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THE NORSE MYtHOLOGY

The cosmology of the Norse mythology stands on nine realms: actually the first to settle to this very land.
Asgard, Alfheim, Helheim, Jotunheim, Midgard, Muspelheim, There are many gods and goddesses in the Norse mytholo-
Niflheim, Svartalfheim, and Vanaheim. These realms reside on gy. Yet, as Svilland is a place that is relatively new-settled by
Yggdrasil, the tree of life. the children of Odin the Allfather, neither all the deities nor
Asgard is the home of the gods. Odin and most of his pan- all the realms are known to them. There are 9 major deities
theon reside here. The famous hall of Valhalla is in Asgard, in the pantheon. They have gathered up many believers and
greeting warriors of worth to the endless feast. Alfheim is influence the realm dearly.
the realm of light elves. They are beautiful creatures ruled by Additionally, there are 4 smaller deities: Heimdall, Ran,
goddess Freyja. Although Freyja is very influential in Svilland, Skadi, and Ullr. They have not gathered many followers yet
there is no passage to Alfheim from this land. and thus have not established themselves or distinct domains
Helheim is the realm of the dishonorable dead. Those who of divine power in Svilland.
are not worthy of Valhalla come here when they die. Helheim Odin the Allfather is the god of gods. He rules over Asgard.
is ruled by Hel. Jotunheim is the realm of giants, frost and Aegir is the giant-god of the seas. Balder is the god of poetry
mountain jotnar came from here. and beauty. Fenrir is the son of Loki. He is the giant wolf god
Midgard is the realm of mere mortals. It is surrounded of blood and savagery, waiting to be released in Ragnarok, and
and protected by Jormungandr, the serpent of time. Svilland murder Odin. Freyja is the wife of Odin. She is the goddess of
resides in Midgard. Muspelheim is the realm of fire. Fire giants nature and fertility. Hel is the daughter of Loki. She is the god-
and the Ragnarok-bringing Surtr inhabit and are sealed here. dess of death and the dead. Loki is the blood brother of Odin.
Niflheim is the realm of cold and mist. He is the god of trickery. Thor is the son of Odin. He is the god
Svartalfheim is the realm of the dvergar. Dvergar that came of thunder and enemy of the frost jotnar. Tyr is the god of
to Svilland try to find their way back to this realm. Vanaheim justice and war.
is the realm of Vanir. The conquered Vanir of Svilland were

THEME AND ATMOSPHERE

S
villand is a land of last resort. People have escaped here from the deadly Black Winter of the north. Their
escape from frost jotnar conquerors resulted in their bloody conquest over the Vanir and kuning. Through
the ages, they may have founded civilizations, kingdoms. Yet, Svilland will always remain as a land of people
that are at the edge of massacre by a new forthcoming horde. The cycle keeps repeating itself as the new replacing
the old, and those who settle are never relieved from their survival instinct.
Unlike many other Dungeons and Dragons games, Svilland Campaign Setting has an atmosphere that is ruthless,
grim, and dark. Heroes here become so with bloody challenges of the mortal and the divine alike. The pantheon
of Odin the Allfather does not provide protection and power out of lightly love of some D&D gods. The gods and
goddesses of Svillanders desire bloody sacrifices and weave vicious tests over mortals to see their worth. Divinity is
not inherent, it is earned, often through deadly means.
The cultures of Svilland reflect this cosmology as well. Kings and queens need to be tough and worthy of war as
much as they need to be respected by their kin. As kingdoms are not fully established and rather are gatherings of
warlords, political struggle and raids on villages are a common part of Svillanders’ way of life.
Consequently, adventurers in Svilland are not well-greeted everywhere. Because of the mistrust between dif-
ferent races, or even clans, commoners in a town don’t often greet strangers with a warm welcome. Still, bardship
and storytelling are common arts of the land. As an adventurer, your accomplishments may quickly find their way
to the tongues of people. Reputation is hard to earn, but it is well-respected once it is earned.
As many places are in constant threat by hostile clans, jarls, or monsters in the wilderness, there is always a
fight that you can prove yourself worthy to Valhalla. On the other hand, you should not lose your vigilance when
you are travelling. You should keep an eye on the horizon and set up patrols among your party. Those who are
arrogant enough to underestimate their opponent or hunt may become the hunted quite fast.
South Sea
Designers: Ekin Topanoğlu, Alican Develioğlu, İzel İrem Aydın, Umut Çomak, Barkın Tokalak, and
Bartu Ağca, Eyüp Emre Erdem

Editors: Aysegül Gürzumar

Interior Art: Özge Güngör, Muhammet Feyyaz, Muhammet Feyyaz, Ahmet Can Kahraman, Ömer
Tunç, Umut Çomak and Tithi Luadthong

Art Director: Umut Çomak

Layout and Graphic Design: Umut Çomak, Eyüp Emre Erdem, Dilan Çomak

© 2020 Dream Realm Storytellers.


Svilland Campaign Setting is published by Dream Realm Storytellers, under the Open Game License version 1.0a Copyright 2000 Wizards
of the Coast, Inc. Dream Realm Storytellers logo, Svilland Campaign Setting and 5e logos are trademarks of Dream Realm Storytellers. All characters
and the distinctive likenesses thereof are property of Dream Realm Storytellers.

Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, and are not Open
Content: All trademarks, proper names, dialogues, plots, storylines, locations, characters, artworks, and trade dress.

www.dreamrealmstorytellers.com
Table of Contents
History..............................................................6 The Glory.........................................................48
The Land.........................................................50
Campaigns The Sea............................................................52
in the south sea The Battle........................................................53
Crew and Ships................................................55
Race of South Sea.............................................8 Crew Members....................................................55
Cults of South Sea...........................................10 Ships.....................................................................59
The South Sea.................................................13 Example Ships.....................................................60
Howling Land......................................................14
Raus Square.........................................................22 Spells and
Bjornua.................................................................25
Vergela.................................................................27
Magıc Items
Boarharbor..........................................................32
Spells...............................................................66
Magic Items.....................................................73
New Character Options
Monsters, Friends
Deep Water Domain........................................34
Background: Child Who Survived..................35 and foes
Monsters..........................................................79
Friends and Foes.............................................95
Naval warfare
The Crew.........................................................37 Sea Encounters..............................................104
The Longship...................................................41
Ship Level and Archetypes.............................45
History of South Sea
M
any Svillanders do not know the South Sea very well. For those who know it, the region is a place of disease, poverty,
and exile. The South Sea stories haunt the nights and dreams of children in all of Svilland. It is where wilderness and
disease meet people’s daily lives: The Northern creatures which escape from the frozen seas of the upcoming Black
Winter find shelter in the South Sea. The people here live in relentless anxiety.

From time to time, the spirit of a young fisherman warns travelers who plan on going South and says,
“You must stay here; you must stay safe! The South Sea is cursed by the gods. If you go there, after a while, time will lose its
meaning, you will lose the concept of day and night. You will lose everything!”

winter; thieves, fugitives, and merchants started to follow him


A Brief Chronicle to the islands.
for Islanders
Second Age - Lost Island

The people of Sout Sea have a very different story than the The second age began when the Norsvik island vanished.
people of the mainland Svilland. This is a region that is largely There are many sagas and myths about Norsvik and the mys-
independent of what happened in Svilland, dealing with its tery of the events that took place in the night that it vanished
own troubles. for eternity. Some say that it was eaten by an enormous sea
wyrm, while others say that the island fell to Helheim like
First Age - A Shelter Balder, and some others say they were taken by Odin.

While Odd has threatened the entirety of Svilland and Black Third Age - Rule of Many
Winter has started to emerge from Ymir’s Lash; Volli,the
brother of Odd, stabbed his own brother with a spear that was The Third Age is the current age we live in. There are some
forged with the power of Balder. conflicts among the different islands and their rulers, and
However, with the fall of Balder, the spear started to lose its even if unification is the main political strategy of the age,
power. Volli began to fear the awakening of Odd and one day it hasn’t been fully executed. The seemingly most powerful
he escaped from Svilland to Norsvik, an island of the South figure is Kadall the Bard King, with many earls sworn to be his
sea. followers. Even if the Islanders called him king, in reality, he
After his arrival, the people running away from the Black has no power over any islands except for the one he lives in.
Both Svillanders and Islanders
Campaıngs ın the sea itself. Due to hard condi-
know two things about the South The South Sea tions, piracy and raids are normal
Sea. Daily life is a survival chal- but hard to accomplish because of
lenge and this challenge always has the vast sea and the harsh weather.
two aspects; islands and the sea. Chapter In your campaigns, you will struggle
All islands hold different mysteries, hid- with both the island and the sea. Finding
den behind the veil of disease and famine. On I enough food and surviving the day will become
the other hand, people believe that the mysteries a daily challenge. Disease can toughen the condi-
can stop the curse upon the South Sea and maybe tions and can become the main aspect of your story.
even the Black Winter if they can be unfolded. They Although there are authority figures, unlike Svilland,
think that they are hidden in the islands by the gods and there are places that their power cannot reach. Thus, many
most people in the South Sea are restless to solve them but criminal activities may go unpunished.
tired enough to believe their efforts are futile. The theme of campaigns that focuses on the South Sea can
The South Sea divides the islands and it is a hard obstacle be survival, mystery-solving, horror, and most importantly
to overcome. Just like in the lands, people struggle in the sea naval stories.
with each other, the creatures that haunt them, and even with

people of south sea


People living in the South Sea are called Farmadr whose one of Isolated Life
the meanings is Seafarer. Just like most races in Svilland, they
are a humanoid race and their difference is in their lifestyle South Sea does not have any connections to the Svilland ex-
and the land they have born. cept for a few, long and tough trade routes. People may come
The South Sea and Svilland are not completely separate thus, and go but kingdoms of Svilland do not interfere with the
people can encounter the races in Svilland in the South Sea. internal business of islands.
Farmadar are perhaps the freest folk in the realm of Svil-
land. Because of this, even in the worst situations, they try to
farmadr solve it in their own way.
For most Farmadar, the island is not only the land that they
own but also the cradle they grow in and be safe

Farmadr is the human race living on the island lands. They Faith and Superstitions
came and settled to these islands in the First Era of Svilland.
They are generally thinner than Svillanders because finding South Sea does not have any connections to the Svilland ex-
food or fighting a horrible disease is a daily routine for these cept for a few, long and tough trade routes. People may come
people. They tend to be more pessimistic due to the hard con- and go
ditions they live in.
Jarldom and Inner Conflict

In the South Sea, things work out differently from Svilland.


Instead of monarchies and oligarchies, the South Sea is ruled
region by region by jarls.
This lets those who are closer to their folk be in charge,
taking care of the needs of the people well known to them.
On the other hand, each jarl’s rulership differs from one
another and this sometimes creates conflicts among them.
These conflicts are not just cultural but often result in raids.
Skirmish is jarls’ first approach to many situations.
Farmadar may live across all the South Sea but their way of
life may change jarldom to jarldom. In coastal regions, they
generally trade or fish. Yet, on the inland, hunting and mili-
tary raids are the means of survival.
FARMADR NAMES

RELATIONS Male Names: Afi, Afkar, Dagfin, Efraim, Falki, Floki, Gylfi,
Jamti, Kufri, Manni, Nafni, Obaeinn, Palnir, Sigfasti, Siggi, Ulfi
Female Names: Alfifa, Asleif, Drifa, Elfida, Fjorleif, Frida, Gyr-
Austris “The way they live is very similar to us but idr, Hrefna, Isleif, Juliana, Kyi, Nefja, Petronilla, Rofa, Virun
they must realize their kingdom is their shackles.”
Half-Jotnar “Free folk from North. They come Farmadr Traits
to these islands not to feel like a monster and they
are right. They are not monsters, they are our only Your farmadr character has the following traits and abilities.
chance against the Black Winter.” Ability Score Increase. Your Constitution score increases by
Mithals “Pirates, pillagers and raiders. We are lucky 2, and your Wisdom or Intelligence score increases by 1.
to be away from them. They are some pesky folk that Age. Farmadar live nearly 70-80 years and they become
is hard to trust.” adults at their 15.
Kunings “Mysterious people but in a good way. Alignment. They tend to be more chaotic due to their living
They tried to help us a lot in nearly everything. Kun- style on the island.
ings are our brothers and sisters.” Size. Farmadar adults are generally 5-6 feet and 125-250
Vestris “A ruler with expansion in mind. They pounds. Your size is Medium.
believe they can wreck everything in their way but to Speed. Your base walking speed is 30 feet.
us, they are just fancy folk in their shiny, never-worn Nature’s Teachings. You are schooled in your childhood
armors.” about nature and your place in it. You are proficient in one of
Dvergar “Small but strong people. Never underes- the following skills: Medicine, Nature, Survival.
timate one because when you realize they are better In the Name of Gods. Your kind is rewarded for their unbro-
than you it can be too late. Also, they are drunk a lot, ken faith. You know the guidance cantrip.
drunk and kind of blue.” Painful Strikes. Farmadar become brutal when a situation
is dire. While your hit points are below 10% of your hit point
maximum (rounded up), you have advantage on your attacks.
Languages. You can speak, read, and write Austris (Com-
mon) and Sunnarstr. Sunnarstr is a fluent language that is
only used in the South Sea. There are a lot of sounds like “f” or
“i”.
cults of south sea
Similar to Svilland, faith occupied the lives of folks in the cals believe that this ritual prevents calamities from them. In
South Sea. People are worshipping, practicing religious rituals, fact, Ran accepts the sacrifices, restores the souls of the sacri-
and sacrificing regularly. Therefore, temples and cults play ficed virgins, and orders them to keep an eye of the Northern
important roles for both peasants and rulers. The cults are Shores. The soul of the dead is restored; however, their body
widely varied in terms of size, influence and deities. Here are is not. Falling from the edge of a cliff makes their appearance
the most well-known cults of the region. dreadful. Cut ankles make them cripple; they amble in pain
and out of the posture. The scene terrorizes the folk, so they
BEARFORD choose to operate during nights and stay out of sight at the
distant northern shores.
Skuld the Bride, the first spouse of the sea, is the head of
The legacy of The Bear King has survived to this day, some the cult. She is tall; however, she cannot stand upright due to
folks still follow his teachings. Bearford is one of the most a possible spine injury. Her face looks lifeless and pale because
powerful cults, in both the South Sea and in Svilland. Cult- she is undead like the rest of the cultists. She is not mad be-
ists believe The Bear King to be a demigod and worship him cause she is sacrificed; she is proud as she became the chosen
accordingly. The teachings of this cult suggest that he will of Ran. Skuld cannot wait for the Moon Fest as she makes new
return as a powerful God of nature. members run errands and take older cultists to hunt with her
Although they only have a handful of havens, the cult in the name of Ran.
possesses the expertise and the might to rule an island on the
South Sea. Bearford’s biggest temples are in Bjornua. Other Goals
than that, it doesn’t have many headquarters. The cultists
meet secretly in other regions. Spouses of the Sea has two primary purposes. First is keeping
dangers coming from north away from the Island Region as it
was the only reason why they were sacrificed. They can com-
mand creatures of the seas; therefore, they can easily prevent
ORIGINS OF THE BEARKING possible dangers coming from sea creatures. The second goal
is to hunt for Ran. They sink ships that did not give sacrifices
Nowadays, some cultists are trying to reform Bearford for the goddess of the sea. Many ships coming from Svilland
and they are trying to establish a new understanding had been sunk because of the Spouses of the Sea.
of the Bear King; one which focuses on the roots of the
Vanir. These reformers believe that The Bear King is an Relations
extremely powerful Vanir. Many people think such a
claim is an insult to The Bear King. Even local folks who are protected by the spouses do not know
that there is such a cult. Therefore, Spouses of the Sea does
not have many foes nor friends they could rely on. They like
whoever respects the sea and fear the wrath of Ran. They car-
ry a particular grudge against those who include Aegir’s name
yet forgot Ran’s name in their prayers for good luck in the sea.

Serpents of Loki
Goals

Bearford’s ultimate goal is to ease the return of The Bear King. This cult is a faction of Loki’s Bastards. They operate in the
Until then, the cult tries (and will try) to expand their organ- South Sea and they can be found in every part of the society.
ization to other regions. They are also interested in crafting They have no class or race restrictions.
new spells and items in the name of The Bear King. In their early days, the organization was aiming to spread
the belief of Loki and to collect worshippers. To do that, they
Relations contacted with important figures of different societies. Later,
they realized that they can use these contacts also to recruit
Bearford sees Seidrs and Austris as their natural enemies since members. As a result, as time has passed, many members left
they believe the Austris had a part in the death of The Bear the religious goals and joined the organization for more politic
King. They maintain relations with darker cults of the realm or earthly reasons although the leaders of the organization are
and have ongoing operations with some chiefs from Nionaem. still following religious goals.
Most of the members help each other. They can provide
money, politic power, mercenary, information or other sourc-
Spouses of the Sea es. Since the organization’s fame is not well, the members try
to hide their true identities.
Even though the organization is not religious these days,
The Moon Fest is a sacrificial holiday in which a virgin marries Loki is happy with the organization’s current situation since
the sea. The ritual involves drinking a relative’s blood, cutting the higher ranking members can gather a high variety of in-
one’s own ankles, and jumping off the edge of a high cliff. Lo- formation from the members.

11
Goals macy was continuing. His daughter, Asleif Austmathrsson, was
brought to the leadership of the Sundfœrr Sveit by the request
The goal of the organization is to infiltrate all places and to of Bergljot and consent of Aleson the Arisen.
take control of Svilland slowly. By reaching rich and influ-
encing members of each society, they try to gain more power. Goals
Gold and reputation are essential for their cause and can be
used for hiring mercenary armies, raiders or bribing people. Sundfœrr Sveit patrols the coasts and major trade routes to
seek and destroy pirates. They hold and check fleets for the
Relations Right of Waves, seeking out rogue fleets who have warships
without permission from their rulers (or more ships than per-
Being a member of this organization is generally punished mitted). They keep the records of these rights in their ledgers.
severely. When one’s true identity is revealed, it is probably The community cannot break the laws of the Right of Waves,
silenced before it talks about serpents although the organiza- meaning that they cannot intercept raiding fleets who are
tion protects its members and the members are educated in permitted by a noble.
hiding their relations with the serpents. The serpents wait in
their lonely silence until the right day comes.

RIGHT OF WAVES
Sundfoerr Sveit
The Right of Waves is the law that permits nobilities of
Svilland to hold and use war fleets with their blood
The purpose of Sundfoerr Sveit is to regulate the fleets of right. It is named after the notion which just like waves
ships in the seas of Svilland. They do so in order to protect the on a storm can wreak havoc on shores, vikingr of the
delicate trade from piracy. They are funded by the nobilities of nobility can raid shores of their rivals.
countries as a common campaign, to ensure their fleets cannot Under this right, piracy and raids are not consid-
be matched by those of the common blood, and thus keep ered criminal activity, but rather a challenge of a noble
their wealth and power safe against potential threats who against another, and be rewarded for the strength if
would rise as usurpers. successful.
The right is bestowed from the ruler at the top to
Community’s History local ones at the bottom, finally reaching to champions
or huskarls of the local rulers. It is shown with a special
At the beginning of the Third Age, the naval economy of the glyph that consists of the Laugr (water) rune carved on
kingdoms was highly tied to raids and sacks of jarls. However, a ship, along with the granter and holder of the right
an old seawolf named Skorri Austmathrsson saw past this. He carved beneath it. The mark is done by unique callig-
realized the importance of trade for an established kingdom. raphers, which makes them very hard to forge without
Thus, he gathered a number of famous captains who are loyal permission.
to the Green Lights of the East’s crown and went to the throne
about this matter.
The king agreed to the captains’ requests suggesting a
community that would patrol the seas against rogue fleets and
protect the growing trade against piracy. Yet, he also realized
that would mean nothing if such a company didn’t have influ-
ence among the coasts of other countries.
However, although the king formed the organization along Relationship
the coasts of his own country, his efforts to make the commu-
nity more influential didn’t bear fruit before he passed away. The community has good relations with Nionaem and Green
The king’s daughter, Queen Denildottir, took on the plans of Lights of the East. They are sour with Alsvartr because of the
her father and took the community to the courts of the other number of pirates this country breeds, which are often used by
countries. The countries were hesitant at first, as this would local rulers against their rivals for covert raids.
mean fewer opportunities for raids against each other and the Throughout time, Nionaem gathered more influence over
prosperous Green Lights of the East. the community than that of the Green Lights of the East. This
Still, Bergljot insisted on the matter and even made sacri- usually reflects as the community pardoning some of the
fices for empowering the community. She granted trade rights rogue fleets or pirates of Nionaem origin. Still, the country
to Alsvartr which would make trade more attractive for them does not have absolute power over it and the Alsvartr and
than raiding. She also granted the supervision of the commu- Green Lights of the East together are able to raise objections if
nity to the Nionaem, as they stated that such a company of the needed.
seas could only be guided by Aegir’s chosen. In the end, the
queen made her father’s wish a reality.
Skorri Austmathrsson passed away in a skirmish between
Green Lights of the East and a jarl from Alsvartr while diplo-

12
the South Sea

The geography of the South Sea consists of many islands in their taverns.
strung together. Many islands and towns have their own Unlike Svilland, neither the lands nor the people are unified
ports containing all the crowd, smells, and hurry that is to be under mighty kings or queens. Instead, authority has been
expected. Here, ships that dock to the ports unload a great distributed among the chiefs of the islands. However, it is
variety of goods: wheat, metal, cloth, food, animals and even important to emphasize that the most well-known authority
people. figure in the region does stand out: Kadall the Bard King.
Life is tougher here than in Svilland, people constantly Kadall calls himself king because all the chiefs meet twice
struggle to survive each day. They work their fingers to the a year on Boarharbor island and make sacrifices to Aegir in
bone on the ports, streets, and in the wilderness and are paid order to protect their lands from Black Winter, sea creatures
less than the people of Svilland. On the other hand, they try to and the Blackened Blood.
enjoy the little things that are not polluted by the anxiety of
diseases and danger. After a hard-day’s work of encountering
and fighting these perils, they unwind by eating and drinking

13
DISEASE: BLACKENED BLOOD

The disease targets humanoids and animals, although many wild animals are immune to it. It spreads through the
exposure to the bodily fluids of a host with the disease.
When a humanoid or an animal is exposed to infected blood, it must succeed on a DC 10 Constitution saving
throw. On a failed save, it is infected. Once infected, the disease starts poisoning the affected creature’s mind and
body at the same time.
With Blackened Blood, it takes 1d6 hours for the symptoms to manifest themselves. At the beginning, the
symptoms are limited to hypothermia and a level of exhaustion. At the end of each long rest, the infected must
make a DC 13 Wisdom and a DC 13 Constitution saving throw.
On a successful Constitution save, the infected creature’s Exhaustion level decreases by 1, and on a failed save,
its Exhaustion level increases by 1. If the creature fails its Wisdom saving throw, bloodlust starts to rear its ugly
head, and the creature starts to get a taste for violence and blood.
If the creature fails two consecutive Wisdom saving throws, it starts to suffer from short-term madness. If
the creature fails four Wisdom saving throws, , it starts to suffer from long-term madness. The madness level
decreases by one, if the creature succeeds on two of its consecutive Wisdom saving throws. If the creature’s Ex-
haustion level reaches 6, the creature loses its mind completely and becomes more like a draugr.
Every year, thousands of people die because of this disease. Healers are seeking a cure for it, however they
have not found anything of use, as of yet. When adventurers and healers cut into an infected corpse, they will see
that the veins, the heart, and the brain are coated with a black, icy layer.
Effects of the disease cannot be cured completely with spells of 6th or lower spell levels, or with magical items
whose rarity is rare or lower. On the other hand, magical restorative powers (such as lesser restoration or greater
restoration) can ease the effects of the disease and lessen the pain. A lesser restoration spell counts as a success-
ful Wisdom saving throw, while a greater restoration spell decreases the Exhaustion level by one.
For this reason, these creatures are called ice-hearted (pg.92) among islanders. At first glance, people think
that dvergar are immune to this disease since they can touch and even work Black Ice. However, it is easily un-
derstood that they can be affected just like anyone else.

Islanders are a little different than Svillanders, however chiefs and rulers, and smaller islands. Kadall the Bard King
they are used to living with them. Their way of life is different lives on one of these smaller islands, Boarharbor.
than Svilland. Nearly all their settlements are surrounded by
thick, strong walls and warding spells; not only because of the Howling Land
Northern sea creatures but also because of political instabili-
ty. For this reason, it’s hard to get in and out of a settlement
unless you have permission to do so. (Set of islands, population: 24.000 )
The area is ripe with rough seas, heavy fog, pine forests,
and the big walls that stretch out to protect civilization from Howling Land is made up of a large arc of islands to the
each of them. The weather is generally rainy, and the sun North of Bjornua. It is the largest island arc of the region and
rarely shows itself through the grey clouds, which form the hosts nearly twenty thousand people from various races and
main view one could watch from below. The atmosphere is places. Similarly to the other islands in the South Sea, most of
usually dark and pessimistic. Inhabitants of the islands have the population lives within the big walls of the settlements.
the appearance of those who are the heavily affected by the There are three large islands; Brek, Jorunn, and Horn, and four
weather. small islands; Iron Wilds, Nagil Rise, Tilgørnes, Keldey.
Foggy days are common in the South Sea, however this does A high council named “Board of the Sea” has ruled the
not mean that the inhabitants are fond of this type of weather. Howling Land since the beginning of its existence. Mallaz the
Most of them think that it is no mere fog, but rather a prof- Strongheart, a barbarian, has been the commander of the
it of doom, signaling Black Winter. The fog and whatever it whole island set for ten years. But he is only responsible for
harbors, have caused some settlements to be evacuated, and the administration of day-to-day occurrences, and soldiers.
some people to go mad, in places that did not feel the need to From time to time, discrimination becomes an issue, causing
evacuate. conflict to arise between the soldiers and the council. How-
The islands are not unified under one supreme authority ever, the final decision is usually left to the council. Mallaz
and it has four subdivisions: Howling Land, Vergala, Bjornua, reconciles these conflicts and finds the balance between the
and Raus Square. Each of them has its own natural landscapes, council and his soldiers.

14
Mallaz is a good warrior and tactician, so he puts a great kills a lot of people in the region. Some villages are complete-
emphasis on the military force in such a harsh region. From ly abandoned and erased from the maps, and the populations
his room in the soldier barracks on Hamundalr, which sports a of big towns have decreased drastically.
good collection of weaponry and mounted animals, he makes
sure that the military training, weaponry, armory, and ship brek
making processes all go on without a hitch. He often raids
the other islands in the region not because of any financial Brek is in the middle of Howling Land and also, it is one of the
concern, but in order to keep the army working, and in good largest islands in the South Sea. A light mist surrounds the
shape. He strongly believes that soldiers must always remain Western shores of Brek. It is no different than any other island
in good shape, in case of an emergency. of Howling Land, in that it is cloudy and rainy. Brek hosts five
Howling Land is famous for its Moon Fest, a celebration settlements: Hamundalr, Jannas, Hvitindar, Eyvinnes, Rocstoll.
and sacrificial holiday. On this day, the Board of Sea picks one These settlements are connected to one another by roads.
young virgin to marry the sea at New Moon in Midwinter and However, the roads do host not only merchants and travelers,
midsummer. The virgin gets ready with help, washed with the but also a persisting sense of eeriness; an eeriness one might
blood of a land animal, and he or she picks a great bouquet of get alongside the constant feeling of being watched. This at-
flowers. People dance, feast and celebrate her wedding with mosphere becomes a fellow traveler to all who may cross these
glorious meals and uproarious music. paths.
Then, before sunrise, he or she leaves the settlement and Blackened Blood has been changing the population-pat-
walks all the way to the sea with four relatives (preferably sib- terns of Brek, as some people are moving from settlements to
lings and a Gothi). On the edge of a high cliff, the virgin drinks start a life in the wilderness. In the most optimistic scenarios,
his or her mother’s or grandmother’s blood, cuts the ankles of they are able to establish new settlements with their friends
his or her foot, deeply, with a silver knife and jumps into the and family, and for this reason, there are some hamlets and
sea. The people of the Howling Land believe that this ritual small compounds around the island. However, most victims
prevents Northern creatures from attacking, and keeps the sea are affected by the disease and turned into ice-hearted, or
calm for voyages. attacked by raiders.
Blackened Blood, a disease that affects the island region,

13
Antler fungus is a well-known fungus in Brek, and actual- have been times where the wooden walls were breached, and
ly, it is the only place that the fungus could be grown. Antler people were murdered in the attacks that followed.
fungus is used differently in different hands, it could be used The second fluctuation is related to Blackened Blood. After
both as an illusionary poison for weapons and in the cure for the city got hit by a Blackened Blood outbreak, nearly one-
Blackened Blood. Some healers claim that this fungus can fifth of the population died, and many people left the city,
quench the pain and ease mental ails. riddled with fear. For this reason, some parts of the city are
abandoned. As a result, it became easier to find cheaper meals
Hamundalr and homes in the city.
(City, population: 10,100) Mallaz the Strongheart is a good commander who fulfills
Hamundalr is the biggest settlement on Brek. Even if it is the duties that are given to him by the Border of the Sea. He is
described as a city in the South Sea, those who have seen the well-liked and well-respected, and responsible for the mili-
cities of Svilland would describe Hamundalr as a town. It hosts tary duties as well as managing the daily goings-on. However,
more than ten thousand people in its villages and districts. this is not the extent to all he does for the people of Brek and
Mallaz the Strongheart, who is the military chief of the entire- Howling Land. He always tries to keep stocks full and protect
ty of Howling Land, also lives here. the innocent. He cannot stand thieves, and hence most of
The backdrop is made up of a gray and stagnant lake, walls, them are punished harshly.
and a small forest. Folks believe that the lake used to be a part Moon Fest is the most important event of Hamundalr.
of the sea, but that it was somehow frozen in the First Age and During this event, people enjoy feasts, games, and sacrifices
became stuck on the land. For this reason, from time to time despite the dangers that continue to threaten their day-to-
the lake tries to come together with the sea; the water and day lives. He also organizes banquets and calls on the people
waves in this vicinity increase enormously. to join the festivities. Mallaz assists in the organization of the
The river Brukket Lagr, which is connected to the lake and events and the choice of the virgin for the Moon Fest.
the sea, overflows every autumn. When it does, the fields get The chosen virgin throws himself or herself from a high
damaged. Moreover, fishing is not efficient because schools of cliff called Deep Sea, which is an hour away from the city.
fish are few and tiny in the lake, and for this reason, there are Deep-Sea is a high cliff where virgins fulfil their duty, which
not many fishermen in the city. Folks of Hamundalr believe then protects the island from the Northern creatures. Some
that the lake consumes the fish. folks claim that they can see shadows and silhouettes and even
Hamundalr has two sets of walls due to the unexpected hear some unsettling voices and screams from the area.
increase in population. The first wall is a strong wooden wall There are two distinguishable buildings in Hamundalr. The
with a big wooden gate to match. It surrounds the Farmer Dis- first one is the common house: Winterstone Manner. It is a
trict, where most of the population make their living through narrow, two-story, stone building, in the middle of the city.
farming, herbalism, and brewing. People of Hamundalr generally gather here to eat, drink and
There are four watchtowers located on the wooden walls, spend leisure time together. Sometimes, storytellers grace the
with guards atop each of them, watching over the area. Guards halls and tell of the legends of distant lands.
search travelers who want to enter the city. They don’t let the The second striking building is the Moon Inn, which is a
people who are infected by Blackened Blood in, and from time well-known tavern among the people. It is a one-story wooden
to time they kill sick people. building that has its back on the stone walls of Hamundalr.
When travelers enter through the wooden gate, they find The rooms are wide and clean, and the meals are delicious in
themselves in the midst of a harmonious array of houses and the inn. The people who work here are known for their beau-
tents. The condition of the houses and tents is a symbol for ty. It may be hard to find a place to stay and eat at the times
the poverty that haunts this district. Even if the buildings are of Moon Fest. The inn is owned by a bard named Kimball the
made out of wood and stone, they look worn and are covered White.
in moss. The streets are dirty and slimy as well.
The tents are of low quality, most of them are made out
of woven lichen or animal skin. Yet, the tents are complex,
strong and big; so much that one family with six children
could easily live one of them, as they hold up to three separate
rooms.
When travelers follow the winding path to the Inside, they
can easily see the high, stone walls and the big wooden gate,
which is again guarded by soldiers who examine people for
signs of the sickness. The Inside is not so different from the
Farmer District, the buildings are filthy and in disarray.
There are two different fluctuations in Brek’s population
which have resulted in the construction of two walls. Years
ago, a big wave of migration from Svilland created a new
demand for land and houses. After that, Mallaz welcomed the
newcomers and built another wall to protect them from the
dangers that lurked outside. Many people in this district are
trying to find a place to live in, on the Inside because there

16
Jannas with this village’s peaceful atmosphere. However, it has mys-
(village, population: 520) teries beyond what anyone could know. Villagers know that
Jannas is a small coastal village on the Northwest Brek. The Hvitindar is worrisome, but they do not think there is any-
Aegir Temple is the most distinctive feature of the village and thing more to it.
shapes the everyday life of the population. About half of the Hvitindar is a coastal village in the Northern shores of Brek.
population are Gothis who want to serve and remain close to It has been built in a pine forest near the sea. For this reason,
the temple. the port and most of the buildings are made out of wood. How-
The temple has a big campus in the middle of the village. ever, Hvitindar was established in the second age, on the ruins
Even though Jannas is a small village, it is more crowded and of an old and unknown settlement. So, nobody knows what lies
livelier when there are events in the temple. Aegir followers beneath the muddy streets of the village.
visit the temple to consult the High Gothi and pray here. The The settlement slowly grew throughout the second and
big, stone construct harbors a sacrificial chamber, a library, a third ages. Nowadays, there are lots of villagers and farming
dormitory, the main building, and strong, stone walls. areas that host more than 400 people.
The main building is a two-story, stone structure with nar- Sonne Londernoss has been the chief of the village for
row windows and a tower. The Board of the Sea, the rulers of years. She was the youngest child of a well-known, powerful
Howling Land, lives in the main building, while approximate- crime family, Londernoss. The family’s roots go back to the es-
ly 70 Gothis stay in the dormitory building together. Not all tablishment of the village and they operate not only in Hvitin-
priests are allowed to visit the village, some of them must stay dar but also in all of Howling Land. Sonne took control of the
inside at all times. Moreover, the stone wall surrounding the village and the family after her father, the chief of Hvitindar,
complex limits any communication the priests may have with was killed by her oldest brother. After the murder, the brother
the outside world. escaped and Sonne stepped up to take control.
This temple has close contacts with Aleson, the ruler of Other than the shady people and ships, the general atmos-
Nionaem in Svilland. It is even said that the supreme council phere is pleasant, and the creatures of the sea do not disturb
of this temple, The Board of the Sea, has pledged allegiance to the coast of Hvitindar. Most people believe that this is thanks
Aleson. to the mercy of Odin. There is a small altar in the middle of the
The village has a fairly simple appearance except for the village square and the altar is generally full of the sacrifices
temple. The biggest difference is that it lacks fences and walls: people have recently made, in the Allfather’s name.
The temple priests are adamantly opposed to such a construc-
tion. They say that they will not escape the creatures coming
from the Northern seas and that it would be disrespectful to Londernoss family
try to stop Aegir with stone pieces. Interestingly, however,
creatures do not attack this village.
Although the village has grown and developed around the Some say that the Londernoss family owe their wealth
temple, fishing and hunting are the main sources of income and power to the ruins beneath the village. Some say
for villagers. There are some inns for Aegir followers, but that the secret is a treasure, others say it is a magical
these inns are normal-sized, simple establishments. ring. Many have searched the village and around it to
Moon Fest is one of the highlights of Jannas, but unlike Ha- enter the ruins, however, they couldn’t find any way of
mundalr, people spend this festival in awe as it is a deeply reli- entry.
gious ceremony for them. The council selects people who will
marry the sea, seven days before the birth of the new moon.

