillips
Francesco Gary Begordis GornSpelljammer Heather Baranowski
Francesco Gary Bratzel Grant Lindsay HeavensRevenge
Backers' List
223
HekateKey Jack Harvey James E. Jason E. Petrea
hellrey86 Jack Hawksmoor James Elder III Jason F Kearney
Henrik Sebring Jack Keenan James Gobble Jason Gabel
Henrik Vridstoft Jack Moore James Harnois Jason Gordon
Henry Gibbons Jack Mowry James Jacobs Jason Hennigan
Herbie Hicks Jack Simpson James Johnson Jason Horowitz
Hetrio Jack Wolfe James Juden Jason Householder
Hey_Meow Jackson Jelenic James Lake Jason Jones
Hiltonke Jackson Mahler James Lowder Jason Lund
History-Guy Jackson Maurer James Mackin Jason M. Baker
Holden Taylor Flatt Jackson Means James McAloon Jason Mayberry
HoldXtoRevive jacob James McDonnell Jason Ng
Holger Müller Jacob B. James Meaney Jason Ostrowski
hollowgod89 Jacob Bufford James Meredith Jason Scannell
Holyna Jacob Bush James Michael Bays Jr. Jason Sunday
HorrorLoren Jacob Cotton James Millington Jason Thorne
Howard Gumbel Jacob Firman James Morrison Jason webb
HungryScribbler Jacob Glass James Powell Jason Yacalis
HyperionSol jacob harrington James Quick Javier Coll
Hyphen Jacob hughes James Reiber Jay B
Iacopo Russo Jacob Johnson James Schafer Jay Minnix
Iain MacDougall Jacob Kelly James Smith Jay Moini
Ian Jacob Wilson James W. Keller Jay Still
Ian Anderson Jacopo Veronese James Wink Jay T Sanders
Ian Edberg Jade Mata & Iram Roberts James Wood Jayden Morrissey
Ian Lindgaard Nikolajsen Jaime Coston Jamey Lamb [email protected]
Ian Pedoe Jaime Rivera jamie Jayme Wooster
Ian Staton Jaimy Roodzant Jamie Jazmine
Ian Stowell Jaine Jamie Denney JC
Il Cane Jake Bruce Jamison Nickles jchawley
Ilenia Persefone Restani Jake Farmer Jan Artoos JD Sullivan
imredave Jake Kann Jan Kolbaum Jean Pesant
incandescens Jake Miller Jannes Engqvist Jean-Michel Benoit
ironman674 Jake Reynolds Janosch Hildebrand Jean-Paul Valiquette
Isaac Cacciottolo Jake Sandford Japhet Palencia Jeanne Frenken
Brightmore Jakob Rubinig Jared Carver Jefepato
Isaac Graff Jakub Jared Michael Anjewierden Jeff
Isidro Jambolti414 Jared Strickland Jeff
Ivan james jarethellenin Jeff G
Ivan Midence James Jasmine Jeff Grubb
Ivan Zovko James Jason Jeff Phinney
Ivanna A. Villamil James Jason Adams Jeff Robinson
Ivo Goudzwaard James Jason Alexander Jeff Tully
Izzi Beth James Jason Allard Jeff Verachtert
J James Jason Bean Jeffrey Faulstich
J. Evans Payne James Arnold Jason Best Jeffrey Kreider
Jérôme Regad James Cockcroft Jason Childs Jeffrey Osthoff
Jack Hanks James E Jason Dawkins Jeffrey T. Kachenko
NIGHTFELL
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Jeffrey Whitten Jim Dovey John Preston Jordan McCain
Jen Jim Ryan John Rogers Jordan Pohl
Jen Bauer Jim Scheffler John Santa Barbara Jordan Schreck
Jenn Jim Searcy John Shirley Jordan Shroyer
Jennifer Jimi Landry John Simpson Jordan Springer
Jennine Cerra Jimmy Ireland John Spainhour Jordan T
Jens Baadsgaard Hay Jimmy Matthiesen John Swanson Jorge Luis Llanes
Jens Kristian Nielsen Jj Curtin John Taber Jorge Montalvo
Jeramie jmd627 John Thomas José Ramón
Jeremiah Lee Jo Newell John Valdez José Rey Méndez
Jeremiah Maynard Jocke Larsson John Wiesolek Jose Placeres
Jeremiah31.3 Joe Cleary Johnmatrix1786 Josef
Jeremy Bass Joe Coleman Johnny Josefsson joseph
JEREMY BERRY Joe Crase Jon Joseph Daniels
Jeremy Brown Joe Gianella Jon cafaro ferraro Joseph Delcomte
Jeremy Brown Joe Hamilton Jon Davidson Joseph Doney
Jeremy Hammack Joe Kontor Jon Hanson Joseph Edge
Jeremy Kear Joe Rigney Jon Nepsha Joseph Evenson
Jeremy Pelletier Joe Washington Jon Sharp Joseph Gosling III
Jeremy Perreault Joel Jon Terry Joseph Guzman
Jeremy Rhodes Joel Hardwick Jonathan Joseph Jaskierny
Jeremy Tredway Joel Norden Jonathan joseph moran
Jeremy Wasik Joel Nunez Jonathan Barany Joseph Perry
Jeroen Geisterfer Joel Robinson Jonathan Beeler Joseph Roberts
Jerrod Rose Jr. Joel Thompson Jonathan Evans Joseph Vrooman
Jerrod Ward Joey Lytle Jonathan Ferguson Josh
Jerry John Jonathan MartÃnez Josh Garvais
Jerry Medford John Miranda Josh Graham
Jesper de Wit John Jonathan Meza Josh Hernandez
Jesper Rodewald John Bejarana Jonathan Molander Josh Macintosh
Jess Dempsey John Bellando Jonathan P Francia Josh Murray
Jessa Austin John Calvin Jonathan Pettit Josh Sjothun
Jesse Berrier John D Kennedy Jonathan Pickering Josh Vizcaino
Jesse Brown john e graham Jonathan Pipitone Josh Watson
