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Ancient Kingdoms Homebrew Campaign Setting

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Campaign Setting

Table of Contents
Introduction - Running the campaign ....................................................................... 5
Ability Scores ......................................................................................................................................... 5
Combat actions ..................................................................................................................................... 5
Alignment points.................................................................................................................................. 5
Gods granted and Hero points......................................................................................................... 6
Magic Items and Curses ................................................................................................................... 7
Building a stronghold .......................................................................................................................... 7
Learning skills and feats ..................................................................................................................... 7
Conditions .............................................................................................................................................. 8

History of the Ages ............................................................................. 11


Dragons Age ....................................................................................................................................... 11
Age of Empire ..................................................................................................................................... 12
Age of Desolation .............................................................................................................................. 13
Age of Chaos ....................................................................................................................................... 13
Golden Age ......................................................................................................................................... 14

Deities ................................................................................................................................................. 15
Pelor and Erathis ................................................................................................................................ 15
Pantheons of Good and Evil ............................................................................................................ 16
Dragon gods......................................................................................................................................... 17

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Characters, Backgrounds, Traditions ....................................................................... 18


Additional races and classes ........................................................................................................... 18
Erithrian, Elyrian, Lyossan, Imaskari ........................................................................................... 22
Background packages ........................................................................................................................ 23

Life and Legends in the Ancient Kingdoms........................................................ 25


Magic, Organizations, Heroes ........................................................................................................ 25
Dragons Wing Island ........................................................................................................................ 26
Woods of Whispers, Irondale ......................................................................................................... 34
Thuar Llyrien, Solamnia ................................................................................................................... 59
Une of Ulthia ....................................................................................................................................... 65
Shadowlands........................................................................................................................................ 71
Amberland, Erithria ........................................................................................................................... 74
Lyoss, Imaskar ..................................................................................................................................... 75

Monsters ........................................................................................................................................... 78
Major Races.......................................................................................................................................... 78
Minor Races ......................................................................................................................................... 80

Major Artifacts, Legends, Adventures ..................................................................... 82


Heroes and Villains ........................................................................................................................... 89
Templates ............................................................................................................................................ 93
Maps ..................................................................................................................................................... 96

Credits ............................................................................................................................................. 100

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Chapter 1 :Running the Campaign

Character Creation and Combat Actions

Ability Score System 56pts.max 14 (13, 14 cost 2) + random 1d6 per ability + race modifiers
Critical Hit Only natural 20 is critical x 2 with all the bonuses. If critical hit is confirmed with
another roll surpassing AC of the opponent additional injury damages are determined on the
following table:
1d10 on location of the hit (legs, arms, abdomen, torso, head)
1d8 on severity damage
1-3 no effect
4-5 minor bleeding, sunder damage effect or stunned 1round + hampered movement
6 major bleeding, sunder damage, -2 on rolls, stunned 1d6 rounds, if head hit blinded 2d6 rounds
7 major bleeding injury, all previous effects, -4 on rolls
8 major bleeding, all previous effects, hp reduced to zero
*Bleeding damage inflicts additional minor/major damage every round until healed with a heal
check DC10/20 or by restoring 1/10 hp of extra bleeding wound damage.

Instant kill upon rolling natural 20 + another natural 20 for confirmation +


additional check vs death DC10, targeted person, if has HP less than 4 x
maximum inflicted damage on the hit, dies instantly. no save
If the save vs death fails, or has HP more than 4 times maximum damage,
still target receives maximum critical damage on the hit and takes minor or
major severity effect on the above table.
Upon hitting exactly on AC shield, armor or even weapon takes damage as sunder feat. Damaged
shield or armor as per its hit points can take -1 or any points of reduced AC, and weapons to
damage. Once per round upon hit, a character can also choose to block the damage with his
shield, which can result with the shield being destroyed (enchanted shield looses 1 level of
enchantment), any damage beyond the shield hp are transferred to the character

Dying character when drops below zero hit points, he loses temporary constitution point per
every point of damage below zero. every round he doesnt make a fort save vs death DC10+con
damage, he loses additional constitution point. When constitution drops to zero character dies.

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Temporary constitution points are restored at rate of 1d4+1 per long rest (add 1d4 if wounds are
treated with successful heal check DC10+con damage in the time of rest)
Resurrection DC 100% for success,-10% per any additional offering to the ritual or God
granted/Hero point. Character loses permanent 2 points of constitution, which also results in
losing of maximum hit points 1/every level. (Unless resurrected by divine intervention directly)

Additional variant rules


Alignment points 9x9, characters are awarded alignment points for certain role play decisions. 1
point for minor, 3 for drastic decision. Upon changing alignment character must suffer some
changes in his personality, get a boon or a curse, roll against corruption or madness. PCs turned
evil, if not turned back by party becomes NPC villains.
God's granted points and Hero points
can be awarded during the adventure for their
devotion to their deity or by certain acts of
heroism. These points could be an often
deciding factor in various situations, or
determining reactions of NPCs. Characters may
use them voluntarily to gain some divine aid or
vision, re-roll in a critical situation, save from
death, get specific ability or feat etc.
1 point for minor act/spell/re-roll, 3-5 points for meaningful act or gaining feat/minor
ability/mount/magic item/amazing success, 10 points for miracle or great boon/transformation
*Every small adventure heroes are awarded usually 1, rarely 2 points

Hero points will also influence npc reactions during the adventure. If famous for their past actions
heroes will get better reactions and friendlier emotions from npcs, rather then hostile when they
are infamous for some misdeeds.
Higher the points the more legendary the heroes become in the history of the realms.
1-5 local heroes, 6-10 kingdom heroes, 10+ legendary heroes, heard of in far parts of the world.
Gods granted points are also measure of ones faith, especially important for clerics, monks,
paladins, or druids and shamans. The higher they develop their faith with their deity more
presence they will feel. If a follower receives 10+ points, he might be even chosen as a minor or
greater champion of their deity or become enlightened.

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Magic Items and Curses


Magic items that can be atoned by a hero are limited. Only 3 magic items (not including weapon
or wondrous items) can be atoned at a time. In low level magic places, hero can atone 1 item/3
levels.
Instead of arcane created potions, natural druid elixirs found in the wild can give some of the
same effects, specially in healing, remove disease, poison etc. boosting ability scores, speak with
animals, underwater breathing, resistance to elements, invisibility, and so on.
Common weapons and armor can be masterwork, royal or white steel (extremely rare), which
gives natural bonus to hit and damage +1, +2, and +3 or AC +1, +2, and +3.
Dragonscale items are very rare, and each is unique in giving special attributes to the wielder. In
the ancient times Elyrians mastered dragonscale crafts and using other natural resources.
Lyossan items are of various sorts and extremely uncommon and mystical to the known world.
Certain item can be brought in a ship coming from far south,
by a mystic adventurer on a specific quest, or long forgotten
for thousands of years discovered by the heroes.
Imaskari items are imbued with special arcane powers,
poisons, necrotic, but are often cursed, blood thirsty, energy
draining or can be wielded by evil aligned characters.

As in feywild, for example breaking a deal, can result in a curse. Such effects will be felt much
more in the Age of Chaos as the corruption advances, many curses could fall upon the heroes, as
they can easily be stranded to the path of darkness.

Building a Stronghold
After a certain period in the adventure, group of heroes may need, or be rewarded, to make their
own home, keep or stronghold. They can desire to create an organization or guild that can
influence current events in the realm, they can create alliances, hire mercenaries, or spend time in
study ancient lore, crafting magic items and potions for their next adventures, developing a
sacred grove or temple, their own organization, or simply settling down at the end of their quests
to leave the legacy for the new world to come.

Learning Skills and Feats


In the course of the adventure heroes can use time to practice abilities, hire a tutor, get a magic
properties tattoo, read a book, or learn a new language in certain time and cost required.

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Conditions

Travel by land in different campaigns is very


important factor. How the ages progress influence of
the celestial plane, feywild and undeath corruption
will have a big impact on the conditions.
In the ancient times, Age of Dragons, Age of Empire,
celestial and feywild influence was very strong,
weather was more pleasant and travels were easy,
portals, teleportation devices, spells and the magic of
the terrain itself were common in the world.
While travel is easy in Dragon's Wing island, by light horse on good roads and weather, by boat,
or caravan, (usually the major points are 1 day ride in distance from each other, like Denholm to
Windhill, further to Stoneheim, trough Keltorr, to Covenant, Helm or Silver Lake etc.)
In Woods of Whispers apocalyptic atmosphere 1 regular day travel is taking 2 days due to
hampered movement by terrain, weather and by often no road to track and certain encounters
on the way can add to 3 days(Hoguul swamp, unknown woods, or mountains without a guide can
also add up to 3 days). Caravans can go up to 4 days (double) but with least danger on the travel.

*Example
Asselbach - Keronast/Ten Oaks
1.5 days Old Woodland road (1 day regular)
Asselbach - Dragons Reach**
5-7 days guided (3 days regular)
Asselbach Cantora**
10-14 days, 3-4 weeks by guarded caravan (5 days)
Cantora - Dwarven Gate/Emmenthal
3 days (1 day regular)
Emmenthal - Korenvold (Ursun's Wild)** 10 days, elite mercenary gnome caravan 20 days
Iron Castle -Korenvold/Dryston
2 days Old Imperial road
Citadel of Renn - Dryston
5-6 days (3 days regular)
Citadel of Renn - Falcon Port
2 days Old Imperial road
Ten Oaks -Falcon Port**
7-10 days, 2 weeks+ caravan (3 regular) - Dragon coast
Iron Castle/Emmenthal - 7 Towers
5-7 days (passage trough mountains or horse plains)
Asselbach Minhiriath**
3 weeks + (unknown wilderness)
Iron Castle - Cantora/Falcon Port
5-7 days by air ship or zeppelin
Asselbach - Cantora/Falcon Port
2-3 days by air ship or zeppelin
**half-movement

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Weather factor in Irondale is very


unpredictable and can be fatal, alongside
numerous dire encounters, Survival skill is a
must for any adventurer, and carefully
preparing for new quests.
While in south Solamnia travel by land can be
easy if one knows the way trough the forests,
which is especially important in Jol Immagon
or Eladrin Vale, in Ulthia deserts travel is
rarely taken by any for the ill reputation of the
wastelands. 1 day ride can easily add up to 3 or more if without a guide.
Conditions are very similar to feywild and can be bewildering to a stranger.

Trough Ashar desert to Nil-Kajal with a


good guide can be 10-15 days, otherwise 1
month or more, some often get lost or die
due to travel dangers, bandits, or other.
*1/3 movement
Travel to 7 Towers can be less dangerous
and difficult, but can as well take travelers
instead of 6-7 days up to 10 days with
fortunate safe passage.

Jungles or mountains in Giant's Vale are difficult, common day travel can extend easily to 3-4
days. *1/2 movement
Colvyr to 7 Towers, Eliador or Une in 7 10 days with a guide.
North travel is easy as well, but shadowlanders often travel by foot or by portals between places,
rarely by celestial ship.
Celestial passage of enlightened trough Ashray and further to Elysian Dweri, is beyond material
measuring of time.

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Chapter 2 : History
In brief history of Erithria, in common knowledge, 4 Ages of the world has been described

Age of Dragons
Thousands years ago (10.000+), in prehistory, it is believed that the world was inhabited by many
mythical and celestial races that lived for thousands of years, of which today only some are
remembered, as Dragons, Unicorns, Genies, Giants, Fey and ancient Elven race that derived from
Fey folk. During the later ages they were called High elves, then became two races of Moon and
Sun elves, then further in the Age of Empire the race changed further into gray, wood, wild, dark,
as per their environments. And also their lifespan slowly decreased.
Dragons were the masters of the world, most virtuous of them gained immense wisdom and
protected the world. Dragon Overlords were the most senior who all dragons respected regardless
of their sort.
Dragon Age was time of great arcane powers, time when gods walked the material plane.
Traveling to different planes was available and used wisely by great mages. Many celestial beings
use to live in the vast world of Erithria.
Great celestial cities and empires may existed as well, but there is not much evidence of them in
present time. The earliest empire known that ruled whole world was ancient elven empire of
Utheria that use to have great mutual admiration with Dragons, and dragon riders rode with
them in the skies. World was in harmony, peace, beauty, prosperity and wisdom.

Timeline
*Before the Great War - Desolation (BD)

3000 - 2000 BD High elven empire of Utheria, Feywild


2000 - 1800 BD Three parts of the empire rise in great power, Lyoss, Elyria and Imaskar
1500 - 1300 BD One great elven kingdom of Imaskar have misused arcane powers to create
dark magic. Lyossan and Elyrian champions rise against dark forces who finally are cursed by
Pelor to become drow and orc and banished to the Underdark. Utherian empire comes to an end.
Empire of Lyoss in south, empire of Elyria in north and remains of Imaskar in the far east.

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1200 - 1000 BD Dwarven clans rule over Giants regions in the mountains and establishing
cities on the surface and kingdom of Uria. Firbolg giantborn race spreads in the realms.

1000 500 BD After fall of Utherian empire various Dragon Overlords choose different
alliances. Some of the ancient evil Dragons make pacts with drows, duergars. Rise of Tiamat and
Bahamut brings the world to new crisis.

Dragon wars last for hundreds of years, shattering all 3 empires, many heroes dragon knights
join the cause, with ultimate narrow defeat of Tiamat, and few surviving ancient dragons escape
without trace, to the eventual extinction of dragons in the aftermath.

Age of Erithrian Empire

After the Dragon wars various


nations came to rise. Great kingdoms
of Erithrians become most
prominent of all by their worship of
Pelor and Erathis which spreads in
all the world. This age brings rising
to new civilization, discovery of far
lands, organization and rule under
one Emperor who is a chosen champion of Pelor. Great empire of Erithria brings once more great
harmony and prosperity within the realms, Dragon Overlords and other realms now embrace the
one empire.
Capital is established in the place of great citadel of Pelor in Amberland in the souhtern realms.

