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FoolsGold IntoTheBellowingWilds CampaignSetting v1.1

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100% found this document useful (2 votes)
2K views327 pages

FoolsGold IntoTheBellowingWilds CampaignSetting v1.1

Uploaded by

Johnny Rider
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Credits

Fool’s Gold Creators Art Directors


Jenna “Dingo” Woldenga, Felix Irnich Justin Chan, Brian Scott Walters
Project Manager Front Cover Artist
Graeme Fotheringham Justin Chan
Producer Back Cover Artist
Ricardo Evangelho Jess Jackdaw
Fool’s Gold Crew Deluxe Edition Cover Artist
Game Master: Felix Irnich, Sips: Jenna “Dingo” Woldenga, Ricardo Evangelho
Gothi: Avery Howett, Erina: Carson Cross-Danyluk, Artists
Julian: Jenna “Puddles” Pudlowski, Gorthan: John “Toilet” Coleman,
Sneeze: Himself, Jawbone: Himself Zee Bashew, George Bennett, Josiah “Jo” Cameron, Justin Chan,
Antonio Demico, Ricardo Evangelho, Sophia Fesel, Liam Gregg,
Writers and Game Designers Leesha Hannigan, Patrik Hell, Marko Horvatin Avery Howett, Jess
Charlotte Ashley, K. Tempest Bradford, Yubi Coates, C.S.E. Cooney, Jackdaw, Sam Key, Nicholas Kole, Nika Lemut, Griffin Macaulay (The
Carlos Hernandez, Avery Howett, Felix Irnich, Joshua Kim, Griffon’s Saddlebag), Anneliese Mak Tomáš Matouš, John Derek
Verity Lane, Seanan McGuire, Dominik Parisien, Christopher Pinch, Murphy, Laura Neal, Richard Nguyen, Aviv Or, Spencer Owen, Alyse
Jordan Richer, Jenna “Dingo” Woldenga, Sebastian Yūe Stewart, Mariya Sviridova, Vanessa Wei, Jenna “Dingo” Woldenga
Guest Collaborators Cartographer
Zee Bashew, Jacob Budz (XP to Level 3), Crit Crab, Jess Jackdaw, Samantha Rustle
Griffin Macaulay (The Griffon’s Saddlebag), Puffin Forest, Runesmith Graphic Designers
Editors Ricardo Evangelho, Madison Pflance, Meredith Smallwood
Andrea Bruce, Verity Lane, Dominik Parisien, Christopher Pinch, Special Thanks
Jordan Richer, Sebastian Yūe
Emily Beckett, Ryan Burns, Thomas Choux, Amelia Duri,
Sensitivity Consultants Victoria Jeffrey, Sam Lustig, Allie MacAllister, Cerena Markey,
Shawn Banerjee, Jennifer Kretchmer, Adrian Mejia, quinn rodriguez Ceara O’Malley, Tommy Pedrini, Kayla Ramos, TR Rowe,
Jason Zaffary, Command Creative Studios, Tableflip Foundry,
Very Creative Name, our amazing supportive families,
and OF COURSE all Fool’s Gold fans!!

AND A DIRE TARRASQUE-SIZED THANKS TO OUR


16,929 KICKSTARTER BACKERS WHO MADE THIS BOOK POSSIBLE!
“You have literally changed our lives, and those of our friends and families.
We can never thank you enough for giving us this opportunity.”
— Dingo & Felix

ISBN: 978-1-7389146-6-1
First Edition. Printed September 2023.
1 2 3 4 5 6 7 8 9 10

TM

Fool’s Gold, the world of Ambria, its groups of individuals, its elements, its distinctive characters, and its locations are the sole property of Fool’s Gold Inc, 1664 Richter St
#208, Kelowna, BC V1Y 8N3 Canada. All rights reserved. All other characters and their distinctive likenesses are property of Hit Point Press Inc. The materials described
in this statement are protected under the copyright laws of the United States of America and around the world under international intellectual property treaties. Any
reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of Hit Point Press
Inc. or Fool’s Gold Inc. as applicable.
Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. All characters and other entities appear-
ing in this work are fictitious. Any resemblance to real persons, dead or alive, or other real-life entities, past or present, is purely coincidental.
Fool’s Gold: Into the Bellowing Wilds is Copyright © 2023 Hit Point Press Inc. in the USA and other countries. 1175 Brookfield Rd East, Ottawa, Ontario, K1V0C3, Canada.
Contents
Introduction 4 Velgari: Spider Sanctuary  117
Part 1: Welcome to Fool’s Gold 6 The Unnamed Lake 121
Playing in the World of Fool’s Gold 6 Underground 122
Original Fool’s Gold Campaign Summary 12 Chaos Zones 124
The Fool’s Gold Crew Character Sheets 14 Part 6: The Foreclaimers 125
Part 2: Character Creation 20 Secret History of the Foreclaimers 125
New Backgrounds 21 Foreclaimer Culture and Technology 131
Cursed Soul 21 Society and Government 131
Gold Shaper 22 Language 131
Outback Cook 23 Foreclaimer Crystals 132
New Races 24 Foreclaimer Automatons 133
Beastfolk 24 Seelia: Petrified Planet 134
Mohsnian 26 Rachaka: Foreclaimer Stronghold 135
Weaver 28 Stella’s Children: Druidic Camp 138
Other Races in Ambria 30 Playing a Foreclaimer 141
New Subclasses 32 Part 7: Fool’s Gold All QUACKed Up 144
Barbarian: Path of the Soaring Soul 32 Chapter 1: Adventures in the Bellowing Wilds 148
Druid: Circle of Swiftness 34 Chapter 2: Bundariko Business 156
Fighter: Magical Protagonist 36 Chapter 3: Power Crystal Expedition 162
Monk: Way of Healing Hands 38 Chapter 4: The Wilds Shaken and Stirred 168
Paladin: Oath of Survival 40 The Ancient Bridge: Begin with Bandits 169
Ranger: Cryodon Guide 42 Breckart: Rescue Rangers 169
Sorcerer: Concentrated Chaos 44 Brushwick: Bad Bath Business 171
Warlock: The Splicer 46 Chaos Zone: Strangers in a Strange Area 172
Part 3: History of Ambria 48 Fool’s Crossing: Party Plan 174
Glenshire: Snake in the Branches  175
Part 4: Religion in Ambria 53 Granite: Trapped in the Past 176
Worship in the Bellowing Wilds 66 Haibrin: Pillaging Pirates 178
The Bellowing Wilds 68 Pyrite: Taste Test 179
Part 5: Exploring the Bellowing Wilds 70 Twiniver: In the Wave’s Wake  180
Alchemist’s Quarry: Arcane Enclave 71 Velgari: Peril in Spider City  181
Alchemist’s Swamp 76 Chapter 5: Ruckus in Rascam 183
Breckart: Frozen Citadel 77 Chapter 6: Gold, Greed, and Gresh 192
Brushwick: Demon Resort 81 Chapter 7: Alchemist’s Swamp Squelch 198
Swamp-Rock Mountains 84 Chapter 8: Deep Secrets in Alchemist’s Quarry 202
Bundariko: Scrappy Village 85 Chapter 9: Well, QUACK 212
The Ancient Bridge 87 Chapter 10: Zoo Crisis 215
Fool’s Crossing: Party Pile 88 Chapter 11: Two Gems are Better than None 223
Glenshire: Wandering Treetop City 91 Chapter 12: Into Another World 228
Granite: Crystalline Community 94 Chapter 13: Epilogues 235
Haibrin: Seaside Parish 97 Appendix A: Allies and Enemies 237
Hero’s Ascent: Draconic Domain 100
Felsen Mountains 103 Appendix B: Spells 286
Lei’Sha: Charred Example to Others 104 Appendix C: Magic Items 295
Mr. Wizardly’s Tower 105 Appendix D: Advanced Alchemy 306
Pyrite: Gourmet Destination 106
Rascam: The Big Potato 109 Appendix E: Chaos Surges 317
Twiniver: Fierce Frontier  113 Appendix F: Curses 326
The Mild Meadow 116
License 332
Introduction
welp, here we go
Dingo
Gothi was played by another friend from art college, Avery, who is
Hi, I’m Dingo! And this is my book
Fool’s Gold: Into the Bellowing Wilds. the lead artist for this book! She is why the Fool’s Gold crew looks the
I’m the creator of the YouTube channel way they do. She made a poster of our characters that we hung on our
Dingo Doodles, and I’m excited to share wall alongside posters we also made for other campaigns. Those initial
the stories and world of Fool’s Gold with you. designs informed the versions of the characters you see in my videos.
So let’s take this journey together. Yeah. Gothi and my character, Sips, had a special bond because Avery
and I also do. She inspires me to be a better artist
Fool’s Gold started as just a bunch of friends playing in a basement, and storyteller.
Gothi
making each other laugh and cry. Back then, we had no idea that it
would eventually become a YouTube series or a book; we were just Can I interest you in a potato? I’m
having fun! sure it isn’t poisonous... pretty sure.
Our game group was just a bunch of average nerds who met
in art college and were determined to hang out and roll some dice, Then we have Sips, my emotionally chaotic cursed monkey with
so we faced down the biggest bad of all—scheduling—and made it wild magic “issues.” Sips was unlike any character I had played before.
work, playing consistently every Tuesday night from 6 pm to 9 pm. With him, I could explore what it meant to be wild and free, but he
also tapped into some deep-seated issues I was working through at the
Characters time. Back when I played Sips, I was in a very bad place in my life.
Let me introduce the players and their characters! First up, Gorthan
I was so angry all the time and had just been diagnosed with Type
was a large and disruptive half-mohsnian barbarian played by John.
2 Bipolar Disorder. I felt like I was losing control of my emotions,
He was a major driver for the Fool’s Gold crew’s antics. Whenever
and that bled into Sips. He was SUPPOSED to be calm, cool, and
we got stuck, Gorthan would make something fun happen before
collected, but that lasted all of 30 minutes once I actually sat down
we had a chance to stop him.
Gorthan to play as him. With his curse growing and my bipolar getting out of
hand, we were both going through a lot—not knowing what to do,
I’m here to kick butt and chew bubblegum,
feeling weak and useless, losing control, and feeling awful afterward. It
and I have no idea what bubblegum is.
was hard.
Playing Sips helped me look at my own struggles from an outside
Julian’s player, AKA “Puddles”—yes, that’s her nickname—was perspective. I learned that it’s okay to not be okay and to accept help from
my friend in art college who gave me my nickname, “Dingo.” She’s a others; it’s not a weakness—it’s just what it means to exist. It wasn’t until
kickass parent, which shone through when she played Julian, the suave the campaign was done that this all clicked for me. Playing as Sips, feeling
and scaly magic contraption crafter. Julian always gave wise advice and his pain and his struggles, helped me to not be so harsh on myself.
helped us cope with the chaos that our party stumbled into.
Sips
Julian
Okay, that’s enough emotions for today...
I’ll be happy to offer my wisdom as
you read through this book, but
anything else is gonna cost you. Lastly, we had the Game Master, Felix—my life partner and now
my husband! We’ve known each other since we were 13, when he first
The magical girl Erina was played by another art college friend, moved to Canada from Germany. He’s my best friend and has always
Carson. If you couldn’t guess, Carson was really into anime. So Erina made me laugh.
is the living embodiment of anime tropes. Carson also designed Fool’s Gold was the second campaign Felix ever ran, and his
Erina’s iconic look—which I just tweaked a bit for the videos. unique GMing style was on full display when he created the world
of Ambria. Sometimes people try to predict what is gonna happen in
ERina the Fool’s Gold video series because of one trope or another, but Felix
Every group of misfits always finds a way to turn your expectations on their head! I never
Jenna “Dingo” Woldenga

needs a bit of sparkle! know what’s gonna happen when Felix is behind the GM screen, and
that’s why I love playing with him. He taught me to loosen up and not
take storytelling too seriously.
Felix
Hello! I’ll be popping in to
give you GM tips to help you f-
I mean… QUACK up your players.

4 Introduction
The Fool’s Gold Videos Thank You!
When I started the Fool’s Gold YouTube series, it was just one video When I think about how this all started because I wanted to share
about a funny thing that happened in our game. At the time, I was an animated YouTube story about how I released a dire tarrasque
working on a contract, making comics, and trying to save up to give with drunken karaoke… never in my wildest dreams could I have
myself some creative freedom. In my spare time, I started working imagined Fool’s Gold getting to this point. With some awesome
on my first two videos—my channel intro and what would become collaborators, we’ve created such cool things for Fool’s Gold.
the first video in the Fool’s Gold series, Doomed the Universe with I’m so proud of everyone who has worked on bringing the world
Karaoke (My Bad). I pumped both out in a nine-day whirlwind of of Fool’s Gold to life, especially Felix and Avery. I know this project
recording and animation. I didn’t even write scripts. I just did what challenged them both, but they created something truly amazing. I
felt good and ran with it, leaning into the feeling that I MUST DO think they even surprised themselves with how far they have come as
THIS NOW. creators. I feel like a cheerleader for all their hard work on this book.
When the first Fool’s Gold video took off, I knew I had been I also want to thank John, Puddles, and Carson, who have been so
right to follow that feeling. Today, it has over 4 million views. People supportive of this journey and let me show off their characters to the
seemed to enjoy hearing about our game, so I thought, “Huh…what world. I’m so grateful to the whole Fool’s Gold crew for their support
if I just kept talking about it?” I had never seen someone make a and friendship.
tabletop campaign series in the storytime animation style. I just started Hit Point Press has been amazing to work with and truly
producing episode after episode and found I loved making them! understands our chaos. The writers, game designers, editors,
With every video, I tried to stretch myself and improve some illustrators, cartographers, miniature sculptors, graphic designers,
parts of my craft—writing, voice acting, editing, music queuing, and customer support team, and project managers all grasped our vision
drawing. I wanted to learn it all. Creating the videos was like leveling and made it even better. They pushed Fool’s Gold beyond what we
up my creativity, and it was as satisfying as leveling up a character thought was possible and then some!
in a game. I can complete about one minute of “animation” per day, All the love and support from y’all is just jaw-dropping.
which really is just storyboarding with some extra spice. One Fool’s Watching the transformation of this project from a game I played
Gold video takes me around six weeks to make. Sometimes I have to with my friends to something that has been embraced by so many
tell myself, “Hey, calm down. It’s not supposed to be a feature film. people has been thrilling. The community that has grown up around
Just have fun.” Fool’s Gold is by far the best I’ve ever had the pleasure to be a part
of. I’d like to thank all the Kickstarter backers for making this project
From Game to a reality. I’ve been overwhelmed by the love and support you’ve
YouTube to Book shown for Fool’s Gold.
One of the biggest things I’ve learned from making the video series I hope you’ll dive deep into this world and play around with the
is how to translate the experience of playing a game into a form an Bellowing Wilds for yourselves. Our story was just one story in the
audience can appreciate. I look at the big picture and emphasize the world of Ambria, and now you will get to create your own. We saved
big themes by condensing events, arranging dialog, adding narration, a city with a hairbrush—what wild things will you do?!
and carefully considering how to cut between scenes.
The YouTube and book versions of Fool’s Gold are not exact Jenna “Dingo” Woldenga
recreations of the campaign we played. When we were playing, we Dingo Doodles Creator
didn’t think about entertaining anyone but ourselves as we lived Web: [Link]/c/DingoDoodles
@DingoDoodles
in the moment with our characters. But I know my audience is
invested in the story, so I broke it down to its core and rebuilt it into
something that makes sense for someone who wasn’t at the table.
Since I had to condense hours and hours of gameplay into ten to
twenty-minute-long YouTube videos, I can’t show the massive scale
of the world called Ambira that Felix has created. That’s where this
book comes in! It has things you’ll recognize and other things that
you won’t get to see on YouTube because they don’t fit into the story
I’m telling in my videos. The book also allowed Felix to revisit the
Bellowing Wilds and fully flesh out all the lore and mechanics while
updating it to 5e.

You guys are gonna


QUACKing love this book!

Woah, you triggered the censor


duck! Ultimate guardian of PG-13 content.

QUACK!

Introduction 5
Part 1
Welcome to Fool’s Gold
play the fools gold way

PLAYING IN THE WORLD OF FOOL’S GOLD


Fool’s Gold: Into the Bellowing Wilds introduces the world of The appendices in the back of the book cover everything else
Ambria and focuses on the Bellowing Wilds, a jungle filled with you need to play a Fool’s Gold Game. In Appendix A: Allies and
mysteries, dangers, friends, foes, and truly awful sheep. Keep in mind Enemies, you’ll find stat blocks and information about new monsters
that the information in this book is a scaffolding for your game, but and NPCs. Appendix B: Spells contains new spell descriptions.
it isn’t your story. Your adventures together as a group will become Appendix C: Magic Items details new magic items. Appendix D:
your story. Advanced Alchemy is a set of new game mechanics that introduce
an endlessly flexible method for players to create new potions,
Outline poisons, and more. It also contains rules for harvesting ingredients
This chapter, Part 1: Welcome to Fool’s Gold, introduces how to from plants and monsters. Appendix E: Chaos Surges includes
play games in the style of Fool’s Gold. It includes a summary of the rules for how and when magic goes wrong and random roll tables
campaign as told in Dingo’s videos and the 5e updated character to unleash maximum chaos on your game. Appendix F: Curses has
sheets of the original Fool’s Gold crew— Sips, Gothi, Erina, rules for playing characters or NPCs who have been cursed and a
Gorthan, and Julian. huge table of curses to pick from.
Part 2: Character Creation introduces new character creation
options for players. There are three new races; beastfolk, mohsnians, Using this Book
and weavers. There are also eight new subclasses; Path of the Soaring This book is designed to be used with the 5e Core Rules. Any text

Jess Jackdaw
Soul barbarian, Circle of Swiftness druid, Way of Healing Hands that appears in bold red type refers to another section of this book.
monk, Cryodon Guide ranger, Magical Protagonist fighter, Oath of New monsters and Non-Player Characters (NPCs) are marked
Survival paladin, and the Splicer warlock patron. Finally, there are in bold blue type and with an asterisk * where their stat block is
three new backgrounds linked to the Bellowing Wilds; cursed soul, relevant and are detailed in Appendix A. Monsters and NPC stat
gold shaper, and outback cook. blocks marked in bold purple type can be found in the 5e
Part 3: History of Ambria introduces the world of Ambria, Core Rules.
including its creation, major events, and the current situation in the Spells and magic items appear in italics. New spells and magic
Bellowing Wilds. items found in Appendix B and Appendix C are also marked with
Part 4: Religion in Ambria describes the pantheon of gods an asterisk *. Other spells, items, nonmagical equipment, and
that watch over this world. It also introduces the Anhael, the basic rules can be found in the 5e Core Rules.
divine beings from beyond Ambria, and the unique ways religion is
practiced in the Bellowing Wilds.
Part 5: Exploring the Bellowing Wilds is a guide to Ambria’s Jungle Sheep,
most dangerous jungle, its settlements, and other key locations. cute but deadly

Here you’ll discover histories, landmarks, stores, quest hooks,


random encounter tables, and important NPCs. For players, there
is information about roleplaying a character from each major
settlement in the Wilds.
Part 6: The Foreclaimers reveals the truth about the
foreclaimers, a race of technologically advanced elves. It includes
information on their history, culture, technology, what happened
to them, and where they are now. This section also provides the
foreclaimer player character race details.

MAJOR SPOILERS here.


Read at your own risk!

Part 7: Fool’s Gold All QUACKed Up is an adventure for


character levels 5 to 15+ that takes players throughout the Bellowing
Wilds and beyond. It is broken down into 13 chapters. This part also
covers jungle exploration, including hazards and random encounters,
and how to run a dire tarrasque rampage.

6 PArt 1: Welcome to Fool’s Gold 6


COMEDY AND TRAGEDY (NEAR) IMPOSSIBLE CHALLENGES
The tone of Ambria lends itself to comedic games, with its doom Giving your players a real sense of danger is key to running a
ducks, malevolent sheep, and groan-worthy puns. But don’t feel like Fool’s Gold style game. It can be difficult to accomplish, but using
you have to be a comedian to run a game in Ambria. Having fun encounters that are not balanced for the party’s CR can be effective.
with your game group is more about creating an atmosphere where If your players barely survive an encounter with an overpowered
everyone feels free to have a laugh rather than having to come up enemy and then later defeat that same enemy, they may get a sense of
with brilliant quips on the fly like you’re all bards in a vicious mockery accomplishment and be able to see how their characters have grown.
rap battle. Follow what you and your players find funny. Soon you’ll Give your players a fair warning beforehand. Let them know
have created your own in-jokes and moments that crack you and that not everything they see in the Bellowing Wilds is meant to be
your group up. fought head-on, slain, or looted. Some situations may require stealth,
While the Bellowing Wilds has plenty of goofy and silly cunning, or a swift retreat.
elements, it has darkness too. Many of the NPCs share a grim sense On the other side of the equation, don’t be afraid to give your players
of humor that is born out of an ‘if I don’t laugh, I’ll cry’ attitude. The huge advantages—like a powerful mech dragon, for example. These
jungle is dangerous, and sometimes the only way to cope with its advantages can be balanced by equally large drawbacks that force
horrors is to crack a joke. players to make tough choices—like what to do when that mech
This book also has serious themes that go beyond even dragon gets hungry for souls and goes on a rampage. Overblown
dark humor. For example, Xanu, a major NPC, is on a revenge advantages also let you throw even more overpowered challenges
quest against the foreclaimers and suffered years of torture. The at the players.
foreclaimers themselves have a complicated past and present. The
evil warlock Quinn-Ora controls and manipulates the Beastfolk of We took on Gresh*—a green dragon—
when our characters were only level 4…
Alchemist’s Quarry. There are wrongs in the world of Ambria, and
players should be encouraged to help right them rather than further
exploit those who have been exploited. Yeahhh, maybe giving y’all the
It is possible to play games with both humor and heaviness, mech dragon* wasn’t my best
and Ambria is designed as a place where both can coexist. Always decision, but it worked out in the end!
keep your players’ enjoyment at the heart of your game and find the
balance that works best for all of you. PLAYER INVESTMENT
The real magic in tabletop games comes from making stories
Yeah, welcome to emotional whiplash.
together that can only be created by you and your players.
A great way to engage your players is to incorporate elements
EXPLORING MORAL of their characters’ backstories into the plot of your game. The
original fight between Sips and Quinn-Ora was so dramatic because
GRAY AREAS
she was the one who was responsible for cursing him, and Gothi’s
Many situations that players will face in the world of Ambria aren’t
transformation from old swamp witch to badass was tied in with
simply black and white but morally gray. The people and choices
the rediscovery of the foreclaimers. You don’t have to replicate these
that they will face aren’t always straightforward and will require them
story beats, but you can create memorable moments by making the
to make difficult decisions where there may not be a perfect solution.
player characters vital within the narrative.
The Araknights of Velgari and the nature goddess Generisa that
You can ask players to give you ideas for NPCs, places, items,
they serve are peaceful now but once waged a crusade to wipe out
or secrets to torment… no… engage their characters. Some players
all humanoids. The town of Brushwick has chosen to use demonic
might prefer to give the GM free rein to come up with surprises for
power not for evil but for comfort. The foreclaimers have harmed
their characters. Both ways work well to create suspense and drama.
themselves by removing their capacity for empathy and thus have
harmed others too—but they can reclaim the empathy they lost.
These are just a few examples of the moral quandaries players might
encounter in Ambria. In Ambria, no one is inherently evil because Felix surprised me by giving Quinn-Ora*
of who or what they are—people have the capacity to grow, change, floating evil hands....so many hands...
and work to repair the damage they did to others. However, they
can also choose to double down on cruelty, heartlessness, and hatred. You can also give your players some agency over the world. Ask
How the players interact with these themes should play a large part them what they see when they walk into the shady bar. Give them
in how the story of a Fool’s Gold game develops. a chance to describe a magical effect or peculiar sight. Have them
There are questions of justice, mercy, and what can be forgiven come up with a name for an NPC—they’re probably going to give
and what can’t. These moral gray areas might provoke discussion your NPCs silly nicknames anyway, so why not save a step? Fleshing
and debate at your table, but regardless of the positions players take, out the world together can be a lot of fun and keep you on your toes.
respect for one another should always come first.
You introduce a cool NPC and the
You’ve gotta be allowed to learn from next thing you know, everyone’s
your mistakes to become a better calling him Bucket…
person (not naming any names...)
Hehe…

PArt 1: Welcome to Fool’s Gold 7


RANDOMNESS SUBVERT EXPECTATIONS
Many iconic moments in the original Fool’s Gold game came out The world of Ambria takes typical fantasy tropes and gives them an
of random rolls. You’ll find plenty of random encounter tables all unexpected twist. Subverting your players’ expectations is part of
throughout this book, as well as curse charts and chaos surge tables GMing a Fool’s Gold game. For example, players may expect Gresh,
in the appendices. These tables suit an improvisational style of a green dragon, to breathe poison when in reality, she was enchanted
GMing. When dice decide the outcome, you might face situations by a wizard to breathe fire. If your players are familiar with the lore
neither you nor your players expected. If a random roll creates an of Fool’s Gold because they have watched the YouTube videos, you
outcome that no one at the table is happy with, it’s fine to reroll or can still catch them off guard by changing details in your version of
retcon it. If the table is less comfortable with random results, you Ambria. The Ambria you play in is your sandbox, and you should
can select a specific entry from a table rather than roll remix it as you wish.
for an outcome.
When we first met Ohio Jack*, we
Sure, randomness seems cool
wondered if he might be more
until you release an apocalypse.
ominous and untrustworthy than he
appeared. Maybe in your campaign,
he really does have dark intentions.
Fool’s Gold also harnesses the power of random numbers for
world-building. This is how iconic Fool’s Gold NPCs like Mr.
Wizardly came to be. His power level was rolled randomly, and the Safety
dice determined he was the most powerful wizard imaginable. A tabletop roleplaying game should always be a fun and welcoming
Stuck with an unexpected player question? Lean into Ambria’s experience for everyone in a supportive environment. Unlike a book
randomness and grab some dice. Roll on questions like “why,” or a movie, tabletop roleplaying games put players at the heart of
“when,” and “how much?” the story, so special consideration must be taken to take care of
their wellbeing.
That NPC picking mushrooms, how much do SAFETY TOOLS
they love mushrooms?—rolls a 10 on a
d100—Oh, they don’t care much for them, Safety tools help to establish clear boundaries for how you and your
but they used to do this with their mother group want to engage with the horror themes in this book. Which
before she was killed by—rolls an 80 on a d100 to particular safety tools you and your group use are up to you, but
determine power—an adult red dragon. these should be discussed and agreed on in your session zero and
revisited throughout the campaign.
FUN FIRST
Ambria is a fantastical setting; the stories created there are more THE TTRPG SAFETY TOOLKIT
important than simulating gritty reality. It is a place where many The TTRPG Safety Toolkit is a free resource co-curated by Kienna
different types of adventures can happen. From noble courts to fast Shaw and Lauren Bryant-Monk. It is a compilation of safety tools
food courts—there’s room for it all in Ambria. designed by members of the tabletop roleplaying games community
A Fool’s Gold-style game is more concerned with the interactions for use by players and GMs at the table. You can find it online at
between characters than with tracking the group’s rations or how [Link]/ttrpgsafetytoolkit.
many arrows have been fired. If keeping track of supplies is fun for Familiarize yourself and your players with the TTRPG Safety
your group, great! If not, don’t worry about it, and just enjoy playing Toolkit’s options, and decide which tools would most benefit you
in Ambria. It’s okay to get a bit silly sometimes. as a group. If this is your first time using safety tools, the following
tools are a great starting point:
EVERYONE BRINGS THE FUN 9 Lines and Veils: a framework for setting boundaries before the
Both the GM and the players are responsible for creating a fun game starts
and engaging experience. A Fool’s Gold-style game doesn’t pit the 9 X, N, and O cards: check-in tools for use during the game
players against the GM. Instead, the players and the GM are on the 9 Aftercare: a way to decompress after the game
same side—the side of fun! When you all come together to play a
game, everyone should be trying to make the experience better for THE DIGITAL RPG CONSENT CHECKLIST
everyone else at the table. Players can take responsibility for creating Discussing safety needs and serious content can be difficult. To help
a good experience for their fellow players by getting invested in players who may be uncomfortable, the toolkit provides “The Digital
other characters’ stories, sharing the spotlight, and asking each other RPG Consent Checklist” in its Tools and Resources section. This
questions to draw other players into the game. Players can also allows players to anonymously fill out a form detailing their needs.
help the GM by engaging with the offered plot hooks and creating While it’s important to set expectations at the start, it is also a good
characters who are motivated to participate in adventures. idea to check in with each throughout the campaign other to ensure
everyone is having fun and feeling supported.

8 PArt 1: Welcome to Fool’s Gold


SESSION ZERO THEMES
While you might want to jump right in and start playing to start Clearly communicating the themes to your players before you play is
your adventure off right, it’s highly recommended that you have a not a spoiler. Instead, it ensures that everyone goes into a game with
session zero. Session zero is a discussion before the first session of the a clear understanding of the story you’re about to tell together.
game between the GM and the players. If any theme or element in Fool’s Gold is unsuitable for your
9 Establish Expectations. During session zero, outline your players, it should be adjusted or removed to allow everyone to enjoy
expectations for the game. Discuss what kind of game you want the game. Remember—if it’s not fun for everyone, it’s not fun at all.
to run and what sorts of things your players want to explore. Go Fool’s Gold contains the following themes and subject matter:
over any house rules and safety tools you will be using. You can 9 Body horror and transformation
also talk about how you will handle character death. Will this be 9 Colonization
a ruthless game where death is on the line at all times or a more 9 ​​Consensual and nonconsensual body modification
lighthearted romp where characters have a degree of plot armor 9 Death
keeping them safe from all but the deadliest threats? 9 Demons
9 Decide Safety Tools. Session zero is a perfect opportunity 9 Dental trauma
to discuss the safety tools you plan to use as a group. 9 Desecration of historical and religious sites
Ensure everyone understands their options and feels 9 Destruction of souls
comfortable using them. 9 Disease and infection
9 Build Characters. Session zero can also be a time to build a party 9 Dismemberment
of characters who will work well together. Players can establish 9 Drug use, production, and dealing
pre-existing connections between their characters, set up shared 9 Enslavement
secrets, and determine why their group has come together. GMs 9 Genocide
can also provide character creation guidelines, such as what 9 Government corruption
character creation material they will or won’t allow. 9 Hunting
9 Discuss Practicalities. Session zero is also a good time to discuss 9 Implantation of crystals in the body
the practical aspects of how the game will be run. Will you have 9 Kidnapping
a regular time and day to play? How often will you get together? 9 Memory alteration
Will you play online, in person, or a mixture of both? What will 9 Mind control and possession
you do if one or more players can’t make it to a session? What is 9 Natural disasters: earthquakes, volcanoes, and tsunamis
the snack situation? Discussing these things before you play will 9 Snakes
set your game up for success. 9 Spiders
9 Choose House Rules. If you want to add any house rules, alter 9 Torture
or add to the base game mechanics, session zero is a great time 9 Undead
to introduce them. These can include rules around character 9 Unethical medical experimentation
creation, additional sub-systems like the Advanced Alchemy 9 Violence toward animals
system, and special rules to add depth or extra challenges to any
part of the game. Agree as a group which house rules will be the This list is not exhaustive, and there may be other themes or
most fun for all of you. content that are not suitable for your group. Before playing, read
through the adventure and the rest of the book thoroughly. Then
Our group doesn’t like resurrection to be prepare your game to suit your group’s needs.
too easy, so I made the soul gems and the
Soul-Shattering rule to suit our playstyle.

PArt 1: Welcome to Fool’s Gold 9


PLAYERS AND CHARACTERS Fool’s Gold House Rules
It is vital to establish and respect a clear line between what All of these house rules are optional. If you want to use them or any
your players are comfortable with and what their characters are other house rules, discuss them with your group during session zero.
comfortable with. For example, if a player is afraid of spiders, you
could choose not to include the spider-like weavers or Araknights in
your version of Ambria. However, if a player’s character is afraid of These house rules work for our group.
spiders, the character’s reaction to weavers and Araknights Find the ones that work for you!
can add to the drama and be part of their growth.
CHARACTER CREATION FLEXIBILITY
Yeah, Felix uses this all the time, Work with your players to help them build their characters how they
and I QUACKING LOVE IT! want. While each new race has suggested Ability Score increases,
it’s okay to let players redistribute these to suit their character. For
In roleplaying games, this line between player and character can example, if a player wants to play a particularly fragile but nimble
sometimes get blurry. The feelings brought up in a game can bleed mohsnian, their character could have a +2 to Dexterity instead of the
through into real life. Take the time to check in with your players bonus to Constitution suggested in the race details.
between sessions and gauge how they are feeling.
The line between player and character can also get fuzzy for GMs PLAYER CHARACTER BUFFS
sometimes too, but it is important to keep in mind the difference Fool’s Gold is an overpowered fantasy world. The monsters are
between in-game and out-of-game conflicts. If a player is doing stronger and the challenges greater, so give the characters some
something that irritates you, don’t be tempted to punish their advantages too. Character buffs help create the exaggerated, heroic
character in the game. For example, if a player consistently turns up tone of Fool’s Gold. Buffs can fundamentally unbalance the game in
late to sessions, don’t punish them by throwing their character in favor of the players but also give more flexibility and a more relaxed
jail. Instead, discuss with them why they are finding it hard to arrive feel to play, especially if you throw overpowered encounters at your
on time and how that makes you feel. In comparison, if a character players. Consider carefully if that is the type of game you want to
punches a noble in the face, the natural consequence of being run before introducing character buffs.
arrested by the noble’s guards is an appropriate response in the world Spellcasters. Spellcasters do not have to prepare spells or choose
of the game. which spell they learn. They can cast any spells appropriate to their
level from their class’ spells list if they have the spell slots for them.
PLAYER AGENCY Martials. Non-spellcasters gain an extra feat at level 1 and an
Loss of control and transformation are two themes that frequently additional feat each time they gain an Ability Score Improvement.
occur in the Bellowing Wilds. In situations where a player character
might be influenced or transformed by an external force, it is SOUL-SHATTERING
important to keep the agency with the player. For example, if a It can be tough to create a sense of danger when resurrection magic
character is taken over by a cebranith*—a kind of Ambrian demon is relatively easy to come by. To make character death more serious,
that enjoys puppeting people to their doom—the GM could explain you can use the following soul-shattering system.
to the player what the cebranith’s general motivations are and then Whenever a character is resurrected, their soul is put under
have the player describe how the cebranith controls their character strain. Everyone can be resurrected safely once. However, after the
and acts in combat, rather than the GM doing it. Similarly, if a first resurrection, if the character is resurrected again, the player
character is transformed into a beastfolk or weaver, even if it is must roll a d100 to determine the success or failure, rolling equal
against the character’s will, the decision should rest with the player, to or above the target number. Every time a character is resurrected
not the GM, and it should only come after a conversation with the successfully, its target number increases.
whole table. If a resurrection fails, the character’s soul shatters, and they can’t
be resurrected again by any means.
RESPECT
As the GM, it is your duty to ensure your players are feeling safe, SOUL-SHATTERING RESURRECTION CHANCES
having fun, and have consented to the rules and themes of the game.
You have a responsibility not to force anyone into uncomfortable Resurrection Target Number
situations or use the power that comes with shaping the world for 1st Guaranteed success
your players to cause them distress. Players also have a responsibility 2nd 50
to respect the GM’s time and effort and each other. Respect can
3rd 75
be shown in how you talk to each other in character and out.
4th 100
If problems arise, work together to find solutions that will help
everyone enjoy the game. 5th Guaranteed failure

10 PArt 1: Welcome to Fool’s Gold


Fool’s Gold GMing Tips 9 Just like the characters, enemies may decide to flee before they are
9 If you run a game with overpowered heroes and overwhelming slain. If they get away successfully, they could seek revenge later.
challenges, the most important aspect to balance is the power level It can be fun for players to face recurring villains, and the thrill
within the party, not the characters versus the world. If a player’s of finally defeating—or even befriending—a rival after several
character is falling behind in terms of power and effectiveness encounters can be much greater than it would be if the players beat
compared to their companions, find a way to bring them up to the them the first time they met. Whenever your players really hate
same level as the other characters. Consider providing magic items an NPC that’s usually a good sign you should keep them around.
or helping them tweak their character build if they’ve chosen an You’ll find several suggested recurring antagonists in the Fool’s
option they aren’t enjoying. Everyone should get a chance to shine. Gold All QUACKed Up adventure.
9 Encourage player characters to use the environment to their
advantage by demonstrating how with the enemy characters. Have Believe me, I would’ve loved
the baddies throw items, hide behind cover, trigger traps, push over to kill Quinn-Ora* the first time
we met her in the game,
spooky ceremonial altars to aberrant beings from beyond the stars, but she’s slippery...
lock doors, and so on to show the players how it’s done.