Jesse Dunn John Eternal Jonathan Santerre Josh Whitaker
Jesse E Terrell John G. Jonathan Savarese Joshua
Jesse Keen John Glass Jonathan Topliff Joshua Ward
Jesse Rathbun John Hardey Jonathan Tu joshua bondhus
Jessi John Henson Jonathan Walker Joshua Bryant
Jessica John Hickman Jonna Jarlsson Joshua C Kitchens
Jessica Carter John J Quiett Jonne Kuokkanen Joshua Ethridge
Jessica Sanchez John Johnson Joonas Kriisk Joshua Flood
Jessica Swanner John Josselyn Jordan Joshua Freitas
Jethro Jack John LaPoint Jordan Dunn Joshua Kerns
JF Paradis John Larrimore III Jordan Fay Joshua McHale
Jieck John MacPhail Jordan Garcia Joshua Mefford
Jim John McCloy Jordan Howard Joshua Michaelson
Jim Auer John Paul Luchenski Jordan Kruger Joshua Muscat
Backers' List
225
Joshua Pearson Justin Petley Kenneth Mefford Kristi York
Joshua Rosen Justin Prazen Kenneth Phillips Kristian
Joshua VanDuke Justin Quigley Kenny Modowski Kristian
Joshua W. Pittman Justin, the Anti-Social Kenny Rohrbacher Kristian Burrow
Joshua Williams Worker Kerry Jordan Kristie Matheson
josiah Juxtagames, LLC Kevin Kristina Bristow
Josiah Kaayy Kevin & Megan Fannin Kristina Charak
Josiah Dewald Kai Hellmeier Kevin Bender Kristine
Josiah Richardson Kalk Kevin Carrillo Kristofer Everett
Josie Mendoza Kalon Ohmstede Kevin Delien Kristyn L Rowe
Josue Pena Karen kehoe Kevin Kutlesa Krisys
Jouany Matthieu KariSparda Kevin McDonnell Krockalock
Jozef KorÄek Karl Dixon Kevin Mook Ksea Eldad
JP Patterson Karl Kreutzer Kevin Poissant Kumash_Gor
JR. Forasteros Karl Rodriguez Kevin Ramdeo Kurtis Majors
jtc1975 Karl Slagle Kevin schilling Kurtis Mandelas
Juan Cruz Karla Torres Kevin Spillman Kyle
Juan Eloy Mirat Ochoa Karma Choying Kevin Thompson Kyle
Juan Gonzalez Kasnac Kevin Tyner Kyle Atchley
Juan Pablo Gonzalez Kate Young Kevin White Kyle Kolbert
Juanma Conesa Katherine Khidr Milliman-Jarvis Kyle Merwin
Judge Ju Katherine Davis Khrys Boschee kyle sinnett
Judson Wright Kathryn Dickerson Kiba Kyle Thomas
Juho Hietaoja Katie Dresel Kiel Nelson LÄ“oht Sceadusawol Steren
Julia Augusta Katrin Meisenheimer Kieran williams LABOSSIERE David
Julia Kowal Katy Kiersten Robinson Lacey Snowden
Julian Kay Fullmer Kilah Harrell Lagadec
Julian Schmid Kaytee Pappas Kim Bender Lakshman
Justin Keith Kim Synnerborn Lance Kehisato
Justin Keith Hershey Jr Kimmo Warma Lance Myxter
Justin Keith Jurgens KingSalt LandisTheThief
Justin Keith L. Ellison KingsInTheDark Landon King
Justin A Owens Keith Pitt Kinjin Lane Powell
Justin Baskall Kelley Strang kirk tailor Larry Hetrick
Justin Blaauwwiekel Kellm Koda Larry R. Shirley
Justin Bush Kelly Grooms Konstantinos Martinos Lars Christian Detlefsen
Justin Camden Kelsey Z Kontetsuken Lars Colson
Justin Dorsey Kelsii Weber Korbyn Lars KunTil Messenger
Justin Dye Ken Anderson Korenand Lars-Inge Lindbom
Justin Everman Ken Fagan Korey Kolberg LaserFowl
Justin Hacker Ken Reinertson Kory Beatty Laura Mailloux
Justin Kovach Ken Robkin Krases Laura Picou
Justin Lawless Ken Smith krau0230 Laurent Duhamel
Justin Miller Ken Torgerson Kris Bultereys Laurent Duquesne
Justin Moss Ken Wallace Kris Karli LAUTRET-STAUB
Justin Naumanuf Kendra Hornbrook Kris Peters Emmanuel
Justin Nava-Guerrero Kenneth Bradley Faircloth Krista Muhlberger Lawrence Allen
Justin Norwood Kenneth Burgener Kristen LB
NIGHTFELL
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Leah Ruchlin Luca Marc Duarte Mark Solino
Leamundis Luca Marc Leclerc Mark van Ginkel
Lee Fisk luca Marc Martin Mark Watson
Lee Miller Luca Arieti Marc Vaughan mark wright
Legacy Pelkey Luca Boscia Marc-andré Fortin Marko Sertic
LeK00 Luca Brigatti Marcel Pickardt Markstarter
Lena Luca Colferai Marco Markus
Leo Glass Luca De Marini Marco Marn Manders
Leokii Luca Pavone Marco Di Campli Martha Crutchfield
Leon C. Glover III Luca Rovelli Marco Generoso Martin
Leonard Lee Luca Vavalà Marco Griva Martin Heim
LeRoyalGamer (Tori) Lucas Marco Grosso Martin Hoag
Leslie Lucas Beadell Marco Julio Leal Martez Martin Jorgensen
leup Lucas Keeley Marco Peduzzi Martin Krans
Levi Hooper Lucas Mann Marco Placidi martin krebs
Lewis Fitzsimmons Lucas Miguel Marco Puglielli Martin Maanon
Lexx Luciano Vieira Velho Marco Roghic Martin Nordman
Liam Kelly Lucy Bleasdale Marco Solferini Martin St-Laurent
Liam O'Regan Luis Castro Marco Urizzi Martina Casatori
Liam Sullivan lukas neumann Marcoghez. Martino Marelli
