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HORROR FANTASY SETTINGS FOR 5TH EDITION

Author and Artistic Director: Angelo Peluso


Editorial Supervisor: Angelo Peluso
Development of Game Mechanics: Andrea Back
Writing: Angelo Peluso
Objects Development: Angelo Peluso, Dario Berto
Spells Development: Andrea Back, Enrico Romeo
Cover Illustration: Helge C. Balzer
Endpapers Illustration: Federico Musetti
Maps: Angelo Peluso
Internal Illustrations: Angelo Peluso, Roman Kuteynikov, Michele Esposito, Vincenzo Pratticcò, Alessandro Paviolo,
Domenico Cava, Federico Musetti, Alberto Dal Lago, Anton Solovianchyk, Samuele Bandini, Nicola Angius,
Matteo Spirito, Enrico Serini, Lapo Roccella, Jacopo Schiavo, Daniele Di Parma
Graphic Design and Layout: Michele Paroli, Silvia De Stefanis, Angelo Peluso
Character Sheet: Angelo Peluso
Editing: Umberto Longhi
Safer Space: Marta Palvarini
English Translation: Umberto Longhi
Editing and Proofreading: Uberto Longhi, Kevin Fannin

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

Nightfell is a horror fantasy setting created by author and


illustrator Angelo Peluso for the 5th edition of the most fa-
mous tabletop role-playing game in the world.

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…

While devising ways to create a horror-like atmosphere for


your players, take these simple tools into account, and unleash
THE NIGHT MASTER'S your imagination!
TASK
Every role-playing game needs its narrator, or Game Master, DECLARATION
but game sessions set in the sombre lands of Iùrmen need OF INTENTS
their own term: a Night Master!
By using this book (The Nightfell Corebook) together with The world of Iùrmen is singularly grim and relieving your
the Nightfell Bestiary, a narrator should have all the necessary players from the horror and the macabre would be a waste.
tools to adjust your 5th edition game sessions to such a setting. You have the chance to experiment with game sessions where
the main focuses are tension and the struggle against dark
powers. Use whatever narrative tool you prefer for the task.
That said, keep in mind that some players might be sensi-
tive towards some topics. Although the design of adventures

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.”

- Lorarco from Ervenrun, Master of Tradition -

This introductory chapter contains what is known about


Iùrmen’s history and its most preeminent events.

The Three Sources


of Arcane Power , 16
The Four Truths
and the Old Tradition , 17
Of Lagoran and Mirithlen , 17
The Moon Goddess Myth , 20
The Last Sun ,, 21
THE THREE SOURCES mortal species dwell. The energy that rules over this world,
OF ARCANE POWER as it rules over all life, comes from the Primes: ancient and
omnipresent beings of sidereal origin.
Since the beginning, mortals’ greatest interrogative was the
origin of all. Eventually, the source of life was traced to the
presence of three separate worlds. These three worlds presided
THE DARK MIRROR (ÈNFERUN)
over three different sources of arcane power, inherent to the This spectral reality harbours nothing but darkness and death
world themselves. and it is intertwined in a dualism with the Material Plane.
Its name - Ènferun - means underworld, or abyss, in the
Prime Tongue. Anything considered negative, disruptive,
THE SEMPITERNAL (SIDÌR) obscure, or concealed from light belongs in this dimension.
Also known as Outer World or Sidereal Plane, this is a Here reside the mirrored images of the Primes, known as the
dwelling for supernal beings. A boundless space, filled with Death Echoes. These dark entities enslave the souls of the
stars and celestial bodies. Jagged with lights and nothingness. wicked, who are drawn to them in death, and defile any life
In this infinite layer of reality, every entity pays close attention form that falls into their influence.
to the vicissitudes of life created on the Material Plane. No one knows what fate awaits those who die in Iùrmen.
Most believe in, and pray for, becoming part of the world and
of the Primes’ conscience, while others long for the cosmos.
THE EARTHLY WORLD (IÙRMEN) One belief, however, is shared by everyone: those who die in
Mortals also call it Iùrmenvi (“of the living”), or Material unholiness, dishonour or with a curse upon them are destined
Plane. This is the known world, where all living beings and to spend eternity in Ènferun.

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

“Died the Sun and the Prime with it,


mortals’ sense and lives did wither.”

- Introduction to the Lunar Cult sacred texts -

This chapter introduces the leading religions of Iùrmen,


and the entities worshipped in this nightly world.

Death of the Primes , 26


Ecclesial Hierarchies , 27
The Old Tradition , 27
The Unholy Sacrament , 27
The Lunar Cult and Its Mission , 27
The Apostates ,, 28
Other Religions , 28
The Divine ,, 31
DEATH OF THE PRIMES
The sun has always been considered the Prime that came
first, the supreme being that descended from Sidìr to watch
the world of mortals. His light was pure energy, life, warmth.
All beings from the Sempiternal took form in the Earthly
World, yet he seated himself above all creation at the begin-
ning of everything. He was called Sùlen by the pagan cults
prior to the Tradition, and Hollon by the Ishdrim. The latter
chose him as their foremost god, and he ruled over life, puri-
ty, and honour. When Ènferun corrupted the world, Hollon
died, ripped apart and tainted by darkness. The Dark Mirror’s
necrotic touch seeped through his radiant heart, turning
him into a dark, extinguished aster and his ashes rained on
Iùrmen. Soon, the other Primes were consumed by death’s
icy touch when Existence and Nothingness merged. The gods
had fallen, and the Lunar Age had risen.
The few superior beings left in Iùrmen are the last sources
of life and keepers of the balance, while the living try to adapt
to the endless night.

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

Religion and Culture


27
appeared to me as if I were trapped in a shard of time, while the THE APOSTATES
world stopped, and an alabaster voice silently whispered to me. In the eastern region, where the Ejre had always watched over
We realized we had to pray to that radiance, as it was not a mere nature, Rahidra, the ancient shaman, still rules.
reflection of starlight, but a pure energy we were rewarded with The string of catastrophic events, such as the vanishing of
for our rebirth. We, as Mirithlen resurfaced from shadow, are the sun in a cloud of ashes and the advent of the dead, shook
born again out of darkness to the blessing of a new hope.” the souls of the Ejre people. The greatest shock was acknowl-
edging the subjugation of creation at the end of death, and
- Taken from “Rebirth of the Rizadrin”, by Anvernia - the inevitable manifestation of the Last Truth.
Rahidra had a long life thanks to her spiritual bond with
The Lunar Cult rose as a response to despair, a beacon of the primes, and now her power grows weaker by the day, as the
hope and consolation for those unable to adapt to the new Creators of the World face annihilation. Those who are still
world. It was Anvernia, eminent Satyr of the World Below, connected to nature and still believe in divine omnipresence
who gave birth to this religion, claiming she was blessed from began a solemn resistance to the death of the world, whose
the moon itself. She corroborated the theory according to most evident indicator was the withering of their shaman.
which Mirithlen did not fall prey to Ènferun after her death The Apostates of Rahidra, as the Lunar Cultists call them,
but instead ascended as a moon goddess. The goddess shone aim to hinder the Echoes of Death coming from Ènferun and
of her own light from the lunar kingdoms, next to the beings hold aloft the ideals of the Last Primes. This outlook brought
from the Sempiternal, and from there she bestowed power them to clash with the Lunar Cult, which envisage a new order
to her disciples. Anvernia was also an advocate for restoring and a new goddess, whereas the Apostates believe that, once the
the memory of Lagoran, relieving him from guilt, as his soul Primes are gone and primeval magic disappears with the spirit of
had been swallowed by the vile spirits of the Dark Mirror, the world, there will be no one left to worship any form of divine.
and they were using his body as a vessel to manifest on the
Material Plane. Verily, the one said to have emerged from the • Main Authority: Rahidra
tear in Thurinthian was nothing other than an empty shell • Officiants: Druids & Shamans
filled with foul entities claiming the name of Lagoran. • Militia: Clerics and Paladins Devoted to Rahidra
The Lunar Cult quickly gathered multitudes of acolytes
to worship Mirithlen, leaving the Old Tradition behind
and dedicating themselves to eradicating the evil haunting OTHER RELIGIONS
the world. Their mission is to defy the Unholy Sacrament,
the Undead and what became of Lagoran. They fight and Other than the aforementioned faiths and the past and pres-
profess their faith with conviction, sure to be reunited with ent forms of paganism there are some minor cults, hidden to
moonlight on their dying breath, relieved from the yoke of most and worshipped in forgotten places.
undeath. Their worshipping place is Mirithrun, a temple built
at Owlrock after Anvernia came to free the area from the
Undead and reclaimed it as a place of pilgrimage.
CULT OF THE SERPENT
Lunar Cultists harbour respect towards the Masters of In other times, when the world was younger and densely pop-
Tradition, forwarding their research on folklore and ancient ulated, some cults came into the world quietly. They turned
history, whereas they often oppose the Apostates of Rahidra, to Dragons, last sons of an ancient force, tapping into their
who focus on what is left of the Primes. ferocity to find renewed strength.
These savage creatures evolved from prehistoric animals
• Main Authority: Anvernia from Mirithrun who were accidentally imbibed in sources of primordial pow-
• Officiants: Lunar Cult Priestesses er and stood thereafter as a symbol of evil in Iùrmen. The Cult
• Militia: Lunar Cultists of the Serpent idolized chaos and the primeval rage of these
creatures and, for a relatively brief period in the history of
Iùrmen, became a plague for ancient peoples.
The Cult disappeared throughout the First Age, when the
Dragons’ numbers decreased, and the First Men established
their empire.

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.”

- taken from “The True Story of the Saint” -

Religion and Culture


31
Maimone and Pantàsema are abstract beings, connected QUASIDIVINES
to the elements. The first one is a rain elemental, called upon The order of Quasidivines encompasses beings of such influ-
millennia ago along with his spouse, the one they call The ence and power that they attract followers. Even though they
Lady: she was prayed to favour the harvest by plowmen, and do not originate in the cosmos, and they never ascended to god-
her cult is spread across the rural and wild areas of Iùrmen. hood, these authorities exert a strong influence on mortals and
Sorapiss is a being mythicized by the Old Pagan Cults of are often involved in worldly matters across Iùrmen. As before
Alper. It is said to be a spirit born from the Primes, wandering the Lunar Age, so now people are drawn to charismatic figures.
across lakes and mountains. Though some consider him to be
a myth, most Alperns are faithful to him for he represents
winter and the harshness of mountains. MYTHS
The Mazarol is a malicious entity whose presence has Some personages from history have acquired so much fame
been witnessed sporadically throughout the centuries. It is during their life that legends have arisen in their wake and
mostly feared by those who live in the woods, as it leaves have been passed on generation after generation. They can be
footprints just off the beaten path. Some believe that those considered as points of reference for both good and evil in the
who walk over even one of those footprints are compelled to eyes of those who nourish their legend.
follow The Mazarol to its lair where it will feast on mortal A notable exception amongst these myths is surely
souls. Some witches’ covens worship it to harness its power as Lagoran, whose power is even greater than the Major
a means for destruction. Authorities’, for his body is a host for several Echoes of Death
at the same time.

NIGHTFELL
32
THE DIVINE - CHART

AUTHORITY DOMAIN ASSOCIATED CREED

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.”

- Alysàndira, Lunar Sorceress of Grey Folk -

This chapter explores the Known Lands of Iùrmen and the


dying world that stretches before your eyes.

Iùrmen of Lunar Age , 38


Known Lands Overview ,, 39
Alper Highlands , 41
Thur Province ,, 42
Lost Aresya ,, 45
Eastern Mark ,, 47
Sarneum ,, 49
IÙRMEN NIGHT WORLD AND MAGIC
IN THE LUNAR AGE The use of magic has radically changed throughout the ages:
in the Lunar Age, the sources of arcane power are hopelessly
The Earthly World fell into darkness in the year 582 a.L. and led astray by darkness, and the employment of spells is a dan-
the evil that broke free in Xivanis reached every corner of gerous practice.
Iùrmen. A day that came to be engraved in the memory of all Harnessing the magic weave of reality has become harder
peoples and was forever known as the “Last Sun.”, the first due to the merging of the Dark Mirror with the Material Plane
day of the Lunar Age. that made the immanent powers of Existence highly unstable.
In the following decades, the world has radically The arcane balance studied by magic users since the dawn
changed. Many races died out in the chaos of the ear- of time has nearly vanished, and both sorcerous and supernat-
ly days of darkness. Many overground cities fell, and the ural powers can easily consume the soul of the practitioner.
World Below was purged of its inhabitants and overrun by As of today, few have mastery over enchantment, and most
Abominations. A handful of strongholds and settlements come out of the process corrupted.
stand against it all and became the last safe havens in a
ruthless and ghastly world. LUNAR DAYS
The Lunar Age of Iùrmen is now in its 115th year, and Days in Iùrmen are swallowed in an endless night, for the sun
only among the Anireth and the Rizadrin, the most long- is dead and the otherworldly veil separating the Dark Mirror
lived races, some still live who remember the world as it was has vanished. Still, the people of Iùrmen found a way to keep
before, but not for long. track of time.

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.

LAKE OF MOUNDS THUR PROVINCE


North of the Known Lands there is a frozen lake so large
it was thought to be a sea. On its shores the Alperns who Located in the center of the known world, this vast region
resided in nearby villages buried their dead. These hallowed harbours some of the most glorious ruins of the old First
grounds are covered in burial mounds, altars, and other plac- Men’s empire.
es of worship where forefathers, great heroes, and influential The blight that defiled the world sparked from its capital,
leaders were once remembered. Xivanis, making this area the most corrupt in all of Iùrmen, to-
Now,these shores are just another abode for enraged wraiths. gether with the World Below. In the depths of the fallen capital

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.

MARSHES OF THE HOLLOW SEA


Once thriving and fertile, it is now among the vastest and
ghastliest marshes on the continent, where ruins of rural
buildings can still be found amid the willows.
An odd atmosphere of bubbling puddles where unknown
creatures make unsettling noises, and the air is so damp that
it is hard to breathe.

NIGHTFELL
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.

NIGHTFELL
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."

- Milek, Lunar Cultist of the First Men –

This chapter describes the various ethnicities, specializa-


tions, and backgrounds that nocturnal adventurers can
choose from: a guide to the creation of your characters in
the dark night of Iùrmen.

Wanderers in a Night Eternal , 54


Cues for characters’ motive , 55
Languages of the Known Lands , 56
Ethnicities ,, 59
New Archetypes , 81
New Classes ,, 101
New Backgrounds for survivors , 127
WANDERING
IN A NIGHT ETERNAL
"Working all day: such was the life at Owlrock. Contributing in
every way to the survival of the city is everyone’s duty and I just
wanted my family to have a safe place to live.
That night, I came home pervaded by a strange feeling of
anguish. The cold leaked from the walls and the silence was
broken by feral guttural breaths. The spade fell out of my hands
when I saw my wife tearing the flesh out of our dog's lifeless
body, forcing our son to eat it. Something black and liquid filled
her once brown eyes, feeding on our child's horror. She sneered
sadistically, moved by something dark that had grasped her soul.
I was forced to pick up the spade and put her down in front of
our son.
This is how they act, they seek the most fragile among us and
corrode their spirit. Few can resist the wounding of the soul and
lose hope in their hearts after seeing the horror of glassy cruel eyes,
once belonging to loved ones.
I could not go back to that house, so I grabbed my son and took
him away from those walls rotting with hate.
Something was lingering within , eager to keep tormenting
me and my child. There was nothing left to do but waiting for
someone reckless enough to free that place from evil."

In the world of Iùrmen, the horrors of the night are a constant


that every survivor must adapt to. Most of its inhabitants were
born in the eternal darkness, and in it they perpetuate their
existence. What moves the spirit of these people is often terror,
but also a firm will to restore a balance and a new form of civ-
ilization that can withstand the burden of evil in this new era.
The instinct for survival is often paramount, giving rise to
scenes of conflict between survivors or between small settle-
ments that compete for resources. The most organized out-
posts, on the other hand, collaborate, protect themselves and
desperately guard what remains of the living. Nevertheless,
the collective mood is grim, leaving room for mistrust and
xenophobia.
It is in this miasma of uncertainty and fear that those who
roam in the night sometimes rise to the challenge. Nocturnal
adventurers are moved by motives different from those of or-
dinary people, capable of giving them the bravery and the
recklessness needed to venture into the unknown. Some swear
to show no fear or hesitation in the face of evil, eternally tor-
mented by the death of a loved one . Others are animated by
an unwavering faith or by the hope of salvation.
Still, others embrace the darkness, pursuing their own ends
without fear of consequences. Even amongst such individuals,
however, few people crave the total nullification inspired by • Noble ideal: One of the most common motives among
the Echoes of Death. adventurers is faith in something superior.
All characters, both players and NPCs , participate in A dark and unknown evil has swallowed the life
a carousel of events to establish new balances in a dying and inhabitants of Iùrmen, and nothing remains but
civilization. to rely totally on the will of the gods and literally
on their commandments, in the hope of a new
beginning. They will carry the verb of their doctrine
CUES FOR CHARACTERS’ to brighten the afflicted and hunt down the sworn
MOTIVE enemies of their divinity.
• The search for someone or something: A son lost in the
Before starting a campaign , it would be especially use- mists of the moors, a legendary object for their own
ful for the Night Master and the players to make a detailed culture, a monster that has razed an entire village to
Declaration of Intents! the ground; these are motives enough to push some
Adventures in the world of Iùrmen are always charac- characters to wear a cape and go into the night. During
terized by dangerous enemies , journeys through bleak and the journey, the bond that has been established with the
desolate heaths, and visions of horror which would put even party of adventurers you have joined may persist even
the bravest to test. Still, some individuals decide to brave the after the end of your personal search.
road. Some choose to fight, hunt down monsters, and put • Scars of the past: growing up in the Lunar Age
themselves in extreme situations. What can be the reasons for involves trauma and tragedy, and some characters
such stubbornness, or foolishness? vow to prevent such dramatic events from happening
The motivation and history of the individual characters is to others. The will to make a difference allows these
fundamental to making sense of the party’s journey, intertwin- individuals to endure a life subjected to a constant
ing them with the story narrated by the Night Master, and cre- danger. They are often looking to deal with threats
ating a narrative motive that can allow players to identify with that in the past have left them with a sense of
the choices they will have to make. In this setting, it would be helplessness.
useful to write a couple more lines about your story and take • There is no turning back: It is not unusual for even
advantage of the Backgrounds described in this manual. Here the most common of people to find themselves
are some tips that can inspire players when they need to devise embroiled in matters larger than themselves. A city
the reasons for travelling while playing their adventurers. guard looking for a creature, a nomad who is missing,
a scholar forced to turn research into practice:
• An unusual source of income: Resources are limited and a Unforeseen challenges have found them having to
place in the community is often denied to those who do rely on their resilience to face what awaits them in
not know how to make themselves useful. The character the shadows.
manages to do what many can only imagine and is not • Dark vocation: Some characters develop a real obsession
afraid to hunt down the creatures of the night. In doing with darkness and learn to draw power from occult
so, they could survive long enough for rumours of their and terrifying forces. They could set off on a journey
exploits to spread, making them sought by the needy, in search of dark artifacts, forbidden knowledge, or
and thus always finding open doors as long as they lend simply experiences at the very edge of reality. They may
their strength and audacity. find themselves helping other people, but their goal
• No hope: The character's emotional resources are will always be to impose themselves in this new society
depleted. Everything is lost and every reason to live thanks to the abuse of something vile.
seems in vain. They advance by inertia, trying to • Curse victim: Characters may encounter malicious
reunite with what they have lost and to achieve a death entities, either by accident or voluntarily. Often these
worthy of concluding their story. Despite the apparent interactions include terrible afflictions and dark spells
pessimism, these characters can hide a remote desire that make a mark on the adventurer's soul. These
to re-emerge from anguish to find new reasons to live characters set out in search of a way to untie the curses
and fight: new people to protect or a noble purpose to that afflict them, their loved ones, or even the entire
pursue before their existence comes to an end. community to which they belong.

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55
LANGUAGES WILD JARGON AND PRIMORDIAL RUNIC
OF THE KNOWN LANDS Wild Jargon is a very ancient language, precursor even to the
First Language. This was the language of the early Satyrs
Iùrmen is an old world where different cultures and civiliza- before they split into Beronzin and Rizadrin. Wild Jargon
tions have risen and fallen. This historical heritage is passed is an oral idiom corresponding to Primordial Runic, a runic
down in the customs and languages of the survivors. alphabet whose characters can represent both phonemes and
concepts and images. This language was transmitted by the
Over the millennia, different languages have merged into a Golden Satyrs to the Ejre, who still use it.
single language that everyone could understand; nevertheless,
ethnic idioms are still widely used.

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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).

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FIRST LANGUAGE WHISPER OF THE ECHOES
The first language used by mankind in Iùrmen. It was created This mysterious language is nothing more than the voice of
by the Anireth and was used over the centuries and through- the Echoes of Death and the creatures of the dark. Listening
out Iùrmen by other human cultures. The First Men still re- to such senseless rambling means risking one's sanity, and
member it and employ it, despite the advent of the Common only those who have a strong connection to the Dark Mirror
Language. From it derives various dialects, among which the are able to speak it.
Common Language stands out, merged with elements of lan- It also seems to include some untranslatable symbols,
guages belonging to other ethnic groups. which are sometimes transcribed by those who want to open
The Rizadrin also gave the First Language symbols writ- a door to the dark world of Ènferun. Still, no one has ever
ten for numbering, different from those they already em- been able to attribute meaning to these glyphs, which are
ployed , and these are used almost by everyone, except by the called Nightsigns, let alone transcribe them, unless they are
inhabitants of the underground. inspired by dark beings.

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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.

ANIRETH – FIRST MEN

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.

Rise and Fall of the Anireth


About three centuries after the truths were revealed,
Thurinthian survived only in memory, mainly
because of the fragmentation that mankind
suffered throughout their ancient history, char-
acterized by political conflicts, geographical
expansions, and religious schisms. The two
main causes behind the city's abandonment
were the disastrous earthquake of the year
275 a.L. and the civil wars that followed.
The new capital, Xivanis, was built above
the ruins of the previous one. This city, far
from the honour and prestige of the previous
one, was the capital of what remained of the old prov-
ince of men, who had now proclaimed themselves
Anireth, or "elders" in the First Language. Their
society had remained faithful to the previous
legislature, with the Sages in command and
a social order divided into castes, but the
greatness of their ancestors was now lost.
The continuous wars and secessions of
the First Men had thinned out their ar-
istocracy, as only the nobles had the right
to form armies and could lay claim to new
lands . The need to form new social castes
had already upset Thurinthian society, and
this instability persisted in the disastrous
new capital. This led the Seven Sages of
Xivanis to endorse new social roles and,
at the same time, to lose sight of the

Adventurers of the night


59
sky: the Moon, renamed Mirithlen in honor of the one who
alone escaped the horror of the otherworld.

The Ancient Sin


The lust of the First Men, the lineage of the "elders" or
Anireth, was such as to lead the world into darkness.
This sin has cost the descendants of this noble lineage dearly
, relegating them to a life of outcasts and exiles. The remain-
ing Anireths were forever blamed as the cause of the Last
Sun and often live alone or are clustered in the Underground
Enclave of Ervenrun, the only place they can call home after
the fall of Xivanis. In that dark and unhealthy slum , hidden
from other ethnic groups, many of them accept their destiny
and the responsibility for the sin of their ancestors, striving
to prove their worth. Others yearn for vengeance and are still
lured to the dark power that hides beneath Thurinthian, in
their distant homeland.
The Anireth characters will come to terms with the prej-
udices of other peoples and the burden imposed on them by
the choices of the past. Although they maintain an austere
and bleak appearance in the eyes of many, some Anireth have
become important members of society, such as Masters of
Tradition or Lunar Cultists, or become wanderers and adven-
turers in order to redeem themselves by facing the darkness.

Racial traits of the First Men (Anireth)


warnings imposed by the doctrine of Truth, focusing exclu- The Anireth all possess the same racial traits, derived from
sively on politics. their dark heritage. Although they are easily identifiable from
The Anireth's mistake was to abandon the Ancient the diaphanous complexion, ice-colored eyes and silver-col-
Tradition after three centuries in order to seek new power in ored hair, the corruption of the Dark Mirror can manifest
the underground city where Lagoran's secrets were hidden. The itself with unique characteristics. The player can choose, if
warnings from neighboring cities were useless, as the humans they want, to assign a unique physical trait that will make the
craved the splendours of old and were convinced that the ruins character more or less monstrous, such as long claws, small
of Thurinthian held the key to the power of the First Age. Soon, horns, a tail, scales or spines, a variable number of phalanges
their remaining morals and intellectual values were diminished. or even strange skin spots in the shape of mysterious symbols.
They could not see the blasphemous threat that awaited them Those born with monstrous traits that are too evident are of-
at the end of their search, or that the memory of the ancestors ten abandoned at birth, in order to avoid attracting further
was bound to a cursed place, for in Thurinthian laid the shroud prejudice towards the family.
of the Dark Mirror, and the stone was rife with evil.
It was in that forgotten place, where the Anireth sought by- • Ability Score Increase: Your Intelligence score increases
gone glory and hid from their depressing day to day life, that evil by 2, and another ability of your choice increases by 1.
infiltrated the world from an open door left ajar centuries earlier. • Age: Anireth live longer than humans and can live up to
Dark clouds in the sky obfuscated the celestial vault, 150 years of age, despite having a similar aging process.
while the dead came back to life and grieving ghosts came to • Alignment: Anireth tend to struggle against their dark
haunt the eternal night. Thus, the men of Xivanis fulfilled the side, although many of them remain neutral or act to
Fourth Truth, and every inhabitant of Iùrmen experienced help the community; some, however, allow themselves
death and terror. That day, and for every day to come, the to be easily charmed by darkness.
hours were punctuated by the only glow that still lit up the • Size: As a human, your size is Medium.

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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.

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61
EJRE - PRIMEVALS

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.

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63
GARNAR – ALPERNS Pagan Folklore
Over the centuries, the Garnar gradually detached themselves
from the Ancient Tradition, adhering for the most part to
Hardened by the mountain pagan cults, more in line with the folklore of the cold north.
The Alperns are named after the Lands of Alper, which they col- They pass on the memory of the Giants, their predecessors,
onized thanks to their adaptability to harsher climates. Among who dominated the glacial lands, and of all the children of the
themselves they also use the name Garnar, named after one of forest, born from the heart of the Primes.
the last Mountain Giants who inhabited that place, a symbol Where the human soul struggled to explain certain phe-
of might and solemnity. The harshness of their homeland has nomena and the old creatures of the mountains, the Alperns
hardened them in body and spirit and, although they may seem have always dabbled in studying the ancient secrets to feel
all too blunt, a little rough around the edges, even compared to closer to the charm and the ferocity of nature. Among the
the customs of other peoples, their most intimate nature children of the Primes known to men were the Mountain
is that of a genuine and amiable people.

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.

When characters take on bestial traits, they have Disadvantage


on Charisma checks (except Intimidation).