Hvitindar
(village, population: 400)
Watching the dark green landscape, listening to the sounds
of the nice breeze and the seagulls, travelers might be fooled

13
Rocstoll The area is surrounded by a pine forest, most of the trees
(town, population: 1300) of which are bent due to the constant wind, howling from the
Rocstoll is a town located on the East coast of Brek. It is a East. The barracks are also exposed to these harsh winds; the
coastal town, surrounded by a pine forest near a small hill. Land’s name, “howling”, comes from the unsettling voices,
People live behind the strong wooden walls of the town. The heard from the barracks.
fog disrupts both the land and the sea and makes it hard for At the age of 29, Glarin is the cold and calculating com-
sailors to move out from the port. mander of the soldiers. He is one of the most influential people
The jarl is a Freyja Alle named Banrf, and he is quite well- of Brek. Most people have heard of Glarin, as his stories are
known around the Brek island. He is an ambitious man who, at told among soldiers and peasants alike. He is responsible for
the age of 32, took over the control from Eyvard the Sailor. In training the military as well as shipbuilding. He also helps
those days, Rocstoll was a small village, but during the reign of Mallaz the Strongheart in his work regarding battles. He likes
Banrf, things have changed drastically. to challenge himself by setting goals that are impossible to
The gains that the people here have acquired from fishing achieve, and testing the limits of his body and his mind.
and forestry have increased, along with the population. Lots Howling Barracks have an obscure construction, in that
of people have migrated into town because of growing job it has no walls surrounding the settlement. Glarin says that
opportunities and better living conditions. Banrf has led the a city doesn’t need any protection, other than good soldiers.
way in opening taverns and inns up for business, in order to Therefore, when the settlement was built, he refused to build
attract travelers and merchants. The town market has also a wall around it, and placed the soldier barracks around the
been refurbished to prosper. Nowadays, Banrf is desperately settlement as if they were the walls themselves.
searching to find a cure for Blackened Blood with his hired
help of healers and spellcasters. Horn (Island/ town, population: 2250)
Guards are ever-present in town, both during the day and in
the night. The ones who stand at the entrance, do not let sick Horn is an island, located to the South of Brek. It is very close
people enter the town. to Brek, and looks as if it is an extension of it.
For a few years, a rumor has been spread among the towns- There is only one settlement on the island, a town named
people, about a wolf-child in the city. A child who wanders the after the island itself: Horn. Other than the town, the wildlife
streets at night and who turns into a wolf whenever someone and the fog rule the island. The intensity of the wilderness and
looks upon him. According to many, it is nothing but a legend, the fog makes it hard to establish any other settlement.
but some say that the child is the secret heir to the throne of In some parts, the fog is so heavy that travelers can almost
Alsvartr; they believe him to be the son of Gudrick the Moon- breathe the “madness”. The middle of the horn-shaped island
bearer. is where the fog seems to be the thinnest. The town is located
here, with a sophisticated port. The Tilgørnes island and the
Howling Barracks in Brek are the closest settlements to Horn.
Horn is surrounded by strong, wooden walls. The port is a
never-ending parade of crowds, ships, various goods, and of
course, sailors. Even though the economy relies heavily on
shipbuilding; forestry and hunting are also important sources
of income. The ships that are built here generally belong to
the Howling Barracks, so Glarin, the chief of Howling Barracks,
often comes here to supervise their administration.
Horn is a large seaside town with a population of more than
2000 people. Its buildings and streets are adorned with the
Howling Barracks bones and teeth of sea creatures; an appearance which helps
(village, population: 770)
the town to uphold its name. On many buildings in town, there
Howling Barracks is where the military is trained in Howling are bones on the walls that make sounds when the wind passes
Land. It is situated on a forested bay, and the barracks are through them. People believe that these rattles and crackles
positioned in the deforested areas on said bay. The training protect them against the dangers of the sea.
done in the Howling Barracks is known to be quite prominent
among all the soldiers in the island region.
Ever since the establishment of the military area at the end
of the second age, to this day, the soldiers who are trained
here have been the most talented and the strongest. Even if
some soldiers could not complete their entire training here,
those who complete it are deeply respected by everyone in the
islands region.

16
There is only one stone structure in town, the Great Hall, Sanholar
where the rulers live and where the residents of town usually (town, population: 4600)
meet, to eat, drink and celebrate. The rest of the inhabitants
live in large leather tents and barracks supported by large Sanholar is a town that is located on the North of the island. It
logs. seems to be the place where a traveler can find a job, shelter,
The town is ruled by a barbarian named Wolf Bearer, and and joy. The strong walls made of stone circle the town, and
she is known for her dedication to Fenrir. She is a jarl who is not a day goes by where its port is not swarming with ships,
feared, rather than one who is beloved by her people. She is goods, and people. The smoke from the chimneys is the only
known for the harshness of her punishments. thing that might cause distraction from the beautiful view in
For instance, couples suspected of having killed their chil- the horizon.
dren are burnt in the town square; and those who ridicule the Blackened Blood is a big concern for many, and thus trave-
Gods are killed in the town square. Due to the large group of lers are searched before entering the town. Upon entry, they
wolves that live around town and are thought to offer protec- see a well-maintained, lively town. Animals, adults, and chil-
tion to it, visitors usually use the sea to enter the city. dren wander along the spacious streets, as well as shops that
are clean and usually open.
Jorunn (island, population: 5300) Pleasant melodies come from nearby taverns along with
some animal noises that slightly distract from them. Hrass-
Jorunn is the biggest island in the region following Brek. There li, the ruler of Jorunn, lives at the center of this harmonious
are two settlements on the island: Sanholar and Bilfell. The atmosphere. His home is a three-story, wooden building near
Sanholar town is located in the North of the island while the the port.
Bilfell village is on the East. Sanholar welcomes all travelers, merchants, and immi-
There are various paths leading to various settlements, grants, regardless of their beliefs or culture. And it goes
bays, caves, and forests. However, these paths are not safe for without saying that as a result, one can find many different
commoners, as there might be wild animals, monsters and traditions in this small community. The town market opens
bandits lurking in the shadows. Moreover, these paths may once-a-week, it is lively and noisy; and this attracts many
lead to places where travelers lose their sense of direction and locals as well as some outsiders.
time. The best place to stay in Jorunn is Vigdis’s Inn. It is locat-
Smugglers from Svilland prefer to operate in certain bays of ed on the port that is close to Hrassli’s house. This is an old
the island; and sneak their goods in, to reach local merchants. inn managed by an elderly woman. After her husband passed
The island is ruled by Hrassli, who is 47 years old. Not so away, she changed the sign and started working in her maiden
long ago, he was a member of a small organization called name, Vigdis. Her tasty fish soup is renowned, but she only
Loki’s Bastards. He is known to have fallen in love with a serves this tasty treat to sailors. Vigdis and her daughter Jor-
young guard, who followed and protected him to the full ex- eid have an abundance of knowledge about the sea creatures
tent of his power. and they are both quite skilled in fishing.
However, Hrassli explained the truth at the expense of
going to prison. After spending five years on the Tower of Bilfell
Torture in Thorath, Hrassli learned that the guard had died, (village, population: 700)
and he decided to take to the South Sea. He later managed to
use his abilities and old connections to become chief. Today, Bilfell is a coastal village located on the East of Jorunn. Strong
he serves as the chief of Jorunn island. wooden walls surround the village. Well-maintained wooden
The island has a population of around 2000 people, many of buildings, full altars and trimmed, fertile gardens welcome
whom have been residents of this island for a long time. Still, the travelers who visit. Hrassli often goes to Bilfell and rules
someone who has just arrived from Svilland is easily spotted the village himself. In Hrassli’s absence, Inberta takes care of
in town. the village. She is a young and talented shieldmaiden who is
There is also a small dvergr village on the island but people well-respected in the community.
do not know where these dvergrs are. They generally come The soil is soft and fertile, as the fog hasn’t reached the
from woods, to sell and to purchase some goods and disappear village yet. Therefore, farming is easy and profitable here. Vil-
into the woods again, once their transactions are complete. lagers plant wheat, along with many fruits and vegetables, and
The reason why they inhabit this place, or hide, is unknown. small workplaces process them with salt, or ferment them.
Farmers are in constant competition with each other to sell
their products. The excess is sent to Sanholar or other towns.
A one-story building made of stone, at the center of the
village hosts two big altars. It is the village’s main sense of the
power of the Gods, where villagers make sacrifices to Aegir
and Freyja. Villagers believe that they owe the fertility and
safety of their land, to these Gods.
Seagate is the one and only tavern of the village. It is a
wooden, two-story building, situated right next to the port.
During the day and at night, it is full of villagers and strangers.
Arnkul is the handsome owner of the tavern, who wants to

19
be a sailor on one day. His braided beard falls over his strong ments, but prefers to get by through hunting and gathering.
chest. He can usually be found in the dining room in front Keldey does not have an official leader and hence it makes
of the fireplace, listening to the stories of adventurers with its decisions together. Once every month, they organize a
longing in his eyes. hunt to celebrate nature. After the hunt, people gather around
Seagate is famous for the side dish, Bitternutt. This dish big fires to decide on matters, accompanied with stories told,
which contains fermented chestnut has a sour and sweet taste. songs sung, foods cooked and eaten together.
It is made with fresh chestnuts, a piece of honeycomb and
some wildflowers. These mixtures are kept between two heavy
rocks for three months or until they are fermented.

Nagil Rise (island, population:5)

Nagil Rise is a small island in the Northeast of Brek island. The


main landmark is an active volcano named Nagil. By day, it
looks like a threatening monster with the smoke rising from
the top of it, along with the humming. The threat never ceas-
es; at night, the crimson glows get the job done.
Nagil Mountain has been active since Norsvik island van- Tilgørnes (island, population: 2630)
ished in the Second Age. From then on, Nagil has been regard-
ed as a dangerous volcano rather than a majestic mountain. Tilgørnes is in the south of the South Sea and located between
There aren’t any settlements here, the air is toxic, the soil is Brek and Horn. Since it is very close to Brek it has strategic
ashy and the lakes on the island are hot to the point that they importance. Mallaz the Strongheart, the ruler of Howling
are close to boiling. Many think that the crater of the volca- Land, thinks that if Tilgørnes falls, Howling Land won’t sur-
no is the door to Muspelheim. Only five people have come to vive. So it is no surprise that Mallaz appointed one of his best
terms with living in such conditions, five Kaun-touched sor- friends to rule this settlement, Slodvar.
cerers. They are known as “The Five” in the South Sea. Slodvar is a young and talented alle who serves Odin. He
The Five’s duty is to try to hold down the door between the managed to discipline his body and mind from a very young
volcano and the civilization, setting back the eruption. They age. He finds beauty and wisdom in hard work. Slodvar likes
also relish the chance to practice and develop their craft, on hunting on the open seas and devotes these hunts to Odin, the
the island. There is a tiny bay that can harbor small boats; Master of the Hunt.
and even if The Five can never leave the island, people always The island is a massive forest that has small rivers and
bring supplies to them and visit them. ponds in it. The background mainly consists of the wild sea
and the forest. Ravens are also a part of the landscape; travel-
ers can see or hear them while they wander in the wilderness.
Three settlements are established here; Sandaross Keep,
Vestrigate and Fjorest. All of them are ruled by Slodvar, and
he often visits and inspects them.

Keldey (island, population:100)

Keldey is a small island to the Northeast of Brek and below the


Nagil Rise. The island does not have strategic importance or a
valuable resource, in fact, most people think Keldey is going
to fall to ruin with the eruption of Nagil Mountain. So, neither
Mallaz the Strongheart nor The Board of the Sea is interested Sandaross Keep
in conquering the island. (town, population: 2000)
Not many know of the settlement, it is like a rumor in the
South Sea but a small hamlet in the middle of the dense pine Sandaross Keep is a military town on the East coast of
forest hosts nearly 100 half-jotnar. Established by a sailor half- Tilgørnes. The town has been built near a rocky shore where
jotunn, this hamlet is made up of big, developed tents. Thin, the navy awaits its next raid.
grey smokes rise from the tops, they wander around with no Sandaross is surrounded by strong, wooden walls. The
material purpose. Most of the community does not care about atmosphere is pleasant and bright, children play on the streets
making money since they have no use for it within their settle- and on the shore, people speak to and smile at one another.

20
There is no sign of either the fog, Blackened Blood or Northern After they contacted Mallaz the Strongheart, and got his
sea creatures. People think that this is a blessing of Freyja, and blessing, they established a new village in Tilgørnes. Even
because of that, one can usually find many people praying in though Mallaz wanted them to establish a coastal village, they
the temple of Freyja in town. The temple is a small wooden did not want to be near the seaside. They believe that Aleson
structure, close to the town entrance. and his followers can spy on them through the waves, using
The town is built and developed around the port where sea creatures.
everything takes place. This port is the beating heart of the Now, the group earns their living through hunting, farming,
town. The sights, the smells and the sounds of the place never and herbalism. They prefer to live secluded lives and do not
cease to capture one’s attention. There is always something want to be part of the social life on the island. Most of them do
for everyone; be-it errands, crime, danger, love, entertain- not welcome strangers as they are suspicious of the arrival of
ment, shady deals, music, meals and so much more. The inns spies and assassins.
and taverns are welcoming of travelers, and the warehouses From time to time, Slodvar visits the hamlet to try to make
are constantly looking for extra workforce. trade connections and to purchase medicine.
Among all the inns and taverns- there is nearly ten of them-
the Fat Whale Tavern is the most famous. Surrounded by the Fjorest
Port Market, which is the most crowded part of Sandaross, the (village, population:550)
tavern offers travelers blacksmiths, tailors and a good rest, as
well as tasty meals and entertainment for the customers. Fjorest is a coastal village to the North of Sandaross Keep.
The tavern is built by a young islander, Henna. She makes From the distance, travelers can see the wooden structures
all decisions herself, from construction to personal affairs, of the buildings and the wall surrounding the village. Smoke
and she also designs all the drinks and meals on the menu. Fat rises from the chimneys while ravens circle around the big
Whale serves some specials along with regular meals. Here are pine trees.
a few examples from the menu: The settlement has been established between the forest and
the sea. As time went by, Fjorest became a dockyard because of
Good night honey (20 gp/ bottle). It is a milky white, sweet this favorable geographical position. While navy forces build
drink for exhausted travelers. Made out of nutmeg, goat milk, their ships in military towns, private ships and boats are made
cow milk, honey, and special wild herbs. With each sip, travel- in places such as this one. Wealthy individuals or adventurous
ers become more and sleepier. travelers order ships. However, the ships ordered here are
Effects. When you drink one bottle of Good night honey and carefully investigated by Slodvar himself.
sleep for two hours, you’ll wake up fully rested. However, it is Other than ship making, folks earn their living through
possible to see weird, vivid dreams or nightmares. However, blacksmithing and herbalism. Inhabitants are satisfied with
a creature that drinks it must succeed on a DC 18 Constitu- their earnings and do not seek or need anything more.
tion saving throw or its stomach cannot hold such a strong When travelers enter the town, they are faced with a large
substance and throws it up, not benefiting from its effect. A street full of people, stalls and animals. On either side, the
creature that throws it up cannot drink it again for 8 hours. wooden buildings of the town stand shoulder to shoulder. The
street continues all the way to the port.
Roasted Garlic Octopus and vegetables (3 sp /plate). This is In the port, a wooden structure in the middle of the sea
considered to be a filling and hearty meal among the towns- is very distinguishable in clear weather. The structure is a
people. Roasted and salted mushrooms, as well as onions and three-story watchtower, a famous tavern and a small dorm for
potatoes are served as sides, along with the main dish, which soldiers. It is there to help sailors find their way home in the
consists of the nicely spiced meat of an octopus. night and observe the horizon for danger. Ten soldiers stay
here at all times, in case of an attack.
Vestrigate The tavern is a two-story building with a metal sign that
(hamlet, population:80) says Hearth of the Sea. The tavern is so famous that travelers
and soldiers go there even if they have to hire boats to do so.
Vestrigate is a small hamlet in the middle of a dense pine for- One can ask What makes it so attractive? and the answer would be
est, situated to the West of Sandaross Keep. It was established everything. The wooden door opens to a large dining area with
after a big caravan from Nionaem, escaped the reign of Aleson a humongous stone fireplace, where an unnatural blue fire
the Arisen. The group consists of mostly Tyr followers and burns and crackles.
some dvergar.

13
Raus Square
common rules
(Set of islands, population: 35.810 )
Firstly, all children must be named after their mother.
Raus Square consists of four islands to the Southwest of Secondly, no one can bury bodies on land, as it is Ran’s
Howling Land: Kopanas, Dreyugr, Brunn Ey, Lonnjala. The right to accompany them to her depths of the sea. Lastly,
name Raus “Square” comes from the natural placement of the fishers cannot use developed equipment while fishing
islands, their position is as if each are at the edge of a square. and cannot fish too many fishes to excess. These rules
Raus Square is mostly protected by its elite guards, who are are quite a rigid and serious part of everyday life. The
called the Raus Guards. inhabitants of the area are aware of the serious conse-
The Four rules Raus Square: Red Brea, Torunn, Aud, and quences of breaking the rules.
Sibbe the Ashborn. They are the gothis of Ran and their lives In the political area (that is, Kadall’s yearly meetings
are dedicated to servitude and to worship. The Gothis live sep- and similar events) The Four acts as one. They also train
arately in those four islands and worship the sea and its waves. soldiers and build ships in the same way. The soldiers of
Each full moon, The Four meets at sea in the middle of the four the area are called Raus Guards; they are heavily trained,
islands. In this meeting, they sacrifice four humanoids to Ran strong soldiers. Raus Guards are equipped with axes, a
and discuss the overall state of things. great variety of poisons and an armor.
The population exceeds 35,000. Different backgrounds, oc-
cupations, and intentions can live in harmony as long as they
do not disrespect Ran. The settlements constantly grow and
expand, with the help of The Four’s treasures which increase
day-by-day. The Four has ties to an infamous Viking warband,
called the Water Foxes. The group attacks ships and shares the Kopanas (island, population: 8810)
profit with The Four, and in return, The Four provides them
safety in the open seas. Kopanas is situated on the Northeast of Raus Square. It hosts
The culture revolves around the deities Ran and Aegir. two settlements: the village of Ormr Peak and the town of
Many people believe and worship either Aegir or Ran. Howev- Goldenrest. The main attraction of the island is an old volcanic
er, the followers of other deities are tolerated to some degree. mountain, called the Ashen Rise. Most people believe that it
Religious feasts and meetings are often organized and met was an erupted volcano due to its appearance with sharp-
with big participation. edged rocks, and infertile lands surrounding it.
Some common rules, which have been determined by The Red Brea is the beautiful and wise ruler of Kopanas island.
Four, are applied in Raus Square. In spite of her young appearance, she has been the ruler of
the island for more than twenty years. Folks like and respect
her in spite of her strict rules. From their perspective, she is
strong and able to protect the island, which is good enough for
them.

16
Goldenrest
(town, population: 8000)

Goldenrest is a coastal town to the Southwest of Kopanas. It


is near a rocky shore and nice, open and wide hills. From a
distance, travelers might see people farming near the wooden
walls of the town.
When travelers enter the town through the two-winged,
wooden gates, they see a wide-set street with many stone
buildings; wooden structures are fewer due to the lack of trees Grimborg
around Goldenrest. Most travelers are questioned strictly by (town, population: 8850)
the guards, innkeepers and even common people. The people
of Goldenrest are a little skeptical about the life.. Grimborg is a coastal town surrounded by strong, wooden
More than 8000 people live inside the wooden walls of Gold- walls that are watched by guards, day and night. The atmos-
enrest. Herbalism and alchemy are the most profitable jobs in phere is laced with a mixture of cold grey and dark green.
town since most Raus Guards carry potions that are made in From time to time, a thin fog covers the town and its sur-
Goldenrest. roundings.
Other than that, fishing and farming are the most common Nearly 9000 people live in Grimborg and most of them are
jobs among the townspeople. Goldenrest is a well-maintained afraid of the rumors which tell stories about fog and monsters.
town with a sophisticated port and a big market where trav- They want Torunn, the ruler of Dreyrugr, to tighten up the
elers can find various armors, weapons, and magical items. security. People earn their living through fishing, practicing
Potions and poisons are the items that are most in-demand in medicine, and animal husbandry. Raising goats has also been
the market; in fact, some shopkeepers open up-counters for popular for the past few years since goat meat is one of the
these items in front of their shops. most widely preferred meats in town.
In the port, there is a one-story wooden structure atop one Raus Guards are always watching the area. There are always
of the piers, the temple of Ran. Two priestesses always wait some guards on the streets, a sight that reminds one of the
in front of the building. Inside the temple is a dim area with dangers of the outside world. It is no surprise that the atmos-
obscure runes and drawings. There is a hole in the middle phere is uneasy, dark and melancholic. Some inhabitants are
through which people can see the sea and make sacrifices. even blamed for the upcoming dangers and witch hunts occur
Red Brea, the ruler of Kopanas, lives in a big stone building from time to time.
on the port. She accepts folks to this house and visits the tem- The port is one of the biggest in Raus Square; it is always
ple of Ran every day. From time to time, she leads some of the busy with the hustle and bustle of the ships that come and go,
sacrificial ceremonies. transporting goods. Merchants, sailors, and the inhabitants in
general, eagerly await the arrival of these ships. Since agri-
Ormr Peak culture is difficult because of the fog, ships transport pota-
(village, population: 810) toes, mushrooms, some herbs, and more importantly wheat
to town. Because of this difficulty in the acquisition of food,
Ormr Peak is a mountain village surrounded by the high and meals are more expensive in Grimborg.
sharp peaks of Ormr Mountain. The village is high atop the Torunn, the ruler of Dreyugr, lives on a three-story wooden
mountains, at a height at which normally people do not live, house in the middle of town. The house is guarded by Raus
in the South Sea. Still, more than 800 villagers mine a small Guards and Ran Gothis.
copper reserve so this village is a resourceful exception.
Flimsy, wooden walls surround the village. However, villag- Snowbell
ers feel safe since they are far from sea and they are surround- (hamlet, population: 50)
ed by sharp stones. Mainly, folks make a living through mining
and blacksmithing. There is a small Ran temple in the village, Snowbell is a hamlet at the edge of the Dreyugr island. It was
but villagers go to Goldenrest for big sacrificial events. established on a secluded area on top of a hill, to watch over
The village is ruled by Ogn, who is a landspirit ranger. She the horizon for dangers.
lives in her stone pavilion at the edge of the mountain and is Stone walls surround and protect Snowbell. Travelers are
heavily involved in the daily activities of the village. Villagers searched before getting in. Once in, they see a tall watchtower
like and respect her. at the center of town with a big, metal bell on the top of it.
Two Raus Guards watch the horizon from up there and are
Dreyrugr (island, population: 9050) ever ready to ring the bell in case of an emergency.
People earn a living through hunting and gathering in
Dreyrugr is located to the Northwest of Raus Square with its general; wild animals and plants are sold in the small market.
three settlements; Snowbell, Searest and Grimborg; as well as Still, there are some herbalists who make some medicines as
a large, dense forest. Dreyrugr is the first place that has been well.
affected by Northern creatures, the fog and Blackened Blood.
Torunn is the ruler of Dreyugr, she is the oldest of The Four
and respected by other rulers of Raus Square.

23
Searest barracks from other buildings. Soldier barracks are large,
(village, population: 300) one-story, stone structures with small training areas that sur-
round them. Other structures are generally made out of wood
Searest is a village located to the West of Snowbell. It was and right next to one another.
established by an old sailor named Inghariz over a decade ago, Essdi is a famous fighter, who serves as a war chief now.
after he encountered an unnamed sea monster. He refused to From time to time, she is called on by The Four, to provide
sail again and established a small hamlet with the permission them with a report. It is known that she is to lead the navy in
of Torunn. At that time, the hamlet became a home to 50 peo- case of an attack. Essdi lives in a small, wooden barrack in the
ple. But today, more than 300 people live inside the wooden soldier district. When Aud comes to Henningar, she visits her
walls of Searest. in this barracks, and sometimes they go out to eat in a famous
Villagers generally make a living through herbalism, forest- inn: The Sour Huldra, built by an old Vikingr named Hegg.
ry, and hunting. Even if the village was established by Ing-
hariz, Torunn is the ruler. Inghariz doesn’t have permission to Eyvall
build ships, expand the village, or deal with merchants. (town, population: 4500)
Red Brea’s -the ruler of Kopanas- cousin Steinun lives in
Searest. Some say that Steinun is sent here by The Four to Eyvall is a coastal town in Brunn Ey which is surrounded by
keep an eye out for Inghariz. On the other hand, some others a long and strong wooden wall. There are three entrances to
say that she is a unique sorcerer. She lives alone and spends town, one from the river, Vann, one from the land and one
some nights outside the village, during which no one knows from the sea. All entrances are guarded by soldiers who ques-
what she does and how she survives. tion the travelers before letting them in.
Once they get in, they are met with lots of wooden build-
Brunn Ey (island, population: 9800) ings. There are two distinguishable buildings: The Ran temple
and Elderstone. The Ran temple has been built on a wooden
Brunn Ey is the Southwest island of Raus Square. It hosts two bridge on the Vann river. It is a one-story wooden building
towns: Henningar and Eyvall. A dense forest covers the whole guarded by four gothis. Similar to other Ran temples, inside
area, a brownish-green hue constitutes the main theme of the is dimly lit with obscure drawings and runes decorating the
landscape. It is sunnier than the other islands of Raus Square, walls. There is a hole in the center which is used as a sacrificial
however farming is difficult since there isn’t enough open chamber. Elderstone is the two-story stone building in the
space. town center. It is the home of Aud and her seven-year-old son,
The island is where Raus Guards are trained, and most Skurlaug.
guards are sent off to other islands from Henningar. Other More than 4500 people live in Eyvall. They make a living
than military operations, the economy of the island relies with forestry, trading, and smithing. The town market is full
heavily on forestry and blacksmithing. of a big variety of weapons, armors and wooden items. Other
Aud is the ruler of Brunn Ey, she is the youngest and strong- than these two, tailoring is a profitable job too.
est one here. She practices on her magic seriously. She lives in The dense forest around Eyvall is full of wild edible plants.
Eyvall but she visits and examines Henningar often. Wild berry, a sweet and sour, red berry is one of them. Towns-
people like using it on their desserts and drinks.

Lonnjola (island, population: 8150)

Lonnjola is on the Southeast of Raus Square. The island hosts


two settlements: the town of Grenjarhol and Lageska village.
Sibbe the Ashborn is the ruler of both settlements. The alti-
tude is quite a bit higher than normal, so the weather is much
colder than other islands in the South Sea. Some travelers say
that Lonnjola is as cold as some Northern villages of Svilland.
The mountains are always freezing in both settlements, and
for this reason, farming is a hard and inefficient occupation
for most people. However, they raise many kinds of animals
and earn a great deal of money from it. Since the island is cold,
Henningar the animals have more fat than usual. The people process the
(town, population: 3300) fatty meat with salt, smoke, and wheat vinegar before selling
it to other islands.
Henningar is an important town for the entirety of Raus
Square, most people are aware of its importance, as Raus
Guards are recruited and trained in this town.
Stone walls protect more than 3000 people, soldiers and
normal inhabitants included, from the dangers of the outside.
Once travelers get inside the wooden gate after a quick ques-
tioning, they see a great street which separates the soldier
24
Grenjarhol on the Lake of Pureness. Similar to other Ran temples, it has
(town, population: 8000) a hole in the center, used as a sacrificial chamber. From time
to time, some Ran gothis visit here in big groups, and on those
Grenjarhol is a coastal town situated to the Northwest of days the lake turns red with the sacrificial blood. Arfgille is
Lonnjola. The landscape consists of three main elements: high, both the leader of the village and the head of this temple. She
snowy peaks, a wild sea, and a pine forest. Greenjarhol lies in is an old but strong woman, at the age of 59.
the middle of these three natural constructs, which form a
sort of triangle around the town. Surrounded by stone walls,
the only thing distorting this majestic view is the smoke rising
from the chimneys. rumor
More than 8000 people live inside these walls including the
ruler of Lonnjola, Sibbe the Ashborn. Redlake Manor is a large, Some say that some Ran Gothis give birth in the
one-story building in the town square. The manor is one of the sacrificial chambers to leave their newborns in
only landmarks in a town full of identical wooden structures. Ran’s care. However, whether this is true or not, is
The name “Redlake” comes from the little red pound in the not known.
backyard, the pound has been there since the establishment
of Grenjarhol. Some believe that it is the blood of Balder while
some others believe that it is a gate to Ran’s cave in the depths
of the sea.
The town market is big and mostly full of regular goods that
are procured through animal husbandry. Two shops, howev-
er, sell dvergr-made weapons and armors at high prices, that Bjornua
attract many travelers and merchants alike.

Lageska (Set of islands, population: 35.810 )


(village, population: 150)
Bjornua is an island arc that consists of two islands; Blad-
Lageska is a small village near the top of a mountain called vatn and Westend. It is located between Vergala and Howling
Ironwhistle. The landscape consists of an icy lake, snowy Lands.
peaks, and pine forests. Unlike other settlements, the village Bjornua is under the rule of Ode, who is also the leader
doesn’t have a wall. of the Bearford cult (pg. PAGEREF). The cult has a corrupted
Nearly 150 people live here, and their lives are very sim- belief and are committed to a Second Age king, the Bear King
ple since they only try to survive the day. They are mainly from Svilland. The cultists see the Bear King as a demi-God
hunter-gatherers, although some do dabble in forestry and entity. Its members blame the people from Green Lights of the
animal-taming for the needs of the people in town. White East as well as Kunnings for the death of the Bear King, and
mushroom, a type of fungus which grows here, provides a are generally not very welcoming or kind to them.
considerable amount of money as they sell the mushrooms to The settlements do not have a wall around them since it
the bigger settlements around. Because of the cold, the mush- was forbidden under the reign of Bear King. According to the
rooms have developed some form of resistance to cold, which common belief, walls restrict the freedom of both nature and
can be transferred to people if they consume it. people. The belief persists among people and for this reason, it
Lone Temple is a small, wooden Ran temple built on a pier is forbidden to build walls in Bjornua to this day.

23
Their way of life is a little different than other islands. Their products which are more expensive than the rest.
main order has been built upon the words of Ode, “live like a When travelers pass the guards patrolling the area, they re-
bear, be free like a bear”. First of all, they are not interested in alize that there are two main parts: the inside and the outside.
crafting materials or tools, as many people think that these Even if there are no rules on paper, the outer part is reserved
new tools might hurt their warrior characteristics. for soldiers, guards, military training areas, and small farm-
Folks do not welcome strangers and they do not tolerate lands while the inside is laced with civilians, common areas,
other religions except for those who follow the teachings of and homes.
Odin and Thor. Additionally, it is not safe to wear something Tents are more common than actual buildings since most
made out of bearskin, fur, teeth or claws, as the inhabitants of people feel at rest and free in them. The buildings and other
the island might attack the one who wears it. structures (port, bridges, etc.) are made of pine trees. The
The main income of the island comes from raids. Bearford Temple of Bear King is the most distinguishable building
often organizes raids to hone its soldiers’ military skills and in Westend. When people enter the temple, a woody scent
generate income for the people. Other than that, hunting, welcomes them. On the walls, Bear King’s Last March has been
forestry, and trade are common sources of income. depicted with blood and mud.
With long black hair, black eyes and scarred skin, Karsi is a
Bladvatn (island, population: 13.500) charismatic leader of Westend. He likes hunting both on land
and at sea. This ranger in his early 40’s is a strong follower of
Bladvatn is one of the most beautiful islands in the entire Ode. Also, he is liked and respected among the inhabitants of
region, with the Horn mountain saluting the islanders magnif- Westend.
icently. From a distance, it is a beautiful, fertile and big island Even though the rumors about the disease have made their
with a serene forest that is full of animals. way to this area as well, Blackened Blood and Northern crea-
The ports are nice and spacious and even the parts of the tures haven’t been seen here as of yet. Even so, both Bearford
sea that are closer to these ports appear to be calmer. Blad- and civilians perform rituals and make sacrifices, in order to
vatn hosts six settlements: Foresthaven, Westend, Clearcut, keep these threats as far away from them as possible. Bear-
Orkavanna, Migved, and Langanoss. ford’s ritual to ward off Northern creatures involves mani-
festing the sound of a horrible bear roar, which frightens the
creatures and keeps them away.

rumor Clearcut
(hamlet, population: 100)
It is said that Ode is married to a brown bear. Every
Clearcut is a hamlet, surrounded by a dense forest, close
summer, she meets with him in the wild in order to
to Westend. It was established to help with the need for
bear a child for the legacy of Bear King. The inhabit-
ship-making in Westend.
ants respect her ideals and even support her for the
Other than forestry, people make a living through collect-
sake of such a strong heir.
ing mushrooms and hunting wild animals. The people of the
hamlet do not interact with Westend that much, they only
come and sell their items in the market and then return to the
forest.
Clearcut is ruled by Karsi, who is the ruler of Westend. Even
Westend though he does not visit the hamlet, he often sends people to
(island/ town, population: 6500) supervise.

Westend is named after a small island close to the town. It is a


coastal town that has been established on a peninsula, on the
Southwestern coast of Bladvatn.
At the moment, the town has buildings and populations on
both the peninsula and the island. With its tall, majestic pine
trees decorated by a light fog and grey waves; Westend has a
nice landscape which inspires storytellers. From a distance, it
is hard to see the town because of the fog and dense forest.
More than six thousand people live in Westend. Forestry,
fishing, trading, and ship-making are the most profitable
occupations in town, since the ships for the fleet of Bjornua
are made here. A trade road connects Langanoss and Westend;
fish oil, ropes, herbs, weapons, and animal skins are the most
common loads in the caravans that pass through it.
Other than that, Westend has a big market full of various
goods such as herbs, fishes, and wild animals. Two dvergr
blacksmiths dominate the market with their high-quality

26
Orkavanna
(village, population: 750)
rumor
Orkavanna is a coastal village on the North side of Bladvatn. It
is close to Waters of Volli and this proximity causes trouble in Some believe that Sil is so beautiful that she will be
fishing and trading: Folks see some creatures and hear strange the mother of a bear born, in Ode’s place. They also
voices from where Norsvik used to be. believe that Ode might assassinate her out of jeal-
Orkavanna was bigger in the Second Age, before Norsvik ousy if such an event takes place.
island vanished. However, today, it has become more like a
village with some empty houses and a desolated port. Many
people left town because of the impending danger. A light fog
covers the settlement, forest, and the port.
Orkavanna is ruled by Einarr, a powerful barbarian who is
deeply absorbed by his allegiance to Ode. He has been ruling Migved
the village for more than 12 years. He continually tries to (town, population: 5500)
improve the conditions here, by means of contracts with mer-
chants and other settlements. Nowadays, people make a living Migved is a mining town situated below the skirts of the Horn
through brewing, drapery, and mining. Mining is not efficient, Mountain, which hosts a rich iron deposit and also some tiny
as it is to be expected, but people still try to mine from the deposits of various other minerals. The majestic mountain
tiny little iron deposit near the village. covers up most of the view in the horizon, the buildings of
When travelers wander around the village, they can feel the town look tiny in contrast to its size. Stone buildings and the
pessimism and darkness of the area weighing on their hearts. smoke rising from their chimneys, are the first sights that
People are afraid of what lies ahead and struggle to even sur- travelers see from a distance.
vive the day. Einarr’s home is one of the most well-maintained A dark and pessimistic atmosphere awaits the travelers.
buildings in Orkavanna. He lives in a two-story building with Townspeople wander around, only minding their own busi-
his family of two wives and three children. There is a one-sto- ness, people show little or no interest in entertainment and
ry wooden building close to the nearby forest, which is one of social activities. Most people work in the mines to make a
the centers of Bearford. Four or more guards patrol the area living. Other than that, crafting is a very profitable job here,
surrounding the building. since raw materials are cheaper in town.
Korni Svardisson has been the ruler of Migved for five
years. He is the son of the Svardisson family, the members
of which are well-respected and powerful. Despite this, Korni
isn’t liked in the community because he has an appetite for
gambling, fights, and strumpets.

Langanoss
(village, population: 650)

Langanoss is a small, coastal village on the West of Bladvatn.


The village sits on a rocky shore, with a small port that is its Vergala
most dynamic part, with many different products coming here
via merchant ships. Buildings are made out of wood and stone,
and are well-maintained and agreeable. (Set of islands, population: 35.370)
Sil is the new, young and beautiful ruler of the village. She
took over the power by murdering the chief and his relatives Vergala is an island on the Northwest of the South Sea,
after the chief tried to capture her. She is liked and respected which makes it more vulnerable to the dangers of the North-
among the villagers. ern creatures. Most of Vergala is affected by the fog and its
The villagers of this beautiful settlement make a living with maddening, pessimistic effects. The weather is colder, the sea
trading in general. Other than that, fishing, tailoring, and is harsher, and the people here are tougher.
herbalism are the main sources of income. People do not feel safe because of the harsh living condi-
tions, and the settlements are protected more heavily than
other settlements, on other islands of the South Sea. People do
not feel safe, so they do not wander around the island alone;
they travel in groups when it is absolutely necessary to leave
the island.