LightsTK Luke Marcos Mauney Marvin Enrique Novelo
Lillian Hebert Luke Martinez Marcus Johnson Mary Schore
Lim Seng Kok lukefabis Marcus Söder Mary Schwanz
Lin Luminoxie Margit Holbl Maryah Rutherford
Liquid Wolf Lurker Bees Marguerite DeLong Mason
Lisa MB Mariah Donley Mason Cole
Lisa Mason MG Marie Gallardo Massimiliano Davì
Lisa Thompson Maaike Bos Marie-Eve Dion Massimo Gandola
littlebroof5 machinegunn1 Mario Bosisio Mat Oliver
Lloyd Broughton Mack Schmaltz Mario L Furlan Materialgod
Lloyd Moore MacKenzie Skye Pedersen Mario Recchia Mathias Bøgehøj
Lobo MadFergy Marion Shoffner Møller
Logan Madrazo Kristoffer Michael Marius Matia Campioli
Logan Maynard Mads Christiansen Marius Herbstritt Matia Monti
Logan Raju Cracknell Mads Henriksen Mariya S. Gudima Matt
Logan Scott Litwinski Maggie Strader Mark Matt
Logan Sloan Magnus Tind Mark Matt
Lord Soth Malek Mark A Matt & Jess Brown
Lorenzo MalkavianLogic Mark A. Worcester Matt Bleasdale
Lorenzo Bertocco Mandaygo Mark Blanton Matt Brooks
Lorenzo Camusso Manfredi Mo Mark Cunningham Matt Defoor
Lorenzo Cortesi Manta Mark Damian Sexton Matt Emery
Lorenzo De Carlonis Manuel Alfredo Mark Gleason Matt McKenzie
Lorenzo Malucchi Manuel Girotto Mark Hayes Matt Murphy
Lorenzo Miele Manuel Squalo Bernardini Mark Madden Matt Willetto
Lorenzo Tini Manuel Wieser Mark McWayne Matteo
Lori Krell Manuele Bianchera Mark Miley Matteo
Lostone138 Maple Maniac Mark Ramirez Matteo
Backers' List
227
Matteo Maurizio Ã… Pastore Michael D. Smith Miguel Gutierrez
Matteo Maurizio Ghinassi Michael Danforth Miguel Silva Fernandes
Matteo Maurizio Ruetta Michael De Plater Miguel Therriault
Matteo Bisanti Mauro Michael Douglas Hannah Mik Calow
Matteo Boffadossi Max Bacher Michael G. Palmer Mike
matteo ceresa Max Eversman Michael Gionfriddo Mike
Matteo K. Carpanedo Max Palmer Michael Gregg Mike Bosma
Matteo Khan Max Wolford Michael Hansen Mike Costello
Matteo Lucchini Maxime Bombardier Michael Holzwarth Mike Daugherty
Matteo MaGi Gandini Maxime Gilbert Michael Hughes Mike Doge Gendron
Matteo Signorini Maxime Lizotte Michael Karman Mike F
Matthew Ballard Maximilain Busch Michael Krieger Mike Oliver
Matthew Baltrukonis MaximX Michael Leavitt Mike Parker
Matthew Barclay Maxwell Thiemens Michael M Mike Piazza
Matthew Boudreau Megan Dodd Michael Mader Mike Weber
Matthew Cann Megan Freedman Michael Manner Mikhail Pashin
Matthew Collins Megan Isherwood Michael Marques Mikkel Kusk Jørgensen
Matthew Croco MeleeMagthere michael mcallister Miles Shearrer
Matthew Dahlman Melina Michael McKiernan Mille Marie Jensen
Matthew Dodsworth Melissa Daniels Michael mishler Millie Griffin
Matthew Farrer Melissa Peretti Michael Murphy Mircalla
Matthew Ferraro Melissa Wood Michael Neal Mirko
Matthew Flaherty Melmoth Michael Nikolaou Mirko Ineri
Matthew Gabriel Menno Antheunisse michael nuttall Mirko Paradisi
Matthew Gaetano Mercadez Cossairt Michael Paul Mirko Sacchetti
Matthew Hart Messengyr Michael Putorti Mirko Savoia
Matthew Hoyt Mexidorf Michael Richard Mitchacho
Matthew J Weidman Micael Florencio Michael Roebling Mitchell
Matthew Jorgenson Micah Berry Michael Russell mitchell
Matthew Kelley Micah R. Maloney Michael Schilingno Mitchell Brown
Matthew Mogridge Michael Michael Sheppard Mitchell Ketterling
Matthew Molnar Michael Michael Simmons Mitchell Rinzel
Matthew Newman Michael Michael Small Mnemonic
Matthew Peixoto Michael A. Meehan Michael Swords Moke Keawe
Matthew Picard Michael B Michael Victorine Monika Rohr
Matthew R. Adams Michael Baker Michael w Pettit Monty Donovan
Matthew Snider Michael Basso Michael Wood moogamoogamooga
Matthew Southall Michael Baxley Michael Yip Moon
Matthew Wahl Michael Bedggood Michaela McCarthy Morgan
Matthew Whitten Michael Berrie Michel Chapelle Morgan
Matthew William Keith Michael Bizzotto Michele Morgan Bolton
Bellman Michael Brown Michele Greggio Morgan Childs
Mattholomew Michael Brown Michele Maci Morgan Grover
Mattia Michael Brown Michele Marini Morgan LATERRADE
Mattia Michael Conway Michelle Moritz Boehm
Mattia Negroni Michael Costanzo Michelle Linderman MoroArt
Mattia Scaggiante Michael Culp Mickey Mortepierre
Maurice Oakes Michael Culp Miguel A. Perdomo Mortgat
NIGHTFELL
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Mortoy Nicholas John Alexander Nurichimi Paul Gilbert
Morvan Hartmann Nymphe Tuerlinckx Paul Hinshaw