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65
Nature of the Primeval Bear Variant: Garnar Vampire
Alpha Beast: When you take melee damage equal to or lower Vampirism imposes a drastic mutation on the Atavistic Beast
than your character level plus your Constitution modifier, you of an Alpern, giving rise to a unique kind of curse. This par-
can use your Reaction to make a melee attack against the attacker. ticular mutation replaces the "Reckoning of Betrayal" trait.
Beast Moon: you have Advantage on Charisma checks
(Intimidation) and your maximum Hit Points increase by 1 Nature of Dark Chiropteran
per level for the duration of the shapeshifting. Enhanced Senses: You have Advantage on any Saving Throw
to resist Blinded and Deafened conditions and to Wisdom
Nature of the Crag Bird of Prey (Perception) checks based on hearing.
Night Hunter: You have Advantage on Initiative checks and Beast Moon: Your senses are even more acute, to the point
opportunity attacks. that your melee attacks on invisible creatures do not have
Beast Moon: You have Darkvision up to 60 feet. and have Disadvantage and invisible creatures do not have Advantage
Advantage on Wisdom checks (Perception) based on sight. on attacks against you.

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.

NIGHTFELL
66
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.

Male names: Arthor, Brunwuln, Dormel, Elrikt, Fothur,


Ganjarn, Gejpkin, Iarkun, Irikur, Lifnijr, Mithern, Nefnuur,
Osvert, Rikirn, Rotvaast, Thafniir, Ulfthur, Uthur, Varknel,
Vithruut.
Female names: Asyer, Brinik, Clamtre, Deretthe, Eyvja,
Etthern, Gerdur, Jona, Jonnthe, Jrise, Korith, Lisneth,
Luarunn, Morigann, Ottreh, Ourinn, Phorinn, Ravne,
Sorneth, Valkeri.
Examples of Common nicknames: Strong Soul, Stone
Arm, Black Armor, Thick Hair, Quick Arrow, Frosty Blade,
Crimson Cloak, Bright Cloak, Hardbone, Cold Stone,
First Moon, Light Rock, Dark Glance.
Examples of Beast Moon nicknames: Red Eagle,
Sharpened Claw, Bloody Beast, Moon Owl, Odd
Raven, Swifthawk, Biting Jaws, Dark Wolf, Glaring
Werewolf, Winged Night, Dark Feather, Hound,
White Tiger, Proud Bear, Wingless, Broken Fang.

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GRAY FOLK The new government once had three neuralgic centres of
power: Hislith’s Spear, Arberon and Penumbra, all of which are
now nothing but ruins, haunted by anguished memories and
A manifold people spectral silences. The sacred place of the Gray Folk, where the
A vast and superstitious people, the Grays have an unpar- triumvirate gathered at the war table, was in the White City: a
alleled adaptability, aided by expansionist aims befitting a mountain stronghold now presided over by the wise Masters of
proud and ambitious dynasty. Over the centuries, they have Tradition. This was once the solitary outpost of power of Erven
made the unexplored and hostile lands of the Eastern Mark the Mighty, hence its present name of Erverun, in the First
their home, and the focal point of a culture that gathers cus- Language. Here, were preserved the relics of the ancient king
toms from a variety of sources.
Laboriousness, craftsmanship, and propensity for mili-
tary strategy have made the Gray Folk famous throughout
Iùrmen.They hold great political power over the peoples who
have settled in their cities after surviving the Lunar Age, and
their own numbers have suffered fewer losses than most.

Lords of the Eastern Frontier


When the Grays colonized the territory of the Eastern Mark,
expanding and claiming the entire region, they were led by the
first of their rulers: Erven the Mighty. He was an Anireth of
noble lineage who abandoned his roots to start conquering new
lands. His three sons gave rise to three distinct noble families
who inherited control of the new kingdom, moving from an
absolute monarchy to a form of oligarchy centered on a trium-
virate. The heads of families, whether male or female, of
the three dynastic lines became regents, renamed
Lords of the Mark, and each of them exerted
absolute power only over their own fief-
dom, where consultation with the other
two was mandatory regarding matters
of war and state, as established in patri-
arch Erven's written bequest.
Over the years, the different political
organization and environmental con-
ditions led the inhabitants of the Mark
to detach themselves culturally from
the First Men. This was also due to
the integration of other peoples
from the surrounding lands. It
was only natural to secede from
Thurinthian’s authority during
the Second Age.

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.

Racial traits of the Gray Folk Names of the Gray Folk


The Gray Folk took this name from the indiscriminate mix- The Gray Folk have welcomed many different ethnicities over
ture of various ethnicities, with their customs and beliefs, to the centuries, consolidating as one diverse people. The names
remember that all colors, when amalgamated, produce gray. often include four categories, which depend on the offspring
During the Second Age, in a few decades these people ex- of individuals: Exotic Names and Gray Names, Ishdrim
perienced rapid population growth, and this allowed them to names, and Anireth Names (for those of the oldest families).
still be the most numerous survivors during the Lunar Age.
Among them can be found humans with the most varied Male Exotic names: Ayaki, Beyu, Bumeeki, Chanso, Doriya,
somatic traits, pigmentations, and physical peculiarities (such Emeko, Eunijio, Fosumu, Gothei, Gumirai, Idineru, Linxu,
as, for example, the epicanthic folds in the eyelids). Miuyo, Oshi, Qunyaki, Tehiru.
Female Exotic names: Anixi, Chira, Corliin, Dareye, Exiji,
• Ability Score Increase: Your Charisma score increases by Fijumi, Ghinshi, Jmata, Jumichi, Kharine, Kyuku, Nusixia,
1; In addition, two other ability scores of your choice Qunshi, Thiliine, Veydri, Xinlith.
increase by 1. Male Gray names: Armeth, Bonev, Carald, Dirmion,
• Age: The longevity of the Alperns is the same as that of Enern, Erven, Galirmiol, Kephild, Korald, Marken, Movald,
other humans. Nextern, Osvol, Ruphur, Sarven, Urdhur, Zarald.
• Alignment: Often followers of the Ancient Tradition, Female Gray names: Alysandira, Amanda, Belaria, Charlane,
Gray Folk tend not to preclude any kind of religion; they Dissaril, Emirya, Favial, Forel, Hislith, Indre, Lauril, Murian,
can therefore manifest alignments and beliefs of all kinds. Nayanda, Philisa, Richarna, Uthlenn, Viyolan.

Adventurers of the night


69
ISHDRIM - OVERSEAS
PEOPLE

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.

From the land of Sarnèum to the Sun War


The Ishdrim are the only human population who did not
descend from the Anireth. When the Primes created the hu-
manoids, two ethnicities developed in parallel. In the south-
ern continent of the known lands of Iùrmen, the Ishdrim
prospered, and their cities grew on par with those of the First
Men of the Thurinthian region.
Although mild in nature, men and women from Sarneum
were driven by great ambition and thirst for knowledge.
They sailed the seas to the north, intent on expanding their
borders and forging political ties with other cultures. Initially
they brought riches and knowledge, making profitable rela-
tionships with the Beronzin Satyrs and the Gray Folk, who
had recently gained their independence from the Anireth.
The first problems of a political nature arose when the author-
ity of the First Men clashed with theirs, creating social unrest
and enmity that soon resulted in a conflict between these two
equally powerful nations. Thus, in the year 2341 b.L. the war
between the Ishdrim and the Thurinthian Empire began and
lasted for twenty years.
The war , still remembered as the bloodiest human con-
flict, greatly diminished the Anireth and forced nearly all the
Ishdrim to return to their native continent. The turning point
occurred during the Rite of Flame, invoked by the ruler of
Sarnèum, Ma'hal III, who called for the aid of the sun and
sacrificed his eldest son on a pyre. Devotion to the divine
Hollon did not go unnoticed, and that day his subjects drank
red wine from golden goblets, traced arcane runes on their
bodies and invoked the flame of the shining star. The entire
nation benefited greatly, for the sacred Sùlen, first among the
Primes, had touched them with his ardour.
This event resonated through the ages, christened as the
"Sun War”. This terrible conflict also involved other nations,
taking sides in the conflict to guard their allies or to protect The arcane energy that comes from their ancient pact with
their lands from the devastation of war. the sun is evident on their skin: from birth, they present an
arcane aura on their body and visage, as if branded with fire,
The Daughter of the Sun and their eyes radiate light as if they were embers.
who Touched the Moon • Ability Score Increase: Your Constitution, Wisdom, and
Lagoran, who was a young leader at the time, showed consid- Intelligence scores increase by 1.
erable strategic and political skills in the face of the threat of • Age: Overseas people have a life cycle identical to that
Ishdrim . Taking advantage of the excessive growth in power of other Humans.
of the adversaries, he worked to find a compromise where the • Alignment: The Ishdrim can live on contradictions, as
Anireth and the Overseas People could benefit from peace they are remarkably diverse in opinions and lifestyles;
rather than carry on with the war that would annihilate both. what unites all Ishdrim is the calm with which they
An implicit enmity lingered, where the Ishdrim could enter pursue their ideals, manifesting themselves as elegant,
and settle in the lands of Thurinthian, provided that the juris- proud, and mild-mannered.
dictions of the First Men and that of Sarneum were respected • Size: as a human, your size is Medium.
by both sides . The town of Katàn, an outpost of the Ishdrim • Speed: Your base walking speed is 30 feet.
in the lands of the First Men, was founded. • Overseas Weapons: You are Proficient with scimitars
Lagoran, the most honorable men that ever lived, gave and shortbows.
himself as a prize to Ma'hal III, now heirless, and married • Mettle of the Ancient Travelers: The Ishdrim descend
his daughter Nareja, who died giving birth to Mirithlen. from nomads and colonizers, people accustomed
Their noble daughter was the only one among the Anireth to to travel and adaptation; an Ishdrim that has been
manifest the gift of fire, but she avoided any pretense on her traveling for more than an hour remains alert to any
mother's lands, pursuing an ascetic life devoted to the study of danger, even if they are engaged in other activities; this
philosophy and arcane arts. After the death of Ma’hal III, the also means that difficult terrain does not affect their
throne of Sarnèum passed to a lesser line of the royal dynasty. travelling; finally, Ishdrim only need 4 hours of sleep to
Mirithlen's fate and theories about her ascension to the complete a long rest.
Moon are still material for myths and speculation, as it sym- • Desert Brand: As an Ishdrim, you have resistance
bolizes the hope for reunion between day and night, sun and to fire damage.
moon. In the Lunar Age, this can lead some of the Overseas • Memory of the Sun: You know the produce flame cantrip
People to embrace the Lunar Cult, in honor of the memory of all Ishdrim learn to manifest when they are young; you
that woman who valued her heritage, even while transcending can cast the burning hands spell at 3rd level and the
it to ultimate perfection, as a symbol of cohesion between flame blade spell at 5th level (your spellcasting ability for
different and hostile peoples. this feature is Wisdom); you can cast each of these two
spells once, then you regain both of their uses after you
Racial traits of the Overseas complete a long rest.
People (Ishdrim) • Languages: You can speak, read, and write Common
The Ishdrim are a proud and stubborn people. Although and First Language.
many have adapted to the new life in the moonlight, they
carry with them the ancestral legacy of their faith in the sun. Names of the Ishdrim
Usually of dark or oleaster complexion, or of all the shades As one of the most ancient people, their onomastic is vast
between the two, they often present themselves dressed in due to a millennia of tradition. The legacy of the sun, the
clothing that appears exotic and eccentric in the eyes of the desert, and the splendours of ancient Sarneum flow into the
other citizens of Iùrmen. exotic sound of these names from the far south continent.
Given their strong sense of community , they travel only At one time, there were several ethnic distinctions within
to find a new home in which to settle, after periods of pop- the Ishdrim people, but now very few remain in the memory
ulation growth or shortages in resources, sometimes clearing of the world. Characters of this ethnicity may also decide to
up haunted ruins and building small fortresses. This, however, adopt, as their surname, the name of the ancient tribe from
should not give the idea that they cannot be effective explor- which they descend, of which only three remain: the Istites
ers or raiders, professions in which they excel. (from the eastern part of Sarneum), the Orindians (the bulk

Adventurers of the night


71
of the ethnic groups of the north coast and the old capital)
and the Harkemites (nomads who crossed the desert and
populated the continent in large numbers). An Ishdrim char-
acter can then add the name, for example: the Harkemite, the
Istite, or the Orindian. Depending on where you come from,
your name will also vary.

Male Istite names: Arèl, Brunu, Celeròs,


Danìq, Eesmered, Ghenavròs, Karàsh,
Mahatmi, Marghùs, Nasùl, Neezùl, Oshos,
Rastzar, Shulnòs, Zaavrùs.
Female Istite names: Alazne, Carmita, Desheria,
Estevira, Gitane, Honorsia, Irìsbe, Ispane, Juana,
Najari, Nuretha, Oshane, Ramaji, Terese, Yanira.
Male Orindian names: Abhik, Bahamitesh,
Chandrashni, Erdabar, Fashwar, Garèshi, Hemadri,
Ishandesh, Iuldeshor, Kamalnath, Madmohan,
Nadjugor, Ranprasad, Srimbar, Umùsh.
Female Orindina names: Amshula, Chavni, Dathiiri,
Ganshea, Gayatri, Induja, Kamala, Krish, Kumari,
Mahima, Nridu, Rajane, Sarasi, Shalinta, Tunishri,
Ushma, Vanjiri, Yashila.
Male Harkemite names: Ahmet, Akim, A'ushrid,
Co'haad, Dashun, Eshuur, Fushmur, Gu'hanji, Ha'amir,
Hoshmed, Jo'math, Kismeth, Kushaar, Nòshuur,
Sarenmed, Sushmed, Tamiid, U'sur.
Female Harkemite names: Aamaal, Awara,
Basheera, Dusha, Fadheela, Fawzira, Haifa,
Majeda, Nabeela, Na'hema, Phatimja,
Ra'deesha, Shareefa, Tahira, Wa'jeedi, Yafiah,
Zahira, Zu'hinab.

NIGHTFELL
72
KRAMPUS

Creatures of the Dark Mirror


The Krampus are diabolical beings, native to the reign of the
Dark Mirror. Like many dark creatures of the Lunar Age,
they draw their characteristics and power from the evil that
permeates the Material World. They usually do not excel in
wit and merely follow the directives of higher entities, but
over the decades they have evolved as humanoids of Iùrmen,
beginning to manifest more complex personalities.

Bond with the Lady of the Beasts


The Krampus are ancient creatures, dating back to before the
Lunar Age. They are said to have been conceived by one of
the first Perchtas in her own image, shaping their features
from the void of Ènferun. Although the origins of this spe-
cies are not well defined, the Ancient Tradition contains
abundant literature on the bond these beings share
with the wild and ruthless Ladies of the North. Their
reputation as raiders and faithful servants of witch-
es, Strix, and other entities that rule forests and
mountains, fully describes a people that only recently
have begun to manifest glimmers of civilization.
However, after decades of being immersed in
the multifaceted evil of the Lunar Age, some of
the Krampus have rejected their devotion to their
dark mistresses. Some of them even shun the evil
nature that has kept them in chains or have been
driven away by their own kin when they manifest
an intellect that goes against their primitive
customs. Although they are largely despised,
especially in the glacial lands of Alper, it is
no longer so unusual to find lone Krampus
circling around civilized settlements, or
even being welcomed and educated.
These creatures’ appearance and heritage
instill fear, but many have come to consider
Krampus as valuable allies in the defense of out-
posts, making it worth welcoming them into
civilization.

Adventurers of the night


73
Leaving the Pack have a weak will and are inclined to be manipulated
Usually, it is customary among the Krampus to wear a mask and commanded; some maintain a form of loyalty and
or carry it with them, as long as it is clearly visible, as a symbol respect towards the figure of the Lady of the Beasts, the
of bonding to the pack. An important trinket that cannot be origin of their heritage.
lost without suffering humiliation. Krampus who abandon • Size: Your size is Medium, and your height is around
the pack cast them away, ridding themselves of that object as 6.5 feet.
an announcement of independence. • Speed: Your base walking speed is 35 feet.
An unmasked Krampus is usually perceived by others as • Darkvision: As a being bound to darkness, you feel
a loner, potentially not as cruel as its brethren . Sometimes comfortable immersed in darkness; you can see up to 60
they are educated by a Greater Strix or other races , becom- feet in dim light, and in darkness as if they were in dim
ing more cultured and honing skills that are normally fore- light conditions.
closed to other members of their species. For example, the • Gift of Perchta: Magical darkness does not impede
Krampus usually do not know how to speak languages, even your Darkvision.
the Common tongue, but this is easily solved through proper • Wild Origins: You are Proficient in Intimidation and Nature.
education. Nevertheless, it is impossible for them to learn to • Creatures of the Night: Your people remain bound to
read and write, which is why they cannot learn languages that the Dark Mirror and the corruption that veils your soul
are not spoken, and the few of them who dedicate themselves makes you particularly resistant to spiritual strain; when
to the practice of magic prepare spells in non-canonical ways. faced with "Vile Foe" beings, you have Advantage on
A Krampus spellcaster usually transcribes spells prepared in any Saving Throw to prevent the loss of Soul Points;
the form of symbols, or drawings that depict its effect, etched you also have Advantage on Saving Throws to hear the
on stones or drawn with coal on pieces of wood. Whisper of the Echoes without losing Soul Points.
• Poisonous Whisper: As a bonus action, you can whisper a
Racial traits of the Krampus toxic miasma of dark words, a mixture of Common and
They are gruff and irascible beings and, although characters Whisper of the Echoes, against an opponent within 10
of this ethnicity try to live with others, they occasionally fall feet radius; the target must make a successful Wisdom
prey to their wild nature when angered . This peculiarity and Saving Throw or be Poisoned until the end of its next
their large frame make them excellent barbarians or fighters, turn; if the target is an Aberration, Fiend or Undead, it
although other specializations are not precluded. is instead Charmed until the end of its next turn; the
DC for this Saving Throw is 8 + Proficiency + your
• Ability Score Increase: Your Constitution score increases Constitution modifier; you can use this feature once,
by 2 and your Strength score increases by 1. then you regain its use after you complete a short or
• Age: Krampus generally live to around the age of 70 and long rest.
experience growth similar to that of humans. • Sensitivity to Grim Weapons: Your connection to Ènferun
• Alignment: The bond with Percthas remains as an makes you susceptible to blows from Grim Weapons,
indelible mark on their soul, although some may no as if you were a Fiend (attacks dealt to you are to be
longer worship these figures. Typically, the characters considered magical and have Advantage); this, however,
of this culture remain neutral, tending to believe only does not prevent you from wielding them in combat.
in their own individual resources and rarely rely on • Languages: you can speak Common and can understand
greater entities; this is due to the fact that they want to the Whisper of the Echoes, although the lone Krampus
detach themselves from the prejudice that the Krampus have lost the right to speak it.

NIGHTFELL
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.

Examples of Male Krampus names, derived from animal


noises: Asnok, Bughur, Corask, Fturuk, Furghol, Ghastur,
Merok, Qurrtor, Rastur, Sastok, Tonuk, Vaskoor, Zuthrum.
Examples of Female Krampus names, derived from animal
noises: Afya, Barushka, Dofya, Fafne, Ghara, Jotha, Lobetha,
Nafni, Ogeni, Pharme, Quna, Rafishka, Serna, Zatrokas.
The Night Fey were so named by the new lifeforms found un-
LYVAR - NIGHT FAELINGS der the sky and never knew anything but the Night Eternal.
The echoes of that distant land in the bowels of the earth, still
Stealthy explorers call for the Lyvars, who safeguard their heritage with fond
The Lyvars, also known as Night Faelings, or Nightlings for memories of wandering through the tunnels and the immer-
short, are fugitives from the underworld who quickly learned sion of the deepest darkness.
to use their unique skills to hide from the dangers of Iùrmen.
Their stealth skills, instinct and wandering habit allowed them Dark Imps
to survive and hone their abilities to infiltrate wherever they The time spent on the surface brought this breed closer to the
please, taking care not to arouse the horrors that lay in the dark. inhabitants of Iùrmen, although habits fostered underground
are hard to extinguish. Over time, the Lyvars can become sin-
Echoes from underground cere friends and even be able to resist their obsessions with
It was the year 582 a.L. when the tragedy of the Last Sun playing pranks and stealing valuables. Despite their personal-
struck Iùrmen. That day impacted not only the surface, but ity flaws and their natural curiosity of other peoples, they will
also, and more severely, the underground. The horror that always be predisposed to selfishness and have lost much of
broke free in Thurinthian thickened the darkness of the un- the playful ways of their ancestors.
derworld, and each species had to confront the creatures that Lyvar characters will almost never smile candidly, always
escaped Ènferun. The underground was a scene of horrific looking as if they are forcing a sneer, as if hiding an aversion
massacres, and the Lyvars thought immediately of escape, to social relationships. They prefer to travel freely rather than
where other races attempted futile resistance. That place, once settling, and loathe having to submit to the interests of others.
their homeland, became a silent expanse of bones and bare Sometimes showing a total lack of empathy towards the needs
stone, jagged with ruins of civilizations that no longer exist. of others. Adapting to the rhythms and rules of a variegated

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,

Adventurers of the night


77
RIZADRIN - MOON SATYRS Even in the face of the end of the world, which many of
their wise men had predicted, they were among the few
who put aside fear and mistrust, bringing together one
The Last Satyrs last resistance under a single banner. Despite the recon-
When the world was still young, the Satyrs diversified into ciliation sealed by the royal marriage between Valmora of
various cultures, following their love for different aspects of the Beronzin and Galrimiron of the Silzerin, both cultures
life and nature. were now too watered down by the mixture with men and
Among them, the Rizadrin were distinguished by their the sacrifices they had made to save mankind from them-
gloomy and stubborn character and their attachment to the selves. Thus, their way of life could only decline in the face
stones of the earth. of the advent of evil.
In the Lunar Age, they are all that remains of the entire Even those branches of the people left in their wood-
species of beast men. land mansions to the east had to capitulate, abandoning
the dying forests to amalgamate with the Ejre, to whom
Twilight of the Satyrs they related with for similar syncretic customs. By their
Although Iùrmen's history is mostly driven by the actions of side they managed to halt the darkness, preventing the
men, their discoveries and their failures, the roles of the other last primitive shrines from being desecrated. Since then,
races were not negligible, as they contributed to the flowering they have been dedicated exclusively to the veneration of
of the world, to its decline, and eventually to its fall. the Primes and primeval spirits, and consequently to the
Children of the primitive energy that permeates the protection of Rahidra and her Apostates, avoiding the so-
earth itself, steadfast as they are dexterous, the Satyr were called "civilization", whose influence, they believed, had
a prosperous and culturally diverse people when the First led them to ruin.
Men had not yet begun to shape the history of the world. As a mocking confirmation of that, the recluse Rizadrin,
From the beginning, various subraces arose in the wake among all the Satyr, were the ones who survived the ca-
of differences in ethical and religious subjects. The largest tastrophe in large numbers. D espite the horror that, rising
and most important of these were three: the Golden Satyr, from the depths of the World Below, had struck them with
the Silzerin, also known as Snow Satyrs, and the Rizadrin. even greater ferocity than that which had destroyed their
The former were distinguished by compassion and cu- surface relatives. Although it may have been the strong co-
riosity towards other peoples, especially men, where the hesion of their community that ensured their survival in
latter avoided contact with other races, populating the for- the first place , once they reached the surface the Rizadrin
gotten ravines of the underground and binding themselves had to forcibly renounce their isolation in order to join
to the dark and the stone. forces with other races and survive the darkness.
The Golden Satyrs, called Beronzin, were the least feral The deepest demonstration of this renewed openness
of their kind, and easily integrated into the cosmopolitan to the world was the foundation, at the hands of Anvernia
cities and provinces of humans, to the point that even the from Mirithrun, Rizadrin matriarch, of the Lunar Cult, an
Sages of Thurinthian, and later Xivanis’s, asked for their eminent symbol of the fight against evil and a source of
advice. Lagoran himself was a pupil of the Satyr Màlfarin hope and refuge for all the peoples of Iùrmen.
Brightmane, and during his travels in search of knowl-
edge he was often accompanied by the wisest among the Fervent believers
Beronzin. All the peoples of Iùrmen, however, knew that The prominent feature of the Satyrs is their peculiar and in-
proud and trusted allies could be found in them, as much tense sense of faith, loyalty, and truth. Their word is their bond.
as well-disposed traders and propagators of wisdom and Whatever cause or religion they adhere to, they will never betray
culture. This in turn contributed to magnifying the heritage their own precepts, which serve as motive for their every action
of the Golden Satyr, and at the same time allowed them to and ambition. Many Rizadrin follow the Lunar Cult, devoting
spread the verb of the Old Tradition and its Truths. all their strength to following the dictates of Anvernia, their
Although inherently peaceful, several times throughout matriarch. Others have adhered to the Old Tradition, as some
their history they have shown themselves to be fearless Beronzin did before them. Finally, there are still those who
warriors, and none can recall a time when they yielded be- keep the ancient animist beliefs, and preach the preservation of
fore the defense of an ally or to their ancient, worthy roots. nature and the spirits that surround us.

NIGHTFELL
78
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.

NIGHTFELL
80
the Three Sources of Arcane Power can bestow powers be-

NEW OPTIONS yond imagination, the path of Adventurers of the Night


is arduous and the depths it leads to stand on the edge of
the unreal.

AND CLASSES BARBARIAN - ARCHETYPE


"Awaken your power, o intrepid travellers of the night, and do "PATH OF THE UNHOLY"
not be afraid to follow the signs that fate has outlined for you.
Whether fate is dark, or the way leads to unexplored heights, you Their eyes are filled with the oblivion of darkness. When the battle
alone can stand where the rest of us cannot!" is raging, they gasp with lust and laugh with fierce joy, emitting
verses of inhuman creatures. Emptiness and terror surround
- Gherek Viirut, Archmaester of the Temple of Truth - them while the massacre takes place, consuming their very hearts.
They call them Unholy Barbarians, and in their ranks are counted
those rare wild warriors who do not fear the night, but welcome
NEW ARCHETYPES it into their soul.
The following section explores the new archetypes de-
signed to better adjust the options of classes in the world's Many fear the Unholy, as their impulses of wrath are punc-
most famous role-playing game to the Nightfell setting. tuated with madness, which makes them as unpredictable as
The choices made by reading this section will help to better they are unreliable. The heat of battle takes over in these war-
delineate the character you will play and the path that will riors, blinding them to danger with the sacrilegious darkness
be placed in front of them. Choose carefully, for although that bloats their hearts and moves their arm.

Adventurers of the night


81
These characters draw strength and fervour from their own DARK DEVOURER
soul’s distress. The descent into the oblivion of madness awak- At 10th level, you get nourishment from the essence of the
ens violent and obscure powers along with the insatiable desire dark creatures that die in your vicinity. If you were in Rage
to use them: a desire to which they often decide to succumb. within 30 feet of an Undead, Fiend or an Aberration when it
Those who choose to follow this path of brutality and insanity drops to 0 Hit Points, you regain an amount of Soul Points
will take strength from the approach of the end, and will weap- equal to the creature's challenge rating.
onize the corruption of their spirit.

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.

BLOOD OF THE SOUL


At 3rd level, you learn to draw
power from the darkness instead of
being swallowed by it. When you suffer
an involuntary Soul Point loss, you can
use your Reaction to gain 1d12 Temporary
Hit Points and have Advantage on Saving
Throws until the end of your next turn.

ON THE VERGE OF OBLIVION


At 6th level, you begin to feel more comfortable on the
verge of oblivion; one step away from seeing the darkness
of your soul reunited with those of the Dark Mirror.
While your Soul Point total is below your char-
acter level, you ignore the effects of the first five lev-
els of Exhaustion (the sixth is fatal anyway).

NIGHTFELL
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.

Legends tell of a Bardic tradition capable of acting as anath-


ema against evil, and whose apotropaic power was able to
protect the helpless from the incursions of the creatures from
the Dark Mirror.
In the Lunar Age, Bards who follow this tradition are
respected and welcomed in settlements. Arcane dancers and
musicians demonstrate their magical ability through ritual
dances and exploit charms that draw their beneficial power
from rhythm and melody.