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Age that gives birth to most beautiful arts and lore, arcane research, magic items present in
todays world. Connection between all the parts of the world, age of trade and travel, exploration.
Development of civilization, many powerful organizations spread across the realms
.

500 - 400 BD Rise of Erithrian Empire and kingdoms under the rule of one Emperor
300 BD Dragon Cult formed in great arcane city of 7 Towers

Great War - Desolation

In the arcane center of the world,


Rel Astra, where 7 holy rivers meet,
portal to Abyss has been opened
and armies of archdemons enter
the material plane. Great wars take
place, celestials that remained present in Age of Empire, Ancient Dragons, all join to defeat the
dark forces unleashed on all sides of empire. Rise of Orc race in Dragon Spine mountains on the
east. Cities and kingdoms have been destroyed to ashes. Most of the northern realms fallen under
demons, with Iron Castle standing strong alone in kingdom of Irondale and Citadel of Pelor in
Amberland. Finally dark forces have been defeated, but Erithrian Empire has been broken to
pieces, and never recovered.

Age of Chaos

After the war many monstrous abyssal creatures entered the plane, and great dangers lurk and
corrupt the forgotten lands.
New kingdoms began to form under great heroes that liberated the lands from evils. Thiefling
race appeared from those who had their ancestors made pact with the demons. Thieflings united
in forming a kingdom in Irondale, as well as Dragonborn formed their kingdom in the south, after
all of the dragons were believed gone from material plane, as well as most celestial beings.

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Keepers of the Seal order formed in Rel Astra that


closed all portals to the planes outside Rel Astra.
Only the Keepers use to have such powers to open
the portals, when all of them would meet to perform
the arcane ritual. The Keepers of the Seal, that
consisted 7 archmages, made practice of dark magic
forbidden and collected the greatest arcane powers
of the world and invested them in creating 7 great
artifacts in whose ritual they had to sacrifice their
own lives. Each of the artifact contained the soul
power of one of the arch mages. To prevent of ever
being able to open portals to outer planes, they
instructed the artifacts to be hidden in different
parts of Erithrian empire never to be found. In new
world such arcane powers were not suitable for the
age of corruption and chaos, with dragons gone,
there were none that lived long enough to gain
wisdom how to use high arcane magic in way to
benefit the world as it was used in old ages.

200 300 AD Rise of new kingdoms in Dragons Wing Island, Irondale, Ulthia, Solamnia
400 500 AD Corruption effects progress unto all the parts of the world
500 550 AD Age of chaos reaches its climax as the kingdoms dream of the return of the
emperor and dragons in the world.

Golden Age
New age of the world at beginning with a birth of a Golden Dragon. Champion of Pelor and
Erathis returns to bring back the Empire and new life, rebirth for all. Prophecy of return of
Feywild and Celestia into the realms of the Golden Empire

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Chapter 3 : Deities

Pelor and Erathis, King and Queen of Light


Pelor, the Sun God, God of Life, Eternal Light, Goodness, Strength and
Healing, has been known as the Supreme God alongside Erathis, Supreme
Goddess of Compassion, Love, Birth and Creation. Together They are the
Creators of all universes, planes, nature, all races and beings, and control all
activities. Celestial realm of Pelor is named Elysium. In mortal world who
achieves enlightenment may travel to Elysian Dweri where celestial boat will
take them to immortal skies.
In name of Erathis Queen of Light Ancient Erithrian Empire was risen under the worship of
Pelor. After the great war Citadel of Pelor remained preserved in Amberland. One of the central
kingdoms in the empire was Solamnia, ruled by a champion of Pelor.

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Those fully devoted to Pelor and Erathis often receive a boon of Life and Knowledge domains, like
a cleric does. Enlightened ones either become immortal or enter eternal Fields of Elysium. Spirit
animal of Pelor and Erathis is Griffon.

Tome of Light is the Holy Book of Pelor and


Erathis. Holy scripture of Mount Celestia
describes the legends and dogma of the King and
Queen of Light and eternal celestial skies.
Minotaur race is considered servants of Pelor.

Other demigods and demigoddesses are in service to


Pelor and Erathis, while demon gods are as well part of
creation turned against the Supreme in desire of
independent powers and wage wars against demigods.
Dragon gods are believed to be mortal beings once, by
becoming supremely wise and enlightened they
achieved immortality in service to Pelor. It is believed
that all the other dragons that achieve enlightenment
are welcomed by Io to immortal skies of Asgorath.

Demigods and Demon lords

Ehlonna is the Moon goddess of the forests, woodlands and protector of nature and
feywild. Spirit animal Deer

Ioun is god of arcane magic, elements, knowledge, runes, balance and foresight. Owl
Raven Queen is goddess of death, fate, judgment and underworld. Spirit Raven
Heironeus is lesser god of goodness,
justice, valor, honor, chivalry.
Spirit Pegasus

Avandra is lesser god of travel, freedom,


change, weather and luck. Spirit Eagle

Hextor demon lord of war, conflict,


disorder, tyranny, massacre. Hellhound

Vecna is mistress of dark magic, secrets, necromancy, lychdom, madness. King Cobra

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Dragon gods

Io, Father of dragons and dragonkin, god of balance and peace. Creator of dragons.

Chronepsis Dispassionate One, Observer, Silent One deity of fate, judgment, death

Bahamut is deity of goodness, honor, nobility, justice and wisdom

Tamara is deity of life and mercy

Lendys is lesser deity of justice and balance

Aasterinian is lesser lady messenger of Io, deity of humor, music, storytelling and tricks

Tiamat Her Dark Majesty demonic dragon deity of spreading evil, unforgiving, dark
secrets, domination

Falazure lesser demonic dragon deity of energy draining, undeath, decay, exhaustion

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Chapter 4 : Characters, Backgrounds, Traditions

Additional Races and Classes

Thiefling, Aasimar (Half-Planar)


Fir'Bolg (Half-Giant)
Str +2 Con +1.
Stone Endurance

Minotaur (Tauric)
Str +2 Con +1.
Gore

Dragonborn (Half-Dragon)
Str +2 Cha+1.
Breath Weapon. Resistance

Genasi (Half-Elemental)
Air/Earth/Fire/Water
Con +2 Dex/Str/Int/Wis +1.
Resistance. Cantrips

Pixie/Satyr (Half-Fey)
Cha +2.Dex +1
Fey Ancestry. Fairy Dust/
Pipes Cantrips. Charmed speech

Warlock/Witch
Shair
Shaman

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Shair
Expanded Spell List (Wizard, Warlock, Bard, Druid, Cleric)
1st lev Gen elemental enters the service of the Sha'ir by fetching
magical energy (Air, Fire, Water, Earth)
3rd lev Gen will transform depending on his chosen Pact Boon.
Pact of the Tome the Gen will begin creating a great scroll
Pact of the Blade the Gen travels to its preferred plane and
forges weapons
Pact of the Chain shair must prepare a body for the Gen to
inhabit, either rarified quantities of the element or creating a
small mechanical marvel akin to a golem.
Elemental Attunement
6th lev Sha'ir becomes attuned to Gens element
Fire/Air/Water: Resistance to Fire/Lighting/Cold/Slashing and Piercing Damage.
When attacking with a melee Sha'ir may choose to deal Fire/Lightning/Cold damage instead
Earth: Resistance to slashing and piercing damage. Seige Monster trait.
Miraculous Conveyance
10th lev the Sha'ir will be gifted with or guided to the location of a miraculous conveyance to
which he may attune his Gen. As long as the item is so attuned the Shair may summon it but
needs a long rest before summoning it again.
Efreet: Flaming Chariot- this Chariot is drawn by a team of flaming horses or camels. It can hold
4-6 passengers depending on gear and desired comfort. It halves the time of overland travel.
Djinn: Flying Carpet- This Carpet can be commanded to Fly as the spell for 1 hour a day or at half
speed for 8 hours a day. 4-6 passengers or 1000 lbs depending on gear
Marid: Mysterious Oasis- provided a suitably inhospitable area can be found to summon it, the
Mysterious Oasis will provide shelter and food for 6. If those within take a long rest, they will exit
in the nearest patch of the least hospitable terrain near
Dao: Desert Catamaran- this wondrous boat can sail atop loose soil, salt flats, the desert sands, or
those of a beach equally well. It can reasonably support 4-6 passengers or 1000 lbs depending on
gear and desired comfort.
14th lev Genie Prison
Ring, bottle, or lamp. Shair can command the Genie to perform a variety of tasks such as being a
porter or combating foes for up to one hour but no more than once before the Shair requires a
long rest. The Genie cannot be commanded to do anything that would harm itself.
If the Genies prison is destroyed, the Genie is freed.

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Shaman
Spirit Speaking/Spirit Animal
You can see and speak with spirits trough a ritual and gain from their knowledge the following
benefits that last until you leave the region:
When you forage, you find twice as much food than you normally would.
If you are traveling alone, you can move stealthily at a normal pace.
You are aware of recent events on the region, like storms, landslides, etc.
1st lev Find Familiar
2nd lev Spirit Possession
Allow a spirit to posses their body, giving the shaman the abilities of the spirit:
1 language, or proficiency with 1 skill, 1 tool kit or instrument, 1 armor type or 2 weapons.
*On the 2nd day of possession you will gain an exhaustion level. On the 3rd day again another
exhaustion level for every additional day that you keep using it Con DC15 (+ 1/per day)
3rd lev Shamanistic Ascension
Add Wisdom to your AC as well as Dexterity for
Light armor
Warden - Channel the spirits of animals 3rd, Spirit
Companion 6th , Spirit Avatar 10th
Spirit Weaver - Spirit Curse or Blessing 3rd , Field
Magic 6th , Curse of Land 10th
5th lev Totemic Magic
Store a spell in a totem to be used later. Number of
totems equal to your Wisdom modifier.
7th lev Ritual Specialist
Create a ritual to a spell you know that doesn't have
the ritual tag,
9th lev Link Between Spirits and Mortals
Give a key word to their totems, allowing someone else who knows the key word to use the totem.
15th lev Bridge Between Two Worlds[edit]
Objects and beings from other plane appear ethereal and translucent around you.
1/day connect other people with the ethereal plane, allowing them to see what you see.
20th lev One within Both Worlds
Able to cross to the ethereal plane as many times up to your Wisdom modifier a day.

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Traditions and Background Packages

Characters can develop their own background story and personal quest in the current events of
the campaign, which will determine also background bonuses they can add, ancient traditions
from which their ancestors have inherited their customs and various abilities.

Erithrian (Imperial) tradition is connected to celestial influences and


high ancient civilization, which brings proficiencies with charisma checks,
skills as diplomacy, knowledge of history and religion. Bonus high
language of old erithria and Celestial.
Erithrians have light colors of eyes, like blue, silver or golden, rarely light
green, and silver or golden hair. Their skin color is also more like bronze
and their features are very beautiful. Their culture teaches them politeness
and mannered and kind dealings with all, which makes them easily acceptable in high societies.
Rulers of various kingdoms are often chosen by Pelor and Erathis Themselves, and they all have
erithrian heritage, so it is believed that erithrians still possess certain celestial thread in their soul.
Minotaur, Aasimars are usually erithrian.

Elyrian (Ancient) is similarly connected to feywild and nature checks, shaman


lore and survival. Bonus language Sylvan.
Elyrian claim to have ancient roots in the world itself. Trough their relation with
feyfolk and dragons in the ancient times, it is believed they themselves are the
heir of the dragons and archfey that lived in old Utheiran empires.
Their senses are always in connection to the spirit realm and elements of nature,
as their tradition teaches respect and preservation to all things natural.
Elves, Dragonborn, Pixes, Satyrs, FirBolgs are usually elyrian.

Lyossan (Mystic) with travel, bargain, mystical lore, dealings with seas and pirates,
shair practices +2. One bonus language (any).
Mystic traditions started with the Lyossan empire after the end of Utheria. Lyossan are
familiar with planar travels and dealings with genies, ancient mysteries.
Lyossan have dark hair and eyes and darker skin. Apart from their gypsy like looks their
tradition gives the greatest beauty in design of cities, gardens, various clothing and
weaponry, as well as arcane crafts, potions, elixirs and unique magic items.
Thieflings, Genasis, (Githyanki, Gitzerai) are often lyossan.

Imaskari (Outcast) with dark arts, deceit, necromancy checks, raise dead +2. Abyssal
In the time of Utheria, Imaskari empire was the most powerful in the practice of arcane science.
Many powerful mages in that time had fallen under the curse of the influence of necromancy and
misused their powers for evil. Eventually that caused the end of Utheria and their defeat as well,
as they were cursed by Pelor. Orc, Drow, Duergar race were once of Imaskari empire.
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Characters can also choose various starting packages suitable to their


story, which usually consists a minor magic item, weapon or armor,
enchanted piece of equipment, magic arrows or potions.