MrAnArcade Nicholas lama [email protected] Paul Hutchison
mrsquiglesworth Nicholas Lane Ole Simon Paul Jacobs
Murasaki No Oogarasu Nicholas Malinowski Olevia Watters Paul Kidd
Nasser Nicholas Mancini Olinza Headd Paul Neal
Natalie B Nicholas McGinness Oliver D. Dickerson III Paul Newman
Natalya Tirkot Nicholas Muehlenweg Oliver Tritt Paul Ovidiu
Natasha Mackinley Nicholas Nowark Oliver Weber Paul Quinones
Nate Ayers Nicholas Singer Oracle Sights Paul Ryan
Nate Ng Nicholas Stegelman Orakel Paul Sanderson
Nate Richardson Nicholas Timperio Orren Merton Paul Snell
Nathan Nick Orson Davis Paul Thompson
Nathan Nick Oscar Wiberg Paweł
Nathan Nick Bardelson Oson PDeMars
Nathan Nick Grey Ott Cunningham PDevitt
Nathan Bennett Nick Huelskamp Overlord Pegana
Nathan Fischer Nick Janiel Owen Fielder Per Kristian
Nathan Gross Nick Mock Owen Tienken Perry Goddard
Nathan Krause Nick pater Oyurigunslinger Peter
Nathan McNair Nick Roberts Pablo Reza Arcelus Peter Drage
Nathan Milfull Nicki Paige Dobson Peter Eichinger
Nathan Sundberg NickN Papageorgiou Lefteris peter farsang
Nathan Turner Nickolas Bradley Parhelia Games Peter Foxhoven
Nathan Zagrean Nico Borgogni Parker Stapley peter goeders
Nathanael Schuknecht Nicola Azzolini Parker Wimberly Peter Hadden
nathanael west Nicola Conti Pascal Frenette Simard Peter Hall
Nathaniel Morrison Nicola Murtas Pasquale Russo Peter Humphreys
Nayamek Nicolai Hestehave Worsøe Patrice Mermoud Peter Morson
Necrosylum Jørgensen Patrick Aldea Peter Roads
Ned Kaida-Yip Nicolangela Moon Patrick Beaulieu Peter Siljedahl
Need Games Nicolas Patrick Darge Peter Sotos
Nefily Nicolas Alexander Zurita Patrick Hastings Peter Waxmonsky
Neil Boughey Nicolas Desjardins Patrick L Chandler Peter-Mark Verwoerd
neil peacock Nicole Porter Patrick Lavoie Phantom XLR
Nelson DiCarlo Nightwolf122 Patrick Lingnau Pheonix Bryan
Neon Boyscout Nii Wilson Patrick Mooney Phil
Neonivek Niklas Ahlström Patrick O'Keefe Phil
NetherAnarchist Nina Patrick P. Phil Adams
Netjamjr Nina Moody Patrick Radulian Phil Hanley
Newton Grant No Dice Unrolled Patrick Reymann Phil Stepp
Ngai Yiu Wong Noah Acierno Patrick Sullivan Philip Butler
Nicholas Noah Wolosiak Patty Johnson Philip Floyd
Nicholas Nord Games Paul Philip Garrett
Nicholas Ahn norg1000 Paul Cooper philip hindley
Nicholas Delucchi Northspot Paul Dawkins Philip J Fracica
Nicholas Gaydos Noxweiler Berf Paul Dennis Philip Smith
Nicholas Haakman Nur Azhar Bin Hassim Paul DiDonato Philippe Deville
Backers' List
229
Philippe Lebec Redfuji6 Robert Rose O'Connor
Phillip Bush Reece Robert Ross Cryer
Phillip Reed Reed England Robert Ross Nendick
Pierre-Luc Noël Reed Skoog Robert Armstrong Ross Thurston III
Pietro Reilly Lunsford Robert Broome Rotem Cohen
Pietro Renn Farnell Robert Bruckner Roxy Southern
Piper Hoffman Resulk Robert Cosplay Roy Schaber
Pjuels Reuben H. Robert Depue RumoreBianco
Plague revlis24 Robert Dickerson Rune
Plato Palaiologos RevSinnerael Robert E Kennedy III Rune Nielsen
PlumRouge007 Revvup Robert Gordon Runehammer Games
polsit Rhia Robert J Schwalb Russel Lowe
poofycolman Rhys Gadeke Robert James Long Russell 'Redjack' Petree
Poul Matras Ric Mohri Robert Karlgren Russell Griggs
Poul Nielsen Ricardo Pereira Ramalho Robert Masterson Russell McQuade
Praehotec Riccardo Carducci Robert McCartney Russell Ventimeglia
Pregno Richard Robert McKavanagh Russell white
Preston Edwards Richard Backus Robert McNeal Rusti Ropac
Prince of Eros Richard Baldwin Robert Paine ryan
PrinceOfMadness Richard Dill Robert Skrzypek Ryan
PrussiAntique Richard Gough Thomas Robert Slevin Ryan
Psychor Richard J Gedick Jr Robert Sperry Ryan
Puchisty Richard Jeremiah Robert Viera Ryan
Puddinbabe Richard Le Guen Robert Wiggs Ryan
Pzych0path Richard Lyons Robert Williams Ryan
Quentin McDonald Richard Magerkorth Roberto Bellesia Ryan
QuickG Richard Paskvan Roberto Ciceri Ryan Baker
Quinn Henderson Richard Read Roberto Hannemann Ryan Carr
Rachel K Richard Thomas Roberto Serra Ryan Clarke
Rachelle Louise Rick Barry Robin Brail Ryan Cogman
Rafael Ebatbuok Rick Bushey Robin Hoelzemann Ryan deGroot
Rafael Herreras-Zinman RickDeckerSpiegel Robin Pettersson Ryan Elders
Raffaele Rickety Kick-It Robineau Olivier Ryan Fast
RAFI Rico - Editor extraordinaire Rochelle Ryan Furlong
Raganhar Von Kempf Riley Rod Shelton Ryan Hagelstrom
Randall Case Riley Crowder Roderick Stacey Ryan Hyclak