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.

NOTES OF ANCIENT TRADITIONS


At 3rd level, you can use your music to support the exorcism
of dark forces and to pass on religious dogmas and otherwise
forgotten folk traditions. As an action you must continuously
play your instrument for no less than 10 minutes to perform
this ancient tune. Up to four targets who can hear this melo-
dy, full of memories of the land and of the ancestors, will have
Advantage on Intelligence (Religion) checks for 8 hours. This
feature can be used once, then you regain its use after you
complete a long rest.

Adventurers of the night


83
IRREPRESSIBLE DANCE CLERIC - DOMAIN
At 6th level, your coordination of movements and sense of OF CREATION
rhythm improve significantly, allowing the following maneu-
vers to be carried out: At the dawn of time, the Primes lit the spark of life in every living
creature. This spark, however, has gradually begun to fade from
• Moving, during your turn, by at least 20 feet but the world since the advent of the Night Eternal in the first step
finishing the movement no more than 10 feet from towards the disappearance of the entire cosmos. A handful of bold
the starting point, you can use a bonus action to force champions, elected by the dying creator entities, have arisen to
a target that you can see within 10 feet to make a counter this crisis and defend the natural balance.
successful Wisdom Saving Throw (the DC is the same
as your spells’) or instinctively emulate your convulsive Among the Apostates of Rahidra, some individuals are cho-
movements: you can move the target 10 feet in any sen to act as priests and protectors of life. These guardians
direction; this movement causes Opportunity Attacks. of the primordial spark are a light in the darkness and hope
• When you use your action to perform a Dodge and you for those who intend to preserve the natural balance, keeping
move at least 20 feet during your turn but finishing the alive what remains of the Primes in the long struggle against
movement no more than 10 feet from the starting point, the advance of nothingness.
the bard can make a melee weapon attack as a bonus Although it is a role typically belonging to the tribal cul-
action; you may spend a Bardic Inspiration dice and add ture of the Ejre and the Apostates of Rahidra, almost anyone
it to the damage of this attack. can manifest a willingness to protect life from the advance of
• When you take the Disengage action, your speed the Dark Mirror. The Primes give energy to these adventurers,
increases by 10 feet. and the power of the elements manifests on their invocation,
as a redemption of a nature that withers slowly, but without
giving in to its own destiny.
DANCE OF SWORDS
At 14th level, your dance becomes indistinguishable from Cleric level Creation Domain spells
a fencing exercise. During your turn, you can spend a create or destroy water,
1st
Bardic Inspiration die to increase your speed by 20 feet thunderwave
until the end of your turn. If you perform an attack ac-
3rd flaming sphere, gust of wind
tion on this turn, you can make a single melee weapon at-
tack against each target that is within the reach of your Protection from energy, sleet
5th
weapon at any point during your movement for the turn. storm
Each attack made in this way has a damage bonus equal to 7th stoneskin, fire shield
your Charisma modifier. This movement does not provoke
attacks of opportunity from targets hit by your attack. 9th conjure elemental, reincarnate

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.

NIGHTFELL
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:

• Fire: Any creature in a 30 feet cone in front of you is


hit by a scorching blast of lapilli and ash and takes fire
damage equal to 1d4 plus your Wisdom modifier; in
addition, a Steam Mephit is summoned.
• Air: You gain the ability to fly at a speed of 30 feet until
the end of your next turn, and any creature, size
Large or smaller, within 20 feet of you is
pushed back 10 feet by the same mighty
wind that lifts you; in addition, a Dust
Mephit is summoned.
• Water: A sudden and violent
downpouring of rain falls on the battlefield in
a 30 feet radius around you, extinguishing any
non-magical flame and giving fire resistance
to all creatures present until the end of the
following turn; in addition, a Steam Mephit
is summoned.
• Earth: A tremor shakes the ground,
creating difficult terrain in an area
of 20 feet square beneath you (you

Adventurers of the night


85
PRIMORDIAL RHYTHM DRUID - ARCHETYPE
At 17th level, when casting a Creation Domain spell of 1st "CIRCLE OF MASCIARI"
level or higher, you roll 1d6: if the result is equal to or below
the spell level, you regain a use of Channel Divinity, if usable Those who know how to listen know the sound of the dying earth
(the number of maximum uses does not change). and hear the hissing of souls trapped between this world and
others. Innocent creatures and totemic spirits seeking solace: these
beings speak to us and we give them a voice, while our body takes
on the ghostly appearance of those children of creation whose steps
no longer walk the earth.

NIGHTFELL
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:

• The type of creature changes from Beast to Undead


• Resistance to necrotic damage, poison, and cold
damage, and also resistance to bludgeoning, slashing,
and piercing damage when inflicted by non-magical
weapons.
• Weakness to radiant damage.
• Darkvision (60 feet).
• Maximum Hit Points increased to 15, unless the chosen
Beast already has a higher amount; for each of your
druid levels above the 2nd, increase said Maximum Hit
Points amount by your Wisdom modifier.
• Each attack of the Dark Wild Shape deals 1d6
additional damage, cold or necrotic, depending on the

Adventurers of the night


87
Dread Shambler As long as it stays within 60 feet of you, the Undead can re-
A Dread Shambler is an Undead elemental, consisting of an- ceive simple telepathic commands, of one or two words, which
imal carcasses, mud, branches, topsoil, and bones. This being it will obey to the best of its abilities. Some commands, for
is the most literal manifestation of the corruption of the nat- example, can be: "protect me", "attack", "patrol", "wait here",
ural world at the hands of Ènferun and usually represents the "drag this". In the absence of a specific command or if unable
death that lingers in the wilds. It cannot be animated by spells to carry out the assigned task, the Undead will only defend
or formed spontaneously, but it is the result of the druid prac- itself (using the Dodge action in combat), remaining within a
tices of the Masciari, who have learned to harness the necrotic 60 feet of you, if possible .
energies of dying nature. Those in the Circle of Death take The Undead will stay under your control until it is de-
this form to unleash the wrath of the dead Primal. stroyed, until the Full Moon rises, or until you use this feature
against another Undead. If the effect ends without the Undead
being destroyed, it will remain Incapacitated for a round, only
DREAD SHAMBLER to become hostile afterwards.
Elemental Large (Undead), Neutral
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
FIGHTER - MARTIAL
ARCHETYPE "WARDEN
Armor Class 17 (Natural Armor)
Hit Points 107 (12d10+36)
OF THE DEAD"
Speed 30 feet
Vulnerability to radiant damage, Grim Weapon damage As long as I have breath, my shield will rise to protect my people,
Resistance to necrotic damage; bludgeoning, piercing and slashing and my blade will lead the charge into the advancing enemy. There
damage when inflicted from non-magical attacks is no rest for the Warden of the Dead, for we are the wall that
Immunity to poison damage
Condition immunity to Poisoned, Restrained, Paralyzed, Petrified, separates you from the surrounding darkness. We are the hearth
Unconscious, and Frightened around which the shadows do not rush.
Senses Passive Perception 10, Darkvision 60 feet
Languages Whisper of the Echoes
Challenge 5 (1800 XP)
The Wardens of the Dead are an elite military order, highly
trained in combining esoteric practices and martial arts. There
ACTIONS
are few proper settlements that cannot boast of such warriors
Multi-attack: a Dread Shambler makes two slam attacks , whose purpose is to stand between the creatures of the night
Slam: melee weapon attack: +8 to hit, range 5 feet, one target; hit: 13
(2d8 + 4) bludgeoning damage; the target is Frightened until the end and the inhabitants of villages, fortresses, and towns.
of its next turn if it fails a Wisdom Saving Throw (DC 12) The Wardens of the Dead are not afraid of the occult,
Pile of Carcasses (Recharge 4-5-6): a Dread SHambler can thanks to their unwavering spirit and audacity without equal.
decompose into a pile of bones, sludge and debris and gains the
benefits of the Dodge and Disengage actions until the beginning of
its next turn; if it traverses a creature's space while in this form, that
creature must make a successful Strength Saving Throw with a save MARK OF THE DEAD
DC 16 or take 6 (1d4+4) bludgeoning damage and is knocked prone.
At 3rd level, you can use a bonus action to mark both a weap-
on you wield and a target you can see within 30 feet.
With the simple activation of this feature, you have
LORD OF BONES Advantage on Wisdom Saving Throws for the duration of the
At 14th level, your connection to nature's corruption and effect; the marked weapon will deal additional damage to the
knowledge of death allows you to command the Undead. marked target equal to your Wisdom modifier (min 1).
When an Undead attacks you, you can use your Reaction to If the target is an Undead, Fiend, or Aberration and is re-
spend a spell slot and attempt to take control of it. If the target’s duced to 0 Hit Points while under the effect of Mark of the
Challenge Rating is equal to or below the level of the spell slot Dead , the marked weapon gains 2 Grim Points, regardless of
spent, the Undead must make a successful Wisdom Saving Throw whether the lethal damage has been inflicted with this weapon.
against your spell DC or fall under your control; otherwise, the The effect of the mark ends after 1 minute or if this feature
feature has no effect. Targets with Intelligence 10 or higher have is used on another creature.
Advantage on the Saving Throw to resist this feature. You can use this feature a number of times equal to your

NIGHTFELL
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).

BLACK STEEL GLOVE


At 15th level, each Grim Weapon you pos-
sess reduces your maximum Soul
Points by only one-third of the Grim
Threshold value (rounding up), rath-
er than the entire Grim Threshold val-
ue. If the Grim Weapon is a Black Pit
Weapon, this feature has no effect.
Also, when you use Mark of the Dead,
you may target all creatures you can see
within 30 feet.

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.

Adventurers of the night


89
MONK - ARCHETYPE "WAY OF When you hit a target with an attack granted by Flurry
THE FOUR TRUTHS" of Blows, the target must make a successful Wisdom Saving
Throw or, instead of taking the appropriate damage, be exiled
Still is the fist of those who follow the Truths, since the secrets to a demiplane out of time and space where it is Incapacitated.
of this tradition transcend the worldview proper to mortals. At the end of its next turn, the target reappears in the
Whatever adversity these monks face, their minds remain firm, precise spot where it disappeared.
without yielding to the human emotions that are so trifling Using this technique successfully results in one
when compared to the Four Truths. level of Exhaustion unless you make a successful
Constitution Saving Throw with DC 10 + the tar-
Among the followers of the get’s Challenge Rating.
Old Tradition there are mar-
tial masters whose discipline
leverages the awareness giv- SECOND TECHNIQUE, AWAKENING
en by the Four Truths. OF EXISTENCE
Each of the Four Truths is linked At 6th level, if you start your turn at 0 Hit
to a specific secret technique, handed Points, you can spend any amount of Ki
down in temples to those who can see points you choose to immediately recover 5
through the mere words recited in the Hit Points for each Ki point spent.
Truth and reach its purest intrinsic
meaning. This technique makes it
possible to equate oneself with the THIRD TECHNIQUE,
cosmos , and from this awareness TEARING UP THE DARK VEIL
draw further energy. At 11th level, when you hit an Aberration,
Once training is complete, the Fiend or Undead with an unarmed strike,
novices leave the temple to begin you deal 1d4 additional radiant damage.
a path of inner growth, becoming
warriors and protectors. They are
ready to face the dangers of the FOURTH TECHNIQUE,
endless night and their spirit is EVENT HORIZON
guided by the deep awareness of At 17th level, whenever you fail an Attack
themselves and the world that they Roll, a Saving Throw or a Skill check, you
have grown to understand after can spend 10 Ki points to automatically
years of study and martial practice. succeed instead.

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.

NIGHTFELL
90
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.

These devoted soldiers form the elite of the Apostates of Rahidra:


knights completely and utterly faithful to the sacred principles of
this religion. They draw their energy from the primeval source
of power that permeates creation, and their courage lies in their
sacred sense of duty to defend what remains of life against the
Aberrations that bear the name of Echoes of Death.
Although their principles are similar to
those of the Clerics of Creation, their role
is purely warlike. They channel
the power of ancient, silent de-
ities to manifest the most de-
structive side of nature.
Their word is punishment against the
horrors of the night.

CHANNEL DIVINITY
When choosing this oath at 3rd level, you gain the follow-
ing options for Channel Divinity:

Elemental Weapon: As an action, you can coat a weap-


on that you are wielding with elemental energy by using
the feature Channel Divinity; by doing so, you would add
your Charisma modifier to that weapon’s damage (min 1).
All weapon damage is converted to fire, lightning, thunder, or
cold damage according to which one you select the moment
you strike. The weapon will also emit bright light within a
radius of 20 feet and dim light for another 20 feet; you can
end this effect instantly by spending a bonus action; the
effect also ends if the weapon is no longer in your hands,
or if you fall unconscious.
Primordial Winds: As an action, you raise your holy
symbol and summon powerful winds of primordial
magic that overwhelm your enemies; choose a type
of damage between fire, cold, lightning, thunder.

• Fire: A loud explosion of flames engulfs you; any


creature within a 30 feet radius must make a successful
Dexterity Saving Throw or take 4d6 fire damage, halved
on a successful Saving Throw.

Adventurers of the night


91
• Lightning: You raise your sacred symbol high, and, ETERNAL GUARDIAN
after a few moments, you are enveloped by lightning At 20th level, by spending an action, you can gain the ability
that departs from your body to unleash the wrath of the to lose yourself in the energies of the Primes, acquiring the
heavens on your enemies; any creature within a 30 feet following benefits for the duration of 1 minute:
radius must make a successful Dexterity Saving Throw • Resistance to fire, cold, lightning and thunder damage.
or take 2d10 lightning damage and cannot perform • Whenever you make a successful Death Saving Throw, you
Reactions until the end of its next turn. automatically gain 20 Hit Points at the end of your turn.
• Thunder: Your cry sounds out as the roaring of thunder,
emitting a devastating shockwave; any creature within a
30 feet radius must make a successful Strength Saving RANGER - ARCHETYPE
Throw or take 3d6 thunder damage and be pushed "DREAMSTRIDER"
10 feet back; creatures size Large or smaller are also
knocked prone. In sleep, the spirit travels, migrating to the shores of clarity and mys-
tery. Those who were born under the blessing of the stars become wan-
dering souls, observing the world with their eyes closed, and wander-
OATH SPELLS ing, in constant search of prey in the infinite darkness of the oneiric.
You get the following spells at the indicated levels:
You are born a Dreamstrider, you cannot become one. These
Paladin level Oath of Rahidra spells rangers hold great mediumistic and spiritual abilities, and
develop a propensity for hunting witches and other super-
3rd burning hands, thunderwave
natural creatures invisible to most mortals. Their most incred-
ible power manifests itself in the form of vivid dreams, and
5th acid arrow, blur
when they close their eyes to sleep their spirits depart for a
protection from energy, call dreamlike hunt. They lead a solitary life, but there are some
9th
lightning Dreamstrider circles that train new initiates and gather to
13th wall of fire, ice storm hunt down witches.
Those who are aware of this dual nature, some who know it
17th conjure elemental, flame strike from birth and others who discover it later, accept and embrace
their personal mission, for they know that their rare and pow-
erful gifts derive from Sidìr. With or without training, these
mysterious characters master the art of hunting instinctively
PRIMORDIAL AURA and roam like predatory souls in the twilight age of mortals.
At 7th level, any hostile creature within 10 feet of you does
not enjoy the benefits of fire, lightning, cold, or thunder dam-
age resistance. At 18th level, the radius of this aura increases DREAMSTRIDER MAGIC
to 30 feet. At 3rd level, you learn additional spells at the ranger levels in-
dicated below. Those spells are not counted in the maximum
number of spells known per level.
RAHIDRA'S EMBRACE
At 15th level, when a creature hits you with a melee attack, it Ranger Level Dreamstrider spells
takes fire, cold, lightning, or thunder damage (of your choice) 3rd protection from good and evil
equal to your Charisma modifier.
5th see invisibility
9th dispel magic
13th locate creature
17th hold monster

NIGHTFELL
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.

SILVER SPOON NIGHT TRAVEL


At 3rd level, you benefit from unexpected strokes of luck just At 7th level, you can separate, during sleep (not necessari-
when things seem to be at their worst . ly a long rest) your consciousness from your physical body,
When performing an Ability Check, Attack Roll, or falling unconscious for the duration of the separation.
Saving Throw with Disadvantage, you can use your Reaction Your consciousness will appear in the material world as a spir-
it shaped like a small animal of choice among those granted
by the spell find familiar. This spirit will be able to explore the
surrounding world, without limits of distance (must remain
on the same plane of existence).
You can stay in the form of a spirit for 8 hours, or until you
spend an action to end this feature. If you put an early end to
the body-spirit separation you can decide whether to return
consciousness to the body, and wake up, or choose to magi-
cally teleport your body to your spirit . In the latter case, the
ranger must make a successful Constitution Saving Throw
(DC 15) or suffer a level of Exhaustion.

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.

PERCEPTION OF THE DEAD


At 15th level, you are immediately aware of the presence of
Undead within 200 feet, being able to determine their general
direction in a 90° arc.
In addition, you cannot be surprised by Undead and get a bo-
nus of +2 to Initiative checks in the fights against them.

Adventurers of the night


93
ROGUE - ARCHETYPE
"NIGHT AGENT"
The wanderer who walks the streets of the night under the constant
gaze of the Lunar Goddess pledges a tacit bond with her, and from
the pale face of Mirithlen tears flow to help them in their endeavors
. Winters come and go, but a Night Agent knows that relying on the
constant glimmer of the moon can always lead to salvation.

These wanderers of the night dedicate themselves to Mirithlen


and take advantage of the silvery power she bestows on mortals,
drawing new abilities from her and relying on the eternal succes-
sion of lunar cycles as if it were the wheel of their own destiny.
Whether they are aimless vagabonds in the lonely expans-
es of Iùrmen, individuals lost while fighting for their own sur-
vival, or agents hired for dangerous missions, these rogues use
the power of the Moon to develop abilities that are enigmatic
to most mortals. Their path is the line separating darkness and
moonlight, placing the Night Agents in the middle of these
two aspects, as if they were two sides of the same coin.

EMBRACE OF THE MOON


At 3rd level, you gain benefits related to the current Lunar
Phase:

• 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.

NIGHTFELL
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.

Adventurers of the night


95
BLOOD OF PRIMEVAL MOMENTUM
THE EARTH At 6th level, casting a spell with a casting time of one action
At 1st level, your AC is equal to 12 + your Dexterity Modifier allows you to perform a melee spell attack as a bonus action.
as long as you remain unarmored. This attack deals 1d8 force damage, plus 1 additional damage
Also, when casting a spell, you gain Temporary Hit Points per spell level (cantrip are considered 0-level spells).
equal to the level of the spell cast (cantrips still grant 1 If this attack hits, you may spend 1 to 3 Sorcery Points to
Temporary Hit Point). These Temporary Hit Points double if unleash your primal arcane energy, selecting one of the fol-
you are underground or in a natural cave or chasm. lowing options for each point spent (the same option cannot
be chosen multiple times):
ECHO OF THE TUNNELS
At 1st level, you have Advantage in hearing-based Wisdom • The attack deals additional damage equal to your
(Perception) checks, and as long as you are underground or in a Charisma modifier.
natural cave or chasm, the Skill bonus in these trials is doubled. • All other creatures (yourself excluded) within 5 feet of
In addition, you automatically learn the message cantrip. the target takes force damage equal to your Charisma
modifier, plus 1 additional damage per spell level.
• The target is knocked to the ground prone, and its speed
is reduced to 10 feet until the end of its next turn.
• You gain a +2 bonus on AC and Saving Throws until
the beginning of your next turn.
• The target cannot take Reactions and has a -2 penalty
to the AC until the beginning of its next turn.

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.

RETURN TO THE CAVE


At 18th level, when reduced to 0 Hit Points, or when you
run out of all spell slots of 4th level or higher, you may decide
to use your Reaction to be teleported to a safe, isolated, and
uninhabited cave within a 6 miles radius. You do not need to
know the location of the cave, nor its actual presence, but you
can designate one previously visited as a destination.
This feature can be used once, then you regain its use after
you complete a long rest.

NIGHTFELL
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.

Spell level Sidìr Entity spells

1st color spray, feather fall

2nd mooncloak*, augury

3rd blink, moonamorphosis*

freedom of movement, elastic


4th
sphere

5th cone of cold, lunar fortitude

*these spells can be found in Chapter 8.

Bonus cantrip
At 1st level, you learn the globe of eclipse cantrip (see Chapter 8).

Consciousness of the Sempiternal


At 1st level, you can choose a skill each time you complete
a short or long rest to become Proficient in. In addition you
gain expertise in that skill, meaning your Proficiency bonus
will be doubled when you use that skill. These benefits per-
sist until you use this feature again after completing a short
or long rest.

Adventurers of the night


97
PATRON: DYING PRIME Tears of a Dying Earth
Few, among mortals, can listen to the lament of nature and At 14th level, you can spend a bonus action and allow yourself
the litany of elementals invisible to the eye. Encountering to become a vessel of the residual energies of your patron for
these entities, once supreme and ethereal and now bound to 1 minute. In doing so, you are coated with material of natural
the earth, can make champions of mortals who carry with origin (vegetation, earth, mud, but also lava, water, snow, or
them the slowly withering cry of life. Prime magic will flow ice) depending on where you are located, becoming a majestic
into these chosen, transforming them into heralds of the an- elemental-like creature.
cient ones that yearn to survive the Night Eternal.
You gain the following benefits:
Extended spell list
Dying Primes allow you to choose spells from an extended • Your size becomes Large.
list. The following spells are added to your warlock spell list. • Strength score increases to 16 (+3)
unless it was already higher.
Spell level Dying Prime spells • Resistance to slashing, piercing, bludgeoning, fire, cold,
thunder and lightning damage.
1st entangle, cure wounds
• Speed of digging, climbing, swimming, and flying equal
lesser restoration, prayer of to your base walking speed.
2nd
healing • You can perform slam melee attacks, with a 10 feet reach,
dealing 2d8 bludgeoning damage (plus your Strength
3rd mass healing word, plant growth
modifier); this melee attack is considered magical for the
4th ice storm, giant insect purpose of overcoming damage resistance.

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.

NIGHTFELL
98
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

Adventurers of the night


99
SELENITIC
At 2nd level, you gain the ability to tune in to the Moon to
upgrade your spells. As long as you remain outdoors under
the direct influence of the Moon, you can use your bonus
action to have Advantage on an attack with a spell, or to force
a target creature to have Disadvantage on the Saving Throw
against the next spell you cast before the end of your next
turn. You can use this feature once, then you regain its use
after you complete a long rest.
Also, if the Moon is in the Lunar
Phase chosen at 2nd level, the spell
save DC increases by 1.

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.

NIGHTFELL
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.

Soldiers devoted to the cult of Mirithlen and experts in


Lunar Divination and in the exorcism of night creatures.
These cultists, forged by severe training and inspired by the
power of the Trifold Goddess, can rely on incredible powers
that draw their strength from the influence of the Moon on
the Material Plane.

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

Proficiency Spells Spell slots


Level bonus Features known per spell level
1st 2nd 3rd 4th
1st +2 Devout Protector (1), Will of the Moon, Lunar Oath -

2nd +2 Fighting Style -

3rd +2 Spells, Lunar magic initate 2

4th +2 Ability score improvement, Lunar Divination 3

5th +3 Extra Attack (I) 3 2

6th +3 Oath Feature 3 3

7th +3 Steadfast Devotion 4 3

8th +3 Ability score improvement, Accurate Divination 5 3

9th +4 Silvery Gaze 5 4

10th +4 Devout Protector (1), Oath Feature 6 4

11th +4 Renewed Faith (1) 7 4

12th +4 Ability score improvement 7 4

13th +5 Stern Inquisitor 8 4 2 2

14th +5 Extra Attack (II) 9 4 2 2

15th +5 Secure Divination 9 4 2 2

16th +5 Ability score improvement, Selenite Touch 10 4 3 3

17th +6 Devout Protector (1), Oath Feature 10 4 3 3

18th +6 Renewed Faith (1d4) 10 4 3 3

19th +6 Ability score improvement 10 4 3 3 1

20th +6 Unchallenged Devotion 12 4 3 3 1

NIGHTFELL
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.

Adventurers of the night


103
Saving Throw DC= 8 + your Proficiency bonus + your SILVERY GAZE
Wisdom modifier At 9th level, you can use your bonus action to see invisible
Spell attack modifier= your Proficiency Bonus + your creatures within 30 feet. This effect lasts for 1 minute, and you
Wisdom Modifier can use it a number of times equal to your Wisdom modifier
(minimum 1), and you regain each use you spent after you
complete a long rest.
LUNAR MAGIC INITIATE
At 3rd level, you gain additional known spells depending
on your Lunar Oath. These spells are always considered RENEWED FAITH
Consecrated when cast by a Lunar Cultist. At 11th level, when you cast shield of faith with the Devout
Protector feature, you regain 1 Soul Point. At 18th level, you
regain 1d4 Soul Points instead.
EFFICIENT DIVINATION
At 4th level, you can perform Lunar Divinations by spending
a spell slot of 1st level or higher, instead of 2nd level or higher. STERN INQUISITOR
At 13th level, you have Advantage on Wisdom (Insight)
checks and Intelligence (Investigation) checks, as well as on
ABILITY SCORE IMPROVEMENT Saving Throws against Illusion.
At 4th level, and again at the 8th, 12th, 16th and 19th levels,
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- SECURE DIVINATION
ity above 20 through this feature. At 15th level, during a Lunar Divination, you can reject the
If you implement the optional feats rule, you can give up this result of the first dice roll and repeat it.
feature and choose a feat instead. Only the result of the second roll will be considered for
the purposes of Divination.

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.

Oath of the New Moon Lantern in the Night


When you choose this archetype, you gain Proficiency in At 1st level, while under the effect of a shield of faith spell cast
all martial weapons and learn the globe of eclipse cantrip (see with the Devout Protector feature, you get a +1 bonus to all
Chapter 8). Skill Checks and Saving Throws.