Ancient hunter of Taalwood can choose to have one of starting


packages:

amulet of favored enemy detection + favored enemy strike feat


or elvenhound totem tattoo
10 arrows of sleep + lesser cameleon armor + mask of vision

Erathis legionnaire or Mystic priest of Nil-Kajal can choose:

ring of influence + robe of resistance + 2 cure moderate


wounds potions
amulet of resist elements 1/day/element and protection from
elements 1/day/element)

Occasionally a character can carry a special artifact which will give


benefit in time of his advancement and development of his quest

Wood-elf ranger Sylar carries unidentified gem around his neck, Crystal of Life, that he received as a
family legacy before all his tribe was slain and he only one survived. In time certain properties of the
Crystal will manifest. When identified by the Dragon cult priests it reveals only certain minor
properties that are usable 1/day as shield of faith, and cure light wounds. Further identification as he
meets the high shamans of the other wood-elven tribes he will discover how to use the properties of
lesser restoration, remove blindness/deafness, remove disease, heal. And when have performed a
spirit ritual for the wolf Totem he can gain access to life domain as cleric does. In very beginning it
will give him permanent +1 natural armor, and how the character advances the Crystal will grant
damage reduction, summon wolf pack and wild shape into winter wolf and so on

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Spirit Tattoo: Ancient Elyrian ancestors use to gain their powers from the magic tattoos that
eventually cover their bodies. All tattoos are magical, and the abilities they bestow are
supernatural
Sun: Healing touch. Each day cure hit points equal to his Wisdom bonus his class level.
Bear/Wolf: Bonus to Strength/Intelligence equal to number of tattoos. 1 round/level.
Deer/Arrowheads: Bonus to Dexterity/Constitution equal to number of tattoos. 1 round/level.
Butterfly: Bonus to Wisdom equal to number of tattoos. 1 round/level.
Bellflower: Charisma modifier bonus to any of his ability. 1 round/level.
Scorpion: 1/day, dodge bonus AC per tattoo. 1 round/level.
Chameleon: A character with this tattoo can use an alter self effect 1/day/tattoo. 1 hour/level.
Crane: A character with this tattoo gains damage reduction 2/magic. +2 per every 2 tattoos.
Griffin: Gradual immunity to bodily decay. First immunity to non-magical diseases, then no aging
effects until his time is up.
Chrysanthemum: Every hour in sunlight, HP/level.
Dragon: 1/day/tattoo Fire breath
Falcon: Immune to fear. Allies 10ft radius morale vs fear/Cha modifier + number of tattoos.
Lion: 1/day/tattoo +4 bonus attack and +1/lev damage. 1 strike
Tiger: 1/day/tattoo +1 bonus unarmed attack rolls + 1d6 points of damage. 1 rnd/lev
Monkey: +1 bonus/tattoo on Dexterity skill checks.
Moon, Full: 1/day/tattoo +2 luck bonus on a single roll.
*Moon, Crescent: Once 1/day blink spell-like ability.
*Ocean: Never needs to eat, sleep, or drink.
*Phoenix: Spell resistance equal to his class level + 15.
*Unicorn: 1/day Reroll d20
*Pegasus: 1/day/tattoo haste. 1 rnd/lev
*White Mask: Immune to detect thoughts, detect lies, discern alignment. +10 on Bluff checks.

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Chapter 5 : Life in the Ancient Kingdoms

In the ancient times, the world was largely influenced by celestial plane and feywild.
Many of its inhabitants, culture, rules and magic came to material plane, and the various nations
were born in those mixtures in the ages of Empire.
Elyrians were the eldest known to the world, with most powerful feywild connection. Lyossan
original culture was largely lost and mixed during the ages. Erithrian imperial culture was a great
inspiration and influence all around, as the Amber Citadel is monumental symbol of connection
with Divine Realms and source of Higher Goodness. Imaskari who were naturally gifted with great
arcane powers, had been often corrupted by practice of dark arts and thus their culture has been
lost to the world to complete ruin, after the fall of Utheria.
Corruption of dark arts and the breaking gate to the Abyss had brought many cursed and vile
magic items that are wandering lost across the world. Few of the evil artifacts are kept deep in the
vaults, however whereabouts of the others is still unknown.
As the ages progressed influence was changing, so was the magic and the races mutated further
more. In the age of Great War abyssal influence entered the world and undead force corrupted
the plane and the use of magic, it weakened the influence of higher planes as well.
In the age of chaos, corruption is taking over the world by large. Machines are developed in the
mixture with arcane magic, golems, and other hybrid creations.
Deities worship also came from these various influences, Pelor and Heironeus worship from
celestial planes, Ehlonna and Ioun from feywild. Hextor and Vecna from abyssal influences.

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Dragons Wing Island

__________________________________________________________
Dragon's Wing Island is a kingdom ruled by King Alrick III in the human domain in the north and
Lord Thamior Vall in the elven domain in the south.
Kingdom is very young and harmonious, since 300 years before the Great War Elyrian tribes were
the natives of the island dedicated to totems and spirit worship, in ancient times few of great
dragons called this island their home, legends tell stories of ancient black dragon that lived
beneath the volcano mountain on south in the underdark, but it is believed that he had perished
since thousand years ago. Lyossan used to travel often to Dragons Wing Island, and had some
settlements in the past, such as Greystone or Avernus, so some of their culture may be found in
traces as well.
After the Great War, imperial expedition cleared the island from dangers and established a new
kingdom from 150 350 agw. The island is also small, can be traveled across in no more than 2
days on giant eagle's back, developed part of the island in the north rarely connects with the tribal
southern part divided by mountains and river.
General atmosphere in the realm is peaceful, simple, common
folk are largely content, many dream of becoming a knight, or
accomplishing heroic deeds like in the tales of old.
Realms are soundly protected by local castles and capital
takes pride in paladin order of cavaliers. Tournaments are
held in great honors, attracting many contestants from all
over the world. Capital is also famous for arena of horse
chariot races. There are other minor protective brotherhoods
across the realm, such as Bounty hunters or Elven heart. More
secretive ones are Shadowlord guild and Band of the Blade.
Dwarven defenders are elite force in Stonehelm.

Except for the city of Helm, magic is very undeveloped. Occasional sorcerers, shamans, witches
use the magic of the wild, and clerics are most common in practice of divine magic. Most casters
can cast up to spell lev2, few to lev3. There are no major magic items of significance, but Skull of
Necromancy happened to find its way into pirate's bay and then lost in the hidden lair of a
medusa sorceress.

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Prominent regions

North
Covenant : Capital of Dragon's Wing
Island, large prosperous city well
organized and goverened by King Alrick
III and his 3 sons, and brilliant military
general, Sentinel, knight of Pelor and
commander of the order of Cavaliers, Ser
Aldrorious

Windhill : Small trading town in the


high hills central point where is the main bridge connecting northern and southern part of the
kingdom, yet since there is very occasional need to cross from one part to the other, because of
racial independence of rule of the human, dwarven and elven race, town hasn't yet come to great
importance. Townsfolk have good relation with Fir'Bolg tribes who are helping guarding the town
from any possible dangers of the woods. Home of Alain Fletcher, local arcane merchant

Keltorr keep : Castle that protects the northern realms, town of Lorn, Peln and Old Acklam.
Ser Artimus, Malchor blackguard. Tomb of paladin Ser Cornellius Grim. Keltorr keep seems a
good place to be rewarded to heroes as their stronghold, as its central position in the realm.

Silver Lake : Small peaceful fortified town on the edge of Silver lake and foothills of mountain
region, which is home of wild elven tribe Guthenor, who worship dire wolves as totem spirit. Ser
Hennet, knight of Ammerthal, Farfein Nelorian, Ser Falenyr Nightwing

Denholm Port : Old southern port, merchant boats often sail to Falcon Port in Irondale
kingdom. Viltor cleric of Pelor, witch
Tish, pirate queen Lilly

Rendsburg : Castle famous for


organizing great tournaments for all the
best knights in the world, home of Ser
Sebastian famous knight of Heironeus

Helm : Arcane center of the kingdom


trading in potions and magic items

Castle of Lightning and Knights Lake, Rendsburg

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South
Stoneheim : Dwarven stronghold, entrance to the mountains in the west and deep passage to
the underdark cities of deep gnomes and duergars. Brothor Unghart, Ollom Hammersong

Nestrius Gal'Iritum : Drow city in the underdark, Elyriam, home of Ulvardar, brother of
Farfein Nelorian that seeks to kill his brother who had escaped to the surface. Quareth

Cathala : Ancient elven city in the southern forests of elven domain. Five high elven families
rule the council, Vall, Amakiir, Talia, Meriamnee,Keemn. Elven heart brotherhood, Arcane
Archers order.Lord Thamior Vall, princess Syria Amakiir of celestial beauty, Aramil Meriamnee
warden of Dreadwood, Norfirin Keemn greatest inventor in the realm.

Greystone : Town in the southern bay in the foothills of Giant owl hills, liberated in the orcs
war by the heroes of Deep Purple order, who now have a town square statues made in their image
and a small keep made for them.Giant owl riders. Ser Van Dior, knight of Ammerthal. Dwarf
warmaster Onwall Darkhammer

Deities

Pelor, Sun God is the Supreme God of the world and Creator of all,
as it was in the time of the ancient Erithrian Empire, is a ruling
deity of Dragons Wing Island
Heironeus worship is largely present in human cities, with its
largest citadel in Rendsburg
Ehlonna is commonly worshiped by the resident of woodlands.
Ioun in Helm.
Nerull cult secret worship.
Races and Characters

Human race predominates, with elves mostly situated in south, and dwarves only in Stoneheim
Due to low level magic and kingdom's inspiration of valor and goodness paladins, fighters,
barbarians, rangers and clerics are more often found

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Major Events
Skull of Necromancy Campaign
25+ Adventures 1-6 Lev

Cult of Nerull bringing sacrifices with destrachan


dragons to summon vile deathbringer demon

Orc armies sent to kill son of Glazimor Keemn, who


is by prophecy to become Asil Dahar, Champion of
Ehlonna

Nostrian Blackguard and Malchor undead army,


nightmare and madness

Azatoth Arch Spectral Necromancers Scheme

Legends and Adventures

Starting points for the adventure Denholm, Greystone, Windhill, Silverlake, Ammerthal

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Adventure Setting
Windhill is a place where party of heroes first time come
together. Some come from the southern elven woods, some arrive
from far lands to Denholm Port.
After introducing themselves to Dragons Wing Island orientation
and having first adventures with road bandits and traveling alone
trough unknown forests to the place where is the only crossing
point to northern kingdom, party found themselves in small
settlement on the top of the hill under which river that divides the
realm flow towards the ocean.
Bridge is under construction, many Firbolgs are present to aid the
repair. By royal order passage to north is closed.
That gives time for party to explore local points, ancient closed
dwarven mine nearby, and meet local arcanist Alain Fletcher.
After meeting a fortuneteller in the forest heroes gain important information on their quests.
Encountering with Pirate Queen Lily and her crew, traveling to secluded sahuagin island where
ancient demon was imprisoned for 500 years, he will trick them into releasing him to freedom.
That event will trigger start of the adventure with thiefling necromancer Azatoth.
Gaining respect with Thamior Vall, Onwall Darkhammer, and locals of Windhill and Denholm,
heroes travel trough Keltorr to Old Acklam where they encounter undead who had overtaken the
town. Settling in Silver Lake for time being, heroes will defeat Purple Wyrm poisoning the lake,
solving local curse, and prepare for next adventures.
Visiting Helm, defeating Wyvern will bring them accidently to Medusas cave where they will
discover the scull of necromancy, but with no knowledge of its origin or powers.
Tournament in Rendsburg is opening and mysterious black night wins the first prize of magical
dark full blade sword. Heroes proven by their deeds are employed by the King to explore the
mountains, where they reveal orc and goblin camps and that hordes are invading the Island.
Alongside Ser Aldrorious Killraven, knights of Covenant, cavaliers, heroes are sent to mission to
rescue Greyston from orc attack with the help of dwarven Owl riders, and further to south, where
ultimately final mass battle is fought in which the Prince was killed in heroic defeat of the orcish
hordes.
Surviving heroes gain great honors in the capital, titles, horses and stronghold to settle and
develop. Heroes spend time in royal life, having families and learning about the scull in their
possession.
Until new events occur, King has died suddenly by unknown disease.
Black Knight raises armies against the crown, Helm has been overtaken by Azatoth. Heroes are
found under attacks, in need of allies, as the necromancer is anxious to claim the artifact.
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Major Characters
Hennet, Knight of Silver Lake
NG Human Fighter Lev 6
Born a son of a simple human blacksmith in small
Lyossan town far in the south, dreaming to become
great warrior like the ones he heard of in the tales of
old. When the great tournament was announced in
Rendsburg, he took his fathers bastard sword and
started a long journey to Dragons Wing Island.
Having arrived in Denholm port destiny took him on a
long adventure before finally arriving at Rendsburg
where he faced the champion of Heironeus Ser
Sebastian, who was later defeated by Ser Nostrian the
Black Knight who won back his magical full blade
sword, many years after falling from his paladin vows.
After orc invasion on Dragons Wing Island and
liberation of Greystone, Hennet settled in town of
Silver Lake, knighted by King Alrick.
He has also been awarded a horse called Haste by the
King himself, and he raised a dire wolf that is his
faithful companion wherever he goes.

Glazimor Keemn CG Wild-elf sorcerer/Celestial Winter Wolf Lev 6


Born in a noble elven family of Cathala, went independently in search of adventure in the realms.
After long travel he has found himself in trouble where he was bleeding to death outside the
forests of Silver Lake. There he was saved by Guthenor wild elven tribe and healed by an elven
shaman who worships a totem of a wolf spirit. After his recovery he has gained a new life devoted
to the totem. There he found love and settled. But when Azatoth necromancers came to Silver
Lake in his attempt to protect his people and family he had fallen in battle.
However, Ehlonna goddess of nature and animal spirits, had another divine task for him.
He was revealed that he had gotten a son, who will become a great elven hero, and that orcish
hordes are coming to find him. He had been given of form of celestial winter wolf to join the party
again in defeating the orcs and rescuing his baby son in the southern elven forests.
In the time of destiny, an orc assassin entered the camp with a poisoned blade to end the life of
the baby. Glazimor have fought him and defeated him, but still has taken the blow of a deadly
poison that slowly ended his life, sacrificing for survival of the destined hero, Asil Dahar.
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Farfein Nelorian
NG Fighter/Rogue Lev 6
When dark elven king has passed away in Nestrius
Galiritum, his two conflicted sons where lest behind to rule
over the ancient underdark city. Ulvardar was the one
expert in scheming and vile thinking to end his
competition for the throne. He quickly turned all drow
against his brother, and so good hearted Farfein Nelorian
had to find a way to escape the underdark.
When he found himself on surface, he had trouble
remaining hidden wearing a special mask, always
anticipating when his brother will find him, as he was
restless to remove him from his competition forever. As
Ulvardar power was increasing drow raiders were coming
more often to the surface in searching for Farfein. Finally
Farfein and his companions ventured deep in the
underdark to confront him. Upon entering in Nestrius
Galiritum, battle took place at the top of the citadel where
by luck Ulvardar was defeated by plunging into the depths
of the ambyss into the dark sea.
Farfein Nelorian had to escape the underdark again, but was finally rewarded by King Alrick
himself for protecting the realm from dangers. However, that was not the end of Ulvardar, as he
returned for the final dual on the surface. Ulvardar had far greater skills and magical abilities
then Farfain, yet Farfeins goodness of the heart was favored by the destiny and final defeat of the
vile threat of Ulverdar.
Farfein has vowed to fight the drow or to attempt to turn them to good and repent before Pelor
and Erathis.
When the Drow Bane artifact has been discovered in the underdark city of Karak Dum, and tomb
of Kruk Ma Kali, in the lands far away, he joined the imperial legions in the quest to return the
ancient citadel of Pelor in Ursuns Wild, currently overtaken by dark elven raiders and magic.