Randall Cleveland Riley Fraser Rodger Ryan K. Thompson
Randall Dorn Ripley Roger Haxton Ryan Kohler
Randy Chikosky Rita Barrueto Roger that Ryan Martinez
Randy J Mull RJ Roghn Ryan Niklas
Ranic377 RoaTheEternal Rognirim Ryan Powell
Raphael Bourdeau Rob Lowry Ron Ryan R
Rashka91 Rob Medley Ron Desroches ryan treangen
Rasmus Strand Rob Olin ronald g paris Ryan Weast
Raven Blackblood Rob Saronson Ronan Plessis Ryan Weber
Raymond Gan Rob Tague Ronnie Ryan wellman
Realm of Misfits Rob Trimarco Rosalind Schmiedegut Ryan_Felber
Rebecca Arms Robergeau Brice Rose Ryanasaurus
NIGHTFELL
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RyanCrow Schupo Kuribo seraphim_72 Simone Maccapani
Ryley Dempsey-Spearing Scott Seth Simone Mantua
Ryszard Kowalski Scott Seth Hartley Simone Signori
Sébastien Célerin Scott Boegemann Sew_and_Arrow Siritys
Saaf Scott Chandler sgetty SkarDungo
Sabrina Scott D Shadowcthuhlu SkyboundA
Sadie Lahey Scott Evans Shadowmane Skylar Jones
Sadonna Croff Scott Ewels Shan Zhang Skylar Simmons
Sage Scott Flatness Shane Skyler Brian Escamilla
Sally Scott Kling Shane Fannan Skyler Holmes
Salvatore Neri Scott Kuhl Shane Garves Slaixen
Salvatore Fazzino scott lawrence Shannon Slava Granlund
Salvatore Puma Scott Markham Shannon Carl Snarkayde (Philip)
Sam Drennan Scott McIntosh Shannon Carman SnowScale
Sam Eaton Scott McMullin Shannon Leonard SnowWeaver
Sam Hodgkin Scott Smith Shannon Marie Collins Something Sexy
Sam Mckenzie Scott Woodward Shannon Newton Sommer Smith
Sam P Scurry Murray Sharanjit Paddam Son Of a Die
Sam Parsons Sean Sharkey Soop-Om
Sam Williams Sean Birge sharon e kitzmiller Sophie Bodington
Samantha Bauer Sean Caballero shasow mortal Spencer Steward
Samantha Litz Sean DeMontigny Shaun Cold Meehan Stacy Lovage
Samuel Sean Donnelly Shawn SteamKraken
Samuel Levesque Sean Foley Shawn Casey Stefan Ekman
Samuel Lopes Sean Ford Shawn Dehart Stefan Holmström
Samuel Robert Williams Sean Hoffman Shawn Durington Stefani Whisennand
Samuele Barbarossa Nicotra Sean Holland Shawn Gray Stefano
Samuele Jacchia Sean Kelly Shawn Hennessy Stefano Boriero
Samuele Ragazzini Sean Malony Shawn P Stefano Dallavalle
Sandor Sean McB-Prather Shea Mueller Stefano Gheza
Sandra Imelmann Sean McEown Sheena Gauldie Stefano Innocenti
Sandro Graziani Sean Morgan Sheldon Mattson Stefano Pisani
Saneth Sean O'Connor Sheogorath Stefano Rinaldelli
Santiago Harrig Shrock Sean Owen Sheri Hostetler Stefano Stradaioli
Sara sean stockton Shiona K. stefano tagliaferri
Sarah Sean Whitley Shoshone Bessinger Steff9488
Sarah Sean Williamson shuwulf Stein95
Sarah Delucchi Sebasti Aan SilkFeet Stephanie Möllmann
Sarah Dillon Sebastian Simon Stephanie Swan Quills
Sarah Frisk Sebastian Agoston simon olthof Stephen
Sarah Jensen Sebastian Kehrle Simon Taylor Stephen bowyer
Sarah Riederer Sebastian Padilla Simone Stephen Burnette
Sarah Ritchey Sebastian Roithmayr Simone Bencivenni Stephen Hoffman
Sascha Petry Sebastiano Simone Cilurso Stephen Mills
SAShenanigans Sebastien Meilleur Simone Cimarelli Stephen Murrell
Savannah secondrevan Simone Colombo Stephen Naum
Saxon Freiner Selene Simone Formicola Stephen Sale
sbarrie Seraphic Simone Lelli Stephen Thompson
Backers' List
231
Steve Bush Temor Amin-Arsala Tim Hasselmann Travis Spencer
steve davis-burden Terence Tim J. Meyer Treme
Steve John Terrelle Shaw Tim Rumpel Trenton S. Passey
Steve Oaks Tesseract Comic Supply Tim Sherman Trevor
Steven TESSIER Johan Tim Yore Trevor Bain
Steven Bauling Test Backer Timothy Trevor Satterfield
Steven Beverage Tethaldin Timothy G Smith Trey Regini
Steven Hill Tharek Timothy Martin Trina C
Steven Jacobs Thaythe Timothy Ollmann Trinket
Steven Lightheart The Carny Timothy Roller Tristan Brothers
Steven Marek The_Lost TIN CHI YANG Tristan Irwin
Steven Muniz The12ZodiacKeys Tina Solvang Tristan Merrick
Steven Muschelli Theenigmapainter Tirelli Matteo Tristan Parker
Steven Reckner Thelonius Bashford Tobi Fischer Troy Russell
Steven T Skelley Theodore Rockwood Tobias Dara Kankelborg Troy van Loon
SteveWes Moots TheOptenGamer Tobias Gies Tsai Ping-Heng
Stizark Theresa Davis Tobias Holgier TTT
Stormeymiles Therese Toby Tuck Allman
StrangeMortal Thien Duc “Hazenai- Todd Ture Westlund
Striker2054 zel“ Tien Todd Branch tuu huynh
Stuart Fields Thierry Fonville Todd Goldberg twistedcrow
Suica88 Thimo Wilke Todd Mark Prokipchuk Ty Kendall