9 Describe what makes enemies unique and adjust their statistics


I’m a hazard to the
environment at all times!
accordingly. To give your encounters depth and keep them fresh,
you can vary statistics. For example, describe a moss wyvern* with
9 Losing a fight doesn’t have to mean the end of the a damaged wing and reduce its fly speed or introduce an overgrown
adventure. Not every enemy will deal a death blow. They may flower siren* that is Gargantuan rather than Huge.
just knock the party out, take them hostage, or drag them off to 9 Lean into the cool factor. If a player wants their character to leap off
their lair to be eaten later. If the party fails, they can face dramatic a cliff and onto the dragon’s back, let them! It’ll be more fun for the
consequences and new challenges, such as escaping from jail, fight to continue with them wrestling the dragon—or plummeting
defending themselves in a court of law, or paying off a massive to the ground—than if they’re waiting about on the cliff edge.
debt to a necromancer who brought them back to life.

We managed to bounce back after


someone released a dire tarrasque*
with his terrible karaoke.

Hey! My singing wasn’t that bad...

Moss Wyverns
Alyse Stewart

PArt 1: Welcome to Fool’s Gold 11


YEETING QUINN-ORA

Original Fool’s Gold Quinn-Ora interrogates Sips and Ohio Jack about
their plans. Sips recognizes Quinn-Ora as the
one who changed him from an ordinary

Campaign Summary monkey by cursing him with his crocodile


hand. Quinn-Ora escapes due to chaos
magic shenanigans. The crew tracks her
and tries to defeat the slippery warlock.
Sips opens a portal to the Elemental
Episodes 23 - 25
Plane of Fire, and Quinn-Ora gets thrown BOOM TOWN
into it by Erina, but not before the warlock
decapitates Sip’s best friend, Sneeze. The crew reunites in the party town of Fool’s
STARTING FROM Crossing, which they evacuate before opening
THE BOTTOM Episodes 3 - 5
up the foreclaimer portal. Opening the portal
obliterates everything within a 10-mile radius
The Fool’s Gold crew—magical girl
and sends a glowing column of light into the sky.
Erina, cursed awakened monkey OH HI, OHIO JACK Sneeze stays behind to close the portal behind the
Sips, swamp witch Gothi, silver fox In Bundariko, the crew meets the crew as Sips, Gothi, Erina, and Jack enter the portal
inventor Julian, and boisterous
half-mohsnian barbarian
archaeologist Ohio Jack, who studies PYRITE SLAPFEST and find themselves in the strange rock-covered
the ancient foreclaimer civilization in world of Seelia. Tensions are high as Gothi and
Gorthan—are captured by goblins The volcano that the crew blew up spews
the Bellowing Wilds. He gives the crew Erina worry about Sips’ increasing instability.
and thrown into a smelly pit. As forth molten gold—Gresh’s melted hoard.
their first major quest, sending them to
they escape, they broker peace The gold flows towards Pyrite, making
investigate an ancient site nearby. The Episode 7
with the goblin boss, Mr. Biznez, some lucky townsfolk extremely rich.
crew defeats the mechanical guardians
establishing trade with the and retrieves a large solar crystal. MECH DRAGON The party investigates and discovers the
foreclaimer Augmentation Facility near
nearby village of Bundariko, which Back in Bundariko, they bump into OVER POWERED?
becomes the crew’s home base. Mek’Sass, a many-armed snake-like tax
Pyrite is being used as a tourist trap. DON’T SPLIT
collector. She works for Gresh, the green
In Bundariko, the crew They retrieve a third solar crystal but Episodes 17 - 22
THE PARTY FINAL CHOICES
reencounters tax collector inadvertently release the augmented
dragon who rules over the jungle. The Erina stays in Kylandria to deal In Seelia, the crew fends off
Mek’Sass. They drive Mek’Sass creatures held in stasis. Furious at losing
crew watches in horror as Mek’Sass breaks with her mercury-dragon- automatons and meets the
off, and she is so impressed his lucrative tourist attraction, Pyrite’s
the mayor of Bundariko’s arm mommy issues. Meanwhile, empathetic foreclaimer tribe
by Gothan’s strength that mayor slaps Gothi but gets slapped to
because the town’s taxes Gothi helps Jack retrieve the known as Stella’s Children. They
she develops a huge crush death by Gorthan in
are late. last of the solar crystals. She find out that foreclaimers are not
on him. Jack sends them on response. Julian retires
rediscovers her identity as a as irredeemable as Xanu believes.
their next quest to explore the from adventuring
princess of the foreclaimers. They meet and capture a
Bi-Gem Station. They discover and becomes
Jack and Gothi activate the foreclaimer named Masika from
a gigantic dormant mech the new mayor
solar crystals and prepare to the city of Rachaka and learn
dragon, which they power up of Pyrite, and
open a portal to discover what that some foreclaimers cling to
and claim as their slick new Gorthan stays
happened to Gothi’s people. their unempathetic ways under
ride. Gresh attacks Bundariko to help him,
Out on his own, Sips meets a the leadership of the heartless
for defying her rule, but with leaving the crew.
young werewolf named Vicky, Emperor Goddrick III. The crew
the mech dragon, the crew
who is kind to him when he is faces their final decision whether
is able to defeat her. They
not being very kind to himself to help Xanu or not and chooses…
also blow up her gold-filled
volcano for good measure. as he struggles with his curse.

Whoah, whoah!
SPOILERS!
You’ll have to watch
the videos to find out
SOUL SEARCHING what happens next.
The crew learns that Sneeze’s
soul has been sucked into one
OLD GOTHI, NEW GOTHI of the soul gems that powers Episodes 26 and onward
the mech dragon. With the
Jack stuns everyone when he stabs Gothi in
help of a jerkass wizard, Mr.
the stomach with a charged power crystal*,
Wizardly, the party enters the
revealing that she isn’t just an old swamp hag
crystal to retrieve Sneeze’s
but one of the ancient foreclaimers. The crystal
soul so they can resurrect him.
restores Gothi’s body and mind to their former Episodes 1 - 2 After saving Sneeze and with
THE JUNGLE augmented state but leaves her with more
the souls powering the mech
questions than answers about who she truly is. THE KARAOKE XANU’S
SHEEP INCIDENT dragon depleted, it attempts
INCIDENT to destroy Rascam to absorb REVELATION
While on a quest to hunt jungle
After a brief vacation in more souls for power. Luckily Sips learns he
sheep fleece, Gothi couldn’t resist
Brushwick and Glenshire, for the city, it is being invaded has a piece of
petting one, DESPITE MANY
Jack, Erina, Sips, Gothi, and by an army from the nearby the shattered god
PREVIOUS WARNINGS that their
Sips’ best friend, Sneeze, country of Kylandria, which of Xanu within his
wool is a hallucinogen. She starts
arrive at Alchemist’s supplies the mech dragon with body. Xanu appears
freaking the QUACK out as she Episode 8 Episode 18
A HAIRBRUSH WITH DESTINY Quarry. Sips sings karaoke, a bounty of souls. The crew to Sips and reveals that
“sees” a huge bear charging at
but his attempts at leaves the Bellowing Wilds he, Xanu, is responsible for
the party. The sheep take the Jack sends the crew to the city of Rascam to find his
magical pyrotechnics go for some adventures the disappearance of the foreclaimers.
opportunity to attack, causing colleague Texas Thelonius. They arrive to find Tex has
very wrong. His magic in Kylandria before— Even though Xanu was created by the
maximum chaos. Gorthan tries been captured by a cruel and bearlike Bearon and is
goes wild and creates a drama!—the party foreclaimers, he was treated only with
to counterattack by throwing a about to be served up for dinner. The crew crashes Episode 7
zone of dead magic over splits up, much to GM cruelty. In revenge, he turned their
sword but critically fails and hits the Bearon’s party to save him. The Bearon’s inner
the town, which frees the Felix’s dismay. automatons against them. The surviving
Jenna “Dingo” Woldenga

Gothi instead, knocking her out. bear is unleashed when he eats a bloodmoon berry*.
This sends Gothi’s sharkhound dire tarrasque trapped foreclaimers fled through a portal into
In desperation, Sips uses an alignment-changing
companion, Jawbone, into a wild beneath Alchemist’s another world. As Xanu followed, the
hairbrush that causes the Bearon to become lawful
rage. He nearly kills the entire Quarry. Quinn-Ora, portal closed, and he was shattered.
good. Rascam is saved! With a hairbrush! With Tex
party before Gothi recovers just in the creepy leader of Xanu uses Sips’ affection for Vicky to
rescued and the Bearon as their ally, the crew can
time to calm him down, drive off Alchemist’s Quarry, pressure Sips into agreeing to help him
delve into the foreclaimer factory beneath Rascam
the sheep, and heal the party. appears and subdues the finish off the foreclaimers once and for
and retrieve a second solar crystal. Episodes 6 - 16
monster before turning all, as he says they will be a danger to her
her attention to the crew. and the whole world should they return.

12 PArt 1: Welcome to Fool’s Gold PArt 1: Welcome to Fool’s Gold 13


The Fool’s Gold Crew Character Sheets
the gangs all here

I
n the following pages you will find the character sheets for the You can use these character sheets as a jumping off point to start
beloved—if questionable—heroes, Erina, Gorthan, Gothi, playing through Fool’s Gold All QUACKed Up or a new campaign.
Julian, and Sips at level 5.
The Crew’s features and traits are summarized here. For full
information on how to play the new subclasses and races—Magical I wouldn’t recommend it.
Protagonist, Soaring Soul, Circle of Swiftness, and Concentrated Have you seen my life?
Chaos—see Part 2: Character Creation. The forest beastfolk and
mohsnian race details are found in Part 2 as well. The foreclaimer Speak for yourself. Who wouldn’t
race can be found in Part 6: The Foreclaimers. Other information, want to be me? I’m fabulous!
such as Julian’s subclass and base class and race details, can be found
in the 5e Core Rules.
Jenna “Dingo” Woldenga

14 PArt 1: Character Sheets


Erina Zuccarini
Player Name Carson Race Human
Character Pronouns she/her Class Fighter: Magical Protagonist
Alignment Chaotic Good Level 5

ABILITY SCORES

STR DEX CON INT WIS CHA


10 16 14 11 13 16
+0 +3 +2 +0 +1 +3

15 BACKSTORY Magical Transformation. Erina can transform


+3 30ft
ARMOR INITIATIVE SPEED Erina, daughter of Giacomo and Mona Zuccarini, into her magical girl form using an action. While
CLASS
was born in Kylandria and was expected to she is in her magical girl form, she can use her
become an entertainer like her parents. However, style points and hero powers. Each creature
44 HIT POINTS
Erina had a different dream—to be a fashion within 20 feet that can see her must succeed on a
designer. She traveled to the Bellowing Wilds Charisma saving throw or become blinded until
5d10 HIT DICE to hone her design skills and discover new and the end of her next turn. Erina can also transform
exciting textiles. as a bonus action, but this does not trigger the
PROFICIENCY Erina possesses a magical ring she inherited saving throw.
+3 BONUS from her mother. Her family claims the ring Magical Trinket. When Erina transforms, she can
contains a crystal fragment of an ancient creature choose any number of creatures to automatically
SAVING THROWS of immense power and evil. More importantly, succeed on their saving throw against her
9 +3 STR the ring allows her to transform into a magical transformation’s effects.
4 +3 DEX girl, complete with a costume change and lots Style Points (Recharges on a Short or Long
9 +5 CON of sparkles! Rest). Erina has 3 style points that she can spend
4 +0 INT Erina is young, inexperienced, and naive. She to fuel her Hero Powers. She also regains 1 style
4 +1 WIS covers up her insecurities with coarseness and point when she rolls a critical hit on an attack or
4 +3 CHA arrogance. She’s also dangerously charming, able rolls a 20 on a Charisma check.
to sway folks through honeyed words and guile. Hero Powers. Erina’s Hero Power DC is 13.
SKILLS
While she can be a bit abrasive, deep down, she Erina has the following hero powers:
9 +6 Acrobatics (Dex)
genuinely cares about the Fool’s Gold Crew. Extra Sparkly Hero Attack. Erina can add 3
4 +1 Animal Handling (Wis)
Erina takes personal responsibility very radiant damage to a weapon attack per 1 style
4 +0 Arcana (Int)
seriously. She tries to fix any problem she feels point she spends. Targets who take this damage
4 +0 Athletics (Str)
responsible for, even if the solution is beyond her must make a Constitution saving throw or
4 +3 Deception (Cha)
abilities (though she’s very, VERY careful to avoid become blinded until the start of her next turn.
4 +0 History (Int)
people finding out she’s at fault.) Lovely Hero. Erina can spend 2 style points to
4 +1 Insight (Wis)
cast charm person.
4 +3 Intimidation (Cha) TRAITS Hot-Headed Hero. Erina can spend 2 style
4 +0 Investigation (Int) Ideal: “Hope, friendship, and justice were points to cast heat metal as an action and has
4 +1 Medicine (Wis) ingrained in me by my family, though I struggle resistance to fire damage while maintaining
4 +0 Nature (Int) to understand what they truly mean.” concentration on this spell.
9 +4 Perception (Wis) Bond: “I want to show the world that I’m capable
9 +6 Performance (Cha) of achieving whatever I set out to do.”
9 +6 Persuasion (Cha) Flaw: “I view all relationships as fleeting. People ACTIONS
4 +0 Religion (Int) can’t abandon me if I abandon them first.”
Attack Reach/Range Hit Damage
4 +3 Sleight of Hand (Dex)
4 +3 Stealth (Dex) FEATURES Steel Ball 5ft. / 20(60) ft. +7 1d4 + 3
4 +1 Survival (Wis) Action Surge (Recharges on a Short or Long
Rest). Erina can take one additional action on EQUIPMENT
her turn. Two Erina’s steel balls of hope*, entertainer’s pack,
PROFICIENCIES
Extra Attack. Erina can attack twice whenever fine clothes (that she made herself ), a magical
Jenna “Dingo” Woldenga

Armor All armor, shields


she takes the Attack action on her turn. trinket ring containing a Xanu shard*
Weapons Simple weapons,
Second Wind (Recharges on a Short or Long
martial weapons
Rest). Erina can use a bonus action to regain
Tools Cobbler’s tools,
1d10 + 5 hit points.
weaver’s tools
Languages Common,
Draconic

PArt 1: Character Sheets 15


Gorthan
Player Name John Race Half-mohsnian
Character Pronouns he/him Class Barbarian: Path of the Soaring Soul
Alignment Chaotic Good Level 5

ABILITY SCORES

STR DEX CON INT WIS CHA


16 14 16 8 14 8

+3 +2 +3 -1 +2 -1

15 +3 40ft PROFICIENCIES Rage (3/Long Rest). On Gorthan’s turn, he can


ARMOR
CLASS
INITIATIVE SPEED Armor Light armor, medium armor, shields enter a rage as a bonus action.
Weapons: Simple weapons, martial weapons Reckless Attack. When Gorthan makes his
Tools Jeweler’s tools, smith’s tools first attack on his turn, he can decide to attack
55 HIT POINTS
Languages Common recklessly. Doing so gives him advantage on
Damage Resistances radiant, poison melee weapon attack rolls using Strength during
5D12 HIT DICE Immunities petrification, disease this turn, but attack rolls against Gorthan have
advantage until his next turn.
PROFICIENCY
BACKSTORY Soul-Bound Weapons. Gorthan can have a
+3 BONUS Gorthan was born in an isolated clan of mountain number of soul-bound weapons equal to his
people deep in the wilderness. After an incident Constitution modifier (minimum of 1). He
SAVING THROWS involving some magical dust transformed him can wield them one-handed for the purpose of
9 +5 STR into Ambria’s first half-mohsnian, he left the two weapon fighting. Additionally, he always
4 +2 DEX safety and security of his family to seek adventure. uses the larger damage die. His attacks with his
9 +6 CON Gorthan is a blunt and straightforward man soul-bound weapons are considered magical.
4 -1 INT who loves to forge new weapons, specializing in Additionally, he is immune to damage from
4 +2 WIS massive swords. He is eager to expand his fighting his soul-bound weapons and can sense their
4 -1 CHA and crafting skills and approaches life with honest directions as long as he is on the same plane
enthusiasm. Gorthan will always leap to the aid of of existence.
SKILLS his friends. Ranged Strike. Gorthan can throw his
4 +2 Acrobatics (Dex) Unlike other mohsnians, Gorthan needs soul-bound weapon and make ranged attacks
4 +2 Animal Handling (Wis) to eat to live and does not gain power from the with it using his Strength modifier instead of
4 -1 Arcana (Int) sun. Gorthan is not so much a simple meat and his Dexterity modifier, at a range of 20/60 feet.
9 +6 Athletics (Str) potatoes man as he is a meat and meat man. When Gorthan makes a ranged strike with his
4 -1 Deception (Cha)
TRAITS soul-bound weapon while he is raging, if the
4 -1 History (Int)
Ideal: “I’m gonna be the best Gorthan I can be.” attack hits, he can have his weapon fly back to
4 +2 Insight (Wis)
Bond: “My swords and I will expand our his grasp.
9 +2 Intimidation (Cha)
horizons.” Shared Demise. If any of Gorthan’s soul-bound
4 -1 Investigation (Int)
Flaw: “I won’t hesitate to get myself into deadly weapons are destroyed, he immediately drops to
4 +2 Medicine (Wis)
situations if it looks fun.” 0 hit points. If he rolls a 20 on his death saving
4 -1 Nature (Int)
throws while unconscious due to this shared
9 +5 Perception (Wis)
FEATURES demise, he regains half the hit points he had when
4 -1 Performance (Cha)
Gemstone Armor. Gorthan’s crystalline body is his weapon was destroyed. If he rolls 3 successful
4 -1 Persuasion (Cha)
hard and durable, and while not wearing armor, death saving throws, he regains 1 hit point.
4 -1 Religion (Int)
his armor class is equal to 10 + his Constitution
4 +2 Sleight of Hand (Dex)
modifier + his Dexterity modifier. If Gorthan is
4 +2 Stealth (Dex) ACTIONS
using a shield, he can apply the shield’s bonus
9 +5 Survival (Wis)
as normal. Attack Reach/Range Hit Damage
Danger Sense. Gorthan has advantage on 2d6 + 3
Dexterity saving throws against effects that he can Greatsword 5ft. / 20(60) ft. +5
slashing
Jenna “Dingo” Woldenga

see, such as traps and spells. To gain this benefit,


he can’t be blinded, deafened, or incapacitated.
EQUIPMENT
Extra Attack. Gorthan can attack twice whenever
Explorer’s pack, Gorthan’s kilt*, two soul-bound
he takes the Attack action on his turn.
crystal greatswords, gord of crystal power
Fast Movement. Gorthan’s speed increases by 10
ft. while Gorthan isn’t wearing heavy armor.

16 PArt 1: Character Sheets


Gothi
Player Name Avery Race Foreclaimer
Character Pronouns she/her Class Druid: Circle of Swiftness
Alignment Chaotic Good Level 5

ABILITY SCORES

STR DEX CON INT WIS CHA


14 12 10 13 18 10

+2 +1 +0 +1 +4 +0

12 +1 30ft PROFICIENCIES FEATURES


ARMOR
CLASS
INITIATIVE SPEED Armor Light armor, medium armor, shields Darkvision. Gothi can see in dim light within
Weapons Clubs, daggers, darts, javelins, maces, 60 feet of her as if it were bright light, and in
quarterstaffs, scimitars, sickles, slings, spears darkness as if it were dim light. She can’t discern
28 HIT POINTS
Tools Alchemist’s supplies, herbalism kit, color in darkness, only shades of gray.
poisoner’s kit Fey Ancestry. Gothi has advantage on saving
5D8 HIT DICE Languages Common, Druidic, Elvish, Stelkin throws against being charmed, and magic can’t
put her to sleep.
PROFICIENCY
BACKSTORY Stella’s Blessing. Gothi knows the light cantrip.
+3 BONUS Gothi, full name Gothica Diossol, is a remnant Intelligence is her spellcasting ability for this spell.
and survivor of the ancient foreclaimer Ritual Casting. Gothi can cast a druid spell as a
SAVING THROWS civilization. Once a princess, she stood apart from ritual if that spell has the ritual tag and she has
4 +2 STR the rest of her people rather than over them as a the spell prepared.
4 +1 DEX ruler. Gothi’s empathy made her feel out of place Wild Shape (2/Short Rest). Gothi can use her
4 +0 CON in a society that valued efficiency over emotions. action to magically assume the shape of a beast
9 +4 INT This empathy saved her, as her bond with the she has seen before of up to CR 1/2 that does not
9 +7 WIS artificial god Xanu led him to spare her life when have a flying speed.
4 +0 CHA he tried to wipe out her people. Sustained by the Companion Mount. Jawbone the sharkhound is
gift of longevity from Xanu, Gothi survived into Gothi’s companion mount.
SKILLS the present day. However, without a power crystal Twin Beastshape. Gothi can wildshape into a
4 +1 Acrobatics (Dex) to charge her augmentations, Gothi shriveled into form that matches Jawbone’s, ignoring the CR
9 +7 Animal Handling (Wis) a confused swamp witch and forgot her identity. restrictions of her Wildshape ability.
9 +4 Arcana (Int) Like a tree standing amidst the chaos of the
4 +2 Athletics (Str) jungle for centuries, Gothi has a quiet tolerance SPELLCASTING
4 +0 Deception (Cha) to the rampant nonsense she sees daily. She Spell save DC 15
4 +1 History (Int) appears wise and calm, but that is mainly due Spell attack modifier +7
4 +4 Insight (Wis) to her expressionless wooden mask. Gothi cares
4 +0 Intimidation (Cha) for her companions, but her closest bond is with PREPARED SPELLS
4 +1 Investigation (Int) Jawbone, her loyal sharkhound. Cantrips: druidcraft, light, mending, poison spray
9 +7 Medicine (Wis) After years of surviving among the Bellowing 1st level: cure wounds, Gothi’s floral deluge*, instant
9 +4 Nature (Int) Wilds’ lethal plants, Gothi is an expert in trap*, speak with animals
9 +7 Perception (Wis) mixing deadly poisons. She can be reckless with 2nd level: barkskin, sphere of comfort*, spike growth
4 +0 Performance (Cha) her alchemical brews and reacts to accidental 3rd level: daylight, plant growth
4 +0 Persuasion (Cha) poisonings with deadpan indifference.
4 +1 Religion (Int) ACTIONS
4 +1 Sleight of Hand (Dex) TRAITS
Attack Reach/Range Hit/DC Damage
4 +1 Stealth (Dex) Ideal: “I can forgive careless mistakes but never
4 +4 Survival (Wis) intentional malice.” 1d6 + 2 /
Bond: “I will choose my beloved Jawbone’s safety Spear 5ft. / 20(60) +5 1d8 + 2
over anyone else’s.” piercing
Flaw: “I’m often lost, but I don’t know how to Poison 2d12
Jenna “Dingo” Woldenga

admit it because people rely on me.” 10 ft. Con 15


Spray poison

EQUIPMENT
Gothi’s spear*, Gothi’s mask*, a cursed pet
rock named Dwayne, alchemist’s supplies,
explorer’s pack.

PArt 1: Character Sheets 17


Julian
Player Name Puddles Race Dragonborn-half-elf
Character Pronouns he/him Class Wizard: School of Evocation
Alignment Chaotic Good Level 5

ABILITY SCORES

STR DEX CON INT WIS CHA


8 14 8 18 14 14
-1 +2 -1 +4 +2 +2

12 +2 30ft PROFICIENCIES Draconic Ancestry. Julian has blue dragon


ARMOR
CLASS
INITIATIVE SPEED Armor None ancestry, which gives him resistance to
Weapons Daggers, darts, slings, quarterstaffs, lightning damage.
light crossbows Fey Ancestry. Julian has advantage on saves
17 HIT POINTS
Tools Smith’s tools, tinker’s tools against being charmed, and magic can’t put him
Languages Common, Draconic, Elvish to sleep.
5D6 HIT DICE Damage Resistances lightning Arcane Recovery. Once per day, when Julian
finishes a short rest, he can choose to recover
PROFICIENCY
BACKSTORY expended spell slots. The spell slots can have a
+3 BONUS Julian comes from a long line of scholastic combined level that is equal to or less than half
crafters. His mother was a dragonborn, and his his wizard level (rounded up), and none of the
SAVING THROWS father was an elf. Julian dabbled in various crafts, slots can be 6th level or higher.
4 -1 STR eventually settling on arcane engineering. During Evocation Savant. The gold and time Julian
4 +2 DEX his studies, he fell in love with a free-spirited must spend to copy an evocation spell into his
4 -1 CON woman named Nuri. Though Julian’s family spellbook is halved.
9 +7 INT disapproved of his marriage, he and Nuri created Sculpt Spells. When Julian casts an evocation
9 +5 WIS a happy life together and started a family. Julian spell that affects other creatures that he can see,
4 +2 CHA enjoyed many happy years crafting arcane devices he can choose a number of them equal to 1 + the
and caring for his children and grandchildren. spell’s level. The chosen creatures automatically
SKILLS However, these joyful days ended when succeed on their saving throws against the spell,
4 +2 Acrobatics (Dex) criminals took Julian’s wife, children, and and they take no damage if they would normally
4 +2 Animal Handling (Wis) grandchildren hostage. The gang demanded a take half damage on a successful save.
9 +7 Arcana (Int) massive ransom for their safe return. Since Julian’s
4 -1 Athletics (Str) snooty relatives refused to help him, he joined SPELLCASTING
4 +2 Deception (Cha) the Fool’s Gold group, hoping to make enough Spell Modifier +4
9 +7 History (Int) money to get his family back. Spell Attack +7
9 +5 Insight (Wis) Julian is a silver fox, and he knows it. But Spell Save DC 15
4 +2 Intimidation (Cha) he is a one-woman man, and no one could ever
9 +7 Investigation (Int) replace his wife, Nuri. His most prominent trait PREPARED SPELLS
4 +2 Medicine (Wis) is his ability to stay calm no matter how chaotic Cantrips: guidance, gust, mending, message
4 +4 Nature (Int) or dangerous the situation is. Despite his arcane 1st level: grease, identify, mage armor,
9 +5 Perception (Wis) prowess, he prefers to focus on creation, not unseen servant
4 +2 Performance (Cha) destruction. He has zero fighting skills. 2nd level: arcane lock, magic weapon
4 +2 Persuasion (Cha) 3rd level: conjure potion blooper*, dream delivery*,
4 +4 Religion (Int) TRAITS
glyph of warding
4 +2 Sleight of Hand (Dex) Ideal: “I am a family man through and through.”
4 +2 Stealth (Dex) Bond: “I will reunite with my family and create a
4 +2 Survival (Wis) community where they can flourish.” ACTIONS
Flaw: “I’m easily distracted by shiny technology,
Attack Reach/Range Hit Damage
even while my friends are getting attacked.”
I’d rather not — — —
Jenna “Dingo” Woldenga

FEATURES
Darkvision. Julian can see in dim light within EQUIPMENT
60 feet of him as if it were bright light, and in Julian’s tea cup*, fine clothes (tailored by Erina),
darkness as if it were dim light. He can’t discern scholar’s pack
color in darkness, only shades of gray.

18 PArt 1: Character Sheets


Sips
Player Name Dingo Race Awakened monkey (forest beastfolk)
Character Pronouns he/him Class Sorcerer: Concentrated Chaos
Alignment Chaotic Neutral Level 5

ABILITY SCORES

STR DEX CON INT WIS CHA


10 14 12 14 10 17
+0 +2 +1 +2 +0 +3

12 BACKSTORY Metamagic. Sips can use one of the following


+2 30ft
ARMOR INITIATIVE SPEED Sips is a very angry monkey. He was originally Metamagic options when he casts a spell.
CLASS
a regular monkey until he was awakened by an Heightened Spell. When Sips casts a spell that
experiment done by the Splicer warlock Quinn-Ora. forces a creature to make a saving throw to resist
27 HIT POINTS
She removed his right hand, replacing it with a its effects, he can spend 3 sorcery points to give
cursed crocodile claw. He managed to escape and one target of the spell disadvantage on its first
5D6 HIT DICE fled to the relative safety of Bundariko. Before his saving throw made against the spell.
adventuring life began, Sips made a living as an Quickened Spell. When Sips cast a spell that has
PROFICIENCY antiques merchant. With his cursed crocodile hand a casting time of 1 action, he can spend 2 sorcery
+3 BONUS Sips “accidentally” created cursed items with his points to change the casting time to 1 bonus
touch curse, which he sold to people he didn’t like. action for this casting.
SAVING THROWS So, it’s best to not go in for a hug. Chaos Surge Threshold. Sips’ chaos surge threshold
4 +0 STR Sips is angry at the world and is very rough is a number between 0 and 100, linked to his curse.
4 +2 DEX around the edges. He has a very short temper and It can increase or decrease in strength. The higher
9 +4 CON will happily scam you out of your gold as he sees the percentage of his body covered by the curse, the
4 +2 INT stupidity as fair game. He sees laws and rules as other higher his Chaos Surge Threshold becomes.
4 +0 WIS people’s problems, not his. Sips is rarely without Chaos Surges. Every time Sips casts a spell using a
9 +6 CHA his faithful companion, Sneeze, who is a… well no spell slot, he rolls a d100 to determine if he triggers
one really knows? But they are best friends. Good a Chaos Surge. If he rolls below his current Chaos
SKILLS
luck trying to come between them, as Sips will do Surge Threshold, the spell goes wild, and Sips rolls
9 +5 Acrobatics (Dex)
anything and everything for his friend. on the tables in Appendix E to determine the effect.
4 +0 Animal Handling (Wis)
Concentrated Chaos Magic. Sips learns additional
4 +2 Arcana (Int) TRAITS Concentrated Chaos spells. He forgets these spells
4 +0 Athletics (Str) Ideal: “If you get scammed it’s your own and learns new ones when he finishes a long rest.
9 +6 Deception (Cha) damn fault.”
4 +2 History (Int) Bond: “I’m gonna get back my hand and take SPELLCASTING
9 +3 Insight (Wis) control of my curse, even if it kills me.” Spell save DC 14
4 +3 Intimidation (Cha) Flaw: “I mean… I mess up a lot. LOOK MAN, Spell attack modifier +6
4 +2 Investigation (Int) IT’S COMPLICATED.”
4 +0 Medicine (Wis) KNOWN SPELLS
4 +2 Nature (Int) FEATURES
Cantrips: dancing lights, fire bolt, mage hand, minor
9 +3 Perception (Wis) Enhanced Perception. Sips has advantage on
illusion, prestidigitation
4 +3 Performance (Cha) Perception checks made using sight.
1st level: color spray, hideous laughter^, mage armor
4 +3 Persuasion (Cha) Treeborn Beast. Sips makes Survival checks in forest
2nd level: rope trick^, levitate, scorching ray
4 +2 Religion (Int) environments with advantage.
3rd level: chaos shield*, lightning bolt, phantom steed^
9 +5 Sleight of Hand (Dex) Touch Curse. Sips is cursed. His right hand is scaly ^
Concentrated Chaos spells
4 +2 Stealth (Dex) and green. Any person or object he touches with that
9 +3 Survival (Wis) hand also becomes cursed, unless they are already ACTIONS
cursed. When he curses a person or object, roll on
Attack Reach/Range Hit Damage
the Curses table in Appendix F to determine
PROFICIENCIES 1d6 + 2
the curse.
Jenna “Dingo” Woldenga

Armor None Claws 5 ft. +5


Font of Magic (Recharges on a Long Rest). Sips has slashing
Weapons Daggers, darts,
5 sorcery points. Fire bolt 120 ft. +6 2d10 fire
slings, quarterstaffs,
Convert Sorcery Points. As a bonus action, Sips can
light crossbows
use his sorcery points to gain additional spell slots or EQUIPMENT
Languages Abyssal, Common,
sacrifice spell slots to gain additional sorcery points. An antique pocket watch, explorer’s pack, Sips’
Goblin, Monkey
hairbrush*, dagger (probably cursed)

PArt 1: Character Sheets 19


Part 2
Character Creation
who will you be in ambria
CHARACTERS FROM NEW BACKGROUNDS
THE BELLOWING WILDS There are three new backgrounds presented in this section—Cursed
Tough environments breed tough people, and those who live in Soul, Goldshaper, and Outback Cook. For additional curses to
the Bellowing Wilds are as tough as they come. You were taught to use with the Cursed Soul background or with any character, see
distrust every leaf, twig, and beast that moves through the bushes Appendix F.
because you know just about anything in the jungle could kill NEW RACES
you and will probably try. Each day you survive in the Wilds is an In the following section, you will find details about three new
accomplishment most are eager to celebrate. You may or may not playable races–beastfolk, mohsnians, and weavers–as well as
have traveled outside the jungle, but you know the parties here information about other common races in Ambria.
are livelier, the boasts louder, the food tastier, and the drinks more Playing a Transformed Race. The beastfolk and weavers are
quenching than anywhere else in Ambria. The people shaped by the both transformed races, meaning that characters can be transformed
Bellowing Wilds are as varied as the jungle itself. from other races into these races. These transformations can occur
You can find more information about how life in each settlement before or during a campaign. Characters of all races can undergo the
might have influenced your character and more questions to help Ceremony of Weaving to become a weaver, and all races can undergo
you create your character in Part 5: Exploring the Bellowing Wilds. the Beastfolk Splicing Ritual to become a beastfolk. If a player
If your character comes from within the Bellowing Wilds, character is transformed, this should always follow a discussion
consider the following questions: between the GM and the player.
9 Which settlement were you born in? Or were you born and raised The Foreclaimers. In addition to the three new races presented
outside one of the major areas? How has your place of origin here, there is a fourth new playable race—foreclaimer. The
shaped you? foreclaimers are largely unknown in modern Ambria, so much so
9 What are your ambitions for yourself and your home? Do you that they have their own part of this book, Part 6: The Foreclaimers,
have any wishes for how the Wilds might change? full of lore and what some call “spoilers.” With your GM’s approval,
CHARACTERS FROM BEYOND turn to that chapter to find the details you’ll need to create a
THE BELLOWING WILDS foreclaimer character.
Every day, new folk arrive in the Bellowing Wilds with a dream in NEW SUBCLASSES
their heart and a gleam in their eye. Many new arrivals barely last In this section, you find eight new subclasses—Barbarian: Soaring
a few days, but others manage to make a life for themselves here. Soul, Druid: Circle of Swiftness, Fighter: Magical Protagonist,
Many come from the land to the northeast, Kylandria. Others come Ranger: Cryodon Guide, Monk: Way of Healing Hands, Paladin:
from the distant isles of Sylah or the gnomish kingdom of Fallstreak. Oath of Survival, Sorcerer: Concentrated Chaos, and Warlock:
Wherever people come from, it doesn’t take long for the jungle to The Splicer.
change them—typically into either corpses or adventurers. Additional Material. New spells found in these subclasses
You are probably brave, foolish, or desperate if you’ve arrived in can be found in Appendix B. The Chaos Surge tables, used by the
the Bellowing Wilds. Maybe you’re looking to try world-class cuisine, concentrated chaos sorcerer, are in Appendix E.
explore the jungle for ruins or rumored treasure, or you’re looking
to test your mettle against some of the biggest threats in Ambria. It’s
well-known that fugitives appreciate the remoteness of the Bellowing
Wilds. Are you chasing someone down? Or are you on the run
yourself? Whatever your reason for coming here, few new arrivals
are truly prepared for the harsh realities of the jungle. Do you know
what you’re really getting into?
If your character comes from outside the Bellowing Wilds,
consider the following questions:
9 What motivated you to come here? Are you running from
something, or has the jungle drawn you to it? Are you here
willingly or not?
9 How recently have you arrived? What was your first impression
of the Bellowing Wilds? How does it differ from your home?