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Van Dior of Greystone Keep


LG Paladin/Undead Hunter Lev 6
Paladin of Pelor trained in Citadel od Renn, on his way to
Dragons Wing Island to visit his tutor in Old Acklam, that
has become very old. Upon finally arriving, he discovered
that the town has been inflicted by undead and his tutor
has been killed to his great sadness. However, his daughter
still lives and together they have avenged her fathers
death. After long adventure they have finally came to
destroy Malchor, who was behind all undead raising
within the realms.
After receiving knighthood from the King, they have been
granted a stronghold to build, where they got married and
were expecting a baby. But, such destiny was not to be
unfolded, as Ulvardar drow king entered their halls and
killed his wife and unborn child.
Since then Van Dior had joined Farfein Nelorian in finding
Ulvardar and getting his revenge.
In the age of chaos, as Hextors champion is gaining power in Irondale, Van Dior the Undead
Hunter, Knight of Greystone, gathers few of his men in Greystone and joins the paladins of Renn
in rebellion, and for bringing back the old Ironblood dynasty to the throne, and new Erithrian
empire under Pelor, in hope for new golden age.

Minor Characters
Ser Nostrian, Black Knight, LG Lev 10
Ser Aldrorious Killraven, cavalier Champion of Pelor, LG Lev 10
Thamior Vall, warden of Cathala and elven realms
Onwall Darkhammer of Greystone

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Irondale, Woods of Whispers


Irondale was the part of Erithrian Empire furthest in the north, land of Giants and Dragons in the
old age. There are few monuments of ancient Elyrian empire and feywild heritage, as Minhiriath
in the south, Woods of Whispers and celestial forest of Elonar, and great city of 7 Towers.
Once very vast strong realm in the Age of Dragons and Age of Erithrian Empire, now broken into
few independent regions.Since the Erithrian Empire, Irondale has been torn apart by many civil
wars, until the new kingdom has been established under great military commander and Iron king
commonly called as Black Opal. King formed 10 knighthoods of Irondale to keep the realm
together. But after his death in old age, and death of the first Iron knights, bloodline slowly faded
and realm was again divided.
History of current realm of Woods of Whispers goes back to the elven Empire of Elyria and realms
of giants and dragons, that later was inherited by dragonborn and firbolg. Elven kingdom of
Minhiriath still preserves thousands year old tradition. And drow have developed vast kingdoms
in the underdark since their banishment in the ages of Utheria. On the remains of ancient city of
Obrynn in the south, Cantora was built on in the new kingdoms after the Great war.
In the Age of Chaos, inhabitants of Irondale
struck by harsh climate and vicious dangers in
wilderness, mostly take shelter of the great
cities. Journeys between different parts of the
realm are rarely taken. General atmosphere is to
survive rising apocalyptic times. Rediscovering
lost forgotten lore, traditions, divine and arcane
connections that once was prominent in the
ancient times.
Common days are under snow, rains, storms, heavy mists, sun is rarely seen being mostly covered
by dark clouds.
Scarcity of any type of items is very common, especially between the major cities of the realm.
Cities themselves are independently strong and self-reliant. Culture has progressed with the ages,
many royal families of ancient times are still present and hold tradition.
The magic of old is forgotten, many items and artifacts are lost and live only in bard's songs and
tomes of legends. Cult of the Dragon seeks to uncover many mysteries, but their discoveries they
keep hidden for themselves, and in the Age of Chaos they represent the greatest arcane power, yet
the cults are many and working independently, focused on different areas. Some focus deep into
lore and study of ancient tomes that might uncover many mysteries and powerful knowledge and
spells. Some try various arcane experiments. Some focus on conjuration, or Golem making. Some
are adventuring into wilderness in search of lost legends, while some are trying to connect to
divine power of the Dragon Lords. And some are misusing it for dark practices.
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During the campaign, magic is weakening. The arcane


casters can feel it. Soon they will need to make a spell check
will vs failure DC 10+ spell level for spell to succeed. After
certain time DC will rise by 1 per adventure. At the time of
the last chapter spell check DC will raise to 20 or even 25.
Wise men of the realm can see that prophecy to happen in
the near future.
Use of wands, staffs, potions, magic rings, weapons, armors
and robes are common and could be found in the adventures trough the Woods. Cult of the
Dragon can reward the heroes by special crafted items for their services, particularly in Cantora.
Rune magic, tattoo magic, rituals, spellpools are some of the various new
arcane sources.
Divine magic is not as powerful, faith has been shaken it the hard times,
resurrection is not possible, while restoration can be done only in few
places. But one's deity can often make divine interventions for the
heroes, grant favors and perform miracles in time

Cursed and vile


magic items
could be found deep in the wilderness.
Curses of various types or madness can
be common result of the corruption
effect, as well as many magical diseases
can appear across the realms.
Corruption/Fear/Horror/Madness
effects, with exhaustion can result in
-2/-4 penalties on all rolls and further
more severe effects.

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Corruption effects (light moderate extreme)


In course of adventure must roll save vs corruption effects when facing various vile circumstances

Eyes turn a strange color or glow like embers


Minor spasms facial tic or twitching fingers
Hair turns stark white or falls out
Open sores or skin blemishes
Hands turn black or grow an extra finger
Gains a strange habit bays at the moon, growls when angry etc.
Voice stutters or hisses
Hungers for raw meat, bones, or blood

-2 to an ability score
-1 on attack rolls or a saving throw
Minor Fear, Horror or Madness effect
Colorblindness
Significant physical change: face becomes bestial, fur or scales, hunchback, short tail, grow
or shrink up to 1 foot etc.
Voice sounds inhuman
Must eat a strange substance once per day: raw meat, blood, gold, soil, etc.

-4 to an ability score or -2 to two ability scores


-2 to attack rolls or a saving throw
Moderate Fear, Horror or Madness effect
Deafness/Blindness
Haunted by victims ghost
Major physical change: vestigial wings, hands become spindly and clawed or resemble
paws, change gender, face becomes monstrous
Personality change: gain an uncontrollable lust for an object the curse prevents you from
obtaining, ethical alignment change
Can eat only a strange substance: raw flesh, blood, bones etc.

Finally corruption becomes lethal one transforms into undead, hag, ghost, construct. Permanent
alignment change. Must kill once a day or suffer further.

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Horror check effects 1d6+modifiers (last for several weeks or healed by remove fear, restoration)
1.
2.
3.
4.
5.

Fear
Aversion
Nightmares
Revulsion
Obsession

6.
7.
8.
9.
10.

Rage
Mental Shock
Fascination
Madness
System Shock

Madness checks effects 1d6+modifiers (healed only by remove madness, greater restoration)
1.
2.
3.
4.
5.

Horror
Depression
Catatonia
Delusions
Hallucinations

6.
7.
8.
9.
10.

Schizophrenia
Paranoia
Amnesia
Multiple Personalities
System Shock

Prominent regions North

Iron Castle is an ancient city located far north famous by its defense and war skills since the
age of the Erithrian Empire. Ruled by King Dalraun Ironedge.As the ancient royal dynasties slowly
died out in Irondale, new Iron bloodline in capital is takes charge in the Age of Chaos. Their new
allegiance to Hextor's order gained them great military advantage within the realms and power
over monstrous dangers that lurk in the wild, but as well ruined many relations with most of the
ancient cities that are against ways of Hextor. Rising of armies lead by Hextor's Champion are
protecting the north and the roads to the south. City itself is being guarded by Knights in Silver
elite order. The city is considered a capital of the kingdom in the north, while Cantora is in the
south, and Woods of Whispers are independent realm, with many minor coastal cities as well,
And Minhiriath far south is independent elven domain. Frost giants are still far in the north, but
due to the hard weather mountains in the north are rarely traversed and keep many secrets of the
old times, including the whereabouts of ancient white dragon Malystrix.

Dryston is a war post in the north, place to train best warriors in the kingdom since their
childhood. City is located on the edge of the forests to the south. War wizards order.

Citadel of Renn is ancient holy sanctuary of Heironeus worshipers. Elite order of paladins
Falcon Port small fortified royal port in the north-west part of the kingdom, connected with
Dragon's Wing Island and other small islands.

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Ten Oaks was an ancient druid grove,since time of Elyria, in the entrance to Woods of
Whispers and Asselbach, now it is a large settlement, a sanctuary for many travelers from south
and north. War wizards Astrial, Karbakal, Zarafein.

Woods of Whispers is a vast central region of the kingdom and a focus point for the
storyline. Woods are ancient and keep many secrets and undiscovered arcane powers. Home of all
the races and sub-races as well as various monsters from the surface and underdark both. In the
north edge lies the way to Dryston, west to the Dragon coast, south edge ends with Iron river and
city of Cantora, and on the west Ursun's Wild infested with many evils and undead until the
mountain region which leads trough narrow pass ultimately to 7 Towers. Dwellers of the Woods
know various effects of its plants and poisons that can be find often in the wild. Few of the high
elven families of Minhiriath in the old ages established a city in the Woods of Whispers, now days
named Asselbach, which use to rule the woods, but in recent ages it lost its power and is largely
endangered from all sides by various rising evils. Brotherhood of Whispers remains the strongest
secret organization within the woodland realms that serves for good and protection of the
common folk and ancient values of once great forests, harmonious home of many races.

Woods of Whispers

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Asselbach is the main ancient city in the Woods of Whispers,


not very large by its size but important by its influence troughout
the woodlands realm. Alongside the entrance road to the city in
the hill two small towns are located at the edge of the forest, and
one hunter's village on the northern cliff entrance that lead to the
vast area of Krogerd forests, currently domain of various gnoll
tribes deep in the woods. Lurecian knight errands often venture in
the woods trying to suppress frequent gnoll and kobold raids that
are constant dangers to traders, caravans, hunters and city
patrols. Rock hills on the southern side are the source of two
small streams that slope down trough the town and form a lake at
the ground level on the edge of the forest. Legend of a ancient
elven hero who defeated the dragon of Assel living in the cave
under the waterfalls. After the mountain was free from the dragon
the elven city sprouted. The ancient city is ruled by a high council
in the Moon hall of five high elven families of Lurecia, Andalen, Mendeliir, Talaviir, Alathar. In
the castle courtyard ancient moon tree is preserved, symbol and protection of the city, that keeps
great feywild magic, and is used as great portal by druids that can transport even the whole city if
needed. Magic lights surrounds the streets of the city, and houses are made with great artistic
skills. Heroes can also gain their small private residence in the outskirts of the city by working for
Asselbach. Spellguard cult, Lurecian knights, Andalen dancers, Brotherhood of Whispers guild.
Llyrandor Lurecia, ranger Lyria Lurecia, Korth Andalen, Tiraren Andalen, Fionna Swiftblade,
Talavin Rose, Asperon Talaviir, Thaern Azurmantle Lord Warden, Krondall Mendeliir, Darth
Marancir. Mercenaries bands, Kyris minotaur.

Keronast is one of the central forest towns connected to the


storyline. Keronast town is located in previously harmonious
Keronast forest, but as the Age of Chaos progresses towers have
been built and enchanted around the town to protect from many
dangers. Home of wizard Lucius, who is creating Golem
abberations, that help in the protection of the city and travelers.
Cult of the Dragon.Priestess Shalira.Chrine to Hextor with its army
guards the city and enforces the law. Hartland road further leads to
a minor gnome town, Howling valley and then deep in the woods
of Hoguul Deep.

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Narnottle Hill gnome settlement under the hill leading from Keronast to Hoguul deep. Some
respected gnome families have their trading residencies in many cities. Rolph Kellen, Kiro Halfling

Hoguul Deep wild elven tribes, lizardfolk kingdom, swamps, Necromancer's tower Zeldora.
Adurath valley. Heironeus champion Nostrian's brotherhood in the woods

Dragon's reach is a place where Dragons used to


meet in the old ages, an ancient and holy secret vault of
the Dragon cult of Chronepsis high in the mountains,
place of council on extremely important and secretive
matters. Surroundings of the mountain top are
inhabited by ogre tribes, so safely reaching the place is
either by air, usually by Rocs who live nearby, airships
or by transportation to the grove for those who know
the rune of the place. The city is guarded by high level
wards and enchantments against scrying, so that only
those who are welcome can enter.

Citadel of Light Knights Bridge sacred celestial stronghold and sanctuary guarded by holy
aura, bridge from haunted woods to elven tribes in the north Trident Hills and west, built on the
river island deep in the center of the Woods of Whispers. River goes trough Carsada, Hoguul
Deep, Sunathaerian forest filled with many lurking dangers, slavers' camps and further merges
with Iron river in the plains. Redwin Morningsword lighting lancer and cleric Lithanil DilIrian

Elonar mystical forest in the north.Castle of Carsil on the south entrance. Pass to north to
Dryston, secret passage trough the mountains to Heironeus Citadel of Renn home of elite orders
of paladins. Elonar is heavenly oasis in the midst of chaos in the realms. Heroes might stumble
upon its secret entrance being chased by Hextor's army or lead by secret rune of the druids.
Campaign within Elonars feywild can be very different then usual survival apocalyptic
atmosphere in Irondale

Korenvold small town in the north of Ursun's Wild. Ursun's Wild used to be important part of
Erithrian Empire, struck to devastation in the great wars, now infested by drow raiders, undead
and vicious monsters. Korenvold is the outpost that guards the north from the
dangersthreatening from the south. Greyelf Akh'Velor Knight in Silver, gnome wizard Erengard.