Superdepressed Thomas Tom Ty Larson
Sussie Jensen Thomas Tom Tyler
Sweethearts or Rivals Thomas Tom Tyler
SWSpook Thomas Tom Burdak Tyler Gage Hazeslip
syhshen Thomas Tom Guy Tyler Gay
Sylthfarne Thomas “Thane“ Tom Hunt Tyler Griffis
Sylvie Klemm Thomas Dols Tom Tolios Tyler Hamilton
Szymon Thomas Gately Tom Walton Tyler Hoppert
Tadd Layton Thomas Lake Tomasz Borys Tyler Matthews
TaerTech Thomas Martin E. Tommaso Tyler Miller
Talon Thomas Micheli Tommaso Aimo Tyler Montgomery
Talon Jordan Thomas P. Kurilla Tommaso Palieri Tyler Walthers
Tana Kumar Thayalan Thomas Roberts Tony Tyler Wenger
Tanis Mech Thomas Rodden Tony Tyler Wilson
Tao Sun Provaroni Thomas Talamini Tony Coleman Tzah druker
Tarik Taylor Thomas Watchorn Tony Contento Ubaldo Boccuni
Tasty Pixels Thor Biafore Tony Dane Ulli Rika
Tay ThorneInYourSide Tony Horne Umut Batu
Taylor Hackel Thorsten Schmidt Tony Smith unlor1965
Taylor Kent Thræknïr Tony Tamasi Utricularia
Taylor Randolph Tia Briggs Tony Whalen Vadis
Taysa86 Tiffany Forcier Topher Bostick VaetheDM
Ted Houseman Tiffany H Topper Valentina Vargiu
Ted McClintock Tim Tr GW Vamp927
Ted Packwood Tim Baker Travis Gagliano Vampia
Teddy Vanderjagt Tim Hall Travis Leonard Vance Walsh
NIGHTFELL
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Vaughn Romero William Zach H
Verena Gatto William Zach Hanson
Verllamica William Zach Yokell
Vesala William Ausband Zachariah
vic meakin william bidleman Zachary
Vicki Duchrow William Caldwell Zachary
Vicki Vaught William Cosgrove Zachary Dasilva
Victor Cordes William Doetsch Zachary DeDionisio
Victor Simpson William Forsythe Zachary Ian Ferguson
Victoria william gunderson Zachary Morris
VINCENZO William Jackson Zachary Roberts
Vincenzo Ciannavei William Johnson Zachary Smith
Vincenzo Mirra William Jones Zachary Tomokane
Vincenzo Valenti William Jones Zachary Wood
Vinny Van Gool William Keiser Zack Deeter
Violet Dancia William Mock Zack Kirback
Vitaliy Liptchinsky William Pullen Zack Rees
Vittorio William Schoenberger Zahgurim
Voidgazer William Schucker Zara
Voke William Scott Zeb Walker
Volodymyr L Revenok William Z. Cohen Zeke Hubris
Wade John Percival Wingwolf89 Zero Caige
Walker Lee winterknight Zhengran Wang
WalnutsRP wintersmith057 ZioJS
Walter Kinkel Wise Athena zoncar
Walter T Worden III WiseWolf Zoopy
Wanderyak Wolfgang Von Painfist ZwaiTan
Washington Pearce wolpaladin ZyppO
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TABLE OF CONTENTS
A Apostate , 131
Acirenzia. Drifter , 133
see Vampire (Class) , 119 Enclave Dweller , 134
see also Acirenzia’s Sceptre (Magic Items) , 165 Exile , 135
Adventure Gear. Legends’ Scholar , 136
see Adventure Gear , 164 Night Nomad , 137
Age. Raised by Witches , 139
see Ages of Iùrmen , 13 Seeker of Hope , 140
see also Iùrmen in the Lunar Age , 38 Touched by Evil , 142
Alper. Virtuous in Spirit , 144
see Alper Highlands , 41 Bedrock Barn.
Alperns. see Lake of Mounds (Alper Highlands) , 42
see Garnar – Alperns (Ethnicity) , 64 Benistat.
Anireth. see Old Way (Thur Province) , 45
see Anireth – First Men (Ethnicity) , 59 Beronzin.
Anvernia. see From the Land of Sarnèum to the Sun War
see The Lunar Cult and Its Mission , 27 (Ishdrim – Overseas People) , 70
see also Rizadrin – Moon Satyrs (Ethnicity) , 78 see also Twilight of the Satyrs (Rizadrin – Moon Satyrs) , 78
Apostates of Rahidra. see also Beronzin’s Flute (Magic Item) , 166
see The Apostates , 28 Birthmoon.
Arberon. see Birthmoon (The Moon) , 156
see Eastern Mark , 47
see also Lords of the Eastern Frontier (Gray Folk) , 68
Arcane Power.
C
see The Three Sources of Arcane Power , 16 Character’s Motive.
see also Warlock (Class) , 00 see Cues for Character’s Motive , 55
Archetype. Circle of Masciari.
see New Archetypes (New Options and Classes) , 81 see Druid (Class) , 86
Aresya. Classes.
see Lost Aresya , 45 see New Archetypes (New Options and Classes) , 81
Armor. see also New Classes (New Options and Classes) , 101
see New Armors , 160 see also:
see also Magic Items , 164 Barbarian , 81
Asvizert. Bard , 83
see Innkelch Valley (Alper Highlands) , 41 Cleric , 84
Druid , 86
Fighter , 88
B Lunar Cultist , 101
Background. Master of Tradition , 108
see New Backgrounds for Survivors , 127 Medium , 113
see also: Monk , 90
Adept of a Circle , 127 Ranger , 92
Ancient Lineage , 129 Rogue , 94
NIGHTFELL
234
Sorcerer , 95 Entities from Sidìr.