20 Part 2: Character creation


NEW BACKGROUNDS
Cursed Soul SUGGESTED CHARACTERISTICS
Your very soul is cursed. Misfortune and misery stick to you like People with cursed souls are greatly influenced by the way the curse
the dung you just accidentally stepped in (again). Whenever things has affected their lives. Those who have mostly managed to avoid
are going well, your curse ruins it. Whether you brought this fate the negative consequences of their curse may live relatively happy
upon yourself or were the hapless victim of circumstance, the curse lives, while those who have experienced many accidents and unlucky
is something you must live with. Your curse arouses fear in the circumstances tend to be quite pessimistic about the world.
superstitious, but something keeps you going. It’s up to you to find a d8 Personality Trait
way to lift your curse or to accept the challenges it brings to your life.
1 My experiences have left me bitter and cold.
Either way, a long road lies ahead.
Your curse can’t be removed through ordinary means. Choose a 2 I am always ready to flee when I sense danger.
curse and its origin from Appendix F: Curses, or create one yourself. 3 My trust is hard won and easily lost.
4 I am empathetic toward others who are suffering.
Felix and I wanted to create meaningful 5 I’m an eternal optimist.
curses that couldn’t simply be remove
curse-ed… so here, have some suffering. 6 I have come to enjoy life’s simple pleasures. A cool breeze,
You’re welcome! a warm bed, or a hot meal can make my day.
7 I study arcane mysteries to better understand my curse.
--------
8 Being close to other people makes me anxious.
Skill Proficiencies: Insight, Intimidation
Languages: One of your choice of Abyssal, Celestial, Deep-Speech, d6 Ideal
Draconic, Infernal, Primordial, or Sylvan, and one other language
1 Prudence. Meddling with forces we don’t understand only
Equipment: A knife, an unpaid bill, a sentimental trinket, a set of
brings trouble. (Neutral)
common clothes, and a pouch containing 2gp and a small rock
2 Spite. This world wronged me; I will do what I want and
--------
take what I’m owed. (Evil)
FEATURE: FEARED OUTCAST 3 Acceptance. Those who accept me for who I am are my
Your curse has marked you as an outsider. Everywhere you go, true family. (Neutral)
people look upon you with suspicion and fear. When in a small
4 Self-Determination. Curse or no curse, no one tells me
or superstitious settlement, you can get away with minor offenses
what to do. (Chaotic)
such as refusing to pay for food at a tavern or breaking the doors of
a shop, as most people fear you. Your status as an outsider makes 5 Sacrifice. I won’t let anyone else suffer the way I have, no
others on the fringes of society more willing to share information matter the cost to myself. (Good)
and provide you with hospitality. 6 Hope. I won’t let this curse break my spirit. (Any)

d6 Bond
Sips’ Curse
1 I will find the one responsible for my curse and make them pay.
2 My curse has affected someone I care about; I must help them.
3 Why should I be the only miserable one? I will live happily
and spread my curse as much as I can.
4 I have done something terrible and deserved this curse. I
will repent and seek forgiveness.
5 I was driven away from my home, friends, or family due to
my curse. I want to go back.
6 I want to understand how and why I was cursed and learn
how to lift it.

d6 Flaw
1 I have no regard for my own safety. I’m already cursed; what
more could happen?
Jenna “Dingo” Woldenga

2 I keep my true self hidden to avoid being hurt.


3 I’m quick to make accusations of others and deflect blame
for my actions.
4 I’m always second-guessing my actions.
5 I never let go of a grudge.
6 I would do anything to lift my curse.

Part 2: Character creation 21


Gold Shaper d8 Personality Trait
You were born with innate magic that allows you to shape gold with 1 I name my lovely creations and talk to gold.
your mind alone. Only a few are born with your gift, and though
2 I’m a perfectionist when it comes to everything, not just my
superstitious folk may accuse you of making a bargain with devils
gold shaping.
for your power, no one quite knows where the magic of gold shaping
came from. Perhaps you were lucky enough to find a mentor capable 3 I want people to recognize how fabulous I am and show off
of training you in the use of your gift. Or perhaps you were cared my power whenever I can.
for by a noble patron who spared no expense for your education? 4 I’m always wary of those who might try to cheat me and
Or maybe you fell in with those who wanted to use your skills to keep my abilities hidden.
enrich themselves? Wherever you go, you will find people who are 5 I have a sharp appraising eye and am quick to lavish others’
interested in your gift. work with either praise or insults depending on its quality.
-------- 6 I grew up poor. I cherish every piece of gold I earn.
Skill Proficiencies: History, Persuasion
7 I idolize the person who trained me.
Tool Proficiencies: Jeweler’s tools, smith’s tools, or tinker’s tools
Languages: One of your choice 8 Everyone has their price, and I’m ready to make a deal.
Equipment: A light hammer, a set of either jeweler’s tools, smith’s
tools, or tinker’s tools, a note with the details of the latest piece you d6 Ideal
were commissioned to make, a signet ring bearing your maker’s 1 Charity. What good is personal wealth if it impoverishes
mark, a set of fine clothes, and a pouch containing 15gp the world? It’s time to start giving back. (Good)
-------- 2 Artistry. The core of art is self-expression, and my work
FEATURE: GOLD SHAPING speaks for itself. (Any)
From birth, you have been able to shape gold using your innate 3 Greed. I intend to squeeze gold out of people one way or
magic into any form you choose. You use your Charisma to shape another. (Evil)
gold and are proficient in any gold shaping checks you make to craft 4 Power. I’ll use my wealth to gain the status and influence I
objects from pure gold. The GM treats gold shaping checks as checks deserve. (Lawful)
made using a set of artisan’s tools for the purpose of crafting objects.
5 Beauty. I want to leave a legacy of lasting beauty through
Shaping gold requires immense focus, and you must concentrate on
my work. (Good)
your shaping as if you were concentrating on a spell.
6 Reserve. I’m determined to hide my natural skills, so I
FEATURE: LET’S MAKE A DEAL won’t be exploited. (Any)
As a gold shaper, your rare gift keeps your services in high demand.
You generally find yourself in good company among merchants and d6 Bond
the nobility. In a large enough settlement, you can find merchants or
1 I will train until I can create the grandest golden artifact of
patrons who will pay you wages enough to maintain a comfortable
all time.
lifestyle in exchange for your work. Furthermore, you can usually
find those in need of your talents who are willing to provide 2 I have a mentor who is renowned throughout Ambria. I
information, favors, or other special services instead of payment. long to leave their shadow and make a name for myself.
3 I will uncover the true origin of my gift.
SUGGESTED CHARACTERISTICS
4 I cheated my former patron, and they still hold a grudge
Gold shapers may be honored or distrusted for their gift. Their
against me.
outlook is greatly shaped by whether they were able to find a
5 I am working on an exquisite piece of jewelry to impress
supportive mentor early on or if they were exploited by those trying
someone I deeply care for.
to turn a profit off their ability.
6 I’ve seen too many become corrupted by greed and struggle
to fight this temptation within myself.

d6 Flaw
1 I insulted a noble with my art and would do so again.
2 I assume the worst in people and aim to cheat others before
they can cheat me.
3 I must try to improve any golden objects I come across.
4 I favor style over substance.
5 I am insecure about my skills and cover this with boasting.
6 I have developed expensive tastes and constantly need more
gold to fuel my lifestyle.

22 Part 2: Character creation


Outback Cook d8 Personality Trait
You are an outback cook, a survival expert who has learned from 1 The wild is my kitchen, and those in it must follow my rules
painstaking trial and error how to cook up the most delectable bits because I’m the Head Chef.
of just about any monster you come across. You are as rugged as your
2 I’m always eager to learn, especially if it can help my cooking.
meals are delicious, and your time camping out with only your wits
and culinary skills to rely on has given you a unique perspective on life. 3 I can’t help but review and critique every meal I eat.
Outback cooks have a motto: “Your next meal could be your last, so it 4 I speak plainly. Honesty is the best policy, even if the truth
might as well be tasty!” Whether you’re a thrill-seeker who enjoys the is bitter.
taste of danger, a culinary rogue bored by the tepid offerings in your 5 My self-worth deflates like a bad souffle whenever someone
home city, or simply someone who does what’s needed to endure the speaks harshly to me.
Bellowing Wilds, you know no meal can be taken for granted. 6 I don’t believe in wasting food and am touchy about others
not finishing their meals.
The unsung heroes of the
Bellowing Wilds were the first 7 I’ll try anything once, whether that’s an ingredient or a
people brave enough to figure out dangerous activity.
what we could and could not eat. 8 I don’t express myself well with words. I show how I feel
-------- through the food I cook.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Cook’s utensils and one other of your choice d6 Ideal
Equipment: A butcher’s knife, sickle, a set of cook’s utensils, a pouch 1 Charity. Gold won’t fill hungry stomachs, but my meals can.
filled with eleven different herbs and spices, a flask of cooking oil, a (Good)
book of recipes you’ve developed on the trail, an inkpen, a bottle of 2 Community. Most disagreements can be solved by sitting
ink, a set of traveler’s clothes, and a pouch containing 5gp down to eat together. (Good)
--------
3 Control. If someone’s hungry enough, they’ll eat whatever
FEATURE: CAMPOUT CUISINE you feed them. (Evil)
As an outback cook, you have experience using many rare and
4 Conservation. Nature provides us with sustenance, so we
unusual ingredients while braving both the figurative and literal
must protect its bounty. (Lawful)
frontiers of gourmet cooking. While traveling in the wilderness, you
can always tell whether or not wild creatures, plants, or berries you 5 Thrill Seeking. Danger is the best sauce. (Chaotic)
find are edible (decided by the GM). You can also use parts of the 6 Innovation. Our minds, like our palates, crave what’s new
corpse of any aberration, beast, dragon, monstrosity, ooze, or plant and fresh. (Chaotic)
that hasn’t been dead for more than a day as ingredients and can
make meals out of them, provided you have access to cook’s utensils. d6 Bond
Creatures that spend at least one hour eating the dish you cook gain 1 One day, I will prepare a meal worthy of the great dragon
temporary hit points equal to your character level. A creature can Gresh and serve it to her.
only benefit from this feature once per day. Bon appetit!
2 Someone poisoned my food and framed me for the deed. I
FEATURE: FROM THE STOMACH TO THE HEART will serve them an ice-cold dish of revenge.
Your culinary explorations have taught you how to fine-tune your 3 I will feed anyone who is hungry and never waste any food.
meals to please audiences with different preferences. When you cook
4 I lost someone on an outback expedition because I was
a meal for people, provided you have the ingredients you need, the
careless. I will never let this happen again.
people who eat your food are inclined to enjoy it and admire you.
5 I want to improve my craft to impress my mentor.
SUGGESTED CHARACTERISTICS
Outback cooks enjoy traveling worldwide to learn cooking 6 I’m only adventuring until I can afford to retire and start my
techniques and develop special meals. They meet people from own restaurant.
countless different backgrounds, shaping their choice of cuisine
and outlook on the world. d6 Flaw
1 I have a terrible sense of smell.
2 I always believe I know best, both in and out of the kitchen.
3 I guard the secrets of my recipes and ingredient sources far
too jealously.
4 My food is always spicy enough to make a dragon cry.
5 I’ll risk life and limb for a rare ingredient.
6 Any criticism sends me into a spiral of self-doubt.

Part 2: Character creation 23


NEW RACES
Beastfolk BEASTFOLK NAMES
Take a humanoid and an animal, toss them in a magical blender, Some beastfolk keep the name they had before they were
and what do you get? Beastfolk. Thanks to their varied origins and transformed. Others choose a new name, especially if they became
different animal traits, beastfolk are a hugely varied people. Beastfolk a beastfolk to leave their past behind. In many beastfolk families,
can be created from a blend of any kind of humanoid and animal. giving children names referencing their animal aspects is considered
unusual. These families tend to look to elf, human, halfling, or orc
Any animal you can think of names for inspiration. It is rare for any beastfolk to use a family
can be the basis for a beastfolk! name—a tradition stemming from the separation that the ritual
represents between one’s old life and one’s new life.
BECOMING BEASTFOLK Example Female Names: Annie, Hana, Ji-an, Lulu, Noor,
Humanoids can become beastfolk by undergoing the beastfolk Pippa, Sara, Zaya
splicing ritual, performed by a skilled Splicer warlock. For some, Example Male Names: Danny, Idris, Jose, Luca, Max, Omar,
becoming a beastfolk can be a true rebirth or a way of gaining new Robert, Sanjay
abilities and perspectives. Some seek the mental and physical prowess Example Gender Neutral Names: Alex, Blake, Flossy, Kane,
that results from the ritual. Others are looking for a chance at a new Roni, Jojo, Tolu, Yuuki
life or running away from their past. BEASTFOLK TRAITS
Many beastfolk have never experienced the splicing ritual As someone who was either born or transformed into a beastfolk,
firsthand but instead were born to one or more beastfolk parents. you have certain traits in common with other beastfolk. Beastfolk
Most beastfolk children inherit only one parent’s animal appearance. are very diverse, based on the animal used to create them, how they
CONNECTION TO NATURE became a beastfolk, and their life experiences.
Ability Score Increase. Your Wisdom score increases by 1, and
Leesha Hannigan & Sam Key

Beastfolk’s animal natures can be expressed in many ways and to


different degrees. Some beastfolk may have enhanced hearing or your choice of either Strength, Dexterity, or Constitution increases
sense of smell; others may be able to see more of the color spectrum. by 1 as well.
Some find it easy to balance their animal or humanoid aspects, while
others struggle to keep both sides of their nature in harmony.

24 Part 2: Character creation


Age. Your maximum natural lifespan depends on your own or AQUATIC BEASTFOLK
your ancestors’ original humanoid race, combined with the longevity Created from beasts that inhabit the seas, rivers, coasts, or marshes,
of the animal you take after. For example, a turtle beastfolk created such as sharks, frogs, and otters, this adaptable group of beastfolk are
from an elf might live for hundreds of years, while a mix of human adept at moving between worlds both wet and dry.
and hamster might not live past 50. Ability Score Increase. Your Wisdom score increases by 1.
Size. The size of the animal and the humanoid used in a beastfolk Waterborn Beast. You gain proficiency in the Survival skill.
splicing ritual affects the size of the beastfolk created, but the results You make Survival checks related to coastal, marshy, and aquatic
are unpredictable. For example, a halfling fused with a hippopotamus environments with advantage.
might retain their halfling height, become much larger, or end up Marine Life. You gain a swim speed equal to your walking
somewhere in between. Your size is either Medium or Small. speed, and you can attempt to hide when you are at least partially
Speed. Your base walking speed is 30 feet. submerged in water. Additionally, choose one of the following traits:
Beast Bond. You have advantage on Animal Handling checks 4 Amphibious. You can breathe both air and water. If you do not
made to interact with beasts that match the beast you take after, for spend at least 10 minutes immersed in water every 8 hours, you
example, a bear beastfolk interacting with bears. gain a level of exhaustion.
Beast Senses. You have a beast’s heightened senses. Choose one 4 Hold Breath. You can hold your breath for up to 1 hour.
from between these two traits:
4 Darkvision. You can see in dim light within 60 feet of you as if DESERT BEASTFOLK
it were bright light and in darkness as if it were dim light. You Created from creatures that thrive in arid deserts, such as camels,
can’t discern color in darkness, only shades of gray. meerkats, and scorpions, these resilient beastfolk can withstand
4 Enhanced Perception. You gain proficiency in the Perception extreme heat and prolonged periods of drought.
skill. Choose either hearing, smell, or sight. You gain advantage Ability Score Increase. Your Constitution score increases by 1.
on Perception checks made using this sense. Sandborn Beast. You gain proficiency in the Survival skill. You
Beast Defense. Your body is equipped with a natural defense. make Survival checks related to desert and scrubland environments
Choose one from between these two traits: with advantage.
4 Armor of the Beast. You are covered in a tough hide or hard Heatproof. You have resistance to fire damage.
shell. While you are not wearing any armor, your Armor Class is
FOREST BEASTFOLK
16. You can use a shield and still gain this benefit.
Created from beasts that thrive in dense forests and jungles, such
4 Weapons of the Beast. You have a set of natural weapons, such
as apes, panthers, and parrots, these beastfolk are well-rounded
as horns, claws, fangs, hooves, or a tail, that you can use to
survivors who know how to use the environment to their advantage.
make unarmed strikes. Choose whether these unarmed strikes
Ability Score Increase. Your Dexterity score increases by 1.
use your Dexterity modifier or your Strength modifier for attack
Treeborn Beast. You gain proficiency in the Survival skill.
and damage rolls and what kind of damage the attack deals
You make Survival checks related to forest and jungle environments
from among bludgeoning, piercing, or slashing damage. On a
with advantage.
hit, this attack deals 1d6 + your chosen ability score modifier
Alert and Wary. Your body is attuned to surviving in the
damage of the chosen type. When you roll a critical hit with
eat-or-be-eaten world of the forest. You can add your Wisdom
this attack, it deals an extra 1d6 damage in addition to the extra
modifier (minimum of 1) as a bonus to your initiative rolls.
damage of the critical hit.
Languages. You can speak, read, and write Common. If you became URBAN BEASTFOLK
a beastfolk through a ritual, you retain any languages you knew Created from domesticated and wild animals that have adapted to
before you became a beastfolk. living around humanoid settlements, such as dogs, foxes, and horses,
Subrace. A wide variety of beastfolk can be found across these beastfolk are insightful and adaptable.
Ambria, but beastfolk created from animals with similar habitats will Ability Score Increase. Your Charisma score increases by 1.
have more in common with each other than those from different Cityborn Beast. You gain proficiency in the Survival skill. You
climates. Choose one subrace from among arctic beastfolk, aquatic make Survival checks related to urban environments with advantage.
beastfolk, desert beastfolk, forest beastfolk, or urban beastfolk. Streetwise. Your senses are adapted to keep you alive in the
ARCTIC BEASTFOLK hustle and bustle of the humanoid world. You gain proficiency
Created from animals that hail from the frost-laden peaks of tall in the Insight skill and have advantage on Insight checks made to
mountains, or Ambria’s windswept tundras, such as caribou, polar determine if someone is lying to you.
bears, and penguins, these beastfolk are hearty and well insulated
against the cold.
Ability Score Increase. Your Constitution score increases by 1. Consider these questions when creating your beastfolk character:
Frostborn Beast. You gain proficiency in the Survival skill. 9 What animal traits do you have?
You make Survival checks related to mountainous and arctic 9 Do you have any habits, interests, quirks, or talents linked to
environments with advantage. your animal?
Coldproof. You have resistance to cold damage. 9 If you became a beastfolk, why did you choose to undergo
the ritual?
Sam Key

9 If you were born as a beastfolk, which parent’s animal form did


you take after more?

Part 2: Character creation 25


Mohsnian INNER LIGHT
Sturdy, proud, loyal, and exuberant, the mohsnians are living The crystalline bodies of mohsnians are animated by magic and
gemstones. Their reputation as skilled craftspeople means they’re sunlight. Exposure to light helps fortify and empower mohsnians,
often sought out by traders for their valuable creations. Traveling making their gemstone bodies shine. Different gems confer certain
with a mohsnian is like traveling with the living embodiment of magical characteristics on mohsnians, but they don’t determine their
pride and loyalty. Most mohsnians in the Bellowing Wilds come destiny or profession.
from the town of Granite. See Exploring the Bellowing Wilds for RESONANT IDENTITIES
more information about mohsnian culture in the Wilds. Mohsnians choose their names when they find one that resonates
with them. Until then, children are called “Child of ” their parent’s
Most mohsnians I’ve
met are sensible folk. One
name. For example, if a mohsnian named Raute gave life to three
might even say... grounded. new mohsnians, they would be referred to as Eldest, Middlest, and
Youngest Child of Raute until they decide on their own names.
CARVED TO LIFE Young mohsnians usually pick a name for themselves within the first
Mohsnians are made, not born, brought to life through craft, skill, 10 years of their life, but some may take centuries to find a name
and patience. The first mohsnian, Stumpy the Unbreakable, was that resonates perfectly with them. Mohsnian names are very varied.
created by a wizard who didn’t really think through the ethics of Some are influenced by other cultures and languages or are drawn
creating sentient rocks. Stumpy created his children by carving them from the natural world, concepts, and values, while a few are just
from precious gems and passing on a piece of his lifeforce to them. pleasing sounds.
All mohsnians are descended from that first spark of life. Therefore, Similarly, mohsnians pick their own genders if they wish to. Many
many mohsnians consider all other mohsnians family. mohsnians have no gender at all, while others enjoy experimenting
When mohsnians are ready to create a new member of the with gender until they find one that resonates for them.
family, one or more parents choose a gemstone to become the child’s Example Names: Aurum, Caliper, Brugba, Fame, Gravity,
body. An extraordinary amount of careful carving is required to Hoofstomp, Inlier, Look-Look, Loyal, Mason, Mega Moss,
sculpt a mohsnian child, a process that can take many years. Nugget, Phosphene, River, Roslyn, Silhouette, Tumble, Vine
Once the carving is complete, the new mohsnian is given life MOHSNIAN TRAITS
by their parents, who take a crystal piece of their bodies and fuse it Your mohsnian character has some characteristics in common with
into the new body. When the fusion is complete, the new mohsnian other mohsnians.
awakens and is welcomed into the family. Mohsnian children’s size Ability Score Increase. Your Constitution score increases by 2.
when they come to life is determined by the size of the stone they Another of your ability scores increases based on your birthstone.
were carved from. Some are no larger than pebbles; others start life as Age. Mohsnians reach adulthood around age 50 and can live
tall as a full-grown humanoid. hundreds of years before the arcane energies that power them finally
BUILT TO LAST run dry.
Mohsnians are known as the sturdiest race in Ambria. As living Size. Mohsnians are usually tall, reaching heights of up to 8 feet
humanoid crystals imbued with magic, they can regrow limbs and or more in adulthood. They can weigh from around 300 to up to
repair their bodies with gold. 1,000 pounds. Your size is Medium.
Mohsnians are a long-lived race. They don’t reach adulthood Speed. Your base walking speed is 30 feet.
until age 50, by which time they’re typically over 6 feet tall. They Languages. You can speak, read, and write Common and Terran.
keep growing steadily for another 100 years after that before slowing Crystalline Body. Your body is made of living crystal, granting
down after reaching around 8 feet tall, though they continue to grow you the following benefits: you don’t need to eat, drink, or breathe,
slowly for the rest of their lives. No matter their age, mohsnians you have resistance to radiant and poison damage, and you are
always have the ability to regrow shattered parts of their bodies. immune to petrification and disease.
Gemstone Armor. Your crystalline body is hard and durable.
BIG AND BOISTEROUS While not wearing armor, your Armor Class equals 10 + your
Mohsnians often have big personalities. Their culture encourages Constitution modifier + your Dexterity modifier. You can use a
exuberant expressions of emotion and emphasizes the celebration shield and still gain this benefit.
of events, large and small. Mohsnians tend to be very physical with Strategic Shattering. When a creature scores a critical hit
each other and those they call friends. Knocking heads with each against you, you can use your reaction to halve the damage from
other is a sign of affection. that attack by allowing one of your limbs to absorb the blow and
Outsiders might assume a hierarchy among mohsnians based shatter. Once you have used this ability, you cannot use it again until
on the value of the gemstone they’re made from, but this is a you have completed a long rest. While one or more of your limbs is
misconception. Parents choose any gemstone to create their children, shattered, you cannot take reactions until the limbs have regrown or
and the type of stone plays no part in how a mohsnian is seen by been repaired. Your body is always growing, and any shattered body
other mohsnians. Instead, size is a sign of high status. As mohsnians parts regenerate over the course of 1d4 months, as long as your head
grow throughout their lifespan, great size is considered a sign of remains intact. You can also fix your own body rapidly, repairing
wisdom and prudence. a shattered body part with gold over a long rest provided you have
access to jeweler’s, smith’s, or tinker’s tools and at least 100 gp worth
of gold, which is consumed in the repair.

26 Part 2: Character creation


Sunlight Dependency. You need light to survive. If you go more After you unleash your brilliant radiance, you can’t use it again
than ten days without exposure to bright light, you suffer a level of until you complete a short or long rest or you take radiant damage.
exhaustion at the end of each day. Exhaustion levels gained in this Birthstone. You were carved by one or more parents out of a
way are persistent and can’t be removed unless you complete a long precious stone known as your birthstone. Choose one type of gem
rest in bright light. from the Birthstone table. Your second ability score increase and the
Brilliant Radiance. You can use your action to unleash the special properties of your brilliant radiance are determined by your
arcane energy that naturally builds up in your crystalline body birthstone gem type, as shown in the Birthstone Types table.
when you are exposed to light. When you unleash your brilliant
radiance, each creature within a 10-foot radius of you must make a Consider these questions when creating your
Constitution saving throw. The DC for this saving throw equals 8 mohsnian character:
+ your Constitution modifier + your proficiency bonus. A creature 9 Mohsnians can vary greatly in shape and size. Do you have any
takes 1d8 radiant damage on a failed save, or half as much damage notable crystalline features?
on a successful one. The radiant damage increases to 2d8 at 6th level, 9 Many mohsnians are skilled crafters. Does your character enjoy
3d8 at 11th level, and 4d8 at 16th level. crafting something particular? Or are they not interested in crafts?
Additionally, your birthstone type enhances your radiance with 9 What prompted you to leave and set out on an adventure?
an additional effect or lets you channel it in a unique way. 9 Who do you consider to be your family?
BIRTHSTONE TYPES
Gem Type Ability Score Increase Special Brilliant Radiance Property
Amethyst +1 Intelligence Instead of your brilliant radiance’s usual damage, you can have it grant temporary hit points that
last for 1 hour, equal to the radiant damage it would normally deal to each creature within a 10-foot
radius of you.
Diamond +1 Charisma Each creature that fails its saving throw against your brilliant radiance is also blinded until the start
of your next turn.
Emerald +1 Charisma Each creature that fails its saving throw against your brilliant radiance is charmed by you until the
start of your next turn.
Opal +1 Wisdom Each creature that fails its saving throw against your brilliant radiance is frightened of you until the
start of your next turn.
Quartz +1 Wisdom Instead of your brilliant radiance’s usual damage, you can have it restore hit points equal to the
radiant damage it would normally deal to each creature within a 10-foot radius of you. Once you
use your brilliant radiance in this way, you can’t do so again until you complete a long rest.
Ruby +1 Charisma You gain resistance to fire damage and can choose to unleash your brilliant radiance as a reaction
when you take fire damage. You can have your brilliant radiance deal fire or radiant
damage whenever you unleash it.
Sapphire +1 Intelligence You can unleash your brilliant radiance as a
5-foot-wide, 30-foot-long line.
John Derek Murphy

Part 2: Character creation 27


Weaver Acolytes spend their days serving their communities, tending to
The many-eyed, many-limbed weavers are sometimes called spiderfolk. shrines, worshiping, studying history, and engaging in martial and magical
They are the devoted followers of the giant, holy spiders, the Araknights. training under senior acolytes, weavers, and Araknights. This monastic
Thanks to their relationship with the Araknights and monastic training, life significantly impacts weavers and their outlook on the world. Acolytes
weavers are considered honorable, enlightened individuals with deep ties born into Araknight communities tend to make more rigid weavers than
to the gods and a strong sense of morality. They also have a reputation those who join from the outside world. Technically, anyone could become
as serious folks who can be inflexible in their beliefs. In truth, weavers a weaver, but few receive the honor. Only the most devoted acolytes, or
vary widely in personality. They come from all races, walks of life, and non-acolytes who have accomplished particularly heroic deeds, will be
backgrounds, and their personalities depend on who they were before chosen by the Araknights to become weavers.
they were turned into a weaver, the temper of their Araknight mentor, The different types of Araknights create different types of weavers. In
and where they received their weaver education. the Bellowing Wilds, the Araknights are Opi (gladius), Moirai (acrobatios),
Saula (acrobatios), Bregan (sicario), and Frigolda (sicario). Until recently,
TRANSFORMED BODIES a sixth Araknight, Kaydi (gladius), was also creating weavers but is now
Weavers don’t reproduce naturally. They’re products of the Ceremony of presumed dead. There are other Araknights outside the Bellowing Wilds
Weaving, the Araknights’ most sacred rite, gifted to them by the goddess capable of creating weavers too.
Generisa. The specifics of the ceremony are a well-guarded secret, which
has naturally led outsiders to spin wild, horrible tales. The truth is simple: WEAVER LIFESPANS
you are encased in a special cocoon by an araknight and remain there in a The Ceremony of Weaving acts as a contract between a weaver and their
month-long slumber while you metamorphose. During this time, Araknight mentor. Barring death in combat or an accident, a weaver
the cocoon is kept under close guard by araknights, other weavers, and will die exactly 300 years after they were transformed, regardless of their
trusted acolytes. original race’s lifespan. On rare occasions, a weaver’s Araknight can perform
Those who undergo the Ceremony of Weaving keep few of their another Ceremony of Weaving on a weaver, extending their lifespan for
original features, usually no more than ears, hair or eye color, or tusks. another 300 years, but many weavers consider this a heretical practice.
Skin is replaced with chitin, fangs sprout, eyes multiply, and four spider A RARE SIGHT
legs grow on the back. These new spider legs are strong and dextrous, Although they have a strong sense of service, weavers are rarely seen outside
allowing weavers to walk on walls or ceilings. Araknight strongholds like Velgari. When they do leave,
The transformation is drastic, but weavers are well prepared for what it tends to be on missions given to them by their huge spider leaders.
to expect of their new bodies. They emerge with an innate control over Some more independent weavers venture through Ambria in search of
their new form and abilities and the ability to speak and understand the knowledge, while others become guardians and caretakers of religious sites
musical language of the Araknights. and restorers of abandoned shrines. As heralds of the Araknights, they
John Derek Murphy

SERVANTS OF THE ARAKNIGHTS frequently act as ambassadors, diplomats, or mediators.


Regardless of race, upbringing, education, or past actions, anyone can join Most people have a healthy respect and awe for the fearsome
an Araknight community as an acolyte as long as they devote themselves Araknights, which extends to the weavers. In the Bellowing Wilds, some
to the gods. Even those guilty of terrible crimes can be embraced and consider weavers to be lucky and that shaking their hands (or one of their
sheltered by the Araknights. many spider legs) brings good fortune.

28 Part 2: Character creation


Because their numbers in Ambria are so few, weavers stand out in a ACROBATIOS WEAVER
crowd. They embrace this difference as a gift from the Araknights and the Your cocoon was spun by a dextrous acrobatios Araknight, making you
goddess Generisa. Weavers frequently embrace their distinctiveness by particularly agile. Your body is covered in short, soft hairs in bright colors.
treating their bodies as artistic canvasses for expression. They tend to dress Ability Score Increase. Your Dexterity score increases by 2.
colorfully and make great use of bright silks and sparkling gems. Reborn Acrobat. You have proficiency in the Acrobatics and
Performance skills.
WEAVER NAMES
Spider’s Leap. You can jump a number of feet equal to five times your
Many weavers choose to keep the name they had before the Ceremony of
proficiency bonus without provoking opportunity attacks. You can’t use
Weaving, but some ask their Araknight mentor to bestow a new name on
this trait if your speed is 0.
them to create distance from their old life. These names tend to be short
You can use this trait a number of times per day equal to your
and have profound meanings in the Araknight language.
proficiency bonus and regain all expended uses when you finish a long rest.
The name of a weaver’s patron Araknight is added in place of any
family name the weaver once had, as weavers are expected to give up family GLADIUS WEAVER
ties when they are transformed. Weaver is both the name of the race and a Your cocoon was spun by a tough gladius Araknight, granting you the
title. For example, a weaver named Gandus, who was transformed by the gift of enhanced strength. Your stature is sturdy, and you have particularly
Araknight Opi, would be formally addressed as Weaver Gandus of Opi. tough chitin. Your body is covered in dense fur in earthy colors, making
Example Bestowed Names: Bern, Druv, Frill, Hura, Kula, Libo, you an intimidating presence in melee combat.
Mebi, Muma, Nills, Okin, Strin, Xelu Ability Score Increase. Your Strength score increases by 2.
Reborn Guardian. You can use your reaction to impose disadvantage
WEAVER TRAITS on an attack aimed at a creature within 5 feet of you, potentially causing
After being reborn as a weaver, you have lost most traits of your original the attack to miss.
race but have gained new traits in common with other weavers. You can use this trait a number of times per day equal to your
Ability Score Increase. Your Wisdom score increases by 1. proficiency bonus and regain all expended uses when you finish a long rest.
Age. Weavers can live for up to 300 years after they emerge from their Retribution. When an attacker that you can see hits you with an
ceremonial cocoon but die after exactly 300 years have passed unless given attack, you can use your reaction to halve this triggering attack’s damage
another 300 years by their Araknight patron. against you. Until the end of your next turn, each time you hit with an
Size. You retain the size of your previous race after being reborn as a attack, you can add a bonus to your attack’s damage equal to the amount
weaver. Your size is Medium or Small. of damage dealt to you by the triggering attack after using this feature.
Speed. Your base walking speed is 30 feet. Your extra spider legs give Once you have used this feature, you can’t use it again until you have
you a climb speed equal to your walking speed. completed a long rest.
Arachnid Arts. You know the guidance cantrip. When you reach 3rd
level, you can cast the web spell as a 2nd-level spell once with this trait and SICARIO WEAVER
regain the ability to do so when you finish a long rest. Wisdom is your Your cocoon was imbued with the toxins of the sicario Araknight that spun
spellcasting ability for these spells. it, and its venom flows through your body. Your slick chitin is dark and
Improved Spider Climb. You can climb difficult surfaces, including adorned with brightly colored spots, which warn experienced foes of your
upside down on ceilings, without needing to make an ability check. You venomous abilities. In addition, you have sharp, angled fangs on your face.
climb using your spider limbs, leaving your hands free to hold objects or Ability Score Increase. Your Constitution score increases by 2.
wield weapons as you move. Reborn Agent. You can attempt to Hide in an area of dim light and
Lucky Spider. As an action, you can touch a creature and give it good can move stealthily at a normal pace.
luck. Within the next 10 minutes, when that creature rolls a 1 on an ability Spider’s Fangs. Your venomous fangs are a natural weapon, which
check, attack roll or saving throw, it can choose to reroll and must use the you can use to make unarmed strikes using either your Dexterity modifier
new result. Once you have used this ability, you must finish a long rest or Strength modifier for both attack and damage rolls. On a hit, you deal
before you can use it again. piercing damage instead of bludgeoning damage, and the target must make
Web Vision. As a bonus action, you can send out fine strands of silk a Constitution saving throw. The DC for this saving throw is 8 + your
in a 10-foot-radius sphere centered on you. While you remain within or Constitution modifier + your proficiency bonus. A creature takes 2d6 poison
adjacent to the sphere, you can perceive everything within the sphere as damage if it fails its saving throw, or half as much damage if it succeeds.
if you have truesight. You also have advantage on checks made to locate
creatures within the sphere. The sphere lasts for 1 minute or until it is Consider these questions when creating your weaver character:
exposed to fire. Once you have used this feature, you must complete a 9 Who were you before you were transformed?
short or long rest before you can use it again. When you reach 5th level, 9 What did you accomplish to become a weaver? Years of devotion?
the area increases to a 20-foot-radius sphere. A heroic feat?
Languages. You can speak, read, and write Common and Araknight. 9 What is your relationship with your Araknight mentor and the gods?
You retain any languages you knew before you 9 Are you from Velgari, or is your Araknight community
became a weaver. elsewhere in Ambria?
Subrace. The type of weaver you are is determined by the Araknight 9 Were you born in an Araknight community, or did you join it
who performed your Ceremony of Weaving. Choose one from either later in life?
acrobatios, gladius, or sicario: 9 What made you leave your community? Are you on a special
assignment, or did you choose to leave for your own reasons?