Lost City of Karak Dum in the Underdark.Ancient City of Theril passage to the
Underdark.Realm of ancient dragon Irlym and tomb of Kruk Ma Kali, where Drowbane artifact is
kept. Keepers of the Seal order. Dragon Knight Tombs. Passages deeper to Barak Var, Naggaroth,
Great Bastion, Myth Glaurach.
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Prominent Regions - South

Cantora "The Red City" is a biggest city within the realms ruled by the council of Dragon cults
opposing the rule of Hextor's arkorian army. History of Cantora goes far to the times of Erithrian
Empire. Current city was rebuilt on the ruins of Obrynn after the great war. Still there is much left
of the old city, like old towers, tombs and tunnels underground. Iron river passes on the south
side of the city and leads west to the southern port deep in the woods. It is the seat of most of
organizations in the realm and central trading place. Within the city there are various quarters
governed by the powerful houses or organizations that are supported by the Red council.
Intrigues and diplomacy play great part in the city development as they gradually gain power in
Irondale. Last dynasty of old that ruled in Cantora was ended by assassination of the prince who
was opposed to declaring independence, unwilling to change their ancient traditions and
relations with other ancient houses in far parts of the realms. The new government brought new
power to independent rule of Cantora, as they lost some of the old relations, many new alliances
joined their cause adding to their rapidly increasing influence. Connected north with Ementhal,
south with Dwarven Gate, and trough the plains in the east to 7 Towers. Red knights order. Newly
formed council of the Red Keep is working to unite forces within the realms and finally establish
themselves as the supreme
rule over Irondale, which
is under the evil power of
Hextor that keeps order in
broken pieces of old
empire. Council have
weak support of the Grand
Citadel of Pelor from
Amberland, far on the
other side of continent,
and rather neutral support
of Ementhal and Uria,
independent realms
nearby that oppose Hextor's tyranny as well. Ancient families of Asselbach are wary and
suspicious of the ways of Dragon cults, lead by many ill examples in the past, and unwilling to
swear allegiance to unrightful rule of the kingdoms. Instead they rather maintain their relation
with the elven tribes, loyal to Ironcrown and their high elven traditions of Minhiriath.

Ementhal highly developed gnome domain in the mountains, advanced in technology,jewel


mining, crafting guns, cannons and vehicles. Mountain giants and ogres are being used as a
muscle power for building and hard labor. Many constructs and golems are guarding the city.
The mountain region use to belong to great Dragonborn kingdom, after the kingdom was
scattered many dangers are infesting these forgotten lands

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Woods of the Damned, Ursuns Wild

Dwarven Gate is a gate to the vast ancient dwarven kingdom of Uria. Lighting Lancers, Dire
boar riders. Materials from dwarven mines of Uria give various special attributes for crafting
weapons and armor

Minhiriath Ancient high elven city far on the south.Mystical place of high arcane magic and
elven lore.Heart of connection to feywild. Devastated by black orc invasions trough the ages.

7 Towers is a great ancient Dragon city, only passage to the eastern kingdoms trough the
mountains, reached after the horse plains in the south from Cantora and Ementhal, or trough a
pass of the kings of old from Iron Castle in north. Great central tower is located between two
waterfalls that form a lake and river leading to Irondale plains, while Gate to Jol Immagon is
located high in the mountains on the other side. It is a powerful Dragon city ruled by Halfdragons and dragonkinds. Seat of the Dragon cult, academy of all secret tomes of knowledge in
the fallen empire and origin of most arcane items and creations both in Irondale and eastern
realms, focusing on the magic and power of dragons that still lingers within the material plane of
existence. Priests spend their life devoted to worshiping Dragon Gods keeping the capital and
heritage safe. Home of Lore keepers, Dragon Knights and ancient inactive order of Dragon
riders.Arcane academy and citadels of Io, Chronepsis and Bahamut. Wilderness around 7 Towers
have been left untouched, plains, lakes, mountains and icelands far north, as of days of the Age of
Dragons. 7 Towers is a mysterious and independent realm, not easily accessible to foreigners. One
may be able to enter the "Dragon City" only with a special invitation.

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Deities

Religion in the realms becomes very important, yet the faith weakens when the darkness spreads
in the Age of Chaos. People seek shelter and guidance, saviors. Priests of Avandra give shelters in
wilderness and bless good luck on travels.
Pelor the Supreme worshiped God in the realms, and Heironeus worshiped by the heroes and
kings, since the Age of Empire, lost its influence and is almost forgotten, except for few places. As
the Age of Chaos progresses, arcane powers seem to weaken, and corruption enters the hearts of
all, as if some evil is overtaking the land, Hextor worship becomes most prominent to fight
against chaos and weakness that disease the realm. Dark
knight of Hextor appears to summon a mighty army under
the absolute law and tyranny. All must accept the
supremacy of Hextor, as his disciples and blackguards
march in all parts of the Irondale kingdom, with the undead
often summoned in his service. Citadel of Heironeus stands
alone with old king's army of paladins and clerics,Cult of the
Dragon has many followers but without unity. They all feel
the tyrannical oppression of Hextor, and often keep secret
and hidden.
Old center of Erithrian empire far across the seas in
Amberland sends their groups of heroes, missionaries and
legionnaires to try to re-establish the worship of Pelor.
Tribes and the cults of the Dragon try to unite in for
summoning dragon, power that will prevail and bring the
new age.
Pantheon of Good : Pelor (Supreme Sun God), Heironeus, Ehlonna, Ioun, Avandra
Pantheon of Evil : Hextor, Vecna

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Races and Characters

High elven families all originate from Minhiriath, some


of them made Woods of Whispers their home in the
Age of Dragons, and raised magnificent city to develop
their study of culture, art, lore and magic during the Age
of Erithrian Empire. All other elven races as wild, wood,
grey, dark are present in the Woods of Whispers. Wood
and wild elven tribes use to have strong bond with their
high elven ancestors, but in time they grew apart in
culture, worship of spirits of nature, totems, and arcane.
Drow society is vast in Underdark realms, along with
duergar and deep gnome cities. In current Age of Chaos
they have taken some of great places of heritage of
Erithrian Empire on surface, including great Holy
Citadel of Pelor in the Ursun's Wild. Gnome city of
Ementhal creates biggest challenge for frequently
raiding drow parties on the surface along with undead
lurking in Ursun's Wild.
Dwarves are mainly located within the mountains in
the south, kingdom of Uria, guarded by great defense
entrance commonly known as Dwarven Gate. In the
kingdom there are all types of different dwarven
subraces. Order of the Iron Crown in the north has
many dwarves fighting in the army, and few as paladins
in Citadel of Renn.
Gnomes have their stronghold in Ementhal with rich
mines of various minerals under the mountains. Able
to trade well, due to their technology and heavy war
caravan equipment and mercenaries, they can be
considered the most prosperous and technologically
advanced force in Irondale. Gnomes of all sub-races are
inhabiting all other developed parts of the realm as
well, proud of their strong traditions and families.

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Humans of different backgrounds and traditions still are the


majority outside of the Woods of Whispers, but halflings,
half-elves of different elven sub-races (sun, moon, half-wild,
half-wood, half-grey, half-dark etc.), dragonborn, aasimars,
thieflings, occasional tauric races (like minotaur) are very
common among the adventurers, Dragon cults, and
mercenary parties.
Thieflings race originated few generations after the great war from those who have had an
influence or forged a pact with the demons. After many centuries of the fall of empire they had
formed a powerful kingdom in the north of Irondale that had major political and arcane influence
in all the cities. Due to wars with Dragonborn allied with some great forces in the realms their
kingdom was broken. After its destruction many thieflings are still present all over the realm.
Minotaur had their society in the past in Ursun's Wild that
fell under powerful arcane magic.
Lizard folk, Gnoll, Kobold, Ogre races are commonly
encountered in the wilderness and can sometimes make
pacts with tribes or Dragon Cults.
Kobolds use to serve under the great Dragonborn kingdom
in the age of empire in mountain areas and Sunathearian
forests. After the great war the kingdom was destroyed to
pieces, and many remains are left forgotten under new
inhabitants. Black orcs deep in the far mountain realms.
Many other type of critters dwell in vast unexplored areas
of the Woods of Whispers and frost mountains in the
north.
Various type of characters are passing trough different
parts of the realm. Favorite classes are more of wizard,
sorcerer, cleric, druid, ranger, bard, occasional barbarian or paladin might be found. Mercenary
parties are often mix of different classes, orders and backgrounds.
Commonly, characters are affiliated with certain group, organization, temple, guild, order, or
Dragon cult, in this way they get special benefits and protection in the realms, more likely in first
1-3 levels. Like this they get access to various feats and abilities, knowledge, spells (spellpools)
they can learn or buy, or get runes, tattoos and wild magic of shamans.

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Major Events in the Woods of Whispers Age of Chaos Campaign

Corruption many parts of the forest are cursed in horror, necromantic disease spreads,
undeath energy rises under dark powers and evil dominates more and more as the Age of
Chaos progresses and the Apocalypse approaches. After certain disturbing events,
encounters with phantoms, powerful curses, dark energies, etc. heroes must be forced to
make resistance to evil powers that can get hold on them, otherwise they get corruption
effects and start their path towards evil and madness. Those who advance in corruption
effects get dark powers which makes resistance to it more and more difficult, until it
changes one completely to the dark side. Few areas of the forest remain untouched by its
effects, as Elonar, Citadel of Light, Citadel of Renn, and the elven moon trees, of whose
powers little is still known.

Golden Dragon Egg magically conjoured from Celestial plane in Asgorath, as a gift of Io,
found deep in the forests by the Dragon Cult and brought to the council in Dragon's
Reach, last chieftain of the elven tribes makes the spirit ritual to bring a new dragon
hatchling to life in order to save the Woods of Whispers from the grips of evil and chaos.
New dragon needs protection and shelter under the hidden ruins of an abandoned castle,
deep in the woods, until a loyal army of allies gathers to his side. Druids are in quest for
ingredients to make the potion of aging to speed development of the dragon. LEV 3-8
*The heroes may jump in the adventure straight in Citadel of Light, where the matter is
brought by the order from Dragon's Reach (LEV 5) and further proving their worth, in
connection to their personal storylines and initiated by Alain Fletcher, they become
trusted to be the guardians of the dragon.

Expedition to Lost City of Karak Dum once a great citadel of Pelor in Ursun's Wild, and
tombs of Great Dragon Knights below, now fallen under rule of drow leads the passages to
deep underground mysteries of old. If Erithrian Empire is to return, they must re-establish
the Holy Citadel in its sacred place, that has been desecrated, and end dark elves raiding
the surface. Starting with finding the sacred king's scepter of Kruk Ma Kali. LEV 3-8

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Legends and Adventures


50+ Adventures 1-10 Lev
Starting points for the adventure Ten Oaks, Keronast, Korenvold, Falcon Port, Taalwood.

Carsada, Emerald City necrotic disease spreads in the Woods of Whispers, bridge of
Lualyrr, Kaldir, Red Owl wood elven tribes, Undead Ghoul.
Bergon aasimar paladin of Pelor, Lithanil human cleric of Pelor. LEV 1-4

Cult of Vecna rises secretly in the various parts of the forest, hunting for powerful
sorcerers to sacrifice. Heroes encounter a small girl Dhaunae who lost her parents to
necrotic disease along with everyone in the village. The company discover powerful
wild magic within the child, and as they see many powerful sorcerers hunted down
and unveil the secret cult, they understand that they are coming for the girl, as a
perfect sacrifice to Vecna's ritual. Casters of higher levels will soon start to feel their
arcane powers are weakened as the time passes. First highest level spells will get 10%
failure, then 20% as the lower get 10% as well, and so on, until all magic abilities will
become fully futile by the rising power of Vecna. LEV 3-8 Horror adventure

Castle of Bryth Rhynar in the mountains of north-west plains. Lycans curse.


Sylar woodelf ranger and Dhaunae story. LEV 5-6 Horror adventure

Myth of a White Unicorn, the most ancient elven castle of Carsil bards' tales of the
sacred woods of Elonar, where white unicorn lives, the Queen of the forest, heart of all
goodness and divine, yet no one have ever had fortune to see her. Wood elven tribes
and halflings makes yearly festival in celebration of White Unicorn of Elonar. Legend
is that the appearance of the White Unicorn brings new life and harmony in the
woodland realms and help chase out all evils and undeath that poisons within.
Dhaunae Moon princess adventure

Demon summit within the realms. Melaergoth vile thiefling assassin who reveals
remaining demons coming together since thousands years ago, when the portal to
abyss was first opened, to bring back the dark powers and reopen the portals sealed in
Rel Astra. Starting with destroying Iron bloodline LEV 6-10

Quest for Asil'Dahar far in the frozen northlands, beyond frost giants. Forgotten lands
of white dragon Overlord Malystrix. Champion of Ehlonna and celestial guardians of
Elonar forest, gate to Feywild. LEV 8-10

Secret of Dragon Knights Tomb. Ancient Treasure Map leading to many clues across
the realm. Key of original Dragon Cult and defeating disciples of Tiamat. LEV 1-10

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Adventure Setting

Keronast although small, is the center of

Keronast village

Woods of Whispers campaign. There is no


more than few hundred residents and small
groups of frequent adventurers coming trough.
Heroes might start their adventure here, or
arrive from any direction within the realms.
Either a hero's relative is in Keronast, or he
seeks for lore of the cult of the Dragon, doing
service for some of the important local
personalities, or being sent there from
Asselbach, or just happen to find shelter there
from the wilderness. There are innumerable
ways to introduce characters to old forest town.
Forest on the west has been avoided for many dangers could jump on the adventurers. Occasional
gnoll raiders attack the road close by to Keronast, or in the south east to the Vhir mountain. Close
by, deep in the forest east of Keronast and Malsvir's hill old druid grove remains. On the north
side pass Narnottle hill is Hartland, where the elven tribes are located and Hoguul Deep swamps,
current region of the lizardfolk. Heroes can receive number of quests into the wilderness, being
employed by Asselbach to protect and develop the town. Help in rebuilding or forming new
alliances, organizations within the city, like with cult of the Dragon, various high elven orders,
mercenaries, Brotherhood of Whispers, tribes in Hoguul Deep etc.
They can be granted to investigate current dangers in the
woods, like the lost keep of a dwarven mage, ice cavern far
in the east, being hired as mercenaries, help Lurecian
knights fighting off the gnoll raids, rebuild one of the
ruined towers, or revive old forgotten druid groves and as
reward they can get their own residence in the Malsvir's hill
that guards the townsfolk from outside dangers.
Lucius can provide the residence with various constructs
and golems. And the company can be asked to escort
caravans trough the woodland until better connections are
established between the cities, and by druids's help or help
of Dragon cult teleportation circles can be made within the
lost druid groves.