27
Despite these harsh conditions, the population is greater night, the streets are empty; all the doors and windows are
than expected because of the job opportunities that are avail- closed firmly. Only two buildings look as though they have any
able here; one can find miners, mercenaries, sailors, captains, semblance of life: The Icy Pants Tavern and Woodscar Inn.
and many more. Kadje is the ruler of town, she is a half-jotunn at the age of
Asgrim, Protector of the South rules five main parts which early 40s. Strikingly strong looking with red hair and flawless
may divide into smaller sections: Kannon, Northolder, Vargha- skin, Kadje is well-respected and liked among her people.
fa, and Foggy Isles. He is a powerful figure in the whole South Moreover, Asgrim, the Protector of the South trusts her.
Sea region. In Stone Peak; learning, teaching, and practicing how to
fight are each rooted in tradition. Children practice with
Northolder (island, population: 20.150) wooden swords on the streets while adults visit the fighting
pits. Thanks to this tradition, most of the population knows
Northolder is a big and boomerang-shaped island situated on how to fight or they at least know one or two moves. Kadje,
the Northwest. The island is one of the biggest in the South as well as other powerful figures in town organize fights and
Sea. More than 16 thousand people live in Northolder in spite reward the winners.
of all the dangers it harbors. Stone Peak stretches from the The people are generally friendly to travelers and explor-
South to the North with its desolate, frosty passes and rough ers. Most of them make a living through silver mining. A
winds. When the sun goes down behind the Stone Peak Moun- small silver deposit provides a great deal of job opportunities
tains, people avoid being outside. for people, while most of the raw silver is transported to the
The Northern wall is a gigantic, new wall that crosses Nort- Town of Northolder. Other than that, there are small deposits
holder from the Northeast to the Southwest. It is made for the of basalt and obsidian that could be found at the skirts of the
protection of the settlements from the Northern creatures. mountain.
Asgrim, the Protector of the South, and the leader of Vergala, Stone Peak has a big market that sells a variety of products:
lives in Northolder. herbs, foods, alcoholic beverages, armors, weapons etc. But
The island is made up of three big settlements: Stone Peak the most well-known products of this town are the weapons,
(Bjarg), The Town of Northolder, and Seabinder. Even though as there are some talented human and dvergr hammersmiths
there are a lot of inhabitants living here, there are only three in town. These hammersmiths craft a unique armor called
settlements due to the harsh living conditions of the area. Basalt Chestpiece, which is unique to Bjarg.

Stone Peak- Bjarg


(town, population:5100) Basalt Chestpiece
Armor (breastplate), rare
Stone Peak, also known as Bjarg, is a mountain town on the
Southwest of the island. It is nested under the skirts of Stone This armor has a thin layer of basalt within its two
Peak Mountains and is surrounded by a dense pine forest. layers of plate. When worn, it provides you with re-
From the top, it is a mess of gable roofs and grey smoke. The sistance to fire damage.
buildings are simple and made out of wood. A strong, wooden
wall with four watchtowers surrounds the town.
More than five thousand people live here. During the day,
the wide-set streets are busy with a bustling crowd but at

28
A fair-skinned, old woman with big, sad eyes and white Death of soldiers is one of the great sorrows of Asgrim de-
hair, The Cryer is a legend. She established Stone Peak more spite the greatness of Valhalla that awaits them int he after-
than twenty years ago. From that time to today, she mourns life. He always tries to attend their funerals, and if a soldier
with never-ending pain. No one knows where she came from, dies heroically, Asgrim offers his blood to the family.
why she cries, or even her name. Even though the details of Once travelers enter Northolder, through the big wooden
the story remain unknown, some claim that she once loved gates, they are met with stone houses, clean streets, and a
a man named Absollon from Green Light of the East, but she busy crowd. Generally speaking, the atmosphere is dark, foggy
was cheated and lost her child, then escaped from Svilland to and melancholic. However, many can see that this is what
Stone Peak. remains of a once joyful society. They can spend time in town
full of craftsmen, taverns, inns, armories, and tailors.
Northolder Town - Little North
(town, population:11,500)

Buhefnarshade
Northolder Town, or Little North, is one of the largest settle-
ments and is named after the island. Northolder is both on the
trade zone and is strategically important as a military base. Buhefnarshade is a forest, situated behind the
Merchants and soldiers often visit the town to complete their Northern wall of Northolder, and it looks fertile and
tasks. strong. However, hunters do not prefer to go there
Strong, stone walls; a creepy, dense forest and Northern since it is known that there have been some bûhef-
walls stretch from the North to the South of Northolder; how- nar sightings in it. Many people report their sight-
ever, this epic landscape can barely be seen through the heavy ings to the soldiers and Arnketill, however, they
fog. Also, the shadow of a big cemetery just outside the city have not found any bûhefnar in the area as of yet.
covers it as well. It was made for the soldiers who trained here
and died for Vergala. The soldiers who died somewhere else,
are brought to this cemetery if the conditions allow.
There is a rumor among townspeople which suggests
that Asgrim is in the process of creating an undead army for
himself. Although this rumor is false, especially young people
tend to avoid getting close to the cemetery or even the South-
ern walls. They think that the so-called army is created in the
cemetery.
Strong walls surround the town, and these walls are sup-
ported with stones and heavy chains on both the inside and
the outside. Interestingly, the Western Wall of the town is also
a part of the Northern wall. Some objected to becoming a part
of Northern wall, but Asgrim was not happy about it. Accord-
ing to him, people must stay strong not only for their own
sake but for the sake of others as well. Seabinder
The town is home to more than 11,000 people. The inhabit- (town, population: 3550)
ants are the ultimate mixture of races, occupations, and tradi-
tions. The people of town do not care about these factors that Seabinder is a coastal town on the South of Northolder. Heavy
much, since they are pre-occupied with the struggles of every- winds wash over the sharp rocky shores. The wild waves are
day survival. The number of animals is on the fall, while the strong enough to make ships capsize. Due to these conditions,
fog has been getting heavier day-by-day for the last decade. there are very few ships in this town. From a distance, it looks
Folks make a living through silver and iron mining. Similar like a safe and reliable spot among endless storms.
to Bjarg and the Stone Peak Mountains, the silver deposit is Tall, stone walls surround the town. When travelers enter
small here. The entrance of the mines is on the inside of town, the town through the wooden gates, they see the messy array
and there are three big holes around town through which of homes that host more than 3000 people. However, most
the workers can enter the mines, using the rope and wooden of them would prefer to have other homes as opposed to the
stairs. The holes and the tunnels are better in condition, than piece of rubble they live in.
any other mines in the South Sea since the dvergar of Nort- Most of the income of the people comes from forestry and
holder helped with the construction. carpentry. The carpenters are so famous with their work that
Asgrim, the Protector of the South and the leader of Verga- they have their own market. Carpenters mark their work with
la, lives in Northolder. A well-liked and well-respected for his a small clamshell carving behind the wooden pieces they craft.
compassion and bravery. He wants to change the worsening On the other hand, clam-collecting and trading are also a via-
conditions and to stop Black Winter’s arrival. The Northern ble source of income.
walls are the result of this ideal to stop the dangers coming The wood for carpentry comes from forests nearby. On the
from the North. Asgrim also has some half-jotnar and dvergar other hand, there are some who come here with some special
under his command. kinds of wood to process. There is a building in the center of
the town, which belongs to the carpenters. One of the best

29
well-known carpenters is Ingella and her daughter’s work. Unfortunately, the sickness in the island region has reached
They work the wood together. Kannon as well. Blackened Blood has begun to be seen in some
This town is ruled by a seidr called Korun who believes that town-dwellers, most of whom have been taken to the big tent
the spirit of his ancestors have reached out to him through the in the town square. At the moment, some healers are trying to
seas. Korun leads a spiritual life, for the most part; and he has cure the illness.
no interest in politics. The town is ruled by Arnketill Arneson, cousin of Asgrim,
the Protector of the South. Arnketill bound his allegiance to
Asgrim, as he respects and likes him. They are friends and
brothers in battle, as they killed their relatives together, in
order to rule Vergala.
When travelers enter Kannon either from the shore or
through the wooden gates, they see stone buildings built with
misshapen rock pieces removed from the sea. Soldier barracks
are also distinguishable. There are ten big military barracks
that host nearly 500 soldiers. The town has trained its own sol-
diers in a small training area near the barracks. Travelers can
usually see soldiers training in these areas. The marketplace is
Kannon (island, population: 20.150) crowded; here one can find inhabitants as well as merchants,
adventurers, and travelers. One can find cheaper weapons and
Kannon is one of the biggest islands, following Northolder. armory here.
There are only two settlements here, a town called Ravenshore One of the most well-known places in the settlement is
and a hamlet named Heinarfi. High-Density pine forests cover a tavern called Mean Eggs. It is a two-story, half-wooden,
the biggest part of the island, and there are also some little half-stone building, close to the entrance. It is said among the
lakes and ponds, scattered here and there. The forest hosts a town-dwellers that, the name of the tavern comes from the
great variety of creatures. wyrm eggs that were served in the earliest days of the tavern.
It is said that Sigeti, the owner, bought two giant eggs from a
thief who did not know the real worth of the eggs, and served
them to the guests.

Heinarfi
(hamlet, population: 210)

Heinarfi is a hamlet, close to Ravenshore. Wooden walls


surround the hamlet the gate is always closed. Travelers
cannot enter the hamlet unless they are invited . The gates
are opened once a week to transport goods and products to
Ravenshore.
More than 200 people live inside this mysterious hamlet
in four big buildings and a small temple. The truth about the
hamlet is talked about, among the people of Ravenshore: and
it is said that all the residents are members of the Gudkell
family. They, along with their entire ancestry, were cursed
by a powerful seidr after the family tried to take control over
Vergala fifty years ago.
Many people believe that they suffer from a horrible dis-
Ravenshore ease and they cannot go outside the hamlet. The ones who
(town, population: 7200) go outside for trading purposes cover their faces with robes
and scarves. Moreover, some people consider them to be the
Ravenshore looks like a raven’s nest, resting on a cliff with source of Blackened Blood. For this reason, the family lives
wooden walls, watchtowers, and messy stairs. The walls are under the threat of possible attacks. They recently built two
strong and approximately 5 meters tall. The watchtowers are wooden watchtowers to monitor these possible threats.
used by the guards 24/7 .
Raids, trading, and blacksmithing are the main sources of Varghafa (island, population: 7020)
income. Three blacksmith shops meet any and all the demand
in town for weapons and armory. Moreover, the excess is sold Varghafa is an island located to the South of Northolder, and
to other towns of Vergala. More than twenty people are work- they are close to one another. It is a big island with a great
ing in each blacksmith shop. Other than that, fishing, forestry, variety of plants and animals, while the population is around
and medicine are also favored occupations. Some people craft 3000 people. All the settlements on the West have been evac-
special oils and medicine with coral fungus, which is a big, uated because of wild creatures and the heavy fog. Wilderness
black fungus with tiny, grey specks on it. has been taking over the old settlements and the ice-hearted

30
have become the new residents. Name Effects
Two settlements remain on the island, a town called Nandr
and a village called Ironpit. Asgrim, the Protector of the South, You make a DC 13 Wisdom saving throw, and on a
Axe Terror failed save you are terrified of axes for 1d4 hours. You
is the ruler of Varghafa. He thinks the island to be important scream, cry and become frightened
since most of the longships are built here. From time to time,
he assigns people to ensure security and discipline, but other
than those times, he regularly visits Varghafa. Potion of Just For the next 1d4 hours, your swimming speed increas-
Swimming es by 15 ft., while your walking speed decreases in the
same amount.

Potion of You are physically attractive to wild creatures for 1d4


Attraction hours.

Potion of You can breathe underwater but cannot breathe on


Deepsea land for 1d4 hours.

Ironpit
(village, population:520)

Ironpit is a small mining village situated to the Southeast of


Nandr Nandr. It is established near a hill. More than five hundred
(town, population: 6500) people live inside the wooden walls which are not strong
enough to keep the villagers secure for a long time.
Nandr is a coastal town situated on the North of Varghafa. It is Most people make a living through farming, hunting,
on a high cliff; people go to the shore and the port with stairs animal handling, and trading. Moreover, there is a small iron
and ropes. In this way, the town is better protected from the deposit crossing the hill, and some villagers mine here.
threats coming from the sea. From a distance, the watchtower The environment is dark and pessimistic. It is forbidden
is the most distinguishable feature in town. At night, guards for villagers to enter or exit Ironpit in the darkest hours of
light a large firepit on the watchtower in order to help the the night, because guards do not want to open the gates for
sailors find their way. threats. During the day, however, travelers are welcome in the
The port is always crowded with residents, workers, sailors, village. When they enter the town, they are met with tents and
and merchants alike; all of whom are busy with their jobs. The a couple of ragged, wooden houses on dark, narrow streets. On
East of the port is reserved for shipbuilding, and many people these streets, one might come across goats, or some children
work on the building and the repairing of ships for the Vergala playing.
navy. Asgrim, the Protector of the South does not allow the Sigearr Venilsson is the ruler of Ironpit. He consults the
building of private ships on this port. elders for most decisions. In spite of all its resources, Ironpit is
Nandr has a rather developed economy, which is mainly heading toward a miserable future under the rule of Sigearr.
supported by shipbuilding, forestry, and fishing. Other than
that, medicine and blacksmithing are favorable occupations. Foggy Isles (island set, population:50)
The people of Nandr are hardworking, they have hard jobs,
which they do for long hours, but they never complain. Reli- Foggy Isles is an arc of islands located to the Northwest of
gion and entertainment hold a very important place in their Northolder. Three small islands and some reefs compose
lives. the lands of this area. Two decades ago, the islands hosted
The town is surrounded by strong, wooden walls and there two big towns and some villages. However, the fog began to
is a small Aegir temple at the port. Travelers are welcomed gather on the island. In the beginning, it was seen as a natural
here, and when they enter the town, they see small wooden phenomenon; however, newborns soon started to die due to
houses, narrow streets, as well as numerous shops. Nandr has suffocation. Then, at first the elders and finally the young,
a big market that is full of various products. Osi’s Corner is a strong people started to get sicker and sicker. Some mutations
famous shop near town square, and there are always people in people’s appearances started to be observed. The fog was so
around this shop. intense that the townspeople had difficulty seeing their sur-
Osi is a mad alchemist who makes a living through gam- roundings, so these islands were abandoned. There is only one
bling, or in other words, placing bets. He offers money to peo- village left on the island, called Stunraud. Nowadays, even the
ple to drink the potions he makes, and the audience can also most skilled sailors do not come close to the island. The area is
bet on the effects by looking at the texture and smell of these still covered with a dense fog that can lead to misconceptions
potions. He always brews new potions, but here are the most and can drag people into the unknown.
unforgettable ones: The structures in the towns of the island are damaged due
to humidity and neglect, and especially wooden houses have
issues with algae and sticky fog. When the fog arrived, the
wildlife disappeared along with humans, and most of the trees
died on two of the islands.

31
region.
The cult is known for its strict rules, for instance, it is for-
bidden to have sexual intercourse, to fight with other follow-
ers, to wash oneself, to use ornaments, to sing or to listen to
songs.

Stunraud
(hamlet, population:50)
Boarharbor
Stunraud is a hamlet, established on the rotten ruins of a
town. There are very few creatures left that are still alive on
the island; even the trees have perished. Because of the heavy (island, population: 13.200)
fog, it is impossible to see Stunraud from a distance. When
travelers come closer, they see the rotten walls of the old town Boarharbor is a small island to the South of Bjornua. A dense
and the wooden gate which is always open. forest covers the hills and mountains, animal sounds; ravens,
The heavy fog makes it impossible to see, and from time boars, birds, wolves, and bears, are accompanied by the me-
to time it is hard to even breathe. Even so, 50 people live in lodic rivers that also provide tasty freshwater.
Stunraud. Fishing is dangerous but most of the inhabitants Two settlements were established on Boarharbor, a town
get their food from the sea. People who stay here have faced named after the island; Boarharbor and a small hamlet, which
serious health problems, most of them have abnormalities on provides basic resources to the town, called Fagraddir. Kadall
their bodies. the Bard King is the ruler of the island.

Eyvinnes (island, population:650)

Eyvinnes is a small island between Kannon and Northolder.


The island is covered with a dense pine forest and a small
mountain in the middle. From a distance, it looks like a peace-
ful landscape, however, the island is known for a cult whose
main purpose is to take revenge from the Vanir who they
think were disrespectful. There is no established settlement on
Eyvinnes, people live in tents and shacks.
It is hence no surprise that the estimated number of people
living on the island is around 650. The followers of the temples
are the only inhabitants. The cult was established just after
the disappearance of Norsvik where Volli lived.
Iric the Voiceless, the founder of this cult, left the island on
the day of the great disappearance. It is said that Iric for-
got how to speak due to the horror of what he saw; when he
arrived on the island, he was secretly cared for, for months by
a young man who secluded himself somewhere on the island.
Then Iric went to the depths of the island, built his own shed
and started to preach his doctrine.
In said doctrine, he argues that Vanirs are disrespectful to Boarharbor Town (town, population: 13.000)
the gods, and that therefore, they should be obliterated. In
a short period of time, he rallied many young people around Boarharbor Town is a coastal settlement on the North of the
him and began to give them a strict religious education as island. It was established on a long, rocky shore. The atmos-
well as military training. His teachings have survived to the phere is peaceful and calm with a nice breeze rolling in from
present day, and the old shed of Iric has been enlarged and de- the West and the warm weather. On the horizon, one might
veloped, and his disciples have spread across the whole island see a big navy, well-maintained walls, rooftops and a calm

32
forest on the background.
Kadall the Bard King lives in Boarharbor Town. Even if he
does not participate in any conflicts of the islands, he rep-
resents the ultimate power in the South Sea. According to
him, he is only the leader of South Sea Council, which meets
twice-a-year to decide the fate of the region. The rulers of the
islands all owe their allegiance to him, since otherwise, the
members of South Sea Council might wage war against the
island or simply stop trade.
The main attraction of town is the Whispering Mansion,
home Kadall the Bard King. It is a new building next to the
town square. Kadall lives in this three-story half-wooden, half-
stone mansion by himself. He rarely goes outside, he rather
prefers to stay inside and work on spells, runes, and music.
More than 13.000 people live in Boarharbor Town, and most
of them are pleased to live here since living here is easier com-
pared to other settlements in the South Sea. Most inhabitants
can easily find food and other basic necessities here. Trading is
the main source of income for this city. Besides blacksmithing;
fishing, tannery and jewel making are profitable occupations.
These products might be sold anywhere in the South Sea or in
Svilland. The Council provides many opportunities for mer-
chants, a big variety of products are transported from the port
of Boarharbor. The town is home to many races, occupations,
and traditions. Moreover, there are some traditions specific to
Boarharbor. For example, people give seashells to newborns. It
is supposed to bring the baby good luck and fortune.
Twice a year, the council meets in Boarharbor. Soldiers,
commanders and important figures accompany the island
leaders when attending this meeting. For this reason, folks
prepare the town; the port and the common buildings are
repaired, storehouses are replenished, and the market is ex-
panded. Inns and taverns prepare their rooms and menus.

Fagraddir
(village, population: 200)

Fagraddir is a small farming village located to the South of


Boarharbor Town. It is in an open area in the forest, the land-
scape is full of farming lands, wooden houses, and small hills.
More than two hundred people live in Fagraddir.
The village is surrounded by wooden walls that look strong
and well-maintained. People make a living in farming. Animal
taming is also a profitable occupation, and travelers can buy
tamed eagles, wolves and some other wild animals from the
village market.
The atmosphere is simple and light. Kadall assigned Henna,
a young bard, to be the ruler of the village five years ago. She
is a skillful ruler who is well-liked and well-respected by the
villagers.

31
New
Although the people in Svilland character Because of the importance of
and the South Sea worship the survival and the seas, in this sec-
same deities, their lifestyles are options tion, you will see character options
very different from each other. The based on these two concepts. With
people in the South Sea have one simple Chapter these options, it is possible to become a
goal; to survive. They fight against each follower of Lady of the Depths, Ran, who can
other, nature, the mystical horrors stalking in II command deep waters and the horrors within
the islands and try to survive and be worthy in the them. Also, you can be a character who survived
eyes of gods. However, there is one thing they fear and a terrible event in its past whose fame spread to all
respect most and it is the seas. The domain of Aegir and islands and try to overcome the event or embrace its con-
Ran is both a source of life and a depthless pit of horrors in sequences.
the eyes of the people in the South Sea.

DEEPWATER DOMAIN
Deepwater domain is granted by Ran, Lady of The Depths.
She is the wife of Aegir and terrorizes the open seas with her
daughters known as The Waves. She demands her followers to
do the same and grant the powers of the depths to them.
The Deepwater domain focuses on becoming closer to the
nature of deep seas. When you become an adept of this do-
main, Ran grant you powers in return for sacrifices, reflecting
her personality. Gothis with this domain dream of deep seas in
their sleep and feel more comfortable when they are near to a
sea.
DEEPWATER DOMAIN SPELLS
Gothi (Cleric)
Level Spell

1st bolt of watery death, cage of water


3rd curse of ran, gust of wind
5th water breathing, water walk
7th control water, ink wave
9th eyes of water, geyser

CALL OF THE DEPTHS

Starting at 1st level, you start to hear a call coming from the
depths of the seas. You are now proficient with any checks you
make for swimming. Additionally, you have advantage on
your Constitution saving throws against drowning, and
can hold your breath twice the normal.
Also at 1st level, you can target one more target
with your domain spells if you are casting a spell
that normally targets a single creature.

CHANNEL DIVINITY: WRATH OF THE DEPTHS

Starting at 2nd level, you can hold your holy symbol high and
make land walkers experience the fury of the depths. You can
choose one of the two following options;
Deep Fueled Spells. When you cast a damage-dealing domain
spell, you can choose to deal maximum damage instead of
rolling damage.
The King of The Depths. You can also choose to call upon a

30
Kraken of the depths to aid you. You choose a point within 60 A SACRIFICE TO THE DEPTHS
feet Water pours forth at that point and a tentacle spreads.
This tentacle can attack a creature within 10 feet of it or try to Starting at 17th level, when you make a creature fall uncon-
grapple it. scious with your domain spells or cleric class features, you can
It has an attack bonus that is equal to your proficiency use your reaction to devote the fallen creature to Ran, Lady
bonus + your Wisdom modifier. On a successful hit, it deals 2d6 of The Depths. In return, up to five allies within 30 feet of you
bludgeoning damage. If the tentacle grapples, the target must including you regain hit points equal to your cleric level +
make a Dexterity (Acrobatics) or a Strength (Athletics) check Wisdom modifier.
against your cleric spell save DC. You can use this feature only if you aren’t incapacitated.
You can choose to call two tentacles instead of one when Once you use it, you cannot do so again until the start of your
you reach 8th level and three tentacles at 17th level when you next turn.
use this channel divinity.

INK SHIELD DM ADVICE ON A SACRIFICE TO


THE DEPTHS
Starting at 6th level, you can conjure an inky liquid to protect
Some legends say that powerful gothis of Ran has
yourself as the creatures of the depths do. When you take
the ability to send souls to their lady. This ability
damage, you can create an inky shield as a reaction to halve
can also be interpreted in this way. You can choose
the damage. You can use this feature a number of times equal
to send the fallen creature’s soul to Ran so that she
to your Wisdom modifier (minimum once). You regain all
can add it to her treasure. The souls devoted this
expended uses when you finish a long rest.
way can only be resurrected by a Wish spell.
ONE FROM THE DEEP

Starting at 8th level, you gain the ability to breathe underwa-


ter and a swim speed of 30 feet. Additionally, you can change
the damage type of any cleric spell you cast to cold damage.

Background
Child Who Survived
You have learned this brutal life at a young age and experi- You and your parents manage to run away but your
4
enced it in a fast way. In your childhood, you witnessed a raid home was gone.
that has changed the way you live. It might be a raid to your
Raiders took you with them but you manage to escape
home or a raid that your people conducted. You survived 5 after a while.
somehow and now you try to live your life with your loss.
Skill Proficiencies: Medicine and choose one from Surviv- You managed to hide. After a while, some adventurers
6 found you and rescued you.
al, Persuasion or Deception
Tool Proficiencies: Disguise Kit or a Gaming Set After everything is lost you decided to join the raiding
7
Equipment: Something that reminds you of home, a set of band.
common clothes and a belt pouch containing 15 gp. You hold your ground against the raiders but mean-
8 while, you lost something very important to you.
A Terrible Event

What happened in that raid affected you and change some- Feature: Fame of the Child
thing in you. Thou raids are common in the Svilland lands,
being in the middle of one as a child is something else. What you have been through has spread as a story to the
neighbor towns. Many people may respect what you did and
d8 Personality Traits
some others may dislike you.
Those who like you will likely help, and others may try to
1 Your parents saved your life but gave their own.
harm you. In the end, you are the one whose stories are told to
the people at some point.
2 You manage to run away but lost your way back.
Suggested Characteristics
You try to fight the raiders but injured badly and passed
3 out. Those who survive an attack usually may not want to talk

35
about it. Some may not trust others easily or try to stick to-
5 I will never tolerate ruthless killings. (Good)
gether as hard as they can.
They can get attached to gods really deeply or they can
I know, I will find what I lost in the past, withstanding
choose to denounce this fate gods have unfolded for them. 6 my ground. (Neutral)
Either way, religion becomes a part of their lives.

d8 Personality Traits d6 Bond

I like to think life takes away something in order to give 1 My family didn’t die in the raid and I must find them.
1 something else.

I try to keep calm and positive in every situation. 2 I will find who raided my home or die trying.
2 Otherwise, I think I’ll go mad.

Strong always conquer the weak. Nothing I can do I owe my life to a friend of mine, saved me from the
3 3 massacre.
about it.

Raid was a hunt and now I am the hunter. It’s all I am the only one left of my family. I will not let my
4 4
natural name die.

I am always honest to my closest and I expect them to I have a scar that reminds me of what happened, so, I
5 be honest with me. 5 am trying to hide it.

I trust lonely people more than others. I was once in My parents gave me an amulet that kept me safe in the
6 their shoes and gods know I could use a friend. 6 raid. I don’t want to lose it.

I don’t like to talk about what happened in the past.


7
Some say that I am too mysterious about it. d6 Flaw
I talk too much about details. Every little thing seems
8 so important. 1 When I found myself in the mass combat, I panic.

d6 Ideal
2 I usually scream when I attack.

1 What I lived should not happen again. (Any)


When a situation gets intense I start to joke and make
3 funny noises.
2 All raiders must die, nothing else matters. (Evil)
4 Seeing blood makes me nauseous.

3 I will create a world that doesn’t need raids. (Lawful)


I carry too many weapons. Not even gold coins value
5 more than a dagger when your life is on the line.
I will be the best raider that this realm will ever see.
4 (Chaotic)
6 I show my love with insults.

30
Naval
A considerable part of a Svilland- Warfare contains new game mechanics
er’s life passes on the seas. In lands unique to the Svilland. The Crew
only partially fertile, Svillanders section describes how a crew is
must fish for food and sail for trade. formed, recruited, paid, and con-
Furthermore, tribes and jarldoms are Chapter trolled.
seldom at peace. With resources and riches The Longship section includes everything
that are limited, the best and sometimes the only
III about Svillander ships. Ship Level and Archetypes
way to acquire wealth is to take it from the neighbor section provides archetypes for ships. The Glory
by spilling blood. section is about crew levels, traditions, and reputation.
Naval warfare is a tradition of shipbuilding and sailorship Furthermore, hints on docks are told in The Land and harsh-
that the Svillanders mastered throughout centuries. Svilland- ness of the waters are told in The Sea.
ers have many ways to make their boats, fill their sails, and Finally, you can find details of Battle Rating and crew for-
hunt for food or riches. mations in The Battle and statistics of ships and crews in the
Here, you will find all things related to naval warfare. It Crew and Ships section.

THE CREW
A chief can gather the best ships available on the ports to the
fleet. They may all be huge and frightening drakkars. Yet, a GATHERING THE CREW
ship is nothing without its crew. In fact, the crew is often the
heart. With the crew, battles are won and challenges are over-
come. Even in a little snekkja, a tough crew of a good chief can You gather your crew from towns and capitals. The availability
make marvels. of warriors that look for work varies according to the popula-
This section is about the crew. It provides information tion of the settlement you are in. For lowly populated towns or
about gathering new crew members, calculating the number cities, the rooster renews every month, while in crowded ones
of crew that can be kept, and dynamics of crew morale and its it may renew every week. An important event at DM’s discre-
effects. The stat blocks of the crew types listed under gather- tion may also renew the crew rooster, such as a call of a jarl
ing the crew can be found in the Crew in the Monsters section. for raid in a city.
of this book. The shieldmaiden and factions elites can be found You can pay monthly wages for long-term or daily wages
in the Svilland Campaign Setting. for instances of specific voyages together.

GATHERING CREW
CREW CR C/DAY C/MONTH % TOWN* % CITY* SHARE

Flotnar 0 1sp 3gp 1d20 1d100 1

Aeska 1/8 2sp 6gp 1d12 1d20 2


Dreng 1/4 1gp 30gp 1d10 1d12 3 This table is a general depiction of how many
Thegn 1/2 2gp 60gp 1d8 1d10 4 crews can be found in a common town or city.
Of course, some settlements specialized on
Vikingr 1 2gp 60gp 1d8 1d10 4 crews or ships may have more of them avail-
able. Additionally, some settlements may be
Berserkr 2 10gp 300gp 1d4 1d6 8
known for their unique kind of crews.
Huskarl 3 20gp 600gp 1 1d4 10 If a chief has a great reputation, the news of
the chief recruiting new crew may spread to
Shield 3 20gp 600gp 1 1d4 10 neighboring towns or even cities. In that case,
maiden Dungeon Master can decide how many more
crew is coming to the settlement for a chance
Gothi 4 40gp 1,200gp 1 1d3 15
of being recruited.
Faction
5 50gp 1,500gp 1 1 18
Elite

Rune
Walker 6 75gp 2,250gp 50% * 1 25

* Possible number of the crew you can find in a town or city.

37
RECRUITING ELITE SOLDIERS STRENGTH OF
Drakkar skipans in Nionaem, vartr blades in Alsvartr, and THE CREW
thunderguards in Green Lights of the East can be recruited
to your crew. Additionally, huskarls exist in any town or city In Svilland, one has to prove his or her strength to gather and
where there are noble houses and clans. command a crew. Warriors don’t respect and serve those who
However, these are considered to be elite soldiers of the are not considerably stronger than them. Additionally, not
nobility and are special retinue of jarls or monarchs. If you are everything is coins for Svillanders. They often value serving
not a noble, an elite soldier would not agree to join you unless under a worthy chief more than the plunder they get. Many
you have the noble’s consent. Of course, there may be unusual Svillanders are careful about the sermons of Odin, which tell
circumstances that would make such soldiers join you, at the them not to act without wisdom. Following a chief that has a
DM’s discretion. lot of money but not a lot of guts to achieve things, make crew
members vary. Thus, if your crew size exceeds the reserve giv-
DIVIDING THE PLUNDER en in the following table, expect a decrease in crew morale.
Thus, you can use the directives below to determine the
You can also convince them to wait for raids and be paid by number of crew you can have depending on your party level
shares of plunder. As a rule of thumb, you can calculate your and their CR.
shares as per level. For example, if you are level 10, you have The maximum CR of a creature you can hire on your crew
10 shares of the plunder in a raid. For items that cannot be is one-third of your average party level, and you can use
divided, you can divide them after you sell them or work your average party level as CR reserve of humanoids that you
something out such as giving away some of the gold pieces in can have on your crew. For example, as a party of 10th level
order to keep items. characters, you can hire a creature that is at most CR 3. You
Please note that if the share(s) of plunder is not enough to can have 5 CR 2 creatures, or 10 CR 1 creatures, or 20 CR 1/2
pay the wage of a crew member, they may get upset about be- creatures, or 40 CR 1/4 creatures, or 80 CR 1/8 (treat CR 0 as
ing underpaid and leave the crew, or even rebel. This depends CR 1/8 for this calculation) creatures in your crew.
on the frequency of plunder over the time. If the crew is used You can hire crew members that have challenge ratings
to have monthly raids, being underpaid compared to monthly higher than your calculated maximum. Yet, such members
wage in one raid may get them upset. If they are used to sea- will know they are so strong for their chief that they would
sonal raids, being underpaid compared to 3-months wage may want higher wages, more shares of plunder, or perhaps more
get them upset. control over your actions.

30
Average Crew CR Below are the list of features crew members can get, and
Max CR
Party Level Reserve* their use in boat combat;
Grapnel Thrower. The crew member is trained on how to
1 1/4 1 throw grappling hooks to the enemy boat and pull the ropes
to board the boat. The member makes a ranged attack against
4 1 4
AC + 5 of the target boat to lock the hook. On a critical hit, it is
10 3 10 more difficult to release the hook from where it is stuck.
Boulder Thrower. The crew member is trained on throwing
15 5 15 down large stones to the enemy boat. A boulder cannot be
20 6 20 hurled directly on a creature if the hurler is smaller than Huge
size. It is a weapon that gets aid from gravity, thus it only
* CRs sum upto this number deals its full damage to the deck of a ship, it deals half of its
damage to bow, stern, gullets or creatures (unless a creature is
directly below the boulder). All types of boulders have a range
SIZE OF THE FLEET of 10/20 ft.
Against a boulder that affects an area, target creatures must
succeed on a Dexterity saving throw with a DC equal to 8 +
There is no stone-scribed rule that limits how many boats you thrower’s Agility modifier + thrower’s proficiency or take half
can have with your party. However, as the size of your fleet the damage, they don’t take any damage if they succeed on
grows, so does the size of your power. It is a respectable thing their saves.
for a warrior to have a ship filled with soldiers. They bring Boulders deal twice the damage to ships, as if ships are vul-
their ship to battle when the jarl raises the banners. nerable to their type of damage. The size, required Strength,
However, rulers of any level, from local to royal, are cau- damage, and area of the boulders are as follows:
tious for those who reaches to a power enough to challenge
them. Thus, they may not permit you to have more than a
BOULDER Strength Damage Area
ship, or a number of ships. You may need reputation or even
title in a region or kingdom in order to have a fleet without
being declared a rogue or rebel army. There is a naval guild Diminutive 11 1d10 + Str Single Target
that supervises the number of ships chiefs have. They also
dispatch bounty hunters on rogue navies. Tiny 15 1d12 + Str Single Target
The table below can be a general chart for the Dungeon
Master to determine the suitable size of the party’s fleet; Small 17 2d12 + Str 10 ft. square

Party Level Fleet Size


Extinguisher. The crew member is expert at extinguishing
1-4 1 ship flames with water buckets. It makes its rolls with advantage
for extinguishing the flames.
5-10 2 ships Board Warder. The crew member is expert at warding off the
boarding enemies. It can use its Reaction to gain +2 on its AC
11-15 3 ships when a hostile creature is making its first attack after moving
16-18 4 ships from the other ship, and it makes its first attack roll against a
boarded enemy with advantage.
19-20 5 ships Expert Sailor. The crew member is an expert at controlling the
sails and it counts as 2 crew when calculating the sail manage-
21+ +1 ship/level ment.
Strong Rower. The crew member is stronger in rowing the oar
and it counts as 2 crew when calculating the oars’ allocated
CREW FEATS crew.

CREW MORALE
There are special abilities and expertise that are needed for
naval warfare. Some crew members may possess special feats
that they can provide to your service. If you are trying to The morale of your crew is one of the most important things
recruit a gifted crew, simply calculate the gifted crew member to maintain. If your crew is high on morale, they behave and
from the pool of a crew type that is 1 level of CR higher. fight better. If their morale is low, they lose their performance
For example, if you want to hire a vikingr with a feat, you in battle. If their morale drops considerably low, they may
can hire it from the pool of berserkr. That crew member’s start a mutiny against you.
challenge rating is calculated as 1 CR higher for any calcula-
tions involving challenge ratings, such as Battle Rating.

39
CHANGES IN MORALE Plundered coins that are more than what you promised
to your newly gathered crew. +5
There are many things that affect crew morale. The following
is the list of possible events that change your crew’s morale
rating: Did not pay your crew’s whole salary or paid none at all
for a month, or did not give their full share from plun- -3 to -6
der or gave none at all.
Morale Affecting Event Morale

Not enough variety in food, or no vegetables or fruits. -1 Achieved a reputation bringing title* V

*Add the number of reputation gain as morale, and this does not stack with
events listed in this table, use those in this table if they cover the same event
No alcohol to consume. -1

Let your crew have fun in a port for a few days. +2

No food to eat. -3
Let your crew have fun in a raid (Depending on the fun’s
nature, this may be -3 for gothis and alles who oppose +2
such actions)
Variety or quality in alcohol to consume. +1

A storm that came out of nowhere, which your crew


thinks is the wrath of a god. -2
Throw a feast for your crew in a reputable inn or tavern. +1

You banished troublemakers from your crew (Only works


if you are in negative morale, cannot increase morale over 0). +1
Letting a bard perform for a night for your crew (DC 15 for
succeeding on cheering the crew, can be done per week).
+1

You executed troublemakers from your crew (Only works


if you are in negative morale, cannot increase morale over
0), this action decreases your chances and number of +3
A quarter of the crew has died after a battle. -2
recruitment by 25% for a month.