Part 2: Character creation 29


OTHER RACES IN AMBRIA
DRAGONBORN In the Bellowing Wilds, dwarves are found in many settlements.
Dragonborn generally enjoy high status in most Ambrian societies The jungle provides innumerable opportunities for adventure and
thanks to their draconic lineage and popularity with ruling dragons exploration, which many dwarves have eagerly taken up. Dwarven
as minions and attendants. Dragonborn are often found working as expeditions were among the first explorers to map the region in the
bureaucrats for dragon rulers. Competition for positions of power can current age.
be fierce, but among dragonborn, this is typically carried out through ELVES
intrigue rather than violence. This has led to dragonborn gaining a Although elves live throughout Ambria, they are most often found in
reputation as intelligent and ruthless. The color of a dragonborn’s scales busy cities. They have largely turned away from the connection with
has little bearing on what color of dragon they might serve. nature that their ancestors once had.
The privileges a dragonborn may enjoy in the territory of The goddess Generisa created elves to be stewards of nature,
the dragon it serves only sometimes extend to other territories. A but their philosophy of life took a drastic turn when the goddess
dragonborn may be prevented from entering another dragon’s domain attempted to eradicate all other humanoids. During Generisa’s War,
due to their real or perceived allegiances or even hunted down if the the elves rejected their preordained purpose and dedicated themselves
dragons really hate each other. Conversely, in the territory of an allied to industry and manufacturing instead. Many elves still feel hostile
dragon, a dragonborn may be treated as an honored guest. towards Generisa. They have a reputation for holding grudges
People may assume that the personality of a dragonborn matches throughout their very long lives and even across generations.
that of the local ruling dragon, which may cause them to be perceived Thanks to the choice of the ancient elves to side with their
as cruel, evil, righteous, or benevolent. In reality, dragonborn are no humanoid fellows against their creator deity, elves enjoy positive
more or less similar to the ruling dragons than anyone else. Not all reputations with most other peoples, particularly humans. Elves tend
dragonborn choose to serve dragons directly. Some dragonborn resent to be gregarious and willing to work with anyone.
the attention bestowed on their people by dragons. Such dragonborn Elves are typically ambitious, organized people who are willing to
often seek to prove themselves independent and worthy of respect on take risks. Many of the world’s top merchants, oligarchs, and industrial
their own merits, not just through reflected draconic glory. titans are elves. In the Bellowing Wilds, elves are most commonly
DWARVES found in the city of Rascam, but they can also be found throughout
The dwarves of Ambria are down-to-earth people renowned as the jungle, looking for new opportunities.
mountaineers, spelunkers, and explorers. Dwarves originally hail from GNOMES
a northern continent, home to the kingdom of Bladestone. In those In Ambria, gnomes are typically associated with the kingdom of
white plains, tundras, and mountains, the dwarves have endured for Fallstreak. A marvel of engineering, Fallstreak is a massive floating
millennia, led by the Bladestone family. metropolis that flies over oceans and continents. It has roamed
Dwarves love punctuating periods of solitude with great parties, the skies ever since the end of Generisa’s War, keeping its gnomish
good company, and long stories. They have a strong storytelling inhabitants safe from the dangers below.
culture, with tales of a dwarf’s own adventures being most highly The heroes of gnomish folktales are cunning adventurers who
prized. While they have a reputation among other peoples for telling break into banks, castles, or residences specifically because they were
tall tales, in reality, most dwarves’ extraordinary stories are based in told not to. Fallstreak gnomes believe no place is off limits. Just as
Avery Howett

Avery Howett

truth—though dwarven culture considers it perfectly acceptable to their city ignores the borders of the lands below, gnomes tend to think
embellish a tale to make it a little more exciting. everyone’s business is their business. This can cause others to find

30 Part 2: Character creation


gnomes rude and nosey. Gnomes who grow up in Fallstreak can also individuals, with members coming and going as they please. Halflings
be prickly or boastful around non-gnomes. The lofty isolation of their welcome other races to join their groups should they wish.
home can make them nervous around the larger races. However, their Though they love to wander, halflings also like to take things slow.
uninhibited society also makes many gnomes exceptionally generous They often spend several seasons in a single location, appreciating
with their time, wealth, and knowledge. it deeply before packing up and moving on. They tend to avoid the
As well as the gnomes of Fallstreak, there are also gnomes all across colder regions of the northern continents as they feel the cold deeply.
Ambria. Gnomes raised among other races tend to be less isolationist, Halflings can confuse outsiders. They value community but
and they can clash with their more conservative kin from the flying city. don’t care when the people close to them leave. What halfling society
In the Bellowing Wilds, gnomes are found almost everywhere. idealizes above all else is freedom. The greatest display of love and
Gnomes have a reputation as brazen, adventurous folks who enjoy respect among halflings is to set free the people they care about.
pushing the boundaries of magic and technology. They also tend to be Recently, a large population of halflings has been drawn to the
seriously stubborn and determined. Bellowing Wilds. Many have found work running trading routes, river
HALF-ELVES barges, and wagon trains.
It’s said that if you want to get a half-elf to start talking, you should HUMANS
ask them about their family tree. In Ambria, most half-elves today are Among the rarest of the races of Ambria, Humans were nearly wiped
born to half-elf parents and have long lineages stretching back to the out during Generisa’s War. Their numbers have never fully recovered.
time of Generisa’s War. The first half-elves were born to elf parents who Today, the remaining human kingdoms are allied with aggressive
thought that Generisa’s rage could be cooled if the other humanoids dragons. As a result, human territories have fluctuated more than any
became more like the druidic elves and created families with those other race over Ambria’s long history, expanding dramatically at times
other humanoids. and disappearing entirely at others. Ill-fated alliances and territorial
While Generisa was not appeased, this optimism toward bridging wars have dwindled human numbers even further.
the nature-loving ways of the ancient elves and the other races persists Despite their many losses, Humans are renowned as great warriors,
in half-elf culture today. Unlike modern elves, who have largely turned ruthless politicians, and resilient individuals. Some want to restore the
away from Generisa, many half-elves still have a strong culture of glory days of their kingdoms before Generisa’s War. Other humans
worshiping the nature goddess. have built new homes, largely alongside orcs and elves.
Despite their pride in their ancestry, it is a point of honor among Many humans have come to the Bellowing Wilds, seeking their
half-elves that they welcome first-generation half-elves, celebrating fortune. Some come looking for personal prosperity, while others have
them and giving them a home should they want it. grander visions of creating a new human kingdom as great as those in
Education is considered an important value in many half-elf ages long past.
families. Parents tutor their children, and adolescents are expected to TIEFLINGS
continue their education by themselves before returning to share what Rarest of the humanoids, tieflings are descendants of the demonic god
they have learned as adults. Half-elves are thought of as the scholars of Abrith. The first tieflings were born thousands of years ago to Abrith
Ambria, as many of them enjoy spending their lives in the pursuit of and his humanoid lover, whose identity remains secret. At first, Abrith
knowledge. Many specialize in the healing arts and are often welcomed worked to make the Abyss a fitting place for his mortal children, but
wherever they go. Some half-elves are criticized for caring more about when it became clear they needed a more suitable home, he smuggled
books than the daily practicalities of life. them to the Material Plane.
HALF-ORCS Abrith’s legacy remains strong within tieflings, so any child born to
Half-orcs in Ambria are considered friendly, hearty, and reliable a tiefling parent will also be a tiefling. Most tieflings are descended from
folks who take great pride in their work. As their origin is based on long lines of tieflings stretching back to one of Abrith’s children who
humans and orcs working together during and after the devastation lived in the distant past. However, Abrith also continues to have children
of Generisa’s War, half-orcs tend to be open-hearted folk. During the with mortal lovers to this day. He leaves these baby tieflings on the
war, orcs took in human refugees and helped them rebuild their lives, doorstep of someone he believes will care for them. This is considered a
forming new communities and families. Hospitality and collaboration great blessing and honor wherever Abrith is worshiped. Such children
are considered the highest virtues by many half-orcs to this day. can grow up a little spoiled, thanks to doting adoptive parents.
Many cities and towns in Ambria have large half-orc populations, Tieflings’ semi-demonic, semi-divine heritage earns them mixed
outnumbering humans two to one. In places where humans and orcs perceptions, ranging from being feared as demons to being revered
live together, little distinction is made between who is a human, orc, as demigods. Famous tieflings are perhaps most well-known for their
or half-orc. artistic accomplishments. Many of the greatest writers, singers, and
Culinary skills are particularly prized in half-orcs, and they make artists in Ambria have been tieflings. While all tieflings are descended
up some of Ambria’s best chefs. Due to its reputation as a gourmet from Abrith, their demonic heritage is expressed in a myriad of
hotspot, many half-orcs have been drawn to the town of Pyrite in the different ways. Whatever their appearance, tieflings always stand out
Bellowing Wilds. in a crowd.

HALFLINGS People saw this giant divine demon of


Ambrian halflings enjoy the comforts of life, but their greatest joy is incomprehensible power and thought,
found in travel. While some live in stationary communities, many “Yeah, I’d hit that.” Good for them.
halflings travel in nomadic groups their whole lives. These loose
caravans are made up of ever-shifting combinations of families and

Part 2: Character creation 31


NEW SUBCLASSES
Barbarian: WEAPONS EXPERT
Path of the Soaring Soul At 6th level, your understanding of weapons deepens. By handling a
The Path of the Soaring Soul calls to barbarians who place deep trust weapon or piece of armor for at least one minute, you can estimate
in their weapons. When you take exceptional care of your weapons, its value accurately. When making Intelligence (History) checks
you will find your weapons will also take exceptional care of you. related to weapons and armor, you are considered to have expertise in
As your bond deepens, you and your weapon will zip across the the History skill, doubling your proficiency bonus.
battlefield, bringing the hurt from every angle. Additionally, if you spend at least ten minutes handling a
weapon, you can determine if it has any magical properties, as if you
had cast the identify spell, as well as the identity of the last creature
Swords, furniture, gnomes, to wield it. At 14th level, when using this ability, you gain additional
I’ll throw ‘em all!
information, as if you had cast the legend lore spell.
You can use this ability a number of times a day equal to your
SOUL-BOUND WEAPON
Constitution modifier (minimum of 1).
At 3rd level when you adopt this path, choose one martial melee
weapon from your equipment to become your soul-bound weapon. SAVAGE RICOCHET
A rune unique to you appears on the weapon. Attacks you make At 10th level, your bond with your soul-bound weapon strengthens,
with your soul-bound weapon are considered magical. Additionally, improving your ranged strikes. When you make a ranged attack
you are immune to damage from your soul-bound weapon and can with your soul-bound weapon, your weapon bounces off the target
sense its direction as long as you are on the same plane of existence. and flies back to your grasp, whether the attack hits or misses. If the
When you choose the Path of the Soaring Soul, you can choose attack hits, you can have your soul-bound weapon to make a second
to dedicate yourself to a single weapon or to gain experience with ranged attack against an additional target within 10 feet of the first
many different weapons. Choose one of the following options: target before returning to you. At 14th level, when this second
Dedicated Soul. Your care for a single weapon allows it to ranged attack also hits, your weapon can make a third ranged attack
grow in power along with you. Any creature other than you who against another target within 10 feet of the second target before
attempts to wield your soul-bound weapon must first succeed on a returning to you.
Strength (Athletics) check with a DC equal to 8 + your Constitution
RAGING LEAP
modifier + your proficiency bonus, or be unable to lift the weapon.
At 10th level, you can build up incredible momentum by swinging
Additionally, your soul bound-weapon becomes a +1 weapon when
your soul-bound weapon, allowing you to leap extraordinary lengths.
you reach 6th level in this class, a +2 weapon when you reach 10th
While raging, your long jump and high jump distances are doubled,
level, and a +3 weapon when you reach 14th level.
and you no longer need a running start.
Wandering Soul. When you gain a level in this class, you can
Additionally, when you take damage during your rage by falling
choose to exchange your soul-bound weapon for another or gain
10 feet or more while making an attack that hits, your target takes
an additional soul-bound weapon by carrying out a ritual that
extra damage from your weapon equal to double the amount of
takes no less than 12 hours to complete. You can have a number
damage you take from the fall.
of soul-bound weapons equal to your Constitution modifier
(minimum of 1). You consider all martial melee weapons that you
have soul-bound as light and can wield them one-handed for the OPTIONAL FEATURE: SHARED DEMISE
purpose of two weapon fighting. Additionally, you always use the
larger damage die whether you wield a versatile soul-bound weapon If any of your soul-bound weapons are destroyed, you
one-handed or two-handed. immediately drop to 0 hit points, ignoring your relentless rage
feature. If you roll a 20 on your death saving throws while
RANGED STRIKE unconscious due to this shared demise, you regain half the hit
Starting when you choose this path at 3rd level, you can throw your points you had when your weapon was destroyed. If you roll 3
soul-bound weapon and make ranged attacks with it using your successful death saving throws, you regain 1 hit point.
Strength modifier instead of your Dexterity modifier at a range of If your soul-bound weapon is destroyed, you can summon its
20/60 feet. When you make a ranged strike with your soul-bound spirit to return to you by completing a ritual that consumes
weapon while you are raging, if the attack hits, you can have your materials equal to the cost of the weapon and takes no less
weapon fly back to your grasp as your weapon eagerly wishes to be than 24 hours to complete. At the end of this ritual, you gain
used again. a new soul-bound weapon of the same kind as the one that
was destroyed.

32 Part 2: Character creation


PAIRED FURY Your sentient weapon loses its fly speed and its ability to attack
At 14th level, your bond with your soul-bound weapon is perfected. independently if it moves more than 60 feet from you, you stop
You can use your reckless attack feature when making ranged attacks raging, or you fall unconscious.
with your soul-bound weapons. Additionally, choose one of the Shooting Soul. You and your soul-bound weapon can soar
following options. through the sky together. While raging, you gain a fly speed equal to
Brash Soul. When you hit a creature with your ranged strike your walking speed while you are wielding your soul-bound weapon.
while you are raging, you can push or pull it 10 feet in a direction of
your choice as your soul-bound weapon barrels into it. SOUL-BOUND WEAPON QUIRKS
Hopeful Soul. When you miss with a ranged strike with your d6 Quirk
soul-bound weapon, you can reroll the attack and add 1d6 to the 1 I demand to be honed and polished with elaborate care.
result. You must use the new result. Once you have used this feature,
2 Each time we kill someone, I want to meditate on the
you can’t use it again until you have completed a short or long rest.
meaning of death with you.
Independent Soul. One of your soul-bound weapons gains
sentience. While you are raging, it gains a fly (hover) speed equal to 3 I prefer that you don’t clean the blood off me.
half your walking speed and can act independently to make attacks. 4 I get jealous when you look at other weapons.
In combat, it takes its turn immediately after yours. It can make 5 I make dramatic swishing noises when you wave me around
melee attacks using your Strength modifier plus your proficiency in the air.
bonus. Once per round, either you or your weapon can gain 6 If anyone else picks me up, I make them feel a terrible and
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advantage on an attack while you are both adjacent to the target. sinister chill.

Part 2: Character creation 33


Druid: Circle of Swiftness Companion Mount
The Circle of Swiftness was an ancient order of druids that was
Large beast, any alignment
thought to be lost to time until a powerful druid named Gothi, the
Armor Class 12 + PB
last surviving member of this circle, shared its teachings with other
Hit Points 5 + five times your druid level
druids of Ambria and slowly revived the circle’s popularity.
Speed 40 ft.
The circle’s teachings aim to deepen a druid’s bond with an animal
companion by fighting together as one to protect the balance of nature.
STR DEX CON INT WIS CHA
I wanted to rename this as 15 (+2) 15 (+2) 16 (+3) 7 (–2) 13 (+1) 5 (–3)
the Druid Circle of Zoomies.
Saving Throws Dex modifier + PB, Wis +1 + PB
COMPANION MOUNT Skills Perception +1 + PB
Starting at 2nd level, you form a bond with a wild beast that becomes Senses darkvision 30 ft., passive Perception 11 + PB
your companion mount. Your mount can take the form of any beast, Languages understands one language you know but
but it uses the companion mount stat block, possibly altering its can’t speak
physical characteristics beyond the norms for a creature of its kind. Challenge —
You choose how your mount attacks and what kind of damage this Proficiency Bonus (PB) equal to your proficiency bonus
attack deals when you bond with it. For example, if your mount is a
sharkhound, its attack could be a bite that does piercing damage, but Blessing of Swiftness. The mount moves with greater
if you decide it is a massive fluffy rabbit, its attack could instead be a swiftness as your druid level increases. When you reach
kick that does bludgeoning damage. 6th level in this class its speed increases to 50 feet, and
Your mount is friendly to you and your companions, and it has when you reach 10th level its speed increases to 60 feet.
its own distinct personality. Blooming Bond. When you gain an Ability Score
In combat, your mount shares your initiative count and takes its Improvement as a druid, the mount also increases its Str
turn directly after yours, though it can only take the Dodge action or Dex score by 2 or both scores by 1. The mount can’t
increase an ability score above 20 using this feature.
and move unless you use your bonus action to command it to take
a different action, such as attacking, hiding, or interacting with an Keen Senses. The mount has advantage on Wisdom
(Perception) checks that rely on either sight, hearing, or
object. If you are incapacitated, your mount can take any action of
smell (chosen when you bond with your companion mount).
its choice, not just Dodge.
As part of your movement each turn, you can spend half your ACTIONS
movement speed to either mount or dismount your mount. While Multiattack. The mount can make additional attacks
you are mounted, your companion mount acts on the same turn when it takes the attack action as your druid level
increases. When you reach 6th level in this class, it makes
in initiative as you and can only move unless you direct it to take
two attacks, and when you reach 14th level, it makes
another action. You fall off your mount if you are incapacitated or
three attacks.
knocked prone.
Attack. Melee Weapon Attack: + Str or Dex modifier
While you are mounted on your companion mount, you can
+ PB to hit, reach 5 ft., one target. Hit: 1d6 + Str or Dex
redirect any attacks made against your mount to target you instead, modifier bludgeoning, slashing, or piercing damage
and you can use your reaction to grant your mount advantage on (chosen when you bond with your companion mount).
Strength and Dexterity saving throws. This damage increases to 2d6 when you reach 10th level
Your mount can make death saving throws. If your mount in this class and 3d6 when you reach 17th level.
dies, you can bond with a new companion mount by performing
an eight-hour ritual to commune with the spirit of another beast.
Mounts can also be resurrected using magic such as revivify or COMPANION MOUNT QUIRKS
resurrection. d8 Trait
You can’t have more than one companion mount at one time. 1 I am always eager to please and bring you many unexpected
If you form a bond with a new companion mount, your bond with and perhaps unwanted gifts.
your current companion mount is broken. 2 I am a majestic creature; I don’t easily forgive slights against
my dignity.
3 I love meeting new people. So many new friends to lick!
4 I am curious and love to investigate anything that catches
my interest.
5 I have abundant energy and always wake you at first light.
6 I am always on alert and defensive of you even when there
is no threat.
7 I am very physically affectionate toward those I care for.
8 I don’t like to be left out of anything you do.

34 Part 2: Character creation


TWIN BEAST SHAPE Bond of Brambles. While the mount is within 5 feet of you and
At 2nd level, your bond with your companion mount allows you you are mounted on it or have assumed its form using Twin Beast
to wild shape into a form that matches it, using the same statistics Shape, terrain within 10 feet of your mount grows thick grasping
as your companion mount. When you wild shape in this way, you brambles. Creatures hostile to you and your companions treat the
ignore the CR restrictions of the Beast Shapes table. brambles as difficult terrain and take 1d4 piercing damage for every
5 feet they travel within the brambles.
Few things bring you closer to your Swift Skies, Swift Seas. Your mount gains either a flying or
companion mount than tearing something swimming speed of 50 feet. You also gain this fly or swim speed
the QUACK apart together. It’s quality when using your Twin Beast Shape.
bonding time for me and Jawbone. Twin Tactics. Your mount has advantage on attacks against
creatures within 5 feet of you while you are mounted on it or have
COMPANION CASTING assumed its form using Twin Beast Shape. You have advantage on
When you reach 6th level, your magic flows through your attacks made against creatures within 5 feet of your mount while you
companion like a raging river. Your companion mount’s attacks have assumed its form using Twin Beast Shape. Neither you nor your
become magical for the purpose of overcoming resistance or mount can use this feature if the other is incapacitated.
immunity to nonmagical attacks and damage. BEAST STRIDE
Additionally, while you are within 100 feet of your companion At 14th level, the bond between you and your mount is exceptionally
mount, you gain the ability to channel any spells you cast through strong, intertwining your souls. While you are within 1 mile of
them, treating your mount as the point of origin for purposes of each other, you can communicate telepathically with each other.
determining your spell’s range. When you are affected by a spell Additionally, while your mount is within 600 feet of you, you can
with a range of self, as long as you are mounted on your companion teleport onto its back or have it teleport to your side as a bonus
mount, you are both targeted by the spell. action. Once you’ve used this ability, you can’t use it again until you
ENTWINED EVOLUTION finish a short or long rest.
Avery Howett

At 10th level, you and your companion mount learn new secrets
from nature. Choose one of the following traits to add to your
companion mount’s stat block.

Part 2: Character creation 35


Fighter: Hero Powers. At 3rd level, you learn three hero powers of your
Magical Protagonist choice, which are detailed in the Hero Powers Options below. You can
The magical protagonist is a highly specialized fighter with the rare only use one hero power per turn unless otherwise specified.
ability to wield the powers of hope, friendship, or love in battle. Saving Throws. When using your Hero Powers, your spell
The truth of such powers has long been disputed in Ambria, but save or effect DC equals 8 + your Charisma modifier + your
the lethal, sparkly results these glamorous warriors proficiency bonus.
can produce are difficult to argue with. You learn one additional hero power of your choice when you
reach 7th, 10th, and 15th level in this class.
Obviously, this is the number one
subclass. You should pick this one. HERO POWER OPTIONS
The Hero Power options are presented in alphabetical order.
SECRET POWER Anonymous Hero. You can spend 1 style point to cast disguise self
At 3rd level, choose the origin of your powers from one of the as an action.
following options: Awesome Hero Attack. When you make a weapon attack roll
Magical Companion. A mysterious magical animal—that may against a creature, you can spend 2 style points and shout the super
or may not make wisecracks or be morally dubious—gave you your cool name of your attack to gain advantage on the attack roll. If the
powers. You learn the find familiar spell and can cast it once a day attack hits and you are within 5 feet of the target, it is considered a
without expending a spell slot or components. When summoned critical hit.
using this feature, your familiar can speak one language that you know Beautiful Hero Blast. When you take the attack action on your
and does not have to follow your instructions if it doesn’t want to. turn, you can forgo one of your attacks and use a bonus action to
Magical Destiny. You’re just so QUACKing special. You gain unleash a magical attack of devastating beauty. When you do so, spend
proficiency in the Performance skill and either the Intimidation or any number of style points and choose a point you can see within 90
Persuasion skills. Whenever you make a Charisma skill check, you can feet of you. Each creature within 20 feet of that point must make a
add your Constitution modifier to the roll. Dexterity saving throw, taking 2d6 + your Charisma modifier radiant
Magical Trinket. Your powers are linked to a mystic object that damage on a failure, or half as much damage on a success. For every
you might have inherited or found by accident. You have a Tiny object style point above the first that you spend on this attack, the effect deals
that you use as part of your transformation sequence. When you an extra 1d6 radiant damage.
transform, you can choose any number of creatures to automatically Extra Sparkly Hero Attack. When you hit a creature with
succeed on their saving throw against your transformation’s effects. a weapon attack, you can spend any number of style points. For
each style point spent, you add extra radiant damage equal to your
MAGICAL TRANSFORMATION Charisma modifier to the attack’s damage roll, and the target must
Beginning when you choose this archetype at 3rd level, you are able succeed on a Constitution saving throw or become blinded until the
to magically transform to prepare yourself for battle. By uttering a start of your next turn.
key phrase of your choice and drawing upon the powers of hope and Healing Hero. You can spend any number of style points as an
friendship, you magically alter your outfit, makeup, and hairstyle to action to relieve the suffering of an ally you can see within 30 feet of
strengthen yourself for battle and gain the ability to use style points. The you who can see or hear you. For each style point spent, you end one
transformation lasts for 1 hour or until you are knocked unconscious. of the following conditions affecting the target: charmed, frightened,
You can choose to end your transformation early as a bonus action, paralyzed, or poisoned.
returning to your normal form. Once you have transformed, you can’t Helpful Hero. You can spend 1 style point to take the Help action
do so again until you have completed a short or long rest. as a bonus action and can target a creature you can see within 30 feet
How fast you transform causes an additional effect: of you when you do so. Additionally, before your next turn, if that
Transform Dramatically Using an Action. You perform an creature rolls a 1 on an attack roll, ability check, or damage die, it can
elaborate dance or strike a powerful pose as your transformation takes re-roll the die and use the new result.
place and alters your appearance. As your transformation sequence Hero Senses. You can spend 1 style point to cast detect evil and
ends, shiny sparkles explode from your body to dazzle those looking good as an action.
at you. Each creature within 20 feet that can see you must succeed on Hopeful Hero. When you fail a saving throw to resist an effect that
a Charisma saving throw equal to 8 + your Charisma Modifier + your would charm, frighten, or paralyze you, you can spend 1 style point to
proficiency bonus, or become blinded until the end of your next turn. re-roll the saving throw and add your Charisma modifier as a bonus to
Transform Quickly Using a Bonus Action. You skip the elaborate the roll. You must use the new result.
ritual and transform without dazzling those around you. Hot-Headed Hero. You can spend 2 style points to cast heat metal
HERO POWERS AND STYLE POINTS as an action. You have resistance to fire damage while maintaining
Starting from 3rd level, while transformed using your magical concentration on this spell.
transformation feature, you can use style points to perform heroic acts. Hyper Heroic Hero. You can spend 1 style point to cast heroism as
Style Points. At 3rd level, you have 3 style points that you can an action.
spend to use your hero powers. You regain any expended style points Lovely Hero. You can spend 2 style points to cast charm person as
when you complete a short or long rest. You also regain 1 style point an action.
when you roll a critical hit on an attack or roll a 20 on a Charisma Mobile Hero. You can spend 1 style point to cast the jump spell on
check. You gain 1 additional style point when you reach 7th, 10th, yourself as a bonus action.
and 15th level in this class.

36 Part 2: Character creation


Motivational Hero. When you make an attack roll against a
creature, you can spend 1 style point to motivate your allies in battle
using a bonus action. Until the start of your next turn, your
allies gain advantage on attacks made against that
creature. This effect ends when one of your allies
hits the creature with an attack.
Sturdy Hero. As part of your magical
transformation, you can spend 1 style point to
gain temporary hit points equal to your fighter
level. These temporary hit points last until your
magical transformation ends.

ULTRA PERSONALITY
By 7th level, your magical personality has grown so
much stronger that it enables you to draw more energy
from the powers of hope and friendship. While transformed,
you can add either your Strength or Dexterity bonus to your
Charisma skill checks. Additionally, you can grant yourself
advantage on one Charisma check as long as you can see at least one
of your allies. Once you have used this feature, you can’t use it again
until you complete a long rest.

POWER OF FRIENDSHIP
At 10th level, you can draw inspiration from your friends. As a
free action, you can call out to any allies within 30 feet of you who
can both see and hear you. Each creature can immediately use its
reaction to grant you one style point. Style points obtained in this
way can exceed your maximum number of style points up to a
maximum total style points equal to your fighter level. Style points
obtained in this way are lost at the end of your next turn.
Once you have used this feature, you can’t use it again until you
complete a long rest.

BEAM ATTACK
Starting at 10th level, you can unleash sparkly beams from
your weapon while you are transformed. This attack
forms a line of bright light 5 feet wide and 60 feet long,
originating from you. Each creature within the line
must succeed on a Dexterity saving throw or take
magical damage as if you had hit with the weapon
you used to make the attack plus 2d6 force
damage. Your beam attack deals double damage
to objects and structures. When you take the
attack action, you can replace one of your
weapon attacks with this beam attack. When
you reach 18th level in this class, your beam
attack’s damage increases to 2d12.

WINGS OF HOPE
Starting at 15th level, you are able to
manifest the power of hope in the form of
magical wings of light or dark energy that become part of
your transformation. While transformed, you gain a flying
speed equal to your movement speed.

BELIEVE IN YOURSELF
Starting at 18th level, when you roll initiative and are not
transformed, you can choose to instantly transform as if you had used
your bonus action to do so. Additionally, when you roll initiative and
Aviv Or

have no style points, you gain 2 style points.

Part 2: Character creation 37


Monk: Way of Healing Hands THE GOOD PAIN
Monks trained in the Way of Healing Hands possess the ability to At 6th level, you have become adept at making it hurt so good when
help their allies as well as severely incapacitate their enemies. You massaging allies or grappling foes. As an action, you can spend 1 ki
have studied every bone, joint, and muscle in most humanoid and point to instantly apply the effect of one of your Marvelous Massages
monstrous bodies, allowing you to strike with precision. Whether to a willing creature you can both see and touch. When you do so,
those strikes hurt or heal is up to you. you can choose to end one of the following conditions affecting the
creature: charmed, frightened, paralyzed, poisoned, or stunned.
Don’t be deceived by the whole Additionally, you have learned how to bring the good hurt to
“Healing Hands” branding. These your enemies. When you hit a creature you are currently grappling
monks can and WILL tear your with an unarmed strike, you can spend 1 ki point to force that
limbs off to use them as weapons.
creature to make a Wisdom saving throw against your Ki save DC.
On a failure, the target becomes charmed by you for as long as you
ANATOMY TRAINING
maintain the grapple. Creatures charmed in this way can repeat their
When you choose this tradition at 3rd level, you gain proficiency
saving throw each time they take damage from you or your allies.
in the Medicine and Nature skills. Additionally, when you spend
at least 1 minute studying a creature, you can make a Wisdom THE BAD PAIN
(Medicine) check to discover if it has any healed or current injuries At 11th level, your studies into anatomy allow you to deliver deep
and the nature of those injuries. tissue relief or a nasty cramp. As an action, you can use 2 ki points
to touch a willing creature you can see. If made against a willing
MARVELOUS MASSAGE
creature, the strike deals no damage and causes the target to regain
From 3rd level, your training allows you to prepare your allies for
a number of hit points equal to a roll of your martial arts die at the
coming challenges. If you spend 10 minutes giving a willing creature
start of each of its turns for 1 minute. This effect ends if the target
a massage, the creature gains temporary hit points equal to your
drops to 0 hit points or becomes incapacitated.
Martial Arts Die + your Wisdom modifier.
When you hit a creature you are currently grappling with an
You can also grant the creature an additional benefit based on
unarmed strike, you can spend 2 ki points to deliver a painfully
the type of massage you give them, which lasts for 8 hours after
precise muscle twist. The afflicted creature must succeed on a
your massage. A creature can only benefit from one type of massage
Constitution saving throw or take necrotic damage equal to a roll of
at a time. When you give the massage, choose one of the following
your martial arts die at the start of each of its turns for 1 minute. An
benefits:
afflicted creature can repeat this Constitution saving throw at the end
Focusing Massage. The creature gains advantage on Wisdom
of each of its turns, ending the effect for itself on a success.
(Insight) and (Perception) checks and can add your martial arts die
to one attack roll made while benefiting from this effect. This die RIP AND TEAR
must be rolled after the attack is made but before success has been At 17th level, you have mastered the subtle art of dislocating and
determined. removing limbs. You can attempt to dislocate the limb of a creature
Fortifying Massage. The creature gains advantage on Strength you are currently grappling as a bonus action by spending 3 ki
and Constitution checks. points. The target must succeed on its choice of either a Strength
Limbering Massage. The creature’s movement speed increases by saving throw or a Constitution saving throw against your Ki save
10 feet, and it has advantage on Dexterity (Acrobatics) checks. DC, or take 4d6 points of bludgeoning damage and suffer one of its
You can use this feature a number of times per day equal to your limbs being dislocated until it is healed. Each time you use Rip and
Wisdom modifier (minimum of once). Tear, choose from one of these four options:
Arm. The dislocated arm cannot be used to wield a weapon, hold
a shield, or perform the somatic components of spells. If the creature
Abby* gives the best massages. has the ability to make multiple attacks with a natural weapon, such
as with claws or tentacles, it loses the ability to make one of these
attacks for each dislocated arm, and it can’t make these attacks if all
its arms that could make them are dislocated.
GRABBY HANDS
Leg. The creature’s speed is halved, and it makes Strength and
At 3rd level, your skill at manipulating pressure points allows you
Dexterity saving throws with disadvantage. If all of a creature’s legs
to subdue even massive creatures with practiced ease. When
are dislocated, its walking and climbing speed becomes 0.
attempting to grapple a creature, you can use either Strength
Wing. The creature’s fly speed becomes 0, and it begins to fall if
(Athletics) or Dexterity (Acrobatics) to make the grapple check.
it is flying unless it has the hover trait.
You are considered Large for the purposes of determining the
Tail. The creature can’t make attacks with its tail and has
size of creatures you can grapple or move while grappling them.
disadvantage on Dexterity (Acrobatics) checks. The creature’s swim
Additionally, while you are grappling a creature, you make unarmed
speed is halved.
strikes against it with advantage.
When you reach 11th level in this class, you are considered Huge
for the purposes of determining the size of creatures you can grapple
or move while grappling them.

38 Part 2: Character creation


When you successfully dislocate a creature’s limb, it is freed from UNRIP AND UNTEAR
your grapple. A dislocated limb remains dislocated until the creature At 17th level, your healing becomes so strong that you can reattach
regains at least one hit point from healing magic or a creature makes severed limbs (so what if you were responsible for the limb ripping in
a successful Wisdom (Medicine) check against your Ki save DC to the first place?) As an action, you can spend 3 ki points to reattach a
pop the limb back into place. limb that has been severed, which fuses perfectly back into place as
If you successfully grapple the same creature again, you can though it had never been removed. If the limb has been severed for
spend 3 more ki points to completely tear off the same limb that more than 24 hours, you must make a Wisdom (Medicine) check
you previously dislocated as a bonus action. If you do, you deal with a DC equal to 5 plus the number of hours above 24 since the
4d6 slashing damage to the creature, and they are freed from your limb was severed in order to successfully reattach it.
grapple. You can either toss the torn-off limb aside or wield it as an
Alyse Stewart

improvised weapon, which you are proficient with and counts as a


monk weapon for you.
You can’t use this ability on creatures that lack limbs entirely,
such as gelatinous cubes or giant constrictor snakes.

Part 2: Character creation 39


John Derek Murphy

40 Part 2: Character creation


Paladin: Oath of Survival to you or the target does. This effect lasts for 1 minute or until you are
The Oath of Survival has been sworn by countless brave souls seeking incapacitated or fall unconscious.
to overcome the world’s challenges and emerge as an inspiring Strike Together. You can use your Channel Divinity to
force even in the darkest days. The oath was first sworn by paladins harmonize your attacks with your allies. As an action, you can
opposing the forces of the goddess Generisa during her war on choose a number of creatures you can see within 60 feet of you, up
humanoids. Legends claim these warriors played a vital role in saving to a number equal to your Charisma modifier (minimum of one
humanoids from extinction. Thanks to their many mighty deeds creature). For 1 minute, you and the chosen creatures have advantage
throughout history, these paladins have sometimes become known as on attack rolls against a target if at least one of your allies is within
Primordial Knights or the Blades of Endurance. 5 feet of the target and the ally isn’t incapacitated.
This oath calls paladins to take a firm stance as they prepare SURVIVAL SPECIALIST
themselves against any dangers the world throws at them. They are At 3rd level, you gain proficiency in the Survival skill. When you
charged with ensuring not only their own survival but the survival make Wisdom (Survival) checks, you can add your Charisma
of all sentient life. For better or worse, their alignments vary greatly, modifier to the check.
reflecting the needs of the moment. This oath places the necessity of Additionally, when you roll initiative, roll twice and choose
survival above any concerns about what is good or evil and lawful or which result to use.
chaotic. Paladins of this oath will use these concepts as tools to keep
people alive but discard them just as easily if a situation demands it. AURA OF ADAPTABILITY
This has led to them gaining conflicting reputations as both selfless Starting at 7th level, you are surrounded by an aura of primordial
saviors and ruthless bullies. perseverance while you aren’t incapacitated. As adaptation is the
heart of survival, you can change the effect of your aura as a bonus
Oath of Survival paladins who do action once a day, choosing one from the following three options.
questionable things in the name of The aura you choose remains active until you choose to change it to
their oath are called Blades of
another option.
Extinction. I wouldn’t recommend
calling one that to their face, though. Raptor’s Cunning. You and any creatures of your choice within
10 feet of you have advantage on opportunity attacks and Intelligence
TENETS OF SURVIVAL saving throws.
The tenets of the Oath of Survival emphasize adaptation and Triceratops’ Toughness. You and any creatures of your choice
cultivating relationships to overcome the world’s fierce challenges. within 10 feet of you have advantage on Constitution saving throws
Survive At Any Cost. The survival of your allies and yourself and death saving throws.
stands above all. You must do whatever is necessary to ensure it. Tyrannosaurus Rex’s Might. You and any creatures of your choice
Never Stop Evolving. As the dangers of the world grow ever within 10 feet of you have advantage on saving throws against being
stronger, you must grow to face the threat. Stagnation is death. Train. frightened and can add bonus radiant damage equal to your Charisma
Heal. Learn. Overcome. modifier (minimum of 1) on a critical hit.
Strength in Numbers. True power comes from your allies. At 18th level, the range of this aura increases to 30 feet.
Help the weak become strong. Strengthen their bodies and spirits so
you can face challenges as a united force. Because dinosaurs are
QUACKing awesome.
OATH SPELLS
You gain the following oath spells at the paladin levels listed. PRIMORDIAL ENDURANCE
See the Sacred Oath class feature in the main paladin class for how At 15th level, if you drop to 0 hit points, you can immediately
oath spells work. regain hit points equal to your paladin level. Once you have used
Paladin Level Spells this feature, you can’t use it again until you finish a long rest.