Excruciating Flare Expert Moon


At 1st level, while under the effect of a shield of faith spell cast At 6th level, you choose two skills or tools in which you are
with the Devout Protector feature, each time a melee attack Proficient: you gain expertise with the chosen skills or tools,
hits you, you can use your Reaction to deal 1d6 radiant dam- meaning your Proficiency bonus is doubled for any test car-
age back to the attacker. ried out using the skills or tools chosen.
Silver Sentinel
Ruthless Moon At 10th level, while under the effect of a shield of faith spell
At 6th level, any weapon attack you make against Aberrations, cast with the Devout Protector feature, you cannot be sur-
Fiends or Undead is considered a Critical Hit with a natural prised, and you also add your Wisdom modifier (minimum 1)
roll of 19 or 20. to Initiative rolls.
In addition, the Lunar Cultist can benefit from Steadfast
Scorching Flare Devotion even if surprised.
At 10th level, Excruciating Flare damage increases to 1d12.
Shining Explosion
New Moon’s Wreckage At 17th level, while under the effect of a shield of faith spell
At 17th level, while under the effect of a shield of faith spell cast with the Devout Protector feature, when you, or an ally of
cast with the Devout Protector feature, you can use a bonus yours whom you can see within 30 feet, has to make a Saving
action to end shield of faith: : if you do, you can deal an ad- Throw, you can use your Reaction to end shield of faith: if you
ditional 2d12 radiant damage the next time you hit with a do, you and any ally within 30 feet get a bonus to Saving
melee weapon attack within 1 minute. Throws equal to your Wisdom modifier until the beginning
of your next turn.
Lunar Magic initiate: the following spells are added to spells
known by the Lunar Cultist and are always considered Sacred. Lunar Magic Initiate: the following spells are added to spells
known by the Lunar Cultist and are always considered Sacred.
1st - hellish rebuke
2nd - spiritual weapon 1st - charm person
3rd - spirit guardians 2nd - aid
4th - fire shield 3rd - tongues
4th - arcane eye

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105
Oath of the Full Moon Oath of the Descending Moon
A Lunar Cultist who chooses this archetype gains Proficiency When you choose this archetype, you gain Proficiency in all
in heavy armor and learns the blade ward cantrip. martial weapons and learn the glyph of Mirithlen cantrip (see
Chapter 8). The Descending Moon comprises the Waning
Light of Life Crescent, Last Quarter and Waning Gibbous Moments.
At 1st level, when you cast a shield of faith spell on yourself cast
with the Devout Protector feature, you gain 2d6 Temporary Night Haze
Hit Points. These Temporary Hit Points are lost if shield of At 1st level, while under the effect of a shield of faith spell cast
faith ends. with the Devout Protector feature, your speed increases by 10
feet and you ignore difficult terrain.
Resolute Moon
At 6th level, maximum Hit Points and Soul Points increase Elusive Moon
by 1 per Lunar Cultist level. At 6th level, every round, the first Opportunity Attack made
against you automatically misses.
Beacon in the Dark
At 10th level, while under the effect of a shield of faith spell Shadow on the Moon
cast with the Devout Protector feature, you can spend a spell At 10th level, while under the effect of a shield of faith spell
slot as a bonus action to heal yourself and all allies within cast with the Devout Protector feature, your speed increases
30 feet of an amount of Hit Points equal to your Wisdom by another 10 feet, you have Advantage on the first weapon
modifier (minimum 1) per spell level. attack you make between the casting of the spell and the end
of its duration.
Vortex of Life
At 17th level, while under the effect of a shield of faith spell Purifying Veil
cast with the Devout Protector feature, you can use a bonus At 17th level, while under the effect of a shield of faith spell
action to end shield of faith: if you do, you heal every ally of cast with the Devout Protector feature, you can use a bonus
yours within 30 feet for an amount of Hit Points equal to action to end shield of faith: if you do, you can remove a neg-
twice your Wisdom modifier (min 1). In addition, you re- ative condition that afflicts a creature of your choice within
gain an amount of Hit Points equal to the total of Hit Points 10 feet.
healed to your allies with this feature.
Lunar Magic Initiate: the following spells are added to spells
Example: a Lunar Cultist with Wisdom 16 (+3) heals three allies known by the Lunar Cultist and are always considered Sacred.
for 6 Hit Points and themselves by 18 Hit Points.
1st - disguise self
Lunar Magic Initiate: the following spells are added to spells 2nd - misty step
known by the Lunar Cultist and are always considered Sacred. 3rd - blink
4th - freedom of movement
1st - shield
2nd - mirror image
3rd - mass healing word
4th - death ward

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.

The Masters of Tradition are widely respected as the sole


custodians of humanistic doctrines, whether they are unlikely
myths or accurate historical accounts. Their thirst for knowl-
edge is second only to their dedication and desire to put into
practice, or to touch with their hands, what they have spent
years reading about in the tomes of ancient knowledge.

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:

• (a) a sling or (b) a dagger


• (a) leather armor or (b) a quarterstaff
• scholar's pack and calligrapher’s supplies
KNOWLEDGE OF THE MASTER MASTER'S KNOWLEDGE
Every Master of Tradition can boast a vast erudition, and yet At 1st level, you choose a skill in which to be Proficient among
never satisfied and always expanding through the search for the following: Arcana, History, Investigation, Religion,
the mysteries of the world. Insight, Perception, Medicine, Nature. You gain expertise in
In the Lunar Age, their skills are one of the few tools the chosen skill, meaning your Proficiency bonus is doubled
suitable to shed light on the enigmas and the shadows in the when you make an Ability check using the chosen skill.
darkness. At 7th level you can choose a second skill, and another at
14th level.

Level Proficiency Features Ritual Maximum ritual


bonus spells spell level
1st +2 Master's Knowledge (I), Detect Weakness (1d4) - -
2nd +2 Keeper of Knowledge - -
3rd +2 Ritual Spellcaster, Tales of Monsters and Magic (1d4) 3 2°
4th +2 Ability score improvement 3 2°
5th +3 Detect Weakness (1d6), Master's Tenacity (+1) 4 3°
6th +3 Knowledge feature 4 3°
7th +3 Master's Knowledge (II) 5 4°
8th +3 Ability score improvement 5 4°
9th +4 Tales of Monsters and Magic (1d8) 6 5°
10th +4 Master's Tenacity (+2) 6 5°
11th +4 Detect Weakness (1d8) 7 6°
12th +4 Ability score improvement 7 6°
13th +5 Knowledge feature 7 6°
14th +5 Master's Knowledge (III) 7 6°
15th +5 Master's Tenacity (+3) 7 6°
16th +5 Ability score improvement 7 6°
17th +6 Detect Weakness (1d10) 7 6°
18th +6 Knowledge feature 7 6°
19th +6 Ability score improvement 7 6°
20th +6 Master of Legends 7 6°

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109
DETECT WEAKNESS TALES OF MONSTERS AND MAGIC
At 1st level, you are able to study the enemy in front of you At 3rd level, you can tell stories and legends to your com-
to identify their weaknesses and point them out to your allies. panions during a short rest. Up to 5 creatures that are able to
As an action, you can focus attention on a target within 30 understand your language, and complete a short rest nearby
feet, and then roll a Wisdom check to which you can ap- may listen to your words (they cannot therefore be engaged
ply your Proficiency bonus (DC equal to 10 + the target in doing anything else) regain 1d4 Soul Points at the end of
Challenge Rating). In the event of failure, the feature is to be the short rest.
considered unused, and you can retry to use it later towards You can use this feature once, then you regain its use after
the same target or others. you complete a long rest.
If successful, you and up to 4 allies within 30 feet, add 1d4 At 9th level, the creatures regain 1d8 Soul Points instead.
to the next damage roll against that specific target.
This feature can be used once, then you regain its use after you
complete a short or long rest. ABILITY SCORE IMPROVEMENT
The damage bonus increases to 1d6 at 5th level, 1d8 at At 4th level, and again at the 8th, 12th, 16th, and 19th lev-
11th level and 1d10 at 17th level. els, you can increase an ability score by 2, or increase by 1
two ability scores of your choice. As usual, it is not possible,
through this feature, to bring a feature to a score above 20.
KEEPER OF KNOWLEDGE If you implement the optional feats rule, you can give up
At 2nd level, you specialize in a specific knowledge apt to deal this privilege and choose a feat instead.
with a certain type of enemy. This choice gives new features to
the 2nd, 6th, 13th, and 18th levels (see below).
MASTER'S TENACITY
At 5th level, you get a +1 bonus to all Saving Throws against
RITUAL SPELLCASTER spells cast by Aberrations, Fiends or Undead. This bonus in-
At 3rd level, you learn 3 ritual spells of 2nd level or below and creases to +2 at 10th level, +3 at 15th level.
can cast them as ritual spells. Each spell can belong to any
list of spells.
At 5th level, you learn another ritual of 3rd level or lower; MASTER OF LEGENDS
at 7th level, you learn another ritual of 4th level or lower; at At 20th level, you can cast the spell legend lore once a day
9th level, you learn another ritual of 5th level or lower; at 11th without the need for any material component.
level, you learn another ritual of 6th level or lower.

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.

NIGHTFELL
110
Keeper of Funerary Sciences
It includes those Masters of Tradition specialized in
funeral rites and legends about death and beings of
the underworld.

Myth of the Shining


At 2nd level, when choosing this archetype, you
learn the sacred flame and spare the dying cantrips
(your spellcasting ability for these spells is
Intelligence).
Also, when using the Detect
Weakness feature, the additional
damage turns into radiant dam-
age, and increases by a dice size
(1d4 becomes 1d6, 1d6 becomes
1d8, etc...) if the feature is used
against Undead.

Tales from the Crypt


At 6th level, you have Advantage
on Saving Throws against Fear and
resistance to Necrotic damage.

Legend of the Shining Moon


At 13th level, you can cast
moonbeam as a 4th level spell
(your spellcasting ability for this
spell is Intelligence).
The spell can be cast once, then
you regain its use after you complete a
short or long rest.

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.

Adventurers of the night


111
Keeper of Occult Sciences Keeper of Oneiric Sciences
It includes those Masters of Tradition specialized in the study It includes those Masters of Tradition specialized in the study
of demons, Fiends, and evil beings from other planes of reality. of the cosmos, eternal beings and everything that lies beyond
the veil of reality.
Myth of Magic
At 2nd level, when choosing this archetype, you can cast the Myth of the Nightmare
spell protection from good and evil, (your spellcasting ability for At 2nd level, when choosing this archetype, you can cast
this spell is Intelligence) targeting yourself. You can cast this the sanctuary spell (your spellcasting ability for this spell is
spell once, then you regain its use after you complete a short Intelligence).
or long rest. Also, when using the Detect Weakness feature, any suc-
In addition, when using the Detect Weakness feature, cessful attack that benefits from the feature’s damage bonus
attacks that benefit from the damage bonus provided by the reveals something about the target. You can choose to learn
feature are considered magical in order to overcome Fiends’ about a single detail of the target such as: an ability score,
damage resistance and increase by a dice size (1d4 becomes armor class, speed, and movement methods, remaining and
1d6, 1d6 becomes 1d8, etc.) if the feature is used against Fiends. maximum Hit Points, a special feature, a specific resistance,
immunity, or vulnerability. The additional damage increases
Tales of the Inquisition by one dice size (1d4 becomes 1d6, 1d6 becomes 1d8, etc...)
At 6th level, you gain Resistance to fire damage, and your if the feature is used against Aberrations.
attacks are always considered magical in order to overcome
the damage resistance of Fiends. Tales from the Subconscious
At 6th level, you have Resistance to psychic damage. In ad-
Legend of the Exile dition, you have Advantage on Saving Throws against effects
At 13th level, you can cast the banishment spell (your spellcast- that cause stunned, paralyzed, incapacitated, and unconscious
ing ability for this spell is Intelligence). conditions.
The spell can be cast once, then you regain its use after you
complete a short or long rest. Legend of the Revealing Dream
At 13th level, you can cast the arcane eye spell (your spellcast-
Morals of Immolation ing ability for this spell is Intelligence).
At 18th level, you gain Immunity to fire damage. The spell can be cast once, then you regain its use after you
complete a short or long rest.

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.

The gift of mediums is also their burden, which is why they


tend to mask their disturbing practices from those who can-
not or do not want to understand them and from those who
believe they are an unforgivable affront to the laws of the
world: amalgamation of life and death.
The bodies of Mediums voluntarily become vessels to con-
tain the spirits of the past, which give them skills and knowl-
edge worthy of those beyond the veil of death, and a cold and
otherworldly presence.

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:

• (a) a longsword or (b) a shortsword or (c) a scimitar


• (a) leather armor or (b) scale mail
• (a) A shortbow or (b) two daggers
• explorer’s pack
BOND WITH YOUR GHOST or harboring desires of revenge towards their killers, for ex-
There are many wandering and scattered souls that hover un- ample. The symbiosis of the Mediums with their own ghosts,
seen throughout Iùrmen, unable to proceed in the afterlife. however, opens the door to the union between the vitality of
Some of them are linked to a specific place, where others find mortals and the eternity of the dead, gaining power but often
individuals willing to welcome them as if they were some sort of also a kind of catharsis from the afflictions of earthly life or a
phylactery and with whom they establish an indissoluble bond presence that relieves them of an incurable loneliness. It is not
and mutual benefit. Mediums often tend to have great empa- uncommon for these spirits to belong to ancestors who seek
thy for the regrets and the lost relationships of their ghosts, their descendants to find help in completing what they have
pursuing goals that old age has prevented them from achieving left unresolved or come to their aid at the most desperate time.

Level Proficiency bonus Features


1st +2 Ghost in Ambush (I), Spectral Claw

2nd +2 Nature of the Ghost

3rd +2 Fighting Style, Dark Determination (2d6)

4th +2 Ability score improvement, Vicious Claw

5th +3 Extra attack (I)

6th +3 Ghost feature

7th +3 Ghost in Ambush (II)

8th +3 Ability score improvement

9th +4 Dark Determination (2d10)

10th +4 Spectral Rending

11th +4 Ghost feature

12th +4 Ability score improvement

13th +5 Twin Claws

14th +5 Ghost in Ambush (III)

15th +5 Spectral Snare

16th +5 Ability score improvement

17th +6 Extra attack (II)

18th +6 Ghost feature

19th +6 Ability score improvement

20th +6 Steel Claw

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.

Adventurers of the night


115
VICIOUS CLAW THE POSSESSION OF A MEDIUM
At 4th level, if you miss a target with chill touch, you still deal Although Mediums are already possessed by ghosts, they can
necrotic damage equal to 1 plus your Charisma modifier (the still be victims of Possession once their Soul Points reserve
target takes no other effects, as the spell did not score a hit). drops to 0. The lurking Dark Mirror entities will have the
opportunity to corrupt the mind of the Medium's ghost, and
this bond will be exploited to have control over the character.
EXTRA ATTACK An exorcism, therefore, will lead to the purification of the
At 5th level, you can attack twice, instead of once, whenever Medium's ghost, thus driving away the malignant entity that
you take the Attack action on your turn. had taken control of it.
The number of attacks increases to three when you reach
17th level in this class.
NATURE OF THE GHOST
By learning about their ghost and learning how to use their pow-
SPECTRAL RENDING ers, the Medium begins to observe its true nature. Only when the
At 10th level, when performing an attack with a weapon nature of the spirit is revealed it can unleash its true potential.
against a target under the effect of chill touch, or clinged to by
your ghost, you can score a critical hit with a roll of 19-20. Ghost spells
At 2nd level, when choosing a Nature of the Spirit, drawing
power from the ghostly essence, you can cast thematic spells.
TWIN CLAWS
At 13th level, when you score a critical hit with chill touch, you Spells: the description of each archetype contains the list of
can immediately use chill touch against a second target within spells that can be cast with this feature, along with the level at
15 feet of the first one. which each spell is obtained and how many times you can use
it. You regain every use when you complete a long rest.

SPECTRAL SNARE Spellcasting ability: Charisma is the spellcasting ability of


At 15th level, when you score a critical hit with a weapon a Medium, as it is the mere strength of their willpower that
attack, your ghost comes out “into the open” (if it was not fights against the possession by the ghost until it comes to
already) and immediately clings to the target. understand its power. Take your Charisma score as a refer-
This feature does not count for the number of Ghost in ence when a spell mentions the spellcasting ability. Use your
Ambush feature uses. Charisma modifier to determine the Difficulty Class (DC) of
Saving Throws for Ghost spells cast or used to attack.

STEEL CLAW Saving Throw DC= 8 + your Proficiency bonus + your


At 20th level, once per turn you can use chill touch instead of Charisma modifier
a weapon attack, when using the Attack action on your turn Spell attack modifier= your Proficiency bonus + your
If you implement the optional feats rule, you can give up Charisma modifier.
this feature and choose a feat instead.

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.

Character level Wandering Ghost spells


Misty step (a number of times
2nd
equal to your Charisma modifier)

6th blink (once)

11th freedom of movement (once)

18th passwall (once)

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.

Adventurers of the night


117
Valiant Ghost Jinx Ghost
The ghost manifests a solemn fury, strengthening and puri- The ghost manifests its propensity for hatred and vengeance,
fying the body of the Medium, who has the strength of the revealing itself as capable of casting powerful curses. The
ghost in their hands and its courage in their heart. grudges of those who have died run through the Medium's
veins, and a stream of necrotic magic emerges from their body
to rage into their enemies.
Character level Valiant Ghost spells

healing word, at 2nd level (a


2nd number of times equal to your Character level Jinx Ghost spells
Charisma modifier)
bane, at 2nd level (a number of
6th beacon of hope (once) 2nd times equal to your Charisma
modifier)
11th death ward (once) 6th bestow curse (once)

18th mass cure wounds (once) 11th confusion (once)

18th contagion (once)


Spectral Shield
At 2nd level, as long as your ghost is “into the open”, any
other creature of your choice within 10 feet of you gains a +2 Spectral Mire
bonus to AC and Saving Throws. At 2nd level , as long as your ghost is “into the open”, any
enemy finishing their turn within 30 feet of you must make a
Strategic Ghost successful Strength Saving Throw or its speed will be reduced
At 6th level, when an ally you can see hits with a melee weap- to 10 feet until the end of its next turn.
on attack a target within 60 feet, you can use your Reaction to
have your ghost cling to that target. Malicious Ghost
At 6th level, when a creature within 30 feet fails a Saving
Spectral Rest Throw, as a Reaction you can have your ghost cling to that
At 11th level, when you use Dark Determination, any other creature.
creature of your choice within 10 feet regains half of the Soul
Points you regain. Spectral Dread
At 11th level, when you use Dark Determination, any enemy
within 10 feet of you must make a successful Wisdom Saving
Ethereal Reinvigoration Throw or be Frightened until the end of its next turn.
At 18th level, when your ghost reduces an enemy to 0
Hit Points, you, and any ally within 30 feet of you, earn Ethereal Carnage
Temporary Hit Points equal to 1d10 plus your Charisma At 18th level, when your ghost reduces an enemy to 0 Hit
modifier. Points it can immediately cling to another target within 10
feet of the first one.

NIGHTFELL
118
VAMPIRE, PROGENY
OF ACIRENZIA
What mortals call eternal night, the children of the dark call home.

Iürmen's vampires are the Blood Moon’s offspring, and there-


fore eternally opposed to the clergy of Mirithlen, and the
Lunar Cult who hunts and persecutes them, and not with-
out reason. The curse they were struck by often turns them,
out of necessity, instinct, or despair, into bloodthirsty mon-
sters and murderous sadists. However, some rare individuals
have learned how to dwell among the living and find their
place within society, although only the fortress known as the
Northern Lookout, in the Lands of Alper, has so far shown
such open-mindedness as to welcome them.
Those Vampires who have not tamed their predatory nature
are organized into small "families", whose leader is usually the
vampire who bestowed the gift, or transmitted the contagion,
depending on the point of view, to the other members. Usually,
these groups haunt abandoned ruins and settlements. There are,
however, those clusters led by the Acolytes of Acirenzia, moth-
er of all vampires, who often found settlements of their own.
Finally, there are those who, unable to come to terms with
what they have become, condemn themselves to a lonely and
roaming life, lost in the eternal, desolate night of Iùrmen.
Lunar cultists and Ejre are usually reluctant to trust these
creatures: the former consider the Blood Moon and all its
children blasphemous, while the latter see the very existence
of vampires as a subversion of the natural order of things and
the balance between predators and prey.
All of Iùrmen's Vampires descend from Acirenzia, who
was a priestess of Mirithlen in the early Lunar Age but even-
tually betrayed her goddess. Thanks to a blasphemous ritual,
she polluted the radiant beauty of the Moon with the dark
red of blood, still visible on certain nights, and for this act she
was damned for eternity. Acirenzia passed on her curse to her
Acolytes, and they propagated it throughout Iùrmen.
Thus, a lineage was born whose destiny is eternally marked by
a thirst for blood and lust for darkness, since the rays of the Full
Moon weaken the Vampires as a sign of the goddess's vengeance.
A MOON TORMENTED PROGENY make an unarmed weapon attack that deals piercing damage
• During the Full Moon Lunar Phase, Vampires cannot enter equal to 1d4 plus your Constitution modifier, and by doing so
a dwelling unless they are expressly invited by an occupant. gaining as much Temporary Hit Points as the damage you in-
(a single invite allows the Vampire to enter such dwelling on flicted. You can only use this attack against corporeal targets,
any other occasion) provided you have Advantage on the Attack Roll. You can
• During the Full Moon Lunar Phase, Vampires have also use this attack against a target you have grabbed in com-
Disadvantage in Attack Rolls and sight-based Wisdom bat, even if you do not have Advantage on the Attack Roll.
(Perception) checks when they, or else the target or the subject If the target of the bite is an Aberration, a Fiend or an
of their action, are directly hit by the moonlight. Undead, you are Poisoned until the end of your next turn.
The bite becomes more and more lethal as your levels in-
crease: damage increases to 1d6 (5th level), 1d8 (10th level),
CLASS FEATURES 1d10 (15th level) and finally 1d12 (20th level).
As a Vampire, you gain the following class features:

Hit Points GIFTS OF ACIRENZIA


Hit Dice: 1d8 per Vampire level At 1st level, you develop supernatural and mysterious abili-
Hit Points at 1st Level: 8 + Constitution modifier ties, the same that originated many myths and legends that
Hit Points at higher levels: 1d8 (or 5) + Constitution modi- surround the Vampire’s figure.
fier for Vampire level after 1st You gain two Gifts from the following list and an additional
gift to the 3rd, 5th, 8th, 10th, 15th, and 19th levels.
Multiclass Requirements
Constitution 13, Charisma 13 • Dark Grace: As a bonus action, you can improve your
mobility, increasing by 10 feet any jump made by the
Proficiencies end of the turn; choosing this Gift twice allows you
Armor: light armor to cast the feather fall spell at will; choosing this Gift
Weapons: simple weapons three times allows you to cast the levitate spell (only
Saving Throws: Strength and Wisdom on yourself ) once, then you regain its use after you
Skills: choose three between Athletics, Stealth, Arcana, History, complete a short or long rest.
Investigation, Religion, Insight, Perception, Deception, • Predatory Allure: Choose a skill between Deception,
Intimidation, Persuasion Persuasion, or Intimidation; when you can make a
Charisma check using the selected ability, you gain
a +2 bonus; you can choose this Gift multiple times,
EQUIPMENT choosing a different skill each time, and your bonuses to
You start with the following equipment, in addition to the previously chosen skills increases by 1.
equipment granted by your background: • Feral Magnetism: When you use the Animal Handling
• (a) a light crossbow or (b) a spear skill, consider any dice roll lower than 8 as 8; choosing
• (a) padded armor this Gift twice allows you to cast the animal messenger
• a dagger, a torch spell at will; choosing this Gift three times allows you to
cast the animal friendship spell once, then you regain its
use after you complete a short or long rest.
BLOOD POWER • Body of Mist: As a Reaction when you are hit by a melee
At 1st level, you, as a Vampire, will have to adapt to your attack with a weapon that is not magical, silvered or
needs, no longer being able to ingest any nourishment but Grim, that deals slashing or bludgeoning damage, you
fresh blood. can reduce the damage by 1d4; choosing this Gift twice
Your eating habits are aided by the development of a pred- extends its effectiveness to ranged weapon attacks and
atory dentition, thanks to which you can use your own bite to attacks that deal piercing damage; choosing this Gift

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

Level Proficiency bonus Features Bite damage Gifts of Acirenzia


1 +2 Blood Power, Gifts of Acirenzia 1D4 2
2 +2 Dark Path

3 +2 Heart of Darkness 3
4 +2 Ability score improvement

5 +3 1D6 4
6 +3 Dark Path feature

7 +3 Vermilion Resilience (I)

8 +3 Ability score improvement 5


9 +4 Soul of Darkness

10 +4 1D8 6
11 +4 Dark Path feature

12 +4 Ability score improvement

13 +5 Mask of the Beast

14 +5 Vermilion Resilience (II)

15 +5 1D10 7
16 +5 Ability score improvement

17 +6 Dark Path feature

18 +6 Blood balance

19 +6 Ability score improvement 8


20 +6 Apotheosis of the Beast 1D12

Adventurers of the night


121
turn; choosing this Gift twice doubles the vampire's SOUL OF DARKNESS
carrying capacity; if you choose this Gift three times, At 9th level, resorting to the power of your cursed blood
when you activate this gift, you also gain a 1d4 bonus to makes you impervious to adversity, albeit eroding your soul.
all your melee damage rolls made in the same turn. When you fail a Saving Throw, you can sacrifice 1d8 Soul
• Threat from above: You gain the ability to climb at Points to reroll, considering only the second roll to be valid.
half your speed, being able to climb completely smooth This feature can be used twice, and you regain each use you
surfaces and even upside down; if you choose this Gift spent after you complete a long rest.
twice, your climbing speed becomes equal to your
walking speed; if you choose this Gift three times, you
will have Advantage on Attack Rolls and Strength MASK OF THE BEAST
(Athletics) checks when you attack from an overhead At 13th level, you can sacrifice a fragment of your soul and
position in relation to the target. humanity to turn into a real night predator.
As an action, you can sacrifice 2d6 Soul Points and cast
the polymorph spell on yourself without having to spend any
DARK PATH spell slots, and immediately turn into a Night Predator: a
At 2nd level, you embark on your chosen dark path. This majestic and dreadful creature, with bat wings and wolf jaws.
choice provides new features at the 2nd, 6th, 11th and 17th This feature can be used once, then you regain its use after
levels. you complete a short or long rest.

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.

Dark Path of the Scarlet Soldier


The Vampire learns how destructive their legacy can be if
used in the right way, while witnessing their body
increase in strength and endurance. These
are the first steps that will lead them to
become a champion of the night.
When you choose this archetype
at 2nd level, you gain Proficiency in
all martial weapons, shields, and me-
dium armors. In addition, your
maximum Hit Points increase
by 1 for each level in this class.

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.

Adventurers of the night


123
Dark Path of the Pale Hunter Spells: Below there is the list of spells that can be cast with
The Vampire is now one with the shadows. Their stealth this feature; the following chart shows the number of known
skills develop in new ways thanks to their renewed affinity spells; when the chart indicates that you know one spell more
to darkness. than at the previous level, you can choose a spell of any level
When you choose this archetype at 2nd level, you become in which you have spell slots; the chart also shows the number
Proficient in the Stealth skill and in another skill of your of slots available to cast spells depending on the level; such
choice. spell slots are regained when a long rest is completed.
Spellcasting ability: Charisma is the spellcasting ability of
Night Hunter a Night Mystic, as their magic resides in the Vampire’s very
At 2nd level, you gain Darkvision up to 60 feet (or the pre- blood, soul, and self. Take your Charisma score as a refer-
viously possessed Darkvision is extended by 60 feet). In ad- ence when a spell mentions the spellcasting ability. Use your
dition, you have Advantage in Dexterity (Stealth) checks to Charisma modifier to determine the Difficulty Class (DC) of
hide in areas of dim light or darkness. Saving Throws for Night Mystic spells cast or used to attack.