Half of the crew has died after a battle. -4 You executed a quarter of your crew to show them dread of
your authority (Only works if you are in negative morale, cannot
increase morale over 0), this action decreases your chances +5
and number of recruitment by 50% for two months.
Only a quarter or less of the crew survived after a battle. -6

Became victorious in a battle where you overpowered your MORALE RATING


+2
enemy.
Your crew’s morale rating determines their effectiveness and
likeness of mutiny. The following are the morale ratings and
Became victorious in a battle where you were relatively their effects on your crew:
evenly matched. +4

Morale Rating Standing Effects


Became victorious in a battle where you were weaker in
size. +6
Your crew has +25% hit points in battle.
Also, they talk happily in ports about you,
10+ Cheerful increasing your chances and number of
Plundered less coins than what you have promised to your recruitment by 50%.
newly gathered crew. -2

Plundered coins that are enough for what you promised to Your crew talk happily in ports about you,
your newly gathered crew. +2 increasing your chances and number of
5-9 Good
recruitment by 25%.

40
more clever ways as well, such as stealing the ship away when
1-4 Normal No effect. the chief is on shore.
The chances of mutiny is 10% for each -1 morale rating. For
example, the chance of mutiny of a crew that has -4 morale
Your crew complains about you in ports,
rating is 40%. A crew may attempt mutiny once in each week,
Poor decreasing your chances and number of or when their chance appears, at Dungeon Master’s discretion.
-5-0
recruitment by 25%. Not every mutiny has to end destructive. You can reach an
agreement with your crew if you manage to calm them down.
Typically, mutinies with crew morale of -1 to -3 can end with a
sort of compromise on your end, such as letting some of them
Your crew has -25% hit points in battle
and they may not follow your orders.
(troublemakers) have some coins and leave, or providing them
Also, they complain about you in ports, their unmet needs if you possess them.
-10 - -6 Angry decreasing your chances and number For mutinies that started with -4 to -6 morale, things can
of recruitment by 50%. There is a 50% end badly. Still, they can prefer to eliminate you but letting
chance of mutiny.
you survive. For mutinies that started with -7 to -10 morale,
expect a knife on your throat if you lose the fight.

MUTINY

When your crew’s more is under 0, there can be a mutiny. In a


mutiny, the crew typically eliminates their chief and officers
by killing them or throwing them into the sea. They can find

The Longship
Longship is the life of a vikingr, and it has a major part in Svil- Ships in Svilland
landers’ culture. It is the most important companion to have
on the rough seas, in order to wage war or do trade between
towns, cities, and kingdoms. In this section, you can find types, There are many types of longships, as well as a lot of variety in
parts, addons, upgrades, and archetypes of longships. their build and equipment. They come in all sizes and roles for
With addons, a longship can be equipped with many dif- the seas. While the knarr is a bulky and slow trade ship with
ferent tools, from the famous shield slots to the deadly giant only one bow (front), the snekkja and others are longships of
slings. Ships also can be upgraded with different planks or sail war.
materials to enhance their properties. One of the most important things for a longship is the size
Archetypes of the ships are gifts of Aegir. Svillanders be- of its crew, and larger ships have a significant advantage over
lieve each ship has a specific role and destiny. Some ships are others as they can host dozens of warriors ready to board their
better warriors, while others are fast scouts, even if the type foes.
of these two ships are completely the same.

Ship Name Ship Size Crew Required Maximum Crew Ship Space Ship Price

Knarr, Coastal Small 6 8 None 3,000 gp

Knarr Small 8 10 1 Small 8,000 gp


Snekkja Small 11 15 1 Small 10,000 gp

Skeid Medium 15 24 2 Small 20,000 gp

Skeid, Great Medium 21 30 1 Large 1 Small 35,000 gp

Drakkar Large 26 36 2 Large 2 Small 55,000 gp

41
Parts of the Ship Properties of the Ship

A ship has six essential parts when considering naval warfare A longship has a number of major properties. Crew required
in Svilland; the bow, the port board, the starboard, the back is the minimum number of creatures required to operate the
and the deck. ship. Ship space is how much spare space a ship has, where
Bow. The front of the ship. This is an empty area reserved for addons can be allocated. Addons are various allocations, tools
navigation. and equipment that makes a ship more powerful. Upgrades
Port. Left side of the ship. are special materials and other upgrades that a ship can have.,
Starboard. Right side of the ship.
Stern. The back of the ship. In Svilland ships, front and back Crew Required
of the ships are identical and a ship can cruise both ways as if
front using its sterning oars. Crew required is the minimum number of crew members to
Deck. The middle and largest part of the ship. The crew lives sail and navigate the ship properly. These crew sleep in their
on the deck. When the deck takes an amount of damage that positions and thus do not require additional crew space to be
is equal to or more than two times of its damage threshold, a allocated with available ship slots.
hole opens on it. The crew must attempt to clog the hole or
the ship sinks, see The Sea section for the hole hazard. When Ship Space
the deck takes massive damage, a large hole opens on it. There
is no way to clog such a hole (except by magical means) and Ship space can be utilized to have addons on the ship. There
the ship sinks in 1d4 rounds. are various addons a chief can use in naval warfare, their size
can be Small or Large. In the descriptions of the ships, the
Each part of the ship has its own hit points and damage number of small or large ship space are provided.
threshold. A good longship chief needs to carefully navigate
the ship in battles in order not to expose a part that is dam- Addons
aged. When a part of the ship reaches to 0 hit points, it is
destroyed and the ship’s deck starts to take water damage as Addons are empty spaces on the part that can be filled with
water fills the deck. Enough water damage on the deck can various tools or reserved for various needs. Some parts can
sink a ship. Nature and effects of water and fire damage are contain only specific type of objects. There are two boards of a
described in The Sea (p.52) section. ship and each one has a different addon, however, each board
can has a single addon on it.

30
Addon Part Space Funtion Battle Rating Cost

Boulder Space Deck Small Provides boulders - None


Crew Space Deck Small +5 crew size - None
Cargo Space Deck Small 1 ton cargo space - None
Razor Net Boards - Prevents boarding +1 650 gp
Ramming Head Bow - Better ramming +2 2,000 gp
Tower Deck Large Advantage on ranged +1 2,500 gp

Shield Slots Boards - Half cover on close range +1 200 gp *


Extra Layer Boards - Increases HP and DT +1 3,000 gp
Board Spikes Boards - Deals damage to rammer +1 1,850 gp
Board Steps Boards - Advantage on boarding +1 1,000 gp
Tent Deck Large Half cover on long range +1 500 gp

Battering Ram Deck Small Provides a battering ram - 5 gp

Ice Breaker Bow - Can break ice on the sea - 450 gp


Giant Sling Deck Small Shoots bolts or stones +2 400 gp
Giant Sling, Large Deck Large Shoots bolts or stones +3 870 gp
Cauldron Boards - Spills fire oil on enemy +3 1,000 gp
* Given that number of crew members equal to your ship’s required crew have shields, if they don’t, also add the cost of the number of shields that are missing.

Boulder Space. The slot is reserved for boulders. Crew then can made from 30 feet range.
pick up the stones and hurl them onto the enemy ship. Extra Layer. An extra layer of planks is fit on the part. It
Crew Space. The slot is reserved for a crew member to habit. functions as an additional part with its own hit points, damage
Without a crew space, a crew member cannot habit the ship threshold and armor class. This layer has to be destroyed in
and thus cannot be onboard. order to damage the part it protects. An extra layer has 100
Cargo Space. The slot is reserved for cargo that can have a hit points (DT 15) for small, 150 hit points (DT 20) for medium,
volume of up to Medium size. and 200 hit points (DT 30) for large ships.
Razor Net. A net made of metal, full of small blades and spikes. Board Spikes. Wooden and metal spikes are fit on the board.
It is deployed on one of the boards (it takes 1 minute to deploy On a crash, these spikes deal an additional 45 (10d8) piercing
or to remove it). Any creature that tries to get through that damage to the ramming ship.
board must make a DC 15 Dexterity saving throw. On a failed Board Steps. Steps are carved onto the inside of the board.
save, the creature takes 12 (5d4) piercing and 12 (5d4) slashing Creatures that are attempting to board the enemy ship makes
damage and is restrained. It takes half as much damage on a their first melee attack with Advantage.
successful saving throw. A restrained creature can break free Tents. Cloth and net tents are stretched over that area of the
by making a Strength saving throw but it takes the same dam- deck. It provides half cover against ranged attacks made from
age while attempting to do so. 60 feet to 120 feet range. On the other hand, crew within the
Ramming Head. A ramming head is a hardened piece of wood area of the tent also have disadvantage on their ranged weap-
and metal. It provides Advantage on melee attacks made to on and spell attacks.
ram the enemy ship and adds 35 (6d6) bludgeoning damage Battering Ram. A portable battering ram is put on the slot.
to crash damage. It also takes the crash damage instead of Two crew members can use the weapon to inflict 11 (2d10)
the bow or stern, protecting it. The ramming head has 200 hit bludgeoning damage on the enemy ship.
points (DT 20) for small ships, 250 hit points (DT 30) for medi- Ice Breaker. A metal-plated tip fixed under the bow of the ship.
um ships, and 300 hit points (DT 40) for large ships. Ice breaker enables a ship to navigate in icy waters by break-
Tower. A 20-feet square wooden tower that rises on the deck. ing the layer of ice on the top of the water.
Creatures that are on the tower have half cover in close range Giant Sling. A giant bow or sling that is fit on the ship, pulled
and make their ranged attacks with Advantage. The tower has by two sailors. It shoots bolts at the size of spears, or hurls
150 hit points (DT 15) for medium ships, and 200 hit points (DT large boulders of stone. A giant sling has a line-of-attack of 90
20) for large ships. degrees, it cannot attack targets that are not within this line
Shield Slots. The board is filled with shields of the warriors. of sight.
In close range, they provide half cover against ranged attacks

43
Cauldron. A large iron pot that spills fire when poured, inflict-
ing 33 (6d10) fire damage over a 15-foot cone, creatures that
Giant Sling are caught on the cone must make a DC 13 Dexterity saving
Medium Object throw, taking the full damage on a failed save, or half as much
on a successful one.
Armor Class 15
A cauldron is Medium sized, has 50 hit points and an AC of
Hit Points 50
17. If the cauldron is destroyed, there is a 50-50 chance that its
content may either spill outside or inside own ship, dealing its
Damage Immunities: poison, psychic
damage.

A giant sling is in the shape of a giant bow or sling. If it is Ship Upgrades


a bow, it shoots bolts at the size of a javelin. If it is a sling,
it can shoot stone or burning boulders. Certain parts of the ship, such as the sails or planks of the hull,
can be upgraded with better materials. Some of the upgrades
Bolt. Ranged Weapon Attack: attack bonus to hit varies can be done after a ship is built, while others are ordered
(ranged attack bonus of the operator), range 120/480 within the time of construction as it is not possible to upgrade
ft., one target. Hit: 26 (3d12+ 9) piercing damage. If the those parts later.
sling makes a critical hit and if there is another creature
directly behind the one that is hit, the sling can inflict Cost Cost (Me- Cost Battle
Upgrade Timing
(Small) dium) (Large) Rating
damage on that creature with the same attack roll.

Boulder. Ranged Weapon Attack: attack bonus to hit varies Copper


1,000 gp 2,000 gp 3,000 gp Anytime +3
(ranged attack bonus of the operator), range 90/360 ft., Plates
one target. Hit: 26 (3d12+ 9) bludgeoning damage or 16
(3d10) fire damage. Cotton 500 gp 1,000 gp 1,500 gp Anytime +1
Sails

Plank 3,000 gp 7,000 gp 10,000 gp Anytime +4


Wax
Giant Sling, Large. A larger version of the giant sling that is
able to shoot or hurl even larger projectiles. A large giant sling Oaken
has a line-of-attack of 90 degrees, it cannot attack targets that 1,500 gp 3,000 gp 6,000 gp Construction +4
Planks
are not within this line of sight.
Sacred
varies varies varies Anytime varies
Carvings
Giant Sling, Large
Large Object
Copper Plates. Crude copper plates that are fit on the bow,
Armor Class 15 boards, and stern. It functions as an armor and increases the
Hit Points 75 AC of the ship’s part by 2.
Oaken Planks. Oak is one of the strongest timber, both hard
Damage Immunities: poison, psychic and durable. Most prestigious ships are made of oak. Making a
ship with oaken planks adds 100 hit points (+5 damage thresh-
old) to its parts.
A large giant sling is in the shape of a giant bow or sling.
Cotton Sails. Cotton sails are better than wool sails and enable
If it is a bow, it shoots bolts at the size of a spear. If it is a
a faster movement to the ship when it is moving with sails.
sling, it can shoot stone or burning boulders
The sails gain 25 hit points and speed with sail increases by
Bolt. Ranged Weapon Attack: attack bonus to hit varies one-third (round down).
(ranged attack bonus of the operator), range 120/480 Plank Wax. A special wax that is applied on planks of the ship.
ft., one target. Hit: 47 (5d12 + 15) piercing damage. If the It halves the chance of fire and removes the fire damage Vul-
sling makes a critical hit and if there is another creature nerability of the ship.
directly behind the one that is hit, the sling can inflict Sacred Carvings. Carvings crafted by skilled shipwrights and
damage on that creature with the same attack roll. blessed by gothi or runewalkers provide magical effects and
properties on the ship.
Boulder. Ranged Weapon Attack: attack bonus to hit varies
(ranged attack bonus of the operator), range 90/360 ft.,
one target. Hit: 47 (5d12 + 15) bludgeoning damage or 27
(5d10) fire damage.

44
Sacred Carvings
Carving of Once per day, your crew has advantage on
4 Guidance -- Navigator’s Tools checks
You can hire gothi and runewalkers to carve blessed runes on
your ship. These carvings create magical effects of spells on
your ship. Cost of the carvings are as follows:
Once per day, a heavy fog (see The Sea
Sacred Carving Cost = spell level x 1000 gp Carving of section) surrounds your ship, spreading
5 Mists +2 to a 120 feet radius. Your crew can see
It takes half the cost for carving small ships and twice the clearly within it.
cost for carving large ones. Your ship can carry two carvings,
above that, the magic becomes overwhelmingly strong and
rupture the planks, causing the hit points of the ship to halve. Once per day, your ship can cast Call Light-
Each additional carving after the third halves the maximum Carving of ning spell (Spell Save DC 15), if you are in
6 +3 a storm, you can also roll 1d6 each round
hit points again. Skies
and cast the spell if the result is 5 or 6.

Battle
Level Spells Rating Effect
Carving of
The ship gains resistance against fire
7 Fire +4 damage.
Protection
Carving of Sail speed of the ship increases by 30 feet
1 Winds -- in stormy areas.
Other Equipment
Carving of
2 Protection +1 AC of the ship’s parts increases by 1. Sundial. A sort of compass that navigates by the sun rays and
shadows. It provides Advantage to the Wisdom (Survival)
checks for navigating long voyages that take at least a day. It
Carving of The ship’s parts gain 125 additional hit cannot be used during the night. Weights 0.5 lbs, costs 25 gp.
3 +3
Endurance points by magical powers of the carving. Sailor’s Pack. A bag that contains grapnels, cloth for clogging,
a water bucket, a waterskin, 10 days of dried rations, a sea
chest, mess kit, a tinderbox, 5 torches, blankets, sheets of
wool, and 50 feet of hempen rope. Costs 12 gp.

Ship Level
and Archetypes
Shipwright is an important profession in Svilland. Although them for higher prices.
there are many apprentices or those who call themselves mas- When a ship gains a level, all of her parts gain 10 (1d20) hit
ter shipwrights, there are not many true masters of this craft. points because ships are Gargantuan size, and her inner parts
Such masters share a common secret: They know the soul of such as the sail gains 5 (1d10) hit points because they are Large
the ship they will bring to life from the time that they feel the size. Just as your crew’s level, half of the ship’s level (round
wood of the tree that they will cut. down) is added to the Battle Rating of your crew.
It is said that each ship carries a unique soul and gifts from
Aegir. Through his will, they have properties that people see Ship Archetypes
as magical or even miraculous.

Ship Levels Although longships may seem similar, they have their subtle
differences only an experienced crew understands. A ship may
be better at maneuvering, while another is better at taking a
A ship gains levels in the same way your crew does, along with hit and surviving in the midst of battle, even though both look
your crew. Gaining crew levels is described in The Glory sec- literally the same.
tion. Unlike your crew, your ship does not lose its levels unless In this section, archetypes and their features are provided
destroyed. for ships. These features can be obtained as the ship reaches
A ship that is newly-built starts as level 0, just like a newly certain levels.
gathered crew. It is possible to find and purchase ships of Some of these features may seem miraculous, a ship is not
higher levels. A ship’s purchase price is 20% higher for each a creature after all, right? Yet, sailors in Svilland swear that
level it has. Such ships have their names known and have a they witnessed their ship helping them to survive in hardships
reputation of their own. Shipmasters know this and thus sell that seemed impossible to overcome.

45
The Seafarer hours or days. Its travel speed is doubled in terms of miles per
hour and per day.
A seafarer ship likes to travel the seas, being free on the waves
of the sea. It can act with speed and agility in maneuvers and The Kraken
voyages. Such ships are excellent travelling vessels, and are
considered as good scouts in battle fleets. The kraken ship likes the water and the waves. It is not afraid
of getting wet during a storm. In fact, the ship can use the
Wave Slider waters to its advantage. It is also likes to make some bruising
on the other ships. These ships make excellent battle vessels.
When your ship reaches its 1st level, you realize that your Their crew are often tough and reckless as they are.
ship likes to lunge forward in a sudden dash. While making
its movement the ship can move 1.5 times the feet it normally Wet Deck
would during that turn. While making a turn, it can turn 30
degrees more than it normally would. You can use this feature When your ship reaches its 1st level, it seems like the ship
once before you take a short rest. Number of uses increase to does not fear when the deck gets wet. The ship gains resist-
2 per short rest when your ship reaches 5th level, and 3 per ance against water damage.
short rest when it reaches 10th level.
Arms of the Kraken
Navigating Instincts
When your ship reaches its 5th level, it is able to use the waves
When your ship reaches its 5th level, your ship starts to seem to its advantage in battles. Whenever your ship makes a turn,
like it understands the direction you want it to turn. Even if or passes by another ship at full speed, it causes a rogue wave
you don’t have a crew using the steering oar or rudder helm to crash into a ship within 30 feet of it. This wave starts from
is destroyed, the ship can turn with its oars without having a the outer side of your ship during a turn, and occurs from any
disadvantage on the check to maneuver. side of your ship (you decide) when passing nearby another
ship at full speed.
Favoring Wind You can use this feature one time before your crew makes a
short rest. Its use increases to 2 per short rest when your ship
When your ship reaches her 10th level, the wind starts to reaches 10th level.
somehow favor it. In encounters, the wind shifts swiftly
around your ship and lets the ship have wind from the back,
providing the maximum speed for sails possible at all times.
This same situation applies when your ship is voyaging for

44
Teeth of the Kraken Sacred Serpent

When your ship reaches its 10th level, it seems to like ram- When your ship reaches her 5th level, sacred carvings can be
ming opponent ships to wooden shreds. Your ship does not done more effectively on her. Any spell that is carved on your
take any damage from ramming while ramming other ships, ship functions as one level higher, or it costs as if one level
and its ram damage is increased by 2d10. lower if it does not have a higher level property.

The Maiden Serpent in the Flames

The maiden ship is protective of its crew. The ship can keep When your ship reaches 10th level, it somehow seems to be
the crew stable and even take the harm upon itself from an more resilient against catching fire. Its chances of catching
attack that comes down upon the crew. Most of the sailors fire decreases by 20%, and a fire has a 25% chance to be extin-
prefer ships that have the maiden archetype, as they think guished on its own.
they will be safe on its deck. Maiden ships are used as any sort
of vessel, voyaging, trade, or battle. The Whale

Deck’s Safety The whale is a bulky and fat ship. She can handle more weight
and cargo than other ships. To her sailors, she seems to voyage
When your ship reaches its 1st level, it seems to keep you slowly, but surely. Whale ships make excellent trade and
and your crew stable while the ship itself is taking a beating. transport ships. They are also used in battle as boarding ships,
In situations such as your ship being rammed or during a as they can have more crew on their deck than their equiva-
storm when a rogue wave hits, you and your crew make your lents.
Strength (Athletics) or Dexterity (Acrobatics) check to remain
standing or to not to fall into the sea with advantage. More Goods to Load

Maidens Shield When your ship reaches its 1st level, it seems like it is always
possible to load more stuff on your ship. A barrel can be put
When your ship reaches her 5th level, with a slight jump here, a chest can be put there. Somehow, there is always a last
on a wave, flicker of the sail, or another kind of fate, your space available for fitting cargo. Cargo space addon deployed
ship protects the crew from a ranged or area attack. Once on your ship provides 25% more cargo space.
per long rest, as a reaction, your crew counts as if they have
three-quarters cover against a direct ranged or ranged area
attack. Fat Deck

Under the Maiden’s Arms When your ship reaches her 5th level, she can handle weight
on her deck more easily than other ships. Your ship’s cargo
When your ship reaches her 10th level, it seems to have you weight capacity is increased by 25%.
and your crew under it arms, protecting you from harm as
much as it can. Once per short rest, as a reaction, your ship Plenty of Space
can take half of the damage your party or a unit in your crew
may take on itself. You can apply this damage to any part of When your ship reaches her 10th level, she somehow has more
your ship. space to load addons on her deck. If she is a coastal knarr, knarr,
snekkja, or skeid, she gains an additional Small space. If she is
The Wyrm a great skeid or drakkar, she gains 2 additional Small space that
you can deploy addons.
The wyrm is a tough and defensive ship. It can endure a
beating much better than others. Wyrms are usually carved
with serpent heads on their bows. It is harder to damage, and Ships Cannot Multiclass
sacred carvings carved on it are more effective. Wyrm ships
are excellent for battle. The spirit of a ship that Aegir grants is determined
on the day its last plank is nailed to its body. Ships
Serpent’s Skin are born to be something and that thing alone. Be-
cause of this reason, ships can only gain one arche-
When your ship reaches its 1st level, you realize that it can en- type and advance its levels in that archetype.
dure blows more than other ships would. Your ship’s damage
thresholds increase by 5 and Armor Classes increase by 1.

47
The Glory
After you and your crew won a battle or overcame a challenge, ing, gaining 25% speed for a number of turns equal to their
it is time to have the glory. This section is about leveling up Strength modifier (minimum 1).
your crew in a special level system and having them deploying This tradition can be stacked up to three times, with its
useful traditions with the time you spend together. Also, the recharge becoming 5-6 on second and 4-6 on the third time it
reputation system and what benefits it brings are provided. is stacked.
Devastating Boarding. Members of your crew deal an addition-
al 2 (1d4) damage on a successful attack with their first attack
Crew Level Up on an enemy crew during boarding.
Dominating Boarding. Members of your crew add 1d4 to their
attack roll in their first attack to an enemy crew during board-
Just as the characters gain XP according to the ing.
Challenge Rating of their encounters, the crew can Loyalty over Plunder. The crew is more loyal to you and they
hold twice as much without wage or plunder.
gain XP and perhaps a level according to the Battle Orderly Plunder. Your crew secretes less of the treasure they
Rating of their encounter. Your crew’s Battle Rating find to themselves and thus you find 20% more coins to share.
is also increased by 1 when they gain a crew level. Rampage. Your ship deals an additional 11 (2d10) bludgeoning
You can find more information about battle rating damage when it makes a ram attack, the bludgeoning damage
in The Battle section of this book. resulting from its own ram attack decreases by 5 (1d10).
Rally (Recharge 6). As a bonus action, you shout encourage-
ment to your crew. Your crew immediately makes a saving
For simplicity, the crew does not follow the same XP throw against a being frightened with advantage.
and level up principles of the regular rules. Instead, This tradition can be stacked up to three times, with its
they level up each time they reach 100 XP, and gain XP recharge becoming 5-6 on second and 4-6 on the third time it
according to the following table: is stacked.
Rowing Marathon. Your crew becomes used to row the oars for
Challenge XP Gained
a long time, rather than just for landing or battle. By making
them row for the hour or for a part of the day, you increase
your ship’s speed per hour by 30% and speed per day by 20%.
Easy Battle 10 XP Seawolves. Your crew has seen long voyages on the sea without
land, and they are 50% less subject to attrition due to hunger,
Normal Battle 20 XP
thirst or disease.
Hard Battle 40 XP Stormborn. The crew makes its Strength and Dexterity saving
throws to not be thrown out to the sea during storms with
Deadly Battle 80 XP advantage. The navigator does not have disadvantage on its
Wisdom (Survival) checks to navigate the ship. This tradition
Easy Battle. The opposing force’s Battle Rating is half or less of is especially useful to deploy battles in the storm where your
that of your crew. crew has these advantages and the enemy does not.
Normal Battle. The opposing force’s Battle Rating is roughly
equal to that of your crew.
Hard Battle. The opposing force’s Battle Rating is higher than Losing Crew Traditions
that of your crew.
Deadly Battle. The opposing force’s Battle Rating is roughly If more than half of your crew is slain in a battle, your crew
twice the rating of your crew. has the risk of losing its traditions. Roll 1d100, if the result is
less than 25%, your crew loses its traditions and levels. This
percentage increases by 5% for each 5% (round down) more of
Crew Traditions your crew is slain above half.
The same rules apply if you are replacing members of
your crew. If you replace half of your crew members within a
Over time, the crew of a ship develops traditions with months month, you must roll 1d100 and see the outcome according to
or years of sailing together. They learn each other’s habits and the rules stated above.
create methods that they can execute. When your crew gains a
new level, you can unlock a Crew Tradition. Common tradi-
tions of crews in Svilland are listed below:

At the Double! (Recharge 6). As a bonus action, you shout an


order to your crew. The rowers make a burst in their row-

48
Reputation Defeat raiders who sacked a village. +1 The Avenger

When you voyage on the sea, surviving through adventures Defeat raiders who sack trade ships and
The Warden
caravans +1
and battles, you start to gain a reputation as a captain. Repu-
tation can provide you special titles, and the glory it brings is
very important for warriors on the land and sea alike. Svil-
The
lander cultures revolve around the glory of their individuals, Defeat raiders more than 3 times. +3 Lawmaker
and social consideration of whether a warrior is worthy of
Valhalla.
Often, you gain reputation and relevant titles by achieving Slay a monster whose CR is between 5 The Chimera
something for the first time. Achieving something over and and 10
+1 Slayer
over for a number of times can enhance the title you have
regarding the challenge. On the other hand, your failure may
result in you losing a title of relevance. The following are the Slay a monster whose CR is between 11 The Giant
and 15
+2 Slayer
list of example gains in reputation and their possible titles:

Reputation Slay a monster whose CR is between 15 The Wyrm


Achievement Example Title and 21
+3 Slayer
Gain

Become victorious the first time against


+1
The Warband Benefits of
an army or crew of yours’ strength Chief
Reputation
Become victorious the first time against The
an army or crew stronger than yours +2 Champion
When you gain a reputation, it shows its benefits while you are
gathering crew or maintaining their morale. Those in power
Become victorious over five or more The
and nobility also make a note of the warriors whose reputation
battles against armies or crews of yours’ +3 Undefeated is considerably high. If your reputation is more than 5, you
strength
may be summoned by chiefs and jarls. If it is more than 10, you
may be summoned to aid a monarch in his or her deeds.
Become victorious over five or more
The
battles against armies or crews stronger +4 Undefeatable
than yours Ruler’s Summoning

The nature of what nobles would ask of you may be depending


Discover a land that is not commonly The Horizon on the titles you have. If you developed a reputation for slay-
known +1 Rider
ing monsters, they may ask you to get rid of a monster that is
troubling a settlement. For example, if you developed a repu-
Discover a land that is not known The tation for defeating raiders, you may be asked to protect some
+2 Discoverer regions of a noble’s domain. If you are notorious, resulting
from raids and sacks, you may be asked to join a Vikingr fleet
to raid an enemy’s settlement or trade, on the other hand,
Make your first successful raid on a village +1 The Raider
a noble may start a manhunt against you if it was his or her
assets that were sacked by you.

Make your first successful raid on a town +3 The Wrath Eager Recruits

Another benefit of you and your crew’s high reputation is to


The
Make your first successful raid on a city +5 find the recruits in towns and cities more eager to join your
Conqueror
ranks. Once per month, you can add your reputation score
to the result of the die roll you make for recruiting new crew
Make more than 3 successful raids on
+3 The Dread members. Refer to The Crew section for gathering the crew.
settlements For example, your reputation is 3 and you are recruiting
vikingr in a city. You rolled the 1d8 die and the result is 5. This
Sack more than two trade ships or cara- number is how many vikingr you normally were able to find to
+1 The Pirate
vans join your ranks. Yet, you add your reputation score and recruit
8 vikingr instead of 5. Your recruitment cannot go above the
maximum possible result in a die roll. Meaning that you can-

49
not recruit 11 vikingr if your die result was 8 in the example.
However, with especially high reputation, Dungeon Master
BARD’S INSPIRATION
may decide that the news of your recruitment has spread to
nearby towns or cities. In such a case, you can choose to wait
longer and recruit from the pools of nearby settlements as Bards spread the stories and glories of reputable
well. How much of these recruitment pools will be available to warriors. Reputation of a chief is partially become
you is at Dungeon Master’s discretion. known thanks to the stories bards tell in inns and
For crew that depend on a percentage die, you add your taverns around Svilland. Additionally, bards can
reputation score x 5 as bonus to your percentage roll. For enhance the emotions and eagerness of people to
example, you are trying to recruit a runewalker in a town. By do a certain task, such as joining your crew. If you
default, your result has to be 50% or above to find a runewalk- have a bard among your ranks, it can use one of
er to join your ranks. Yet, by adding your reputation score x its bardic inspiration die to increase your recruit-
5, you add 15% to that percentage. Now you only need to pass ment. Just add the result of the bardic inspiration
35% to recruit the runewalker. If you manage to come down die as if you were adding your reputation score.
to 0% with the reputation bonus, you automatically recruit 1
runewalker, without having to roll the percentage die.

The Land
Dockyard (place)
Kingdoms and Cities
Dockyard is the main settlement of shipwrights as well as crew
looking for ships. It is cheaper here to build ships. Additional-
Longships and navies are an important part of kingdoms, their ly, more members can be recruited to the crew.
cultures, and politics. Each kingdom has a different viewpoint Shipwrights. Because there are many shipwrights here, the
on their fleet voyaging on the seas of Aegir. Naturally, a chief competition drives the prices down. Building and buying ships
should take into account the cultural and other differences are 10% cheaper.
while recruiting crew or building ships. Each kingdom and Looking for Crew. Sailors and warriors from all around the
one of their cities have advantageous and disadvantageous kingdom come here for a crew to join. 25% more members can
features according to their circumstances. be recruited from the crew types.
Registry and Records. Dockyard is under the direct supervision
Green Lights of the East (Kingdom) of the crown and military. All ships built or bought here are
registered into records, and it is impossible for a chief to buy
Green Lights of the East is a vast kingdom, with the highest or order ships that would increase the fleet size to what is
stability among the three. It can provide conscripts to a ship’s permitted to that chief by the nobility.
crew, willing to take wages rather than plunder. It also har-
bors more runewalkers and gothis. On the other hand, author- Alsvartr (Kingdom)
ity and law are more strict here, making it harder for a chief to
create a fleet that is forbidden in terms of size. Alsvartr is a war-struck kingdom. It is more chaotic and in
Conscript Mariners. The crew from Green Lights of the East vain than others. Naturally, this situation shows itself on the
who are looking for a ship have a background as army con- matters that a chief of a fleet would be interested in. Although
scribes. They are easier to persuade for wages rather than the crew gathered from Alsvartr are battle-hardened, they
plunder, and thus you make your Charisma (Persuasion) have a tendency to break their oaths more easily. This is
checks with advantage for keeping plunder to yourself. because of the chaos of the civil war between the king and his
Religion and Magic. As a kingdom with more stability and uncle.
prosperity, gothis and runewalkers are more plentiful in War-hardened Crew. War in the kingdom has caused many
Green Lights of the East. Installing Sacred Carvings on your warriors to join it at some point, and many folks have seen the
ship is 20% cheaper. bloodshed of battle. The crew you recruit have proficiency in
Stricter Authority. Green Lights of the East have a more cen- their Wisdom and Constitution saves and can use it against
tralized authority and rulers keep their warriors in a shorter being frightened or other conditions.
leash. Persuading nobility for increasing your fleet size is Warbands. Potential recruits in Alsvartr often have a history
harder, you make your Charisma (Persuasion) checks with together as a warband. If you are recruiting more than half of
disadvantage to do so. Also, there is a greater chance that you your crew from Alsvartr, they come with a crew level 1 and
would be hunted for being a rouge fleet if you don’t take the consequently 1 crew tradition. Your Dungeon Master may
nobility’s consent. wish to roll for randomizing for which tradition they have.
Oath Breakers. The war in their own nation has caused many

50
warriors of Alsvartr to change sides over and over. The crew power of coin that is even above that of the gods. Here, a chief
you recruit are more prone to treachery if you do not provide can find everything that is needed for the crew and the fleet.
their wages or plunder, or both. Their morale decrease by an Shipwrights provide ship upgrades for cheaper.
additional 2 points in those actions. Masterful Shipwrights. Nyrstadir has shipwright masters who
excel on ship upgrades. Purchasing ship upgrades here are
Endkleistra (cıty) 20% cheaper.
Legitimacy of Gold. It is possible to purchase nearly everything
Endkleistra is the capital of Gudrick. It is a city of mud, wood- in this city, which includes records for a fleet. For the right
en houses, and war. It is also famous for its eager, bloodthirsty amount at Dungeon Master’s discretion, a chief can make a
crew recruits from the arena, as well as military ships being rogue fleet legal.
sold for replacement. A chief has to be careful though, as the Fees and Inflation. Maerin has an entrance fee of 5 silver for
city is the base of Gudrick’s navy, which also supervises the each person who wishes to enter. On top of that, this fee and
coasts against rogue fleets. other taxes make the prices of goods go up. Any ships or
Retired Ships. Gudrick takes good care of his navy’s growth, addons (except upgrades) are 20% more expensive (deducted
which means some ships from the fleet often are retired to be from Nionaem’s cheaper ships).
replaced by bigger ones. The retired ships are then sold in the
shipwrights. Here, a chief can purchase ships of a higher level
with only 10% cost difference.
What To Do On Land
Thunderfall Arena. Endkleistra has a tradition of arena com-
bat. As much as criminals on trial by combat, many warriors Vikingr and sailors are thought as if they spend nearly all of
join the arena for glory. Many of these warriors are eager to their time on the sea. However, they actually spend most of
prove themselves as a vikingr as well. The dice for recruiting their time on the land for reasons of leisure and necessity. The
crew types are increased by one (CR 0 crew type die is unaf- land is where one spends the plunder, comes back to the fam-
fected, CR 1/8 crew die becomes 2d20, and crew types with ily, and shares the stories of glory in taverns. It is also where
number 1 are increased to 2). the ships get into maintenance, and are harbored to pass the
Military Base. The city has the Gudrick’s navy harbored with- cold and stormy times of winter. The things a chief needs to
in. Naturally, it is a very dangerous place for a rogue fleet. A consider for the land are mentioned here.
chief of a rogue fleet has to find interesting ways and tricks to
not get into trouble. Leaving some of the fleet some distance Harboring the Fleet
behind is not an option, because the navy makes patrols.
Winters of Svilland are ruthless. Storms sweep the seas, cold
Nionaem (kıngdom) and ice makes it very hard for the crew to survive. Thus, chiefs
pull their fleets to harbors when the winter comes. Some
Nionaem is the kingdom of Aegir. Their culture revolves chiefs are brave enough to voyage in winter times, but it takes
around naval traditions and superiority. Building or purchas- a strong ship and a veteran crew to do so. In any case, sailing
ing ships here is cheaper and much faster. Additionally, as The on the seas during winter means attrition of the crew and
Prophet of Aegir rules this land, folks say ships of Nionaem abrasion of the ships.
are blessed by Aegir, coming in higher levels than ships from Many ports agree to harbor fleets for a rent. Depending on
other kingdoms. On the other hand, Nionaem is very fanatical the location, size, and crowdedness of the port, the rent costs
about its naval affairs. A chief who is not a follower of Aegir 1 silver to 1 gold per week for each ship.
may find it hard to create a fleet here.
Naval Tradition. Nionaem has made shipwrighting their tradi- Maintenance
tion. Ship prices are 25% cheaper and it takes 40% less time to
construct them. Ships wear and tear during voyages. They require yearly
Aegir’s Blessing. Ships from Nionaem are said to be blessed by maintenance to keep their shape. Often chiefs order their
Aegir. Ships that are bought from or built in Nionaem start ships’ maintenance during the fleet’s harbor period. Generally,
as level 1, and they gain 25% more experience. The prices of a ship’s maintenance costs roughly 5% of its value, including
higher-level ships are calculated as 1 level cheaper. upgrades and equipment addons.
The Prophet’s Law. Although Nionaem partially permits the
faiths on deities other than Aegir, they don’t permit it for Leisure and Entertainment
sailors and vikingr. If someone is known for not being the
devoted follower of Aegir, they are forbidden by The Prophet A fleet’s crew is for voyage and battle. Yet, they are often more
from possessing any ships or gathering any crew. Additionally, eager for telling about their glory, and spending the plunder
gothis of Aegir have a special ritual that can discern lies on on booze or other things. A chief must plan frequent visits to
this matter, except by unsavory means of Odin, Loki or similar towns and cities for the crew to feel better about themselves
deities of trickery. and their work. Port time increases the morale of the crew as
well, which described in The Crew (p.37) section.
Maerin (cıty)

Maerin is a city of Nionaem known for its trade, and for the

51
the Sea
The sea itself is a complete beast of its own as sailors are well Light Fog. Creatures under the light fog have disadvantage on
aware. It can reward them with plunder as well as break ships their Wisdom (Perception) checks to see after 100 feet, and
down and drown their crew. A captain must keep an eye on Navigator’s Tools checks to navigate. Line of sight decreases to
the waters and skies at all times, and must not forget to make one mile.
sacrifices to keep the beast happy. Moreover, an experienced Heavy Fog. Creatures under the light fog have disadvantage
captain knows that using the sea to his or her advantage is on their Wisdom (Perception) checks to see after 30 feet, and
key (and sometimes perhaps the only key) to victory in many Navigator’s Tools checks to navigate. Line of sight decreases to
battles. 300 feet.