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Small town of Keronast is a perfect opportunity for company to prove their worth and make
significant influence troughout the Woods of Whispers.

At the present time, Hextor's vile band is the only manpower in town, apart of few huntsman and
mercenary groups. Chronepsis cult seems rather disinterested in meddling with the situation,
they keep to themselves. However, adventurers if granted permission can get immense lore from
the cult, and lot of secretive trusted missions, which will unveil the story about to happen in the
Woods of Whispers.
There are few other important personalities, as wizard Lucius the
construct creator, Kyris minotaur mercenary, Lyas Valerion,
Lyria Lurecia, Elisanta, Gellen'ir etc. Brotherhood of Whispers
often visits Keronast to make sure all is in order, but they don't
stay too long. Chrine to Avandra is located at the small lake
bottom of the small waterfalls coming from up Malsvir's hill,
children like to play there in spring season, travelers often come
to refresh themselves and offer prayer for luck and blessings on
their journey. In the middle of the town there is an ancient
moon tree, yet no one knows anything about it other than it was
sacred to the ancient druids that once were present in these
regions.
Redwin Morningsword - Lightning Lancer

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The Golden Dragon Adventure Synopsis [Spoilers]

In the current events Ten Oaks has been


taken by a mercenary group called Iron
Circle. Druids of the Woods of Whispers
are pleading for heroes to help root the
evil out of the ancient sacred grove.
Heroes might prove their worth by freeing
Keronast from Hextor's band there. But
for such a feat they must find allies inside
and outside, join with mercenary groups,
gain trust of the locals, and finally the
party must make sure they can establish a protection of the town afterwards, enabling sufficient
guards in the towers and patrols in the woods. Venturing into Hoguul Deep, retrieving elven
princess taken by lizard sorcerer, investigating old necromancer's tower in Fellpass, rescuing the
last dwarven lighting lancer Redwin Morningsword from the gnoll ambush on his way to Citadel of
Light, helping gnomes in Narnottle hill might get the party support they need for start. After
getting favor of moon council and high families of Asselbach, after the great mission in Ten Oaks
and spending time in Asselbach and being introduced to its current events, the heroes become
greatly respected in Keronast as they join the ruling council in the town along few other
influential family leaders. They are now free to open new connections within Irondale. They know
of Cantora's new Red council, surrounding dangers
of gnoll, kobold, ogre tribes, cult of Vecna, along
with undeath creeping slowly towards their
proximity, and Hextor's champion raising elite
Arkorian warrior army in the north. The party can
choose with who they will take sides, who they
favor of the families in Asselbach, Spellguard cult,
Fionna Swiftblade, Andalen dancers, Lurecian
knights, Brotherhood of Whispers, Heironeus
paladins or any other.
Alain Fletcher is being introduced to the heroes, as he trusts them a mission to go to Dragon's
Reach and then Citadel of Light for the awakening of a Golden Dragon. After long travel trough
the woods across bridge of Llualyr, and helping Citadel in their quests deep in the forest realms,
ancient remains of a city, druids grove close by, finding Kyris' brother, facing conjourer wizard
who became insane under the influence of growing corruption, and getting insight further more
into the cult of Vecna, heroes are welcome to the Citadel on the Elonar river on the gathering of
ancient druids and the last shaman of the elves.

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With supplying the aging potions found deep in the mountains, and life crystal that one bears
since childhood makes him chosen to be the guardian of the Golden Dragon, as legend of Elonar
is being more revealed, in hope once druids may grant them permission to enter the sacred
woods. Helping some of the mercenaries up north in their quests they get trusted allies to guard
their keep back in Keronast. Cleric Lithanil Dil'irian grants them a teleportation rune that can be
used from druid's grove near Keronast to druid's grove close to the Citadel once per day. The
party now have a hard journey back to their home in Keronast with many eyes searching for them.

Once back home, they may find


convenient to make a hidden
cave under Malsvir's hill where
the Dragon can be kept safe for
the time being, with a tunnel
leading from their keep. Cult of
Chronepsis is of great support.
Dhaunae becomes very powerful
bound to the arcane power of the
Golden Dragon. Once again they
must look for the allies, as the
final confrontation with the cult
of Vecna arrives.
It has been revealed to them that a tomb of ancient Dragon Knight is being located in the center
of Krogerd, in the middle of gnoll kingdom. It is of utmost importance that they get to it before
the gnolls. Up to this point the party might have 20-30 high level NPCs supporting them and
joining their cause, with newly arriving dragonborn force in support to the rise of Golden Dragon
cult.
In the last chapter, story escalates even more to the proportions of entire empire, and final facing
with Azatoth and bringing back Iron bloodline to the throne of the kingdom in reconnection with
celestial and feywild powers as the age of the Golden Dragon approaches.

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Azelachis Redemption Adventure Synopsis [Spoilers]

Azelachi
Thiefling mage, LG Lev 6
Once powerful figure in old thiefling kingdom, famous for his
vileness, he gained great powers, until he was eventually betrayed
by other parties of the organization. He suffered permanent level
drain and left to die. However, by destiny, he survived and
managed to heal himself.
His adventure starts on the borders of the Woods of Whispers
where he meets Lithanil DilIrian, Heironeus priest, who gives him
hope and inspiration for redemption.
Meeting with Alain Fletcher in Keronast will reveal that, after
suffering necromantic energy drain, Azelachi cannot progress in
levels, until he completes an act of virtue, that the Loremaster
Fletcher will send him on various quests for his redemption.
Starting with serving the Chronepsis cult, journey to mount Vhir, destroying undead spawning in
the woods, venturing deep in Hoguul swamp and to necromancers tower, defeating Iron Circle
Hextors mercenary band and journey to Dragons Reach.
He knows that he was responsible, among many vile things, of
the destruction of ancient Iron bloodline, and he vows to
make correction to his past deeds.
New king and new dynasty in Irondale rise by arcane and
political power and war power of Champion of Hextor,
wishing to unite the kingdom under tyranny of Hextor and
destruction of the original cult of the Dragon, with the rise of
necromantic cults, and cult of Tiamat as a leading cult.
Last remaining in the ancient Ironbloodline dynasty is young
bastard princess that no one could have trace on. Traveling
with Lithanil to Knights Bridge heroes will encounter princess
in the middle of the forest in disguise with few of her personal
guards in the woods fleeing out of Dryston running from
Hextor mercenaries or undead.

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After coming to her rescue they are hired to bring her to Citadel of Renn trough the secret
mountain passage where she will get protection and support.
On the way her identity is revealed. Heroes who are supporting her claim in the traditions of their
families give vow to follow her and bring her back to the throne.
In Renn they meet Alain Fletcher at the council
and get allies. Dragons Wing heroes join the
cause. But must leave the city immediately to
remain hidden until safe to strike. Otherwise full
force will attack Renn.
Cult of the Dragon has many spies, and many
assassins are sent to kill the princess along the
way. Meeting with Melaerggoth in the early
stages of adventure will need to be dealt with or
can quickly escalate to complete ruin of their
mission. But in the same time, they would be
able to get much information on the inside of the
conspiracy of demons.
They must seek support from ancient families
houses in Asselbach that supported her king
father. Destroying Iron circle mercenary army in
Ten Oaks and Keronast to win their support and
will develop their authority in Keronast.
Competence in fighting off gnoll raids, lizardfolk, hags in Hoguul Deep, flesh golems, abberations,
undead and necromantic disease in the woods will give them many allies and a stronghold in
Woods of Whispers.
As their influence grows in the Cult of the Dragon, bond with Red City of Cantora becomes strong
and as the Age of the Golden Dragon approaches, time is ripe for Azelachis long waited
redemption.

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Major Characters

Arkor, Champion of Hextor LE, CR 20


Since the worship of Pelor has been forgotten, and only few temples of Heironeus remained in the
Age of Chaos, people turned their faith in Avandra to protect them from conditions and bring
fortune and Hextor influence is growing, as they are the most powerful war force to fight off the
monstrous dangers.
Champion of War appears that brings
new rule to the Ironcrown. Ancient
Iron bloodline has been destroyed.
Slavery spreads troughout the realm,
and the army of tyranny is rising
north and south, in every region band
of Hextors Iron Fists roams.
Since the rising of the army
Heironeous temples within the realms
have all been destroyed, all but one
Citadel in Renn. All worshipers of
Heironeus, heroes of old, were either
killed or escaped in the wilderness.
Undead guardians are common to guard Hextor military posts. Slavers groups are wondering the
wilderness. Slaves has been traded troughout the realms. Gladiators have been introduced to
glorify the battle and fight for fame in the fighting pits.
Ancient traditions of Irondale since the Age of Erithria, Dragon Cults, are strongly against such
ways of horror, yet there is no real power to challenge them.
Only places still immune to influence of Hextor are Cantora, Ementhal, Dwarven Gate,
Minhiriath, Renn and 7 Towers. Asselbach ancient elven families are all against the vile ways of
Hextor, yet their forces keep protecting the Woods of Whispers from constant dangers of gnoll,
kobold, ogre, lizardfolk raids and other dangers.
In the recent events, army of elite forces named Arkorians are being trained in the north, for the
new world order to come, and the supreme rule of Hextor.

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Band of the Golden Dragon


Bergon
CG Aasimar Paladin of Heironeous Lev 6
Set on a mission to fight of necrotic disease
in the Woods of Whispers, destroy Hextors
influence, find Dragon Knights tomb and
bring the new age of the Golden Dragon to
the world.
In the course of the adventure, Bergon and
the others will become the guardians of the
Golden Dragon and he himself must
become new Dragon Knight.

Sylar
NG Woodelf Barbarian Lev 6
In search for the reason that wiped out all of
his kin, Sylar had come to the knowledge of
his ancestors powers that he carries in the
Crystal of Life around his neck.
His adventure will bring him to Lycan king
that can be responasable for destruction of
his tribe, Elonar forest and White Unicorn
that can save the ancient woods from
dangers, finding AsilDahar champion of
Ehlonna in the northern realms, bringing
Golden Dragon to life with shamanic ritual,
and ultimately to destroy the undead forces
with powers of his ancestral Crystal of Life
connected to his soul.

Lorick
CG Thiefling Mage/Spellguard Lev 6
Thiefling born who turned against the ways of his kin, disgusted by horrors of his family, he
escaped and became wandering champion and protector of all good.
In vile history of his family, he knows that they are responsible for destroying the ancient Iron
blood line, like by making pact with demons to bring new rule to Irondale in the past, when they
destroyed ancient dragonborn kingdom that separated the cult of the dragon in the realms.
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His growing influence in the cult and information of the thiefling secret organization of assassins
will help the princess back to the throne, and banish all vile members of his family back to Abyss.
In his adventure, he will encounter the Cult of Vecna and protecting small child Dhaunae with
great sorcerer powers. As he progresses in the Cult of the Dragon, he will be summoned to the
Red council of Cantora in order to bring unity of the cults under Golden Dragon Lord.
Vast network of thiefling assassins will be hunting him and the heir to the throne, and encounters
with summoned demons from Abyss, which will more often require cunning politics and deceit
rather than direct conflict.

Dhaunae
CG High Elf child Sorceress/Druid pridigy LEV 10
Heroes encounter a child in Woods of Whispers who lost
her parents to necrotic disease that is spreading deep in
the forest center. Child is growing attached to them and in
need of their protection.
How the adventure moves on, heroes will discover
amazing arcane power within the girl who can cast high
level spells spontaneously in situation of need.
With Vecna cult hunting down powerful sorcerers, little
Dhaunae is their top target and a challenge for heores to
protect her and discover the mystery surrounding her
family and powers within her.
It will be revealed that Dhaunae is a Moon Princess,
Chosen of Ehlonna, her parents fell under Lycan curse and
necrotic disease followed their stages of corruption.
As the Lycans rise in the north, those who destroyed
Sylars whole clan, they will submit only to Moon princess
as a Queen of Lycans.
Dhaunae is the key to finding path to Elonar, and Moon Prince brother that is Asil Dahar.
All elven families will become united upon revealing the ancient Elyrian connection to the
Feywild once again.