3rd hunter’s mark, instant trap* ASPECT OF THE APEX PREDATOR


5th barkskin, warding bond At 20th level, you can wield the primordial abilities you have honed
throughout your journey to an extremely deadly degree. You can use
9th gift spell*, protection from energy
a bonus action to assume the Aspect of the Apex Predator, sprouting
13th dominate beast, freedom of movement beast-like features such as scales or fangs, and gaining the following
17th greater restoration, hold monster benefits for 1 minute:
CHANNEL DIVINITY 9 Your weapon attacks score a critical hit on a roll of 18–20.
When you take this oath at 3rd level, you gain the following two
9 You have resistance to all nonmagical damage.
Channel Divinity options.
9 Each time you cause a creature to drop to 0 hit points, each of
your allies within 60 feet of you gains 2d6 temporary hit points.
Never Surrender. When a creature you can see drops to 0 hit points,
as a reaction, you can share your life force with it. The creature regains 1 Once you use this feature, you can’t use it again until you finish a
hit point and gains temporary hit points equal to your current hit point long rest.
total. When you lose hit points, the creature loses an equal number of its
temporary hit points, and when the creature loses temporary hit points,
you also lose an equal number of hit points. Hit point and temporary hit
point losses from this feature do not trigger this effect; only direct damage

Part 2: Character creation 41


Ranger: Cryodon Guide Cryodon Companion
The frosty iguana-like cryodons grow in an unusual way, developing Tiny elemental, any alignment
from babies to adults only as they learn. Young cryodons remain infants Armor Class 15 (natural armor)
until they gain enough knowledge to grow to adulthood. As a cryodon Hit Points 5 + five times your ranger level
guide, you have been entrusted with the care and protection of a young Speed 30 ft., climb 20 ft.
cryodon, guiding its growth. In exchange, you become infused with the
cryodon’s magic, becoming a hardy protector capable of defending both STR DEX CON INT WIS CHA
your young companion and your allies. Cryodon guides have roles both 4 (–3) 15 (+2) 14 (+2) 15 (+2) 10 (+0) 6 (–2)
as scholars and rugged defenders of their precious companions.
You may have been entrusted with your cryodon companion by the Saving Throws Dex +2 plus PB, Int +2 plus PB
Cryodon Council of Breckart, come into possession of a cryodon egg by Damage Resistances fire
chance or a scheme, or perhaps rescued a baby cryodon. However you Damage Immunities cold
and your companion met, the cryodon has decided that you are a good Senses darkvision 30 ft., passive Perception 10
person to help them learn and grow. Once a cryodon guide and their Languages Cryodon, understands Common but can’t speak it
companion have set out on their journey, they are not expected to return Challenge —
to Breckart until they have discovered something entirely unknown to Proficiency Bonus (PB) equal to your proficiency bonus
the Cryodon Council.
Ice Walk. The cryodon can move across and climb icy surfaces
If I weren’t a druid, I’d be seriously without needing to make an ability check. Additionally, difficult
considering this as a career. Cryodons terrain composed of ice or snow doesn’t cost it extra movement.
are almost as cute as Jawbone.
Recrystallize. When the cryodon dies, its body melts leaving a
tiny, indestructible seed crystal. When the seed crystal is placed
CRYODON COMPANION in at least 2 gallons of fresh water, the cryodon’s body grows back
At 3rd level, you form a mystical bond with an immature cryodon over the course of 1d4 days, returning to life with full hit points,
who becomes your companion. This companion uses the cryodon provided another creature tends to it for at least 2 hours each day
until its recrystallization is complete.
companion stat block.
The cryodon is friendly to you and your companions. The cryodon ACTIONS
shares your initiative count. In combat, the cryodon can only take the Bite. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) cold damage.
Dodge action and move unless you use a bonus action on your turn to
When you reach 7th level in this class, the attack’s cold damage
command it to take another action. If you are incapacitated, the cryodon increases to 5 (2d4).
can take any action of its choice. Generally, young cryodons prefer not
to engage in combat but support their guide in other ways and flee,
REACTIONS
Ice Shield (Recharges after a Short or Long Rest). When it or
hide, and protect themselves without their guide to defend them. another creature it can see would take damage, the cryodon
fully encases itself or another willing creature of your choice that
CRYODON COMPANION QUIRKS it can see within 30 feet in a ball of ice. The encased creature
d8 Quirk gains temporary hit points equal to 2d8 + your ranger level and
has resistance to all damage. While encased in ice, the creature’s
1 I refuse to ride anywhere but on your head.
speed is 0, and it can’t take actions, bonus action, or reactions.
2 I collect shiny stones and get sad if you won’t carry them. The ball of ice lasts for 1 minute or for as long as the temporary
3 I get grumpy in warm weather. hit points remain. The cryodon can also end the effect on its turn
as a free action, and the creature loses the temporary hit points
4 I spin around in circles when I am happy.
as the shield melts away.
5 I chew on my tail when I’m nervous.
You lose all these gifts if you and your cryodon companion or its
6 I want you to read to me every night.
seed crystal are separated by more than 1 mile for 24 hours, and you
7 I like to sit on your shoulder and sniff the breeze.
regain them immediately when you are reunited.
8 I love music and whistle any song I hear.
CRYODON GUIDE MAGIC
CRYODON’S GIFTS Your connection with your cryodon grants you access to some of your
From 3rd level, your companion shares some of its icy intelligence and companion’s innate magic. Starting at 3rd level, you learn an additional
chilling power with you. spell when you reach certain levels in this class, as shown in the
Ice Guard. You have resistance to cold damage and automatically Cryodon Guide Spells table. The spell counts as a ranger spell for you,
succeed on checks made against exhaustion due to extremes of both hot but it doesn’t count against the number of ranger spells you know.
and cold temperatures.
CRYODON GUIDE SPELLS
Ice Skating. You ignore difficult terrain caused by ice and snow.
While moving on ice, your speed is doubled. Ranger Level Spell
Ice Student. You gain proficiency in the Investigation skill, and when 3rd identify
you make an Intelligence skill check, you can add your Wisdom modifier 5th warding bond
to the roll. You also learn to understand and speak the Cryodon language. 9th polar fog*
Ice Strikes. When you hit a target with a weapon attack, you can
13th fire shield
deal an extra 1d4 cold damage once per target on a turn. This extra
damage increases to 2d4 when you reach 11th level in this class. 17th legend lore

42 Part 2: Character creation


COLD COVER PERMAFROST PROTECTOR
At 7th level, you gain the ability to summon blocks of magical ice to When you reach 15th level, you and your companion can draw on
provide cover for yourself and your allies. As a bonus action, you can the power of your bond to unleash the untapped potential dormant
create a 5-foot high, 1-foot thick, and 10-foot long barrier of magical in each of you. As a bonus action on your turn, you can transform
ice in an unoccupied space you can see within 30 feet of you. This your cryodon companion into an advanced form resembling a
barrier provides three-quarters cover for up to two Medium-sized permafrost cryodon for 1 minute. This transformation ends early if
creatures. The barrier lasts until the end of your next turn. If you create either you or your companion are reduced to 0 hit points.
a second barrier, any existing barrier melts. You can use this feature a While your companion is transformed, it uses the statistics of a
number of times per day equal to your proficiency bonus, regaining all permafrost cryodon* without the Freezing Gaze trait and Icy Blast
expended uses on a long rest. action. If a cryodon companion dies and uses its Recrystallize trait
while transformed, it is restored to life as a cryodon companion, not
STUDENTS OF THE WORLD
an adult cryodon. Additionally, while your cryodon companion is
When you reach 7th level, you gain proficiency in two of the
transformed, you gain the following benefits:
following skills of your choice: Arcana, History, Nature, or Religion.
9 You gain temporary hit points equal to 2d10 + your ranger level,
Additionally, whenever you make an Intelligence check, your
which last until your companion’s transformation ends.
cryodon companion can magically assist you, giving you
9 You make Constitution saving throws with advantage.
advantage on the roll while it is within 30 feet of you.
9 The extra cold damage you deal with your Ice Strikes feature
Go, cryodon! Use Assist! increases to 2d8.
Once this feature has been used, it can’t be used again until both you
GLACIAL AGING and your cryodon companion have completed a long rest.
At 11th level, your aging slows so that you can spend more time with
your immortal cryodon companion. Your natural lifespan is tripled. DEATH OF A CRYODON COMPANION
Cryodon companions can make death saving throws. If your
GLACIAL GLARE
cryodon companion dies, it can recrystallize and be restored
At 11th level, you can freeze foes in their tracks. As a reaction, when
to life. Over the course of 1d4 days, the cryodon guide must
a creature within 60 feet that you can see makes a melee attack
spend at least two hours each day meditating with the seed
against a creature other than you, you can attempt to stop it with
crystal and adding water to it to allow a new ice body to form
an icy stare. The attacking creature must succeed on a Constitution
so the deceased cryodon is restored to life.
saving throw against your spellcasting DC or become incapacitated
Not all cryodon guides can achieve this recrystallization
until the start of your next turn. You can use this feature a number of
for their fallen companions. Those whose companions die
times per day equal to your Wisdom modifier (minimum of 1) and
permanently find the magic granted by their bond waning
regain all expended uses when you finish a long rest.
over the next 1d10 + 5 days. Such guides often renounce their
former training and learn new skills or redouble their efforts
to protect other cryodons.
Alyse Stewart

Part 2: Character creation 43


Sorcerer: CHAOS SURGES
Concentrated Chaos Starting when you choose this origin at 1st level, your spellcasting
The destruction of the god now only known as The Shattered has the potential to unleash devastating chaotic effects. Every time
scattered their immense power across the world of Ambria. Some of you cast a spell using a spell slot, roll a d100 to determine if you
this magic has collected in small concentrations of pure chaos, which trigger a Chaos Surge. If you roll equal to or less than your Chaos
you may have stumbled into, accidentally consumed, or otherwise Surge Threshold, roll on the Chaos Surge tables in Appendix E:
had the misfortune to encounter. Such power was never meant to Chaos Surges to determine a random magical effect that occurs
touch mortals, and as a result, it has twisted your magical insides instead of or in addition to your intended spell. When this occurs,
into an unpredictable but potent tangle. Many magic colleges across you expend the spell slot of the spell you were trying to cast, but you
Ambria have banned Concentrated Chaos Sorcerers from their halls gain sorcery points equal to that spell’s level.
due to all the unscheduled explosions. Your Chaos Surge Threshold is a number between 1 and 100. The
As a Concentrated Chaos Sorcerer, you may embrace your higher your Chaos Surge level, the higher the likelihood of triggering
turbulent nature by causing mayhem on the battlefield, keeping Chaos Surges. When you choose this origin, your Chaos Surge level
opponents—or, less helpfully, your allies—confused and distracted. starts at 10. It can increase or decrease based on your character’s actions
You may attempt to control the chaos that rages within you, or events that happen to them. Your GM has the final say in what your
channeling it as best you can. Every spell you cast is a gamble of life Chaos Surge Threshold is at any given time, but this decision should
and death. Will you suddenly obliterate your opponents in a blaze of come out of a conversation between both of you. 

glory or grant them glorious beards? Only chaos will tell. Some things that could raise your Chaos Surge Threshold
include spending time in areas of chaotic magic, a curse you are
Picking this subclass, eh?
under getting worse, or you leaning into the chaos. Examples
Good luck. You’ll need it. of things that could lower your Chaos Surge Threshold include
meditation, guidance from an expert or friend, healing magic, or
practicing to control your gifts.
CONCENTRATED CHAOS MAGIC
At 1st level, the chaotic magic that writhes within you gives you
unpredictable access to spells. Sips’ Chaos Surge Threshold was
At the end of a long rest, roll a d4 to determine which additional determined by how much his body was
1st-level spell you know for that day. You forget all spells learned in covered by his curse. For example, if 50%
this way when you complete a long rest though—fate being what it of his body was covered in cursed scales,
it meant when I rolled the d100 and the result
is—you might immediately remember them again when you roll for was 50 or below, a chaos surge happened.
the new day’s spells.
When you reach higher levels in this class, you gain additional
spells in this way. Roll an additional d4 for a 2nd level spell at 3rd
level, for a 3rd-level spell at 5th level, for a 4th level spell at 7th level,
and for 5th level spell at 9th level.
While you know them, each of these spells counts as a sorcerer
spell for you, but don’t count against the number of sorcerer spells you
know. Additionally, you can cast them without material components.

If you’re lucky, you might QUACK


up somebody else’s day for once.

CONCENTRATED CHAOS SPELLS


d4
Sorcerer Level Spell Level 1 2 3 4
1st 1st instant trap* hellish rebuke floating disk hideous laughter
3rd 2nd silence rope trick overpowered aura* acid arrow
5th 3rd dream delivery* mass healing word phantom steed call lightning
7th 4th divination red death rune* fabricate black tentacles
9th 5th telepathic bond awaken flame strike chain of pain*

44 Part 2: Character creation


CHAOTIC COUNTER CHAOS BUBBLE
At 6th level, you can let your chaos leap from your body to bewilder At 18th level, you gain the ability to unleash your chaos into the
other creatures. When a creature that you can see within 60 feet of surrounding area and temporarily remove it from yourself. As an
you makes an attack, you can use your reaction and spend 2 sorcery action, you can create a Chaos Zone with a 60-foot radius centered
points to force it to roll a Charisma saving throw against your spell on yourself that lasts for 1 minute or until you are incapacitated. The
save DC. If the creature fails, roll on the following table to determine zone does not move with you. Any creature within the Chaos Zone
the effect of your chaotic counter. You can use this feature after the that casts a spell or cantrip or otherwise triggers a magical effect must
GM declares the attack but must do so before the GM declares if the roll a d100. If they roll equal to or less than your current Chaos
attack hits or misses. Surge level, they trigger a Chaos Surge, and you get to choose which
Chaos Surge table they roll on. For as long as your Chaos Zone is
CHAOTIC COUNTER TABLE
active, whenever you roll a result on the Chaos Surge Table, you can
d6 Effect choose to expend 1 sorcery point to roll on the table again, replacing
1 The creature makes its attack at disadvantage. the old result with the new one. Once you use this feature, you must
2 Until the end of your next turn, the creature perceives complete a long rest before you can use it again.
its allies as enemies and its enemies as friends and
redirects its attack accordingly.
3 The creature becomes frightened of you until the end of
your next turn.
4 The creature attacks as normal, but at the end of its
turn, it must use all of its remaining movement to move
directly away from you.
5 The creature attacks as normal, but if this attack hits,
the creature takes force damage equal to the damage it
deals to its target.
6 The creature is stunned until the end of your next turn.

FAVORABLE CHAOS
By 14th level, you and your chaos have grown accustomed to one
another—a terrifying thought—granting you the ability to influence
it to your benefit. You can choose to trigger a Chaos Surge
at will when casting a spell of 1st level or higher. You
can only intentionally trigger one Chaos Surge on
your turn. Additionally, whenever you roll on the
Chaos Surge Table, you can choose to roll twice
and either have both effects occur simultaneously
or have them cancel each other out so that neither
occurs and your spell works as intended. If you
choose to cancel out the chaos surges, you don’t gain
sorcery points from the expended spell slot.
Jenna “Dingo” Woldenga & Justin Chan

Part 2: Character creation 45


Warlock: The Splicer PERSONALIZED PERFECTION
You have made a pact with a patron from beyond the Material Starting at 1st level, your patron grants you an extraordinary level
Plane known as the Splicer. The Splicer is obsessed with achieving of control over your physical form—your body is a temple, and
perfection through change, but its idea of perfection is otherworldly that temple is dedicated to the Splicer. You are immune to any spell
and hard to understand. Each warlock interprets this drive toward or effect that would alter your form unless you willingly allow it.
perfection in a different way. Making a pact with the Splicer means Additionally, your hit point maximum increases by 1 and increases
devoting your life to attempting to achieve an impossible level of by 1 again whenever you gain a level in this class.
perfection, changing yourself and the world around you to match ANATOMICAL ALTERATIONS
your patron’s alien desires. From 6th level, your patron encourages you to transform yourself,
EXPANDED SPELL LIST taking the best features of other creatures and adding these traits to
The Splicer lets you choose from an expanded list of spells when you your own body. To do so, you must perform a ritual that lasts no less
learn a warlock spell. The following spells are added to the warlock than 1 hour with the body of a creature of a type other than undead
spell list for you. or construct that has the trait listed in the Alteration Options table.
The creature can be alive or dead, but corpses older than 5 days will
Spell Level Spells
have decayed too much to provide useful material. Once the ritual is
1st disguise self, purify food and drink complete, you must specify how your body has changed.
2nd alter self, enhance ability You can have a number of anatomical alterations equal to your
3rd meld into stone, plant growth Constitution modifier (minimum of 1). You can only obtain each
alteration once.
4th polymorph, Wizardly’s arcane override*
5th awaken, modify memory

ALTERATION OPTIONS
Creature Trait Alteration Description
Amorphous Flexible Body You can move through a space as narrow as 1 inch wide without squeezing. Additionally, you have
advantage on saving throws against being grappled, restrained, or stunned.
Amphibious Hydromorphia You can breathe both air and water. Additionally, you gain a swim speed equal to your walking speed.
Camouflage Predatory Form You have advantage on Dexterity (Stealth) checks made in the terrain that matches the creature’s
camouflage trait. Additionally, whenever you land an attack against a creature that is unaware of your
presence in that terrain, you deal bonus damage equal to your Charisma modifier (minimum 1).
Darkvision Nocturnal You gain darkvision equal to the range of the creature’s darkvision. If you already have darkvision, yours
Adaptations increases by an amount equal to the range of the creature’s darkvision. Additionally, you gain a bonus
on Wisdom (Perception) checks made in darkness equal to your Charisma modifier (minimum 1).
Echolocation Ultrasonic You gain blindsight equal to the creature’s blindsight range, and you cannot use your blindsight while
Vocal Cords deafened. Additionally, you add thunderwave to your list of spells known. It counts as a warlock spell
for you.
Hold Breath Extremophile You can hold your breath for the amount of time noted in the creature’s Hold Breath trait. Additionally,
Adaptations you gain the ability to subsist without any food or water for a number of days equal to your Charisma
modifier (minimum 1).
Illumination Bio- You shed light as the creature does and can douse or resume shedding this light as an action.
luminescence Additionally, you add guiding bolt to your list of spells known. It counts as a warlock spell for you.
Keen Hearing Aural You have advantage on Wisdom (Perception) checks that rely on hearing. Additionally, you gain
Improvement tremorsense out to a range of 15 feet.
Keen Sight Visual You have advantage on Wisdom (Perception) checks that rely on sight. Additionally, whenever you
Improvement make a Wisdom (Perception) or Intelligence (Investigation) check, you can add your Charisma
modifier (minimum 1) to the result.
Keen Smell Olfactory You have advantage on Wisdom (Perception) checks that rely on smell. Additionally, you gain the ability
Improvement to track creatures by their scent. To do so, you may make Charisma (Survival) checks with which you are
proficient against a DC determined by the GM. Scents linger on porous objects or in enclosed areas but
can be quickly diluted or washed away by rainfall and are impossible to follow in moving water.
Standing Leap Reinforced Your long jump and high jump are equal to the creature’s, with or without a running start. Additionally,
Tendons you can use your reaction when you fall to reduce any falling damage you take by an amount equal to
your warlock level.
Sure-Footed Improved You have advantage on saving throws made against effects that would knock you prone. Additionally,
Balance you gain a bonus to initiative rolls equal to your Constitution modifier (minimum 1).

46 Part 2: Character creation


MIND-BODY SOLUTION
At 10th level, your control over your mind grows to match your
control over your body. When you fail a saving throw made to
maintain concentration on a spell or against being charmed or
frightened, you can choose to succeed instead by taking damage
equal to double your Proficiency Bonus. This damage can’t be
reduced in any way and doesn’t trigger another concentration check.
Once you have used this feature, you must finish a long rest before
you can use it again.

ELDRITCH INNOVATION
When you reach 14th level, your patron’s will crystallizes within
you, making you capable of evolving yourself instantly in response
to other life forms. When you take damage from an action taken by
a creature that isn’t undead or a construct, you can use your reaction
to modify your body to reproduce the effect. You can’t use this ability
if the action originates from a magic item, weapon, spell, bonus
action, reaction, lair action, or legendary action.
When you use your Eldritch Innovation, you halve the
attack’s damage against you. If you are still conscious after
the damage has been dealt, you can immediately alter yourself
with the power of your patron’s magic, growing any new limbs,
organs, or appendages needed to take the same action yourself.
If the action is an attack, you are considered proficient with it,
and you use your Charisma modifier to determine attack and
damage rolls with your new action. You use your warlock spell
save DC if the new action requires a saving throw. Any damage
dice are equal to the effect which damaged you, and you deal the
same type of damage with it. If the action has any restrictions such
as recharge or per day uses, these apply to you as well, and you regain
all expended uses of the new action after you complete a long rest.
The modification you gain from this ability is permanent until
you replace it with another modification.
Once you use this feature, you can’t use it again until you
finish a long rest. If you use this feature while you have an Eldritch
Innovation, you lose your existing Eldritch Innovation and replace it
with the new one.
Aviv Or

Part 2: Character creation 47


Battle on The Plains of Guadalo

Part 3
History of Ambria
chaotic from the start
and magic thrive across the multiverse, so they offered
The Age of Creation a deal. They would send two of their delegates, beings called the
Before the world of Ambria existed, there was the almost-but-not-
Anahael, to serve as suns for Ambria. The Anahael would light up
quite-all-powerful god, and a swirling mass of chaos.
the planet and help foster life, advising on how
beheld the chaos and said, “Let there be Stuff.” And so the
best to care for his young world. However, Lux warned that once
chaos became Stuff. That Stuff was Ambria.
life appeared, it would surely draw the attention of the Nix.
crafted vast oceans and varied continents filled with
plenty of fun and cool rock formations. The world of Ambria was
full of potential. Every stone and drop of water still hummed with
The Nix, AKA why we can’t have nice things.
the primordial chaos from which the young planet was birthed. But
it was dark and lifeless. Unfortunately, had neglected to
make a sun to illuminate his new world. The Nix. Entropy embodied, the Nix are a
contemplated his creation and thought it was not swarming, unthinking, consuming horde of nothingness. Their only
bad—for a first try. The tides were out of whack, the oceans were goal is to devour all life and magic. Wherever souls spark into being,
frigid, and the lands boiled with lava. The constant tsunamis, the Nix are drawn to them like a shark to blood. Left undefended, a
earthquakes, volcanic eruptions, and freezing darkness made it hard world will be consumed by the Nix until no living thing remains.
for life to gain a foothold, flipperhold, or whatever-appendage-hold, Lux and the Nix are counterparts, locked in an eternal battle
on Ambria. But loved Ambria despite all its faults. throughout the cosmos. While the Lux warned of this
Avery Howett

Lux’s Offer. While reviewed his work, he was visited danger, the overgod promised that the Anahael would
by the overgod Lux, a force of light, life, order, and creation—a force defend Ambria from the Nix. accepted Lux’s offer of
even more powerful than gods like . Lux longed to see life protection. He wanted to give his world the chance to flourish.

48 Part 3: History of Ambria


Stella and Solis. Lux dispatched two of their Anahael—the Generisa’s War
sisters Stella and Solis—to Ambria. The pair arrived and transformed As life blossomed on Ambria, the nature god Generisa began to
into a pair of brilliant suns hanging in the sky of Ambria, one white worry. Ambria’s humanoid inhabitants weren’t like her plants and
and the other gold. Their radiance washed over the world, warming animals, which were content to live as part of the natural cycles
and illuminating it. Lux, Stella, Solis, and rejoiced. The she had ordained. Instead, the humanoids shaped her lands to
stage was set for Ambria to thrive. their liking, mining minerals and cutting down trees to build their
Divine Help Wanted. recognized that even with the settlements. She saw her resources dwindling as the humanoids
Anahael lighting up the world, Ambria wasn’t exactly the paradise thrived. Watching her precious plants and animals go extinct,
he’d hoped for. He still needed a little more help to fix it up. And so Generisa concluded that humanoid life had been a mistake—
manifested four children who would serve as gods, shaping one she would rectify. And so, Generisa began her crusade to
Ambria alongside him— Kaisea, Haisea, Generisa, and Fatalia. wipe out all humanoids, save for her elves.
put the goddess Generisa in charge of the land. She
calmed the chaos that shook Ambria and then set about creating I like nature as much as the next druid,
plants and animals. Generisa made the elves to help her cultivate but we can all agree this is a big yikes.
Ambria as a place where plants and animals could prosper.
assigned the waters of his world to the twin gods Kaisea
and Haisea. Kaisea nurtured life beneath the waves, and her brother, Elven Betrayal. Generisa called on the humanoids she had created,
Haisea, a temperamental god, brewed massive storms and nourishing the elves, to fight for her against the others. But the elves turned their
rains. Together, the twins transformed Ambria’s seas, lakes, and rivers, backs on their creator and sided with the other humanoids they had
organizing the lingering disorder into regular weather patterns. Kaisea come to call friends. Generisa was outraged at their ingratitude, and the
and Haisea made Ambria a place mortals could love. elves’ disobedience only strengthened her resolve to wage war.
With the genesis of all this new Ambrian life, someone had to Arkanight Army. In need of allies, Generisa created a new
be on clean-up duty. entrusted the goddess Fatalia with species, the Araknights—massive, immortal spiders—to lead her
guiding souls to the realm of the dead. With the explosion of living crusade. The Araknights were devastatingly effective. They swarmed
things on Ambria, Fatalia became very busy, ferrying souls to her domain humanoid settlements, slaying thousands.
before passing them back into the care of her siblings to be reborn. The goddess gifted the Araknights with the ability to transform
Thanks to Generisa, Kaisea, Haisea, and Fatalia, Ambria’s land, humanoids into a spider-like race called weavers. Devoted to their
seas, and afterlife were sorted. Each was assisted in their duties by a Araknight generals, the weavers became foot soldiers in Generisa’s
divine familiar—part pet, part emissary, all giant beast. These divine War. As Generisa shook the land like a dog trying to shake off fleas,
familiars roamed Ambria, carrying out their gods’ wishes. her Araknights and weavers clashed against the humanoids in battle.
Generisa’s forces drove the humanoids to the brink in a series of
terrible slaughters, destroying almost all of what they had built.
Everyone loves giant pets! Even the gods!
Generisa had to make, like, the WORST
thing, didn’t she? She could’ve made
big beautiful butterflies instead,
The Nix Arrive. This newfound stability should have made it but NOOOOO, it had to be spiders!
possible for to finally sit back and enjoy his creation.
However, as Lux had foretold, it did not take long for the Nix to
sniff out the presence of life on Ambria. They swarmed toward Beginnings of Beastfolk. During Generisa’s War, the
Ambria, blotting out the distant stars with a blanket of darkness as humanoids searched for a way to defend themselves against the
they neared the fresh, young world. primal power of Generisa’s forces. A sect of warlocks beholden to a
Solar Safeguard. Stella and Solis readied their swords and being from beyond time and space called the Splicer had an answer.
braced themselves for the onslaught of the Nix. The sisters flared These Splicer warlocks created the beastfolk splicing ritual, a rite that
their light, driving back the consuming horde. The Nix recoiled, blended beasts and humanoids together into mighty warriors. The
furious at being denied their prey. The swarm turned back, fleeing warlocks offered to perform this ritual on the desperate humanoids.
the Anahael’s radiance. From the surface of Ambria, the elves saw the Many took up the deal, allowing the warlocks to transform them
darkness recede and were inspired to worship the two suns as gods into beastfolk.
alongside the other members of the pantheon. In gratitude to the Beastfolk warriors soon became the most feared troops on
Anahael, created two moons named Plena and Quinta as the battlefields of Ambria, striking back at Generisa’s forces with
gifts for Stella and Solis. He set them to dance in the sky alongside wild strength and cunning strategy. Though the beastfolk armies
the suns as a symbol of their covenant. held back Generisa for a while, even they weren’t enough to defy
With Ambria guarded against the Nix, finally had time the might of the furious goddess for long. It seemed the days of
to indulge in a new hobby—creating more intelligent humanoid life humanoids were numbered. Humans notably had suffered massive
to inhabit his world. He found humanoids fascinating and devised casualties and were on the brink of extinction. Many of their cities
dozens of kinds. Soon, Generisa’s elves were joined by dragonborn, had been devastated, leaving the survivors to seek refuge among the
dwarves, gnomes, goblins, halflings, humans, orcs, and more. For a orcs and elves.
while, things were peaceful on Ambria as the new humanoids spread
across the world. Of course, things couldn’t remain idyllic for long.

Part 3: History of Ambria 49


The Fall of General Dabrious. One elf general named Dabrious A Pantheon in Shambles
fought the Araknights with particular ferocity. Even though the Wanting to guide Ambrian gods and humanoids down a more
humanoids were losing, units led by Dabrious put up more of a fight ethical path, Xeros and Zazyrx stayed with Stella and Solis to guard
than Generisa could stand. Intent on destroying the pesky general, Ambria. Xeros and Zazyrx assumed the roles of the gods of justice
Generisa manifested on a battlefield known as the Plains of Guadalo. and mercy and helped their fellows watch for any approach by the
There, Dabrious led his forces in a desperate defense of the last Nix. Stella married Xeros, and Solis married Zazryx. With four
surviving human enclave. Seeing the goddess on the battlefield, he Anahael and an assortment of gods looking over Ambria, a golden
charged at her, hoping to either slay her or die a warrior’s death. age began that lasted for thousands of years.
Dabrious never got his wish. Generisa ripped the elf ’s heart Rebuilding. With the threat of Generisa gone, the humanoid
out of his chest and replaced it with the heart of a saberwolf, population began to thrive again. However, the memory of the
transforming Dabrious into Ambria’s first lycanthrope. Dabrious nature goddess’ wrath lingered on for generations. The elves could
instantly changed, growing thick fur and huge fangs. Overcome with not forgive their creator for what she had done. They turned their
bloodlust, he attacked his own soldiers. Utterly broken by Dabrious’ focus toward technology and magic so that they would never have to
turn, the remaining fighters scattered in a disorganized retreat as rely on nature or Generisa again.
Generisa and her Araknights advanced on the last Humans had suffered the most significant losses during Generisa’s
human outpost. War, and their numbers were slow to recover. Many gnomes felt life
Oof, that’s rough buddy. on the ground was still too risky and began constructing what would
become the flying city-state of Fallstreak, hoping to avoid Generisa by
Anahael Reinforcements. Stella and Solis watched simply not being on the land at all. But in general, these were peaceful,
the war unfold with horror: a goddess destroying life on such a scale prosperous times for the turbulent world.
went against Lux’s teachings. They appealed to , but he was Stella’s Disappearance. This tranquility could not last forever.
unwilling to stop his daughter Generisa, considering it within her right One day, without warning, Stella and her sunlight disappeared,
to determine the fate of all life on land. Unable to leave their posts due plunging the world into turmoil. The cause of her disappearance was
to the threat of the Nix to deal with Generisa directly, Stella and Solis a complete mystery to almost everyone. Suns don’t just QUACKing
summoned two more Anahael—Xeros and Zazryx—to help. disappear! Yet Stella had, leaving her sister Solis and the whole world
Xeros and Zazryx arrived on the battlefield of Guadalo in a flash bereft. The humanoid civilizations were quick to blame one another
of light just as Generisa and her army were closing in on the human once it became clear Stella had died, but the truth of her demise
enclave. The two Anahael swiftly sliced Generisa into a thousand remains an enigma to this day for almost everyone on Ambria.
pieces with their glowing swords, ending the war instantly. Xeros, Redaction. As if Stella’s mysterious disappearance wasn’t bad
the embodiment of justice, moved to destroy Generisa’s Araknights, enough, shortly afterward, vanished in an equally
but Zazryx, the manifestation of mercy, stepped in to stop his perplexing fashion. His priests awoke to realize they no longer
counterpart. The Anahael let the Araknights and their weavers retreat remembered their god’s name. It wasn’t just ’s most loyal
into the shadows. Zazryx collected the scattered pieces of Generisa followers who couldn’t remember; everyone on Ambria had lost their
and planted them in the blood-soaked soil. memories of his name. He had been completely eradicated, and
Generisa’s Repentance. Over the next hundred years, the every trace of Ambria’s first god had been wiped from all records.
fragmented Generisa threw an epic tantrum, shaking the ground To this day, no mortal, god, or even Anahael can utter ’s
of Guadalo with earthquakes. But after several centuries of divinely name, preventing him from ever returning to existence.
enforced time-out, she reflected on her role as the steward of life The destruction of the world’s creator shook Ambria. Pockets of
on the land. Eventually, Generisa grew from the fields of Guadalo the chaos that had tamed to create the world sprang up
as the largest tree on the planet, a towering sequoia. She was ready across the surface, twisting magic into new and strange forms. While
to resume her position as the goddess of all terrestrial Ambrian life, the true name of can no longer be spoken, some refer to
including humanoid life. The sequoia became a symbol of Generisa him as The Shattered One and believe he will return one day.
and her pledge to atone for her violence. Confusion and Loss. The people of Ambria were confused
and scared. Unlike the disappearance of Stella, the truth of
Sometimes even gods just need a time-out. ’s demise was revealed by the other gods: had
been destroyed by Xeros using an Obliteration Curse. This curse
was the Anahaels’ strongest weapon, only to be used when they had
Beastfolk in Peacetime. The fortunes of to utterly destroy a god. Mortals, already reeling from the loss of
the beastfolk turned as Generisa’s War ended. Some erroneously Stella, tried to understand why Xeros would have done such a thing.
considered the beastfolk more weapons than people. The beastfolk Rumors swirled. Some believed Xeros had obliterated as
splicing ritual was banned in many places as a gesture of peace a punishment for killing his beloved Stella. Others thought it was
toward the repentant Generisa. The beastfolk spread across Ambria, because Xeros had seen signs had been planning to help
grappling with the tension of not quite being part of the natural his daughter Generisa start another war. More cynical folk speculated
world nor the humanoid one. Many Splicer warlocks fled too, as that Xeros had destroyed so he could have more influence
their services were no longer considered an asset, though some still within the pantheon.
offer the beastfolk splicing ritual in secret to those who seek it.
Fun fact! The Anahael also have
the nickname “god-slayers!”

50 Part 3: History of Ambria


The Agony of the Anahael. No one had the chance to Creation of the Mohsnians. Amidst all the darkness and
interrogate Xeros or Zazryx for the truth because shortly after killing destruction of the Dusk Age, there was also brightness and creation.
, they also disappeared. Losing one god is a tragedy; losing While trying to create a new form of construct, a wizard imbued a
four in a row is QUACKING ridiculous! large humanoid he had carved from a gemstone with sentience and
Priests devoted to Zazryx, the Anahael of mercy, learned that free will. Realizing that this crystal construct wasn’t the mindless
Zazryx and Xeros had dueled, though their deity refused to explain automaton he’d intended to make, he encouraged his creation to
why. Xeros had sliced one of Zazryx’s arms off before fleeing, with choose their own path in life. The wizard named this new species
shame and regret, into a self-imposed exile. the mohsnians. This first mohsnian, Stumpy the Unbreakable,
Zazryx was shaken by the fight and felt he needed to find inner built more mohsnians, sharing their spark of life with their crystal
peace once more. In his final direct message to his followers, Zazryx children. Eventually, some of the mohsnians chose to stay with the
told them that he would be walking among them disguised as a wizard, while others scattered across Ambria, looking for purpose
mortal from that point on. and meaning by themselves.
As the last remaining Anahael defending against the Nix, Solis One particularly bold group of mohsnians, led by Stumpy,
now stood alone. From this point, she was worshiped not only as a chose to venture into a region called the Bellowing Wilds, believing
sun deity but as the goddess of fortitude. that a dangerous jungle would be the best place to discover what
Global Disruption. The loss of Stella, the white sun, meant that it meant to be themselves without the influence of other, squishier
nights lasted twice as long, disrupting every form of life on Ambria. humanoids. They settled in the Felsen mountains and named their
Species that couldn’t adapt to the extended night went extinct. The new home Granite. There in the jungle, the mohsnians found traces
seas shifted and surged as Haisea and Kaisea struggled to adjust the of people who had lived in the jungle before them—damaged
tides to the shift in gravity caused by an entire QUACKing sun buildings, advanced technology, and glowing crystals—but no sign
disappearing. Worshipers of Stella and found themselves of where these people might have gone.
powerless, unable to use the divine magic that they had once been The Gods Step Back. Seeing the devastation divine meddling
granted. Xeros’ and Zazryx’s followers did not suffer the same loss had caused, the pantheon agreed to take a time-out on interfering
of power, leading them to believe their absent gods still watch over directly with Ambria. The remaining gods swore they would lend
Ambria, even if they could no longer be contacted directly. their aid to their faithful followers and let those followers act on their
New Gods. In the vacuum left by the abrupt loss of gods, new behalf rather than trying to fix things directly. Solis, in particular,
powers stepped up to take on the celestial mantle. The demon lord was glad of this new arrangement as without the support of the
Abrith and the ill-fated Dabrious were raised to godhood. What’s other Anahael, she had to concentrate all her efforts on defending
more, a mysterious force, known only as Nothing and thought by the planet from the Nix, leaving her little energy for much else. The
some to be the remnants of , coalesced underground. gods’ huge divine familiars chose to remain on the Material Plane.
Shrouded in mystery, Nothing was the voice in the dark that However, they have also largely withdrawn from close association
whispered deep secrets and profound truths. And there was plenty of with mortals, fading into legend.
darkness to go around on Ambria as it entered the Dusk Age. The Dusk Age Draws In. The Dusk Age lasted for centuries.
Stella, the missing sun, faded into myth, and the second sun
The Dusk Age became only a half-remembered legend. Empires rose and fell, and
The Umbra Wars. With the loss of the second sun, brutal wars civilizations crumbled and self-destructed until people forgot why
tore across Ambria as neighbors accused each other of causing the they were fighting in the first place. Eventually, a new fragile peace
catastrophe. Many nations leveraged the confusion to steal territory was ushered in on draconic wings.
from one another, shifting borders almost daily. Few areas of the
world were untouched by the horrors of these conflicts.
Rise of Monsters. In the midst of all the strife, new threats
emerged from subterranean hollows. Creatures that had until
now avoided the surface and the bright light of two suns found
the extended nights were the perfect cover for their hunts. These Oh QUACK! It’s
a Doom Duck!
monsters rose up in greater numbers, killing thousands of surface
dwellers who were already worn out by the ceaseless Umbra Wars.
Among these monsters, the most feared were the doom ducks.
These deceptively small and cute waterfowl contained unmatched
destructive power. If it looks like a doom duck, quacks like a
doom duck, and shoots lasers from its eyes like a doom duck, it’s
a QUACKing doom duck. Luckily for Ambrians, the doom ducks
fought among themselves and with the other monsters as much
as they did against the people of Ambria. Doom ducks seemingly
drove themselves to extinction in their cataclysmic rampage. No
reputable witnesses have seen a doom duck in modern times, though
unconfirmed reports of sightings continue.
Justin Chan

I wonder if doom ducks*


can cook themselves?