Bloodthirsty Ambush Saving Throw DC= 8 + your Proficiency bonus + your


At 6th level, you can use your bite against surprised targets. Charisma modifier
If you hit and bite a surprised target, you automatically score Spell attack modifier= your Proficiency bonus + your
a critical hit. Charisma modifier

Celerity of Shadows Night Known spells Spell slots


At 6th level, your speed increases by 10 feet. Mystic level
1st 2nd 3rd 4th 5th

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

Acuteness of the Blood Moon 9 11 3 2 1


At 17th level, your Dexterity and Intelligence scores increase 10 12 3 2 1
by 2 (up to a maximum of 22). 11 13 3 2 2 1
12 14 3 2 2 1
13 15 3 2 2 1
Dark Path of the Night Mystic
14 16 3 2 2 2
The vampire's blood exudes magic and their eyes radiate
15 17 3 3 2 2
death. The night itself becomes the source of their power.
16 18 4 3 2 2
When you choose this archetype at 2nd level, you gain
17 19 4 3 2 2 1
the ability to cast a variety of spells drawing on the power
inherent to blood. 18 20 4 3 2 2 1
19 21 4 3 2 3 1
20 22 4 4 3 3 1

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

LIST OF SPELLS 4th level


OF THE NIGHT MYSTIC VAMPIRE Blight
Compulsion
1st level Confusion
Animal Friendship Freedom of Movement
Charm Person Giant Insect
Command Greater Invisibility
Detect Magic Hallucinatory Terrain
Disguise Self Phantasmal Killer
Expeditious Retreat Polymorph
False Life
Fog Cloud 5th level
Speak with Animals Dominate Person
Sleep Geas
Hold Monster
2nd level Insect Plague
Alter Self Mislead
Spider Climb Passwall
Blur Raise Dead
Calming emotions Scrying
Darkness Telekinesis
Detect Thoughts Telepathic Bond
Enhance Ability
Enthrall
Hold Person
Invisibility
Suggestion

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

There are many who are raised by religious communities; ba-


bies abandoned on the door or orphans with no future. They FEATURE: SUPPORT OF THE CIRCLE
grow up following their cult or community’s own strict rules, All members of a cult recognize other members instantly,
learning hard work and developing skills useful to the circle thanks to small details that are insignificant to those who
that hosts them. These characters may have been raised by have not spent years in a monastery, circle, or community.
specific cults such as the Old Tradition or the Lunar Cult. Members of a circle respect a code of mutual aid through-
Their life of commitment, study and work makes them skilled out their lives, providing help and support to other members.
thinkers or fundamental components in towns and outposts, An Adept can expect the support of the other members they
where they give aid and teach lessons. meet, who will expect similar treatment in turn.

Adventurers of the night


127
SUGGESTED TRAITS
Those who are Adepts of a Circle and are raised by specific
communities always carry with them the teachings learned
from their masters and confreres. These characters have a high
sense of sacrifice and often know how to be generous and
encouraging, masking gloomy emotions so as not to give the
impression of being intimidated by the evil that afflicts the
Material Plane. They always remember what it is like to live
in a community, and the spirit of brotherhood (or sisterhood)
makes them reliable travel companions. They never back
down when their cult needs help and they sometimes become
propagators of their creed.

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.

• The traits below replace the "Skill Proficiencies" and


"Equipment" entries listed above.
• Alternative equipment: sheets with drawings, a tool or
equipment in which you are Proficient, charcoal for
drawing, a wooden toy carved at a young age, simple
clothes, food supplies for a day, a torch, 1 gp.
• Alternative Skills Proficiencies: Animal Handling or
Arcana; Nature or Religion.

d8 Personality traits

1 Before doing anything rash, I count to 10.

2 I try to connect every event in a great cosmic scheme.

I often get lost in contemplation of my own thoughts,


3
forgetting what surrounds me.

4 I perform deep bows and other gestures of respect.

I speak in a calm voice even when my words are sharp,


5
and my emotions burst.
Constant training allows me to deal with the stress and
6
difficulties of life.
I often tell anecdotes about the times I used to hang out
7
with my community.
I am intransigent towards those who speak ill of my
8
circle of origin.
d6 Ideals ANCIENT LINEAGE
Improvement (neutral): Constant improvement and self-
1
care lead to a balanced and serene life. Among the peoples of Iùrmen there are still those who de-
No one is above the law (lawful): No one should have scend from ancient houses or inherit honors and responsibili-
2
preferential treatment under the law.
ties as descendants of more or less historically relevant figures.
Charity (good): Why accumulate earthly goods, when In the Lunar Age, politics and kingdoms have changed, giv-
3
you can share them with those who need it most?
ing way to new orders and territorial control by religious cults.
Respect (lawful): Everyone, regardless of rank or social An exception are the Lands of Alper, where the descendants
4
class, must be treated with dignity.
of those who were deceived by the Trudens to become hideous
Strength (evil): With hard work I have been raised above
5
the weak, and it is only right that I have my share. Wild Oms still rule. The history of the world saw a succession
of characters, ruling families or saviours who ruled nations.
Freedom of thought (chaotic): Everyone is free to believe
6 in what they want, and any constraint must be strongly Alas, of those glories there is nothing left but a shadow that
opposed. weighs heavily on the shoulders of a few, whose goal is to
restore the rightful authority of their ancestors.

d6 Bonds Skills Proficiencies: Perform or Persuasion; Arcana or History


My community was set on fire by a possessed madman, I One type of martial weapon (melee or ranged)
1 Equipment: A martial weapon in which you are Proficient,
still bear the scars today.
My master was strict, but even today I would give my life a family heirloom in bronze (worth 3 gp), simple clothes, a
2
for him. cloak depicting a family or cultural crest, a red wine flask, a
gold ring gifted by your parents (worth 15 gp) and a worn
3 Nothing comes before my confreres.
copy of the Annals of Iùrmen
In my community I had known the love of my life, but
4
the master would never approve.
I inherited valuable and important calligrapher tools. To FEATURE: NOBLE BIRTH
5 lose them would be an unacceptable insult to the one
Whether your lineage has decayed, or the memory of your an-
who gave them to me.
cestors is still alive, those who bear an Ancient Lineage still
A rival from my time at the monastery persecutes me,
6 retain a certain authority in the political field. While others
our paths continue to cross.
must earn the right to access reserved places or have difficulties
getting an audience with important people, there are those who
can boast of their descendants and enjoy privileges denied to
d6 Flaws ordinary people, given that you are in a place relating to your
origin or among people who respect the noble history of your
1 I am dogmatic and inflexible. lineage. Even in such circumstances, it will often be necessary
I demand perfection, from others and even more so from to provide proof of your ancestry, such as cemetery records, a
2
myself. signet ring, wills, or possibly letters from well-respected indi-
viduals. This feature can also be interpreted as an influence on
3 I treat others with conceit, looking down on them.
certain ethnic groups, rather than towards political figures.
4 I am afraid of fire.
Below are the possible origin lineage and the benefits that
come with it.
5 Sarcasm is always on my lips.
• Lyvar Chieftain: Every nomadic group of Night
I will never ask for help from those who do not come Faeling knows how to recognize the heir of their guide
6 from a circle: they would not understand and could not
help me. or a descendant of the ancient chieftains of the depths.
When in contact with Lyvar groups, you will exercise a
greater authority.

Adventurers of the night


129
• Heirs of the Kingdom of Sarneum: The royal lineage • Ancient Disciples of Rahidra: Primevals pass down
of Sarneum is not yet completely lost, and there are still the tales of how Rahidra led her people to the east, and
distant descendants of the family to which Ma'Hal III, still many tell tales of those who were at first her direct
grandfather of Mirithlen herself, belonged. When the disciples and then became spiritual guides of tribes and
Ishdrim acknowledge your lineage, they cannot help families. Those who can boast the legacy of Rahidra's
but feel subservient, nostalgic of the tales of when they historical disciples enjoy a special consideration and a
reigned and prospered in the southern continent. certain respect among the Ejre.
• Noble Houses of the First Men: Ghirion, Olendris, • Perchta’s Blood: Although Krampus adventurers are
Zirmael and several others. These are the fallen houses always outcasts and exiles who have left the pack, they
from when Xivanis reigned, and some even date back can still prove to be part of a glorious lineage. Some
to the age of the Thurinthian Empire. Those who of them, in fact, can prove that they have ties to the
bear these names carry a heavy burden, since it was mammoth Ladies of the Beast in their blood, as if they
from them and their deeds that the decline of Iùrmen were descendants of primordial authority. This is due to
originated. However, the Anireth unreservedly respect the fact that the Ladies of the Beast sometimes blessed
the descendants of their lost aristocracy as they still children of their feral people, giving them a semi-
hope for the redemption of their people, or even a divine spark, hoping that they could become fearsome
return to the ancient glories. This guarantees a strong followers and fierce protectors. Those who can show this
influence over the Anireth you encounter. lineage are welcomed in peace, or at least not in open
• Cursed Garnar Lineage: Among the Garnar, there hostility, by the packs of Krampus in spite of their status
are some who descend from those who brought the as an outcast.
curse on their entire people, but whom many still
remember as warriors, chieftains, and paragons of virtue.
Even today, in the Northern Lookout, some of these VARIANT: PERCHTA’S BLOOD
descendants maintain their rule over the Alperns, and A Krampus who manifests the bygone feral spark granted by
it is quite common for them to challenge each other, the Ladies of the Beast replaces their background features
fostering internal wars to prove who is the strongest with the ones listed here.
and most worthy to lead the people. If you possess such
ancestry, some may curse your ancestors for their pact • Skills Proficiencies: Athletics; Perception
with the Trudens, but no one can deny you an audience • Other Proficiencies: One type of martial weapon (melee
with Alper's rulers. or ranged)
• Sons of the Early Satyrs: Among the several lines of • Equipment: A martial weapon in which you are
Satyrs that once populated Iùrmen, only the Rizadrin Proficient, a mask made of wood and feathers with
survive. Among them, some boast a blood bond with an engraved symbol that resembles the Perchtas’ icon
the kings of the World Below, supreme governors of the (worth 10 gp), tribal clothes, an oil flask, a witch’s pack
lost cities of the Lunar Satyrs. Such a lineage cannot and a bone knife
be ignored even by Anvernia, who rules over the Lunar
Cult. Suggested traits
• Descendants of Erven the Strong: Everyone knows the Being descendants of a noble house or iconic characters is a
legend of Erven, and the Gray Folk literally idolize this burden, as well as an honor. Characters may find themselves
legendary figure. He had three children, who gave rise enjoying both renown and prejudice. The nocturnal adventur-
to three sub-kingdoms. However, it is highly likely that ers of Ancient Lineage often have very specific personal goals,
the last descendants of Erven's bloodline come from his such as restoring the importance of their family, regaining the
daughter Hislith. Proving to be heirs of such a noble privilege and lost power, or standing as leaders and paragons for
lineage would allow you to find open doors among the their own people, inspired by their ancestors’ accomplishments.
Gray Folk or in the vicinity of Ervenrun. Even among
the followers of the Old Tradition, rulers of the citadel,
you would stir a certain awe.

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.

Sometimes I feel the burden of responsibility and that


4 I can keep a calm demeanor in most situations. 4
brings me down.

5 I believe in my lineage more than any religion. 5 I easily fall into vices.

I cannot admit I am wrong, not even if confronted with


6 Sometimes, I am unintentionally vain. 6
hard evidence.

7 I always keep my belongings in order.

8 If I am in the wrong, I have a hard time apologizing. APOSTATE


Even the most devoted and unwavering followers of a cult
d6 Ideals can sometimes leave their beliefs behind. Whether out of
Rebirth (good): I will do what is in my power to restore distrust of the divine or inability to tolerate certain horrors
1
my name and that of my ancestors. happening despite its intervention, some characters become
Honourable (lawful): My origins require me to be an Apostates. Once you have abandoned your faith or left the
2
example to others. circle you belonged to, relations with the past are hopelessly
Indifference (evil): The fate of others is no business of closed off. In times of need, for example when seeking refuge
3 mine. I have to be successful even at the expense of those in places of worship, Apostates must disguise themselves as if
around me.
they were still part of the clergy they have abandoned.
Bequest (any): Preserving one's traditions is a duty and a
4
necessity.
Skill Proficiency: Stealth or Deception, Religion or History
Consistency (neutral): When you assert a concept, that
5
must be paramount above everything else.
Other Proficiencies: Abjurer’s pack, calligrapher’s supplies
Equipment: An abjurer’s pack, 5 incense sticks or 5 perfumed
6 Arrogance (chaotic): I deserve more rights than others! candles (depending on your Birthmoon; Full: vanilla and
honey; New: licorice; Ascending: Mint; Descending: sandal-
wood), a small knife, a tunic, common clothes, a purse with 5
gp, a silver statuette worth 10 gp stolen from an abandoned
d6 Bonds holy place
The legends about my ancestors have accompanied me
1
since childhood.
FEATURE: WOLF AMIDST LAMBS
I try to correct the mistakes of the past and drive away
2
the ill will on my family. Thanks to the years spent in their former cult, you are able to
My land and my city are always in my thoughts. My very pass yourself off as a devout follower in communities where
3
story comes from there. you are a stranger; this way you can find asylum, respect,
4 A family curse haunts me as it once haunted my parents. and assistance for a week; if you dedicate at least two hours
a day to caring for the faithful, you will earn a paycheck of
I have to conclude what was started by one of my 2d6 silver coins per day; after a week, rumours about your
5
ancestors.
account begin to circulate within this new community, so that
I could never leave this object that has been handed it would be time to look for other places to go before your
6
down for generations in my family.
apostate identity is revealed.

Adventurers of the night


131
d6 Ideals
Honor (lawful): My word is worth more than any
1
supposedly sacred writing or false prophecy.
Anarchy (chaotic): I do not believe in hierarchies, nor in
2
the authority of one person over another.
New life (neutral): I want to forget the past, and I want
3
the past to forget about me.
Truth (neutral): I intend to find out what my former cult
4
hides and spread the truth.
Alms (good): Even today, every coin I give to those in
5
need, is for me a small step towards serenity.
Vengeance (evil): My former cult will pay; churches will
6 burn, false idols will be knocked down, and the deceitful
tongues of priests cut out.

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

1 Pessimistic: If something can go wrong, it will.


d8 Personality Traits
I am always on the lookout, and I constantly watch my 2 Paranoid: I see shadows spying on me everywhere.
1
back.
I cannot hold back a laugh when something unpleasant 3 Bad liar: I become visibly uncomfortable when I lie.
2
happens to my former cult or its members.
I express myself in a calm and sweet voice, even when I Hypocrite: I judge others severely, but, when it comes to
3 4
am angry. myself, I am lenient.
I avoid giving clear information about my account and Obsessive: When I set myself a goal, that is the only
4 5
my past, I give vague and evasive answers. thing I see.
I prefer to count on my own skills rather than other Fatalist: I rely too much on fate and I do not care much
5 6
people. about working to obtain favourable results.
6 I have a great memory for names and faces.
7 I have lost faith in religion and the divine.
8 I tend not to trust clergy or religious figures in general.

NIGHTFELL
132
DRIFTER d8 Personality traits

1 I eat my nails when I am nervous.


In the darkest alleys of the few remaining towns, shady in-
dividuals who grew up under the nightly cloak of the Lunar 2 My answers are always in the form of a question.
Age prowl around, inspired by the endless void that towers
over them. These wanderers are experts in oratory, deception, 3 I always keep an eye on the way out.
and occult investigation, and develop the ability to unmask
the darkest secrets of those they deal with. After a life con- 4 I am curious and attracted to macabre things.
ducted in unhealthy or poor places, unusual and sometimes
When I stare into someone's eyes, I never look away, and
disturbing character traits develop in them. 5
I never blink.

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?

Drifters often appear as gloomy and disturbing characters,


and their habits often cause dismay. They love sharp weapons,
such as daggers or swords, and are used to peering deep into d6 Bonds
their own soul and those of others. These characters often Something precious has been stolen from me, and I
1
tend to investigate the habits of others, trying to mirror the intend to take it back.
vices of their interlocutors or simply attempting to expose Someone very important to me died because of my
2
their secrets for their own benefit. mistake. It is never going to happen again.
3 I would do anything to show that I am not just a nobody.
In a dream I saw a great evil, and I could destroy it or
4
bend it to my will.
I write down my life in a diary. If I lose it, no one will
5
ever know who I was.
I am obsessed with the events of a particular day, and my
6
mother's face.

Adventurers of the night


133
d6 Flaws direction from which a sound comes. In addition, if they are in
1
I refuse to wear clothes that are not black or gray; I’d such a place, they cannot be surprised by corporeal creatures.
rather die of cold.
I am pessimistic and nihilistic, and I often give up hope
2
too soon. SUGGESTED FEATURES
I hear veiled insults and sarcasm even in the harmless Those who grew up in a gloomy place like the Enclave are
3
words of those who did not intend to offend me.
very empathetic towards those who, like them, grew up in
4 I am terribly jealous and possessive of anyone close to me.
situations of poverty, illness, or rejection by the community.
I am unpredictable and I switch between moments of They are also skilled explorers, prudent but tenacious adven-
5 apathy and explosions of anger and violence, and then
sink into desperate weeping. turers and know how to settle well in underground tunnels,
to which they have always been accustomed. They sometimes
I hide dark thoughts that I have not been able to get out
6 show naive amazement when they are outdoors and can ad-
of my head.
mire the sky and stars and present themselves as promising
members of those parties who need guides in the dungeons,
sentries, or vanguards with sharp senses.
ENCLAVE DWELLER
d8 Personality traits
Beneath Ervenrun there are endless underground tunnels,
some of them are part of the city, as if it were a neighbor- I like to slip into cramped spaces where no one can reach
1
me.
hood of outcasts and lowlifes. Most of the people living in the
Enclave are Anireth, but also other people, some of dubious 2 I like to caress the ground or rock walls.
morality and usefulness, live there. In this deep place discour-
I never face problems directly, I always look for a
agement and despair lurk for those people who ultimately 3
winding path and yet safer, in my opinion.
take their first steps towards an adventure or revenge. Such a
life can shape evil individuals, but also nocturnal adventurers 4 I think anyone who is nice to me has a second purpose.
who know how to deal with darkness and the sinister echoes I have lost a lot of friends; I do not want to lose any
5
in front of which many would flee. more.
This Past can also adapt to those who grew up in the deep 6 Teamwork is the best way to achieve a goal.
neighborhoods of the Northern Lookout, where ethnicities
more accustomed to life underground dwell. Life is less bitter 7 I'm always ecstatic at the sight of the moon.
there than for the Enclave's outcasts, but they are accustomed
to the cramped tunnels of these underground encampments and 8 Bright lights bother my eyes.
the shadows moving in the silent forgotten ravines all the same.

Skills Proficiencies: Nature or Perception; Survival or History


d6 Ideals
Other Proficiencies: A musical instrument of your choice, a
language of your choice (except Whispers of the Echoes) Prevarication (evil): Life is all about eating or being
1
eaten, and I am not prey.
Equipment: A musical instrument in which you are Proficient,
a rope (50 feet), a bell, a bag of marbles, a necklace with a Memory (lawful): I have to keep my people's traditions
2
alive, or soon they will be lost forever.
gemstone of the depths (value 5 gp), gemstones of the depths
(five gems worth 1 gp each) Self-improvement (neutral): The purpose of life is to
3
never stop learning, honing, and improving.
Introspection (neutral): The only true answers to the
4
FEATURE: ECHOES OF THE DEPTHS questions of life are those found within.
Relativism (chaotic): Truth depends on the point of view
The hearing of those who lived in the Enclave is accustomed 5 of each one of us, everyone has the right to their own
to the acoustic sounds and vibrations that are heard under- truth.
ground. When in a closed place, mainly surrounded by rock Empathy (good): I acknowledge my own suffering in the
6
and stone, they can accurately pinpoint the distance and eyes of others, and this encourages me to help others.

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)

d6 Flaws FEATURE: SLEEPING WITH ONE EYE OPEN


1 I cannot resist a pretty face. Even when you fall asleep, you are still on the lookout and
I am convinced that I am always one step ahead of have Advantage in Passive Perception not to be surprised
2
everyone, even when I am not. while you sleep.
I tend to insult people out loud in my people's language;
3 surely, the target of invective does not understand what I
am saying. SUGGESTED TRAITS
I am convinced I have a glorious destiny ahead of me, Very few survive exile.On their face you can see the expression of
4
and I take risks that I should not.
those who have watched the abyss too closely. These characters
5 I am never satisfied with what I have. have honed unique survival skills and know they can only count
6 I am impulsive and reckless when I think I am safe. on themselves. Displays of hatred towards those who have driv-
en them out and petty selfishness, caused by months and years
spent thinking only of themselves, are not infrequent. Some are
more comfortable with the wild animals with whom they share
the fate of stray, protecting each other and keeping themselves
EXILE company in the silence and solitude of the Known Lands.

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.

Adventurers of the night


135
d6 Ideals LEGENDS’ SCHOLAR
Fairness (lawful): I never blame those who are unable to
1
provide for themselves.
An ancient world like Iùrmen harbours legends of all kinds,
written and handed down during the ages. There are individ-
2 Redemption (good): Everyone deserves a second chance. uals who become expert connoisseurs of stories and rumors,
hoarders of books of legends and master storytellers who en-
3 Greed (evil): I will do whatever it takes to become rich.
tertain their companions. A Legends’ Scholar is this and much
4
Freedom (chaotic): Tying yourself to something or more, being a person devoted to knowledge and study. The
someone means accepting some sort of slavery. horrors, the creatures, and the stories about this age and the
5 People (neutral): I am true to people, not ideals. previous are a matter of curiosity and research for the learned.

Change (chaotic): life is constantly changing, like the


6
moon, and we have to change with it.
Skill Proficiency: Arcana or Religion; History or Nature
Other Proficiencies: two languages of your choice (except
Whispers of the Echoes)
Equipment: two books on myths and legends (each relating to
d6 Bonds
one of the two skills obtained with this background), four can-
I am on the run for a crime I did not commit. One day I dles, a pipe, aromatic tobacco (choice between vanilla and honey,
1
will prove my innocence. licorice, rosemary, or mint), scholar's tunic, a purse with 15 gp
My family betrayed me and sold me to the authorities.
2
Now I want to start a new family to forget the old one.

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.

6 I am always the first to rush on the loot.


SUGGESTED TRAITS
In many situations, nocturnal adventurers may need to deep-
en their knowledge of monsters, legends, historical events, etc.
The Legends’ Scholar stand as fundamental allies in these cir-
cumstances, given their affinity with history and folk customs.

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.

Adventurers of the night


137
d8 Personality traits
I love the outdoors and feel discomfort in enclosed
1
places.
2 I am not leaving anyone behind!
Over time I have developed some peculiar habits, quite
3
different from those of ordinary people.
4 I envy those who have a place to call home.
I am curious about the origins or place of origin of my
5
nomadic group/people.
6 I collect particular stones that I find along my way.
I am always careful that my group does not run out of
7
food and water.
8 I have a soft spot for alcoholic beverages.

d6 Ideals

Loyalty (lawful): Living with a group has always taught


1
me the value of loyalty and mutual support.
Shrewdness (evil): In nature, the strong abuses the weak;
2
that is how you survive!
Discovery (any): Wherever I go, there is always wealth to
3
be seized or to increase my experience.
Bond (good): I will always help those I consider part of
4
my family.
Hope (chaotic): One day this nomadic life will end; I will
5
make sure of it.
Ingenuity (neutral): Anyone who has seen what I have
6
seen knows that the mind is the best weapon.

d6 Bonds

My real goal is to find a safe place for my people to settle


1
down after so much wandering.
I keep on wandering in search of something my parents
2
were looking for.
The love of my life and I have been separated against our
3 will and my journey will only end when I find my better
half.
The unique customs of my people must be passed down
4
and these traditions deserve to be known by others.
My new group of night adventurers is all I have, and I
5
will never abandon them.
During my travels, my inaction once led to tragedy and
6
this regret will always follow me.

NIGHTFELL
138
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.

Skills Proficiencies: Deception or Intimidation; Arcana or


Nature
Other Proficiencies: apotropaic items (such as salt, oil, wine,
iron, etc...), witch’s pack
Equipment: a witch's pack, a knobby stick (counts as a quar-
terstaff and as a spellcasting focus), worn tunic, animal fur, a
purse with 2 gp, a poisonous toad (use the statistics of a Frog;
in addition, if it is eaten or licked, it deals 1d6 poison damage
and induces harmless visions and hallucinations for a minute)

FEATURE: VOICE OF THE FOREST


Those who have been raised by witches are able to interpret
the behavior of animals, changes in vegetation, and variations
in the wind to predict weather over the next 12 hours.

Adventurers of the night


139
d8 Personality traits d6 Flaws

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.

6 I always speak bluntly. 6 I enjoy scaring kids and superstitious people.

I like animals that would disgust other, such as frogs,


7
spiders, or snakes.

8 I'm not comfortable sleeping in real beds! SEEKER OF HOPE


No matter how hard life in the Lunar Age is. Some individuals
will simply never surrender in the face of despair and terror,
d6 Ideals
drawing strength from their natural propension to spread joy
Traditions (lawful): The ancient traditions of blood and and pursue peace. It is often the most heartbroken or those
1
woods must be preserved.
who have lost everything who bear this responsibility. A Seeker
Independence (chaotic): I am a free spirit; I do not of Hope is the one who has filled the void in their heart and
2
recognize any authority.
is able to instill their desire to smile in others and allow for
3 Nature (neutral): Nature must remain uncontaminated. carefree moments even when the world seems to be falling
Respect (neutral): Every living being is worthy of being
apart. They often wander, embracing their inner mission to see
4 the people around them smile again. These characters are key
treated with respect, even in death.
Sharing (good): My knowledge is meant to be shared members in parties of nocturnal adventurers, as they always
5 take care hat the morale of their companions does not collapse
with everyone, not to be hidden.
Power (evil): The more power I get, the less I am subject into the dark abyss where this life can all too easily lead.
6
to the will of others.
Skill Proficiencies: Performance or Insight, Investigation or
Persuasion
Other Proficiencies: a musical instrument, a language of your
d6 Bonds
choice (except Whisper of the Echoes)
I am willing to do anything to recover a rare witches’ Equipment: a musical instrument in which you are Proficient;
1
artifact.
a book of children’s fairy tales: epic stories or prophecies that
I am obsessed with tracking down my real family and promise a better tomorrow; pastel shade clothes, a hooded
2
meeting them.
cape, a purse with 5 gp, a medallion depicting the moon
Preserving nature is my first thought when I wake up in
3 worth 10 gp.
the morning.
A prophecy (may it be true or false) has declared me as a
4 bringer of change, and many persecute me for fear of this FEATURE: BESTOW JOY
prediction.
I have committed an abominable crime and I live in A Seeker of Hope is always welcome in settlements. Their words,
5
terror of being discovered. actions, songs, and smile give hope for a better future or con-
I will always remember the forest that for many years has solation for an arduous present. In the Lunar Age, a Seeker of
6
been my home. Hope is nothing more than a small candle in the darkness but,

NIGHTFELL
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.).

NIGHTFELL
142
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.

Adventurers of the night


143
VIRTUOUS IN SPIRIT d8 Personality traits

I remain calm even in the face of an impending


1
Despite the dangers or real-life nightmares that everyone catastrophe.
faces during the Lunar Age, some manage to maintain a stoic
2 I never show fear or despair.
lucidity. This resilience can only come from one's ideals, one's
own bonds or one's faith. Whether they are idealistic individ- I take note of every event: it could be important in the
3
uals, spiritual ascendants or simply self-confident, they place grand scheme of things.
morality above everything. These Virtuous in Spirit are often 4 I am always polite and respectful.
acknowledged as authoritative and trustworthy figures and it
is not uncommon for them to act as guides for fellow travelers 5 I have an idiom for every occasion.
or their families.
6 I often have troubled sleep.

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

Greater Good (good): Our duty is to put our lives at


1
FEATURE: EMISSARY OF SERENITY stake for that of others.
Responsibility (lawful): You should never escape the
Strangers immediately recognize your true virtuous nature. 2
consequences of your actions.
Your words are always listened with great attention, your The end justifies the means (evil): It is not important
opinion is always considered important, and everyone shows 3
how you get there, all that matters is the result.
you respect and trusts that you know what the right thing Community (neutral): We must take care of each other,
4
to do is; however, when your opinion, words and advice are without paying attention to what divides us.
proved to be wrong and harmful to the community, the ap- Restraint (neutral): No ideal is so important as to justify
5
peal of your personality diminishes, and that community will war or murder.
no longer have any respect for you. Passing the buck (chaotic): The important thing is never
6
taking the blame and finding a scapegoat.