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Lithanil Dilirian,
LG Elf cleric of Heironeus Lev 6

After the war lost in the north to


Hextor armies, all Heironeus forces
have retreated to Renn. Lithanil had
been trained for Knight in Silver royal
order of Ironcrown in Dryston. His
family residence, wife and child, were
in Dryston. When the war started,
Lithanil was cut out of Dryston,
unable to go back to save his family,
who are presumed dead in overtaking
the city of Dryston.
He vowed to have revenge on Arkor and Hextors armies.
When all his order was destroyed he found himself lost in the Woods of Whispers he knew
nothing about. At last he came to the city of Ten Oaks, where his adventure began.
In recent events, Lithanil has joined forces with Astrial, War wizard from Dryston and Redwin
Morningsword, Heironeous lightning lancer paladin dwarf from Dwarven Gate, in traveling to the
Knights Bridge, citadel of Light, holy place in the middle of the Woods of Whispers, where they
can get support in their mission, and in recent events return the rightful princess to the throne.

Minor Characters

Redwin Morningsword, Heironeus paladin Lighning Lancer LG Lev 8


Sir Indradir Brightblade, Heironeus paladin of Renn LG Lev 8
Astrial Karbakal Zarafein, War Wizards of Dryston, NG/NE Lev 10
Llyrandor Lurecia, Lyria Lurecia CG
Fionna Swiftblade, Andalen Blade Dancer NG

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Solamnia
Highly connected to feywild since the ancient times, these kingdoms are considered very mystical
and bewildering. Solamnia used to be important part of ancient Erithrian Empire of Pelor's
domain. Since the fall of the empire, only few cities remained who secured the kingdom from any
evils that might enter.

Prominent Regions

Colvyr is an independent major and most prominent city in the southern realms. It is ruled by a
King Leorin, great local hero of Erithrian bloodline, with the help of two young brass dragons
Kynathyr and Mukharai, with their riders Lady Nualia and Lady Zhwayouse. City is a major port on
sacred and enchanted river Nyss that flows from the sacred mountains in the north to Nessian
Sea. On rare occasion small boat comes to Colvyr from the northernlands with a visit of divine
beings and monks. City has various districts that includes different academies, arcane study and
warfare, and a large temples of Bahamut and Tamara.
Dragon Prince Sugriva, Lady Suriya, Sun Temple Warden Janmart.
Far in the south east across the Nessian Sea lies the remains of the Erithrian Empire in
Amberlands foothills of the Dragon Spine Mountains in the east. Occasional ship arrives to Colvyr
from the seas of Lyoss.
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River of Nyss is a celestial river worshiped by all, that separates the kingdoms from the
forgotten realms of Llohna in the east infested with undead and demonlike creatures. It has been
divinely enchanted to protect that no negative energy can cross it
into the kingdoms. There still exist a fortified castle with an
ancient bridge over it since the time of the Erithrian empire but it
hasn't been used for centuries. There are tales of divine creatures
and aquatic elves living in her celestial waters sometimes coming
to help and bless adventurers on their travels. River ends with
vast Nessian Sea in the south.

Ethengar flying arcane towers guarding the road, disciples of


Chronepsis.Portals and skydomes. North of Ethengar is a
Greenblade forest road to the city of Une, home of many outlaw
bands. They often attack small and guarded trader caravans that
pass this way. But still it is a safer route then Maruk Daar, filled
with mysteries and creatures of dark arcane magic. Past the Greenblade forest is a lake
surrounding entrance to Royalworth keep and bridge across Nyssriver. Keep has been guarded
perfectly with highest arcane wards and magic and the bridge has been sealed permanently.
Jaggarnath Skyhouse traveling flying inn and tavern.

Suthar Daar pass trough Dragonshard Mountains nearby south of elven Fortress Lorien
Duchess Oleynna Rhuidiir

Meridon and Rivenrock halfling


villages at the edge of Thuar Llyrien forest
nearby Colvyr, often have different types
of gatherings and occasional meetings in
druid's groves in the woods. Caravans or
theaters can be seen traveling with a
purpose to city of Une or 7 Towers
Yago, Jagho, Gondezald bards
Zimzankatan, Glurzbib of Blind Basilisk
Beezledorf Spindlewood shoemaker of Tinkerton

Oriam is a great high elven city in the heart of the forest ruled by the Silver Moon Aurilandir.
City keeps great treasure of most beautiful art and magic and ancient elven secrets in Citadel
Nal'far. Elves know hidden path trough the woods to Eladrin Vale and Jol Immagon, but most
commonly use rune teleportation to various druid groves
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Thuar Llyrien

Thuar Llyrien is a sacred beautiful forest region. Home of various sacred druid groves, lakes,
divine secrets and legendary divine beings. Heart of feywild gate. The forest is magically protected
and preserved for many centuries by great wise men and archmages by divine seals and runes, and
guarded by fey, satyr, elementals, and druids. Elven folk have great respect and worship to this
magical forest and seek its blessings, venturing in certain groves for sacred rituals only if allowed
by high elven Moontower Ward of Citadel Nal'Far. Outsider creatures from Magala, Maruk Daar,
and travelers are unable to enter, being misguided by its illusory potency and sacred aura. Sharat
Kol and Thalas share some of the magic potencies of Thuar Llyrien.
Many legends describe the tales and mysteries of Thuar Llyrien, some
who happened to venture in its hidden entrances claim to have been
blessed by visions or receiving magical abilities, sometimes after
taking bath in its sacred wish-fulfilling waters, or tasting various boon
granting fruits growing inside, and tell many other mysterious tales.
Many healing rivers that give restoration and remove diseases and
curses, pools of deep scrying, and portal lakes to heavens can be found
in sacred places within the forest. Fey and pixies are commonly met
on the outskirts of Thuar Llyrien, stories have been told about few
Genasies and elementals, but it is believed all creatures and plants
have divine abilities, and many stones and crystals could be
encountered to have magic properties.

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According to legends, many sacred magic artifacts, mage's


staffs and druid's lore, are kept deeply hidden by arcane and
divine illusion inside the lost cities of the forest, where once
was also home of many good and wise ancient dragons.
There is a legend that the most beautiful and divine entities
of the forest can appear in the dreams of a chosen person to
inspire them and guide them for the adventure they are to
follow by their destiny.
Thuar Llyrien is place of high magic of nature and place of
many portals to minor divine planes inside it, opened by
runes, wards, songs, or trough lakes, groves etc.

Eliador is an arcane city with great wealth in magic items


and artifacts, ruled by an ancient lawful dragon for many
centuries, respected in all the realm, who secretly takes a form of a human. Sheltered between
magic forests of Sharat Kol and Thalas, and Dragonshard Mountains in the west, with a number of
dwarven mountain keeps, disciples of Chronepsis. It is believed that the city itself is enchanted
and rich with various portals and elemental magic. Audience with the ancient dragon is not easily
obtained, one must prove his worth and divine quality, before meeting with the wise ruler of
Eliador. If the heroes can show their respect and noble behavior to get his trust, he might
consider taking them in his service, and by so rewarding them with some of his large collection of
powerful magic items, which can be the best means to prepare them for future adventures, if the
dragon king agrees to release them once in his service.

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Court of The Lady of the Lake


Lady of the Lake, Tanathriel
Archfey Queen of Thuar Llyrien

Lady of the Morning Dew - Leylandra


Queen of the Spring Court (City of Shandria - Moonglade)

Lady of Flowers Mallika Queen of the Summer Court


(House of Flowers Whisperwind Grove)

Lady of the Golden Dawn Sandhyani


Queen of the Autumn Court (Kaldorei - Faldrin Vale)

Lady of the White Veil - Celestine


Queen of the Winter Court (Frosthaven)

Lady Lilliandra of Tanglewood

Lady Tulasiel - Guardian of the Golden Tree

Lady of the Crescent Moon Amythiel

Lady Arabel
Fey cursed to be in a form of a white doe
until having a true loves kiss that will
turn her back into her fey form.

AsilDahar Archfey
Champion of Ehlonna
Spirit of the Celestial Wolf
Prophecy of bringing back feywild
into the mortal realm

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Campaign in the Golden Age

Places of great arcane powers, archmages, celestials, enlightened beings, portals to various planes,
and contacts with genies. Carries a feeling of strong connection to celestial plane and feywild.
All kind of low and high level magic items and artifacts are to be found, but magic comes only to
the worthy ones. And with great power comes great responsibilities.
It is known that all magic in the world comes from three sources. One is arcane magic derived
from ancient Dragon powers, wild and elemental magic comes as a blessing of nature powers, and
divine magic from the gods.
Divine magic became powerful with the rise of Pelors champion on the throne of Erithrian
Empire, but after the fall of the empire there are few who are capable to channel higher divine
magic, especially in the Age of Chaos. With the dawn of the Golden Age, divine power returns.
Arcane magic became too high to control until the portals opened to outer planes, which led onto
destruction of the old civilization. Since then arcane magic is restrained, and magic of the wild
after thousands of years is again being practiced troughout the realms

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Une of Ulthia

Grand City of Une "Desert Jewel" - Oasis of the Golden Peacock


Vast city of all type of mixed cultures, religions, languages and trading goods, ruled by Princess
Une, located on the edge of the northern wastes where Dragon wars happened in the fall of the
Erithrian empire. Many ancient magnificent cities and the legends of the great heroes and
legendary items are forgotten in ruins in the north, now home of many lurking dangers and
bandits, haunted by curses and
ghosts. Travelers arrive to the city by
flying, portals, or by caravans.
Elephants, camels are often used as
mounts alongside various types of
horses. Leopards, panthers, monkeys,
eagles, songbirds, peacocks,
pseudodragons are common creatures
and familiars in Une. The city is
located on the edge of the southern
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forest realm, the city stands strong and independent, relation to other parts of the realm is
somewhat neutral with respect. In the center of the city is a spring of holy water since time
immemorial, now the area of many temples and palaces.
Magic is very common in the city of Une, almost
every other person knows to cast a low level
spell or two, flying carpets, other animated
objects and genie masters, fortune tellers are
also common to be seen. Vast regions of bazaars
contain many special rare items to find, fine
silks, clothes and chadors, rare books, elixirs and
potions of various sorts, vines and spirits, exotic
animals, vehicle makers etc. Certain private
businesses, luxurious commodities, wizards'
residencies where one can learn few spells or obtain training in arcane, or wealthy merchants are
located in Court district where the noble folk can afford their cervices. Most of the residential
buildings have been secured by trapped lock or magical ward, since the art of thievery is at its
large within the city as well, and is vigorously punished. Grand Palace and noble district are out of
reach for common travelers. Architecture of Une is astonishing, as many towers and palaces were
build by the help of genies and arcane magic. Grand academy is located in the center of the city,
and some of the great mages have their residence in the city, some of them keep rare collections
of magic items, spellbooks or secret lore.
People of Une take pride in their city and their customs, more then
few strive for enlightenment, and most take care of their etiquette,
behavior and reputation. Royal family has been always good to the
people of Une, giving charity to the poor, and random acts of
kindness to its residents. In the past, one time the prince has
bought a young slave from the bazaar. After he had bought him, he
had set him free giving him a gold coin to start his new life, and
said if he desire he could apply to join his father armed forces.
Young boy said he will serve the prince until end of his life, and so
he kept his word, he became a great leader of mercenary units and
went on many adventures with the Prince. People in Une also are
kind to the poor and beggars, it has been said that Prince who is
expert in art of disguise, likes to go among the people in the city
disguised as a beggar, to see how the people will treat him. Several
people who have habit to help beggars have received rewards delivered by palace officials for no
apparent reason.
Legends of Une are of mysteries, magic, beauty, romance and heroic adventures to far lands and
planes

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Wastelands and ancient ruins of Ulthia

Outside the city walls there are not many safe passages, but few rare who knows the secrets of the
wastelands could guide the travelers for a hefty price to 7 Towers, Oriam, Royalworth keep, or
rarely even far north to Chalice of Io or Giant's Vale.
Edges of the southern woods are more less safest route
to take if needed to travel by land, until the lake keep in
the east or Kaliya river in the west. Eladrin Vale has
been a great shelter for the adventurers in the
wilderness, but home of the high elves is very selective
and careful about foreigners who traverse their lands, so
their hospitality might be kind but short.

Dao is wasteland north of Vilas plains, dominated by


earth elementals and earth spirits, some genies and jinns call it their home but is more often lair
of various creatures and hideouts of bands of the wasteland. Tales of underground tombs of old,
remains of citadels and ancient secrets are to be found, but few who ever dare to enter deep never
come back.

Desert of Ashar is the central and far most dangerous part of the
wastelands. Undeath emanates from its depths. It once was ancient
realm of Erithrian Empire but after Dragon wars all was destroyed and
left in ruins. Many demonic creatures took shelter in this desert after the
war, but they were mostly hunted down as well by the imperial army.
Many curses were layed upon this land, many mysteries were forgotten,
and many legendary heroes were doomed to roam forever as ghosts of
the desert. Passage trough Ashar can be very long without knowing the
way and many lost their ways and never return.

Oryssa is the edge of the wasteland that leads to the northern parts of the realm, which is
mostly vast jungles, old home of the giants and ancient dragon caves and citadel ruins. Tales have
been told of powerful Efreets and fire and air elementals that live deep in the land close to
Haarun, as well as ghost cities that can appear to the adventurers. It is home of various wasteland
creatures and occasionally bandit's hideouts near the river of Maar. Who is skillful to pass these
lands can find a path that leads to the Ra's al-Hawwa ancient mountain passage to Archon Valley,
or further north to Giants Vale. There are few tales of current events in forgotten lands of Oryssa,
once great kingdom of the realms.