Part 3: History of Ambria 51


The Age of Dragons gold and even more followers to get it for her. Gresh spread stories of
Dragons Ascendant. During the Umbra Wars, many humanoid treasures to be found in the Bellowing Wilds. Soon more and more
nations saw the benefit of allying themselves with ruthless dragons. people arrived in the jungle, seeking their fortunes and filling Gresh’s
After establishing their dominance, the dragons carved up Ambria coffers with their taxes.
between themselves in a series of bloody territorial battles, drawing The Bellowing Wilds Rush
the Dusk Age and the Umbra Wars to a close. Today, dragons rule As word spread across Ambria of the riches to be found in the
over most of Ambria with varying degrees of cruelty and kindness. Bellowing Wilds, a gold rush began. Many of the first attempts at
For some humanoids, the stability the dragon rulers bring is building permanent settlements failed due to the dangers of the
preferable to the endless conflict of the previous age. jungle. The city of Rascam, founded by Royland Rascam, was the
Some dragons let trusted humanoids run their domains, only first successful large settlement. While the city’s founder died after
aiding them or demanding tribute when it suits their fancy. Other eating the wrong kind of mushroom, his descendant, known as the
dragons play an active role in the leadership of their territories, Bearon, continues to rule Rascam to this day.
shaping the people and place as they see fit. Whether or not a dragon Redemption of the Araknights. Since Generisa’s War, a
concerns itself with the affairs of its domain, the temperament and squadron of Araknights had been stationed in the Bellowing Wilds,
moral outlook of the ruling dragon play a powerful role in each though their ranks have dwindled from hundreds to only six. The
region’s culture and environment. huge spiders were concerned with the large numbers of humanoids
Gresh Claims The Bellowing Wilds. In the present day, the settling in the jungle and upsetting nature’s balance. But rather than
Bellowing Wilds remain under the rule of a cruel green dragon renew hostilities, the Araknights allied with a group of settlers who
named Gresh. She was the youngest dragon to take part in the shared their values of protecting wildlife and honoring the gods.
Umbra Wars and found herself outmatched by dragons with Together they founded the monastic town of Velgari, suspended on a
centuries of experience. Gresh allied herself with an older gold massive silken spider web above the yawning Attercop Canyon.
dragon named Aulash. Aulash had promised Gresh she would teach New Settlements. The next settlement to claw its way to survival
her how to amass an army of humanoids to fight for her. Gresh in the Wilds was Twiniver. Initially settled as a small port near the
gleefully followed Aulash’s instructions, believing she would seize a mouth of the Forsaken River was unfortunately established too close
prime portion of Ambria with her mentor’s help. However, on the to the Mild Meadow—ironically, the most dangerous part of the
eve of battle, the humanoids she had recruited refused to listen to jungle. Eventually, Twiniver was largely abandoned by its original
her. Aulash had bribed Gresh’s army to follow her instead, leaving occupants and claimed as the local headquarters of a group of
Gresh to be mocked by the other dragons as a fool. 
 monster hunters called the Steel Jaw Cagers.
Stinging from the betrayal, Gresh flew until she found a place More and more settlements sprang up in the Bellowing Wilds
no other dragon cared to lay claim to, the Bellowing Wilds. Dragons like the mushrooms Royland Rascam had been so fond of. In
had long avoided the Bellowing Wilds because, in ages past, anyone the high Swamp-Rock Mountains, scholars founded the town of
who ventured into the thick jungle, including powerful dragons, Breckart after discovering the icy elementals called cryodons who
never returned. Furthermore, as there were no large settlements in lived there. The seaside village of Haibrin was founded by a group of
the wilderness, the Bellowing Wilds was a bargain-bin territory. shipwrecked beastfolk. The spa town of Brushwick, the gourmand’s
Gresh, desperate for a place to call her own, claimed the region, even paradise of Pyrite, and the party town of Fool’s Crossing have all also
if her only subjects were beasts and trees. survived long enough to be worth including on maps. Glenshire, a
Word eventually spread of Gresh’s claim, and some humanoid moving city built on walking tree-like creatures called treants, even
supplicants moved near the volcanic peak where she made her lair, relocated itself to the Wilds from the nearby country of Kylandria.
hoping for favor and protection. In exchange for not eating them, A group of adventurers discovered a dire tarrasque trapped under a
Gresh demanded that they love and obey her without question. She swamp. So, in typical poorly-thought-out-adventurer fashion, they
helped her new minions build a settlement, Hero’s Ascent. founded the town of Alchemist’s Quarry right on top of the monster.
They eventually paid for their decision when a Splicer warlock
Oh good, let’s follow the gaudy, named Quinn-Ora moved in and claimed the town as her own.
delusional dragon. Great plan!
Dozens of smaller settlements are formed and destroyed across
the jungle every year. Some, like the hamlet of Bundariko, are
Gresh Strikes Gold. Gresh’s fortunes turned as she clinging to survival. Others, like the lizardfolk outpost of Lei’Sha,
discovered a massive cache of gold hidden in the jungle. Gresh, who have already fallen into ruin.
had always been avaricious, became obsessed with her new wealth. The Future of The Bellowing Wilds. The rush to riches in
She commanded her followers to craft golden armor for her, so all the Bellowing Wilds shows no sign of slowing down, despite the
would recognize her golden majesty. continuing threats of the jungle. Gresh, welcoming the influx of
As Gresh’s gold obsession deepened, it fueled her anguish at people with greedy satisfaction, squeezes the population for gold
being outmaneuvered by Aulash, and a wild idea began to brew in using her squads of roaming tax collectors called the Gilded Goons.
Gresh’s mind. Deluding herself, Gresh became convinced that it Though many unknowns still remain within the dense jungle,
had been Aulash’s golden nature that had allowed the older dragon most residents focus on surviving in their deadly home rather than
to trick her. Perhaps, thought Gresh, if she had enough gold, she uncovering its secrets. But for those who are entranced by mysteries,
could transform from a green dragon into a gold one and gain the there are plenty to be found. Oh, and the dire tarrasque still remains
same power. But to enact this scheme, Gresh would need far more captive underground, for now...

52 Part 3: History of Ambria


Part 4
Religion in Ambria
Divine beings

I
f there is one thing that can be said about the gods of Ambria The New Gods. When there is a job opening in the Ambrian
is that they can be good at QUACKing off when things get a pantheon, a new god can ascend to fill the gap. Dabrious, Abrith,
little tough or things aren’t going their way. Fickle gods or not, and Nothing are the three newest gods to arise. Worshipers tend to
divinity abhors a vacuum, and Ambria has attracted its fair share of feel very close to these newer gods, and prayers to the new gods are
divine beings, including the Anahael, powerful beings tasked with often transactions or sacrifices. There is always a chance another new
defending worlds from cosmic threats. The Anahael just couldn’t deity will arise in a moment of true need.
help themselves and eagerly got tangled up in the messy affairs of the The Dead Gods. There are two dead Ambrian gods who merit
Ambrian pantheon. mention: Stella, one of the Anahael sent to protect Ambria, and
The Old Gods. Almost as old as Ambria itself, Fatalia, Generisa, , the creator of Ambria. Even though both are gone, their
Kaisea, and Haisea each govern a fundamental aspect of the world. influence still reverberates throughout Ambria. In the years since
Their worshipers feel a strong connection to nature: the seasons and their demise, their worship has largely fallen away. Still, a few cling to
the cycle of life, death, and rebirth. These gods are a lot like Ambrian the memories of the Dead Gods—though this is particularly hard for
mortals—only bigger. They can be gracious or furious, petty or the devotees of as no one can even remember his name.
magnanimous, unpredictable or reliable. Divine Familiars. Having a divine familiar is a mark of godhood
The Anahael. The Anahael are outsiders, divinities originating for the local Ambrian gods. These huge animal-like spirits aid their
not from Ambria but from a divine source beyond the world. If the gods in their duties. If you suddenly find yourself the owner of a
old gods are primal forces, the Anahael represent loftier, intangible titanic pet that follows your every whim, you might have just become
ideas: protection, duty, knowledge, invention, justice, revenge, a god. Though the gods of Ambria sometimes make an appearance in
diplomacy, and forgiveness. Sometimes this loftiness makes the the world, they prefer to send their familiars to interact with mortals
Anahael seem aloof. Nevertheless, many worship them. The true face-to-gigantic-face. Even so, actually meeting a divine familiar is
purpose of the Anahael in coming to Ambria is known only to a few. a vanishingly rare occurrence. That’s probably for the best since the
In addition to their duties as gods, the Anahael stand as the light divine familiars are immensely powerful beings.
between Ambria and a dark, life-devouring force known as the Nix.
Yeah, can’t go wrong
The Anahael are a bit like babysitters with giant pets.
for the other gods if babysitters dabbled
in the occasional execution.

THE AMBRIAN PANTHEON


Deity Suggested Domains Alignment Pronouns
Old Gods Fatalia, Goddess of Death Death LG she/her
Generisa, Goddess of Nature Life, Nature, War CE she/her
Haisea, God of the South Seas, Lakes & Salt-flats Life, Nature, Tempest NG he/him
Kaisea, Goddess of the North Seas, Rivers, & Marshes Life, Nature, Tempest NG she/her
Anahael Solis, Goddess of Sunlight & Fortitude Life, Light LG she/her
Xeros, God of Justice Death, Knowledge, War LN he/they
Zazyrx, God of Mercy Life, Knowledge LG he/him
New Gods Abrith, Demonic God of Bargains & Power Knowledge, Trickery, War LE he/him
Dabrious, God of Conflict & Transformation Nature, Tempest, Trickery, War CE he/him
Nothing, God of Darkness, Secrets & the Underground Knowledge, Trickery CN it/its
Dead Gods Stella, former Goddess of the Sun & Innovation Knowledge, Light LN she/her
, former High God of Ambria, Redacted ??? he/him

Part 4: Religion In Ambria 53


Abrith
abrith
Demonic God of Power
and Bargains
ALIGNMENT
Lawful Evil
DOMAINS
Knowledge, Trickery, War
DOGMA
There is No Morality.
There are Only Bargains.
HOLY SYMBOL
A demonic face with
a drop of blood suspended
between the horns

A
brith is a demonic god who first rose to power through his humble, terrified, and powerless. Abrith is the god to pray to when
conquest of the Demon Plane. Surprisingly, once Abrith none of the other gods have answered. Butchers, tattoo artists,
took control of this lawless plane, he began to reorganize barbers, and bloodletters blow a kiss to Abrith before beginning their
it, transforming it from a realm of chaos to one of order through his work. Revelers who want to survive killer hangovers invoke his name.
might. While some demons still resist the reorganization, many are No bargain is too big or too small for him. Abrith is happy to answer
happy to work for Abrith. prayers, especially when those prayers include a sharp knife and a
Abrith found himself accidentally joining the Ambrian pantheon plump goat.
when he started answering the prayers of hopeless mortals who Unlike most of the gods of Ambria, he is actively involved in the
offered him sacrifices in exchange for Abrith sending his demons affairs of mortals, and there are many folktales about Abrith walking
to the Material Plane. Abrith has a casual attitude toward being a the streets of Ambria in search of a good time. Tieflings are said to be
god since it’s really more of a side hustle for him. No one is more the descendants of Abrith: they are thought by some to be a sign of
surprised than he at how well he fits into Ambria’s pantheon. how “busy” Abrith has been in Ambria.
Most depictions of Abrith are joyous and macabre. As long as DIVINE FAMILIAR: RITA, THE HELLFIRE SERPENT
everyone respects him, Abrith is chill, relaxed, and jovial. Should Rita serves as Abrith’s trusted herald and courier on Ambria. She acts
anyone disrespect him, they’ll learn why he is the god of power. as the high counselor to the throne of the Demon Plane and chief
henchsnake whenever Abrith needs someone to “swim with Haisea’s
creations,’’ or in other words, die.
He seems chill. Rita’s core is hotter than the molten pits that begat her. The
I’d drink an ale with him.
souls whom Abrith damns to Rita’s gullet never make it as far as
Fatalia’s judgment. Instead, they burn up inside her until not even
You might think that a demon god would have an evil and ash remains. The serpent familiar is rumored to be so large she could
torture-happy horde of worshipers, but no, those kinds of people easily be mistaken for a mountain range. If Rita emerges from the
Avery Howett

bore Abrith. Like Giselle, the Infernal Saint of Brushwick, who Demon Plane somewhere in the oceans of Ambria, those who see
first summoned Abrith to aid her people and triggered his rise to her might mistake her for an archipelago characterized by frequent
godhood, the Ambrians who worship the demon god tend to be earthquakes and abundant volcanic activity.

54 Part 4: Religion In Ambria


Dabrious
Dabrious
God of Conflict
and Transformation
ALIGNMENT
Chaotic Evil
DOMAINS
Nature, Trickery, War
DOGMA
Turn the Strength of Those Who
Would Destroy You Against Them.
HOLY SYMBOL
A saberwolf head
with a four-pointed star
at its center

N
o figure in the Ambrian pantheon is more tragic than Dabrious is a common subject for tragic epics and folktales
Dabrious. As a mortal, the elf Dabrious was so skilled alike. His devout worshipers wear the Twin Hearts: one red­—to
and fearless a tactician he was able to defy the will of represent mortal blood—and one gold—to represent godly ichor.
Generisa herself and thwarted her plans to destroy all sentient Theaters all over Ambria have taken on the Twin Hearts as a symbol
life. The goddess made him pay for his defiance. She attacked the for drama—since plays are all about transformation. Bards wear the
general and transformed him into a monster by plunging a saberwolf Twin Hearts in the hopes that their art will transform both themselves
heart into his chest. Dabrious became cursed with overwhelming and their audiences. Tanners, tailors, mask-makers, make-up
lycanthropy. Consumed with bloodlust, he attacked his own people artists, haberdashers, and anyone who can help someone reimagine
before transforming back and witnessing the carnage he had caused. themselves pray to Dabrious. Clowns love Dabrious, whether they’re
Ashamed, Dabrious fled to roam the world, immortal and alone. the nice kind or the scary kind.
As an immortal being, Dabrious walks Ambria still. He has been
known to appear to his worshipers, especially when they gather to
At least he didn’t have perform frenzied rites in his honor. Such appearances are not always
to EAT the heart… considered blessings, however. As a god of dualities, Dabrious is wildly
unpredictable. He might bestow gifts on you, conscript you into
Early stories of Dabrious focused on this tragic transformation. service, or eat you.
Over time, new legends sprang up—tales of a self-aware trickster who DIVINE FAMILIAR: SKY, THE FALCON OF FURY
combined the old general’s cunning with the strength of the saberwolf. Also known as the Fury of the Heavens, Sky is able to take the form
Eventually, Dabrious began to be worshiped widely across Ambria, of any bird, most often appearing to mortals as a massive falcon with
particularly by lycanthropes of all kinds. During the final days of red eyes. She serves as Dabrious’ executioner, swiftly putting an end
Generisa’s War, as her rage rocked the world, Dabrious served as a to hunters who are disrespectful to the hunt or their quarries. And
substitute nature god. He gained many followers, especially among woe betide anyone who harms a lycanthrope, for whom Dabrious
Avery Howett

clerics, druids, and rangers. Warriors regularly call upon Dabrious to holds special affection; sooner or later, they can expect a visit from a
ask for his ferocious blessing in battle. Some mages who specialize in monstrous raptor with eyes of crimson, whose only mission is revenge.
transmutation magic believe they can strengthen their spells with an
offering to Dabrious.

Part 4: Religion In Ambria 55


Fatalia
Fatalia
Goddess of Death
ALIGNMENT
Lawful Good
DOMAIN
Death
DOGMA
Live So That in Your Next
Life, You Thank Yourself.
HOLY SYMBOL
A skull overarched
by a sickle

A
s the goddess of death, Fatalia came into existence when leather as they “walk in step with Death.” Fatalia has an active clergy
the first living thing died, ready to accompany it to the who help people spend the last few days of their lives in comfort.
underworld. Before Generisa’s War, Fatalia’s cult was Depictions of the goddess often show her with reptilian features
robust. Temples to the goddess adorned with her divine familiar’s and jewelry made from bones, though she frequently also holds a
alligator face abounded, and altar offerings were plentiful. Fatalia was shepherd’s crook to indicate her caring side.
a loving deity. Everyone prayed to the gentle goddess of death, asking Fatalia’s popularity trends with how perilous a region is.
her to attend to the souls of their loved ones as they travel across the Wildernesses, where monsters outnumber humanoids, are packed
underworld’s River Glowen on the back of her divine familiar. with shrines to her. Wayfarers place offerings on these shrines, hoping
But after Generisa’s War, the humanoids who survived turned to draw Fatalia’s attention away from themselves.
against Fatalia. They had seen too much death and blamed her for
not stopping her sister goddess’ deadly rampage. Petitions dried up. It is not a good idea to sleep near a shrine to
Sacrifices were scarce. Taken aback, Fatalia refused to escort souls the death goddess, especially if you’ve just
along the path to rebirth. Without Fatalia attending to her duties, placed an offering of food on it in the middle
of a jungle full of monsters.
necromancers started popping up, ghosts multiplied, and undead
began to plague the living.
DIVINE FAMILIAR: GATOR, THE ALLIGATOR OF DEATH
Over time, worship of Fatalia experienced a slow renaissance.
Remembering that she was not only the goddess of death but also When humanoids spurned Fatalia, her only friend was Gator, her
the Watcher of the Doorway to Rebirth, people once again turned to divine familiar. The Alligator of Death is white as bone because
Fatalia for hope in times of grief. Soldiers on battlefields, folk who she’s—well—made of bones. Despite her fearsome appearance, tales
have lost someone close to them, and those facing the end of their describe Gator’s playful temperament. She loves swimming, her
own lives: all beg Fatalia for an end to pain, easy passage across the duties, and Fatalia.
River Glowen, and a fortunate rebirth. Fatalia has responded kindly, Gator carries all the souls she transports across the deathly River
but she is a sensitive goddess who feels slighted easily, and there’s Glowen. A single bony plate on Gator’s back can easily fit an entire
Avery Howett

always a chance she will withdraw again. village lost to a mudslide, whole cities of the plague-dead, and both
Abattoir workers and executioners are among Fatalia’s most sides of a battlefield’s fallen. Gator takes delight in snaking on the souls
dedicated worshipers. Assassins who worship Fatalia dress in alligator of necromancers who have interfered with the souls of Fatalia’s wards. A
soul she devours is never reborn.

56 Part 4: Religion In Ambria


Generisa
Generisa
Goddess of Nature
ALIGNMENT
Chaotic Evil
DOMAINS
Life, Nature, War
DOGMA
Leave the World More Alive
Than When You Arrived.
HOLY SYMBOL
A sequoia tree
wreathed with thorns

G
enerisa, the goddess of nature, is revered and feared. In the sprung up to honor her and maintain the balance between nature and
early days of Ambria, she delighted in all living things. But civilization, so Generisa doesn’t get angry again.
then humanoids caused other living things to go extinct, As well as her role as a nature goddess, Generisa is the goddess
and that ticked Generisa off. So she tried to exterminate all humanoids of atonement and redemption. Paladins who follow Generisa tend
in a conflict, Generisa’s War. Ultimately, she was defeated, and sentient to revere the virtues of humility and forgiveness. A popular saying
life continues to thrive on Ambria. Generisa is very sorry throughout Ambria is, “Make like a tree and ask for forgiveness.”
about that whole trying to kill all the
DIVINE FAMILIAR: HARV, THE ARBOREAL DRAGON
people thing (mostly).
Mostly???
Legends say that Harv is a dragon made of a tremendous variety
of flora, local to wherever he alights. He shapes himself to match
Perhaps a little afraid that she will turn against whatever biome he finds himself in. However, no one has actually
them again many Ambrians devote some part of their week praying seen Harv since the end of Generisa’s War, so legends are all that
to Generisa: for crops, for rain, for sunshine, for easy childbirth, for remain. Harv did terrible, violent things during Generisa’s War, and
protection from unnatural monsters, and for any of the other many some believe that he is hiding in shame as he is a gentle spirit at heart.
gifts of nature. Shrines to Generisa are scattered throughout wild Others think he was killed in the final battle.
places: trees are hung with ribbons, trinkets, and wishes. Those who think that Harv still exists believe that he protects
Generisa’s most ardent worshipers are the Araknights. These travelers, shadowing parties of vulnerable wanderers through
massive, holy spiders were generals in her war but now serve all dangerous forests. When night falls, it is said that he creates a safe and
the gods at her command. Some of her former followers have not sacred glade out of his body for worthy travelers. Perhaps he has not
forgotten or forgiven her for trying to kill them. In particular, the truly disappeared from the world, but he is elusive enough that he is
elves, who Generisa had created to be stewards of nature. mistaken for an unusually graceful circle of trees?
These days, Generisa worshipers look to her incarnation as a People pray to Harv specifically when lost children need to be
sequoia tree and pray they can stand as strong and serene in times of found. If a lost child is returned to their home, communities pour
Avery Howett

trouble. The goddess is most often depicted as a huge tree-like woman offerings of fresh water on the ground in thanks. Whether Harv
with a mighty crown of branches. In the generations since Generisa’s remains to receive them is unknown.
War, new sects of nature-loving druids, clerics, and rangers have

Part 4: Religion In Ambria 57


Haisea
Haisea
God of the South Seas,
Salt-flats, and Storms
ALIGNMENT
Neutral Good
DOMAINS
Life, Nature, Tempest
DOGMA
Water is Everything.
HOLY SYMBOL
A shark biting a
thundercloud

H
aisea is the god of the southern oceans and tempests. weather, and hydrate them in drought. Folks who work the salt flats
He is the twin of the gentler goddess Kaisea. Until his where ancient lakes have long since dried up worship Haisea as their
sister Generisa tried to kill all sentient life, Haisea was god, building altars of pure rock salt. Ice harvesters, fisherfolk, and
considered the most temperamental of the gods. He is willing to druids with a special connection to water worship him too.
destroy anyone who disrespects him but also provides great bounties He is the patron deity of Haibrin, a coastal village in the
to his favorites. Today, he retains this reputation as a god who can Bellowing Wilds. This town is a glittering example of the sea god’s
bring either great blessings or great suffering, though people are aspect as a provider rather than a destroyer.
grateful that his temper, while tempestuous, is far more short-lived
DIVINE FAMILIAR: GIRIVOR, PRIMORDIAL SHARKHOUND
than his tree-like sister’s.
While devotees of the Haisea argue over minor details of his aspect, Girivor is the original sharkhound. Part dog, part shark, all good
they all agree that he’s QUACKing huge. His followers usually depict boy—the two-headed Girivor is the guardian of the ocean, keeper of
Haisea as bigger versions of themselves, such as an astronomical orc, a the sea’s peace, and the benevolent caretaker of marine life.
mammoth elf, or a party-sized halfling. Whatever form his huge body
takes, he is depicted as a being of coral and stone. Haisea is believed to
enjoy these depictions of himself, though he is also known to destroy Double the heads...double the pets...
any that offend his vanity with a well-placed storm.
With sinewy legs, webbed paws, powerful fins, and
more teeth than you really want to see on a single creature, Girivor is
This dude flexes so hard that he great when he’s on your side—the hound part of him is very snuggly—
creates tidal waves… what a champ! but a hell of an enemy for anyone who finds themselves caught in his
two massive jaws. It is considered bad luck to say Girivor’s name aboard
Worshipers call upon Haisea to watch over them on long a ship in case it distracts him from his duties. Anyone who does so is
Avery Howett

voyages, to make their watery hunts and harvests fruitful, and to bless blamed for any loss of life in the next storm their ship encounters and
settlements built close to the water. They pray that he might preserve may be sacrificed to the divine familiar in apology.
their food and their dead, make life flavorful, cool them in warm

58 Part 4: Religion In Ambria


Kaisea
Kaisea
Goddess of the North Seas, Rivers,
and Marshes
ALIGNMENT
Neutral Good
DOMAINS
Life, Nature, Tempest
DOGMA
Everything is Water.
HOLY SYMBOL
A coral crown with a large
pearl in its center

K
aisea is the twin sister of Haisea, and they divide up their As the primordial cradle of life, Kaisea reveres all living things. She
shared watery domain so that she rules over the northern usually works to preserve rather than destroy life unless her temper is
oceans, rivers, and wetlands. Kaisea is depicted as a huge raised. Clerics, paladins, rangers, and barbarians tend to worship her,
sea serpent made from water. She created some of the first life on as do many who live by or make their living from the sea.
Ambria. Even after some creatures left her oceans to pursue life on
land under the care of her sister Generisa, Kaisea continues to hold Yeah, I wanted to have a god who was
great affection for the living things she once cradled. actually sweet and cared for others
While Kaisea’s devotees view her as a kind goddess, they also know since... you know... Generisa botched that.
her favor should not be taken for granted. Prayers to Kaisea are as
much to placate her as to honor her. Fisherfolk, sailors, net-makers, DIVINE FAMILIAR: YALAS, MANTA RAY OF
pearl divers, and lobster harvesters who adore and fear her know THE MOVING ISLAND
to keep a watch out for her watery wrath. Those who live near the Sailors tell stories of a mysterious island on the horizon that seemed
northern oceans and rivers wear sea dragon charms to ask for her to swim away from them as their ships approach it. This is Yalas, an
blessing and carve their babies’ cradles with motifs of waves in the enormous manta ray and trusted servant of Kaisea. An aquatic people,
hope Kaisea will protect them. those who chose long ago to stay with Kaisea rather than migrate
The draconic Kaisea certainly has the power to wreck villages to the land, are said to live in a magnificent city filled with fabulous
and drown people, but generally, the sea goddess is quite merciful. treasures and secret knowledge built on Yalas’ back. Should any ship
Sometimes, she goes out of her way to spare the storm-tossed and manage to get close enough to see the city, Yalas dives beneath the
sea-swept, who find themselves washed up, alive and unharmed, on waves and takes all his secrets with him.
a distant shore thanks to her intervention. Villagers expecting to be
wiped out by tempest or tidal wave might pray to Kaisea, offering
oblations of wine mixed with brine to win her protection.
Avery Howett

Part 4: Religion In Ambria 59


Nothing
Nothing
God of Darkness, Secrets,
and Underground Places
ALIGNMENT
Chaotic Neutral
DOMAIN
Knowledge, Trickery
DOGMA
Nothing Can
Control Nothing.
HOLY SYMBOL
A black mask

T
he god Nothing is so mysterious as to be almost Other worshipers include Ambria’s pariahs, outcasts, and outlaws.
unportrayable. The earliest depictions of Nothing were Those who deal in dark magics, seek knowledge lost to the ages, or wish
abstract, geometric, and fractal, making heavy use of black to learn that which society has forbidden find illumination in Nothing.
paint, opals, and glittering crystals. In modern times, worshipers have Also, rogues—rogues QUACKing love Nothing.
settled on depicting the god Nothing as a black mask with no nose,
DIVINE FAMILIAR: THE ANNIHILATOR OF LIGHT
mouth, or any other features save for white eye slits. Members of
Nothing’s mystery cults wear black masks and believe that disguising In the early days following Nothing’s appearance in Ambria, it was
one’s identity is a holy act. visited by the demon god Abrith. Abrith gave Nothing a gift to forge
The origins of the god Nothing are a matter of much theological an alliance between the two gods—a divine familiar, The Annihilator
debate. One popular theory proposes that Nothing was born from of Light.
the shards of the shattered god . Another theory is that
Nothing is an echo of the Nix. Oh, ANNIHILATOR of Light is a name
we’re going to be fine with, huh?!
There is no record of Nothing’s existence before the start of
the Dusk Age. Almost nothing is known of Nothing, except that
its devout worshipers are growing in power and number. Among You’re hardly one to talk. Your name is SIPS.
Nothing’s worshipers are miners of minerals and metals. People
who shun sunlight and live underground, such as goblins, have
The Annihilator of Light guards the passageway into the deepest
deep connections to Nothing. Spelunkers, cavers, dungeon delvers,
part of the underground. Whatever it guards is unknown but likely
cartographers, and cave biologists revere Nothing. Those who enter
contains terrors that the world will never be ready to see.
its underground domain often leave offerings at the mouths of caves,
The Annihilator’s form is huge and shifting. Its surface bristles
asking for Nothing’s blessing for their journey.
with obsidian spikes, and it is made of dense material and consumes
Even those who don’t worship Nothing swear to the god
all light so that even those who have encountered her can’t speak to
whenever they make an oath of secrecy. Locksmiths and thieves
Avery Howett

what it looks like. Like Gator, this demonic divine familiar eats the
inscribe prayers to the god on their lockpicks, as Nothing is thought
souls of those it kills so that they cannot pass into Fatalia’s hands.
to have dominion over all secrets.
Instead, those souls swell the Annihilator of Light’s own mass and

60 Part 4: Religion In Ambria


The Shattered
Former high god of Ambria
ALIGNMENT
redacted
DOMAIN
redacted
DOGMA
redacted
HOLY SYMBOL
redacted

H
ey there. If you’re reading this, good job! You’re clearly the Since you’re such a curious person, the kind of person who digs
kind of person who loves uncovering secret information. into things to uncover the truth, maybe you’ll be the one who works
Bad news, though. When I say that all the information out what happened to all of Redacted’s energy when he died. Is there
about Redacted is gone, I really mean it. This book doesn’t have the truth to the theory that the mysterious god Nothing is actually a
lowdown on the obliterated creator god. Even Felix doesn’t have that version of Redacted or was created from his destruction in some way?
information. And you know it’s serious when the GM doesn’t know. Or are the Chaos Zones that plague the surface of Ambria remnants
What I can tell you though is that the reasons behind his demise of the Shattered god? Could there even be a way to scrape up all that
can be found in Part 6. Yes, that’s right, the foreclaimers are all tangled chaos and un-shatter him? That sounds like big QUACKing hero
up in this. Go read up about how Redacted made the dire tarrasque, stuff. Good luck with that. Glad I’m a book, not an adventurer.
ticked off the Anahael, made a highly questionable alliance with the
people who absorbed his daughter Stella, and got himself killed.
The Obliteration Curse is really something, though, isn’t it? I
wouldn’t want to be on the wrong side of that! One minute, you’re
leading your pantheon. Next minute, blammo! You’re destroyed,
eradicated, and razed from existence. Poor guy. He didn’t get to enjoy
his handiwork for very long. Redacted’s name is lost forever.
Ricardo Evangelho

Part 4: Religion In Ambria 61


Solis
Solis
Anahael and Goddess of
Sunlight and Fortitude
ALIGNMENT
Lawful Good
DOMAINS
Life, Light
DOGMA
Pay the Price
Morality Demands.
HOLY SYMBOL
A yellow sun with
square sunbeams

A
s an Anahael, Solis and her fellows were charged by Lux— Scholars believe that the mysterious yellow crystals sometimes
the overgod of these gods—with protecting Ambria from discovered in the Bellowing Wilds region are connected with the
the Nix. Solis and her sister Stella arrived in Ambria while goddess as they glow after exposure to Solis’ sunlight. Some consider
the planet was young. After becoming one of the planet’s two suns, she these crystals to be holy. But others among Solis’ faithful consider
assumed the role of sun goddess in addition to her Anahael duties. the yellow crystals abhorrent, claiming that crystals only steal Solis’
Today, with her sister and the other Anahael gone, Solis alone power. These devotees sew small mirrors onto their vestments instead.
stands between the planet and the ravenous Nix, a dark force that They consider it the highest act of faith to reflect Solis’ light back into
seeks to consume all life and magic. Besides the obvious gifts Solis the skies. Glassmakers, crystals grinders, and lamplighters tend to
imparts to Ambria as the goddess of the sun, the fact Solis decided belong to this latter sect.
to remain as the planet’s sole remaining daystar, even after Stella Solis is married to Zazyrx. The two gods are often honored
was lost and Xeros and Zazyrx opted to go into exile, has made together, particularly in household shrines. Traditional offerings to
her synonymous with duty, loyalty, altruism, and goodness. For Solis include fruits, mirrors, and armor or shields that have been
this reason, Solis is worshiped by all those who work difficult jobs badly damaged in battle.
dutifully: warriors, firefighters, farmers, healers, and parents.

Just so you know, if she stopped fighting


the Nix for even a moment, world of Ambria
would be consumed. No pressure.
Avery Howett

62 Part 4: Religion In Ambria


Stella
Stella
Anahael and Former Goddess of
Innovation and Sunlight
ALIGNMENT
Lawful Neutral
DOMAINS
Knowledge, Light
DOGMA
The Faster You Fail, the Faster
You Learn to Succeed.
HOLY SYMBOL
A gray sun with
triangular sunbeams

S
tella arrived in Ambria with her sister, Solis, and for many There are two main sects of Stella worshipers. The peaceful Singers
ages, Stella was Ambria’s second sun. The death of Stella and of the Lost Sun keep Stella’s name alive in honor of what they believe
the absence of her light plunged the world into turmoil and was her sacrifice to save all of Ambria from an unknown horror.
an age of darkness. When she was alive, Stella helped people push the The Cult of the Dark Star is less wholesome. They are a death cult
boundaries of magic and technology, though much of that progress that believes that all of Ambria should follow Stella into annihilation
has since been lost. and work toward Ambria’s destruction. Since Stella isn’t around to
Before her demise, Stella was married to the god of justice, Xeros. weigh in on the matter, both sects are confident that they are correct.
Some traces of how she was worshiped in the past remain in Xeros’ Stella’s legacy lives on in other ways too. Wizards and inventors
temples. Stella is said to have valued offerings of new things. Before who thirst for knowledge have a strong intellectual connection to
using a major purchase such as a new boat or embarking on a new Stella. They seek out ancient books written in the days of her influence
endeavor like a course of study, people would dedicate it to Stella. This to further their research. Unlike other religious orders, clerics of Stella
practice has fallen out of favor long ago. never receive divine power in exchange for their devotion, no matter
Since Stella’s demise, few Ambrians worship Stella. Her name is how fervent they may be. Also, atheists QUACKing love Stella for
most often used by folks cussing at faulty tools, busybodies, meddlers, obvious reasons—dead gods are cool.
or anyone who justifies their actions by claiming they are serving the
greater good. Telling someone to “Get Stellaed” is particularly rude. I’d love to tinker with some of the ancient
tech from Stella’s time. You never know
when robot dinos could come in handy.
Avery Howett

Part 4: Religion In Ambria 63


Xeros
Xeros
Anahael and God of Justice
ALIGNMENT
Lawful Neutral
DOMAINS
Death, Knowledge, War
DOGMA
Justice Before Mercy.
HOLY SYMBOL
A winged sword

O
f all the Anahael, Xeros is depicted as the most powerful. Modern worship of Xeros tends to be a slapdash affair at tiny
Xeros is the god worshipers go to when they want justice. shrines or altars improvised from whatever materials are currently at
Generisa is slaughtering all of mortal kind? Xeros won’t hand. Mercenaries don’t bother constructing shrines but rather stand
stand for that. Haisea’s leviathan ate your ship? Ask Xeros to filet with their hands outstretched before a battle, hoping to be touched
that fish. Wherever justice needs justice-ing, people call on Xeros to by Xeros as he runs by. Paladins who have sworn their swords to
dispense judgment. noble virtues consider Xeros to be their patron, but so do those who
Because of Xeros’ ability to travel faster than light, they are also just want to get paid.
the patron of athletic pursuits, and many arenas and gyms have a Clerics of Xeros often serve as judges and advocates. Statues of
small shrine to them. After cutting off Zazryx’s arm, Xeros used their Xeros and his fellow Anahael, Zazyrx, stand in front of courts across
ability to run at incalculable speeds around Ambria. Neither mortal Ambria, representing the balance between justice and mercy. Those
nor god has been able to catch or even spot him. Xeros’ self-imposed who have done something unforgivable know that though Xeros may
exile is one of constant motion. judge them, he also did the unforgivable: harmed one of their own.
Xeros always has his ears open, listening for prayers, and while he
can’t be everywhere at once, moving faster than light allows him to I too would break
answer a shockingly high number of petitions. physics if my wife died.
Xeros was married to Stella. Before the sun god’s death, they were
often worshipped together in dual temples. Even today, there are still Aww...
traces of Stella worship in the oldest holy sites dedicated to Xeros,
though these traces are often long faded or concealed behind newer
decorations. Other temples have fallen into ruin as the worship of
Stella faded and the worship of Xeros became less formalized.
Avery Howett

64 Part 4: Religion In Ambria


Zazryx
Zazryx
Anahael and God of Mercy
ALIGNMENT
Lawful Good
DOMAINS
Life, Knowledge
DOGMA
Mercy Before Justice.
HOLY SYMBOL
A winged figure bearing
the scales of justice

E
ager Zazyrx was once the most enthusiastic about his duties Some call Zazryx the god of goody-goodies. However,
as an Ambrian god and his devotion to its population. more mature worshipers, such as diplomats, ambassadors, and
There are many legends of Zazyrx walking among mortals, philosophers, pray to Zazryx that statecraft employs peaceful
appreciating their amusing foibles and handing out blessings resolutions and avoids violent ends. Monks who train in unarmed
regardless of whether people deserved them or not. combat do so to honor Zazryx’s fight with his sibling-god Xeros.
Followers of Zazryx hold hospitality sacred. After all, it is always Worshipers who have had pain inflicted on them, whether
possible that a literal god might drop by, asking for a meal or a place physical, mental, or spiritual, invoke Zazryx to give them the
to sleep. Zazryx left his formal seat in the pantheon following his strength to forgive their transgressor. Criminals pray that Zazryx will
duel with Xeros to wander Ambria, and there are still rumors of stand between them and capital punishment. Many Ambrians who
sightings of him. live with disabilities and scars honor the one-armed Zazryx, a capable
Those claiming to have peeked under the Anahael’s hood say that and formidable advocate for all. Nomadic tribes, solitary wanderers,
Zazyrx looks like a beloved sibling or favorite cousin. He seems to merchant caravans, mercenary bands, and those who feel lost appeal
change his appearance depending on whatever is most familiar and to Zazryx as a wandering god.
comfortable to those encountering him. To put someone at ease, As Zazyrx is married to the sun god Solis, those wishing to
Zazryx speaks softly, tells bad puns, and smiles warmly if you glimpse appeal to him often pray at her temples as they are more widely
his face. established and easily accessed. Shrines to Zazyrx tend to be located
in remote areas. Homemade food is the most common offering given
I instantly don’t trust this guy. to Zazyrx, but coming empty-handed to him is acceptable too.
Anyone that puts this much effort
into seeming friendly is bad news.
Avery Howett

Part 4: Religion In Ambria 65


WORSHIP IN THE BELLOWING WILDS
Newcomers to the Bellowing Wilds have brought their worship PRAYERS R US AND NECROMART
practices with them. Travelers have set up small shrines throughout Filling the gap in practicality left by more respectable temples are two
the jungle in the hope that the gods will keep them safe. Shrines quasi-religious shops. Prayers R Us and Necromart approach religion
to Fatalia, goddess of death, are the most common. They are both as a consumer service and are as reverent of the divine as a street
memorials and places to make offerings to ask her not to take you vendor of travel souvenirs.
quite yet. Some people set up shrines in their homes to one or more Prayers R Us and Necromart are refreshingly relaxed when it
gods they feel a particular connection to. The more established towns comes to divinity. You want to pay for a prayer? Cool. Just tell them
have large temples dedicated to one or more gods. Worship at these who you want to pray to and what you want to say, and drop your
temples is more spiritual than practical, and it is rare to find someone coin on the counter. You want to lift a curse? Bestow a curse? They’re
blessed with the ability to use divine magic or to heal. down. Whatever the customer wants, the customer gets. Both stores
also sell spell components for clerics and non-clerics alike, as well as
In my experience, it’s best to just pray to alchemy ingredients. After all, bat guano and incense both make the
them all to cover all your bases in a place cash register go kerching!
as dangerous as the Bellowing Wilds.