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.

NIGHTFELL
144
d6 Bonds

1 Respect for ordinary people is everything to me.

2 My duty is to protect those who trust me.

I sold my soul to have access to forbidden knowledge. I


3
hope this never comes to light.
In every city, there are always those who decide to
4
challenge my ideas and my suggestions just to show off.
I never forget the mistakes I make, especially those that
5
cost the life of an innocent.
I have given my word to someone that I would solve
6
their problem, but I have yet to find a solution.

d6 Flaws

I do not really know what I am doing, but people trust


1
me anyway.
In order to get the better of a discussion, I do not care
2 about friendships and affections that could come out
damaged.
Every mistake I make, even the most trivial, haunts me
3
far beyond what is normal.

4 I hide a perversion that common morality would not like.

I too often indulge in the pleasures of wine, food, and


5
company.
I cannot admit I am wrong, not even in front of the
6
evidence.
CHAPTER SIX
DELVE INTO
THE NIGHT

“The Moon has gifts for everyone. Even the creatures of darkness
can tap into it and use that pale light for evil purposes.”

- Acirenzia, matriarch of the vampire progeny


of Iùrmen -

This chapter explores the new game mechanics Nightfell


adds to the 5th edition system to enrich your game sessions.

Soul Points ,, 148


Possession ,, 151
Grim Weapons ,, 153
The Moon ,, 155
Example:
SOUL POINTS
Challenge rating 1 or less DC 10
WHAT ARE THEY?
Challenge rating 2 or 3 DC 11
Soul Points represent a character’s psychological and spiritual
fortitude in the face of soul-consuming decay. Challenge rating 4 or 5 DC 12
Each character has a Soul Point supply of 5 plus their
Wisdom Modifier per level. In addition, spellcasters gain Challenge rating 10 or 11 DC 15
1 more point for every Spell Slot they have. Exceptionally,
Challenge rating 18 or 19 DC 19
Warlocks gain 3 points for Spell Slot.

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.

NIGHTFELL
148
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

Delve into the Night


149
• Evil Creature Assault: Most creatures from Ènferun - Narrative Soul Point losses per day should
add spiritual damage to the physical one, causing Soul approximately be equal to: character’s level + 2
Point loss. Any creature listed in the Bestiary has the
amount of spiritual damage it deals reported in its - Example: Over the day (between one Long Rest and the
statistics; however, if a NM wanted to employ creatures next one), a NM dealing with 2nd level characters should
of its own creation or taken from another rulebook, the inflict at most a Narrative Soul Point loss up to 4 points; if
following guidelines might help them determine the the characters were 10th level, the narrative Soul Point loss
amount of spiritual damage dealt per round according could sum up to 12 points.
to the monsters’ Challenge Rating.
Note: Not all monsters have to deal spiritual damage; if
every fight involves this kind of game mechanic it might REGAINING SOUL POINTS
become boring, predictable, or needlessly deadly. A character’s spiritual fortitude can be regained by meditat-
ing or simply committing to small things and earthly matters,
- Challenge Rating of 1 or lower: 1 or 2 Soul Points lost to rediscover life’s bright side and momentarily forget about
per round the looming darkness.
- Challenge Rating from 2 to 4: 3 (1d4) Soul Points lost After they complete a short rest, a character regains 1 +
per round Wisdom modifier (to a minimum of 1) Soul Points for every
- Challenge Rating from 5 to 7: 4 (1d6) Soul Points lost spent Hit Dice.
per round
- Challenge Rating from 8 to 10: 5 (2d4) Soul Points NB: A character with full Hit Points can still spend their Hit Die
lost per round to regain Soul Points in this way.
- Challenge Rating from 11 to 14: 7 (2d6) Soul Points
lost per round After they complete a long rest, a character regains an amount
- Challenge Rating 15 to 17: 10 (3d6) Soul Points lost of Soul Points equal to their highest ability among Intelligence,
per round Wisdom and Charisma. Such versatility represents the way
- Challenge Rating from 18 to 20: 12 (5d4) Soul Points different characters deal with trauma in their sleep: an intel-
lost per round ligent character will try and understand, learn from their mis-
- Challenge Rating over 20: 15 or more (6d4 or 4d6) takes, and rationalize their fears; a wise character will follow a
Soul Points lost per round philosophical or a religious path, reassuring themselves with
thoughts of transcendence and higher purposes; a charismatic
• Narrative Soul Point Loss: From time to time, the character will try and find their inner strength, their resolve to
NM might need to inflict a Soul Point loss to increase go on and overcome any adversity.
tension and put the characters under pressure. Any NM
should find a kind of balance fit for his party, keeping in Other ways to spiritually recover, such as the Lunar Blessing,
mind that Soul Point loss is the primary cause of death are explained in the related paragraphs below.
in Nightfell, because a Possessed character with 0 hit
points dies instantly.

NIGHTFELL
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.

Delve into the Night


151
Characters’ perspective (optional rule: if you want to add further difficulty and
- The characters bind the Possessed one with a rope, they suspense to the game table, you can employ a rule by which
put them on their knees and then they draw a circle of the dice must be rolled on the Hex Glyph on the Possessed
salt around them in the shape of an apotropaic circle. one’s sheet; if the dice rolls out of it, the attempt fails
- The characters place themselves on the circle, then they automatically)
take turns reciting the first couplet of the Prayer for
Interdiction. If the prayer is successful, the ritual continues; • Success: The player/character may recite the following
if not, the Possessed one and the officiant are trapped in a couplet (two verses). Once the fourth couplet is closed,
dark vortex that might drain their very soul, unless another the ritual succeeds.
officiant resume the ritual from when it failed. • Failure: The Possessed character gains an Exhaustion
- When all four couplets are recited successfully, the Level, the officiant loses 1d4 Soul Points for each
Possessed one is relieved from their condition, and all of preceding couplet minus their Charisma modifier. The
the characters can finally rest. following character restarts from the failed couplet, not
- If one of the officiants allows themselves to be drawn yet correctly recited (DC is increased by 1).
into the inner darkness of the Possessed one or loses
all their Soul Points the ritual fails, and the officiant - Once every couplet has been recited correctly and in an
becomes Possessed themselves (this particular kind of orderly fashion, meaning the party got four successful
Possession arises suddenly, violently, and dramatically rolls, the ritual ends, and the Possessed character is
and the newly Possessed could try to harm or kill their relieved from their wretched state, regains 1 Soul Point
companions, especially the one undergoing the ritual, or and will be able to recover the Exhaustion Levels and
unleash their most vile urges and flaws). Soul Point loss in the usual ways.
NB: No bonus for a proper interpretation should be - If one of the officiants reaches 0 Soul Points by failing
awarded by the NM in the case of total failure. If in reciting their couplet, the ritual fails, and said
deemed necessary, the NM could even suggest a course officiant is in turn Possessed (such Possession often
of action to the player or rather temporarily taking manifests dramatically, violently, and suddenly: the new
control of the character. Possessed one may try to kill the other Possessed one, or
- The ritual requires at least three officiants, three as the turn against their companions, or give in destructively
Lunar Phases (not counting the New Moon, dark and to their fear and anger or other negative impulse).
shadowed, symbolized by the Possessed one placed NB: In such a disastrous circumstance, even a successful
at the centre of the glyph. If the officiants try to back interpretation should not be awarded by the NM, whom
out and the ritual is interrupted before completion, could even suggest a different course of action to the player or
the Possessed one dies instantly, while the officiants temporarily take control of the character.
feel their souls torn away and dragged into Ènferun,
incurring themselves in the risk of Possession. Here, the ritualistic formula:

Players’ perspective “Come unto us, o moon light,


- The ritual requires at least three participants. As may thy splendour guide our rite.
long as three characters abide and stay in the circle,
the ritual may carry on. When their turn comes, any Spawn of void, accursed Fiend,
officiant may decide to leave the ritual. If the ritual is to leave this body, our prayer bids.
interrupted because fewer than three officiants remain,
the Possessed one will die instantly, whereas all the Light be still, stand the will,
officiants lose 1d6 Soul Points and an additional 1d6 for may life win whatever ill.
every couplet successfully recited so far.
- The players agree upon an order to recite, which must Thus, we exile thee through the door
be followed throughout the ritual. In turn, players roll of a dark mirror forevermore.”
an Intelligence (Religion) check, DC 10 + 1 for every
previous attempt (be it success or failure).

NIGHTFELL
152
GRIM WEAPONS The various weapons Grim Threshold chart:

Bows, pitchforks, staves, daggers, or axes: whatever means Grim


Weapon
characters use to tackle the creatures of the night, they will Threshold
inevitably suffer corruption.
Club, Sickle; Dart, Sling 3
Weapons will slowly soak with darkness, until they are
tools bound to the Ènferun, imbued in a necrotic aura, and Greatclub, Javelin, Light Hammer, Mace;
4
veiled by a dark halo. Those who wield a Grim Weapon assert Blowgun
that it almost has a will of its own, craving vileness and exud- Handaxe, Quarterstaff, Spear, Trident, Whip;
5
Crossbow (hand), Crossbow (light), Shortbow
ing animosity towards its wielder.
Flail, Morning Star, Scimitar, Short Sword,
7
War Pick
Battleaxe, Longsword, Rapier, Warhammer;
10
Crossbow (heavy)
Glaive, Greataxe, Greatsword, Halberd, Lance,
13
Maul, Pike; Longbow

NEW FEATURE: GRIM WEAPON


The Grim Weapon Feature does not replace a weapon’s for-
mer features, but rather overlaps them (for example: a Grim
Flaming Flail is still covered in flames).
The wielder of a Grim Weapon has Advantage on Attack
Rolls against Aberrations, Fiends or Undead. It is also to be
considered magical as far as Resistances and Immunities to
damage go.
The wielder of a Grim Weapon is obsessed with it and
will never willingly give it up: it symbolizes the many battles
fought against horrid and deadly creatures; it is both a point
of pride and a charm to soothe the terror felt during said
battles. The character has Advantage on Intimidation checks
whenever they touch their Grim Weapon: just laying the
hand on the hilt permeates them with a dreadful aura.

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.

Delve into the Night


153
AFFLICTIONS

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.

Lunar Elixir: This transparent fluid is created by mixing MONSTERS


water, platinum dust (costs 250 gp) and a drop of blood During some Lunar Phases, monsters would roughly be more
(the equivalent of 1 Hit Point and 1 Soul Point) from a dangerous, resistant, and noxious if they are connected to the
strong-spirited person (at least 60 Soul Points at the mo- current Lunar Phase. Conversely, some monsters might be
ment of creation). The necessary ritual takes an Intelligence weaker during specific lunar phases. Only a thorough pre-
(Religion) check, DC 15, 4 hours for completion, performed emptive inspection or profound knowledge of the creature
outdoors, and the casting of a Bless spell, 3rd level or greater. and its habits can give clues to that end.
A roll that fails by 5 or more means the ritual failed but the
components were still spent.

Delve into the Night


155
BIRTHMOON LUNAR DIVINATION
Players have the right to choose the Lunar Moment Using Lunar Divination takes an hour. The officiant and the
during which their characters were born, which will have witnesses must be in utter silence (or softly moaning tunes)
some implications: and meditation. The officiant must be able to cast 2nd level
spells and must spend a 2nd level spell slot or higher to begin
- In a game session set when the Birthmoon of a the Lunar Divination ceremony.
character is up, that character will benefit from a specific The witnesses must stand within 10 feet of the officiant
positive effect (purely interpretative): for the entire duration of the ceremony to benefit from the
divination effects. The officiant always benefits by their own
Lunar Phase Lunar Phase Effect Lunar Divination.
Full Moon "I have confidence in my skills Any creature attending a Lunar Divination (either as an
(wealth, fertility, certainty, and resources. My resolution never officiant or a witness) cannot be part in any role of any Lunar
knowledge) wavers." Divination performed in the following 24 hours.
Ascending Moon "What I long for is getting nearer
(novelty, beginning, with each passing day. I am It can be performed only outdoors or if the Moon’s position
advancement) strengthening.”
can be seen through windows or the likes (it must be night-
New Moon "I feel upheaval inside me and the
(rest, inactivity, destruction ability to turn any failure into an time, even during New Moon).
preceding rebirth) achievement."
Descending Moon "I do not let worries and regrets
(estrangement, weigh me down. Everything passes
purification, waning) me by:"

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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

Delve into the Night


157
CHAPTER
SEVEN
NEW ITEMS

“Buried in time and darkness lies the bequest of ages past.


Items that tell stories, stories of power and damnation.”

- old Ejre saying -

This chapter will explore new items fit for adventures in


the lands of Iùrmen.

New Armors ,, 160


Adventure gear , 164
Magic items , 164
Unusual items from Iùrmen , 178
EJRE TRIBAL GARMENT
NEW ARMORS Ejre typically weave their clothing with lightweight fabrics,
furs, and other elements of animal origin.
Different kinds of weaponry and armor can be found across
the lands of Iùrmen, either sold in outposts or retrieved from
forgotten places. Some kinds of armor are highly prized by
night wanderers for their remarkable craftsmanship, passed
down by smiths of different ethnicities.

Here is a list of armors:

Armor Armor
Price Strength Furtività Peso
name class

Light
armors

Ejre tribal 11 + Dex


8 GP - - 8 lbs.
garment modifier

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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160
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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162
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.

BERONZIN SPLINT MAIL


Often worn by Moon Satyrs, who keep their tradition con-
nected to the World Below and adorn their armors with inset
fragments of stone.

ANIRETH ANCIENT ARMOR


Wonderful armors dating back to the First Age, when the
armies of the First Men were feared across all of the Known
Lands and Anireth soldiers brandished formidable weapons.
The technique to forge such armors, alas, is long forgotten.

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.

ABJURER’S PACK MAGIC ITEMS


A bag containing: two scrolls, an inkpot, a candle, a holy sym-
bol, a breviary, an olive oil flask, an iron knife, a vial filled with Many night adventurers come across odd items of arcane
holy water and one filled with wine. power during their travels across the wastelands of Iùrmen.
Some of these are not that uncommon, while others’ fame and
power drive wayfarers to their pursuit.
WANDERING LYVAR’S PACK
Either a backpack or basket containing tools or shining trinkets
of different value. For instance: three scrolls, flint, and flint-
lock, 20 gp of dishware (five or six items), a woodwork toy, five
stones, three branches, a jug of wine and rations for two days.

NIGHTFELL
164
Acirenzia’s Sceptre Archimleather
Wondrous item, legendary, unique item (requires attunement Armor (leather, studded leather, hide, Anireth hide), uncommon
with a vampire) (requires attunement)

While wearing this armor, you are immune to push attacks:


when a creature, or a spell, tries to push you in a direction, it,
or the spell’s caster, will instead be pushed in the opposite.

Aresya amethyst
Wondrous item, rare (requires attunement)

An unrefined gem renowned in Iùrmen’s folklore.


These rough fragments of amethyst, singularly light co-
loured, often possess arcane properties, which can only be
revealed by plunging the gem in wine (in a glass, a jug, etc…).
Once this is done, you can: detect any Abominations, Fiends
or Undead in a 30 feet radius for 10 minutes; determine
whether a place is desecrated or cursed; determine whether
an item is arcane or accursed, by making it faintly radiate.
The sight given by the power of the Aresya amethyst can-
not penetrate walls or obstructions thicker than 20 inches.
This item has 5 charges: it restores 1d4+1 of them once
every new Lunar Phase, but, if you use its last charge, you
This black sceptre is crowned with an opal held by talons, re- have to roll 1d20; the item crumbles and is to be considered
sembling a monstrous arm. When a red moon appears and its lost in case of a natural 1.
light touches this instrument, the opal vibrates and emanates
a faint noise.
This item is enshrined by Acirenzia and embodies her su-
premacy on the vampiric spawn of Iùrmen. Apotropaic weapon
Those attuning with the sceptre automatically gain three Melee weapon (any), common
additional gifts from Acirenzia, and such attunement lasts
until the death of the owner. If a creature other than the own- Such weapons were forged with silver coins and hardened in
er tries to attune with the sceptre while the owner is still alive, saltwater.
the latter will instantly know, and may choose to teleport to They cannot ever become Grim Weapons nor gain Grim
the sceptre , appearing from nowhere with a hand holding Points.
the sceptre. If the owner chooses not to teleport to claim it, They are to be considered silvered weapons.
the sceptre expresses its outrage by breaking the attunement,
which leads the owner to a sudden death.
This tool can also be used as a weapon, acting as a Grim
Mace +3. Its corruption cannot ever be cleansed.

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)

A flute chiselled from a horn of a Beronzin, the extinct Satyrs.


If used as a spellcasting focus, the target of the spell has
Disadvantage on the Saving Throw (activation requires a bo-
nus action).
The item can be used again after a Long Rest.

Black Pit weapon


Weapon (any), rare (requires attunement)

These weapons are enchanted with black magic. The shadow


coming from the Dark Mirror allows spellcasters and witches
to bestow unearthly properties to these war instruments.
The Grim Threshold of these weapons is halved (rounded
down), as they are such baleful items that all the evil of those
they strike is absorbed. A Black Pit Short Sword, for example,

NIGHTFELL
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.

Blood Moon cape


Wondrous item, uncommon
Chalice of Souls
This cape made from the skins, furs and bones of animals tied Wondrous item, rare (requires attunement)
up with leather twines can bring its wearer to a state of mind-
less savagery. These odd chalices, imbued with arcane energy, can absorb
As long as you wear it, when you hit a target in melee com- dark energy in place of their bearer.
bat, you can choose to spend one Hit Dice as a bonus action As long as you are attuned with the item, your soul is pro-
to deal the same amount, plus your Constitution modifier, as tected: any circumstance that would cause you to lose Soul
additional damage. Points will decrease the Chalice’s instead, if you choose so. The
chalice possesses 20 Soul Points: when completely depleted,
you gain one level of Exhaustion. It will not recharge until the
next new Lunar Phase (when it gains 20 Soul Points back).
Borda’s noose
Weapon (flail), legendary, unique (requires attunement with an
evil aligned character)
Crown of Ma’hal the Third
This unnatural noose belonged to the legendary witch Borda. Armor (helm), legendary, unique item (requires attunement)
It appears worn out and smells like all the victims strangled
with it. The skull of a child is at its end and can be used to This crown is the stuff of legend to the people of the Ishdrim,
pummel enemies. for its beauty and grandiosity are its most renowned traits.
This particular, occult flail is a +3 magical weapon and deals A meaningless clump of gold and rubies, this item was lost
2d8 additional necrotic damage. to the sands of Sarneum, probably hidden in the ruins of the
When you roll a natural 20 on an Attack roll dealt with it, ancient capital. Yet, some would dare the Sea of Wraiths to
you deal additional bludgeoning damage equal to twice your find it.
Constitution modifier. As a headgear, it grants a +3 bonus to Armor Class, and
the following benefits:
Curse: Borda’s Noose is a Grim Weapon that automatically
reduces your Soul Point maximum by 7. This Soul Point loss - as long as you are attuned with it, you can use a
cannot be cleansed in any way while attuned to this weapon. standard action to cast the 2nd level spell Moonsong of
Attunement cannot be ended unless a remove curse spell or any- Renewal; after casting it, roll a 1d6: if the result is 6, the
thing comparable is cast upon it. spell can be cast again, if not, it can be cast only after a
Long Rest.
- since the crown has a connection with fire, you can
withstand temperatures down to -50 °F, -100 °F if
combined with other warm clothing.

New Items
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

These lanterns, skillfully embellished, are imbued with radi-


ant magic, so as to be a source of permanent light in the dark
lands of Iùrmen. A standard action must be used to recite the
words for its activation, then an arcane light appears.
The light cast by the item is bright for 20 feet and dim for
40 feet You can choose the colour of the light and turning it
off requires another standard action.
When activated, you may choose to have this lantern ra-
diate a soft warmth in a 10 feet radius, preserving those in
it from the harmful effects of cold climates. This feature has
1 charge, which is restored at the beginning of a new Lunar
Phase.

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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168
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.

Lagoran’s Lost Pages


Scroll, legendary

These accursed pages are scattered across all of Iùrmen. These


relics belong to the first writings of Archmaester Lagoran, at
the end of the First Age, and contain the Truths whispered
Istaloth, lost token of nature to him by the Echoes of Death. He still seeks them to put his
Wondrous item, uncommon dark tome back together, and the pages long to be reunited
with their author.
A blossom of Uzedhis, a flower thought extinct after the cata- They are extremely rare items and unearthing them can
clysm, wrapped in resin, and twined with a silver chain. bestow dark benefits to their owners, along with hints of mad-
While wearing it, you are immune to disease. ness. It is undeniable that these sheets have a will of their own.
The Lost Pages, soaked in negativity, were torn apart from
Lagoran’s ancient tome and only 10 of them remain. Every
page possesses enough power to destroy the mind and soul of
their bearer and, differently from other scrolls, they are inde-
structible and never exhaust their magic.
Any creature trying to keep one of the sheets without at-
tunement suffers 6d10 psychic damage.

New Items
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.

16 - Command: As a bonus action, by impressing the name


of a spirit (any incorporeal Undead) on this page, you can con-
trol its every action as if it were under a permanent dire charm Maperapsi’s Skull
spell as long as you have hold of the page; you lose an amount Wondrous item, very rare (requires attunement with a spellcaster)
of Soul Points equal to the Challenge rating of the controlled
spirit, for the page drains your sanity to harness the power
needed to control the spirit.
24 - Body: You gain resistance to any physical slashing or
piercing damage dealt in melee combat.
30 - Wrath: Anytime you are hit by a physical melee at-
tack, the attacker suffers necrotic damage equal to twice
its Constitution modifier. This damage is to be considered
magical.
61 - Spirit: You have Advantage on all Saving Throws against
spells. When you successfully save against an enemy spell you
take no damage and suffer no ill effects.
70 - Head start: You can reroll Initiative checks until you roll The Primal sorceress Maperapsi, deceased after a botched
12 or higher. cleansing ritual in the 64th year of the Lunar Age, designed
99 - Night: You bind the power of the moon and are bene- her own technique for skull enchanting, and it is still passed
fitted by Lunar Influence permanently, with or without any down over generations. This skull can belong to a human-
divination. oid or an animal and must be small enough to be held in
105 - Interdiction: When you reach 0 Soul Points, you can one hand. They are easily identifiable by the incisions in First
make a Saving Throw vs. Death: if you succeed, you avoid Tongue and the silver coins embedded in their eye sockets.
possession and regain as many Soul Points as twice your They can be used as an arcane focus by a spellcaster.
Intelligence modifier; this feature can be used once, then you These magical items have 4 charges, and you can use one
regain its use when you complete a short or long rest. as a bonus action to cast any 1st level spell or higher without
149 - Language: Allows you to comprehend, speak and write losing Soul Points.
in any language; you can even listen to the Echoes’ Whisper The item restores 1d4 charges once every new Lunar Phase
and understand it without sustaining Saving Throws against but, if you use its last charge, you have to roll 1d20: in case of
its strain, but still cannot speak it. a natural 1, the item crumbles and has to be considered lost.

NIGHTFELL
170
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

These headgears reflect moonlight and increase your Armor


Class by 1, by 2 if worn together with other Moon armaments.

Moon boots
Armor, very rare

While wearing these boots, your speed increases by 5 feet, by


10 feet if worn together with other Moon armaments.

New Items
171
Mummified ring Permafrost weapon
Wondrous item, rare Slashing weapon (any), very rare (requires attunement)

These are magic weapons coming from the Lands of Alper,


where a very singular material, endowed with arcane prop-
erties, is mined from the perennial glaciers, and forged into
formidable blades by Garnars. They look like shards of trans-
lucent ice and they radiate an almost tangible chill, which
makes them almost impossible to touch. Some claim that
they harness the northern dragons’ breath, and they were used
by Giants in bygone ages.
They deal additional 1d4 cold damage and ignore any re-
Necromancers are known to tuck rings into the rotting flesh sistance to slashing damage.
of mummies and cadavers, recurring to vile sorcery to enchant When a natural 20 is rolled on an Attack roll, the weapon
such items. casts a freezing wind in a 20 feet cone, dealing 4d6, instead
These rings grant you immunity to necrotic damage, dis- of 1d4, additional damage in a 20 feet range. A successful
ease, and poison, and resistance to cold damage. DC 15 Constitution Saving Throw halves the cone of cold
On the downside, you cannot restore lost Hit Points, or gain damage.
Temporary ones. If you are not attuned with this weapon, you suffer 1d8
cold damage every time you make an attack with it.
Curse: when you wear the ring, it fuses with your finger,
causing necrosis and eating it to the bone. You are not aware
of said condition before you wear or identify it. The ring
can only be removed by a remove curse spell or anything
comparable.

Overseas weapon
Weapon (any sword or dagger), uncommon (requires attunement)

These items are magically endowed with a fragment of an-


cient sun magic.
When you roll a natural 20 on an Attack roll with an
Overseas Weapon, you deal radiant or fire damage (as you
choose) instead of the normal damage type of the weapon.
Furthermore, their blade casts bright light for 10 feet and dim
light for 20 feet.

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172
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.

Saintly Mirror armor


Armor (medium, heavy), rare (requires attunement)

While wearing this armor, you have resistance to necrotic


damage; if you are hit by an attack that deals necrotic dam-
age, the attacker takes half of the inflicted necrotic damage in
form of radiant damage.

Sandstone Heads
Wondrous item, uncommon (requires attunement)

Hand-sized items, usually stashed in bags and backpacks or even


hung to belts, made with sandstone, and shaped like humanoids Solar ashes
or animal heads, they bestow good luck upon their owner. Wondrous item, very rare (requires attunement)
As a bonus action, you can activate it and have Advantage
on Saving Throws and Ability checks. Once you make a Rare dust rained from the sky during the Last Sun at the
Saving Throw or Ability check with Advantage thanks to this beginning of the Lunar Age. These ashes are the last spoils of
feature, you cannot do so again until you activate the item and the sun and, thus, of the Prime Hollon.
spend another charge. If sprinkled over the head of a Possessed one, they are
This item has 3 charges and restores 1d2+1 once every new automatically cleansed of any possession and recover 1d8+3
Lunar Phase. If you use its last charge, you roll 1d20: in case Soul Points.
of a natural 1, the item crumbles and has to be considered lost. This item has 3 arcane charges and restores 1d2+1 once
every new Lunar Phase, but, if you use its last charge, you roll
1d20; the item crumbles and is to be considered lost in case
of a natural 1.

New Items
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)

Pendants adorned with a luminescent blue stone (named Tear


of Mirithlen).
While performing a possession cleansing ritual, it gives
you the chance to reroll the attempt to recite the couplets.
Only the rerolled result will count.

Tome of Supremacy

Wondrous item, legendary, unique item (requires attunement


with a follower of the Old Tradition)
Tome of the Fifth
A magical tome dating back to the Second Age: a compen- Wondrous item, legendary, unique item (requires attunement with
dium of vile creatures and lore about the Old Tradition. It is a wizard, warlock, medium or a devotee to Necromantic Heresy)
the greatest possible tool to learn about foes and threats in
Iùrmen. Legendary necromantic grimoire, written by Heliodorus
Highly prized by Masters of Tradition, it is said to be hid- himself centuries ago, it is the lost holy scriptures for
den in the catacombs beneath Ervenrun, kept in the crypt of Necromantic Heretics.
departed King Erven himself (forefather of the Gray Folk). The Tome of the Fifth is said to have a will of its own,
revealing itself only to most devoted cultists of Heliodorus, or
The pages of this tome appear to be blank and worn out. Only to those lured to the power of undeath. It is said to grant ex-
a true sight spell or direct exposure to the light of a Full Moon treme necromantic powers to its owner in exchange for souls.
can reveal its inscriptions, since they are written in Full Moon At the moment you are attuned with it, the tome has 3
lunar runes, knowable only by identifying the tome. charges that are cumulative with the forthcoming charges, if
If you are attuned with the item and obtain access to its not used.
writings, you will gain the following benefits: For every soul sacrificed during the current Lunar Phase,
- +3 bonus to Initiative checks. one of said charges is restored or added to the previous ones
- Performing a standard action, the tome will reveal and it can be used at the change of Lunar Phase.
deeds, legendary deeds, weaknesses, and resistances of Performing a standard action, you can use a charge to

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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.