The Weather Storm

Storms can occur as described in the Dungeons and Dragons


The weather conditions such as wind, fog and rain effect nav- 5th Edition. During a storm, the ship takes 1d10 water dam-
igation as well as naval combat deeply. Storms can consume age at the end of each round. The crew and the navigator also
whole fleets if they are caught off their guard. As a Dungeon make their Profession (Sailing) checks to move their ship in
Master, you can determine the weather conditions according the desired direction with disadvantage. There are a number
to the randomization rules described in Dungeons and Drag- of conditions that occur during storms:
ons 5th Edition. The weather conditions and their effects are Carrying waves. On a failed check to move the ship, it moves
listed below: slightly off its course by 30 degrees left or right.
No Wind. The ship will not move and the crew must rely solely Moving against the waves. A ship that is moving against the
on oars to voyage. waves have its oarsing speed halved. It can go backwards by 30
Low Wind. Movement speeds by sail are halved. feet on a failed check to move the ship.
Normal Wind. Movement speeds by sail are normal. Rogue waves (Recharge 6). The rogue wave is a wave that ap-
High Wind. Movement speeds by sail are doubled. pears out of nowhere and hits the ship. There is a 50% chance
Light Rain. Chances of catching fire resulting from fire damage that a rogue wave appears on one of the sides of the ship. The
is decreased by 10%, and the chances of a fire spreading to navigator must make a DC 15 Profession (Sailing) check to turn
nearby space is decreased by 20%. the ship towards the wave to be affected less by it. If the wave
Heavy Rain. Chances of catching fire resulting from fire dam- hits the ship from the bow or stern, it deals 22 (4d10) water
age is decreased by 25%, and the chances of a fire spreading is damage, if it hits from any of the sides, it deals 44 (8d10) water
decreased by 50%. The ship takes 5 (1d10) water damage at the damage.
end of each round. Whirlpool. A whirlpool can appear during storms at the Dun-
geon Master’s discretion or resulting from a random encoun-
Fog ter at sea as described in Dungeons and Dragons 5th Edition.
The navigator must succeed on a DC 13 Profession (Sailing)
If there is rain and no wind, there is a chance that an area will check or get caught by it. If caught, the rowers or sailors
become foggy. Fog obscures line of sight and causes mishaps in must succeed on a DC 15 Profession (Sailing) check to break
navigation. Chances of fog are described as following: free from it. On its outer circle, the whirlpool deals 22 (4d10)
bludgeoning damage to all of the ship’s parts on each round
Changes of the ship remains there. At the center, the damage becomes 44
Fog Light Fog Heavy Fog (8d10) and the DC to escape becomes 20.

Ice
Other conditions with Low Wind 10% 5%
Some regions may be covered with ice and glaciers. A ship can
Light Rain and No Wind 25% 10%
voyage through thin ice without an icebreaker but its speed
is halved. On thick ice, only a ship that has an icebreaker can
Heavy Rain and No Wind 50% 25% voyage (at half speed) and a ship without it takes 22 (4d10)
bludgeoning damage to its bow from the crush.

48
Extinguishing the Flames
Hazards
A crew member can attempt to extinguish the flames by using
a water bucket and making a DC 15 Dexterity check as its ac-
There are two lethal hazards for a ship in combat, fire and tions. Another crew member can aid the extinguisher, provid-
water breach. Fire can burn down the ship to ashes or a water ing an advantage to the ability check.
breach can cause the ship to sink if left unattended. Game
mechanics for these hazards are explained below. Water Breach

Fire If a hit inflicted on the ship is a critical, there is a 50% chance


that it tears a hole on the planks (75% chance if it is bludg-
Normal Fire Damage. If the ship takes any kind of fire damage, eoning damage). If water is leaking from any part of the ship,
the possibility percentage of a fire breaking out is equal to the it deals 1d10 water damage to the part. Leaking water fills a
fire damage in percentages. This is the case for both mun- 5-foot square on the deck per breach on each round.
dane attacks such as fire arrows, and magical attacks such as a Water damage is a special type of damage that affects only
fireball. ships. When a ship takes water damage, simply subtract it
Alchemist’s Fire. Alchemist’s Fire is exceptional at starting from the remaining hit points of the deck. If the deck is down
fires. The possibility percentage of fire breaking out resulting to 0 hit points, the ship sinks.
from the damage of an exploded alchemist’s fire is fire damage For example, the deck of a ship has 56 hit points remaining,
x 3. if there are breaches and the deck takes no damage from any
other source but water, it sinks when it takes the 56 water
When a fire breaks out, it ignites one 5-foot square. If the per- damage.
centage is more than a hundred, it automatically ignites the
damaged part of the ship, and the remaining percentage is the Pouring Out the Water
chances that another part of the ship is ignited.
For example, if the possibility of fire is 140%, one part automatically A crew member can pour out water using a water bucket. To
ignites, and another part may ignite if you roll 40% or lower on a do so, it has to fill the bucket from the breach and make a
1d100. Movement to one of the sides in order to pour it into the sea.
A member pours the water heals the deck from 1d10 water
fıre on deck! damage each time.
Damage
Because the water damage is reversible by pouring it out,
and Source Fire Breakout Spreading as a Dungeon Master you may wish to keep a record of water
damage separately for a ship. Even though the water damage
adds to the overall damage, only water damage is “healed”
4 fire damage alchemist’s fire 20% 0% when the water is poured out.
32 fire damage fire arrow hit 64% 10% Clogging The Breach
56 fire damage fireball 100% 12% A crew member can attempt to clog the breach using cloth and
sealing wax on its sailor’s pack. To do so, the member must
When a fire starts, the ship’s part on fire takes 1d10 fire dam- succeed on a DC 13 Intelligence (Carpenter’s Tools) check. If
age at the start of each one of its turns the fire continues. two members are working on the same breach, one of them
makes the check but with Advantage. Clogging a breach takes
one full turn, the crew member(s) cannot use Bonus action nor
it can make its Movement on that turn when clogging.

The Battle
Simulating a combat with tens of creatures is not an easy thing For this purpose, there is the Battle Rating. It takes into ac-
to do as a Dungeon Master. Such a battle is quite complex with count the strength of soldiers as a whole, rather than indi-
many statistics to keep in mind, and it is quite slow because vidual creatures. This calculation is actually simpler than CR
of the turn-base of all the individual creatures. To make the calculation of an encounter, as it does not take into account
combat faster and simpler, you can use the rules provided in any multipliers depending on the number of creatures.
this section. Battle Rating of an army or crew is calculated just like the
crew capacity CR Reserve calculated in The Crew (p.37) section:
Challenge Rating of individual creatures are added together to
Battle Rating form their Battle Rating. For example, a unit of 8 commoners
(CR 1/8) has a BR of 1, just as a unit of 2 thegner (CR 1/2).
Having a naval or land battle with tens of soldiers require a As a Dungeon Master while creating encounters, you can
different sort of evaluation of combat than Challenge Rating. just provide a gap between the Battle Ratings of the party’s

53
army and the enemy army, and then use the gap between the massive damage.
two Battle Ratings for your regular Challenge Rating calcula- For example, runewalker in your group casted a 7th level
tions. For example, your 4 players are level 4 and they have a fireball on the unit of commoners. It dealt 42 fire damage to
crew with a BR of 10. You can oppose them with an army of BR the unit of commoners. This would eliminate 10 of them (40
6 and add creatures for having your CR 4. hit points, equals 10 times 4) and wound 1 additional (the
Likewise, you can count the CR your players want to face as remaining 2 damage).
the battle rating of the party, and add it to the battle rating of Yet, the formation can change how and if the damage
your players’ side. dealt to which creatures. Following the example above, the
commoners were in a formation of a thin line: They were
adjacent to each other side by side with 5-foot spaces. With its
Crew As Units 40 feet diameter, the sphere can affect only 8 creatures, not
11 of them. Thus, the runewalker has slain 8 creatures and the
You can treat your crew as an individual unit of varied stat unit’s hit points is decreased by 32 rather than 42.
blocks. Meaning that a crew of 40 commoners would act like a
single commoner, and the 5 guards would act like another unit Ranged Weapons
of a single guard in terms of rules and dice rolls.
To do so, you simply multiply the Hit Points of a single In melee combat, attacking unit make one attack roll with
creature by the number of the group. In the example above, a its weapon representing the whole unit. It deals damage on
unit of 40 commoners would have 160 hit points (4 multiplied a successful attack and does not deal damage on a failed one.
by 40). Any damage they deal is also multiplied by the group’s The failure represents the strikes of creatures were fended off
size. In the same example, on a successful hit the unit of com- by the defenders.
moner would deal 80 bludgeoning damage. Yet, it is not feasible to treat a volley of arrows coming
from 40 archers the same way. With a failed ranged attack, the
Damage and Death possibility of not a single arrow has met the flesh is quite low.
In order to overcome this, you can treat volleys of arrows as if
When a unit takes damage, you calculate the remaining hit they are areas of effect. You can do so in two ways;
points as usual, but then you determine how many of them You can let the archers make their attack roll and deal half
are slain as a result of the damage by looking at how many the damage even on a failed hit, or you can completely treat it
individual hit points are decreased from the unit’s hit points. as an area of effect and require the defenders to make a Dex-
For example, if the unit of commoners above took 37 damage, terity saving throw against a DC equal to 8 + unit’s Dexterity
9 of them is slain (36 as 9 times 4) and one of them is hurt with modifier + unit’s proficiency bonus. Defenders would take
3 hit points remaining (the remaining 1 damage). half damage on a successful saving throw
A unit counts as a creature when determining the initiative If the number of attacks made by the archers is less than
and turn order in an encounter. Simply roll its initiative as if it half of the number of defenders, then you can count it as an
was one creature and place it in the ranking of turns just like attack and declare no damage on a failed attack roll.
you would any other creature or character. You can also count
a unit as a Lair Action turn and roll initiative between units to Formations
rank them within the Lair Action turn.

Unit Size Their captains or commanders can order the soldiers to get
into formation. Yet, if your group is not playing purely stra-
tegic in terms of units, you can leave the formations loose in
Even if a creature is capable of dealing massive amounts of your head as a Dungeon Master. You can reason the vagueness
damage, its number of strikes is mostly limited. For example, a of formation as the chaos of battle and only consider them
5-people unit of berserkers can deal 45 slashing damage to the when an event such as the area of effect explained above
40-people unit of commoners. This would mean the berserkers happens.
have slain 11 commoners (44 hit points, equals 11 times 4) and If you and your players want to go tactical, there are a num-
wounded an additional commoner (the remaining 1 damage). ber of general formations that are deployed in battles:
Yet, the unit of berserkers are able to make 5 attacks, not 10. Default Formation. The creatures in the unit are adjacent spac-
Thus, in such a situation you can count 5 commoners are dead, es to each other forming a square or a rectangle.
not 11. Loose Formation. The creatures in the unit are in spaces with
one 5-foot space empty in between the rows and columns of a
Area of Effects square or rectangle.
Line Formation. A rectangle formation that is made of only a
number of rows and thus it is a very thin rectangle.
The situation is slightly different for damage that is inflicted Column Formation. Same as line formation but the unit is fac-
by area of effects. A fireball blasting on a 20-foot-radius sphere ing their short line rather than their long line.
can engulf many soldiers of a unit in flames. In the cases of Wing Formation. A triangle formation that is aimed to break
area of effects, you have to look at the space the unit occupies into enemy lines and confront as much of them as possible.
in order to find out how many of them might be slain by the Wing formations tend to convert into default or loose forma-

54
tion in a prolonged fight. So you can treat this formation as a order would apply to a battle on a ship in the middle of the
default or loose formation charge that has 1.5 times the capac- sea. In the history of the Vikings and the realm of Svilland, it
ity of a default or loose formation’s killing blow. applies the same way.
Commanders and soldiers in Svilland approach to the battle
Formation and Killing Blows of fleets the same way they approach to the battle of armies.
They simply use their ships as individual units, such as a
Even if there is enough creatures to deal enough killing blows longship of warriors, a longship of archers and so on, and they
to the enemy unit. Formations may prevent it from being the deploy them as such. They board each others’ ships and try
case. In formation fights, the number of killing blows is limited to defeat the enemy crew, treating their ships as platforms to
to the number of creatures at the front of an attacking unit’s fight on the sea. Thus, you can apply the same rules to battles
formation, as well as the number of creatures at the front of on the sea.
the defending unit’s formation.
For example, the -now veteran- unit of 40 commoners are in Ordering Your Crew
a column formation and only 4 commoners are facing the ene-
my formation. The commoners attack and deal 80 bludgeoning In battle, orders are predetermined sentences that aim for ef-
damage to the enemy commoners in front. This would mean fectiveness with least number of words possible. Thus, you can
20 enemy commoners are slain (80 as 20 times 4). Yet, only use your Bonus Action to give orders to your units.
the 4 men in the front are capable of delivering a killing blow
with their single attack on that round. Thus, they only slain 4 Allocating Your Crew To Work
of the enemy commoners, and the enemy unit’s hit points is
decreased by 16 rather than 80. Fighting may be required to win the battle, but the ship has
many other tasks for it to function and survive. These tasks
Simplifying can be even dearer than fighting the enemy.
You should allocate your crew members to tasks by taking
Dice Rolls the Required Crew section in the ship stat blocks into account.
For example, if Movement: Oars of a ship requires 12 crew
From the relationship of formation and killing blows explained members, allocating 12 members there would let you move
above, you may have got the hint that the damage of a whole your ship in best conditions with oars.
unit may not need to be multiplied with their number. You can It is a strategic move to eliminate crew members that are
simply roll the damage dice for the number of creatures in the working on important tasks. On the other hand, you too may
formation that are able to deliver a killing blow to the enemy. find yourself in a position where some of your crew members
Continuing with the example above, rather than rolling who are working on an important task are slain by the enemy
40d4s for the damage output of 40 commoners. You can simply and the task is not done properly. In these situations, you can
roll 4d4s representing the damage dealt by the front line. order a crew member who is doing something else (fighting,
probably) to go to that task.
Naval Battles On your ship sheet, you and your Dungeon Master can keep
track of tasks and crew allocations.

Up to this point, all the aspects of units and formations may


seem logical to you, but you would be wondering how such an

Crew and Ships


In this section, different types of crew members and details of
longships are described. You can refer to this section for the Crew Members
stat blocks of both.
Please keep in mind that some of the examples given in
The Crew section, such as shieldmaiden and faction elites are Here are the crew member types with their descriptions
not provided here. You can find them in Svilland Campaign and stat blocks. There are crew members for each challenge
Setting. rating given in The Crew (p.37) section.

FLOTNAR
other creatures

Also, you can use creatures from other sources Flotnars are seafarers. Their profession is sailing and are
as crew members as well, making use of which- experienced with workings of a ship. On the other hand, they
ever creature fits your game. are not trained for combat, thus perform poorly and nervously
in battle.
It is best to have flotnars as operating crew members rather
than putting them among the warriors of the ship.

55
DRENG

Flotnar Dreng means young warrior or warrior recruit in most Svil-


Medium humanoid (any race), any alignment lander languages. In Westris, however, it means wild blooded.
Dreng are eager youth who have passed their initial battles
Armor Class 11
Hit Points 4 (1d8) and are not braver in combat. They know they have taken a
Speed 30 ft. huge step to become a glorious warrior.
Because of their youth, they fight wildly as Westri suggest.
STR DEX CON INT WIS CHA They have seen enough battles to learn not to be scared by
10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) them, but they did not see enough slaughters to be sick of
Skills Acrobatics +3, Athletics +2, Navigator’s Tools +2, Percep- them like some older warriors.
tion +2, Vehicles (Water) +2
Senses passive Perception 12
Languages One among Austris, Mithal, or Mithal
Challenge 0 (10 XP) Dreng
Medium humanoid (any race), any alignment

ACTIONS Armor Class 12 (Leather)


Hit Points 18 (4d8)
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
Speed 30 ft.
2 (1d4) bludgeoning damage.
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 10 (+0)

Skills Acrobatics +3, Athletics +5, Navigator’s Tools +4, Percep-


tion +3, Vehicles (Water) +4
AESKA Senses passive Perception 13
Languages One among Austris, Mithal, or Mithal
Challenge 1/4 (50 XP)
Aeska means youth in Svillander languages and they are
young folks recruited for fighting on deck. They are taken Vigilant Attacker. The dreng has advantage on its initiative
among flotnar who want to follow a raider’s path, and start to roll when boarding an opponent ship or when encountering an
be trained by warriors with more experience. enemy group of humanoids.
Although fighters, the aeska are not used to fighting. They
are only slightly braver and tougher than flotnar. Most crews ACTIONS
use them as reserve fighters, protected by those who are more Hand Axe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
experienced in battle. Hit: 4 (1d6 + 1) slashing damage.
Still, many aeska die during their first or second battle.
Those who survive this deadly process, continue their path to
become a dreng.

THEGN

Aeska Thegn are warriors who have the experience of enough battles
Medium humanoid (any race), any alignment as a dreng. They start to lose their eagerness for battle, but
Armor Class 12 (Leather)
they gain the ability to defend themselves better and thus not
Hit Points 9 (2d8) get killed outright.
Speed 30 ft. In most of the ships, the thegn makes the backbone of a
fighting crew. They are the most crowded group on a longship.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 10 (+0)

Skills Acrobatics +3, Athletics +2, Navigator’s Tools +2, Percep-


tion +3, Vehicles (Water) +2 Thegn
Senses passive Perception 13 Medium humanoid (any race), any alignment
Languages One among Austris, Mithal, or Mithal
Challenge 1/8 (25 XP) Armor Class 13 (Leather)
Hit Points 27 (6d8)
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 14 (+2) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
Hit: 3 (1d4 + 1) piercing damage.
Skills Acrobatics +3, Athletics +6, Navigator’s Tools +4, Percep-
tion +3, Vehicles (Water) +4
Senses passive Perception 13
56
Languages One among Austris, Mithal, or Mithal Shield Wall. The vikingr forms a shield wall with at least one
Challenge 1/2 (100 XP) other creature with the same feature adjacent to it. When it
does, both the vikingr and creatures in front attacking it make
Vigilant Attacker. The dreng has advantage on its initiative their attacks with disadvantage. Additionally, it gains half
roll when boarding an opponent ship or when encountering an cover against ranged attacks and spells coming from the front
enemy group of humanoids. of the shield wall.

ACTIONS
Hand Axe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.
BERSERKR

Berserkir are veteran vikingar who have shown extraordinary


VIKINGR finesse and gained considerable glory in battle. They are the
champions among Svillander warriors.
Vikingar are the tough, seasoned warriors who have spent Although named berserkr, they do not possess the powers
their youth training and fighting on the deck. Their name of Berserkr barbarians. They are still considered to be wearing
means sea raiders, or raiding in Svillander languages. As it the skin of bears because of their famous strength and tough-
suggests, they make excellent warrior crew on the deck and ness.
raiders on the shore.
A warrior must prove itself enough to be counted as a vi-
kingr. Although there are many who raid shores on longships,
vikingr is a title of proven finesse, bravery, and sometimes Berserkr
cruelty. Medium humanoid (any race), any alignment
Most of the ships that are set to fight and raid have a Armor Class 16 (Studded Leather and Shield)
number of vikingar on their decks. A ship without a vikingr is Hit Points 60 (11d8 + 11)
not quite considered to be a battleship. On the prestigious or Speed 30 ft.
experienced longships, their number is considerably higher.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Strength +6, Constitution +4


Skills Acrobatics +3, Athletics +9, Navigator’s Tools +6, Percep-
Vikingr tion +3, Vehicles (Water) +6
Medium humanoid (any race), any alignment Senses passive Perception 13
Armor Class 15 (Leather and Shield) Languages One among Austris, Mithal, or Mithal
Hit Points 49 (9d8 + 9) Challenge 2 (450 XP)
Speed 30 ft.
Defense. While wearing armor, the berserkr adds 1 to its AC
STR DEX CON INT WIS CHA (included in the AC).
16 (+3) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Discouraging Shout (2/day). When the berserkr makes a suc-
Saving Throws Strength +6, Constitution +4 cessful attack to a creature, it can make a discouraging shout
Skills Acrobatics +3, Athletics +9, Navigator’s Tools +6, Percep- and the creatures within 30 feet of it must succeed on a DC 13
tion +3, Vehicles (Water) +6 Wisdom saving throw or become frightened until the end of
their next turn.
Senses passive Perception 13
Languages One among Austris, Mithal, or Mithal Second Wind (1/day). The berserkr can use its bonus action to
Challenge 1 (200 XP) regain 16 (1d10 + 11) hit points.
Defense. While wearing armor, the vikingr adds 1 to its AC
(included in the AC). ACTIONS
Multiattack. The berserkr makes two attacks with its battle
Discouraging Shout (2/day). When the vikingr makes a suc- axe.
cessful attack to a creature, it can make a discouraging shout
and the creatures within 30 feet of it must succeed on a DC 13 Bastard Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Wisdom saving throw or become frightened until the end of target. Hit: 7 (1d8 + 3) slashing damage.
their next turn.
Shield Wall. The berserkr forms a shield wall with at least one
Second Wind (1/day). The vikingr can use its bonus action to other creature with the same feature adjacent to it. When it
regain 14 (1d10 + 9) hit points. does, both the berserkr and creatures in front attacking it
make their attacks with disadvantage. Additionally, it gains
half cover against ranged attacks and spells coming from the
ACTIONS front of the shield wall.
Battle Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.

57
HUSKARL Rally Brethren. The huskarl can use its Second Wind on an ally
within 30 feet of it.
Huskarl are warriors devoted to noble houses, jarls and mon-
archs. They are often trained under their houses since their REACTIONS
youth. Because of this, they are well skilled and armed to fight Rally Brethren. The huskarl can use its Second Wind to make a
and protect their masters. Constitution saving throw in place of an ally.
To have huskarl among the ranks of the crew is an indicator
of either noble blood or prestige for the ship’s chief. Houses
order some of their huskarls to serve under their young nobles
adventuring to make its name.
On the other hand, houses can also lend or give such war- GOTHI
riors to those they seem worthy for their name and cause.
Sometimes, even the monarch demands the houses to provide Gothi are priests and priestesses of gods and goddesses. They
huskarls to prestigious chieves, to symbolize the kingdom’s channel the power of their deity through prayers and faith.
consent for the services of the chief. They are people of importance in Svillander societies.
Seafarers and vikingr are very superstitious folks. They are
very cautious of the omens the gods present while they are
voyaging on the seas. Because on Svilland seas, wrath of a god
Huskarl can quickly mean drowning and death.
Medium humanoid (any race), any alignment
Having a gothi on the deck can be both necessary and advan-
Armor Class 16 (Ring Mail and Shield) tageous for a longship’s chief. Favors from gods can protect
Hit Points 84 (13d8 + 26) the ship from wrathful storms, and can turn the tides in many
Speed 30 ft. battles.
STR DEX CON INT WIS CHA
18 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Strength +6, Constitution +4


Skills Acrobatics +3, Athletics +9, Navigator’s Tools +6, Percep- Gothi
tion +3, Vehicles (Water) +6 Medium humanoid (any race), any alignment
Senses passive Perception 13
Languages One among Austris, Mithal, or Mithal Armor Class 14 (Studded Leather)
Challenge 3 (700 XP) Hit Points 31 (7d8)
Speed 30 ft.
Defense. While wearing armor, the huskarl adds 1 to its AC STR DEX CON INT WIS CHA
(included in the AC).
10 (+0) 14 (+2) 11 (+0) 14 (+2) 16 (+3) 12 (+1)
Discouraging Shout (2/day). When the huskarl makes a suc- Skills Insight +6, Religion +5
cessful attack to a creature, it can make a discouraging shout
Senses passive Perception 17
and the creatures within 30 feet of it must succeed on a DC 13
Wisdom saving throw or become frightened until the end of Languages any two languages
their next turn. Challenge 4 (1,100 XP)

Second Wind (1/day). The huskarl can use its bonus action to Spellcasting. The gothi is a 7th-level spell caster. Its spellcast-
regain 18 (1d10 + 13) hit points. ing ability is Wisdom (spell save DC 14, +6 to hit with spell
attacks). The gothi has the following spells prepared:
ACTIONS Cantrips (at will): guidance, mending, resistance, sacred flame
Multiattack. The huskarl makes two attacks with its battle axe.
1st level (4 slots): bolt of watery death*, cure wounds, protection
from evil and good
Bastard Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage. 2nd level (3 slots): blindness/deafness, hold person, web

Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar- 3rd level (3 slots): bestow curse, mass healing word, water walk
get. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a Me-
dium or smaller creature, it must succeed on a DC 15 Strength 4th level (1 slot): control water
saving throw or be knocked prone.
ACTIONS
Shield Wall. The huskarl forms a shield wall with at least one
other creature with the Shield Wall feature adjacent to it. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
When it does, it makes its attacks with disadvantage but any Hit: 4 (1d4 + 2) piercing damage.
creature in front of the vikingr attacking it also makes its
attacks with disadvantage. Additionally, it gains half cover
against ranged attacks and spells coming from the front of the
shield wall.

58
RUNEWALKER Ships and Battle Rating

Runewalkers are mystics who cast spells through runes Battle rating of the ships take into account that there is the
of Odin. They can have the runes scribed on paper, woven required number of crew members (each lower than CR 1)
through their mind, or carved on their bodies. They can cast operating the ship.
powerful spells through their understanding of the runes. Thus, do not add the Battle Rating of crew members that
Not many runewalkers agree to come on board. Most of are lower than CR 1 to the Battle Rating until their number
them belong to certain organizations, or have their special exceed the required crew.
agendas that should be taken care of. On the other hand, battle rating of the ships assume that
Crews and fleets that have runewalkers among their ranks the ship is fully operational. If crew members are less than the
are very prestigious, and they are often told in rumors and required amount, subtract 1 battle rating from that of the ship
tales. Chieves think twice before engaging with those who for each 2 crew members missing.
have runewalkers on the deck.
Cargo Weight

Ships have three thresholds for cargo weight. The weigh


Runewalker depicted as max means the ship can only move at a maximum
Medium humanoid (any race), any alignment of 1/4th of its normal speed, half means the ship can move at
a maximum of 1/2th of its normal speed, and safe means the
Armor Class 12 (15 with mage armor)
ship can move on its normal speed.
Hit Points 40 (9d8)
Speed 30 ft.
Any speed bonuses resulting from the wind or a plentiful
number of rowers are added on top of this maximum available
STR DEX CON INT WIS CHA speed.
10 (+0) 15 (+2) 11 (+0) 18 (+4) 12 (+1) 11 (+0)

Saving Throws Intelligence +8, Wisdom +5


Skills Arcana +8, History +8
Senses passive Perception 11
Languages any four languages
Challenge 6 (2,300 XP)

Spellcasting. The runewalker is a 9th-level spell caster. Its


spellcasting ability is Intelligence (spell save DC 16, +8 to hit
with spell attacks). The runewalker has the following spells
prepared:

Cantrips (at will): firebolt, rune of call rain, rune of campfire, rune
of sure grip

1st level (4 slots): detect magic, mage armor, rune of bonfire, rune
of cellar cold

2nd level (3 slots): misty step, rune of running, rune of stormsailor

3rd level (3 slots): counter spell, fireball, fly

4th level (1 slot): black tentacles, greater invisibility, resilient


sphere

5th level (1 slots): rune of ice spikes

ACTIONS
Saex. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.

Ships

Details of the ships and their stat blocks are described here.
You can also find their ship plans next to them. For larger ship
plans, please look at the end of this book.

49
Drakkar (Dragon Longship) Control: Steering Oars
Gargantuan vehicle (120 ft. by 30 ft.) Crew Required 2
Crew Required 26 Armor Class 16
Crew Maximum 36 (without addons) Hit Points 50
Cargo Weight 20 tons max, 10 tons half, 5 tons safe
Travel Pace 5 miles per hour (121 miles per day) Move up to the speed of one of its movement components,
with one 45-degree turn. If the steering oars are destroyed,
STR DEX CON INT WIS CHA the ship’s turning radius is halved with oars and it cannot
20 (+5) 6(-2) 17 (+3) 0 0 0 turn with sails.

Damage Vulnerabilities Fire


Movement: Sails
Damage Resistances Cold, Lightning, Slashing from Non-
magical Weapons Crew Required 4
Damage Immunities poison, psychic Armor Class 12
Condition Immunities blinded, charmed, deafened, ex- Hit Points 100; –10 ft. speed per 25 damage taken
haustion, frightened, incapacitated, paralyzed, petrified, Locomotion (water) sails, speed 60 ft.; 30 ft. while sailing
poisoned, prone, stunned, unconscious into the wind; 100 ft. while sailing with the wind
Ship Space 2 Large, 2 Small
Battle Rating 18 Movement: Oars

Hull: Deck Crew Required 20


Crew Maximum 30
Armor Class 18 Locomotion (water) oars, speed 20 ft. –5 ft. speed and
Hit Points 425 (damage threshold 20) -5-degree maneuver per 5 of the rowers missing, +5 ft.
speed per 5 rowers added above required crew.
Hull: Bow (Front)
Armor Class 15 Maneuver 30-degree turn with sails, 60-degree turn with
Hit Points 500 (damage threshold 25) sails and oars, 90-degree turn with oars

Combined Movement. Movement of oars and sails are added


Hull: Port Gunnel (Left) together when they are both deployed.
Armor Class 15
Hit Points 350 (damage threshold 20) ACTIONS
On its turn, the drakkar can take multiple actions. It can
Hull: Starboard Gunnel (Right) make its movement, use its weapons, crew unit(s) can
shoot volley(s) and the drakkar can take any or all of the
Armor Class 15
actions listed below, if possible.
Hit Points 350 (damage threshold 20)
Ram. The drakkar crashes directly (with its bow or stern)
Hull: Stern (Back) to another vessel or creature using the steering crew’s
Armor Class 15 Dexterity (Water Vehicles) check as its attack roll, It has
Hit Points 500 (damage threshold 25) advantage on the roll when crashing to a vessel, and
disadvantage when crushing to a creature that is Huge
or smaller. On a successful hit, the crash deals 99 (18d10)
bludgeoning damage to the vessel’s part or creature that
was hit. The drakkar also takes the same damage from the
crash unless it has a Ram (see Ship Addons).

60
Great Skeid (Great Slider) Control: Steering Oars
Gargantuan vehicle (100 ft. by 25 ft.) Crew Required 2
Crew Required 21 Armor Class 16
Crew Maximum 30 (without addons) Hit Points 50
Cargo Weight 15 tons max, 10 tons half, 5 tons safe
Travel Pace 6 miles per hour (145 miles per day) Move up to the speed of one of its movement components,
with one 60-degree turn. If the steering oars are destroyed,
STR DEX CON INT WIS CHA the ship’s turning radius is halved with oars and it cannot
20 (+5) 6(-2) 17 (+3) 0 0 0 turn with sails.

Damage Vulnerabilities Fire


Movement: Sails
Damage Resistances Cold, Lightning, Slashing from Non-
magical Weapons Crew Required 4
Damage Immunities poison, psychic Armor Class 12
Condition Immunities blinded, charmed, deafened, ex- Hit Points 100; –10 ft. speed per 25 damage taken
haustion, frightened, incapacitated, paralyzed, petrified, Locomotion (water) sails, speed 50 ft.; 25 ft. while sailing
poisoned, prone, stunned, unconscious into the wind; 80 ft. while sailing with the wind
Ship Space 1 Large, 1 Small
Battle Rating 15
Movement: Oars
Hull: Deck Crew Required 16
Crew Maximum 24
Armor Class 18
Locomotion (water) oars, speed 20 ft. –5 ft. speed per 4
Hit Points 325 (damage threshold 15)
of the rowers missing, +5ft. speed per 4 crew added above
required crew.
Hull: Bow (Front)
Armor Class 15 Combined Movement. Movement of oars and sails are added
Hit Points 400 (damage threshold 20) together when they are both deployed.

Hull: Port Gunnel (Left) ACTIONS


Armor Class 15 On its turn, the skeid can take multiple actions. It can
Hit Points 250 (damage threshold 15) make its movement, use its weapons, crew unit(s) can
shoot volley(s) and the skeid can take any or all of the
Hull: Starboard Gunnel (Right) actions listed below, if possible.

Armor Class 15 Ram. The skeid crashes directly (with its bow or stern)
Hit Points 250 (damage threshold 15) to another vessel or creature using the steering crew’s
Dexterity (Water Vehicles) check as its attack roll, It has
Hull: Stern (Back) advantage on the roll when crashing to a vessel, and
Armor Class 15 disadvantage when crushing to a creature that is Huge
Hit Points 400 (damage threshold 20) or smaller. On a successful hit, the crash deals 88 (16d10)
bludgeoning damage to the vessel’s part or creature that
was hit. The skeid also takes the same damage from the
crash unless it has a Ram (see Ship Addons).

61
Skeid (Slider) Control: Steering Oars
Gargantuan vehicle (75 ft. by 15 ft.) Crew Required 1
Crew Required 14 Armor Class 16
Crew Maximum 24 (without addons) Hit Points 50
Cargo Weight 10 tons max, 5 tons half, 3 tons safe
Travel Pace 6.6 miles per hour (160 miles per day) Move up to the speed of one of its movement components,
with one 90-degree turn. If the steering oars are destroyed,
STR DEX CON INT WIS CHA the ship’s turning radius is halved with oars and it cannot
20 (+5) 6(-2) 17 (+3) 0 0 0 turn with sails. It also has disadvantage on any related
rolls or checks.
Damage Vulnerabilities Fire
Damage Resistances Cold, Lightning, Slashing from Non-
Movement: Sails
magical Weapons
Damage Immunities poison, psychic Crew Required 2
Condition Immunities blinded, charmed, deafened, ex- Armor Class 12
haustion, frightened, incapacitated, paralyzed, petrified, Hit Points 100; –10 ft. speed per 25 damage taken
poisoned, prone, stunned, unconscious Locomotion (water) sails, speed 60 ft.; 30 ft. while sailing
Ship Space 2 Small into the wind; 100 ft. while sailing with the wind
Battle Rating 12
Movement: Oars
Hull: Deck
Crew Required 12
Armor Class 18 Crew Maximum 20
Hit Points 250 (damage threshold 15) Locomotion (water) oars, speed 20 ft. –5 ft. speed per 3
of the rowers missing, +5ft. speed per 3 crew added above
Hull: Bow (Front) required crew.
Armor Class 15
Hit Points 300 (damage threshold 20) Combined Movement. Movement of oars and sails are added
together when they are both deployed.
Hull: Port Gunnel (Left)
ACTIONS
Armor Class 15 On its turn, the skeid can take multiple actions. It can
Hit Points 200 (damage threshold 15) make its movement, use its weapons, crew unit(s) can
shoot volley(s) and the skeid can take any or all of the
Hull: Starboard Gunnel (Right) actions listed below, if possible.
Armor Class 15
Ram. The skeid crashes directly (with its bow or stern)
Hit Points 200 (damage threshold 15)
to another vessel or creature using the steering crew’s
Dexterity (Water Vehicles) check as its attack roll, It has
Hull: Stern (Back) advantage on the roll when crashing to a vessel, and
Armor Class 15 disadvantage when crushing to a creature that is Huge
Hit Points 300 (damage threshold 20)) or smaller. On a successful hit, the crash deals 77 (14d10)
bludgeoning damage to the vessel’s part or creature that
was hit. The skeid also takes the same damage from the
crash unless it has a Ram (see Ship Addons).

62
Snekkja (Small Longship) Control: Steering Oars
Gargantuan vehicle (55 ft. by 15 ft.) Crew Required 1
Crew Required 11 Armor Class 16
Crew Maximum 15 (without addons) Hit Points 50
Cargo Weight 8 tons max, 4 tons half, 2 tons safe
Travel Pace 7.8 miles per hour (185 miles per day) Move up to the speed of one of its movement components,
with one 90-degree turn. If the steering oars are destroyed,
STR DEX CON INT WIS CHA the ship’s turning radius is halved with oars and it cannot
20 (+5) 6(-2) 17 (+3) 0 0 0 turn with sails.