I’ve got a loyalty card.

Alyse Stewart

66 Part 4: Religion In Ambria


Different But The Same. Though both stores deny it, Prayers BRANCHES IN THE BELLOWING WILDS
R Us and Necromart may be run by the same mysterious umbrella The flagship stores of both Prayers R Us and Necromart are located
company. One rumor even says that their respective owners, rarely in Alchemist’s Quarry, but they also have smaller franchises across
seen shadowy figures, have been married for years. The last person to the Bellowing Wilds. In the town of Twiniver, which has a negative
confront the Necromart owner about this rumor has yet to be found. attitude toward gods of all kinds, the stores rebranded themselves.
Pantheon Divided. To avoid competition, Prayers R Us and Location Stores
Necromart have divided the gods between themselves. Prayers R
Alchemist’s Quarry Prayers R Us & Necromart
Us took the “good” gods, and Necromart took the ones who need
to work on their image a bit. Necromart also supplies anything Brushwick Necromart
an aspiring cultist or necromancer might need. They even sell Fool’s Crossing Small Prayers R Us & Necromart
do-it-yourself warlock contracts—just add blood! The two stores carts with limited goods
cover the following gods and powers: Glenshire Prayers R Us & Necromart
9 Prayers R Us: Generisa, Haisea, Kaisea, Solis, Xeros, and Zazyrx Pyrite Prayers R Us & Necromart
9 Necromart: Abrith, Dabrious, Fatalia, Nothing, fiends,
Rascam Prayers R Us & Necromart
and aberrations
Twiniver “Wares R Us” & “Death Blow Mart”
GOODS AND SERVICES Velgari Prayers R Us
While products in the stores can vary a little across the Bellowing
Wilds, most franchises carry standard stock and offer a basic set
of spells.
Prayers R Us Goods and Services Price
Bite be gone* 150 gp
Lesser restoration 200 gp
Potion of greater healing 100 gp
Potion of healing 50 gp
Remove curse 750 gp
Resurrection 10,000 gp
True resurrection 21,000 gp
Ultra holy water* 500 gp

Necromart Goods and Services Price


Dispel magic 350 gp
Pocket zombie* 400 gp
Potion of mind reading 250 gp
Potion of poison 50 gp
Raise dead 2,500 gp
Sticky scroll* of bestow curse 300 gp
Vicious greeting card* 250 gp

3/5 stars. They wouldn’t


even accept teeth as currency.

Part 4: Religion In Ambria 67


1

2 19

11
25
20
12

3 13
21 26
4

5
22

14

27
6

15 23
9 18

n
17

8 28
16
10
The Bellowing Wilds
1. Kaisea Ocean 5. Pyrite 9. Hero’s Ascent 13. The Ancient Bridge 17. Alchemist’s Swamp 21. Rascam 25. Breckart
2. Twiniver 6. Granite 10. Broaknee River 14. Fool’s Crossing 18. Alchemist’s Quarry 22. Brushwick 26. Swamp-Rock Mountains 24
Credits

Credits

3. The Mild Meadow 7. Boiling River 11. Bundariko 15. Lei’Sha 19. Velgari 23. Glenshire 27. Outlast Brook
4. Mypyrin River 8. Felsen Mountains 12. Forsaken River 16. The Unnamed Lake 20. Forlorn River 24. Haibrin 28. Haisea Ocean
Samantha Rustle
Ambria’s Deadly Jungle

Part 5
Exploring the Bellowing Wilds
welcome to the jungle

T
he Bellowing Wilds is a tropical rainforest that is beautiful, Key Locations in
lush, and vibrant. Unfortunately, almost everything here
wants to kill you. Monsters hunt and are hunted. They
the Bellowing Wilds
Officially, the Bellowing Wilds is a united territory under the control
crawl, slither, fly, and prowl to hunt or avoid their own slaughter. In
of Gresh, the green dragon. In reality, it is more like a patchwork of
this fierce ecosystem, even the natural beasts are unnaturally strong.
city-states. Unlike more powerful dragons, Gresh doesn’t have full
The jungle plants are also bloodthirsty, some so much so that they’ll
control over her domain, so settlements vie for power, resources,
uproot themselves and hunt you down. The ground under your feet
and survival. Of all the settlements, the three largest are Rascam,
is no exception in this brutal environment. It rumbles with volcanic
Glenshire, and Alchemist’s Quarry. Velgari and Breckart retain a
violence, and chaotic magics warp patches of the already terrifying
high level of independence from Gresh, thanks to the protection of
land even more.
powerful magical creatures. Smaller settlements such as Bundariko,
Bordered to the north by the Kaisea Ocean, the Haisea Ocean
Fool’s Crossing, Pyrite, Twiniver, and Haibrin have been founded
to the south, the Swamp-Rock Mountains to the east, and the Felsen
by rugged folk prepared to take on the jungle’s dangers to make
Mountains to the west, the Bellowing Wilds is one of the most
themselves at home. Some incredibly brave or incredibly foolish
remote and unexplored regions of Ambria. Whether you’re local
people live outside these settlements, but few last long
to the Wilds or a newcomer, one thing is certain: you’re in very
alone in the jungle.
real danger.
Tomáš Matouš

Yeah, this place is kind of a hodgepodge…


but that’s its charm. Something for everyone.
Best not to get attached
to anyone here, my dude.

70 Part 5: Exploring the Bellowing Wilds


ALCHEMIST’S QUARRY: ARCANE ENCLAVE
Deep in a squelchy, smelly swamp and shrouded with unnaturally THE SECRET AND ACCURATE HISTORY
thick fog lies the mysterious town of Alchemist’s Quarry. Rumors OF ALCHEMIST’S QUARRY
swirl about this town like the mist that surrounds it. Other than Four adventurers, whose names have been scrubbed from all
merchants who come to trade in potions and supplies, few who enter records, were searching Alchemist’s Swamp for valuable alchemical
ever return. ingredients when they came across the entrance to an ancient
Alchemist’s Quarry rests on a flat patch of dry ground in the complex holding a massive monster captive. Within the timeworn
center of Alchemist’s Swamp. The town’s tall palisade walls are invisible facility, they found the legendary dire tarrasque trapped beneath
until touched, at which point ominously glowing blue crystals pulsing the earth. Its body was speared by huge crystals holding it in place.
with arcane light flash into view and repel any attacker. With only Fearing mass panic or that someone would try to use the tarrasque
two gates, one to the east and the other to the west, anyone leaving or to do something reckless—like taking over the world—the four
entering Alchemist’s Quarry can be easily observed. adventurers swore themselves to secrecy. They sealed up the dungeon,
Despite the unsettling rumors about it, upon arriving in but the value of the ingredients of the swamp was too great for them
Alchemist’s Quarry, visitors will find a bustling, well-organized, and to leave the area behind entirely. So, they founded a settlement right
cheerful town. The streets are clean, and folk greet each other and on top of the ruin, hiding the entrance in plain sight and keeping the
visitors with a smile. Alchemist’s Quarry’s elegant buildings shift and dire tarrasque secret.
thrum with magic. Many have glass domes built on their rooftops Things were good in Alchemist’s Quarry for a few years. The town
where alchemical plants are grown. Notably, almost all residents are blossomed thanks to the trade in valuable alchemy ingredients and the
beastfolk, and the atmosphere oozes magic thanks to the abundance high levels of ambient magic that attracted arcane practitioners. Soon
of arcanely inclined citizens. The high concentration of alchemical it grew to a small settlement of a few hundred people.
expertise here draws traders despite the town’s peculiar reputation. Then Quinn-Ora arrived. It didn’t take the ambitious warlock
The markets bustle, selling magical herbs and monster parts from the long to discover the secret of the dire tarrasque and formulate a plan
swamp. Life here is good. Maybe, that’s why no one ever leaves... or to take control of Alchemist’s Quarry. First, she turned the four
maybe there’s a different reason... adventurers who had founded the town into beastfolk, erasing their
memories. With them as her puppets, she was able to transform the
other residents one by one, binding them to her will using her magic.
Always love the “Few who enter Her growing army of enchanted beastfolk killed any who resisted.
ever return.” bit... great start.
Today, Quinn-Ora is the undisputed ruler of Alchemist’s Quarry.
The town has continued to grow and prosper but entirely under her
control and for her ends.
THE 100% TOTALLY TRUE
(ACCORDING TO QUINN-ORA)
AUTHORIZED HISTORY OF
ALCHEMIST’S QUARRY Dire Tarrasque

Alchemist’s Quarry was founded by the dynamic and renowned


Quinn-Ora. This extraordinarily clever and powerful mage
came to Alchemist’s Swamp, searching for a party of young,
abandoned, and lost orphans. Deep in the marsh, she found the
helpless kids being attacked by a vicious, viscous tar maw. Brave
Quinn-Ora impressively vanquished the monster and rescued
the defenseless children, but it was nearly too late for one poor
child. Quinn-Ora used her amazing magic to save his life by
transforming him into a super cute beastfolk. Afraid that no one
would accept the young lad in his new form, Quinn-Ora took
it upon herself to make a fantastic new town where beastfolk
could be happy and free right there in the swamp. All the
other orphans saw how awesome it was to be a beastfolk and begged
Quinn-Ora to transform them too. Thus, the prosperous, peaceful,
and wondrous town of Alchemist’s Quarry was founded, and the kind
and wise Quinn-Ora has governed it ever since.

We all know this is bullsQUACK


Avery Howett

propaganda, right? Right?!

Part 5: Exploring the Bellowing Wilds 71


THINGS TO SEE AND DO IN The Singing Siren. This karaoke club is infamous across the
Bellowing Wilds for its wild open mic nights, raucous singing, and
ALCHEMIST’S QUARRY
great drinks. The decor is a little outdated, and the smell of spilled
Abby’s Acupuncture. Owned by Abby [she/her], a red panda
booze is ever present, but with over 100,000 songs from all over
beastfolk, this cozy clinic is sweetly decorated with furniture and
Ambria to choose from, people vie to get into this club on a nightly
decorations made of twisted, dried reeds. Citizens and travelers come
basis. A mockingbird beastfolk named Rina [she/her] tends the bar
here to unwind.
and quietly judges the performances. Skillful singers can earn free
drinks, while the truly awful ones might find themselves escorted
ABBY’S SERVICES
out with force.
Service Effect Price
Healing Massage Abby removes one disease or 350 gp I’ve been there only once,
condition affecting a creature. and once was enough.

Invigorating Abby grants a creature 2d6 200 gp


Massage temporary hit points that last for Only you could mess up karaoke so badly
8 hours. While the creature has that you release a dire tarrasque*!
any of these temporary hit points
remaining, they have advantage
Town Hall. On one side of the central plaza stands the huge
on Constitution saving throws.
Town Hall, built from white marble and decorated with more
Relaxing Massage Abby helps a creature regain 50 gp glowing crystals. The Town Hall contains the Visitor’s Center, where
spent Hit Dice. The creature a cheerful water buffalo beastfolk, Hal [he/him], is ready to answer
regains spent Hit Dice up to their any questions with a smile and honest ignorance of any shady stuff.
total number of Hit Dice.
PRAYERS R US AND NECROMART
Prayers R Us and Necromart are the most prominent businesses
to come out of Alchemist’s Quarry. They both maintain some
independence from Quinn-Ora, but their leadership goes out of
its way to not upset her. There used to be rumors that both Prayers
R Us and Necromart are run by a shadowy parent company. Since
everyone who mentioned the rumors got cursed or smitten, it’s rare
Alchemist’s Quarry, Charming to hear anyone repeat them these days. Their two flagship stores,
and Not At All Sinister... located in Alchemist’s Quarry, stand side by side with each other.

Vanessa Wei & Mariya Sviridova

72 Part 5: Exploring the Bellowing Wilds


Prayers R Us Flagship Store. This three-story structure is DARK SECRETS IN
covered in a gray pebbledash. Tens of small, square, frosted windows ALCHEMIST’S QUARRY
sit in perfect rows, and the front door is made from the same opaque To the residents, Alchemist’s Quarry seems to be one of the safest
glass. Neatly uniformed workers guide customers to the correct and most pleasant settlements in the jungle. However, the dark
goods, appointment rooms, and discreet booths, depending on their truth of Alchemist’s Quarry is that Quinn-Ora uses her Splicer
needs. Prayers R Us is clean, clerical, and surprisingly soulless. warlock powers to create and control the beastfolk residents. Her
Philip Bygad [he/him], Prayer R Us’ general manager, is a refined, version of the beastfolk splicing ritual keeps the humanoid awake
maroon-skinned tiefling with buffalo horns. He always has a gracious and forces them to experience pain so intense that the resulting
smile for customers and absolutely never gives discounts. He is assisted beastfolk emerges with no memories of who they were before. Her
by a gnome, Etheldreda Egglington [she/her]. While Philip is around, ritual also creates a beast token, an object she can use to control and
Etheldreda is a model employee, but she likes to hang out with even possess the beastfolk she has created. The humanoid’s severed
Ravenna, the clerk of Necromart, on her breaks. hand and the remains of the animal coalesce into this token which
is shaped like a hand or paw. Destroying a token frees the beastfolk
from Quinn-Ora’s control permanently. Therefore, she guards her
They do have great customer service, just large collection of beast tokens carefully.
a bit pushy on the divine devotion stuff.
Almost all the beastfolk living in Alchemist’s Quarry don’t really
know how they came to be there. Quinn-Ora uses magic to ensure
Necromart Flagship Store. Painted a dark, blood red, this squat they remain blissfully unaware of their own tragic histories. The few
building splays out like a sleeping toad. The floors are made of shiny non-beastfolk residents tend to be completely loyal to and terrified
silver, and the same silver runs halfway up the walls for easy cleaning. of Quinn-Ora, willing to live in the town only because of lucrative
Staff in ceremonial robes lead customers to sacrificial altars or the trade opportunities.
basement shopping zone, depending on their needs. Calm music As if all that wasn’t bad enough, the frequent small earthquakes
plays throughout the building and mostly covers the death rattles that jiggle the area are caused by the dire tarrasque struggling against
of goats being sacrificed in the back room. The flagship store has an its chains below the town. If anyone found a way to release it, that
excellent cold cuts menu. would be a very, very bad time for Alchemist’s Quarry and Ambria.

This place has the BEST hotdogs!

Necromart is managed by Grand High Warlock,


Holder of the Key of the Seventh Gate, Usher of Darkness, and
Bearer of the Accursed Accounting Book, Todd [they/them] (cult
fanatic). Todd is a human. Todd is assisted by Ravenna [she/her]
(cultist), a halfling who dyes her hair black but insists it’s her natural
color. Ravenna thought being a clerk at Necromart would give her
unlimited dark powers, but her job mostly involves mopping.

FLAGSHIP FANCIES
Store Item Price
Prayers R Us A handy haversack with ‘Alchemist’s 250 gp
Quarry’ written on it in glass beads
Prayers R Us Candles dedicated to various gods that 5 gp
attract good fortune
Necromart A sacrificial knife, personalized with 15 gp
the name, intended victim, or god of
the buyer’s choice
Necromart A vial enchanted to keep blood fresh 5 gp
Necromart A backpack made of tarrasque leather 4 gp
with “ALCHEMIST’S QUARRY,
HOME OF THE NECROMART”
stitched onto it
Microphone
of Dead Magic
Avery Howett

Part 5: Exploring the Bellowing Wilds 73


LEADER: QUINN-ORA
Quinn-Ora serves her warlock patron, the Splicer. The Splicer is an
unknowable aberration from beyond the Material Plane. It is obsessed
with change and transformation. When it touched the mind of the
young Quinn-Ora, it found an ideal partnership. Since childhood,
Quinn-Ora believed change was good, specifically other people
changing to suit her. Everything can be improved, and she believes
she knows exactly how. With the power of the Splicer at her call,
she arrived in the Bellowing Wilds. When she came to Alchemist’s
Quarry and discovered the Tarrasque Containment Facility, she saw
the opportunity it presented. If she could control a world-ending
monster like the dire tarrasque, then, by extension, she could control
the world. She has tried various methods to gain full control over the
dire tarrasque, but so far, none have been quite reliable enough.
Quinn-Ora sees her position as a warlock as a temporary
arrangement. Her eventual goal is to become so powerful that
she no longer needs a patron at all. Until that time, she does
listen to the bizarre desires of the Splicer but always finds
ways to interpret them that suit her own goals.
Quinn-Ora is intelligent, ruthless, and hugely ambitious.
She retains firm control over Alchemist’s Quarry, in part by
keeping prying eyes away from her base of operations. Anyone who
threatens her schemes will be dealt with swiftly and mercilessly.
Anyone she can use, Quinn-Ora will capture or persuade to join
her. Despite her penchant for transforming others, she does not
transform herself—why mess with perfection? She doesn’t even
allow herself to age, thanks to her Splicer’s amulet*. Quinn-Ora is
a dangerous enemy and perhaps even worse as a friend.

MURDER MURDER MURDER MURDER


MURDER MURDER MURDER…

I think Sips is trying to tell us


he doesn’t like Quinn-Ora.

Ya think?

THINGS TO NOT SEE AND


NEVER DO IN ALCHEMIST’S QUARRY
Quinn-Ora’s Splicery. The grisly ritual chamber where Quinn-Ora
creates beastfolk has a completely innocuous exterior. From the
outside, you might think it was just another cute Alchemist’s Quarry
house, complete with window boxes full of flowers and glowing blue
crystals. One clue to the dark things that go on here is the regular
Quinn-ora
deliveries of animals brought in by Steel Jaw Cagers, who have a
and her contract to keep Quinn-Ora well-supplied with beasts from the
Floating Wilds and beyond. The animals go in through the backdoor, and
Hands
humanoids go in by the front door, but neither ever comes out as
they enter.
Inside, a bed with straps stands in the center of a ritual circle the
color of blood. Surgical tools and cleavers hang on the wall. If you
find yourself in here, you’re either doing something very brave, or
you’re in big trouble, or both!
Warehouse of Hands. When you’re in the business of collecting
Antonio Demico

hands, you’ve got to have somewhere to store them. Quinn-Ora


keeps hers neatly shelved in a large warehouse. These hands are
tokens that allow Quinn-Ora to possess and control the beastfolk

74 Part 5: Exploring the Bellowing Wilds


they belong to. Thanks to a magical connection to the warehouse, ALCHEMIST’S QUARRY QUEST HOOKS
while she’s within 1 mile of it, Quinn-Ora can use any of the tokens d8 Quest Hook
stored inside or summon them to her to gain more precise control
1 Quinn-Ora wants to hire a party of adventurers to track
over a particular beastfolk. The warehouse is heavily guarded,
down a special kind of crystal for her. She will lavishly fund
partly as it is vital to Quinn-Ora’s control over Alchemist’s Quarry
an expedition in search of Xanu shards*.
and partly because it stands over the entrance to the Tarrasque
Containment Facility. 2 Ketra [she/her], a half-elf merchant from Glenshire, hasn’t
seen her tiefling husband Faithful [he/him] for two days.
Cool, so a WHOLE She’s getting increasingly distraught as none of the beastfolk
WAREHOUSE OF HANDS?! residents seem to understand her concern or be able to help
Thanks, I QUACKing hate it. her find him.
3 While peeking into the Roaring Well, Jason [he/him], a bat
The Roaring Well. There is a well in an out-of-the-way alley of
beastfolk child, was scared by one of his friends as a prank.
Alchemist’s Quarry that emits roaring sounds at random times of day
In his shock, he toppled in. Now his tiny cries are coming
and night. These sounds are made by the imprisoned dire tarrasque
out of the well alongside the roars.
far below. However, those who aren’t aware of the destructive
monster beneath their feet fantasize about all sorts of monsters that 4 It’s ‘Adventurers’ Night’ at the Singing Siren. Adventurers
may lurk in the well. It’s a rite of passage for children to dare each get a 50% discount on food if they sing a song about one of
other to peek over the side into the dark depths. their exploits. The song judged the best will win its singer a
Tarrasque Containment Facility. The Tarrasque Containment microphone of dead magic*.
Facility is an ancient site, predating Alchemist’s Quarry by millennia. 5 Every time an earthquake hits, more orange crystals appear
Deep under the earth, a world-ending monster called the dire around town. They are starting to overwhelm buildings.
tarrasque is held captive and immobile, pierced by crystal rods in a 6 A very confused hippo beastfolk is looking for guidance.
massive cavern. Quinn-Ora takes advantage of the dire tarrasque’s They don’t know how or why they were created and have
extraordinary regenerative powers by harvesting its meat and organs. no memories of their identity or past life.
These are used both in alchemical brews and to help feed the town
7 David [they/them], a giraffe beastfolk, is in a panic. They
above. The secret ingredient in any special sauce in Alchemist’s
lost their daughter Marcie [she/her] in the market crowds.
Quarry is always tarrasque bits. This facility is also the base of
8 Kieran [he/him], a human, bursts out of Quinn-Ora’s
Quinn-Ora’s research into controlling the tarrasque and mysterious
Splicery, screaming for help. Beastfolk all around ignore
crystal shards.
his screams.
Yeah, ok… let’s just keep CHARACTERS FROM
the APOCALYPSE in,
like, the basement??? ALCHEMIST’S QUARRY
Most of the residents of Alchemist’s Quarry are beastfolk created
ALLIES AND RIVALS by Quinn-Ora. Wizards, bards, and sorcerers thrive in this magical
Alchemist’s Quarry’s few alliances in the Wilds are formed through town. People here make good use of the surrounding swamp, and
trade. Alchemist’s Quarry is the largest exporter of alchemy there’s plenty of need for druids and rangers to harvest ingredients.
ingredients, potions, and enchantments in the Wilds. In turn, If your character comes from Alchemist’s Quarry, consider the
they import food and other supplies that can’t be grown in the following questions:
surrounding swamp, mostly from Glenshire. Thanks to its profitable 9 Magic is a casual part of daily life in Alchemist’s Quarry. How does
trade, Alchemist’s Quarry has no trouble paying its taxes to Gresh. that affect your view of the world and how magic should be used?
Quinn-Ora has no interest in antagonizing the dragon until the time 9 Are you aware of Alchemist’s Quarry’s and Quinn-Ora’s dark
is right to destroy her completely. secrets or not? Is this part of why you’ve left? Are you working
There are high tensions between Velgari and Alchemist’s against her?
Quarry. The Velgari Araknights are aware that Quinn-Ora is up 9 If you are a beastfolk, do you remember anything about your life
to something, but their last conflict led to the loss of one of their before your transformation or not?
number, Araknight Kaydi. Therefore, for the moment, they are
avoiding direct involvement with Quinn-Ora’s business for fear of
losing any more of their dwindling population.
Haibrin, a hub for free beastfolk, is Alchemist’s Quarry’s other
main rival. The people of Haibrin know that Quinn-Ora is making
ritual beastfolk in the worst possible way and are deeply opposed
to her. Some residents of Haibrin were originally from Alchemist’s
Quarry but managed to get free. Based out of Haibrin, the Freehand
League is focused on freeing the beastfolk of Alchemist’s Quarry
and toppling Quinn-Ora so that she can no longer create or control
unwilling beastfolk.

Part 5: Exploring the Bellowing Wilds 75


ALCHEMIST’S QUARRY NPCS Marsh Magic. Small islands of firmer ground are scattered
d8 NPC throughout the swamp, growing an array of rare and wonderful
plants that can be used in alchemical brews. Many hopeful plant
1 Ronit [she/her] is a human visitor (gladiator) from Pyrite.
hunters have lost their lives trying to harvest from these islands, but
She has been kicked out of The Signing Siren for an
those who survive can make an excellent profit.
absolutely terrible performance and is looking for a fight.
2 A ferret beastfolk alchemist dabbler* named Flash RANDOM INGREDIENTS IN THE SWAMP
Tango [he/him] is selling potions he claims were made by d12 Alchemical Ingredient
Quinn-Ora herself.
1 Lostrix root
3 Hero [he/him], a mohsnian miner, came here because he
2​​–4 Moosh moss
thought it was a literal quarry. Instead, he has found work
5–8 Bung lily root
as a bouncer at a local bar.
9–10 Temu temu leaf
4 Farah [she/her], a cat beastfolk scout, is just getting back to
town with her latest haul of rare plants from the swamp. 11–12 Ether of acin
5 Jake [he/him], a kangaroo beastfolk, is a spy. He uses
WHAT LURKS IN ALCHEMIST’S SWAMP
his job as a courier as cover to leave Alchemist’s Quarry,
The iconic monsters of Alchemist’s Swamp are the tar maws*. These
carrying information to the Freehand League in Haibrin.
goopy horrors churn up the muck and exude the swamp’s thick
6 Hettie [they/them], a secretary bird beastfolk alchemist fog. They attack anyone who ventures into the swamp and damage
dabbler*, is looking for volunteers to try out their new the planks just for fun. Thistlewolves* also prowl drier areas of
experimental range of potions. the marshes. Cebraniths* enjoy taking over travelers and forcing
7 Raffi [he/him], an ox beastfolk, and Muna [she/her], a them to step off the planks to their doom. The area swarms with
panther beastfolk, are out on a date at the Singing Siren. will-o’-wisps at night.
8 A bedraggled party of adventurers who struggled through
ALCHEMIST’S SWAMP QUEST HOOKS
the swamp to get here. There is Slurps [he/him], a crocodile
beastfolk with a cursed monkey hand, Bothi [she/her], an d4 Quest Hook
elderly duck beastfolk carrying a cursed turnip, and Morina 1 A powerful wizard with a load of magic items got lost in
[she/her], a human who fights with magical cards and has the mist. Her cart, filled with powerful treasures, is still out
an aura of darkness around her. there for anyone who can find it.
2 An alchemist is funding an expedition deep into the swamp
Alchemist’s Swamp to harvest the rarest of ingredients. They will pay well, but
Alchemist’s Quarry lies in the center of Alchemist’s Swamp. This only if they are escorted back alive.
marshy, forested area is always covered in thick fog. The twisted trees 3 A researcher wants to study a tar maw* up close and will
stand above the sucking bog on exposed roots, providing perfect pay for help. He requests that his companions distract the
hiding places for monsters. tar maw while he observes its behavior.
EXPLORING ALCHEMIST’S SWAMP 4 A scientist (scout) from Breckart is heading into the swamp
Deceptive Depths. While it may seem as if the entire swamp is to collect samples of plants and some swamp water for
covered in a shallow layer of water, the depth varies. Some areas are the All Natural Museum’s collection. They need people to
firm enough to stand on, while others are over 20 feet deep. The watch their back while they gather the samples they need.
water is black, and the surface shimmers with oil-slick colors.
Foul Fog. Tar maws fill their swampy home with a dense fog. It ALCHEMIST’S SWAMP ENCOUNTERS
has a prickly, chemical smell of ozone that makes the lungs itch and d6 Encounter
the eyes burn. The fog provides cover for monsters in the swamp and 1 Two will-o’-wisps float erratically, singing one of the popular
makes it difficult to navigate, ensuring that once you get lost, you duets from the Singing Siren’s karaoke catalog.
stay that way. Navigating during the day is hard enough, but doing 2 Mariam [she/her], an overconfident bandit, tried to set up
so in darkness is almost impossible. an ambush but is now stuck waist-deep in the marsh. She is
The Planks. The only safe-ish way through the swamp is along screaming for help as she sinks.
two boardwalk paths, one to the east and the other to the west of
3 Screams, crashes, and twangs carry through the mists ahead as
the town. Known as ‘the planks,’ these slimy, rotting, moss-covered
a band of bards is attacked by a tar maw*.
boardwalks are the only marked route through the swamp. Often
flooded and always hard to navigate, some who walk the planks end 4 A tar maw* has broken some of the boards, creating a
up in the water, never to be seen again. Through the mists, you’ll see 25-foot gap between one of the planks and the next.
half-sunk carts testifying to the many dangers of the route. Perhaps 5 A spindly wizard is trying to hold back his burly barbarian
this is why Alchemist’s Quarry is not a popular tourist destination. friend, who is about to step off the planks as they are under
the control of a cebranith*.
6 A pack of 2d6 thistlewolves* is hunting for their next meal.
Their last kill was stolen by a tar maw*. They are very hungry.

76 Part 5: Exploring the Bellowing Wilds


Approaching the
Shattered Mountain

BRECKART: FROZEN CITADEL


Among the towering peaks of the Swamp-Rock Mountain range, one HISTORY OF BRECKART
stands out. The Shattered Mountain appears frozen in the midst of The ice elemental cryodons have lived in the mountain that now
exploding. Crystal-clear ice holds the chunks of rock together. This houses Breckart for millennia. In previous ages, they remained
extraordinary sight and the frozen landscape all around exist thanks hidden from the world in chilly isolation and only revealed
to the icy power of Breckart’s patron immortal ice lizard creatures, themselves to humanoids in living memory.
the cryodons. Shortly after Rascam was founded, a young woman named
The small town of Breckart is located within the Shattered Fiona Eisley set out from the city on an expedition to the mysterious
Mountain as a series of hollowed-out caves in the rock and ice. It is frozen mountains to the north. As a fledgling druid, she had felt the
home to the mysterious elemental lizards and the people who call icy land’s call deep in her bones all her life. When she arrived, the
them friends. The ice that holds the mountain together is stunningly permafrost cryodons revealed themselves to Fiona. The young druid
clear, allowing sunlight to reach deep inside and bathing the town was struck by the majesty of these elemental beings and realized that
in a blue glow. Only the deepest levels and areas carved out of stone they had been calling to her all along. She and the other expedition
need to be illuminated with magical cold lanterns. members decided to stay with the icy elementals rather than return
Small, iguana-like cryodons are a common sight in Breckart, to Rascam. They founded the mountainside settlement of Breckart as
sliding around the streets, scampering about in the archives, and a place where cryodons and humanoids could live in harmony.
singing their mysterious warbling songs. Permafrost cryodons, the Breckart flourished for many years, attracting new residents from
massive ice elementals that cryodons grow into once they have across Ambria as word of the gentle, scholarly cryodons and their frozen
accumulated enough knowledge, are a far rarer sight. citadel spread. However, the town was threatened when news of its
existence reached the ears of the dragon Gresh. As Breckart grew, Gresh
Too cold. If I have to wear shoes became convinced it should be paying taxes to her. Gresh’s demand
to go there, I ain’t visiting. sent Fiona and the other humanoids into a panic, while the permafrost
Anneliese Mak

cryodons calmly refused to pay anything. Their refusal sent Gresh into
a rage. She flew to Breckart and attacked the mountain, blasting it with
her hellfire breath, which was hot enough to blow up chunks of the peak.