The Shadow Spider is a beast native to the underground, natu-


rally gifted for ambushes to immobilize and feed on the prey.
Many of these creatures infest abandoned ruins and dungeons
of uninhabited palaces of old.

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176
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.

WA X GOLEM This platinum diadem of lavish craftsmanship intensely shines


Medium construct, no alignment with white light. It is said to be a legendary item, forged and
enchanted by Anvernia herself and lost in time.
STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 19 (+4) 4 (-3) 12 (+1) 5 (-3) It has 5 charges that can be used with a standard action,
but only by a spellcaster that has spell slots of the level of the
Armor Class 10
Hit Points 87 (11d8+30) spell they want to cast. When you activate its radiant power,
Speed 20 feet you can cast a spell of any level from the School of the Moon
Immunity to psychic and poison damage; piercing, bludgeoning and without using a spell slot.
slashing damage dealt by non-magical and non-adamantium weapons; The item restores 1d2+1 charges once every new Lunar
charm, poisoned, weakened, paralyzed, petrified, or frightened Phase.
conditions
Senses Passive perception 11, darkvision 60 feet
Languages understand its creator’s language but cannot speak any
Challenge 5 (1800 XP)
Poison absorbing: Anytime a Wax Golem suffers poison damage, it
ignores that damage, regaining an amount of Hit Points equal to that
damage.
Aversion to Fire: If a Wax Golem suffers fire damage, it has
Disadvantage on Attack rolls and Ability checks until the end of the
next turn.
Immutable form: A Wax Golem ignores any spell of effect aimed to
alter its form.
Dark gift: A Wax Golem has Advantage on Saving Throws against
magical effects and spells.
Magical weapons: Any weapon wielded by the Wax Golem is to be
considered magical.
ACTIONS
Multiattack: the Wax Golem can perform two slam attacks.
Slam: Melee weapon attack: +7 Attack bonus, range 10 feet, one
creature. Hit: 14 (2d8+4) bludgeoning damage.

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177
UNUSUAL ITEMS FROM IÙRMEN

Witch’s handbag d100 Unusual item


Wondrous item, rare
1. A poor-quality metal armband bearing a scrap ed
This handbag holds the spirit of a recently killed small animal incision that reads only “…ARO…”
(crow, hawk, cat, owl, frog, etc…). 2. A piece of dried skin, tattooed with an unknown tribal
The spirit becomes the familiar of its liberator (the one symbol
and only), whether they are a spellcaster or not. Its type shifts 3. An embalmed mouse tail, hanging from an iron hook
to Undead and it can be summoned from the handbag in a 30 4. A sheepskin bag containing a worm-eaten giant’s tooth
feet range or drawn back into it as a standard action. 5. A small sphere with a moving flame inside it: it is very
When the spectral familiar reaches 0 Hit Points, it auto- cold to the touch
matically goes back into the handbag and can be summoned 6. A hand-sized moon, made with tree resin
only after a Short Rest. 7. A mirror that reflects only inanimate objects
The summoning of a spectral familiar dismisses any oth- 8. An fingerless linen glove that always smells like
er present familiar, and no other familiar can be summoned lavender
when the spectral familiar is out of the handbag. 9. A rotten lemon with nails stuck in it
A spectral familiar acts autonomously from you, but it will 10. A splintered glass eye
follow your orders. During a battle, it rolls its own Initiative 11. An earring shaped like Beronzin’s flute
and performs its own actions, but it cannot attack. 12. A white raven feather that never falls to the ground
You can share sight and hearing with it (your true self is 13. A hair from an unknown beast wrapped in a scroll
Blinded and Deafened all the while) and telepathically com- 14. A candle cut in half
municate with it in a 100 feet range but cannot cast spells 15. A lock of green hair
through it. 16. A broken Rizadrin horn
If you decide to free your spectral familiar from its bond, 17. A piece of bread swarming with maggots that smells
it disappears forever, and the handbag will become a common like it is fresh and never runs out
handbag. 18. A tiny wing ripped from some extinct fairy: it does not
seem to wither
19. An edible roll filled with someone’s finger
20. A baby tooth
21. A moth-eaten piece of silk
22. A calumet with no holes
23. A smilodon fang
24. A crystal reflecting wrong colours
25. A coin with “FALSE” written on it
26. A water flask that cannot be drunk
27. A really ugly parrot chiselled in ebony
28. An iron marble that does not roll
29. A page from a diary with a note “these are not Lagoran’s
pages!”
30. An inkpot encrusted by time
31. A knife that carves only living flesh
32. A child’s diary that talks about a wretched family
33. The heel of a stiletto
34. An Ishdrim warship scale model
35. A blood-spitting bellow
36. A hand-sized wagon wheel
37. A ring of entwined white hair

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

New Items
179
CHAPTER
EIGHT
SPELLS AND
RITUALS

“Let thyself be guided by the Moon. May the trifold visage of


the Goddess inspire and soothe thy soul yet put a blade in thy
hands.”

- Anvernia from Mirithrun, High Priestess of the Lunar Cult -

This chapter details the spells and rituals whose pow-


er comes from the Moon.

Lunar Magic ,, 182


Spells listed by class , 183
Spells descriptions , 188
LUNAR MAGIC THE SCHOOL OF THE MOON
AND ITS VERSATILITY
As told in Old Tradition writings, three is the number of Not just divination, also an instrument for sorcery, illusion,
those sources of power indissolubly bound to the three as- death, and purification. Such is the power of the Moon and
pects of reality. such is what the School of the Moon studies: founded by
In the Lunar Age, however, a contention of the arcane fi- the Lunar Cult, it resumed ancient knowledge by the Old
bre between the light of the Primes and the shadow of death Covens on the Moon’s symbology, dated centuries before the
scars Iùrmen’s own fabric. Such eldritch mayhem gave birth ascension of Mirithlen.
to the one stable source of power, a certainty in the lives of Just as some creatures of night draw strength from specific
survivors: the Moon. Lunar Phases, so the spells granted by the Trifold Goddess
Mirithlen, goddess residing on the Moon and ascended to manifest in different shapes and effects, depending on what
Sidìr, replaced the god Sùlen in his once capacity as bringer of visage the Goddess is showing during her recurring cycle in
warmth and light to mortals. Her power towers over anything the night sky. As a consequence, the School of the Moon was
both visible and invisible, just as the silvery moonlight reaches held apart from, and added to the most relevant schools of
every corner of the Known Lands, lying on the bedding of magic such as Transmutation, Illusion, Evocation, and the
the world. likes.
Now that the Moon affects the world itself, those who Everyone has to find their own way to channel moonlight
grasp its power can employ it to craft spells worthy to be in- and endow their hands with power so as to master incanta-
scribed in vile grimoires as in the Lunar Cult’s sacred writings. tions both fearful and radiant.

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

7th level spells


BARD Selenite Sight

Cantrips (0 level spells) 8th level spells


Freezing Snare Exile to the Frozen Waste
Glyph of Mirithlen Obfuscated Mind
Instill Moonlight Selenite Domination
Moonlit Captivation Selenite Perfection
Trifold Goddess’s Amulet
Trifold Goddess’s Gaze 9th level spells
Judgement from Yore
1st level spells Lunar Marvel
Gleam Lunar Nightmare
Horror
Lunar Glamour
Lunar Runes CLERIC
Mirithlen’s Kiss
Moonrain Cantrips (0 level spells)
Moonstairs Globe of Eclipse
Instill Moonlight
2nd level spells Trifold Goddess’s Amulet
Blade of the Four Moons Trifold Goddess’s Gaze
Fare for Memories
Mooncloak 1st level spells
Moonluck Gleam
Moonsong of Renewal Horror
Shroud of the New Moon Lunar Beacon
Lunar Blessing
3rd level spells Mirithlen’s Kiss
Lunar Well Moonrain
Mirithlen’s Glow
Selenite Litany 2nd level spells
Silver Graze Mooncloak
Moonluck
4th level spells Moonsong of Renewal
Lunar Fascination Nova Luna
Lunar Mirage Plena Luna
Silver Cloak

Spells and Rituals


183
3rd level spells Lunar Glamour
Lunar Well Mirithlen’s Kiss
Mirithlen’s Glow Moonrain
Selenite Litany Moonstairs
Silver Graze
2nd level spells
4th level spells Blade of the Four Moons
Banner of the Moon Goddess Mooncloak
Moon’s Eye Nova Luna
Plena Luna
5th level spells
Lunar Fortitude 3rd level spells
Lunar Pact Lunar Well
Mirithlen’s Glow
6th level spells Moonamorphosis
Lunar Aegis Silver Graze
Lunar Assault
Lunar Defiance 4th level spells
Silvery Truth Droplet Banner of the Moon Goddess
Moon’s Eye
7th level spells Silver Thunderbolt
Mirithlen’s Touch of Life
Temple of the Moon 5th level spells
Weeping of the Goddess Command Lunar Phase
Lunar Rancour
8th level spells
Exile to the Frozen Waste 6th level spells
Lunar Blast Lunar Aegis
Moon Whispers Lunar Assault
Lunar Defiance
9th level spells Lunar Wayfaring
Lunar Retribution
Selenite Projection 7th level spells
Lunar Regression
Selenite Regeneration
DRUID Weeping of the Goddess

Cantrips (0 level spells) 8th level spells


Globe of Eclipse Dreadful Eclipse
Instill Moonlight Lunar Blast
Silver Droplet Moon Whispers
Trifold Goddess’s Amulet
Trifold Goddess’s Gaze 9th level spells
Lunar Meteor
1st level spells Selenite Projection
Horror
Lunar Beacon

NIGHTFELL
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

3rd level spells 1st level spells


Shield of Eclipse Gleam
Silver Graze Horror
Lunar Beacon
4th level spells Lunar Glamour
Banner of the Moon Goddess Moonrain
Silver Cloak
2nd level spells
5th level spells Blade of the Four Moons
Lunar Fortitude Fare for Memories
Lunar Pact Shroud of the New Moon
Selenite Weapon
3rd level spells
Shield of Eclipse
RANGER Silver Graze

1st level spells 4th level spells


Lunar Beacon Lunar Mirage
Lunar Glamour Silver Cloak
Mirithlen’s Kiss Silver Thunderbolt
Moonstairs
5th level spells
2nd level spells Lunar Rancour
Mooncloak Selenite Weapon
Moonsong of Renewal
Nova Luna 6th level spells
Assault of the Black Moon
3rd level spells Lunar Aegis
Mirithlen’s Glow Lunar Cage
Moonamorphosis Selenite Transfiguration

4th level spells 7th level spells


Silver Cloak Lunar Regression
Mark of the Unknowable
5th level spells
Command Lunar Phase

Spells and Rituals


185
8th level spells 7th level spells
Exile to the Frozen Waste Mark of the Unknowable
Lunar Collapse
Selenite Domination 8th level spells
Lunar Collapse
9th level spells Moon Whispers
Lunar Marvel Obfuscated Mind
Lunar Meteor
Lunar Nightmare 9th level spells
Selenite Projection Curse of the Last Moon
Lunar Nightmare

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*

6th level spells 2nd level spells


Assault of the Black Moon Augury*
Lunar Aegis Blindness/Deafness*
Lunar Cage Calm Emotions*
Lunar Wayfaring Continual Flame*
Selenite Transfiguration Detect Thoughts*
Silvery Truth Droplet Gentle Repose*
Lesser Restoration*
7th level spells Locate Object*
Brand of the Unknowable Moonbeam*
Lunar Regression Moonluck
Selenite Sight Moonsong of Renewal
Warding Bond*
8th level spells Zone of Truth*
Exile to the Frozen Waste
Lunar Collapse 3rd level spells
Obfuscated Mind Clairvoyance*
Selenite Domination Dispel Magic*
Selenite Perfection Magic Circle*
Mirithlen’s Glow
9th level spells Protection from Energy*
Curse of the Last Moon Remove Curse*
Lunar Marvel Silver Graze
Lunar Nightmare Slow*
Selenite Projection Speak with Dead*
Silver Chronosphere Tongues*

4th level spells


LUNAR CULTIST Banishment*
Banner of the Moon Goddess
1st level spells Divination*
Alarm* Guardian of Faith*
Bane* Locate Creature*
Bless* Lunar Handcraft
Colour Spray* Silver Thunderbolt
Command*
Detect Evil and Good* *Spells taken from 5th Edition Basic Rules
Divine Favour*

Spells and Rituals


187
SPELLS DESCRIPTION
Spells are ordered by “spell level” and order alphabetically The caster drops a silver coin wherever they can see within
within that order. 30 feet; the coin starts to swirl at incredible speed and shines,
eventually floating in mid-air, 5 feet from the ground. The
coin radiates a dim light in a 5 feet radius and emits a faint,
CANTRIPS continuous hiss. A creature ending its turn within the light
radius or stepping into it for the first time in a turn must
roll a Wisdom Saving Throw as any creature adjacent to the
coin when the spell is cast. In case of failure, the creatures
Freezing Snare have Disadvantage on Attack and Initiative Rolls until the
Illusion Cantrip beginning of their next turn.
Level: 0 Grabbing the coin immediately ends the spell, but only
Casting time: 1 action the caster can touch it without taking 1d4 cold damage.
Range: 30 feet When the spell ends, the coin disappears and reappears in the
Components: S, M (a silver coin) hand of the caster.
Duration: Concentration, up to 1 minute Cold damage increases by 1d4 at 5th level (2d4), 11th lev-
el (3d4), 17th level (4d4).

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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.

Spells and Rituals


189
Silver Droplet Trifold Goddess’s Gaze
Conjuration Cantrip Divination Cantrip
Level: 0 Level: 0
Casting time: 1 action Casting time: 1 action
Range: 60 feet Range: self
Components: V, S Components: S
Duration: instantaneous Duration: 1 round

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

The caster draws strength from lunar energies to transmute


the material component in a replica of Mirithlen’s own Horror
necklace. The item displays a flaunting amethyst and can Necromancy
be worn or held to have Advantage on the next Intelligence Level: 1
(Investigation), Wisdom (Insight) or Wisdom (Perception) Casting time: 1 action
checks, if based on sight. When all three checks are made, the Range: self
effect ends even within duration. Components: V, S
When the spell ends, the item turns back to its original look. Duration: 10 minutes
Only one item at a time can be enchanted by the same caster.
Moonlight unveils the inner horror of the caster to whomever
can see them. Creatures that are immune to the Frightened
condition cannot be affected by this spell.
The caster has Advantage on Charisma (Intimidation)
checks for the duration of the spell. The caster can end the
spell at any moment to choose a target they established eye

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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

Moonlight shines over a 20 feet area, revealing invisible items


and creatures and inflicting them 2d4 radiant damage. Target
creatures can make a Dexterity Saving Throw to avoid being
revealed and to halve damage. Undead, Fiends and Aberrations
automatically fail the Saving Throw.
At higher levels: when the spell is cast using a 2nd lev-
el slot or higher, damage increases by 1d4 for each slot level
above 1st.

Lunar Blessing (ritual)


Abjuration
Level: 1
Casting time: 1 hour
Range: touch
Components: V, S, M (25 gp of incense that gets depleted
during the ritual)
Duration: until the end of the current Lunar Phase

The caster performs a ritual permeated by Moon’s power.


Once the ritual is finished, one target that the caster can see
within 10 feet benefits from the Moon’s blessing and adds
1d4 to the result of every Saving Throw until the end of the
current Lunar Phase.
At higher levels: when the spell is cast using a 2nd level
slot or higher, it affects an additional target.
Lunar Glamour Mirithlen’s Kiss
Enchantment Evocation
Level: 1 Level: 1
Casting time: 1 action Casting time: 1 action
Range: 30 feet Range: touch
Components: V, S, M (a small white stone) Components: V, S
Duration: Concentration, up to 1 minute 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.

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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).

Spells and Rituals


193
Mooncloak Moonsong of Renewal (ritual)
Abjuration Evocation
Level: 2 Level: 2
Casting time: 1 action Casting time: 1 action
Range: touch Range: 20 feet
Components: V, S, M (a silver pendant worth at least 50 gp) Components: V
Duration: 1 hour Duration: instantaneous

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.

Shroud of the New Moon Lunamorphosis


Necromancy Transmutation
Level: 2 Level: 3
Casting time: 1 minute Casting time: 1 action
Range: touch Range: 30 feet
Components: V, S, M (a tooth from an Undead and ritualistic Components: V, S, M (a glass marble)
ointments worth at least 100 gp that get depleted by the spell) Duration: Concentration, up to 1 hour
Duration: 1 day
The caster makes a creature, and everything it wears and car-
A consenting target creature assumes the looks of an Undead ries, translucent and ethereal, visible only if directly touched
for the duration of the spell. The target becomes immune to by the moonlight, from which it takes effect.
disease, poison and ignores the effects of the first five levels of As long as it ends the turn illuminated by the moonlight,
Exhaustion (the sixth still causes death) and cannot be turned the target gets 2d6 Temporary Hit Points and ignores any
into an Undead by any spell or comparable feature. It does not penalty deriving from Difficult terrain, provided that this too
age and does not need to feed or breathe. is illuminated by the Moon.
The target will be identified as Undead by any spell or When not illuminated by the moonlight, the target gets
comparable capability and will be seen as such by other crea- a +5 bonus to Dexterity (Stealth) checks and ignores the
tures. Creatures with an Intelligence score of 3 or higher can Disadvantage on Wisdom (Perception) checks based on sight
roll a Wisdom (Insight) check against your spell saved DC to in areas of darkness or dim light.
realize it is not really Undead. At higher levels: if the spell is cast using a 4th level spell
slot or higher, the Temporary Hit Points increase by 1d6 for
each slot level above 3rd.

Spells and Rituals


195
throw or take 1d6 radiant damage and 1d6 cold damage (a
successful save halves the damage).
Mirithlen’s Glow At higher levels: if the spell is cast using a 4th level spell
Evocation slot or higher, the cold damage increases by 1d6 for each slot
Level: 3 level above 3rd.
Casting time: 1 action
Range: 60 feet
Components: V, S
Running time: 1 hour Silver Touch
Necromancy
Tenuous but constant moonlight radiates within a radius of Level: 3
60 feet from either the caster or an object touched by them: Casting time: 1 action
the light is to be considered dim light. Invisible objects and Range: self
creatures illuminated by the dim light of this spell are revealed Components: V, S
and cannot become invisible while inside the area. Duration: Concentration, up to 1 minute

The caster's hands glow with moonlight and radiate a faint


warmth. During their turn, as an action, the caster can touch a
Selenite Litany consenting creature (other than themselves) and transfer vital
Illusion energies from their own body to the target’s. The caster takes
Level: 3 necrotic damage equal to 1d6 plus their spellcasting ability
Casting time: 1 action modifier, while the target recovers an amount of Hit Points
Range: 120 feet equal to twice the damage taken by the caster; any Hit Points
Components: S, M (a pebble painted white) in excess are acquired by the target as Temporary Hit Points
Duration: Concentration, up to 1 minute At higher levels: if the spell is cast using a 4th level spell
slot or higher, necrotic damage increases by 1d6 for each slot
The caster summons a hypnotic lunar disk into the sky, ca- level above 3rd.
pable of imprisoning in its glow any target within a 20ft
cube, provided they can see the disk. Each target creature
must make a successful Wisdom Saving Throw or become 4TH LEVEL
Charmed and have movement equal to 0 feet while Charmed.
For the duration of the spell, the caster cannot move vol-
untarily from their position and must continue to sustain the Banner of the Moon Goddess
magic of the spell with their own voice. Conjuration
Level: 4
Casting time: 1 action
Range: self
Shield of Eclipse Components: V, S
Conjuration Duration: Concentration, up to 10 minutes
Level: 3
Casting time: 1 action Above the caster's head is a miniature Moon, 1 foot in diam-
Range: self eter, similar to a halo, radiating dim light into a 60 feet wide
Components: V, S, M (a small mirror) sphere. When a creature enters the illuminated area for the first
Duration: Concentration, up to 1 minute time on its turn, or begins its turn within it, it must make a
successful Charisma Saving Throw or suffer an effect based on
The icy darkness of the eclipsing Moon envelops the body of the caster’s Birthmoon. If the current Lunar Phase matches
the caster in a protective aura. When the caster is attacked in the Birthmoon of the caster, every Aberration, Fiend or Undead
melee, the attacker must make a successful Wisdom Saving have Disadvantage on the Saving Throw against this spell:

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 projects the illusion of an open-air landscape, such


as a meadow, clearing or beach, in the shape of a 150 feet
cube. No creatures are visible in the mirage you create, but
you can hear sounds that suggest their presence. The Moon is
high in the sky in the Lunar Phase chosen by the caster.
To reveal its illusory nature, any creature that begins its turn
within the mirage must make an Intelligence (Investigation)
check with difficulty equal to the caster’s spell save DC. To
anyone who fails the Saving Throw, the Lunar Phase represent-
ed in the mirage is to be considered as the current Lunar Phase.

Spells and Rituals


197
Moon’s Eye Silver Thunderbolt
Divination Conjuration
Level: 4 Level: 4
Casting time: 1 action Casting time: 1 action
Range: self Range: 120 feet
Components: V, S, M (a pearl worth 50 gp, which is consumed) Components: V, S, M (a silver and sapphire pendant worth
Duration: Concentration, up to 1 hour 150 gp)
Duration: instantaneous
The caster invokes the help of the Moon to acquire the view
that they would see from the top of it: by spending an action, A beam of pure lunar energy descends from above and hits
the caster can see any spot under the open sky that is within the target and any creature in a 15 feet long cone behind it.
60 miles of their position. If the Lunar Phase is New Moon, Anyone affected must make a Dexterity Saving Throw or take
the caster can see as though they had Darkvision, and True 1d8 lightning damage and 2d8 radiant damage; a successful
Sight if it is Full Moon. In any other Phase, they can see save halves the damage. In addition, depending on the current
invisible objects or creatures. Lunar Phase, the spell has an additional effect:
As long as they look through the Moon, the caster is con-
sidered blind and deaf concerning their usual senses. • New Moon: the spell deals 5d8 additional necrotic
damage (also halved on a successful Saving Throw)
• Ascending Moon: the spell deals 3d8 additional fire
damage (also halved on a successful Saving Throw);
Silver Cloak flames can spread to flammable objects that are not held
Abjuration or worn
Level: 4 • Full Moon: the spell deals 5d8 additional radiant
Casting time: 1 action damage (also halved on a successful Saving Throw)
Range: touch • Descending Moon: the spell deals 3d8 additional cold
Components: V, S, M (pearl powder worth at least 100 gp, damage (also halved on a successful Saving Throw);
consumed by the spell) targets that fail the Saving Throw cannot take Reactions
Duration: Concentration, up to 1 hour until the beginning of their next turn.

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.

Spells and Rituals


199
Lunar Fortitude Lunar Rancour
Abjuration Necromancy
Level: 5 Level: 5
Casting time: 1 action Casting time: 1 action
Range: self Range: 30 feet
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute

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

Illuminated by the moonlight, the caster touches two con-


senting creatures and establishes a pact between them. The Moondream
terms of the pact must be clear and understood by both tar- Illusion
gets, and the task to be accomplished, although not necessar- Level: 5
ily simple, must be feasible, otherwise the spell ceases to have Casting time: 1 minute
effect. For the duration of the spell, if one of the two targets Range: self
breaks the pact, they take 5d10 psychic damage per day until Components: V, S, M (a handful of sand, mercury-based ink)
they obtain forgiveness from the other creature. Spells such Duration: 8 hours
as remove curse, greater restoration, or wish can end the spell.
At higher levels: if the spell is cast using a 7th or 8th level The caster chooses a creature known to them and that is on
spell slot, the duration increases to one year; if the slot used is the same plane of existence and turns the target’s dreams
9th level, the spell becomes permanent. into nightmares (creatures that do not sleep, such as elves,
are not affected by this spell). The caster enters a state of
trance in which they are aware of what happens around
them but without being able to perform actions or move. If
the target lies asleep at the time of the casting the spell, the
caster appears in the target's dream, modifying it at will and
conversing with it until the spell is over or until the target
wakes up. The caster can end the spell at any time by exit-
ing the trance. The target must make a successful Wisdom
Saving Throw or the nightmare will not allow it to gain the

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.

The caster infuses the power of the Moon into a weapon.


Until the spell is over, the weapon radiates a tenuous glow
(counts as dim light) in a 30 feet radius and deals 3d8 addi- Lunar Assault
tional radiant damage. If the weapon was not magical before, Evocation
it becomes so for the duration of the spell. The weapon scores Level: 6
a Critical Hit with a natural roll of 19 or 20. Casting time: 1 action
At higher levels: When the spell is cast using a 6th level Range: self
spell slot or higher, the additional damage increases by 1d8 Components: V, S, M (a magnifying glass)
for each slot level above 5th. Duration: Concentration, up to 1 minute

A beam of moonlight bursts from the caster's eyes and mouth,


6TH LEVEL 60 feet long and 5 feet wide. Any creature hit by the beam
must make a successful Intelligence Saving Throw or take 3d8
radiant damage and be Stunned until the end of their next
Assault of the Black Moon turn (success halves damage and avoids the Stunned condi-
Enchantment tion). If the current Lunar Phase matches the Birthmoon of
Level: 6 the caster, the target has Disadvantage on the Saving Throw.
Casting time: 1 action The caster can use their action on their turn, if it falls within
Range: 60 feet the duration of the spell, to produce an additional beam: such
Components: V, S action can be repeated 3 times, after which the spell ends.
Duration: 1 round At higher levels: if the spell is cast using a 7th level spell
slot or higher, targets take 1d8 additional radiant damage and
The caster vexes a target creature with the evil gaze of the nova the caster can produce an additional beam of light for each
luna. The target must make a successful Intelligence Saving slot level above 6th.
Throw or take 8d6 psychic damage and be Incapacitated for 1
round (success halves damage and avoids incapacitated status).
At higher levels: if the spell is cast using a 7th level spell
slot or higher, psychic damage increases by 2d6 for each slot
level above 6th.

Spells and Rituals


201
Lunar Cage Lunar Defiance
Illusion Necromancy
Level: 6 Level: 6
Casting time: 1 action Casting time: 1 action
Range: 60 feet Range: self
Components: S Components: V, S, M (powder of a white pearl worth at least
Duration: Concentration, up to 1 minute 500 gp)
Duration: instantaneous
The caster uses an illusion of the Moon to imprison the mind
of a target in a nightmarish landscape, an empty and dark A 60 feet. diameter sphere of moonlight emits from the body
space, with no Moon, no stars, and no reference points. One of the caster. Any creature in the area must make a success-
target that the caster can see within 60 feet must make a suc- ful Constitution Saving Throw or take 8d6 radiant damage
cessful Intelligence Saving Throw or take 5d10 psychic damage (success halves damage). During the Full Moon Phase, crea-
and become trapped in their own mental prison (success avoids tures that fail the Saving Throw are also Blinded for 1 round.
the trapped condition). Creatures immune to illusions or that During the New Moon Phase the damage is half (4d6) ne-
cannot be charmed automatically succeed in the Saving Throw. crotic and half (4d6) radiant, and the creatures that fail the
The target cannot hear or see anything with its own senses, Saving Throw are frightened for 1 round.
but it can act and move as if it was on difficult terrain. If the At higher levels: if the spell is cast using a 7th level spell slot
target is shaken or attacked in melee it takes 10d10 psychic or higher, targets take 2d6 additional damage for each slot
damage, but the spell ends. level above 6th.