Damage Vulnerabilities Fire


Movement: Sails
Damage Resistances Cold, Lightning, Slashing from Non-
magical Weapons Crew Required 2
Damage Immunities poison, psychic Armor Class 12
Condition Immunities blinded, charmed, deafened, ex- Hit Points 100; –10 ft. speed per 25 damage taken
haustion, frightened, incapacitated, paralyzed, petrified, Locomotion (water) sails, speed 70 ft.; 35 ft. while sailing
poisoned, prone, stunned, unconscious into the wind; 110 ft. while sailing with the wind
Ship Space 1 Small
Battle Rating 10 Movement: Oars

Hull: Deck Crew Required 8


Crew Maximum 12
Armor Class 18 Locomotion (water) oars, speed 20 ft. –5 ft. speed per 2
Hit Points 215 (damage threshold 15) of the rowers missing, +5ft. speed per 3 crew added above
required crew.
Hull: Bow (Front)
Armor Class 15 Combined Movement. Movement of oars and sails are added
Hit Points 250 (damage threshold 20) together when they are both deployed.

Hull: Port Gunnel (Left) ACTIONS


On its turn, the snekkja can take multiple actions. It can
Armor Class 15 make its movement, use its weapons, crew unit(s) can
Hit Points 175 (damage threshold 15) shoot volley(s) and the snekkja can take any or all of the
actions listed below, if possible.
Hull: Starboard Gunnel (Right)
Ram. The snekkja crashes directly (with its bow or stern)
Armor Class 15
to another vessel or creature using the steering crew’s
Hit Points 175 (damage threshold 15)
Dexterity (Water Vehicles) check as its attack roll, It has
advantage on the roll when crashing to a vessel, and
Hull: Stern (Back) disadvantage when crushing to a creature that is Huge
Armor Class 15 or smaller. On a successful hit, the crash deals 66 (12d10)
Hit Points 250 (damage threshold 20) bludgeoning damage to the vessel’s part or creature that
was hit. The snekkja also takes the same damage from the
crash unless it has a Ram (see Ship Addons).

63
Knarr (Deep Sea Trader) Hull: Stern (Back)
Bulky and clumsy, these ships are made for long voyages in
Armor Class 15
deep seas. They are used for trading, as they have a cargo
Hit Points 150 (damage threshold 15)
capacity that overshadows any other ship.
Gargantuan vehicle (50 ft. by 15 ft.)
Control: Rudder Helm
Crew Required 8
Crew Required 1
Crew Maximum 10 (without addons)
Armor Class 16
Cargo Weight 24 tons max, 15 tons half, 8 tons safe
Hit Points 50 (damage threshold 15)
Travel Pace 5 miles per hour (120 miles per day)

STR DEX CON INT WIS CHA Move up to the speed of one of its movement components,
20 (+5) 6(-2) 17 (+3) 0 0 0 with one 90-degree turn. If the helm is destroyed, the ship
can’t turn.
Damage Vulnerabilities Fire
Damage Resistances Cold, Lightning, Slashing from Non-
Movement: Sails
magical Weapons
Damage Immunities poison, psychic Crew Required 4
Condition Immunities blinded, charmed, deafened, ex- Armor Class 6
haustion, frightened, incapacitated, paralyzed, petrified, Hit Points 100; –10 ft. speed per 25 damage taken
poisoned, prone, stunned, unconscious Locomotion (water) sails, speed 45 ft.; 15 ft. while sailing
Ship Space 1 Small into the wind; 60 ft. while sailing with the wind
Battle Rating 7
Movement: Oars
Hull: Deck
Crew Required 4
Armor Class 18 Crew Maximum 6
Hit Points 175 (damage threshold 15) Locomotion (water) oars, speed 10 ft. –5 ft. speed for each
rower missing, +5ft. speed per 1 crew added above required
Hull: Bow (Front) crew.
Armor Class 15
Hit Points 175 (damage threshold 15)
ACTIONS
Hull: Port Gunnel (Left) On its turn, the knarr can move using its helm. If the long-
ship loses half or more of its crew, it moves at half speed.
Armor Class 15
Hit Points 150 (damage threshold 15) Ram. The knarr crashes directly (with its bow or stern)
to another vessel or creature using the steering crew’s
Hull: Starboard Gunnel (Right) Dexterity (Water Vehicles) check as its attack roll, It has
Armor Class 15 disadvantage when crushing to a creature that is Huge
Hit Points 150 (damage threshold 15) or smaller. On a successful hit, the crash deals 44 (8d10)
bludgeoning damage to the vessel’s part or creature that
was hit. The knarr also takes the same damage from the
crash unless it has a Ram (see Ship Addons).

64
Coastal Knarr Armor Class 15
Bulky and clumsy, these ships are made for long voyages Hit Points 125 (damage threshold 15)
in shallow seas. They are used for trading, as they have a
cargo capacity that overshadows any other ship. Control: Rudder Helm
Gargantuan vehicle (45 ft. by 10 ft.)
Crew Required 1
Crew Required 6 Armor Class 16
Crew Maximum 8 (without addons) Hit Points 50 (damage threshold 15)
Cargo Weight 20 tons max, 10 tons half, 5 tons safe
Travel Pace 5 miles per hour (120 miles per day) Move up to the speed of one of its movement components,
with one 90-degree turn. If the helm is destroyed, the ship
STR DEX CON INT WIS CHA
can’t turn.
20 (+5) 6(-2) 17 (+3) 0 0 0

Damage Vulnerabilities Fire Movement: Sails


Damage Resistances Cold, Lightning, Slashing from Non-
Crew Required 1
magical Weapons
Armor Class 12
Damage Immunities poison, psychic
Hit Points 100; –10 ft. speed per 25 damage taken
Condition Immunities blinded, charmed, deafened, ex-
Locomotion (water) sails, speed 45 ft.; 15 ft. while sailing
haustion, frightened, incapacitated, paralyzed, petrified,
into the wind; 60 ft. while sailing with the wind
poisoned, prone, stunned, unconscious
Ship Space 1 Small
Battle Rating 6 Movement: Oars
Crew Required 4
Hull: Deck Crew Maximum 6
Armor Class 18 Locomotion (water) oars, speed 10 ft. –5 ft. speed for each
Hit Points 150 (damage threshold 15) rower missing, +5ft. speed per 1 crew added above required
crew.
Hull: Bow (Front)
ACTIONS
Armor Class 15
Hit Points 175 (damage threshold 20) On its turn, the coastal knarr can move using its helm. If
the longship loses half or more of its crew, it moves at half
speed
Hull: Port Gunnel (Left)
Armor Class 15 Ram. The knarr crashes directly (with its bow or stern)
Hit Points 125 (damage threshold 15) to another vessel or creature using the steering crew’s
Dexterity (Water Vehicles) check as its attack roll, It has
Hull: Starboard Gunnel (Right) disadvantage when crushing to a creature that is Huge
or smaller. On a successful hit, the crash deals 44 (8d10)
Armor Class 15 bludgeoning damage to the vessel’s part or creature that
Hit Points 125 (damage threshold 15) was hit. The knarr also takes the same damage from the
crash unless it has a Ram (see Ship Addons).
Hull: Stern (Back)

65
Spells
Magic in a region is devised to
make life easier and it is evolved
and The purpose of this section of
the book is to give you detailed
depending on the needs of the magıc ıtems information about the magic used
region by the spellcasters and craft- in the South Sea. While reading, you
ers living there. Since the South Sea will notice that both the spells and magic
is a region of internal conflicts, constant
Chapter items are very useful in terms of surviving
raids, sea battles, a life full of action and mystic Iv life in the South Sea. Also, we tried to provide
forces, the magic of the region reflects all of them. stories and other narratives in the descriptions
While traveling the islands of the South Sea, it is likely of spells and magic items so that they can be a more
possible to encounter vikingrs who navigate their rune- concrete part of your games. By this way, they can be
carved ships, seidrs who summon creatures from the depths integrated more concretely into the game. A part of your
of the seas or gothis commanding air and water in the name of campaigns may rely on finding a magic item or on the effects
Aegir or Ran. of a spell that is not widely known.

spells
Islanders of the South Sea are strong people that can attune Sorcerer SPELLS
to different situations quickly. Throughout their years in the 9th Level
harsh environment of islands, they have developed different 4th Level
Rune of Elemental Destruc-
runic techniques, worshipped more sea related deities, and ex- Pillar of Frost
tion
plored the mystic aspect of sea spirits so that they can survive
in the islands. Because of these reasons, some powers in this 5th Level
seidr SPELLS
section especially focus on travelling, ships, aquatic creatures,
and water spirits. Storm of Lightning
1st Level
Dance of the Wind Spirits 6th Level
GOTHI SPELLS
Rune of Limb Cutter Entombed
2nd Level 3rd Level
Rune of Running
Curse of Ran Rune of Stormsailor Circle of Cold 8th Level
Ice Runner Dark Grave
4th Level 3rd Level Merge with the Ice
Raven’s Veil 9th Level
Ink Wave Rune of Protection
Swirling Snow Glacial Strike
6th Level 5th Level Roar of the Bear King
4th Level
Vortex Rune of Arm Breaker
Tempest
Rune of Deadly Shroud
9th Level Rune of Firecloak
5th Level
Rune of Ice Spikes
Conjure Sea Serpent Eyes of the Water
6th Level Ice Shaper
Ranger SPELLS Soul of the Ice
Rune of Angry Boar
2nd Level Rune of Fatality
6th Level
Lucky Wind Rune of Living Ice
Rune of Passage Embrace of the Ice
RUNEWALKER SPELLS Rune of the Living
Rune of Walking Fire 7th Level
Cantrips (0 Level) Rune of Walking Thunder Frozen Circle
Rune of Camp Fire Prison of Water
7th Level
Rune of Fast Food
Rune of Sure Grip Rune of Relocation
Rune of Spell Bounce 9th Level
1st Level Conjure Sea Serpent
8th Level
Rune of Bone Fire
Rune of Cellar Cold Rune of Forked Lightning
2nd Level Rune of Transportation

66
a terrible curse to the creature you touch. The target’s skin
Spell descriptions transforms into a wet and slippery surface at the moment you
touch, and it dries with time. If the creature does not keep its
skin wet and moisturized, it takes 2d6 necrotic damage at the
CIRCLE OF COLD end of every hour. The curse can be removed with a remove
curse spell within 9 hours. After that, it can only be removed
3rd Level Transmutation by a heal, miracle, or a wish spell within 9 months.
If it dies because of the damage the curse deals or the curse
Casting Time: 1 action
is still active after 9 months, the creature is lost and its spirit
Range: Self
joins the treasures of Ran.
Components: V, S
Duration: Concentration, up to 1 minute
* - seaweed
You emanate an aura of 10 feet radius. Any creature entering
the radius of the aura or ending its turn there takes 1d4 cold DANCE OF THE WIND SPIRITS
damage.
Additionally, an affected creature must succeed on a Con- 1st Level Abjuration
stitution saving throw or its armor and skin becomes more Casting Time: 1 action
brittle because of the cold, taking -2 penalty to its AC. Range: Self
Components: V, S, M *
CONJURE SEA SERPENT Duration: Concentration, up to 1 minute

9th Level Conjuration Spirits of the wind start to dance around you. Your AC increas-
es by 5 as long as you do not inflict damage on any creature. If
Casting Time: 1 round you deal damage to a creature resulting from an action or an
Range: 90 feet attack, the spell ends.
Components:V, S, M *
Duration: Concentration, up to 1 hour * - owl feather

You call forth a sea serpent, one of the most deadly denizens DARK GRAVE
of the seas. This spell can be used by seidrs and gothis of Aegir 8th Level Necromancy
and Ran. This power is only granted to high ranking gothis
and when used, the creature is left to the gothi’s control. How- Casting Time: 1 action
ever, when a seidr reaches to the spirits of the sea and calls Range: 30 feet
for help, it must give a blood sacrifice in return. The sacrifice Components: V, S, M *
must be a medium beast or humanoid. Duration: Concentration, up to 1 minute
The sea serpent is friendly to you and your companions for
the duration. Roll initiative for the sea serpent, which has its You entomb a creature into black ice. Your target makes a
own turns. It obeys any verbal commands that you issue to it Constitution saving throw to shake off the spell’s effects. On a
(no action required by you). If you don’t issue any commands failed save, the creature is covered with black ice completely,
to the serpent, it defends itself from hostile creatures but oth- and takes a level of exhaustion.
erwise takes no action. For every turn the creature stays entombed, it makes an-
If your concentration is broken, the sea serpent doesn’t other Constitution saving throw and on a failed save, it gains
disappear. Instead, you lose control of the serpent, instead, another level of exhaustion. The black ice can be broken to
it becomes hostile toward you and your companions, and it save the creature. It has 100 hit points and 19 AC. When the
might attack. An uncontrolled sea serpent can’t be dismissed black ice is broken or the creature dies within, it disappears.
by you, and it disappears 1 hour after you summoned it. The
DM has the sea serpent’s statistics. * - a piece of black ice worth 150 gp

* - a blood sacrifice is required for seidr spellcasters EMBRACE OF THE ICE


6th Level Transmutation
CURSE OF RAN
Casting Time: 1 action
3rd Level Necromancy Range: Touch
Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: Touch
Components: V, S, M * You call spirits of ice and snow to imbue a creature with their
Duration: Permanent power. An imbued creature is covered with ice blocks and its
AC increases by 2; its weapons are enhanced with ice and the
You make a melee spell attack. On a successful hit, you bestow creature gains +2 bonus on weapon attack rolls, as well as an

67
additional 1d6 cold damage on its weapon attacks. GLACIAL STRIKE
9th Level Evocation
ENTOMBED
6th Level Evocation Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: Instantaneous
Components: V, S, M *
Duration: Concentration, up to 1 minute You choose three targets within range and make separate
ranged spell attacks. On a successful hit, massive blocks of ice
You entomb a creature into deadly ice. Your target makes a start to fall from the air. Each target you hit must make a Con-
Constitution saving throw to shake off the spell’s effects. On a stitution saving throw. On a failed save, the target takes 10d6
failed save, it takes 5d6 cold damage. cold and 10d6 bludgeoning damage and is stunned until the
For every turn the creature stays entombed, it makes an- end of your next turn. On a successful save, the target takes
other Constitution saving throw and on a failed save, it takes the damage but is not stunned.
another 5d6 cold damage. The ice can be broken to save the
creature. It has 90 hit points and 18 AC. When the ice is broken ICE RUNNER
or the creature dies within, it disappears. 3rd Level Transmutation
* - a piece of ice Casting Time: Bonus Action
Range: Touch
EYES OF WATER Components: V, S, DF
5th Level Divination Duration: Concentration, up to 1 minute

Casting Time: 1 minute Creature touched becomes able to move through ice and snow
Range: Self by using its normal speed. If the touched creature ends up in
Components: V, S, M * ice when the spell’s duration ends, it is pushed out of the ice
Duration: Instantaneous from the nearest point.

By the words you say and dances you make, a spirit rises slow- ICE SHAPER
ly from the still water. When you present your offer as the fi- 5th Level Transmutation
nal part of the spell, the spirit starts to answer your questions.
You can ask a question about someone who existed near the Casting Time: 1 action
water, an event happened nearby, or about something related Range: Touch
to the water. Components: V, S, M *
Spirit cannot answer questions whose answers it does not Duration: Concentration, up to 1 hour
know and it only gives answers if the answer lies within the
past 1 month. You transmute a block of ice into another shape of ice. For
According to your attitude against the spirit or the spirit’s example; you can use this spell to reshape the ice covering the
characteristics, it may give direct answers or cryptic messages, roof of the dungeon you are delving to close the door behind
on the DM’s discretion. you. You can shape 20 cubic feet of ice by this way.

At Higher Levels: The spirit can give remember the events of At Higher Levels: Amount of ice transmuted increases by 2
1 week older than 1 month for each slot above 5th. cubic feets for each spell slot used higher than 5th.

* - a thing morally or spiritually important for you or for one of * - a block of ice
your allies
INK WAVE
FROZEN CIRCLE 4th Level Conjuration
7th Level Transmutation
Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: Self Components: V, S, DF
Components: V, S, Duration: Instantaneous
Duration: Concentration, up to 1 minute
You conjure a wave of ink that originates from you. It has
You emanate an aura of 20 feet radius. Any creature entering a width of 5 feet, it moves 30 feet straight and it can move
within the radius of the aura or ending its turn within it takes around corners. The creatures standing on the ink must make
1d8 cold damage. Also, creatures which are hidden by both a Constitution saving throw. A creature takes 6d8 poison
magical or nonmagical ways become visible. damage on a failed save and becomes poisoned until the end of
your next turn, it takes half as much on a successful one.

68
LUCKY WIND area.
2nd Level Divination On a failed save, the creatures stay on top of the pillar. Stay-
ing still on the pillar requires a DC 10 Dexterity (Acrobatics)
Casting Time: Reaction check, however, making actions, attack, or moving while on
Range: Self top needs a DC 15 Acrobatics check.
Components: V, S If a creature is stuck between the pillar and another floor, it
Duration: Instantaneous takes 8d6 points of bludgeoning damage and falls prone.
If a creature falls off the pillar, it takes 4d6 damage bludg-
When you fail an attack roll, ability check or a saving throw, eoning damage.
you can call upon the winds to carry the luck of the realms to The pillar stays until it is melted or broken. It has 60 hit
you. You can reroll the failed roll. points and 14 AC.
VORTEX PRISON OF WATER
6th Level Conjuration 7th Level Abjuration
Casting Time: 1 Action Casting Time: 10 Minutes
Range: 60 feet Range: 30 feet
Components: V, S Components: V, S , M *
Duration: Concentration, up to 1 minute Duration: Until Dispelled
You conjure a deadly vortex that can catch the creatures and A spirit of still water imprisons the target of the spell. Target
batter them for the duration of the spell. The spell creates must be in the water during the casting time. When you finish
a vortex with a length of 60 feet and a radius of 15 feet. The the casting, the spirit of the water takes your target and the
creatures in the area must make a Dexterity (Acrobatics) or chains you have offered, wraps the target with the chains and
a Strength (Athletics) check (whichever they choose) against hides it in the water.
your spell save DC to escape from it. The target becomes incapacitated and unconscious. It can
On a failed check, they become grappled. They can try to breathe underwater and does not die of cold, hunger and dep-
get out of the vortex each turn, and a creature which ends its rivation of sleep since its bodily functions stop.
turn in the vortex takes 6d6 bludgeoning damage. Normal eyes cannot see the prisoner in the water unless the
spirit wills it so. A true sight spell, however, reveals the prison-
At Higher Levels: If you cast this spell using a spell slot of 7th er within the water. The prisoner cannot be interacted in any
level or higher, the damage increases by 1d6 for each slot level ways before it is seen.
above 6th. The spell ends when the effect is dispelled or the chains are
broken.
MERGE WITH THE ICE
3rd Level Transmutation * - a metal chain that worths at least 1000 gp

Casting Time: 1 action RAVEN’S VEIL


Range: Self
Components: V, S , DF 3rd Level Abjuration
Duration: Concentration, up to 1 hour Casting Time: 1 action
You place yourself in an ice block that can contain you and Range: 30 feet
your possessions physically. While inside, you cannot be Components: V, S , M *
harmed by hostile creatures or any harmful effects unless the Duration: Instantaneous
ice is broken. You cannot interact with outside but you can Ravens start to fly around the creature you choose, granting
cast spells on yourself. If the ice block is broken, you take 1d8 half cover to the creature. The creature can choose to resist
damage. The ice can be broken, and it has 45 hit points and 12 the effect of the spell by making a Dexterity saving throw.
AC. At Higher Levels: When you cast this spell using a 4th level
spell slot, the creature gains three-quarters cover, and when a
PILLAR OF FROST
5th level or higher spell slot is used, it gains total cover.
4th Level Conjuration
* - raven feather
Casting Time: 1 action
Range: 30 feet ROAR OF THE BEAR KING
Components: V, S
Duration: Permanent 9th Level Evocation

You designate a point and from this point rises a pillar of frost Casting Time: 1 Minutes
with 10 feet radius and 40 feet height. Creatures standing on Range: 1 mile
the area must make a Dexterity saving throw to step out of the Components: V, S

69
Duration: Concentration, up to 1 minute RUNE OF CELLAR COLD

You create a frightening roar of The Bear King which places 1st Level Abjuration

the purest fear in your enemies’ hearts. Any enemy that can Casting Time: 1 action
you hear you within the range must succeed on a Wisdom Range: Touch
saving throw or it becomes frightened for the duration of your Components: V
concentration. Duration: Concentration, up to 1 minute
RUNE OF ANGRY BOAR You can keep the temperature of a creature or an object you
6th Level Transmutation touch constant even in increasing temperatures and it gains
resistance against fire damage.
Casting Time: 1 action
Range: Touch RUNE OF DEADLY SHROUD
Components: V, S 5th Level Necromancy
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You touch a creature and draw runes of endurance. During the Range: Touch
time the spell is in effect, the creature does not fall uncon- Components: V, S
scious if its hit points drop to 0, instead, it remains on 1 hit Duration: Concentration, up to 1 minute
point.
The creature can choose to resist the effect of the spell by You surround a creature or an object you touch with a foul
making a Constitution saving throw. and greenish cloud of death. Any creature who attacks the tar-
get with a melee weapon or a melee spell attack must succeed
RUNE OF ARM BREAKER on a Constitution saving throw or it becomes poisoned until
5th Level Transmutation the end of its next turn. While poisoned, the creature cannot
regain hit points.
Casting Time: 1 action
Range: Touch RUNE OF ELEMENTAL DESTRUCTION
Components: V, S
9th Level Evocation
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You touch a creature. On its next successful attack with a me-
Range: Self
lee weapon, its attack aims at the arm of the target. The target
Components: V, S
must make a Constitution saving throw or the attacked arm is
Duration: Concentration, up to 1 minute
broken.
You choose one of the elements; cold, fire or lightning. An
RUNE OF Bone Fire elemental rune appears and starts to glow above your head. It
1st Level Abjuration gets brighter and brighter with every passing turn, as it stores
more and more energy.
Casting Time: 1 action The rune stores 3d6 damage of the chosen type on each
Range: Touch round. You can use this stored energy to add damage to any
Components: V spell that deals the chosen type of damage.
Duration: Concentration, up to 1 hour You can use these damage dice by part or as a whole. When
the entire stored damage is used up, the spell ends.
You can protect a creature or an object you touch against cold If you do not use this extra damage within 1 minute, the
weather and it gains resistance against cold damage. rune explodes and you take 30d6 damage of the chosen type.
This damage you take cannot be lowered by any resistance or
RUNE OF CAMPFIRE
immunity.
Abjuration Cantrip
RUNE OF FAST FOOT
Casting Time: 1 action
Range:Self Transmutation Cantrip
Components: V Casting Time: Bonus Action
Duration: 1 hour Range: Self
You reflect your body’s warmth to outside. Living creatures Components: V, S
within 10 feet of you are heated just as they are standing near Duration: Concentration, up to 10 minute
a campfire. Your speed increases by 10 feet.

70
RUNE OF FATALITY 19 or 20.
6th Level Transmutation
At Higher Levels: Duration: Your weapon and spell attacks
Casting Time: 1 Action score a critical hit on a roll of 18-20 when a 7th or higher level
Range: Self spell slot is used.
Components: V, S
Duration: 1 minute RUNE OF LIVING ICE

You cover yourself with the runes of most deadly warriors. 6th Level Conjuration
You deal full damage when you critically hit with a melee Casting Time: 1 Action
weapon attack, ranged weapon attack or with a spell attack. Range: Touch
Components: V, S
RUNE OF FIRECLOAK
Duration: Concentration, up to 1 minute
5th Level Evocation
You create a dynamic snow around 20 feet radius of the target
Casting Time: 1 Action you touch. The spell has the following features:
Range: Touch • The target becomes immune to cold damage.
Components: V, S • The area becomes difficult terrain for creatures hostile
Duration: Concentration, up to 1 Minute both to you and to the target.
• Any spellcaster entering this area must succeed on a DC 10
You surround a creature or an object you touch with flames.
Constitution saving throw to keep concentrating on spells.
Any creature who attacks the target with a melee weapon or
a melee spell attack must succeed on a Dexterity saving throw RUNE OF PASSAGE
or it takes 2d6 fire damage. Flames do not harm surrounding
creatures or objects. 6th Level Transmutation

RUNE OF FORKED LIGHTNING Casting Time: 1 Action


Range: Touch
8th Level Evocation Components: V, S
Duration: Concentration, up to 1 Minute
Casting Time: 1 Action
Range: 60 feet You can open a passage of 30 feet length and 5 feet radius
Components: V, S through crafted doors, walls and windows.
Duration: Instantaneous
RUNE OF PROTECTION
You choose up to 5 targets who are all within 60 feet of you.
You make a single ranged spell attack. You deal 12d8 lightning 3rd Level Abjuration
damage to each target that your attack was successful.
Casting Time: 1 minute
RUNE OF ICY PLATES Range: Touch
Components: V, S , M *
5th Level Evocation Duration: 1 hour
Casting Time: 1 Action This is an expensive protection rune which can be enhanced
Range: Touch with more runic knowledge. It is generally used by rich ship
Components: V, S owners and it has different types of usage which can be ob-
Duration: 1 Minute tained by little twists made while carving the rune on a place
or a creature.
You surround a creature or an object you touch with cold aura.
While casting this spell, you select one of the benefits be-
Any creature who attacks the target with a melee weapon or
low:
a melee spell attack must succeed on a Constitution saving
Protection Against Elements. The target creature or ob-
throw or its speed is halved and it can’t take reactions until
ject gains resistance against cold, fire or lightning damage.
the end of its next turn.
Protection Against Spells. The target creature or object
RUNE OF LIMB CUTTER gains advantage on its saving throws made against spells.
Protection Against Weapons. The target creature or
2nd Level Transmutation object gains resistance against bludgeoning, piercing and
slashing damage from nonmagical attacks.
Casting Time: 1 Action
Range: Self
* - a special ink that is worth at least 250 gp
Components: V, S
Duration: Concentration, up to 1 minute

Your weapon and spell attacks score a critical hit on a roll of

71
RUNE OF RELOCATION
RUNE OF TRANSPORTATION
7th Level Conjuration
8th Level Conjuration
Casting Time: 1 Action
Range: 30 feet Casting Time: 1 Action
Components: V, S Range: 10 feet
Duration: Instantaneous Components: V, S
Duration: Instantaneous
You change your places with another creature. If the target is
not willing, it can make an Intelligence saving throw to resist You teleport up to 8 creatures to a marked location without
the effect. You cannot change places with a creature which error. To mark a location, you must leave an item which you
will not be able to fit into your current place. should have carried for at least 8 hours, or a body part of
yours to the location. The item or body part must still be there
RUNE OF RUNNING at the moment of you cast this spell.
2nd Level Transmutation You can also travel between planes with this spell.

Casting Time: 1 Action RUNE OF WALKING FIRE


Range: Self 6th Level Transmutation
Components: V, S
Duration: Concentration, up to 10 minutes Casting Time: 1 Action
Range: Touch
As you enhance yourself with the runes of speed, your speed Components: V, S
increases by 20 feet. Duration: Concentration, up to 1 minute
RUNE OF SPELL BOUNCE The creature touched gains immunity to fire damage and it
7th Level Abjuration leaves fire in its wake. Objects and creatures within 5 feet of
the target takes 1d6 fire damage.
Casting Time: 1 Action The fire ignites flammable objects that aren’t being worn or
Range: Touch carried.
Components: V, S
Duration: Concentration, up to 1 minutes RUNE OF WALKING THUNDER

When a creature you touch is targeted by a spell of 6th level or 6th Level Transmutation
lower, the spell is reflected back to its caster. Casting Time: 1 Action
When a spell is reflected, the concentration and effect of Range: Touch
this spell ends. You can choose not to reflect the spell as a Components: V, S
reaction. Duration: Concentration, up to 1 minute
RUNE OF STORMSAILOR For the duration of the spell or until your concentration ends,
2nd Level Abjuration the creature touch gains immunity to thunder and lightning
damage, and a fly speed of 60 feet.
Casting Time: 1 round
Range: Touch (1 ship) SOUL OF THE ICE
Components: V, S , M (A chalk worth at least 10 gp, which is 5th Level Transmutation
consumed by the spell)
Duration: Concentration, up to 10 minutes Casting Time: 1 Action
Range: 30 feet
You draw a rune on a ship which makes it easier to operate. Components: V, S , M *
Navigation or carpentry tool checks are made with advantage. Duration: Concentration, up to 10 minutes or up to 1 hour
RUNE OF SURE GRIP You choose a creature within 30 feet and affect its spirit with a
Transmutation Cantrip frozen ember. The creature can make a Charisma saving throw
or it gains immunity to cold damage and vulnerability to fire
Casting Time: 1 Action damage. If the creature is willing, the duration of the spell is 1
Range: Self hour. Otherwise, it is 10 minutes.
Components: V, S
Duration: 1 minutes * - a frozen ember

You draw the runes of war on your hands. As the runes glow,
your grip on your weapon tightens. You cannot be disarmed
for the duration of the spell.

72
STORM OF LIGHTNING move, the effect of the spell moves with you and keeps you at
5th Level Evocation the center of it.

Casting Time: 1 Action TEMPEST


Range: Self 4th Level Evocation
Components: V, S Casting Time: 1 Action
Duration: Concentration, up to 1 minute Range: 100 feet
You call upon the forces of storms and create three bolts of Components: V, S
lightning, each of which can strike a target that you can see Duration: Instantaneous
within 60 feet of you. A target must make a Dexterity saving You cause a storm of ice and snow. They fall from the sky with
throw. It takes 5d10 lightning damage on a failed save, or half a crushing force and cover an area of 40 feet radius. Initial
as much damage on a successful one. storm deals 4d6 cold and 4d6 bludgeoning damage to both
At Higher Levels: When you cast this spell using a spell buildings and creatures in the area.
slot of 6th level or higher, the damage increases by 1d10 for Creatures in the area can make a Dexterity saving throw to
each slot above 5th. not get buried under the snow. On a failed save, they are bur-
ied under the snow and they get disadvantage on their attack
SWIRLING SNOW
rolls and ability checks as long as they are under the snow.
3rd Level Conjuration Getting out of the snow requires 1 full round. Only medium
creatures can be buried under the snow.
Casting Time: 1 Action Ice and snow brought by this spell remains until melted.
Range: Self Instant melting of the snow causes a flood, which requires an
Components: V, S Strength (Athletics) check to not get caught. The DC of the
Duration: Concentration, up to 1 hour Athletics check is equal to your spell save DC. The strength of
Snow swirls around you and creates a thick layer of snowy the flood and its direction is at the Dungeon Master’s discre-
cold air obscuring sight. You gain half cover against the tion.
creatures who are 5 feet away from you, three-quarters cover
against the ones standing at a distance further away. At Higher Levels: Large creatures can be buried when 5th or
Area affecting spells dealing fire damage can dispel the higher, huge creatures can be buried when 8th or higher spell
effects of Swirling Snow only for the area they effect. If you slot is used.

magıc ıtems
Islanders of the South Sea are strong people that can attune While wearing this armor, you always feel like something
to different situations quickly. Throughout their years in the weird is about to happen. When a creature hits you critically,
harsh environment of islands, they have developed different the creature rolls a d20. Then apply the following results:
runic techniques, worshipped more sea related deities, and ex- • If the creature rolls a 1, it becomes paralyzed for 4 turns.
plored the mystic aspect of sea spirits so that they can survive • If the creature rolls 2-10, it is poisoned for 4 turns and
in the islands. Because of these reasons, some powers in this takes 1d10 poison damage.
section especially focus on travelling, ships, aquatic creatures, • If the creature rolls 11-15, it is pushed 20 feet back and
and water spirits. takes 1d10 force damage.
• If the creature rolls 16-20, nothing happens.
armors Oak Chestplate

Armor (plated leather), varies (requires attunement)


Armor Of Leyna
Oak Chestplate can be easily worn inside clothes without being
Armor (leather or studded leather), rare (requires attunement) realized by others. Even if the damage threshold of the thinner
ones is not very high, it could be used by anyone. While town
Normally, armor causes sound even while doing stealthy chiefs are preferring thinner ones, thicker ones are generally
moves however the way this armor is made makes it silent. preferred by rangers who wander in Islands.
Armor Of Leyna is generally preferred by bandits and assassins. • Thin Oak Chestplate (uncommon): While wearing this armor,
While wearing this item, you gain the following benefits: you have resistance to slashing damage from nonmagical
• You have a +1 bonus to AC. weapons and poison damage.
• You have advantage to your Dexterity(Stealth) rolls. • Thick Oak Chestplate (rare): While wearing this armor, you
have resistance to bludgeoning and slashing damage from
Armor of Mischief nonmagical weapons and poison damage.
Armor (light or medium hide), very rare (requires attunement)

73
Sea Serpent Scale Armor Curse. By resurrecting you, the ring bestows The Curse
of The Serpent upon you. You can’t be resurrected again in
Armor (lamellae), very rare (requires attunement) anyway. You are now vulnerable against the necrotic damage
Sea Serpent’s Armor can be found in shore markets or in big but immune to frightened effects as you saw death and
cities as it is made from powerful sea creatures’ skin. This returned from it. Remove curse spell does not lift this curse.
armor can protect you from both cold or dry weather. It also
boosts swimming abilities. While wearing this item, you gain Ring Of Heighten Senses
the following benefits:
Ring, rare (requires attunement)
• You have resistance to cold damage.
• You can breathe underwater. This ring is designed to help people who can’t see or hear well.
• You have advantage on Dexterity saving throws you make However, hunters also use it in night hunts. Ring Of Heighten
while in the sea. Senses recalibrates your senses and makes you realize your
• You gain swim speed equal to your normal speed. surroundings.
• You have +4 bonus to your Wisdom(Perception) checks.
Shield of Brotna • You can roll a d20 once per long rest. If you roll a 16 or
above you gain Darkvision for an hour.
Armor (round shield), uncommon (requires attunement)

This shield is designed to break or crush things like wooden Ring Of Munkr
structures. It is usually used to break barricades in battles.
Ring, uncommon
While wearing this item, you gain the following benefits:
• You can easily crush non-magical wooden objects. They say it is cheating to wear a Ring of Munkr in a fist fight
• You can stab the top of Shield of Brotna to a wooden or a because it makes your fist just like a metal right before you
softer surface as an action. In this case, you can use it to punch someone with your ring wearing hand. While wearing
gain half-cover. this ring, you gain the following benefit:
• You have +2 bonus on your damage rolls you make with an
Skeletal Shield unarmed strike.

Armor (round shield), very rare (requires attunement)


STAVES
This shield is made from the bones of animals and humanoids.
To keep the bones intact, furs and skins of some bigger
creatures are used. People may be irritated if you carry this
shield around them. While wearing this item, you gain the Staff of the West
following benefits:
Staff, uncommon (requires attunement by a sorcerer)
• You can choose to counter a spell targeting you as a
reaction. After you use this ability, Skeletal Shield loses all This is a staff made by sorcerers for other sorcerers. While
its powers until the next dawn. wielding this item, you gain the following benefits:
• You have disadvantage on your Charisma(Persuasion) • You have +1 bonus to AC.
rolls. • You can cast a 1st level spell from your spell list without
• You have resistance to necrotic damage. expending a spell slot once per day.

Staff of the Seas


rings
Staff, legendary (requires attunement)

This staff is used by a raid leader who was also a magician.


Ring Of Feigr Her crew always admired her because she can manipulate the
waves in order to save them in dire situations. However, the
Ring, legendary (requires attunement) sea is a deadly place even if you can control it. Now the staff is
somewhere in the South Sea and it is rumored that it still lays
This ring is shaped like an ouroboros decorated with within the arms of the captain. While wielding this staff, you
diamonds. It represents Jormungandr, The World Serpent. gain the following benefits:
Even some say that it is a piece of Serpent’s teeth. While • The staff has three charges. By expanding a charge, you
wearing this ring, you gain the following benefits: can cast one of the eyes of water, prison of water, tempest, or
• You have resistance to radiant damage. vortex spells. The staff regains 1 charge at each dawn or it
• If you die while wearing the ring, the ouroboros starts regains all the expanded charges if you are on the seas at
to eat its own tail until it completely devours itself dawn.
and ripping your finger off. As a result, Ring of Feigr is
destroyed and you are brought back to life as if you have
finished a long rest.