Vampire , 119 see The Four Truths and the Old Tradition , 17
Warlock , 97 see also Religion & Culture , 24
Wizard , 99 see also Supernal Divines (The Divine) , 31
College of Hexes. Erven.
see Bard (Class) , 83 see The Divine - Chart , 34
Cult of the Serpent. see also Ervenrun (Eastern Mark) , 47
see Cult of the Serpent (Other Religions) , 28 see also Lords of the Eastern Frontier (Gray Folk) , 68
see also Descendands of Erven the Strong
(Background – Ancient Lineage) , 130
D see also Erven’s Hammer (Magic Items) , 169
Dark Mirror. Ervenrun.
see Dark Mirror (The Three Sources of Arcane Power) , 16 see Ervenrun (Eastern Mark) , 47
Darkmist. Ethnicity.
see Lake of Mounds (Alper Highlands) , 42 see Ethnicities , 59
Dark Paths. see also:
see Vampire (Class) , 122 Anireth – First Men , 59
Divination. Ejre – Primevals , 62
see Lunar Divination (The Moon) , 156 Garnar – Alperns , 64
Deity. Gray Folk , 68
see Religion & Culture , 24 Ishdrim – Overseas People , 70
see also The Divine - Chart , 31 Krampus , 73
Domain of Creation. Lyvar – Night Faeling , 76
see Cleric (Class) , 84 Rizadrin – Moon Satyrs , 78
Dread Shambler.
see Dread Shambler (Druid) , 88
Dreamfrost Hideway. F
see Innkelch Valley (Alper Highlands) , 41 Fiery Lowlands.
Dreamstrider. see Fiery Lowlands (Sarneum) , 50
see Ranger (Class) , 92 First Language.
see First Language (Languages of the Known Lands) , 58
First Men.
E see Anireth – First Men (Ethnicity) , 59
Earthly World. Forest of Streghi.
see The Earthly World (The Three Sources of Arcane Power) , 16 see Forest of Streghi (Eastern Mark) , 48
Eastern Mark. Forgotten East.
see Eastern Mark , 47 see Forgotten East (Known Lands Overview) , 41
Echoes of Death. Four Truths.
see The Four Truths and the Old Tradition , 17 see The Four Truths and the Old Tradition , 17
see also Religion & Culture , 24 see also Way of the Four Truths (Monk) , 90
see also Supernal Divines (The Divine) , 31
see also Whisper of the Echoes
(Languages of the Known Lands) , 58 G
see also The Divine - Chart , 34 Garnar.
Ejre. see Garnar – Alperns (Ethnicity) , 64
see Ejre – Primevals (Ethnicity) , 62 Ghost (Nature of the Ghost).
Ènferun. see Medium (Class) , 113
see Dark Mirror (The Three Sources of Arcane Power) , 16 see also Wandering Ghost (Medium) , 117
Table of Contents
235
see also Valiant Ghost (Medium) , 118 K
see also Jinx Ghost (Medium) , 118 Keepers of Knowledge.
Gloomvale. see Master of Tradition (Class) , 110
see Ravines of the Encaged (Lost Aresya) , 46 Keràdos Isles.
Grassland of the Ancients. see Keràdos Isles (Sarneum) , 49
see Grassland of the Ancients (Lost Aresya) , 45 Kingpost.
Gray Folk. see Kingpost (Eastern Mark) , 49
see Gray Folk (Ethnicity) , 68 Known Lands of Iùrmen.
Grim Threshold. see The World of Iùrmen , 36
see Grim Weapons , 153 see also Known Lands Overview , 39
Grim Weapons. Krampus.
see Grim Weapons , 153 see Krampus (Ethnicity) , 73
H L
Harkemite. Lake of Mounds.
see Names of the Ishdrim (Ishdrim – Overseas People) , 71 see Lake of Mounds (Alper Highlands) , 42
Heretic. Lagoran.
see Necromantic Heresy (Other Religions) , 31 see Of Lagoran and Mirithlen , 17
Hislith’s Spear. see also Unholy Sacrament , 27
see Hislith’s Spear (Eastern Mark) , 49 see also Myths (The Divine) , 32
see also Lords of the Eastern Frontier (Gray Folk) , 68 see also The Divine - Chart , 34
Hollow Isles. Language.
see Hollow Isles (Known Lands Overview) , 41 see Languages of the Known Lands , 56
see also Language of Stone
(Languages of the Known Lands) , 57
I see also First Language
Innkelch. (Languages of the Known Lands) , 58
see Innkelch Valley (Alper Highlands) , 41 Language of Stone.
Interdiction from Evil. see Language of Stone (Languages of the Known Lands) , 57
see Interdiction from Evil (Possession) , 151 Last Sun.
Ishdrim. see The Last Sun , 21
see Ishdrim – Overseas People (Ethnicity) , 70 Legacy of the World Below.
Istite. see Sorcerer (Class) , 95
see Names of the Ishdrim (Ishdrim – Overseas People) , 71 Lunar Cult.
Item. see The Lunar Cult and Its Mission , 27
see New Items , 158 see also Lunar Cultist (Class) , 101
see also Magic Items , 164 Lunar Oaths.
see also Unusual Items from Iùrmen , 178 see Lunar Cultist (Class) , 103
Iùrmen. Lyvar.
see The World of Iùrmen , 36 see Lyvar – Night Faeling (Ethnicity) , 76
see also The Earthly World
(The Three Sources of Arcane Power) , 16
see also Ages of Iùrmen , 13
see also Iùrmen in the Lunar Age , 38
NIGHTFELL
236
M Night Master.
Ma’Hal the Third. see The Night Master’s Task , 12
see Ishdrim – Overseas People , 70 Night Mystic.
see also Crown of Ma’Hal the Third (Magic Items) , 167 see Vampire (Class) , 124
Magic. Night Predator.
see Lunar Magic , 182 see Night Predator (Vampire) , 122
see also Night World and Magic (Iùrmen in the Lunar Age) , 38 Northern Lookout.