NIGHTFELL
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:

• 30 Temporary Hit Points and 10 Temporary Soul


Points that are lost at the end of the spell
• Advantage on Attack Rolls with simple and martial
weapons
• They can teleport, as a bonus action, within a range
equal to their movement
• Dodge or Disengage as bonus actions

Spells and Rituals


203
7TH LEVEL successful Intelligence Saving Throw or descend into madness
for 1 minute: a creature fallen into madness cannot perform
actions, emits only guttural sounds and is considered to have an
Brand of the Unknowable Intelligence score of 2, and the NM will decide its movements.
Abjuration
Level: 7
Casting time: 1 minute
Range: touch Lunar Regression
Components: V, S, M (1,000 gp worth of mercury and pearls, Enchantment
consumed by the spell) Level: 7
Duration: until dissolved or activated Casting time: 1 action
Range: 60 feet
The caster inscribes a mark inside a closeable object (e.g. Components: V
a book or a trunk), visible only if moonlit during the same Duration: instantaneous
Lunar Phase in which it was inscribed or succeeding in an
Intelligence check (Investigation) (DC 15) during other The caster, by uttering a single word, invokes the lunar in-
Lunar Phases. fluence to cause pain and dizziness to a creature they can
The brand is activated if a creature other than the caster see within 60 feet. If the target has 100 Hit Points or less,
tries to open the object. When that happens, any creature that it falls into madness: a creature fallen into madness cannot
can see the object and is within 10 feet must make a successful perform actions, emits only guttural sounds, and is considered
Constitution Saving Throw or take 10d8 radiant damage (suc- to have an Intelligence score of 2, and the NM will decide its
cess halves the damage); in addition, all targets must make a movements.

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.

Weeping of the Goddess


Selenite Regeneration Evocation
Transmutation Level: 7
Level: 7 Casting time: 1 action
Casting time: 1 minute Range: 150 feet
Range: touch Components: V, S
Components: V, S, M (a Moon Amulet) Duration: instantaneous
Duration: 1 hour
The caster chooses any point within range, and on that point
At the touch of the caster, the body of a consenting creature and in the 30 feet surrounding area, iridescent drops, as icy
begins to shine with the faint gleam of the Moon, regaining as deep space, will begin to fall. Any creature within the area
1d8+7 Hit Points immediately and 2 Hit Points at the begin- must make a successful Constitution Saving Throw or take
ning of each turn (20 Hit Points per minute). Severed limbs 4d8 radiant damage and 4d8 cold damage.
and appendages (tails, fingers, arms, etc.) grow back in 1 min- Any 3rd level spell or lower that is active within the area is
ute, and if the severed limb is placed on the freshly wounded automatically dispelled.
stump, it instantly reattaches, and the target immediately re-
covers 1d8 Hit Points.

Spells and Rituals


205
8TH LEVEL

Temple of the Moon


Conjuration Dreadful Eclipse
Level: 7 Illusion
Casting time: 1 hour Level: 8
Range: 120 feet Casting time: 1 action
Components: V, S, M (a pearl worth at least 50 gp) Range: self
Duration: 24 hours Components: V, S, M (a moonstone)
Duration: Concentration, up to 10 minutes
The caster shapes the moonlight to erect a temple, which will
rise from a point they can see within 120 feet, provided that The caster creates an illusory eclipse to obscure the Moon,
the surrounding space is free in a 120 feet sided cubic area. terrorizing creatures in the area. Any creature of the caster's
The temple will exist for 24 hours. Adorned with symbols re- choice that begins its turn, or enters for the first time in its
calling the Lunar Phases, other architectural or aesthetic de- turn, in a 100 feet area around the caster takes 2d8 cold dam-
tails of the temple (gates, staircases, sculptures) can be decid- age and must make a successful Wisdom Saving Throw or fall
ed by the caster. The interior of the temple is illuminated by prone and be Frightened for as long as they stay in the area.
dim light and any stronger light source is reduced. The scent Aberrations, Fiends and Undead, on the other hand, are
of incense fills the air, and the temperature is cold. The caster caught in a blind rage if they fail their Saving Throw and are
can preclude access to the temple to certain creatures, using forced to use their action to attack the nearest creature in me-
alignment or creature type as requirements. The moonlight lee. Also, whenever they deal damage while in this state, they
also illuminates the ethereal plane, with all the consequent take radiant damage equal to half the damage dealt.
effects. A creature that does not meet the imposed require-
ments must make a successful Charisma Saving Throw or be
rejected from the temple for the duration of the spell. If the
Saving Throw is successful, and the creature manages to enter, Exile in the Frozen Waste
the holiness of the place will hinder it at all times, causing it a Conjuration
penalty of 1d4 to all Attack Rolls, Saving Throws and Ability Level: 8
checks as long as it is inside the temple. Casting time: 1 action
Within the temple it is not possible to be the target of Range: 60 feet
divination spells that originate outside the temple. The tem- Components: V, S
ple is impervious to any kind of damage or effect, and yet is Duration: Concentration, up to 10 minutes
immediately destroyed by a disintegrate spell.
Each short rest inside the temple grants a bonus of 1d6 The caster imprisons a target creature they can see within
to the Hit Points and Soul Points recovered by spending at 60 feet in a dark demiplane, illuminated by distant stars,
least one Hit Dice. A long rest in the temple eliminates any characterized by an expanse of gray dust dotted with large
poison, disease, curse, reduction of Maximum Hit Points, and craters. The target remains imprisoned either until the
Exhaustion Levels that affect the characters. spell is over or if it uses its own action to make a success-
ful Intelligence Saving Throw (DC 15) to escape. In case of
failure, the creature takes 1d6 cold damage, which increases
by 1d6 with each attempt. If the creature is reduced to 0
Hit Points in doing so, the spell ends, and it returns to its
plane of origin with the defunct appearance of a withered
and frozen mummy, but it is actually only its metabolism
that is extremely slowed down. Therefore, the creature can
make Saving Throw against death every hour, instead of ev-
ery round. If the target stabilizes, they quickly resume their
normal appearance.

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

The caster chooses a point within range, and any creature


caught within a 30 feet cube centered on that point, must
make a successful Constitution Saving Throw or take 10d8
radiant (during Full Moon) or necrotic damage (during New
Moon) or cold damage (during other Phases) (success halves
damage). Aberrations, Fiends and Undead have Disadvantage
on any Saving Throw against radiant damage. Humanoids,
Beasts and Giants have Disadvantage on Saving Throws
against necrotic damage.

Spells and Rituals


207
9TH LEVEL

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.

The caster's touch gives a consenting target the ability to ma-


nipulate the lunar reflex, through which it has Advantage on
Saving Throws and Ability checks, and reduces Soul Point
loss from any single source to 1. In addition, any attack against
the target has Disadvantage.
This spell ends if the caster casts it again on a different
target.

Spells and Rituals


209
Lunar Retribution Selenite Projection
Abjuration Necromancy
Level: 9 Level: 9
Casting time: 1 action Casting time: 1 hour
Range: self Range: 10 feet
Components: V, S Components: V, S, M (a silver bar worth 1,000 gp consumed
Duration: 10 minutes by the spell)
Duration: special
The caster's skin is imbued with the protection of the Moon:
depending on the Lunar Phase during which it was cast, this The caster abandons their body, which remains unconscious
spell has a different effect. Whenever a creature hits the caster and in a state of suspended animation, therefore not requiring
with a melee attack or is hit by a melee attack made by the food or air, and does not age. The spirit the caster manifests
caster, it suffers the effect of the spell. has the appearance of their mortal remains but with silvery
and glowing skin. The spirit of the caster cannot go through
• New moon: the target takes 3d8 necrotic damage, and is places that are not illuminated by the Moon, but as long as
frightened until the end of its next turn it is under its direct influence it can use its action to teleport
• Waxing Crescent: the target takes 3d8 thunder damage, itself and any creature within 5 feet to any point on moonlit
and is knocked to the ground prone surface within 0.6 miles.
• First Quarter: the target takes 3d8 lightning damage, In the form of a lunar projection, the caster maintains all
and cannot take Reactions until the end of its next turn its Abilities, Skills, and powers, but cannot perform long rests.
• Waxing Gibbous: the target suffers 3d8 acid damage, When the lunar projection is reduced to 0 Hit Points, the
and is restrained until the end of its next turn spell ends.
• Full Moon: the target takes 3d8 radiant damage, and is As the Moon sets, the caster does not necessarily have to
blinded until the end of its next turn end the spell, but their spirit simply returns to their body,
• Waning Gibbous: the target takes 3d8 poison damage, where they remain until the following night. During the day,
and is poisoned until the end of its next turn the projection regains any spent Hit Die.
• Last Quarter: the target takes 3d8 cold damage, and its If the caster's body takes damage, the projection will know
speed is reduced to 10 feet until the end of its next turn the amount and type, but not the source.
• Waning Crescent: the target takes 3d8 psychic damage, The caster can decide to end the spell at any time they
and is incapacitated until the end of its next turn deem appropriate as a bonus action.
When the spell ends for any reason and the caster awakens,
they get 4 Exhaustion Levels. Any condition (except curses)
that affected the lunar projection no longer afflicts the caster.
A wish spell can be used to end this spell; moreover, if
the caster fails a Saving Throw based on Charisma, it will be
forcibly teleported to where its lunar projection was.

NIGHTFELL
210
Silver Chronosphere
Transmutation
Level: 9
Casting time: 1 action
Range: 10 feet
Components: V
Duration: Concentration, up to 1 minute

The caster relies on the influence of the Moon to create a sil-


very energy bubble where everything is in dim light, regardless
of light sources, and appears in black and white. The bubble
cannot move and appears opaque from the outside, showing a
static and perfect image of what was inside the bubble at the
time of casting, while translucent from the inside.
When the caster sees a creature take damage or fail a
Saving Throw, they can end the spell as a Reaction.
When the spell is over, the bubble dissolves and, if they
wish, the caster can return everything to the state it was in
when the spell was cast.
This effect restores: location of creatures, statuses, Hit
Points, spell slots (see below). This spell does not restore the
use of privileges, magic item charges, consumables, ammo, or
anything other than what indicated above.
Creatures that were inside the bubble when the spell was
cast and are instead outside the bubble when the spell is over,
get 1 Exhaustion Level.
The magic of the chronosphere is powerful, but it is unable
to restore used spell slots of 4th level or higher.
BACKER LIST
Alessandro Allen Schenk
BACKER LIST Alessandro Andriani Alondra Lopez
Alessandro Babbi Aloys Oberthuer
|13B|Singularity Adam Slater Alessandro Caridi altariwing
21CSM Adam Smith Alessandro Leonardi Alvin W
3rdeyeopen1 Adam Toulmin Alessandro Poziello Aly Fawcett
6mmWar Adam Whitley Alessandro Savino Alyssa Spencer
99bluerabbit adamhowell97@hotmail. Alessandro Togni Alyxa Lorenn
Étienne Bourgeois com Alessio MastroFella Brocca Amanda
ÆtherDeity Adan Yanez Alessio Tirapelle Amanda Atkins
Aarón Sarrión adano Alex Amanda gray
Aaron Addison klein Alex Amanda martin
Aaron Beck Adrian Czajkowski Alex Amanda Van Akker
Aaron Billingham Adrian Rico Alex Amber Vandergriff
Aaron F Stanton Adrian Rook Alex Amelia Denzien
Aaron G Jones Adrian Rosu Alex Ana Carolina de Oliveira
Aaron Gomez Adriano De Luca Alex Accardi Ana Christina Dahlberg
Aaron Grover Aerontempos Alex Baker ANALOG GAMES
Aaron Lemieux Aesuth Alex Blair Anders Stafberg
Aaron Matthew Rider [email protected] Alex Dickinson Andrea
Aaron Murphy [email protected] Alex Hurst Andrea
Aaron Rhoads Aiden Alex Iptok Melluso Andrea Back
Aaron Starbird Aiden Keller Alex King Andrea Biagi
Abby Artemis Aimee Carpenter Alex Leithead Andrea Bogani
Abhishek Ray Ajay Sheshadri Alex Parker Andrea Casamassima
Abigail Al Bartlett Alex Preisser Andrea Dean
Abraham L Bergerson Alan Ashley Alex Thompson Andrea Fabbri
Abram Alan Elliman Alex Villemure Andrea Fait
Abram J Forest Alan Johnson Alex von Hochtritt Andrea Marovelli
Achernar Alan Pelletier Alex Zerbinos Andrea Medea
Achint Singh Albert Martinez Alexander Andrea Micozzi
Acia Hale Alberto Alexander Andrea Orvandor Gatta
adaenis Alberto Calsolaro alexander Andrea PJ Pirastru
Adam Abdur Rahim Alberto Camani Alexander Garabed Andrea Polin
Adam Barnes Alberto Castronovo Alexander Gent Andrea Pulita
Adam Bennington Alberto Faria Alexander Hrebluk Andrea Ragana
Adam Brown Alberto Gonzalez Alexander Neumann Andrea Ricci
Adam Caverly Albin Lundström Alexandra Andrea Tedde
Adam Clark Ale Alexandria Mulligan Andrea Tognazzi
Adam Ehinger Alec Alfred Scher Andrea Vitaloni
Adam engel Alec Z. Alfredo Andrea Welsh
Adam florig Aleczander Parker algervasio Andrea Zanelli
Adam Jensen Aleida La Llave Ali Andreas Aistleitner
Adam Johnson Alejandro Canciobello Alice Andreas Foteas
Adam Koszela Alejandro Thornton Alice Andreas Loeckher
Adam Longley Alessandra Stroscio Alice Fielding-Smith Andreas Nelson
Adam Neisius Alessandro Alicia Summers Andreas StarrsjÃ
Adam S. Alessandro Alisa Heletka Andreea

NIGHTFELL
218
Andres Zanzani Anthony Ashley Shaw Ben Smith
Andrew Anthony Adkins AshM Ben van Kempen
Andrew Anthony Baumayr Ashnable Benjamin Baker
Andrew Anthony Bell Askorn Benjamin Coker
Andrew Anthony Bernal Astrid Benjamin Dumas
andrew Anthony Christou Atieno Benjamin Fincham-de
Andrew Anthony Denham AtlasIncorporated Groot
Andrew Baharian Anthony James DuBois Aubrey Burmaster Benjamin Gray
Andrew Beal Anthony Kirkpatrick Augusto Ceracchini Benjamin Kapron
Andrew Bogle Anthony Muller Aurelius Ver Benjamin Kaye
Andrew Broxham Anthony Nijssen Austin Benjamin P. Powell
Andrew Bussey Anthony Ockendon Austin Backman Benjamin Snead
Andrew Goodson Anthony Pereda Austin F Benjamin Widmer
Andrew Hall Anthony Tasselli Austin Nickell Benji Taylor
Andrew Henderson Antoine Bergeron Austin Renwick Benn M
Andrew Hopkins Antoine Chaplet austin streeter Beornn
Andrew Hovanec Antonija Sakic Austin Wofford Bernat Saenz
Andrew Lewis Antonio Awogg Woggz Bernie Griess
Andrew Lotton Antonio Corsi Ax665 Bert Conner
Andrew Martone Antonio Falanga Axel GOTTELAND Bert Fox
Andrew Meiners Antonio Miguel Martorell Azaah Besio93
Andrew Owens Ferriol Azargeth Beth
Andrew Rawlings Antonio Montagnese Azguz Watts Bethany Einer
Andrew Smith Apaphous Azorathe Beven Davenport
Andrew Typhus Winder Apotheosis Studios Ãlvaro Bill McCollum
Andrew Ward Aqua Ãlvaro Jo-Jo Junior Billy Dick
Andrew White Aran Gillmore Shabadoo Billy Larsen
Andrzej Krakowian Archangel B0725 BiteSizedGaming
Andy Aric Wieder BÃ¥rd Magnus Riis bizouarn
Andy Arik Aslanyan Babakganoosh Björn Butzen
Andy Arjess Babs Bjorn Rostad
Andy Dunning Arkhane Asylum Publishing baindir Black Baron
Andy Fagant Armand Massimini Barry Chapman Black0ut17794
Andy Nguyen Arne Vanbeveren Barry Weatherstone Blaine McNutt
Andy Snowbender Aron O'Brien Barthel Jackson Blair Stewart
Angel d'Argy Artemis Bastion Blake
Angel Gonzalez Artemis Kynegetria BButterfly Blake Anderson
Angela Arthur Braune Bear Weiter Blake Taylor
Angela Asa Gismervik Beau Sampson Blake Webb
Angela Myers Ash Beliyah Blasfemius
Angelito Villamena Jr Ashardalon89 Ben bleachstalker99
Angelo Illness Cione Asharon Ben Blue eyed human
Angus Asher Ben BlueCrane
Angus Abranson / Ashley Ben Cooper Bob
Chronicle City Ashley Buckland Ben Greenwood Bob McGough Puwc
Ann Ashley Elizabeth Ben Michener Bobby DeRisi
Annette Needham Ashley Gordon Ben R Bobby Thornberry
Antesim Ashley Gregory Ben Slader Bonnie Woodcraft

Backers' List
219
Bormer Bridger Burt Casey Kelley Chris Iihasz
Bos Bridget Casey Casey Luchsinger Chris Jahn
Brad Rumbold Bridgitte Rivers Casey Rosenberg Chris Landry
Brad Seaberg BringTheRaine Casey.Lyon Chris Lavin
Bradlee Allen Brittany Farr Castreek Chris Lorenz
Bradley Bruce Cload Cat Hunter Chris Moore
Bradley Beach Bryan Catey Jorde Chris Morgan
Bradley Reichert Bryan Catrona Anderson Chris Nehring
Brandon Bryan Brake Celio Ambrosi-Santamaria Chris Nichols
Brandon Bryan Evans Cesare Patarca Chris Snyder
Brandon Bryan J. McLean Chad A D'Aigle Chris Striker
brandon beers Bryan Joseph Bua Chad Lynch Chris Swanson
Brandon Crilly Bryan Patchoski Chaffy Chris Switzer
Brandon Lawrence Bryan Smith Jr. Charissa Jackson Chris Tafel
Brandon Little Bryan Watson Charles Chris Taylor
Brandon Miller Bryce Dana Charles Albert Spellman V Chris Vian
Brandon Sanchez Bryce T Charles Caleb Randall Chris Wong
Brave New World Buck Charles Choi Chris.P.Noodle
Brayden Buckaroo Charles Farru-Hill chrissycooksey
Brehn Erskine C.J. Menard Charles Lester Christiaan
Brekka Schachte C.W. Webb Charles Lupo Christian
Brendan Abernathy Cactuscat Charles Stilwell Christian Bonanni
Brendan James Caden Wisecup Charles Weed Christian Juliussen
Brenna Dixon Cailie Swillum Charles-Érick Matton Christian König
Brenna Parker Caitlin Charlotte collins-sidwell Christian Lindke
Brennan McBride Cale Charlotte Hanssen Christian Opperman
Brennan McCoy Caleb Pakeman Chee Yang Christian Popp
Bret Smith Callum Wilcox Chelsea Benavides Christian Spornraft
Brett Harris Calvin hayman CHERRIER Gilles Christian Torstensson
Brett Lewis Calvin Johns Chiara Christian Wiseman
Brett Ryan Calvin Snyder Chiseri Christien
briambo Cameron Chloe Barson Christina
Brian CaptainNorway Chloe Piper Christina Godek
Brian CaptiveBow Chris Christina Markley
Brian A Johnson Carey Sauerbrun Chris Christoffer Voll
Brian Arnold Carl Chris Anderson Christoph Daether
Brian Buffington Carl Dean Chris Binyon Christoph Wagner
Brian C Youse Carl G Mendoza Chris Black Christopher
Brian K Carl S. Stone Chris Bonello Christopher
Brian Lawton Carl-Einar Östlund Quist Chris Boudrie Christopher
Brian Lmb Carmine Perna Chris Carney Christopher A. Sparks
Brian Millar Caroline Bell Chris Cekala Christopher Altenbach
Brian Quinn Carsten Chalk Chris D Christopher Brown
Brian Ravnsgaard Riis Carsten Gehron-Retzbach Chris Edwards Christopher Bundy
Brian Rust Carter Chris Giesy Christopher Busch
Brian Wilkins CascaDB Chris Gonnella Christopher Gray
Brian Zuber Casey Boyd Chris good Christopher M Berry
Brice_T Casey Jackson Chris Gunning Christopher Matulewicz

NIGHTFELL
220
Christopher Mayfield Corey Quick Damian White Danilo Marcotti
Christopher Scott Davis Corinna Clanton Damon Danita
Christopher Tresp Corinne Brown-Esqueda Damon Blake Danny
Christopher W Rueber Cornonthemacabre Dan Danny Awalt Jr.
Christopher White Corwin Dan Danny Heald
Christopher Wiebe Corwin Loomis-Price Dan “Goggles“ Webb Danny William Silva
Christopher Williams Cory Dan Abrahmsen Dante Parker
Church Cory Carney Dan Bond Darcie
Churchill Cory White Dan L. Nielsen darcpriest
Chuyee Yang cory williams Dan Lowery Dario “Uzedh“ Berto
Cindy Gauthier Courtland Perry Dan Perrine Dario Battini
Cisc_0 Courtney Blackwell Dan Santiago Darion Wilkins
CJ Prokop Cradlis Dana Boychuk Darius Klein
Claire Rosser Craig Bishell Dana Mison Darkless
Claire Spence Craig Cargill Daniël Harmsen Darklord
Clarisse Leech Craig Earl Daniel Arvidsson Darkstand
Clayton Dilks Craig Hackl Daniel Carmody Darkulic
Clayton Freund Craig Jonasson Daniel Christensen Darmak
Clint Malcolm Craig Maidment Daniel Clawson Darren Collins
Clint Mallet Cristiano Albini Daniel Cowart Darren Johnson
Cody Cozad Cristin Chall Daniel Craig Darren Velez
Cody Kerr Cristiyana Daniel Crompwell Darrin Piotrowski
Cody Langille ctriebel Daniel E. Chapman II DarthXanatos
cody scott cawthon Cullin Gardner Daniel Freithofer daryl graham
Cody Zick Curette Daniel Harris Dathon
Colby Dumas cursedseishi Daniel Laman Dave Powell
Cole Graham Curt Condyles Daniel Marjoram David
Cole Nordin Curtis Daniel Mastropieri David
Colin Lindgren Curtis Harper Daniel Montero David
Colin Shields Curtis Lillie Daniel Montes Espinar David
Collin Cuttlefissure Daniel Moore David
Collin Cardinale Cyanide Daniel Penninck David A. Nolan
Collin Chamberlin Cynthia Daniel Ramsli David B. Semmes
Collin Murray Czinic Daniel Russell David Ballert
Colton Holder Ирина Daniel Shellard David Cohen
Colton Souza Хомерики Daniel Sims David Dalton
Commodore Erickson Dadao Daniel Slentz David Driscoll-Carignan
Conclave27 Daddyfatsack210 Daniele David Esarey
Connor Daemn Daniele David Futterrer
Connor Badham Dagoron Daniele Cappie Bruno David Griffiths
Connor Evelich Dakoda Darling Daniele Fusetto David Grow
Connor Loomis-Price Dakota Brison Daniele Ginesu David Hendrix
Connor Mason Dakota Steeves Daniele Listone Giordano David Jones
Connor Romanic Dale Chenault Daniele Provinciali David King
Conor McHugh Dallas Wagner Daniele Toffanin David Kuehne
Conrad Stratton Dalton Daniele Zinesi David Lewis
Corey Damian Adams Daniele Zito David Logghe
Corey Close Damian Seckold Danielle H. Lattiere David Margowsky

Backers' List
221
David Olney Derek Drew Elizabeth Munson
David Orna-Ornstein Derek Drew Emmetts Ella
David P. Otto Derek Drew Thompson Ellis Perry
David Paul Guzmán Derek Bechthold DRGalayda Ellis Putman
David Pierce Derek Burkeen Dritzz Elric DeVault
David R Derek Fiedler DruelTheGamer Elrydia
David Resetti Derek J. Bush Dungeons and Dragons Emalyg01
David Robinson Derek Vendt Dustin Cook Emanuele Montorfano
David Setzer Derek Wagner Dustin Follett Emil Hamberg
David Singer Descamps Axel Dustin Lawrence Emilio
David Smith Desiree Dwayne Marlowe Emily Allard
David Smith Destiny Dylan Emily Rain Donovan
David St-Amand detlef hallermann Dylan Emily Twining
David Stanley Deuvient Dylan Emma
David Stephenson Devin Dylan Emma Mason Was Gingell
David Summers Dharmatrails Dylan Auvil Emmanuel
David Szafran Diana Mauney Dylan Carlson Emmo Lütringer
David Williams die_brotdose Dylan Demagny Emost
David Williams Diego Dylan Jared Enrico Romeo
David Wilmink Diego Dylan Shaw Enurta
Davide Diego Magrini Dysnomia Eric
Davide Diletta Peluso Eclez Eric
davide Ditani Ed Punter Eric Blair
Davide DKeith2011 Eddie Chew Eric Daniels
Davide DMDoom Eddie James Carswell II Eric de Groot
Davide Milano Domenico Edil Rivera Diaz Eric Fowler
Davide Pertusi Domenico Iovino Edoardo Eric Keogh
Davide Siebezzi Domenicopsion11 Edoardo Mercuri Eric Mette
davrion Dominik Pielarski Edoardo Solitari Eric Presuhn
Davy Krieger Don Martin Felipe eduardo hallak Eric Richard
Davyd Rivet Martinez Eduardo Ramirez Eric Smallwood
Dawid Wojcieszynski Donald Brian Edward Eric Smith
Dawson sears Donald Taylor Eiger Tolledo Eric Toczek
Daymaster1 Donnie Archuleta eira Eric Wagner
Dc Andersen Donnie Hanby El Laxo Diablo Erica Creed
Death4allages Donovan el_blanco Erik
DeChevalier Doom130 elbove_joco Erik André Melum
Deep Cover Dorian Wright Elgin Scott Erik Balcazar
Denis Gourdien Doug Behel Eli Butcher Erik Cohoon
Dennis Douglas Eli Gilles Erik Johnson
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
222
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
224
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 Martínez 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 KorÄek 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
226
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
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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
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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
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Matthew Hart Messengyr Michael Putorti Mirko Savoia
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Matthew J Weidman Micael Florencio Michael Roebling Mitchell
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Morvan Hartmann Nymphe Tuerlinckx Paul Hinshaw
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Nasser Nicholas Mancini Olinza Headd Paul Neal
Natalie B Nicholas McGinness Oliver D. Dickerson III Paul Newman
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Sadie Lahey Scott Evans Shadowmane Skylar Jones
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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
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Samuel Sean Donnelly Shawn SteamKraken
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Steven Muniz The12ZodiacKeys Tina Solvang Tristan Merrick
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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
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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
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Vittorio William Schoenberger Zahgurim
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Voke William Scott Zeb Walker
Volodymyr L Revenok William Z. Cohen Zeke Hubris
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Backers' List
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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

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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

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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
OPEN GAME LICENSE VERSION 1.0A

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