74
Skeletal Bow
WANDS
Weapon (yew longbow or longbow), varies (requires attunement)

Skeletal Bows have very variants and all of them deal bonus
Wand of Stormcaller
damage to creatures whose type’s bone was used while
Wand, very rare (requires attunement) crafting the bow. For example, a wolf bone shortbow is more
effective on wolves.
This wand has 7 charges. While holding it, you can use an • Bone Longbow (uncommon) deals an additional 1d6 necrotic
action to spend 2 of its charges to cast the storm of lightning damage to the creatures specified above.
spell. Also you can use any spells that deals thunder and/or • Bone Yew Longbow (rare) deals an additional 2d6 necrotic
lightning damage, up to the 5th level (excluding cantrips) by damage to the creatures specified above
spending charges equals the level of the spell you want to cast. Additionally, you gain advantage on your ranged weapon
The wand regains 1d6 + 1 expended charges daily at dawn. attacks made with this weapon against that creature.
If you expend the wand’s last charge, roll a d20. If you roll
3 or lower, the wand becomes a lightning bolt and shoots off Bone Slayer
from your hand in the direction you are facing. It uses your
spellcasting ability, deals damage as the spell indicates and the Weapon (mace), rare (requires attunement)
wand is destroyed afterwards.
First of these maces were crafted by a necromancer and the
core of the mace contains bone dust produced from the ones
WEAPONS who died in the hands of the necromancer.
• The weapon attacks you make with this weapon deals an
additional 2d4 necrotic damage.
• You can charge the mace as an action. Your next attack
Ashen Razor
made with the mace within 1 minute deals an additional 5
Weapon (dagger), uncommon (requires attunement) necrotic damage.

This is a dagger that was forged in ashes and blessed for hunts Hyred’ War Axe, Godslayer
and generally is used by rangers of the South Sea.
• When there is a creature within 50 feet of you whose Weapon (svillander axe), legendary (requires attunement)
type is the same as the last creature you killed, Ashen
Hyred was a woman who lost her daughter at a young age, and
Razor radiates dim light in 5 feet radius. If that creature is
she rebelled against the gods and goddesses of Svilland due to
your favored enemy, Ashen Razor radiates bright light in
her loss. It is said that she crafted a weapon, Godslayer, to get
a 10 feet radius and you deal an additional 1d4 piercing
her daughter back from them. While wielding this weapon,
damage with the dagger.
you gain the following benefits:
• You ignore all damage resistances of alles, gothis, and
Blade That Senses the Danger
gods (although it is not known that the last one is real or a
Weapon (any sword), rare (requires attunement) speculation).
• When a hostile alle or a hostile gothi casts a spell within
Once owned by a great thief, now the sword is a great treasure 100 feet of you, you gain +4 bonus on your attack and
for thieves. This blade is crafted to alert you against any damage rolls you make with this weapon until the end of
threat. When a creature within 30 feet of you becomes hostile your next turn.
against you, the blade vibrates. Also, you can’t be surprised as
long as you are wielding this weapon. Kraken’s Needle

Blinder Weapon (pike), very rare(requires attunement)

Weapon (dagger), rare (requires attunement) Kraken’s Needle is a special half-jotunn made pike. It is longer
than a normal spear and the back of the pike is wrapped with
Blinder is a dagger that has a little but sharp tip which suits cloth and rope to make it easily useful in wet areas. It can also
an eye socket perfectly. A group of Balder’s followers uses this be attached to a ship by the hole at the back of the spear even
weapon to make people who are ignorant to their beliefs blind. after it is sticked into a creature.
• You have a +1 bonus to attack and damage rolls made this While wielding this weapon, you gain the following benefits:
magic weapon. • You have resistance to lightning damage.
• As a bonus action, you can choose to manifest the Blinder. • You have advantage on your attack rolls against any
If you do so, the dagger shines and every creature creature who lives in water.
adjacent to you makes a DC 15 Constitution saving throw. • You can cast feather fall spell twice and find the path spell
On a failed save, a creature becomes blinded for 1d4 turns. once. You regain any expended uses when you finish a
long rest.

75
Shadow Slicer course every god offers a different kind of redemption in their
own perspective.
Weapon (whip), rare (requires attunement) • The Soulkeeper Sickle deals radiant damage instead of
Shadow Slicer is a shadowy looking pitch black whip. The slashing damage.
weapon reflects no shadow on the ground and it is rumored • If you are about to fall from your deities’ path, you can
that Shadow Slicer harms more at night. thrust this weapon to your chest and roll a d100. If you
• You deal an additional 1d4 slashing damage with the roll 90 or higher, you are granted another chance. If you
attacks you make with this weapon during nights. roll 89 or lower, you are killed and taken by your deity.
• You deal an additional 2 slashing damage to good aligned
creatures with the attacks you make with this weapon. Twin Razors of the Wind (Dual Wield)
• If a good aligned creature tries to wield this item, it must
Weapon (any swords), very rare (requires attunement)
make a DC 18 Constitution saving throw or it takes 1d6
necrotic damage at each turn it keeps holding the whip. A weapon master has watched the wind through all of her
life and forged the Twin Razors of the Wind to fight like the
Skold Axe wind. These dual swords must be 100 feet within each other
to activate its powers or else they are just Sword +1. While
Weapon (svillander axe), very rare(requires attunement) wielding these swords, you gain the following benefits:
This axe once used by a warlord to protect his village against • You can cast Haste spell once per day.
evil creatures. The warlord died for his people so they • When you deal a critical damage to a creature with Twin
organised a worthy funeral ceremony for their beloved leader. Razors of the Wind, sword casts Gust of Wind spell.
The axe of the warlord was standing beside him during this
ceremony. Days after the ceremony, people came to the grave Windcarrier
of the warlord. Skold Axe was stolen and there was a note left
Weapon (any sword), uncommon (requires attunement)
behind.
”Someone has to keep fighting.” This sword can push your opponent back with a strong blast of
While wielding this item, you gain the following benefits: wind. It has a silver hilt shaped like wings. While wielding this
• You can use protection from evil and good spell once per item, you gain the following benefits:
long rest. • When you deal damage with this weapon, roll a d20. If you
• You have +3 bonus to your initiative. roll 19 or 20 and the target is Large or smaller, the target
• Your Charisma score increases by 1, to a maximum of 21. is pushed back 10 feets with a blast of wind.
• You point the sword towards a target within 15 feet of you
Skull Krusher and a blast of wind is shot from the tip of the sword. The
target must make a DC 18 Dexterity saving throw or it is
Weapon (mace), uncommon (requires attunement) pushed 20 feet back. You can use this ability twice and any
The head of the mace resembles an oval-shaped skull. expended uses are regained at dawn.
• When you hit critically with this weapon, the weapon
tries aiming head and deals an additional 1d6 bludgeoning WONDROUS ITEMS
damage.

Spear of Rupture

Weapon (spear), very rare (requires attunement) Armwraps of The Slave

The spear is used by hunters to hunt down special animals Wondrous item, very rare (requires attunement)
without revealing themselves. While wielding this item, you
gain the following benefits: While wearing this item, you gain the following benefits:
• You have a +2 bonus to attack and damage rolls made with • You have advantage on the attack rolls of your unarmed
this weapon. strikes.
• You have +5 bonus to damage rolls against living beasts • When you make a Strength check you make against a
made with this weapon. grapple or restrain, you have advantage on your roll.
• The spear returns to your hand after you make a ranged Curse. This item is cursed. When you try to unequip this
weapon attack with it. item, armwraps become tighter and deals 1d6 bludgeoning
damage. When you try to remove it 5 times, it becomes so
The Soulkeeper Sickle tight that you can’t feel your hands. At 6th time, Armwraps of
the Slave break your bones and tears off your hands. This curse
Weapon (sickle), rare (requires attunement) can only be removed by remove curse spell.

People believe that when a life is taken with The Soulkeeper


Sickle, gods will offer redemption for the creature’s soul. Of

76
Black Ice Wristband Caster Fur Coat regains +1 AC at every dawn (max +2).

Wondrous item, legendary (requires attunement) Dag’s Horseshoe Boots


Black Ice Wristband is a metal wristband with a small black ice
Wondrous item, rare
socket on it. The socket is generally in a hidden place. Just like
the chestplate, it reflects effects. Dag The Wanderer was one of the most well-known traders
• You have resistance to cold damage. in Svilland and the South Sea. When he passed away, people
• Black Ice Wristband has 6 charges and by expending the learned that he had placed some horseshoes under his boots.
same amount of charges as the level of the spell targeted After this, other traders started to craft and sell horseshoe
you, you can reflect it back to its caster. placed boots having carved runes on it. While wearing this
item, you gain the following benefits:
Boots of Nauhitz • If you try to barter with someone, you have advantage on
your rolls.
Wondrous item, rare (requires attunement) • Your speed is 40 feet.
These boots are the perfect tools to hide in shadows or stalk • These boots leave a horseshoe shaped pattern in the
your prey in silence. They are made from a black leather and ground.
dark furs.
• You have +2 bonus on your Stealth checks. Glove of Draugrs
• Boots of Nauhitz have 3 charges. By expending one, you can
Wondrous item, uncommon (requires attunement)
prevent every sound you will make for 1 minute or if you
are in a dark place, the creatures within 60 feet of you Glove of Draugrs is made from thick leather and fur to prevent
automatically fail their Perception checks they make to cold. However, the wearer suffers from internal cold damage
notice you. Boots of Nauhitz regains all of its charges next as it feels like dead inside, especially while fighting against
dawn. draugrs.
• You have resistance to cold damage.
Bowl of NiFLheim Curse. This item is cursed. When you kill an undead creature
while wearing this item, you become cursed with the curse
Wondrous item, uncommon (requires attunement) of revenge. Curse of revenge deals 2d6 necrotic damage to you
This glass bowl contains a magical fog. When you open the every time you kill an undead creature. Even if you take off
bowl, this fog covers the area. this item, the curse is not lifted. A remove curse spell removes
• Fog cloud is cast when it is opened and the fog moves with the curse.
the bowl. You can use this ability once and the bowl is
refilled at dawn. Handwraps of Light Fingers

Wondrous item, uncommon


Call Weapon Amulet
Handwraps of Light Fingers are used by Light Fingers in the
Wondrous item, uncommon (requires attunement) town of Dockyard. They are a small crime organisation that
As a bonus action, you touch the amulet by expending 1 makes money on small robberies and petty crimes.
charge and a random simple weapon appears on your other • You have advantage on Dexterity (Sleight of Hand) checks.
hand. If you drop the weapon from your hand, it disappears.
Call Weapon Amulet has 3 charges and regains all of its Necklace of Diversion
charges when you finish a long rest.
Wondrous item, uncommon (requires attunement)
To determine the random weapon, you can roll a 1d4.
1. A svardstav It hides any type of armor that you are wearing and creatures
2. A saex see you as if you are wearing a basic piece of clothing. This
3. A mace causes creatures to attack you with disadvantage on the first
4. An axe attack they make.

Caster Fur Coat Pouch of Aegir’s Wealth

Wondrous item, very rare (requires attunement by a spellcaster) Wondrous item, very rare
This robe is decorated with blessed leathers and furs taken A pouch that creates gold from thin air. When you put 100
from animals. If you are a spellcaster, you have +2 bonus to AC gold pieces in the pouch, 1 more gold piece appears in the
while wearing this armor. pouch each dawn. If you put 1000 gold pieces, you will get 10
Additionally, you can regain a spell slot of 6th level or lower more gold pieces each dawn and so on.
by reducing the bonus AC the robe is providing by 1. The
bonus AC remains as decreased until the next dawn.

77
Skeletal Helmet

Wondrous item, uncommon (requires attunement)

Skeletal Helmet is a helmet that is made from a skull


strengthened with iron and covered with leather and fur.
It can be made from deer, goat, bear, horse, wolf, skulls. In
addition, some people use human skull instead of animals’.
Users of such armor are not welcomed in many places in
Svilland.
• You have +1 bonus to your AC.
• If the helmet is made from a human skull, it becomes
a rare item. While wearing it, you gain immunity to
frightened.

Skeletal Waistband

Wondrous item, rare (requires attunement)

Skeletal Waistband is made from rib cages strengthened with


iron. Using this kind of equipment in daily life is usually a
taboo in Svilland.
• You have resistance to necrotic damage.
• If you die wearing this item, you can’t be raised as an
undead.

The Fluty Pipe

Wondrous item, uncommon (requires attunement)

The Fluty Pipe is generally used by bards. The smoke of the


pipe can be shaped according to the story the bard is telling.
It amazes the listeners and they feel the emotions told in the
story.
• You have +2 bonus to your Perform checks.
• Listeners can feel the emotions of the story.

Wyrmscale Eye Patch

Wondrous item, very rare (requires attunement)

It is an eyepatch made from wyrms’ eyelids and because of this


reason, it is quite expensive. As long as you are wearing this
item, your sight is slightly restored even if you are blind or
have only one eye. There are three types of these eyepatches:
• Ormr Eye Patch: You have resistance to fire damage. You
can sense the presence of giants within 100 feet of you.
• Nadr Eye Patch: You have resistance to poison damage.You
can sense the presence of undeads within 100 feet of you.
• Linnormr Eye Patch: You have resistance to lightning
damage.You can sense the presence of beasts within 100
feet of you.
Although you can sense the direction, you cannot sense their
numbers or other qualities.

78
monsters,
friends and
foes
Chapter
v

MONSTERS
BÛHEFNAR
(WYLD HORROR)

Once sentinels of the forests and friends of Vanir, these


creatures lost everything when the Aesir conquered Svilland.
They searched and prayed endlessly to find a way to get their
revenge, and Hel answered.
Bûhefnar are human shaped monsters but their body is
covered with dark vines instead of skin. They have
long arms that sometimes touch the ground. Their
head is an animal skull and generally it is a goat
skull. They can stab themselves with totems and
leave them in their body.
Bûhefnars make havens in deep forests or
caves with vegetation and wildlife. When one
sets up its haven, it starts circling around the
territory at night to mark it. Then, a bûhefnar
starts hunting, often humanoids. Bûhefnars
use their hunt for food or some forms of
primal Vanir rituals.
Although their numbers are few,
these creatures are significantly powerful.
Usually when one marks a territory, folks
even bring it sacrifices so that it leaves
the rest of them alone for a while. There
are even some cults formed to worship
the Bûhefnar as sorts of demigods.

79
Buhefnar growth, ray of enfeeblement, vampiric touch
Large fey, neutral evil 4/day each: blight, cloudkill, confusion, ice storm
3/day each: antilife shell, contagion, tree stride
Armor Class 18 (Natural Armor) 2/day each: conjure fey, wall of thorns
Hit Points 241 (21d10 + 126) 1/day each: storm of vengeance
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The bûhefnar makes three claw attacks.
23 (+6) 9 (-1) 22 (+6) 14 (+6) 18 (+4) 14 (+2)
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:
Saving Throws Strength +12, Constitution +12, Wisdom +10 22 (3d10 +6) slashing damage.
Skills Arcana +8, Nature +8, Religion +8, Survival +10
Damage Resistances lightning; bludgeoning, piercing, Swarming Vines. Creatures on a 30 feet line must make a DC
slashing from nonmagical weapons 18 Dexterity saving throw. On a failed save, vines entwine the
Damage Immunities necrotic, poison creature, deal 45 (10d8) bludgeoning damage and the creature
Condition Immunities frightened, paralyzed, poisoned becomes restrained. On a successful save, it takes half damage
Senses darkvision 60 ft., passive Perception 14 and does not become restrained.
Languages Austris (Common), Hellic, Vanaris Restrained creatures take 18 (4d8) bludgeoning damage for
Challenge 17 (18,000 XP) each turn they remain restrained. They can try to break free
by succeeding on a DC 19 Strength saving throw at the start of
Divine Intervention of Hel (1/week). The bûhefnar can use each one of their turns.
cleric class feature, divine intervention. If it does so, Hel
intervenes automatically.
LEGENDARY ACTIONS
Magic Attacks. The bûhefnar’s natural weapons are magical. The bûhefnar can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Magic Resistance. The bûhefnar has advantage on saving at a time and only at the end of another creature’s turn. The
throws against spells, spell-like abilities, and other magical bûhefnar regains spent legendary actions at the start of its
effects. turn.

Regeneration. The bûhefnar regains 10 hit points at the start of Move. The bûhefnar takes an additional movement.
its every turn.
Summon Hel Beast (Costs 2 Actions). The bûhefnar summons
Totem Walk. The bûhefnar can leave its mark on a carved a hel beast dire wolf (CR 2) in an unoccupied space within 30
totem and can teleport between totems with its movement, feet of it. Hel Beast initiates its turn right after the bûhefnar’s
given they are not far away from each other for more than 250 turn.
feet.
Miasma Horror Effect (Costs 3 Actions). The bûhefnar blows a
Innate Spellcasting. The bûhefnar’s spellcasting ability breath of brownish fog that affects an area of 20 feet sphere.
is Wisdom (spell save DC 18, +10 to hit with spells). It can Any creature in the area must succeed on a DC 19 Constitution
innately cast the following spells: saving throws or nightmarish visions surround it, inflict 33
At will: druidcraft, misty step (6d10) psychic damage and making it frightened until the end
5/day each: dispel magic, entangle, faerie fire, hold person, plant of its next turn.

74
Draugr of Depths

Swallowed by the sea after their boats were


wrecked in battle, these creatures wander in the
depths mindlessly. Existing only to serve their
lady, Ran.
Draugr of depths do not move together
with other draugr. Scholars think this is
because they belong to Ran rather than Hel.
The dead taken on the waters are the property
of the sea’s dark lady.
Still, their presence is perhaps even more
frightening than that of the other draugrs.
Being taken away into the vast, black, abyssal
depths of the sea may be a death than is even
more dreadful than being taken to Helheim.

Draugr of Depths Undead Fortitude. If damage reduces the draugr to 0 hit


Medium undead, neutral evil points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
Armor Class 12 from a critical hit. On a success, the draugr drops to 1 hit
Hit Points 22 (5d8) point instead.
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA ACTIONS


12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 5 (-3) Multiattack. The draugr of depths makes two attacks, one
with its bite and one with its claws.
Damage Immunities poison
Condition Immunities charmed, exhausted poisoned Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
Senses darkvision 60 ft., passive Perception 10 4 (1d6 + 1) piercing damage
Languages understands the languages it knew in life but
can’t speak Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Challenge 1 (200 XP) Hit: 6 (2d4 + 1) slashing damage
Chant of Vikingr. While idle, the draugr of depths chants Shriek of the Depths (Recharge 5-6). The draugr of depths
songs of vikingr that is audible within the sea (Perception puts out an unbearable shriek of pain and denial left from its
check DC 10) in an area of 200 feet and sounds like a memories of being drowned in the vast blackness. It chooses
grumbling (Perception check DC 13) on the surface in an a creature within 10 feet of it as an action. Target creature
area of 100 feet. Any creature that hears the chant must must succeed on a DC 13 Wisdom saving throw. On a failed
succeed on a DC 15 Wisdom saving throw or start moving save, it becomes stunned until the end of its next turn by the
towards the source of the chant. dread of the depths and drowning, taking 11 (2d10) psychic
damage. On a successful save, a creature takes half as much
Mossy Bones. The draugr of depths has advantage on damage and is not stunned.
Dexterity (Stealth) checks made while underwater, and
any creature that tries to grapple it has disadvantage on its
grapple checks.

81
FOSSEGRIM

Fossegrim is a water fey, looking like a humanoid


and playing a special fiddle; the Hardanger. It is an
exceptional musician who creates magical effects
with its music. It invites Svillanders with its songs
to the river it resides, and messes around with
them.
Song of Blood. Folks believe that fossegrims can
grant inspiration to bards. If a bard comes for the
aid of fossegrim, the creature tells the bard to play
its Hardanger. If the bard starts playing, the bard
finds it very difficult to let go and must succeed on
a DC 15 Wisdom saving throw or play it for 1 hour.
At the end of the hour, the bard’s hands are bruised
and hit points maximum decreased by 1d6 for one
week. In return, the bard can use three additional
bardic inspirations within the week, but cannot
expend 2 of these additional inspirations in a single
day.

Fossegrim Beautiful Song. The fossegrim plays beautiful notes with its
Medium fey, any chaotic alignment fiddle. Any creature within 30 feet of it must succeed on a DC
16 Wisdom saving throw or it is charmed by the fossegrim
Armor Class 16 (Natural Armor) for 1 minute. An affected creature can break free from the
Hit Points 136 (16d8 + 64) condition by succeeding on a Wisdom saving throw at the start
Speed 30 ft., swim 40 ft. of its consecutive turns, or when the fossegrim or one of its
companions harm it.
STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 18 (+4) 11 (+0) 14 (+2) 18 (+4)
LEGENDARY ACTIONS
Saving Throws Wisdom +6, Charisma +8 The fossegrim can take 1 legendary action, choosing from the
Skills Intimidation +8, Perception +6, Persuasion +8 options below. Only one legendary action option can be used
Condition Immunities charmed, frightened at a time and only at the end of another creature’s turn. The
Senses blindsight 30 ft., darkvision 60ft., passive Perception 16 fossegrim regains spent legendary actions at the start of its
Languages Austris (common), Vanaris turn.
Challenge 12 (8,400 XP)
Song of Fear. The fossegrim plays a frightening tune with
Innate Spellcasting. The fossegrim’s spellcasting ability its fiddle. A target creature within 30 feet of it must succeed
is Charisma (spell save DC 16, +8 to hit with spells). It can on a DC 16 Wisdom saving throw or it becomes frightened
innately cast the following spells, requiring no material: for 1 minute. The affected creature can break free from the
At Will: charm person, command, friends, vicious mockery condition by making a Wisdom saving throw at the start of its
3/day each: dissonant whispers, hideous laughter, hold person, consecutive turns.
shatter, sleep
1/day each: compulsion, control water, dominate person, greater Song of Fury. The fossegrim plays an aggressive tune with its
invisibility fiddle. A target creature within 30 feet of it must succeed on
a DC 16 Wisdom saving throw or it becomes furious and must
ACTIONS target the closest creature (except Fossegrim) for its attack or
spells on its turn.
Distorted Sounds. The fossegrim plays distorted notes with its
fiddle. Any hostile creature that is within 30 feet of it must Song of Serenity. The fossegrim plays a calming tune with its
succeed on a DC 16 Wisdom saving throw or take 33 (6d10) fiddle. A target creature within 30 feet of it must succeed on a
psychic damage. DC 16 Wisdom saving throw or it cannot take any actions until
the end of its next turn.
82
Fornill

Fornill Fornills are a little folk that live all around Svil-
Small humanoid (fornill), chaotic neutral land. Although they often don’t mean any harm
or evil, they tend to raid hamlets for food and
Armor Class 13 (Hide Scraps) treasure. They love hoarding treasures (or at least
Hit Points 13 (3d6 + 3) this is what they call various pieces of junk and
Speed 25 ft. gold alike) and dwell in their caves. When threat-
ened, they attack in packs.
STR DEX CON INT WIS CHA
Fornills are small humanoids, but they have
7 (-2) 15 (+2) 12 (+1) 9 (-1) 10 (+0) 8 (-1)
very distorted faces and bodies. Their skin colors
Saving Throws Dexterity +4 are rocklike grey or brown and because of this
Skills Deception + 1, Perception +2, Stealth +4 they can hide very well. They generally wear
Condition Immunities frightened rabbit skin coats and clothing made out of leaves.
Senses darkvision 120 ft., passive Perception 12 Fornills make their home under the tree roots
Languages Austris (common), Fornill or rocks and live as a pack (or a gang as they call
Challenge 1/4 (50 XP) themselves) containing a maximum of 6 fornill.

Ambusher. The fornill has advantage on attack rolls against


any creature that is surprised.

Earthy Visage. The fornill has advantage on Dexterity


(Stealth) checks when standing still near a brownish cave or
rocky wall.

Easily Charmed. The fornill make their saving throws


against being charmed with disadvantage.

Pack Tactics. The fornill has advantage on an attack roll


against a creature if at least one of the fornill’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

Crude Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 3 (1 + 2) piercing damage and the target creature
must succeed on a DC 13 Constitution saving throw or take 3
(1d6) poison damage.

Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one


target. Hit: 4 (1d4 +2) bludgeoning damage.

Overwhelm. When more than one fornill is fighting with a


creature in melee range, they can communely attempt a
grapple with Advantage. If they succeed, two of them can
grapple a Medium creature at the same time, this number
increases by 2 for each size larger than Medium.

83
Fornill Gangmaster

Every Fornill pack has a Gangmaster that leads


them. The largest Fornill in the pack usually be-
comes the Gangmaster. To imply that this fornill
is their gangmaster, the gang makes a necklace
or a crown out of their hoarded junk for it.

Fornill Gangmaster
Small humanoid (fornill), chaotic neutral

Armor Class 14 (Leather)


Hit Points 27 (5d6 + 10)
Speed 25 ft.

STR DEX CON INT WIS CHA


9 (-1) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Dexterity +5


Skills Deception +2, Perception +2, Stealth +5
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 12
Languages Austris (common), Fornill
Challenge 1 (200 XP)

Ambusher. The fornill has advantage on attack rolls against


any creature that is surprised.

Earthy Visage. The fornill has advantage on Dexterity


(Stealth) checks when standing still near a brownish cave or
rocky wall.

Pack Tactics. The fornill has advantage on an attack roll


against a creature if at least one of the fornill’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 5 (1d4 + 3) piercing damage and the target creature must
succeed on a DC 13 Constitution saving throw or take 3 (1d6)
poison damage.

Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one


target. Hit: 5 (1d4 +3) bludgeoning damage.

Rally (Recharge 5-6). The fornill gangmaster can rally its


gang. Each fornill within 60 feet of it gains an additional 10
feet movement for that round and has advantage on its next
saving throw.

Overwhelm. When more than one fornill is fighting with a


creature in melee range, they can communely attempt a
grapple with Advantage. If they succeed, two of them can
grapple a Medium creature at the same time, this number
increases by 2 for each size larger than Medium.
Heimbua

Heimbua is a swarm of corpse worms, roach-


es, or spiders that are perverted by Helheim.
They look like they are frozen and rotten, but
still viciously alive. Because of heimbua, many
folklore view bugs and worms as bad omens.
Folks believe any bunch of these creatures
can be Hel’s spies crawling in Svilland,
searching to find new sacrifice that
will be brought to the goddess of
death.

Heimbua
Medium swarm of Tiny fiends, unaligned (Spiders) Tiny Webs. The heimbua of spiders keep weaving
tiny webs around them. Any creature that is attacked by the
Armor Class 12 (Natural Armor) swarm must succeed on a DC 12 Strength saving throw or has
Hit Points 22 (5d8) disadvantage on any of its Dexterity checks or attacks for 1
Speed 20 ft., Climb 20 ft., Fly 30 ft. (Roaches only) minute.
STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) ACTIONS

Damage Vulnerabilities fire (Corpse Worms) Acidic Touch. Melee Weapon Attack: +3 to hit,
Damage Resistances bludgeoning, piercing, slashing reach 0 ft., one target in the swarm’s place. Hit: 10 (4d4) acid
Damage Immunities poison damage, or 5 (2d4) acid damage if the swarm has half of its hit
Condition Immunities charmed, frightened, grappled, points or fewer.
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8 (Roaches) Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one
Languages — target in the swarm’s place. Hit: 10 (4d4) piercing damage, or 5
Challenge 2 (450 XP) (2d4) piercing damage if the swarm has half of its hit points or
fewer.
Pullulate from Corpses. When a heimbua kills a creature, it lays
its eggs into it. In 1d10 days, a new swarm of heimbua comes (Roaches) Crawl into Skin. The heimbua of roaches attempt to
out of the corpse. crawl into a creature’s skin by making a melee weapon attack.
If successful, the creature counts as grappled by the swarm
Swarm. The heimbua can occupy another creature’s space and and takes 10 (4d4) piercing damage at the start of heimbua’s
vice versa, and the heimbua can move through any opening turns as long as it remains grappled, or 5 (2d4) piercing
large enough for a Tiny insect. The heimbua can’t regain hit damage if the swarm has half of its hit points or fewer.
points or gain temporary hit points. In order to escape the grapple, the creature must open
slashes on its skin by a sharp object or weapon while making
Swarm Type. The heimbua can be a swarm of roaches, spiders its escape check. Doing so deals 5 (2d4) slashing damage.
or corpse worms. Their actions and traits differ according to
their type. (Spiders) Poisonous Bite. Melee Weapon Attack: +3 to hit, reach
0 ft., one target in the swarm’s place. Hit: 10 (4d4) piercing
(Corpse Worms) Death’s Stench. The heimbua of corpse worms damage, or 5 (2d4) piercing damage if the swarm has half of its
carry a vapor that occupies their space. If a creature comes hit points or fewer.
into the swarm’s space or if the swarm goes to the creature’s The target must also make a DC 12 Constitution saving
space, the creature must succeed on a DC 13 Wisdom saving throw, taking 10 (4d4) poison damage on a failed save, or half
throw or become frightened from the swarm, corpses or any as much on a successful one. The poison damage is halved if
undead creatures that are around for 1 minute. A creature the swarm has half of its hit points or fewer.
that succeeds on its saving throw is immune to this effect for
24 hours.
Linnormr (Sea Wyrm)

Linnormr is a wyrm that lives in the deep seas of Svilland. It is ing in such seas may be watched by a linnormr delving in the
said that linnormr feeds on the corpses of the dead taken by deep. Because of this, many sailors pray and make sacrifices to
Ran. Still, linnormr is not an evil creature, although it is cha- Aegir and Ran so that these wyrms leave them alone and safe.
otic in its decisions, it tends not to annihilate those who fight No one is sure where the lairs of linnormar are in the seas.
worthy to Aegir and the gods. Only some wanderers and brave folks tell stories about how
A linnormr has a skin that looks like that of a fish, which they found these creatures’ laris deep within the sea surface,
glitters faintly under moon or sunlight. Its color is in a spec- or in half-submerged caves at the rocky sea shores. However,
trum of blue and green, just like the seas. It looks like a colos- none of these claims were confirmed, or perhaps no one lived
sal snake with fins and needles around its head and back. long enough to tell.
Linnormr like to swim in the deep waters. Any ships voyag-

Linnormr (Sea Wyrm) a DC 16 Dexterity saving throw or is thrown into the sea.
Huge dragon, chaotic neutral
Tail. Melee Weapon Attack: +11 to hit, reach 15-foot line,
Armor Class 19 (Natural Armor) multiple targets. Hit: 15 (2d8 + 6) bludgeoning damage and the
Hit Points 250 (20d12 + 120) creature must succeed on a DC 18 Strength saving throw or is
Speed 40 ft., climb 40 ft., swim 60 ft. pulled into the sea.
STR DEX CON INT WIS CHA
Lightning Breath (Recharge 6). The linnormr exhales lightning
22 (+6) 12 (+1) 23 (+6) 12 (+1) 14 (+2) 12 (+1)
in a 60-foot line. Each creature in that area must make a DC 18
Saving Throws Strength +11, Constitution +11 Dexterity saving throw. A creature takes 70 (20d6) lightning
Skills Perception +7, Stealth +6 damage on a failed save, or half as much on a successful one. If
Damage Immunities lightning, necrotic, poison struck on the water, lightning breath affects a line that has the
Condition Immunities frightened, poisoned same length but 10-foot width. A creature that is in the water
Senses blindsight 60 ft., darkvision 120 ft., passive Perception has disadvantage on its Dexterity saving throws.
17
Languages Austris, Draconic, Vanaris Withering Breath (Recharge 6). The linnormr exhales a black
Challenge 16 (15,000 XP) smoke in a 30-foot cone. Each creature in that area must make
a DC 18 Constitution saving throw. A creature takes 35 (10d6)
Legendary Resistance (3/Day). If the linnormr fails a saving necrotic damage on a failed save, or half as much damage on a
throw, it can choose to succeed instead. successful one.
If the saving throw fails by 5 or more, the creature is
Sea Serpent. The linnormr has advantage on its attack rolls also afflicted by Withering Disease; the creature makes its
against creatures that are in the water. Constitution saving throws, Constitution related ability checks
and death saves with disadvantage. Withering disease does not
ACTIONS contaminate other creatures.
Multiattack. The linnormr makes three attacks; one with its
bite and two with its claws. LEGENDARY ACTIONS
The linnormr can take 3 legendary actions, choosing from the
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. options below. Only one legendary action option can be used
Hit: 17 (2d10 + 6) piercing damage plus 11 (2d10) necrotic at a time and only at the end of another creature’s turn. The
damage. linnormr regains spent legendary actions at the start of its
turn.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
15 (2d8 + 6) slashing damage plus 11 (2d10) necrotic damage. Attack. The linnormr makes an additional bite or tail attack.

Crash. The linnormr makes a melee weapon attack on a ship Hide. The linnormr moves up to 10 feet (20 feet if swimming)
and crashes to it, dealing 50 (8d10 + 6) bludgeoning damage. to make a Dexterity (Stealth) check to hide by diving
Any crew member on the ship must succeed on a DC 19 underwater or blending into the fog.
Strength saving throws or be knocked prone. If the saving
throw is failed by 5 or more, the creature must also succeed on Crash (Costs 2 actions). The linnormr makes a crash attack.
Rift Monster

Rift monster is a mysterious creature of Aegir


that is seen by folks from time to time, but
never truly understood. It has an eerie shape
filled with corals and sea sponges. Various bugs
of the sea crawl on and within its rocky skin. It
has glowing eyes of yellow without pupils, or at
least they are thought to be its eyes.
Rift monsters can hide perfectly and they
are nearly impossible to separate from a rift of
corals if it is standing still. Usually, this is the
reason for most of the rift monster attacks. If
not provoked, these creatures tend to leave
folks alone, wandering by themselves and not
acting like a threat.

Rift Monster
Medium monstrosity, unaligned Needs Water. The rift monster must submerge into a body of
water at least once every hour. If it fails to do so, its corals
Armor Class 17 (Natural Armor) start to dry, gaining resistance to lightning damage but
Hit Points 114 (12d10 + 48) vulnerability to fire damage.
Speed 30 ft.
Slashing Corals. A creature that is grappled by the rift monster
STR DEX CON INT WIS CHA
takes 3 (1d6) slashing damage from the corals on the monster’s
16 (+3) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 4 (-3)
body at the start of each of its turns it remains grappled.
Saving Throws Strength +6, Constitution +7
Skills Athletics +6, Perception +3, Stealth +4 ACTIONS
Damage Vulnerabilities lightning; bludgeoning Multiattack. The rift monster makes two slam attacks.
Damage Resistances fire, poison, psychic; bludgeoning,
piercing, slashing from nonmagical weapons Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Damage Immunities cold 9 (2d6 +3) piercing and 9 (2d6 +3) bludgeoning damage.
Condition Immunities blinded, deafened, frightened,
poisoned Spray Poison (Recharge 5-6). As a bonus action, the rift
Senses blindsight 30 ft., darkvision 60 ft., passive Perception monster sprays a cloud of poison from its sponges. Any
13 creature within 10 feet of the rift monster must make a
Languages — Constitution saving throw, taking 24 (7d6) poison damage
Challenge 8 (3,900 XP) and becoming poisoned on a failed save, or half as much on a
successful one.
Adaptive Breathing. The rift monster can breathe both
underwater and on the ground. Spray Ink (Recharge 5-6). The rift monster sprays a black goo
from its sponges. If it does so within water, it clouds a 30-foot
Coral Visage. The rift monster has advantage on Dexterity cube. It is impossible to see within this area unless by magical
(Stealth) checks to hide when at least half of it is submerged in means.
a body of water. If the rift monster uses this action on surface, an area of
20-foot square becomes difficult terrain and a creature passing
False Appearance. When the rift monster remains motionless over that area falls prone if it fails a DC 16 Dexterity saving
while at least half of it is submerged in, it is indistinguishable throw.
from a rock with corals.

88
Sparask (Mad Trold)

Sparasks were once troldfolk who roamed the wilds.


Now they went insane by tortures committed by evil
cults so that no tales can be drawn from their minds.
These creatures protect important, hidden places.
At first glance they may look like normal troldfolk
but anyone can see the mental
scars made by torturers after
some time. There is a saying in the
Svilland that goes like this: “Face a
Sparask like a rock, get crushed like
a rock.”
When they perceive someone as a threat
- which can be literally anyone or anything,
they immediately get into a state of psychosis
and rage. They attack viciously and usually keep
on the carnage even if their opponent falls, not
believing that the threat is over. A clash between
a sparask and a group of warriors is a hysterical one.
Yells of pain from both sides can be heard loudly, with
the physical pain caused to the warriors and the men-
tal agony of the mad creature.