Part 5: Exploring the Bellowing Wilds 77


Below, the inhabitants of Breckart defended their home against Gresh’s LEADER: CHIP
followers. The Battle of Breckart claimed many lives, but the final blow Breckart is led by Chip [they/them], a diamond mohsnian. They
was struck by the permafrost cryodons. Working as one, they unleashed work closely with the permafrost cryodons and have gained their
an enormous icy blast that froze the cracked mountain in place and trust through years of proving themself a worthy leader. Chip keeps a
injured Gresh. The dragon fled with her huge green tail between her close watch over those coming in and out of the village, wary of any
shivering legs and has never returned. who might try to poach young Cryodons. They are also head of the
The people of Breckart rebuilt their homes inside what came to cryodon guide training program and have a reputation for having
be known as the Shattered Mountain. Guided by the cryodon’s thirst high expectations but also bringing out the best in their students.
for knowledge, Breckart quickly became a center of scholarship and Chip was a Cryodon Guide themselves in their youth. Their
the arts. They tasked their new humanoid allies with going out into companion cryodon, Jager, was killed by Steel Jaw Cagers, and Chip
Ambria and bringing back knowledge for them, making Breckart the was unable to revive her. Chip has vowed to do everything they can
place to be for researchers and scholars. to protect the other cryodons. They are gruff and slow to warm up,
THE CRYODON COUNCIL but once they care for someone, they do so without restraint.
The permafrost cryodons lead the Cryodon Council that governs
Breckart. The Council includes non-cryodon members, including Oh hey, just like Sips.
druids, retired rangers, and Chip, Breckart’s humanoid leader. The
permafrost cryodons are primarily interested in accumulating secrets GETTING INTO BRECKART
and knowledge, so almost all the decisions of the Council reflect this Frozen Zone. Reaching Breckart poses additional
goal. However, they also listen to the perspective of their humanoid challenges, as visitors must be equipped for both the heat of the
colleagues. Conclusions are reached through long debates until jungle and the icy cold of the cryodon’s territory. Crossing the
consensus crystalizes. Blue Shift, the magical line that divides these biomes, without
Guiding Cryodon Guide Rangers. One of the Council’s proper preparation will leave you frozen within a few hours (see
major responsibilities is selecting cryodon guide rangers (see Part Swamp-Rock Mountains).
2: Character Creation). Anyone can aspire to be a cryodon guide. Proving Yourself. If you do manage to reach the glacial citadel,
Becoming one is a great honor, usually only reached after years of your next challenge is gaining entry. Breckart’s relationship with
preparation. Chosen guides are assigned a cryodon to escort across visitors is complicated. The arts and culture scene and the All
Ambria in a quest for knowledge. The journey’s ultimate purpose Natural Museum are huge draws for honest folk wanting to study
is to provide an enriching experience that matures a cryodon into a the arts and sciences. However, scoundrels keep trying to poach the
permafrost cryodon. When a cryodon guide returns, they are expected Cryodons. To protect the town and the precious cryodons, Chip
to donate at least one new piece of knowledge to the archives or an issues entry visas for those who have proven themselves trustworthy
artifact to the museum. Guides and cryodons who return before or those with valid paperwork from institutions of learning. Anyone
the cryodon has become a permafrost cryodon face without the proper paperwork is asked to complete a task to prove
scrutiny from the community if they don’t have a their good intentions before being allowed in. Those who give
good reason to do so. Chip ‘bad vibes’ get assigned impossible and deadly tasks.
Patience of Water. Thanks to their long Entering Breckart. At the base of the mountain stand
lives and ability to regenerate, the cryodons two massive silver doors. When the two doors swing open,
operate on a different time scale than others they reveal a dizzying series of ramps and slides carved
in Ambria. They consider everything on a inside the ice-filled peak.
geological time scale, not the fast-burning
years and days of mortal creatures. Because of
this, the Council is said to govern with “the patience
of water” and is willing to bide their time to get what
they want. This capacity for restraint is unsettling to
some and has sparked a few conspiracy theories that Permafrost
Cryodon
the Council is slowly
manipulating things
to bring about a
global ice age.
George Bennett

78 Part 5: Exploring the Bellowing Wilds


THINGS TO SEE AND DO IN BRECKART GLACIER CONCERT HALL PERFORMANCES
The All Natural Museum. A palace of ice and stone, the All Natural d4 Performance
Museum contains the most extensive collection of animal, vegetable, 1 The Breckart Amature Operatic Troupe is putting together
and mineral specimens in Ambria. The All Natural Museum is a a performance of ‘Godfall,’ part of the famous opera about
fantastic resource for scholars with a staggering array of seeds, flora, the creation of Ambria.
minerals, rocks, gems, fossils, meteorite pieces, and more. One of
2 The Graceful Gemstones, an all-mohsnian dance troupe, is
its rarest exhibits is a blob of pure darkness frozen in a 5-foot thick
performing an interpretive dance piece.
block of clear ice. It is believed to be part of one of the Nix that once
fell from the sky. 3 Popular boy band, The Ironic Renegades, have a tour date
here. They sing songs with anti-establishment themes.
Apparently, you’re not 4 Merton [they/them], a snake beastfolk poet, is presenting
allowed to lick the exhibits. the final round of a slam poetry competition. Their
discomfort on the frozen stage as a non-elemental,
cold-blooded creature is part of the performance.
TREASURES IN THE ALL NATURAL MUSEUM
d6 Display
The Permafrost Chamber. Deep underneath the Glacier
1 ‘The Birds of Ambria by Fann Freila Aughorn,’ a massive Concert Hall stage lies the chamber where the Cryodon Council
book of over 500 exquisite illustrations of birds. It is open gathers. The enormous icy cavern has perches carved into the walls
on the page showing emerald-throated hoaxers*. for permafrost cryodons to lounge on. In the center of the chamber
2 Hundreds of samples of fibers spun from various types of is a pool of sparkling blue water that never freezes. Occasionally, new
plants, hair, fur, and even Araknight silk hang on a wall, cryodon eggs emerge from this pool, rising from the glimmering
each with notes about their various properties. surface. Only those the cryodons truly trust are invited to the
3 An enormous, unidentified dinosaur skeleton. The plaque chamber for an audience, and fewer still have seen an egg appear.
next to it says that it is the subject of scholarly debate. The Ice Core Archive. Cryodons store the knowledge they
accumulate in magical ice discs to share with their kin. Thousands
4 A garden with some of the most dangerous vegetation in
of ice discs are cataloged here, each holding a piece of information
the Bellowing Wilds. The plants are behind a wall of glass
learned by a cryodon. Access to the archive is highly restricted. Even
so that visitors can’t touch them. It’s accompanied by a
cryodon guides usually only enter the archive once, when they return
chart that lists the effects of each one.
to Breckart with their fully-grown companion to deposit the new
5 A stage where visitors can watch museum staff brew potions
information they collected on their journey.
from ingredients found in Ambria. There is a show once
Linx’s Lounge. Linx’s Lounge is a salon run by Linx [they/
every three hours.
them]. Linx is a human who loves to bring creative people together
6 A well-stocked gift shop with postcards, plushies, books, to mingle. They serve a wide selection of hot drinks, including teas,
and jewelry made out of semi-precious stones for sale. toddies, coffees, and mulled wines. The Lounge is as likely to host
poetry readings as scientific symposia. Elegant ice chairs are covered
Glacier Concert Hall. The Glacier Concert Hall lies at the heart with thick blankets, allowing folk to rest and chat comfortably.
of Breckart. During the day, light shines down into the hall’s icy The Cryo Dorm. The Cryo Dorm is a large, luxurious hotel
chamber through perfectly clear ice. At night, it is illuminated with made entirely of ice. A night’s stay costs 50 gp. The rooms are
magic lanterns, making the central stage sparkle. Musicians, actors, surprisingly warm and comfortable, despite frozen furnishings.
and dancers risk the journey to perform in Breckart’s famous hall. Performers and academics can receive discounts for longer stays if
On any given night, you can be sure that the performance is worth they gain favor with the cryodons.
freezing your QUACK off.

Yeah, I’ve been to the Hall. It’s


nice, but not as sparkly as me!

Cryodon Fan
Avery Howett

Part 5: Exploring the Bellowing Wilds 79


BRECKART QUEST HOOKS CHARACTERS FROM BRECKART
d8 Quest Hook Folk from all across Ambria have found a (metaphorically) warm
1 A young dwarf named Rhea [they/them] went ice climbing welcome here as long as they respect the ways of the cryodons. Breckart
on the mountain and is missing. Chip wants them found has attracted many scholars who have chosen to stay and raise their
and rescued. families here.
As a center of learning, Breckart educates wizards and bards in all
2 Pigeon beastfolk singer Hadil’s [she/her] band has all
disciplines. Warlocks who value knowledge and deep secrets are also
caught colds the night before her concert. She is looking for
welcomed open-heartedly. Like others who embrace the cold, many
a team who can back her up on stage.
druids with an affinity for ice and snow call the icy city home. The
3 The Cryodon Council stripped orc researcher Val [they/ cryodons’ desire for new information means that residents of Breckart
them] of their council seat for removing a record from tend to be well-traveled.
the Ice Core Archives. Val believes they were under the If your character comes from Breckart, consider the
influence of enchantment magic and needs help proving following questions:
their case and reclaiming their position. They promise a 9 Curiosity is encouraged above all other virtues in Breckart.
favor if they regain their seat on the Council. What are you most interested in discovering? Has it led you to
4 A new cryodon guide needs a pep talk before they leave leave Breckart in search of new knowledge? Or have you discovered
Breckart for the first time. something you wish you hadn’t?
5 Ainsley [he/him] is a scholar who wants to sabotage the 9 How do you feel about your home? Are you keen to return
work of his rival Tisha [she/her]. He’ll provide access with your discoveries, or are you happier out in the world at the
to restricted archives to anyone who can stop her from cutting edge? Or did something happen that forced your departure
pursuing her current line of research without connecting from Breckart?
it to him.
6 An elderly researcher is always feeling cold. She is offering BRECKART NPCS
her life’s savings, 100gp, to those who can find her a way d8 NPCs
to keep warm. 1 Larrs [he/him] is a drow entertainer. He performs close-up
7 A rare fossil was stolen from the All-Natural Museum. The magic of the non-magical kind and is currently a favorite
museum is offering 300 gp to anyone who can help them with people in town.
find the culprit. 2 Pippick [they/them], a halfling acolyte from Velgari, has
8 Gresh has sent a small team of her gilded goons* to been sent here to research ancient loom weights as part of
Breckart to covertly gather information about the Shattered their training.
Mountain’s weak points ahead of an attack. 3 A dwarf named Eurwen [she/her] works for Gresh. She
is here as a spy trying to uncover secret routes into the
ALLIES AND RIVALS
Shattered Mountain.
Breckart’s major export is ice. Pyrite, Brushwick, and Rascam are
the largest importers, but if you see ice keeping food cool or chilling 4 Roscol [she/her], a young adult cryodon* whose guide was
your beverage anywhere in the Wilds, it almost certainly comes from recently killed protecting her. At night, she goes out onto
Breckart. As two of the oldest settlements in the region, Velgari and the icy surface of the mountain and sings a song of sorrow
Breckart have mutual respect and often engage in cultural exchange. into the sky.
The Cryodon Council is hostile to Gresh, who attempted to 5 Frigolda [they/them], a sicario Araknight*, is scheduled
destroy Breckart for openly defying her. The permafrost cryodons to perform at the Glacier Hall. They are famous for
successfully defended their home, leaving Gresh afraid of tangling with composing and performing hymns to the goddess Generisa.
them again for now. After her defeat by the cryodons, Gresh largely Frigolda is a major celebrity in Breckart.
leaves Breckart alone, and as a result, Breckart is one of the very few 6 Valon [she/her] is an elderly green dragonborn archmage
towns that don’t pay taxes to her. Breckart also strongly dislikes the nearing death. She has come to donate all her arcane
town of Twiniver, specifically the Steel Jaw Cagers, as they frequently knowledge to the archives.
attempt to capture cryodons. 7 Three youngsters, Karrie [she/her], Filligan [he/him],
and Os’Wyn [they/them], are training on an icy climbing
wall while reciting arcane elements. They are all wannabe
cryodon guides.
8 Rhew [he/him] is one of the permafrost cryodons* on
the Cryodon Council. He has a reputation for being hasty
because he can make decisions within a few years rather
than decades.

The cryodons are one of my favorite


creations, such good Ice/Dragon type friends.

80 Part 5: Exploring the Bellowing Wilds


BRUSHWICK: DEMON RESORT
Brushwick was built on a foundation of hospitality, hot springs,
and hellfire. Nestled in the volcanic foothills of the Swamp-Rock
Mountains, the people of Brushwick have created bountiful farms,
manicured flower gardens, and thriving orchards. The volcanic land
yields naturally (and supernaturally) heated water, providing hot Brushwick’s Healing,
springs the locals claim have health benefits. A heavy, sulfurous scent Hellish Hotsprings
rising on the steam permeates every inch of Brushwick, providing
an unmistakable demonic undertone to the heavy scent of flowers.
Brushwick seems like an oasis of tranquility in the harsh jungle…
until you hear the goats screaming. Thanks to a pact with the demon
god Abrith, the people of Brushwick summon demons from Ambria’s
demonic plane of existence on a daily basis. As you walk around
the town, you’ll see demons helping with chores, hanging out with
residents, and generally doing very undemonic things.

HISTORY OF BRUSHWICK
Brushwick was founded as a mining camp in the foothills of the
Swamp-Rock Mountains by some of the first prospectors to explore
the Bellowing Wilds. Halfling Giselle Kunni [she/her] was only a
child when she arrived with her parents, who were searching for
precious metals and a new life. When the mining camp was attacked
by bandits, Giselle’s parents were among those taken. Desperate
to save them, Giselle sacrificed a goat, catching the attention of
the demon god Abrith. He appeared before her in all his demonic
splendor. Giselle, trembling but undeterred, begged him to rescue
her kidnapped parents. Abrith was impressed by the determined
child who stood before him, so he struck a deal with Giselle. He
promised to save her parents and protect the settlement, but in
return, the residents had to form a pact to keep summoning his
minions into the Material Plane. Abrith held up his end of the
bargain, and so did Giselle. Though it took some convincing, the
tiny settlement prospered thanks to the deal, growing into the town
of Brushwick of today. With demonic assistance, the residents, led
by Giselle, turned away from mining and instead focused on using
the abundant natural hot springs for health and wellness. Giselle
honored her deal with Abrith for her whole life, passing on the
responsibility of bearing the pact to her children when she finally
passed away.

Ah yes, desperate times ask


for desperate goat sacrifices.

LEADER: ANNA KUNNI


Today Brushwick is led by a sweet, late middle-aged halfling named
Anna Kunni [she/her], a descendant of Giselle. She has the relaxed
confidence of someone who knows she can summon a demon to take
care of any problem. Anna rarely has a harsh word for anybody, but
she also emanates a powerful aura of expecting folks to mind their
Vanessa Wei & Mariya Sviridova

manners. She gladly takes care of anyone in need and feeds them
delicious home-cooked food.

Part 5: Exploring the Bellowing Wilds 81


Keeper of the Mark. Anna takes her role as the overseer of the Damned Good Deals. Run by Iyusavent [he/him], a jolly
pact between the demonic god Abrith and the village of Brushwick half-orc, Damned Good Deals specializes in trade to and from the
seriously, ensuring a peaceful relationship between the demons and Demonic Pit. He also hires mercenaries to secure goods from all over
the villagers. As the pact keeper, Anna is the only person who can the Bellowing Wilds to sell to clients in Ambria’s Demon Plane.
bestow the mark of Abrith* that allows residents to perform the Bushwick Necromart. Brushwick’s Necromart is the most
demonic summoning rituals. profitable of all the chain’s stores. It is a two-story building that sells
Demonic Friends. Anna’s best friend is a glabrezu demon named everything a demon summoner might need. While you can raise
Jeffrey [he/they]. She summons him frequently to assist her with your own sacrificial goats, there’s no shame in buying one from
chores and so they can enjoy a cup of tea together. Everyone in town Necromart. The store also offers a particularly fine selection of stylish
knows Jeffrey. ceremonial daggers for all your sacrificing needs. The manager of the
branch is a human named Jasmine [she/her]. She is almost always
Classic Felix move, have a sweet little accompanied by her guide dog Buddy, a specially trained hellhound.
old lady be in charge of a DEMONIC town. Jasmine is always coming up with new ways to advertise her branch
of Necromart and loves running snap sales.
DEMON SUMMONING
Part of the Pact. Residents can choose to receive a mark of They run a huge sale called
Abrith*, which allows them to summon demons within the town’s Black Plague Friday.
boundaries. This magical mark can only be given by Anna Kunni in Best to avoid it at all costs.
a special ceremony. Someone with the mark can summon a demon
simply by sacrificing a goat, as long as they are within the bounds
Goat Farms. Sacrificial goats for demon summoning are raised
of Brushwick. Even residents who choose not to receive the mark
on sixteen goat farms outside the town. Unsurprisingly, goat meat is
are generally relaxed about their neighbors calling up demons. No
cheap and plentiful. Maintaining a steady supply of sacrificial goats is
demon has ever harmed a resident of Brushwick.
one of Brushwick’s main concerns, so the farms are heavily fortified
Demon Buddies. Quasits, glabrezus, mariliths, vrocks, and
against monsters looking for a snack. One of the farms, Pleasant
balors are a common sight in town. Thanks to the Brushwick pact,
Pastures, has diversified its business by opening a petting zoo where
the demons carry out requests without malice and are rewarded
you can meet the goats.
with all the comforts of a life outside the Demonic Pit, where they
Beds, Baths, and the Beyond. The largest and oldest bathhouse
typically reside. Summoned demons are unable to leave Brushwick as
in Brushwick, the Demon Spa has impressively twisty wooden
the entire town is ringed with a massive summoning circle that helps
architecture and rises four stories tall. Decked out with outdoor hot
power the summonings.
springs, indoor pools, saunas, massage therapists, essential oils, and
Abrith’s Alone. The whole city worships Abrith, the demonic
an extremely welcoming staff, it’s a sin to visit Brushwick and not
god of power and hellfire. Self-sufficient, happily profiting from
take a dip. If the Demon Spa isn’t to your taste, there are many other
trade running between Rascam and Glenshire (as well as the Demon
spas competeing for your business with special offers.
Plane and the Material Plane), and protected by Abrith himself, the
residents of Brushwick see little need for other gods. Travelers aren’t
MORE SPAS IN BRUSHWICK
prevented from worshiping other gods, but they’ll find no temples to
anyone but Abrith. Spa Advertising

THINGS TO SEE AND DO IN BRUSHWICK Horned Hotel Book a stay and receive a free volcanic mud wrap!
The Abyssal Abbey. In the center of town are two jagged obsidian Balefire Give yourself the gift of relaxation and health
pillars set on either side of a dark staircase that descends into the Resort with our Body & Soul Cleanse from just 99 gp.
ground. At the bottom lies the Abyssal Abbey, a huge chamber The Hell-th Choose the opulent option to cure your physical
carved from volcanic glass and lit with thousands of candles. The Clinic injuries, all in a soothing atmosphere of pure
Abyssal Abbey is where Abrith is worshiped in all his demonic glory luxury. Prices available on presentation of
and where new summoners are given their mark of Abrith*. problem (or corpse).
Barbara’s Flowers. This store sells beautiful arrangements of S’Inn & Spa Be seduced by our sinful special: all rooms are
flowers grown in Brushwick. Each magical bloom speaks Common. 20% off when you book for six nights or more.
To buy a bouquet of flowers, you must convince the flowers your
reason for buying them is worthy; otherwise, the owner, a half-elf
druid named Barbara [she/her], refuses the sale. The flowers live
longer than normal cut flowers but eventually die. Before they do,
they sing a hauntingly beautiful song.

82 Part 5: Exploring the Bellowing Wilds


ALLIES AND RIVALS When creating a character from Brushwick, consider the
Despite its demonic allegiance, Brushwick has a good reputation in following questions:
the Bellowing Wilds. It’s a popular tourist destination for people from 9 Do you have a mark of Abrith*? If so, how has being able to easily
Rascam, Glenshire, and Breckart. Brushwick’s peace even extends to summon demons to help with any problems shaped your attitude
Gresh. They pay their taxes to the dragon, and on occasion, she visits toward problem-solving? If not, why did you choose not to get a mark?
for a bath in the hottest spring. 9 What led you to leave Brushwick? Did you grow tired of the easy
Velgari and Haibrin look at Brushwick warily. The Araknights are demon-summoning life? Or are you searching for something that
concerned about demonic forces spreading and upsetting the balance Abrith can’t provide?
of the Wilds. Meanwhile, pious folk in Haibrin turn their noses up
at consorting with demons. The folk of Brushwick don’t concern BRUSHWICK NPCS
themselves with this too much, though. As long as it remains allied d8 NPCs
with Abrith’s Demon Plane, the town is confident in its ability to 1 Guy [he/him] and Darvix [he/him] are arguing over which
survive and thrive. is the best demon to summon to help them move a couch.
2 Dodgepodge [he/him], a goblin wearing a fake mustache, is
BRUSHWICK QUEST HOOKS
trying to get a bottle of healing waters to take underground.
d8 Quest Hook
3 Iggy [she/her] is a mohsnian cryodon guide whose adult
1 Two customers inside Damned Good Deals are fighting cryodon* companion, Jellico [they/them], is dead set on
over the last pair of many mile boots* on the shelf. The melting themself in a hot spring just for the experience.
customers are threatening to summon demons to fight on
4 Praxuberix [he/him] is a glabrezu weeding a vegetable
their behalf.
patch and wearing a cute sun hat. A middle-aged hobgoblin
2 Magmonkeys* have taken over one of the Demon Spa’s named Dhuug [he/him] is bringing him some lemonade.
hot spring baths. The owner can’t summon a demon until
5 Justicia [she/her], a tiefling massage therapist at the Demon
tomorrow and wants the rude apes evicted now.
Spa, is heading home and telling a dretch all about her
3 It’s the night of the Hellfire Festival when the townspeople recent breakup. The demon is nodding sympathetically.
renew their vows to Abrith with a firelit parade. But when
6 Gulfoz Gapp [they/them] is a halfling goat herder who
the parade arrives at the Abyssal Abbey, a grim-faced
dreams of making it big in Rascam with their fabulous
planetar carrying a sword bars the entrance.
performing goats.
4 A client of the Balefire Resort was dissatisfied with the Body
7 Jori [she/her], a weaver veteran* who has come to
& Soul Cleanse. She is telling everyone she knows not to go
Brushwick to recuperate from wounds she suffered while
there. The resort has lost business and must save its reputation.
defending a group of acolytes from a hooded reaper.
5 A disgruntled goat farmer thinks Anna isn’t actually Anna,
8 A group of kids is playing kickball against a team of
but Giselle. He believes Abrith granted her the ability to
summoned dretches.
transfer her soul and will pay for proof.
6 Jeffrey the glabrezu has fallen ill and hasn’t been able to do
their chores or have tea with Anna. Finding a cure requires
the help of a specialized demon healer, who can only be
found by visiting Abrith’s Demon Plane.
7 A stranger bearing a mark of Abrith* has found a way to
summon demons outside of Brushwick and is threatening
to upset the delicate balance of jungle politics.
8 The farmers on all the goat farms awaken to find their herds
dead, with no traces of violence. They don’t know what
killed their goats, and the townsfolk can’t summon demons
without them.

CHARACTERS FROM BRUSHWICK


Brushwick is inhabited by folks of all kinds and is welcoming of anyone
who is cool with demons. Tieflings are occasionally left by Abrith to be
raised by adoptive parents in Brushwick.
Becoming a warlock is considered a highly respectable career path
for young people in Brushwick as long as they pick an appropriately Mark of
fiendish patron. Brushwick’s spas also train those who wish to study Abrith
the intricacies of massage as Way of Healing Hands monks. Clerics
Avery Howett

and paladins are rare unless they are devoted to Abrith. However, a few
youngsters in Brushwick rebel against their upbringing by worshiping
one of the “good” gods.

Part 5: Exploring the Bellowing Wilds 83


Swamp-Rock Mountains Ice and Fire. The northern range is permanently frozen over.
The Swamp-Rock Mountains stretch over a vast distance and form This rocky expanse filled with glaciers is under the magical influence
a border between the Bellowing Wilds and the nation of Kylandria of the icy cryodons of Breckart. Travelers who are unprepared for
to the northeast. Little grows here, but the mountains still teem the sudden change in temperature after the sweltering jungle will
with danger. Sudden storms can create flash floods in the south quickly find themselves facing frostbite. To the south, the slopes near
and avalanches in the north. Although less volatile than the Felsen Brushwick are hot, humid, and swampy, much like the rest of the
Mountains, the volcanic activity here creates deadly geysers and Bellowing Wilds (just with more rocks). The scent of sulfur fills the
scalding springs. air and clings to clothing long after you leave.
Sweet and Salty Mines. The mountains to the south hold thick
I love how even when creatures
veins of salt and silver, but these resources are hard to extract. The
don’t kill you, the Bellowing Wilds mining camps are sparsely populated, and few prospectors stay long
instead just kills you with WEATHER. as they are plagued by bleeders.

WHAT LURKS IN THE


EXPLORING THE
SWAMP-ROCK MOUNTAINS
SWAMP-ROCK MOUNTAINS
Most folks in the Swamp-Rock Mountains are there because they’re
The Blue Shift. The boundary where the temperature shifts from
traveling to Brushwick or Breckart. A few prospectors search for new
sweltering jungle heat to icy chill is known as the Blue Shift. The
deposits of precious metals and gems. Anyone else in the mountains
location fluctuates throughout the year, but it is usually around
is lost (and probably going to die). In the south, sanguine queens*
thirty miles from Breckart, forming a ring. On one side of the Blue
and their swarms of bleeders* are common. Magmonkeys* inhabit
Shift, the rocky ground is dotted with tough tufts of grass. On the
the southern slopes of the mountains. In the north, winter wolves
other side, the land is slick with ice, and snow falls from the sky.
roam the snowy uplands. A population of yellow-furred apes is able
to live in the snowy landscape of the northern mountains thanks to
the warmth of the hot springs. If you see a group of these monkeys
relaxing in a pool, that is a good sign that a pool is not one of the
ones that’ll boil your flesh clean off.

SWAMP-ROCK MOUNTAINS ENCOUNTERS


d6 Encounter
1 A recent earthquake dislodged part of a mountain in the
south, revealing an ancient research station. A dormant
watcher* has been awakened.
2 A merchant is looking for hired protection for their journey
to Brushwick. They are carrying an urgent cargo of bite be
gone* needed to treat an outbreak of lycanthropy.
3 An aggressive troop of magmonkeys* ambushes travelers
for their food.
4 An expedition is being put together to find a missing
prospector. She was surveying the area in the north and
stepped on a loose patch of earth. She fell down a shaft
deep into the mountains.
5 Corpses of unfortunate explorers are rising as zombies and
skeletons. The source is a defiled shrine to Fatalia that lies
deep in the mountains.
6 A terrified traveler says that a cebranith* has been taking
control of his companions and forcing them into the
boiling pools. He’s scared that he’ll be next.

Sanguine Queen &


Swarm of Bleeders
Avery Howett

84 Part 5: Exploring the Bellowing Wilds


Stout Welcomes You
to the Best (and Only)
Tavern in Bundariko

BUNDARIKO: SCRAPPY VILLAGE


Bundariko is the smallest settlement in the Bellowing Wilds, HISTORY OF BUNDARIKO
threatened by the jungle at all times. A roughly-made palisade with The Bearon of Rascam founded Bundariko as a place to protect his
three creaky gates encloses a single road and a handful of buildings northern trade caravans from the dangers of the jungle. The first
that all look ready to collapse at a moment’s notice. What Bundariko residents were the guards who kept watch over the Ancient Bridge to
lacks in population density, it makes up for in tenacity. The smell the south. From that small amount of stability, Bundariko has grown
of sawdust fills the air, and sounds of banging, hammering, sawing, quickly and chaotically, surviving despite all dangers. It has attracted
and swearing ring out into the jungle. A small but bustling market a handful of merchants, exiles, and travelers.
springs up in the center of the village most days, patrolled by a group
of guards under the distant rule of the Bearon of Rascam, who chase LEADER: MAYOR STOUT PINSTON
merchants for taxes and keep troublemakers on their toes. Though the Bearon is technically in charge, most of Bundariko’s
Only around one hundred people live in Bundariko, but it’s day-to-day matters are dealt with by Stout Pinston [he/him]. A
growing steadily. There are no properties for sale, but anyone charming, rugged old dwarf from a military background, Stout is
wanting to make a life here can ask Mayor Stout for a plot of land to the owner of the Outta Hand Tavern & Inn and the de facto mayor
build on. Many new arrivals in Bundariko are people who are down of Bundariko. All residents know: If you’ve got a problem with
on their luck or were on their way somewhere else and decided to something or someone, go talk to Stout, and he’ll help you sort it
stay rather than risk venturing further through the deadly Wilds. As out. He’s been around the Bellowing Wilds long enough to be an
a relatively lawless place, Bundariko has started to attract loan sharks, invaluable source of advice. He’s also a great person to talk to if
dodgy dealers, and sundry rapscallions. There are no dedicated you’re looking for work, as there’s always something that needs to be
temples or shrines as of yet, though most citizens have small altars in fixed, fought, or found around Bundariko.
their houses or shops, and a wide range of gods are worshiped here. THINGS TO SEE AND DO IN BUNDARIKO
While it is small now, Bundariko has the potential to The Outta Hand Tavern. The Outta Hand tavern stands proudly in
become just about anything. the center of the village, listing slightly and belching smoke from its
wonky chimneys. Run by Stout, the Outta Hand may be in the middle
Great place to raise a family of ducks.
Alyse Stewart

of nowhere, but it quickly feels like home to all who pass through.
Stout’s care for his guests, the charmingly ramshackle surroundings,
and the small shrine to Zazryx make the space obviously welcoming.

Part 5: Exploring the Bellowing Wilds 85


Here, travelers and locals come together with good ale, warm food, and ALLIES AND RIVALS
surprisingly comfortable seats—even if they have been graffitied with Bundariko isn’t big enough to be anyone’s rival, and most people
a variety of initials, dates, and names like Gorthan or Julian. Stout’s don’t even know it exists. Rascam technically controls Bundariko
famous ‘Stout Brew’ stout is cheap, delicious, and sets a weary heart and would try to squash any attempts the young village might make
right again after a long day of surviving the Wilds. toward independence. Gresh’s tax collectors frequently appear,
Dragon’s Hoard. Run by two halfling vampire twins, demanding taxes that the people of Bundariko struggle to pay. This
Labouchère [she/her] and Raccabat [they/them], the Dragon’s Hoard has been causing major problems for some time, as Gresh’s goons will
boasts quick cash loans, no questions asked. They offer “a very give out beatings if they can’t take gold.
reasonable” interest rate of 650% and have “absolutely no affiliation
with any dragon, vampire, or the Blood Bank Casino in Rascam.” BUNDARIKO QUEST HOOKS
The building is a mishmash of wood and wreckage, painted to look
d8 Quest Hook
like marble, with an entrance braced with fake pillars. If you need
1 Gilded goons* are shaking down residents for gold, but
money, all you need to do is decide how much cash you want and
they haven’t got any.
sign your name in blood.
2 Rumor has it that a powerful wand was thrown into the
650%?!! WHAT A RIP-OFF!! I only charge 500%!” Tar Pit of Boredom during a fight between two mages. The
local kids are obsessed with trying to fish it out.
Rascam Guard Barracks. The most heavily fortified 3 There are whispers that some of the new guards are here
building in the village is a squat stone tower that houses the guards because of a murder and subsequent cover-up in Rascam.
who work at the toll booth on the nearby Ancient Bridge. Rumor
4 Stout Pinston ran out of a special ingredient for an
has it that most of the guards stationed at Bundariko are here because
experimental ale that only grows on shambling mounds.
they annoyed, embarrassed, or insulted one of their superiors in the
A few roam the nearby jungle, and he promises a small
Bearon’s forces. Some guards keep to themselves, dreaming of their
abandoned cottage to anyone who brings back two barrels
glorious return to Rascam someday. Others are trying to make a life
of the ingredient.
for themselves here in Bundariko, helping out Stout where they can.
5 Eliza [she/her], a human child, has been secretly sneaking
Tar Pit of Boredom. Just outside Bundariko is a massive pool
out of Bundariko at night to meet her goblin friend
of dark goop called the Tar Pit of Boredom. It measures 100 feet in
Wobblette [she/her]. One night Eliza doesn’t come back.
diameter and countless feet in depth. Attracting locals and visitors
alike, the pit slowly swallows anything that enters it. Arguments in 6 A friendly shopkeeper went bankrupt after his business
Bundariko are often dealt with by something (or someone) getting collapsed, and now he’s on the hook for a 1,000 gp loan
tossed into the Tar Pit. Fishing in the Tar Pit with hooks, weighted that he took out from the Dragon’s Hoard.
nets, and long pokey sticks is a popular hobby with the local kids 7 A group of local kids tried to tame a pack of thistlewolves*
hoping to pull out a worthwhile trinket from the sludge. by giving them food. The monsters have now come to
Bundariko, hungry for more.
It doubles as entertainment 8 A storm has blocked the Ancient Bridge with debris. Until
and the Bundariko justice system.
it’s cleared, Bundariko can’t import or export vital supplies.

TRINKETS FROM THE TAR PIT OF BOREDOM CHARACTERS FROM BUNDARIKO


d10 Trinket Bundariko hasn’t existed for long, so most adults here originally hail
from somewhere else. Many residents came here from Rascam or
1 A potato.
from beyond the Wilds. It’s a popular destination for rogues on the
2 A collection of poorly executed child’s art projects in a run. Bundariko’s proximity to the jungle can awaken druidic powers
coarse sack. in some. Rangers, barbarians, and anyone who can hold their own in
3 A wooden lock box containing 4 copper pieces and a a fight against a monster will always be welcome here.
candy wrapper. If your character comes from Bundariko, consider the
4 A stained, plush bathrobe embroidered with the logo following questions:
of the Demon Spa in Brushwick. 9 Why did you make Bundariko your home? Were you sent here by
5 A leather purse containing a 15 gp voucher for the the Bearon of Rascam, by circumstance, or are you here by choice?
Book Wyrm in Rascam. 9 How do you feel about Bundariko? Do you want to help it thrive
and grow, or are you itching to leave for somewhere bigger?
6 A sticky scroll of pain tax*. A note is scrawled in blood on
9 How long have you been in Bundariko? Where were you before
the back, reading, “I hope you’re happy now Barbara.”
you came here?
7 A golden statuette of Gresh missing its head.
8 A burlap sack containing a deed to a house in Rascam
and a bloodied dagger.
9 An elephant’s skull.
10 A tarnished locket containing a lock of hair with an
inscription reading, “My love for you is always.”

86 Part 5: Exploring the Bellowing Wilds


BUNDARIKO NPCS WHAT LURKS NEAR
d6 NPCs THE ANCIENT BRIDGE
1 Olenka Yattle [she/her] is a lackadaisical human guard The Bearon’s guards from Rascam usually control the bridge,
captain. She likes being in charge more than she cares about although roving groups of bandits sometimes take over. The gilded
the law. She can usually be found having an ale at the Outta goons* are also a common sight near the bridge. Strangest and most
Hand Tavern in the middle of the day. concerning of all are the mysterious ancient automatons that cross
2 Stevano [he/him] is a jolly dwarf scout. He ventures out the bridge on a regular basis, perhaps as part of their long-obsolete
into the jungle to catch prey. Stevano loves his job. programming. These metal and gemstone constructs have the forms
of deadly beasts, such as massive dinosaurs or jungle cats.
3 Bina [she/her] is a flamboyant half-orc tailor. She offers
To learn more about the creators of the bridge and the
sewing services from her small shop but has big ambitions.
automatons, see Part 6.
Bina dreams of making Bundariko into the Bellowing
Wilds’ fashion capital.
ANCIENT BRIDGE ENCOUNTERS
4 Roberto Rattlewrench [he/him] is an exhausted orc builder.
d6 Encounter
The jungle beasts and dangerous weather conditions mean
that he’s always in business. 1 An eradicator* is crossing the bridge. It will chase and try
to kill any creature it sees moving.
5 Samira Settlesol [she/her] is a scatterbrained gnome
apothecary (alchemist dabbler*). She has been here since 2 A shadow walker* is lying down in the center of the
the village’s founding, but she is starting to feel it’s time to bridge, and travelers are scared to approach it. The guards
move on. will waive the toll for anyone who can move the metal cat.

6 Lida [she/her], Wallis [he/him], and Jimbo [he/him] are 3 An alchemist dabbler* needs help sneaking across the
halfling siblings. They are the unofficial leaders of an bridge with some unstable brews and is willing to pay in
informal gang of children. They think Bundariko is boring, potions for a suitable distraction or other help.
so they are always looking for new ways to have fun. 4 Frustrated and drunken guards are refusing to let anyone
cross until they’re given another barrel of Stout’s Brew
The Ancient Bridge from Bundariko.
Spanning the deep river gorge between Bundariko and Fool’s
5 A potato merchant’s wagon has partly tipped off the bridge
Crossing is one of the jungle’s most mysterious structures. This
in a high wind. His oxen are bellowing as they are being
massive bridge is a perfectly flat, solid beam of purple energy. It
dragged over the edge by the weight of the wagon.
projects in an unerringly straight line across the deep chasm cut by
the Forsaken River. 6 A doom duck* is sitting on the bridge, dangling its little
The bridge is 25 feet wide, 2,000 feet long, and 1 inch thick. It webbed feet over the side. Guards and merchants are
stands 100 feet above the bottom of the gorge, where the rushing standing at a distance, waiting for it to leave.
river flows. There is nothing along the sides of the bridge to stop
you from plunging to your doom, so watch your step! Two huge The Ancient Bridge is One of The Jungle’s
towers stand on either end of the bridge. Attached to these ancient Most Impressive Structures
structures, two much smaller gatehouses have been constructed on
the orders of the Bearon of Rascam, each guarded by militia forces
stationed in Bundariko.

EXPLORING THE ANCIENT BRIDGE


The Gate. A makeshift toll booth has been erected by the Rascam
guards on the south side of the bridge. A massive iron gate has been
attached to the ancient tower on this side, blocking off the width
of the bridge. The guards can lower or raise the gate from inside
the tower using a pulley system. Anyone who refuses to pay will be
turned back or thrown into the river below.
The Toll. The toll to cross the bridge is 5 cp on foot or 1 sp per
wagon. It is an unofficial punishment to be stationed here rather than
in Rascam, so the guards are frequently ill-tempered. Given the bridge’s
importance for the trade routes to Kylandria in the northeast, it is
frequently targeted by bandits seeking to ambush merchants on their
way to the bridge or trying to take the bridge for themselves.
The Generators. The towers house the technology that allows the
bridge to function. A mechanism transforms the soul energy from a
massive purple soul crystal hidden within each tower’s peak into the
Sophia Fesel

indestructible hard light that forms the bridge. The constant


deaths in the surrounding area keep the soul crystals fueled.

Part 5: Exploring the Bellowing Wilds 87


FOOL’S CROSSING: PARTY PILE
Centrally located on a major crossroads is the small settlement of Fool’s morning, Vern felt a rush of surprise and joy that he was still alive
Crossing. Inside its defensive walls, colorful carts and wagons have despite the jungle’s horrors. He decided to stay put, daring the Wilds to
been piled together to form the town. Weather-darkened fishing nets kill him and naming his new home Fool’s Crossing.
are strung over the village to defend from aerial attacks from nearby Over time, Fool’s Crossing grew as more caravans chose to stop
nests of bleeders and other airborne horrors. The nets jangle with bells and join the charismatic young beastfolk. Nicknamed “The Pile,” Fool’s
and baubles from all over the Bellowing Wilds. Crossing quickly became a safe haven. Sensing an opportunity, Vern
During the day, Fool’s Crossing is calm and pleasant. The smell of started charging for the privilege of entering and exiting, guaranteeing
spiced apple pie fills the air. Many of the wagons are also shops, selling a safe night’s stay. Rather than hoarding the wealth, he decided to
things from across the Wilds and beyond. But as dusk falls, the town throw massive parties to celebrate another day of survival. Once
roars into full party mode. Music blasts from the gathered musicians, the parties started, they never stopped. Vern’s celebrations and the
and blazing bonfires light up the dark. Food and drink flow freely assortment of settled and traveling merchants continue to draw visitors
as the inhabitants celebrate surviving another day in the Bellowing to Fool’s Crossing.
Wilds. More of a glorified pit stop and party plaza than a traditional
LEADER: VERN
settlement, Fool’s Crossing does have some permanent residents,
As the founder and chief party planner of Fool’s Crossing, Vern remains
though most spend a few weeks here before un-piling their wagon and
at the heart of the young town. He is remarkably energetic, helping out
moving on.
however he can. You’re as likely to find him settling a dispute betw