Mairan. see Northern Lookout (Alper Highlands) , 41
see Innkelch Valley (Alper Highlands) , 41
Maksafàr.
see Maksafàr (Sarneum) , 50 O
Marshes of the Hollow Sea. Oath of Rahidra.
see Marshes of the Hollow Sea (Eastern Mark) , 48 see Paladin (Class) , 91
Mirithlen. Old Civis.
see Of Lagoran and Mirithlen , 17 see Old Civis (Lost Aresya) , 46
see also The Moon Goddess Myth , 20 Old Covens.
see also The Lunar Cult and Its Mission , 27 see Old Covens (Other Religions) , 30
see also Old Covens (Other Religions) , 30 Old Pagan Cults.
see also Major Authorities (The Divine) , 31 see Old Pagan Cults (Other Religions) , 30
see also The Daughter of the Sun who Touched the Moon Old Religion of Sarneum.
(Ishdrim – Overseas People) , 71 see The Divine - Chart , 34
see also The Divine - Chart , 34 Old Tradition.
Mirithrun. see Old Tradition , 27
see Owlrock (Eastern Mark) , 47 see also The Four Truths and the Old Tradition , 17
Moon. Old Way.
see The Moon , 155 see Old Way (Thur Province) , 45
see also: Orindian.
Lunar Blessing , 157 see Names of the Ishdrim (Ishdrim – Overseas People) , 71
Lunar Influence , 157 Overseas People.
Lunar Hex , 157 see Ishdrim – Overseas People (Ethnicity) , 70
see also The Moon Goddess Myth , 20 Owlrock.
see also The Lunar Cult and Its Mission , 27 see Owlrock (Eastern Mark) , 47
see also School of the Moon (Wizard) , 00
see also Lunar Cultist , 101
see also Lunar Magic , 182 P
Mourn Wastes. Pale Hunter.
see Mourn Wastes (Thur Province) , 44 see Vampire (Class) , 124
Past.
see New Backgrounds for Survivors , 127
N see also Ages of Iùrmen , 13
Nanni Orku. Path of the Unholy.
see The Divine - Chart , 34 see Barbarian (Class) , 81
see also Minor Authorities (The Divine) , 31 Patron.
see also Ancestral Customs (Ejre - Primevals) , 63 see Warlock (Class) , 97
Nature (Reckoning of Betrayal). Penumbra.
see Garnar – Alperns (Ethnicity) , 65 see Ruins of Penumbra (Eastern Mark) , 49
Night Agent. see also Lords of the Eastern Frontier (Gray Folk) , 68
see Rogue (Class) , 94
Table of Contents
237
Perchta. S
see The Divine - Chart , 31 Sarneum.
see also Minor Authorities (The Divine) , 31 see Sarneum , 49
see also Krampus (Ethnicity) , 73 see also Ishdrim - Overseas People (Ethnicity) , 70
see also Pertcha’s Blood (Background – Ancient Lineage) , 130 see also Heirs of the Kingdom of Sarneum
Possession. (Background – Ancient Lineage) , 130
see Possession , 151 Satyr.
Primes. see Rizadrin – Moon Satyrs (Ethnicity) , 78
see Death of the Primes , 26 see also The Lunar Cult and Its Mission , 27
see also Supernal Divines (The Divine) , 31 see also Sons of the Early Satyrs
see also Second Truth (Background – Ancient Lineage) , 130
(The Four Truths and the Old Tradition) , 17 Scarlet Soldier.
Primevals. see Vampire (Class) , 123
see Ejre – Primevals (Ethnicity) , 62 School of the Moon (Arcane Tradition).
Primordial Runic. see Wizard (Class) , 99
see Wild Jargon and Primordial Runic Sempiternal.
(Languages of the Known Lands) , 56 see The Sempiternal (The Three Sources of Arcane Power) , 16
Province of Thur. Sidìr.
see Thur Province , 42 see The Sempiternal (The Three Sources of Arcane Power) , 16
Silzerin.
see Twilight of the Satyrs (Rizadrin – Moon Satyrs) , 78
Q Soul Affliction (Chart).
Quiman. see Spiritual Festering (Grim Weapons) , 154
see The Last Sun , 21 Soul Points.
see Soul Points , 148
see also Possession , 151
R see also Grim Weapons , 153
Rahidra. Spell.
see The Divine - Chart , 34 see Spells and Rituals , 180
see also The Apostates , 28 Syla.
see also Ejre - Primevals (Ethnicity) , 62 see Syla woods (Lost Aresya) , 46
see also Oath of Rahidra (Paladin) , 91
see also Ancient Disciples of Rahidra
(Background – Ancient Lineage) , 130 T
Ravines of the Encaged. Temple of the Sands.
see Ravines of the Encaged (Lost Aresya) , 46 see Temple of the Sands (Sarneum) , 50
Religion. The Divine - Chart.
see Religion & Culture , 24 see The Divine - Chart , 34
see also Ecclesial Hierarchies , 27 Thurinthian.
Rinalta. see Deep Thurinthian (Province of Thur) , 44
see Rinalta’s Remnants (Thur Province) , 44 see also Rise and Fall of the Anireth (Anireth – First Men) , 59
Rizadrin.
see Rizadrin – Moon Satyrs (Ethnicity) , 78
U
Unholy Sacrament.
see The Unholy Sacrament , 27
NIGHTFELL
238
V
Vampire.
see Vampire (Class) , 119
see also Variant: Garnar Vampire (Garnar - Alperns) , 66
W
Wailing Mire.
see Wailing Mire (Thur Province) , 43
Warden of the Dead.
see Fighter (Class) , 88
Way of the Four Truths.
see Way of the Four Truths (Monk) , 90
Weapon.
see Grim Weapons , 153
see also Magic Items , 158
Whisper of the Echoes.
see Whisper of the Echoes (Languages of the Known Lands) , 58
White Plateau.
see White Plateau (Alper Highlands) , 41
Wild Jargon.
see Wild Jargon and Primordial Runic
(Languages of the Known Lands) , 56
World Below.
see The World Below (Known Lands Overview) , 40
Wraith’s Coast.
see Wraith’s Coast (Known Lands Overview) , 40
X
Xivanis.
see Ruins of Xivanis (Thur Province) , 43
see also The Last Sun , 21
see also Rise and Fall of the Anireth (Anireth) , 59
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