Sparask (Mad Trold)


Large giant (troldfolk), any chaotic alignment Regeneration. The sparask regains 10 hit points at the start of
its every turn. If the sparask takes fire or radiant damage, this
Armor Class 16 (Medium Hide) trait doesn’t function at the start of the sparask’s next turn.
Hit Points 115 (11d10 + 55) The sparask dies only if it starts its turn with 0 hit points and
Speed 30 ft. doesn’t regenerate.
STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 21 (+5) 7 (-2) 12 (+1) 9 (-1) ACTIONS
Multiattack. The sparask makes three attacks with its tree root
Saving Throws Strength +9, Constitution +8 club.
Skills Intimidation +2, Perception +4, Survival +4
Damage Vulnerabilities fire, psychic, radiant Tree Root Club. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Condition Immunities charmed, frightened target. Hit: 13 (2d8 + 4) bludgeoning damage.
Senses darkvision 60 ft., passive Perception 14
Languages Austris (common), Giant
Challenge 7 (2,900 XP) REACTIONS

Petrified by Light. When the sparask fails its saving throw Maddening Howl (Recharge 6). If the sparask takes damage
against a spell or an innate spell that deals radiant damage, or from a melee attack, it howls to the attacker. The creature has
when a spell attack that deals radiant damage makes a critical to succeed on a DC 15 Wisdom saving throw or it takes 14 (4d6)
hit, the sparask is petrified for one round. It is also petrified if psychic damage and is frightened until the end of its next
it is slain by radiant damage. turn, it takes half as much damage and is not frightened on a
successful one.
Sea Serpent
Sea Serpent
Huge elemental, chaotic evil Sea serpents are one of the deadly creatures of
the deep oceans. They are elementals wearing
Armor Class 18 (square plates) moss covered plates and wielding weapons.
Hit Points 152 (16d12+48) These armor and weapons are rumored to be
Speed 50 ft., swim 50 ft. taken from the ones who died in the seas.
They can be encountered roaming freely
STR DEX CON INT WIS CHA or guarding a treasure room of Aegir or Ran.
18 (+4) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 10 (+0) They are called serpents because they can act in
Damage Resistances acid; bludgeoning, piercing, and silence and without notice while in the water.
slashing from nonmagical weapons Also, by the powers bestowed by Ran or correct
Damage Immunities poison spells, they can be called to aid. Thanks to their
Condition Immunities paralyzed, petrified, poisoned, invisibility in the waters, they can be one of the
prone deadliest encounters if they catch their enemies
Senses darkvision 60 ft. in the right position.
Languages Vanaris
Challenge 9 (5,000 XP)

Magic Weapons. The sea serpent’s attacks are magical.

Reform. The sea serpent can be seen as a serpent in the seas


but to walk on land, it can reform as a humanoid made of
water as an action.

Water Creature. The sea serpent is invisible while in water.

ACTIONS
Multiattack. The sea serpent makes three bite or saex
attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) cold damage.

Cold of The Depths (Recharge 6). The sea serpent uses


Multiattack. If the sea serpent can successfully hit a
creature two times in a round with its attack options, the
target must make a DC 16 Constitution saving throw or it
becomes stunned until the end of its next turn by the cold
of the deep oceans.

Saex. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) cold damage.

90
Mother of Depths

The shores of the South Sea are sites of darkness and


melancholy. There are monsters that haunt the living
folk. One of such is the mother of depths, a mysterious
woman figure that is undead and preys on those which
it encounters on the shores.
Most often located on the shores and open seas,
these creatures are burning with a brutal fury. The
mother of depths wanders around the shores and
wants to take her revenge. Their long, black, and rag-
ged clothes flow with the breeze or waves of the sea,
which shows the hints of their rotten body through its
rips and tears.
Mothers of the depths are ancient creatures of the
sea and no one is sure of their origins. Some say that
they are corrupted Ran alles while some others say
they were ordinary young ladies who drowned in the
sea

Mother of Depths Last Breaths. The mother of depths magically creates the
Medium undead, lawful evil feeling of its last breaths before drowning under the water.
Any creature that comes within 100 feet of the mother is
Armor Class 16 (Natural Armor) affected by this unless it succeeds on a DC 13 Charisma saving
Hit Points 136 (16d8 + 64) throw.
Speed 30 ft. An affected creature can breathe but it cannot speak, this
also means that it cannot cast spells with verbal components.
STR DEX CON INT WIS CHA
Also, the feeling reduces the creatures’ speed by 10 feet.
14 (+2) 16 (+3) 18 (+4) 10 (+0) 15 (+2) 8 (-1)

Saving Throws Dexterity +7, Charisma +3 ACTIONS


Skills Athletics +6, Intimidation +3, Stealth +7 Multiattack. The mother makes three tentacle attacks.
Damage Immunities cold, necrotic, poison
Condition Immunities exhaustion, poisoned Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Senses darkvision 60 ft., passive Perception 12 Hit: 14 (2d10 + 3) bludgeoning damage and the target must
Languages understands Austris (common) and Sunnarstr but succeed on a DC 16 Strength saving throw or be pulled towards
cannot speak the mother 10 ft.
Challenge 5 (5,000 XP)
Net of Ran. Ranged Weapon Attack: +7 to hit, range 20 ft., one
Foul Regeneration. If the mother is wholly submerged in the target. Hit: 7 (1d8 + 3) bludgeoning damage plus 10 (4d4)
water, it regains 5 hit points at the start of each one of its slashing damage and the target must succeed on a DC 16
turns. This regeneration does not apply if it is dropped to 0 hit Dexterity saving throw or is restrained.
points before the start of its turn. A restrained creature takes 13 (2d12) necrotic damage at
the start of each one of the mother’s turns until it breaks free.
Poison of Depths. The mother’s blood is poisonous. When the It can break free by ripping the net (DC 16 Strength (Athletics)
mother takes damage, any creature within 5 feet of the mother check), escaping from the net (DC 16 Dexterity (Acrobatics)
must succeed on a DC 16 Constitution saving throw or take 3 check), or tearing the net by dealing 15 slashing damage to it.
(1d6) poison damage. The mother can carry a restrained creature with a speed of 10
feet.

91
Ice-Hearted

The ice-hearted were once the people of the South Sea,


but they became nightmares. They are the unfortunate
victims of Blackened Blood. They have no memory of
being a person, they neither speak nor understand any
language.
The ice-hearted are infesting the settlements, roads,
and wildlife along with the disease. They are often en-
countered as crowded packs, most of them are half-na-
ked, with ragged and torn clothing.
One of them may not be seen as a threat, but a
crowd of them is seldom something where the living
can survive.

Ice-Hearted
Medium undead, caotic evil

Armor Class 12
Hit Points 26 (4d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+3) 14 (+2) 3 (-4) 5 (-3) 5 (-3)

Damage Immunities cold, necrotic, poison


Condition Immunities exhaustion, poisoned
Senses blindsight 30 ft. (if within a fog), passive Perception
7
Languages —
Challenge 1 (200 XP)

Crowded Lynch. If an ice-hearted grapples a creature, other


ice-hearteds can make a claw attack against the creature as
a reaction.

Misty Protection. If Ice-hearted is in the fog, the fog


magically thickens and adds 2 to the ice-hearted’s AC until
the beginning of the creature’s next turn.

Savage Charge. If the Ice-hearted moves at least 20 feet


towards a target and hits it with a claw attack on the same
turn, the creature takes an extra 5 (2d4) piercing damage.

ACTIONS

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target.


Hit: 7 (2d4 + 2) slashing damage.

Bite. If the ice-hearted grapples a creature, it can make a


bite attack to it. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 6 (1d8 + 2) slashing damage and the target
must succeed on a DC 13 Constitution saving throw or take 5
(1d10) necrotic damage.

92
Raus Guard

Raus Guards are well-trained soldiers of Raus Square in the region.


South Sea. Most of them are trained in Henningar, Brunn Many believe that Ran is the “Mother of Depths” for this
Ey. However, their main duty is defending their city against reason any mother is sacred to them. Consequently, no men
various threats. They wear light armor with a badge of Raus can be a Raus Guard unless their mother (aunt or grandmother
Square on attached on their chest. if she passed away) gives permission to do so however a wom-
Even though these guards are trained on the island of an can freely begin her training without permission.
Brunn Ey and their main responsibility is to protect the city, Guards are heavily trained physically, mentally, and
they are also assigned to protect all islands of Raus Square. spiritually. They can recognize and prepare basic potions and
Hence, one can encounter a Raus Guard anywhere in the poisons. Also, they must worship and sacrifice to Ran.

Raus Guard
Medium humanoid (any), any alignment

Armor Class 15 (Studded Leather, 16 with Raus Wall)


Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Strength +5, Dexterity +5


Skills Athletics +5, Perception +4, Medicine +2, Intimidation
+3
Senses passive Perception 12
Languages Austris (Common), Sunnarstr
Challenge 3 (700 XP)

Decoctions and Oils. The Raus Guard’s axe is coated with


poison, and it carries a set of potions and poisons in case of
any need.

Raus Wall. The Raus Guard are trained to hold the line with
their Raus axes. If two or more Raus Guard stand adjacent
(within 5 feet) to each other, each Raus Guard adds 1 to its
AC.

Shore Training. The Raus Guard ignores difficult terrain


while on a shore.

ACTIONS

Raus Axe. Melee Weapon Attack: +5 to hit, reach 5ft, one


target. Hit: 8 (1d10 + 3) slashing damage and the target must
succeed on a DC 13 Constitution saving throw or takes 7
(2d6) poison damage. If the target takes 10 or more poison
damage, it must also succeed on a DC 13 Constitution saving
throw or is poisoned.

Health Decoction (1/day). The raus guard drinks a decoction


and regains 5 (2d4) hit points.

93
The Fog to see. The creatures must succeed on DC20 Wisdom saving
Gargantuan elemental, neutral evil throw, or they gain disadvantage on their attack rolls. The Fog
can choose to turn back into its normal form as an action.
Armor Class 24 (Magical Armor)
Hit Points 585 (30d20+270) Diseased Aura (Recharge 5-6). At the start of each turn,
Speed fly 30 ft. each creature within 50 ft of it must succeed on a DC 20
Constitution saving throw. On a failed save, a creature takes 70
STR DEX CON INT WIS CHA
(20d6) poison damage and becomes poisoned. On a successful
10 (+0) 25 (+7) 28 (+9) 21 (+5) 26 (+8) 28 (+9)
save, the creature still takes 70 (20d6) poison damage but is
Saving Throws Constitution +17, Wisdom +16, Charisma +17 not poisoned.
Skills Arcana +13, Nature +13, Insight +16, Perception +16
Damage Immunities cold, poison, lightning; piercing, Immediate Sickness (Recharge 5-6). Targeted creature must
slashing bludgeoning succeed on a DC 20 Constitution Saving Throw or turn into Ice-
Condition Immunities blinded, charmed, deafened, hearted at the beginning of its next turn.
exhaustion, frightened, poisoned, stunned
Senses truesight 100 ft., darkvision 150 ft., passive Perception Regeneration. The Fog regains 30 hit points at the start of its
24 turn.
Languages Austris (Common), Mithal, Primordial, Sunnarstr,
Vestris LEGENDARY ACTIONS
Challenge 25 (75,000 XP) The fog can take three legendary actions all of which are listed
under the two different action lists. At the start of each day,
Floating. The Fog ignores all movement restrictions. The Fog must choose one of the action lists, Blackened Blood
Actions or Battle Actions. Once the Fog chooses among these
Nourished by Fear. Each creature within 50 ft. of The Fog are two options, it can not change to the other option on that day.
dealt 27 (5d10) psychic damage automatically each turn if Only one legendary action can be used at a time and only at
there is a frightened creature within 150 ft. of The Fog. the end of another creature’s turn.
Legendary Resistance (3/Day). If The Fog fails on a saving 1. Blackened Blood Actions
throw, it can choose to succeed instead.
The Fog is the cause of the disease Blackened Blood, it is
Realization of the Truth. When the creatures realize “The wandering around shores to shores and carry the pestilence
Fog” is not just fog, they are shocked by the terror of the along with itself.
truth. They must succeed on a DC 15 Wisdom saving throw or
frightened. Hive mind (Cost 2 Actions). The Fog can control and connect all
the creatures who breathe in the fog. It can read their minds,
perceive through their senses without any sign. The creatures
ACTIONS must succeed on a DC 25 Wisdom saving throw to understand
Multiattack. The Fog makes two Frostbite attacks. the effect.

Frostbite. Melee Spell Attack: +17 to hit, reach 50ft., one target. Expand. The Fog can expand up to 1500 feet on both land and
Hit: 31 (4d10+9) piercing damage plus 17 (5d6) cold damage. sea and can remain on that size up to 1d6 hours.
The Fog can form ice teeth and attack the creatures with these 2. Battle Actions
teeth. Surrounds (Cost 2 Actions). The Fog surrounds the enemies
inside the fog up to five creatures. Underwater suffocating
Temperature Drops (Recharge 6). The Fog can get inside the rules are applied if the creatures cannot succeed on a DC 25
bodies of creatures from their noses or mouths, after that it Constitution saving throw.
reduces its temperature to the extreme limits. The creatures
who have less than 100 hit points die immediately from cold Disease’s Embrace (Cost 3 Actions). All the sick creatures whose
damage or take 103 (23d8) cold damage. affected from Blackened Blood within the 120 ft. area must
succeed on a DC 20 Constitution saving throw or become an
Icy Tingles (Recharge 5-6). The creatures within The Fog Ice-hearted and start obeying The Fog.
start to feel a cold feeling. Within seconds, the water vapour
interpenetrate into the skins of the creatures and freeze, and Darkness Within. The Fog changes its color to coal black for 1
the creatures feel an extreme pain all over their body. They minute. From the distance, it looks like a giant, black cloud.
must make a DC 20 Constitution saving throw, taking 90 (20d8) Even the creatures with darkvision lost their ability to see
cold damage on a failed save, or half as much damage on a within The Fog. However, truesight works normally.
successful one.

Dissolve. The Fog can dissolve in the sky and make it harder
frıends and foes
Mallaz
the Strongheart

Mallaz the Strongheart is a powerful and well-known


soldier of both Howling Land and the whole South Sea. Re-
sponsible for daily administration and soldiers, he lives in
Hamundalr. He is kind, fair, respected by most of the folks
and is a devoted follower of Tyr. He has a strong physical
build, has braided, long brown hair and beard and carries
the characteristics of a leader.

Mallaz the Strongheart or his enemies has disadvantage on their ability checks, attack
Large humanoid (Farmadr), lawful good rolls, and saving throws for 1 hour.

Armor Class 17 (lamellae) Spellcasting. Mallaz is a 9th-level spellcaster. His spellcast-


Hit Points 180 (20d8+90) ing ability is Charisma (spell save DC 15, +7 to hit with spell
Speed 30 ft. attacks). Mallaz has the following alle spells prepared:
STR DEX CON INT WIS CHA
1st level (4 slots): bless, cure wounds, shield of faith
18 (+4) 16 (+3) 18 (+4) 15 (+2) 15 (+2) 17 (+3)

Saving Throws Strength +8, Dexterity +7, Constitution +8 2nd level (3 slots): branding smite, weapon of lightning, zone of
Skills Athletics +8, Acrobatics +7, Animal Handling +6, Percep- truth
tion +6, Insight +6, Intimidation +7
Condition Immunities frightened 3rd level (3 slots): daylight, revivify
Senses passive Perception 16
Languages Sunnarstr, Austris ACTIONS
Challenge 12 (8,400 XP) Multiattack. Mallaz makes two melee attacks with a melee
weapon.
Strongheart. Mallaz is brave by heart. He embraces death and
danger, cannot be frightened and hard to dissuade from its Maul of South (maul +2). Melee weapon attack: +10 to hit, reach
quest. Moreover, he has advantage on saving throws against 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6)
being charmed. lightning damage.

Warcry. Mallaz has a deep, godly voice that can either empow- Runemight (1/day). Mallaz casts Runemight.
er its allies or frighten its enemies. At the beginning of each
encounter, he shouts. Either his companions gain advantage

95
Glarin

Glarin is responsible for the education of soldiers and


shipbuilders in Howling Land. At the age of 29, Glarin is a
cold and calculating commander of the soldiers. Also, he is
a good friend of Mallaz the Strongheart and one of the most
influential people of Brek island.
He is a tall and strong-looking soldier with shaved black
hair, fair skin, and a scarred face. He knows how to use
pretty much all the weapons but battle axes are his favorite.
Even some say that he has a collection of magical battle
axes.

Glarin
Medium humanoid (Farmadr), neutral good

Armor Class 15 (medium hide)


Hit Points 112 (15d8+45)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 15 (+2) 16 (+3) 13 (+1) 15 (+2) 16 (+3)

Saving Throws Strength +7, Dexterity +6, Constitution +7,


Charisma +7
Skills Athletics +7, Acrobatics +6, Deception +7, Intimidation
+7, Perception +6
Senses passive Perception 16
Languages Sunnarstr
Challenge 9 (5,000 XP)

Duty Call(Recharge after a long rest). Glarin is a powerful


commander and respected by his soldiers. He can call all the
creatures within 200 feet to come and join the fight.
If there are no living creatures in the area, spirits, ghosts,
and draugrs of the dead soldiers who died for the land may an-
swer the call. In this situation, 2d4 creatures answer the call.

For The Howling Land (1/day). Glarin feels a very powerful


connection between himself and the island. By using this
bond, Glarin can regain 4d8 hit points as a bonus action.

ACTIONS
Multiattack. Glarin makes two melee attacks with his Howling Axe.

Howling Axe (battle axe). Melee Weapon Attack: +6 to hit, reach


5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3)
slashing damage if used with two hands.
Red Brea

Red Brea is the wise ruler of Kopanas island for more than
20 years. She is both feared and respected by the folks be-
cause of her strict and merciless rule.
She is a beautiful woman who looks younger than her
age. Her tall and strong figure is threatening. She is not ar-
rogant and wants to listen to all people who want to speak
with her, but, once she decides on a thing, she is as hard as
the flow of time to change.
Lastly, some say that she is called Red because of her red
hair, but some others say that it is because of the blood of
her enemies she has sacrificed to Ran.

Red Brea mand, create or destroy water, cure wounds, inflict wounds
Medium humanoid (Austri), neutral evil
2nd level (3 slots): hold person, see invisibility*, web*
Armor Class 18 (square plates)
Hit Points 136 (16d8+64) 3rd level (3 slots): bestow curse, dispel magic, sending, spirit guard-
Speed 30 ft. Swim 20 ft. ians, water breathing*, water walk*
STR DEX CON INT WIS CHA
4th level (3 slots): control water, death ward, guardian of faith,
18(+4) 14 (+2) 19 (+4) 15 (+2) 18 (+4) 14 (+2)
hallucinatory terrain*, polymorph*
Saving Throws Strength +8, Constitution +8, Wisdom +8
Skills Arcana +6, Intimidate +6, Perception +8, Religion +6 5th level (3 slots): dominate person*, insect plague, hold monster*
Senses passive Perception 18
Languages Sunnarstr, Austris 6th level (1 slot): harm, heal, planar ally
Challenge 9 (5,000 XP)
7th level (1 slot): divine word
Ran’s Mercy (3/day). Red Brea regains 22 (5d8) hit points at
the start of each of her turns if she is 50 feet near the sea. 8th level (1 slot): control weather, holy aura
*These spells are Red Brea’s domain spells and she has them
Ran’s Weapons. Red Brea’s melee weapon attacks deal an addi- prepared all the time.
tional 1d6 necrotic damage (this damage is already calculated
in Red Brea’s attacks). ACTIONS
Multiattack. Red Brea makes two melee weapon attacks.
Spellcasting.Red Brea is a 16th-level spellcaster. Her spell-
casting ability is Wisdom (spell save DC 16, +8 to hit with spell Mace of Waters (magical mace).Melee weapon attack: +9 to hit,
attacks). Red Brea has the following cleric spells prepared: reach 5ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus
3 (1d6) necrotic damage. If Red Brea uses this weapon while in
Cantrips (at will): light, mending, sacred flame, spare the dy- a lake, river or seas, she deals 17 (3d6+7) bludgeoning damage
ing, thaumaturgy plus 3 (1d6) necrotic damage.

1 st level (4 slots): bane, bolt of watery death*, charm person*, com-

97
Torunn

Torunn is the ruler of Dreyugr, she is the oldest in the


four and respected by other rulers of Raus Square.
Torunn has very long white hair but a relatively younger
outlook. Rumors claim that she charms young sailors and
bathes in their blood to preserve her health and youth. She
has deep blue eyes. She likes to wear regal robes and use
precious accessories.
She depends on her magic in combat and fights with the
minions of Ran alongside her.

Torunn
Medium humanoid (Farmadr), chaotic evil 1 st level (4 slots): bane, bolt of watery death*, cage of water*, com-
mand, create or destroy water, cure wounds, inflict wounds
Armor Class 18 (square plates)
Hit Points 150 (20d8+60) 2nd level (3 slots): curse of ran*, gust of wind*, hold person
Speed 150 (20d8+60)
3rd level (3 slots): bestow curse, dispel magic, sending, spirit guard-
STR DEX CON INT WIS CHA ians, water breathing*, water walk*
14 (+2) 18 (+4) 16 (+3) 15 (+2) 20 (+5) 18 (+4)
4th level (3 slots): control water*, death ward, guardian of faith, ink
Saving Throws Constitution +7, Wisdom +9, Charisma +8
wave*
Skills Animal Handling +9, Insight +9, Perception +9, Religion
+6
5th level (3 slots): eyes of water*, insect plague, geyser*
Senses passive Perception 18
Languages Sunnarstr
6th level (2 slots): heal, planar ally, vortex
Challenge 10 (5,900 XP)

Call of The Depths. Torunn can target one more target with 7th level (2 slots): divine word
her domain spells.
8th level (1 slot): control weather, holy aura
Ran’s Mercy (3/day). Torunn regains 22 (5d8) hit points at the
start of each of her turns if she is 50 feet near the sea. 9th level (1 slot): conjure sea serpent
*These spells are Torunn’s domain spells and she has them
Ran’s Touch. If enemies which are within 50 feet of Torunn prepared all the time.
are also in the sea, they must succeed on a DC 15 Constitution **Torunn can choose to change the damage type of a spell to
saving throw or become paralyzed until the end of their next cold damage.
turn.
ACTIONS
Spellcasting. Torunn is a 20th-level spellcaster. Her spell- Trident. Melee weapon attack: +8 to hit, reach 5ft., one target.
casting ability is Wisdom (spell save DC 17, +9 to hit with spell Hit: 7 (1d6+4) piercing damage or (1d8+4) piercing damage if
attacks). Torunn has the following cleric spells prepared: used with two hands.

Cantrips (at will): light, mending, sacred flame, spare the dy- REACTIONS
ing, thaumaturgy Ink Shield (5/day). When Torunn takes damage, she can halve
the damage by creating an inky shield as a reaction.

74
Sibbe the Ashborn

Sibbe is the ruler of Lonnjola. She is old, wild and quick to


anger. Legends have it that years ago, Sibbe was captured
by Tyr’s Judges in Svilland and executed by fire because she
sacrificed a small town one by one to Ran. Flames consumed
Sibbe, burnt her flesh but couldn’t kill her. She murdered
the judges violently in a painful frenzy and survived. She
still carries the scars on her seared skin.

Sibbe the Ashborn thaumaturgy


Medium humanoid (frost half-jotunn), chaotic evil
1 st level (4 slots): bane, bolt of watery death*, cage of water*, com-
Armor Class 19 (bear fur) mand, create or destroy water, cure wounds, inflict wounds
Hit Points 127 (14d8+64)
Speed 30 ft. Swim 20 ft. 2nd level (3 slots): curse of ran*, gust of wind*, hold person
STR DEX CON INT WIS CHA
3rd level (3 slots): bestow curse, dispel magic, sending, spirit guard-
20 (+5) 18 (+4) 18 (+4) 10 (+0) 16 (+3) 15 (+2)
ians, water breathing*, water walk*
Saving Throws Strength +8, Constitution +7
Skills Animal Handling +6, Athletics +8, Intimidation +5, Per- 4th level (3 slots): control water*, death ward, guardian of faith, ink
ception +6 wave*
Senses Darkvision 60 ft., passive Perception 16
Languages Sunnarstr, Austris 5th level (3 slots): eyes of water*, insect plague, geyser*
Challenge 8(3,900 XP) *These spells are Sibbe’s domain spells and she has them prepared all
the time.
Ran’s Mercy (3/day). Sibbe regains 22 (5d8) hit points at the
start of each of her turns if she is 50 feet near the sea ACTIONS
Multiattack. Sibbe can make three melee weapon attacks.
Spellcasting. Sibbe is a 10th-level spellcaster. Her spellcasting
ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Svillander Axe +3. Melee weapon attack: +11 to hit, reach 5ft., one
Sibbe has the following cleric spells prepared: target. Hit: 13 (1d10+8) slashing damage.
Cantrips (at will): light, mending, sacred flame, spare the dying,

99
Aud

Aud is the ruler of Brunn Ey. Although she is the youngest


of The Four, she is seen as the most powerful one among
them. She is a zealot about her queen, Ran, and practices
hard about Ran’s teachings. She lives in Eyvall but visits and
examines Henningar often.
She has short, braided, black hair. She has rugged and
sunburned skin. Aud does not care about risks in her ac-
tions and thinks that Ran will protect her regardless of how
dire the situation is. She easily holds grudges, especially
against the enemies of Ran.
Aud has studied both arcane and divine teachings. So,
she relies on her wide spell choices on combats.

Aud of faith
Medium humanoid (Vestri), lawful evil
5th level (2 slots): insect plague
Armor Class 15 (mage armor)
Hit Points 180 (24d8+72) 6th level (1 slot): heal, planar ally
Speed 30 ft. Swim 20 ft.
6th level (1 slot): heal, planar ally
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 16 (+3) 20 (+5) 18 (+4) 10 (+0) Aud is also a 12th-level spellcaster of another class. Her spell-
casting ability is Intelligence (spell save DC 17, +9 to hit with
Saving Throws Intelligence +8, Wisdom +8
spell attacks). Aud has the following wizard spells prepared:
Skills Arcana +6, Religion +6
Senses passive Perception 18
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
Languages Sunnarstr, Austris, Vestris
shocking grasp
Challenge 11 (7,200 XP)

Ran’s Mercy (3/day). Red Brea regains 22 (5d8) hit points at 1st level (3 slots): detect magic, hideous laughter, mage armor,
the start of each of her turns if she is 50 feet near the sea. magic missile

Spellcasting. Aud is a 12th-level spellcaster. Her spellcasting 2nd level (2 slots): detect thoughts, invisibility, misty step
ability is Wisdom (spell save DC 16, +8 to hit with spell attacks).
Aud has the following cleric spells prepared: 3rd level (2 slots): counterspell, fireball, fly, lightning bolt

Cantrips (at will): light, mending, sacred flame, spare the dying, 4th level (2 slots): banishment, fire shield, phantasmal killer, stone-
thaumaturgy skin

1 st level (4 slots): bane, bolt of watery death, command, create or 5th level (1 slots): cone of cold
destroy water, cure wounds, inflict wounds
6th level (1 slot): chain lightning
2nd level (3 slots): augury, blindness/deafness, hold person
ACTIONS
3rd level (3 slots): bestow curse, dispel magic, sending, spirit guard- Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
ians range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.

4th level (3 slots): control water, death ward, divination, guardian

100
Ode

Ode is the ruler of Bjornua and leader of Bearford cult


which is devoted to a Second Age King of Svilland: Bear
King. She rules the region with the fallen king’s teachings.
Ode is a tall, young and strong woman with long brown
hair and hazel eyes. She is both a powerful sorcerer and
a capable warrior. She likes to wear different animal furs
(except bear fur) and she always carries a bear claw that she
took from an old and ill mother bear once Ode nursed in the
woods.

Ode kaun
Medium humanoid (Farmadr), lawful neutral
2nd level (3 slots): darkness, hold person, misty step, scorching ray
Armor Class 20 (square plates +2)
Hit Points 150 (20d8+60) 3rd level (3 slots): word of surtr, smoke of lava
Speed 30 ft.
4th level (3 slots): pillar of frost
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 16 (+3) 16 (+3) 15 (+2) 18 (+4)
5th level (2 slots): storm of lightning
Saving Throws Constitution +7, Charisma +8
Skills Deception +8, Intimidation +8, Perception +6, Persuasion ACTIONS
+8 Multiattack. Ode makes three melee attacks with magical
Senses passive Perception 16 Bearclaw.
Languages Sunnarstr, Austris
Challenge 10 (5,900 XP) Bearclaw. It is a sharpened and reinforced bear claw. Melee
weapon attack: +6 to hit, reach 5ft., one target. Hit: 21 (3d12+2)
Spellcasting. Ode is a 10th-level spellcaster. Her spellcasting slashing damage.
ability is Charisma (spell save DC 16, +8 to hit with spell at-
tacks). Ode has the following sorcerer spells prepared: REACTIONS
Might of Bear. If Ode gets flanked, she can roar to push them
Cantrips (at will): fire bolt, light, mage hand, poison spray, ray away. The creatures within 5 feet of Ode take 5 (1d10) force
of frost, shocking grasp damage and are pushed away if they fail a DC 20 Strength
saving throw.
1 st level (4 slots): oppression of sol, ride like lightning, sword of

101
Asgrim,
Protector of
the South

Asgrim is the ultimate protector of the South and ruler of alongside many half jotnar and dvergr. So, he is keen to trust
Vergala. As a veteran warrior and a charismatic leader, he had those folks in battle.
experienced much pain to become the person who he is now. Later, he started to search his relatives and found out that
He started his life in a big dvergr family living in the most of them had been established in the South Sea, especially
mountains north of Svilland. However, on a dire winter night, in Vergala. However, he was not happy since he realized that
they were attacked by a frost jotunn tribe. They fought well these relatives forgot what happened to their families and did
but many of his family died and he got lost in the mountains. not chase vengeance upon jotnar. Instead, they started to rule
After weeks of surviving in the mountains, he was found by Vergala. He decided that they were not worthy to rule, only
frost jotnar again. In his last stand, he cried the names of his his cousin and childhood friend Arnketil understood Asgrim
ancestors and charged directly to his death. However, his war and at the end, they have killed their relatives. Then, Asgrim
cry caused an avalanche and drifted him away into a secret promised to protect the people of Vergala and the South
cave in the mountains. When he got awake, he realized that he against all threats, especially jotnar.
is in a secret tomb whose walls are covered with runic writings Asgrim is a middle-aged dvergr with a long black beard and
telling the story of twin battle axes. Since that day, Asgrim has bold hair. He is always ready for battle and does not hesitate
never left using these axes. to step on the laws to do the thing he sees right.
During his adventures to hunt frost jotnar, he has fought

Asgrim, Protector of the South and Constitution saving throws as well as on any Strength
Medium humanoid (dvergr), chaotic good and Constitution related checks. Also, during a combat, when
Asgrim kills a jotunn or a half jotunn, his damage with melee
Armor Class 18 (square plates) weapon attacks increases by 2. These bonuses stack but they
Hit Points 120 (16d8+48) are lost when combat ends.
Speed 25 ft.
ACTIONS
STR DEX CON INT WIS CHA
Multiattack. Asgrim makes two melee attacks with his battle-
18 (+4) 14 (+2) 16 (+3) 9 (-1) 11 (+0) 18 (+4)
axes.
Saving Throws Strength +8, Constitution +7
Skills Athletics +8, Intimidation +7 Siblings (2 Battleaxes).Melee Weapon Attack: +8 to hit, reach 5 ft.,
Senses Darkvision 60 ft., passive Perception 10 one target. Hit: 8(1d8+4) slashing damage plus 4(1d8) light-
Languages Common, Dwarvish ning damage. Brother and Sister are twin battle axes whose
Challenge 8 (3,900 XP) inside rests a brother and a sister dvergr. These siblings’ clan
was destroyed during a jotunn attack and they ran away by
Runic Sense. Asgrim can sense the runes within 30 feet of him. making a promise of vengeance. They fought against jotunns
throughout their lives and they wanted to keep this war even
Black Ice Immunity. Asgrim is immune to the effects of black after death. So, their souls were put in twin battle axes. When
ice unless he is damaged by a weapon made of it. a jotunn is hit with both of the axes in a round, the giant must
make a DC 15 Constitution saving throw or it dies.
Jotunn Hatred. Asgrim’s hatred of jotunns is so tense that,
while fighting against them, he gains advantage on Strength

102
Kadall the Bard King

Kadall the Bard King, the ultimate power figure of the South
Sea, lives in Boarharbor Town. He is the leader of the South
Sea Council, which meets twice every year and decides the
fate of the region. Other rulers of the region always owe
their allegiances to him, otherwise, they know that they will
probably have to face serious problems as the other islands
will stop trading with them or even wage war.
Kadall is an old and handsome man. He is an old adven-
turer, sailor and was a famous bard. He is a just man who
lives with law. Thanks to his bardic abilities, he can use his
voice well.

Kadall the Bard King attacks). He has the following Bard spells prepared:
Medium humanoid (Farmadr), lawful neutral
Cantrips (At Will): light, mage hand, minor illusion, prestidigitation
Armor Class 18 (lamellae)
Hit Points 221 (26d8 + 104) 1st level (4 slots): identify, detect magic, healing word,,song of home
Speed 30 ft.
2nd level (3 slots): heat metal, invisibility
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 16 (+3) 14 (+2) 20 (+5)
3rd level (3 slots): tongues, weaken blade
Saving Throws Dexterity +8, Charisma +10
Skills Arcana +13, Athletics +9, History +13, Insight +8, Intimi- 4th level (3 slots): dimension door, war chant
dation +10, Performance +15, Persuasion +10
Senses passive Perception 12 5th level (3 slots): legend lore, raise dead, voice of despair
Languages Sunnarstr, Austris, Kun, Mithal, Vestris
Challenge 15 (13,000 XP) 6th level (1 slot): true seeing

Bardic Inspiration (5/Day). Kadall can inspire an ally within 7th level (1 slot): arcane sword, teleport
60 feet of him as a bonus action. He provides 1d12 bonus on
the ally’s chosen one ability check, attack roll, or saving throw 8th level (1 slot): feeblemind
within the next 10 minutes.
9th level (1 slot): song of the end
Jack of All Trades. Kadall adds 2 to the skill checks he is not
proficient with. ACTIONS
Multiattack. Kadall makes three melee weapon attacks.
Song of Rest. Kadall can sing to his allies and make them gain
an extra 1d10 hit points after a short rest. Council Leader’s Longsword (+3 magical). Melee Weapon Attack:
+12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing dam-
Warband Warrior. According to the number of comrades age or 12 (1d10+7) slashing damage if used with two hands plus
that are present nearby Kadall, he adds 2 (1-2 comrades), 3 14 (4d6) force damage.
(3-4 comrades), 4 (5-6 comrades), or 5 (7-8 comrades) to his
AC. Comrades are close friends or family; followers, retinue or Countercharm. Kadall makes a performance until the end of
summoned creatures are not counted as comrades. his next turn, granting allies within 30 feet of him advantage
on saving throws against being frightened or charmed. The
Spellcasting. Kadall is an 18th-level spellcaster. His spellcast- creatures must be able to hear him.
ing ability is Charisma (spell save DC 18, +10 to hit with spell

103
Sea Encounters
The seas are untamed. They are the denizens of Aegir, of Ran, and of
many minions that lurk beneath. They are the denizens of glory or
ruthless annihilation. The seas are gentle with plunder, for enough
blood spilled on its bubbling waves. In this section, you can find
many encounters that adventuring sailors may come across. Some of
them are strange, and some others are deadly, determined only by
the sailor’s luck.

d20 Sea Encounter d20 Sea Encounter

1 You sail past dozens or hundreds of dead fish. Is it Ran’s doing? 11 You bump into a chase, several ships are trying to catch anoth-
Or could it be Hel? er ship.

2 The wind and waves carry start carrying the ship towards reefs, 12 You spot the black silhouette of a creature lurking under the
DCs are increased by 5. sea.

3 You bump into a full-fledged naval battle, one side may or may 13 You see a number of ships on the horizon, it seems to be a
not be an ally of yours. merchant convoy.

4 You bump into half-sunk remains of a merchant ship, some of 14 You see a number of ships on the horizon, it seems to be a battle
its cargo may be floating. fleet.

5 You hear a murmur of sea chants coming from the underwater 15 A Svilland weather condition occurs (see Weather Conditions in
(Perception DC 13). Svilland Campaign Setting)

6 An incredibly stable sea with no wind and seaweed all over the 16 You find a group of rats or bugs in the food, there is something
surface, sails are useless. up with these rats.

The surface of water starts freezing part by part with icy traces You pass a ship in the water, a crowd of satisfied soldiers cele-
7
like veins. 17 brating a victory, unaware of the bulky headless pirate climbing
up the side of the ship.

8 A heavy fog sits onto the area, foggy silhouettes start to appear
from time to time. 18 When you wake up, you wake up in the middle of a storm.

9 Hundreds of ravens fly in the sky, many of them start landing


on your ship. 19 Your ship is stuck with giant tentacles and is unable to move. A
giant Kraken head emerges and tells you it wants to talk.

10 A Svilland weather condition occurs (see Weather Conditions in


Svilland Campaign Setting) 20 You have found a mysterious treasure map among sunken ship
fragments. (Perception DC 15)

104
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3. Offer and Acceptance: By Using the Open Game Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Content You indicate Your acceptance of the terms of this Li- Inc. System Reference Document 5.0 Copyright 2016, Wizards of
cense. the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
4. Grant and Consideration: In consideration for Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
agreeing to use this License, the Contributors grant You a per- Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
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5. Representation of Authority to Contribute: If You tellers
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represent that Your Contributions are Your original creation Realm Storytellers

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