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Lost Pyramid of ValSharah Adventure Synopsis [Spoilers]


True origin of the Grand City
of Une is quite unknown. The
legend says that the Grand
City was created out of
nothing hundreds of years ago
by a powerful sorcerer and
shair by a wish spell or by
favor of the Genie Council.
Other stories say that the
Oasis of the Golden Peacock
and the city came from Lyoss altogether, and that whole city can travel between planes if need to.
Une is the city of great mysteries, powerful mages, towers that touch the skies, palaces of gold and
jewels, enlightened mystics, loremasters and various secret societies.
The adventure starts with the Sunwise Circle in the city of Une. Group of adventurers on the same
quest joining to find out more of the lost city. Dwarf cleric of Pelor Vrox had been searching for
the Hammer of Alak-Hul, specially made to defeat a great evil in the lost city, where it has been
forgotten. His companion thiefling paladin Malik, owes his life to Vrox, as the two travel many
years together from Lyoss. Halfling Oto has been trying to infiltrate the secret societies of Une in
order to find those who murdered his family. In his attempts he came across of the secret of
ValSharah in the bathhouse, while looking trough the bag of a member of one of the societies.
Half-Elf wizard Morrigan is desperate to gain prestige in Une by uncovering the secrets of the lost
city. She joins the party with her arcane skills.
Meeting with the few mystics at the Grand Bazaar, the
party meets Mira, one of the Readers, who helps them
gain audience with Jisan the Seer and discover a rare
book The Legend of Isfizari and the Fall of Jharikand.
The book speaks of the hero of the ancient times, who
was given the glorious name Isfizari by the celestials.
His rise to the throne of kingdom of Jharikand is
described in many wondrous adventures in Ulthia in
the times of the old Erithrian Empire.
After the fall of the empire his descend soon followed.
King Isfizari's influence was growing and he had
became a great ruler and a powerful sorcerer worshiped
by many. But at the time of Desolation, he had fallen
into possession by an evil being of great power, that
turned the king into a horrific creature driving him and
all in his kingdom into madness and total annihilation
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of each others. The once celestial palace and the city fell under a curse layed by the king Isfizari
himself and completely disappeared from this plane, never to be seen again.
Legend tells that only on the time of eclipse the gates appear in this plane in the deserts of
Ashaar, that one can find if only in possession of an item called "The Star of Atir".

Sunwise Circle, in need of gold to finance the long and


dangerous expedition, gets employed by a wealthy merchant
house in Une and helps in repairing an airship.
Citadel of Light sends them as well on a mission to uncover a
place in the woods surrounding Une suitable for erecting a
chrine to the King and Queen of Light.
After encountering a band of bandits at the waterfall in the
Greenblade forest, that is working for another wealthy
merchant house at Une, the party gain access to a secret
hideout behind the waterfall, previously a grove of some sort.
Citadel of Light, pleased with their service, appoints them in
charge of constructing the chrine and running the stronghold
at the provided sanctuary in the Greenblade forest. This
proves sufficient to fund their expedition to ValSharah.
However, Morrigan betrays the party, bringing the information to a secret arcane society that
send their own expedition and is now after the Sunwise Circle as well.
Desperate and furious, the party somehow lifts their spirits in
pursuit of the key to the lost city.
Fate smiles at them as they meet two fire genasi acolytes of Pelor,
Ogyen and Agni.
Ogyen lost his home in Ashaar to destruction of a powerful Efreet.
Agni saved his life and brought him to the Citadel of light where he
gain his powers as a warlock devoted to Light and his idol, sorcerer
king Isfizari, who he glorifies in every opportunity. He refuses to
believe that darkness took his mind and vows to find what had
happened to the kingdom of Jharikand and the city of ValSharah.
Trough various scryings, Ogyen finds out that a fiend named
Xazlach is in the possession of the Star of Atir. Agni has the power
to imprison the fiend, but it must be done away from the city in
secluded sanctuary, as their new stronghold.
However, to accomplish that, Sunwise Circle must obtain a scroll
that can summon this fiend and join forces in fighting him off in
time Agni can cast her imprisonment ritual.

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Myth of the Ruby of Mishra

Alleria, Urdos
Thiefling Witch, Thiefling Fighter

Story of Alleria and Urdos begins in far lands of old Lyossan Empire, in the city of Kharolys. Their
wise and beloved father Ambarish, grand vizier to the Sultan, had summoned his three children
when they came of age.
He had sent them on a long voyage for each of them to find a thing of a greatest value and
goodness in the world, and then return to him.
To whomever would bring the best offering, father would
reveal the secret lore of Artoa kept in family for hundreds of
years, and he will become the next vizier in The Eye of
Zephyr.
In their travels, their brother had discovered an item in the
deserts of Ashaar, in the lost city of ValSharah, that had soon
appeared to be cursed and attracted an unknown powerful
outsider entity that had imprisoned him in another plane.
Searching ways to bring him back, Alleria and Urdos finally
got an audience with powerful shair Sauul Azal, in the Grand
City of Une, who had promised to help them.
To gain favor of sha'ir, they are sent to uncover the Myth of the Ruby of Mishra hidden deep in
Thuar Llyrien and bring it to him.

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Shadowlands

Stories and legends of Shadowlands are rarely known to few. Land of great mysteries and dangers.
In the northern realm it is more common to see celestial and planar beings serving Io in the
protection of the inhabitants and the sacred legacy. Life in the sacred lands is very peaceful and
focus on enlightenment and connection with higher divine realms. Celestial language is more
often spoken then high erithrian or common. Few adventurers ever travel so far north, only for a
certain reason or wishing to retire from their travels and find peace with their faith. Enlightened
ones are hard to discover as they tend to make their life simple and blend in the society or dwell
deep in the mountains in their meditation far from any contact with outside world. It is told they
possess unlimited powers and lore of the world, and by their blessings they can do miracles if it is
will of Io. There is a legend that in the ancient times immortal heroes would be guided to find
their path trough the land of enlightened and ascend to the higher planes and thus in this way
leave this mortal world.

Prominent regions

Chalice of Io Citadel of Dragon God Io, high sacred place of immense divine power and
mystery. According to legend it is the birthplace of dragons. Worship of Io, Father of Dragons, is
known only to a few. Some tales tell of warded northern passage from the citadel to celestial
kingdom of Asgorath. Temples to Tamara and Aasterinian are in many villages of Golden valley
that leads to the Chalice.

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Archon Valley is a domain of many temples of Bahamut, and secret elite orders venturing into
the Shadowlands in the guarded north-west passage in the mountains. Chrines to Lendys

Shyngor is a domain of Chronepsis. In the end of the long mesmerizing celestial valley of
flowers and wildlife, cottages and chrines, there is a large citadel of Vision dedicated to
Chronepsis on the edge of the large waterfall leading in the mist and to the land of spirits. Clerics
and monks of Tamara from SuanVale frequently travel between these regions aiding all in need.

Nil-Kajal is an ancient elemental city in the north, across desert of Ashar, with a few old
preserved temples and home of many heroes and archmages of Rel Aztra in the past. Occasional
boat is anchored in the port nearby, but if must people often travel across the north with airships. City of Nil-Kajal holds great celestial lore given only to those who are chosen by faith.
Further in the north-east is a sacred passage trough citadels of Grace , dedicated to Tamara.

Abishai Mists is an unknown region, where great demons dwelled in the past, mountain pass
to which now is being guarded by high level Bahamut and Tamara disciples

Elysian Dweri enchanted gateway which the enlightened may take to leave this world. Same
passage also leads to the gate river and a enchanted boat sailing to the Arcane Realms of Rel Astra

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Deities and Organizations


Pelor, Ioun, Ehlonna. Bahamut, Chronepsis, Aasterinian, Lendys, Tamara, Falazure, Tiamat

Races and Characters


Fey, Centaur, Satyr, and Aasimar, Thiefling, Dragonborn are common characters in Thuar Llyrien
or Shadowlands. Genasi, Minotaur, Jinn, Efreet in Ulthia.
Classes of ranger, druid, cleric, monk, sorcerer, wizard, bard
are commonly met trough out the realms, and rogues and
shairs in Une.
Elemental spirits are common across the realms, highly
regarded and known to give protection to those who gain
their respect.
Earth spirits are most common in Dao, but could be found
deep in the mountains as well.
Fire spirits could be encountered in Eliador, Shaarat Kol,
Magala, or deep in Oryssa and Haarun.
Water elemental spirits are guardians of the celestial river of
Nyss that protects the realms from dangers of the forgotten
lands in the east. They are famous to help local residents of
the woods, commonly halflings of Rivenrock and Maridon.
Air elemental spirits are most common high in Shadowlands (Suan Vale, Shyngor, Archon Valley).
But could be seen as well in Une and deserts of Ulthia.
Few of great celestial spirits are high wardens of Elysian Dweri passage in Ashray.

Legends and Adventures


Colvyr or Une are likely staring 1-3LEV adventure points,Nil-Kajal 3-6LEV, Shadowlands 10LEV+

Quest for a celestial bird with the golden magical


plumes in Thuar Llyrien (Artifact)

Quest for secret lore of celestial dragons

Quest for enlightenment (path of mystics)

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Amberland - Lyoss - Imaskar

Amberland is Erithrian Empires

domain of life and light. Great citadel of Pelor and Erathis,

Throne of the old empire under Champions of Pelor. It is considered the holiest place in the
world under divine protection. After the Great War Amber Citadel was the only oasis untouched
and unharmed. Grand Library is located in the center of the city, as well as the Vaults deep in the
Citadel. Great Dragon Spine mountains lie in the north-east past Llohna and Garuda Woodlands,
ancient home of Sun dragons, way to Rel Aztra and traces of Imaskari empire in the north.

Amber City is heart of old civilization and culture, north of high elven realms of Erenon,
devoted in worshiping Pelor and Erathis. Divine power remains strong and priests and paladin
orders are instrumental in healing the wounds of the broken empire, sending distant healing, yet
they seldom reach far north or south. Sun Emperor is waiting for a sign of a new age.
As Erathis is the supreme Goddess of Life She had blessed the ancient
kings and champions with healing powers, immunities to sleep,
diseases, fatigue, no need of food or water, and great longevity of life of
even thousands of years. Champions of Erathis are believed to be
immortal, eternally youthful and beautiful, age never affects them. They
have true seeing beyond illusions and trickery.
All faithful to Erathis and Pelor are believed to have some of such
blessings, fruitful lands, and vitality in families. Travels to all parts of
the world in growth of realms and fortune in creation.
Kingdoms were blessed with good leaders and prosperous cities.
Minotaur race is eternally faithful in service to their patron deity Erathis. Amberland and Dragon
Spine mountains is their ancestral homeland. Pegasus, Griffin, Giant Eagles are commonly seen
and are considered symbols of the realm.

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Lyoss are the far lands and islands of scattered ancient Lyossan empire in the south-east. After
the Great War most of the land has been divided and small independent kingdoms have been
formed in great distance from each other on separate islands, between large deserts, wastelands,
jungles, lakes and oceans. Ships travel frequently between the small islands, Nessian Sea and
heroes and mercenaries take great journeys over the oceans in quest for adventure and fortune.
Yet since the culture and backgrounds are very different, and the Lyossans dont tolerate harsh
northern climate or foreign laws and costums, they rarely stay long in northern parts of the world.
South of Erenon, lies Shadir, and further
central peninsula region of Kazdim
kingdom and Grand city of Lhazareen.
Further to the south beyond wild elven
realms and jungle regions are vast
deserts, lost pyramids and unknown
and unexplored lands of old.
Lands of Lyoss are mystical, many great
treasures and secrets has been lost
within its lands. But it is known that the
further one ventures unexplored south most likely he will encounter great dangers. These lands
are known to be home of the ancient mighty and colossal monsters such as Tarrasque.

Life in Lyoss
Lyossan are expert merchants, skilled in diplomacy and negotiation.
Also very knowledgeable in travels and world lore. But they rarely fond
to travel far north. If any adventurer party goes there they are keeping
close to the ports and coasts. Lyossan merchants and adventurers
sometimes anchor in Egertus and Crystal Lake on the Dragon coast.
Mostly Lyossan ships sail Nessian Sea and once in a while a ship arrives
in Amberland or Colvyr. Lyossan natives rarely speak good common
language of north, and are proud and secretive of their ancient culture.
Une of Ulthia, city that sprouted from the desert by shair powers
thousand years ago, is only significant Lyossan settlement in the north.
Some of Lyossan culture can be found in Cantora, which use to be the
ancient Lyossan city of Obrynn in the Age of Erithrian Empire.

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Imaskar was once a great realm ruled by high elven sorcerer kings.
Since their doom, most of the Imaskari had been cursed. Now across
the Great Dragon Spine Mountains to the east are the plains that are
inhabited by orcs and many other unknown dangers.
Further more, Imaskar is plunged deep into
the Underdark. Far north-east until the
pathway to Rel Astra lie shattered ancient
Imaskari kingdoms, where Tiamat was once
summoned, devastated after the Great War.
Vast ancient Imaskari region remain
unexplored and unknown to the present
world. Yet there are few who are watching
over the realms keeping dangers at bay.
Erithrian Empire had overtaken most of its regions on the surface in
the past and rebuilt the cities, however opening the gates to Abyss had
left the old empire in ruin.
As the Age of Chaos progresses dangers from forgotten realms creep out again into the world.

Punishment of the Undead. This myth tells of the origin of vampires, said to have been cursed by
Pelor after turning from his light to the pursuit of evil magic. The myth suggests that Pelor would
forgive them, if only they would repent.

Forbidden Book of Imaskari ancient artifact of tremendous dark powers lost to the world.
Bloodthirsty magic items, Crown of Dragon control, Artifacts of Planes
Book of Tzakarath Dread Emperor path to Lichdom.

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Deities
Various religions, Dragon Cults, and vast minor organizations and guilds are present and mostly
keep the harmonious balance in the southern realms.

Races and Characters


Native races are sun and aquatic elves,
golden dwarves, githyanki and gitzerai,
half-orc, metallic dragonborn, lizardfolk,
mephits. Human, gnome, halfling as
minor races are of darker skin. However
most of all other races and sub-races are
also present as minority. (Erithrian
natives have beautiful golden
complexion, Lyossan are much darker).
Rogues, swashbucklers, bards, shairs,
sorcerers, wizards, barbarians are
common, but all classes are present
within the kingdoms. Many pirates
originate from the islands of Lyoss. Like
beautiful Lilly the Pirate Queen of the
Black lagoon in Dragons Wing Island.

Adventures and Mysteries


After Great War and fall of Erithria, new Lyossan kingdoms are rising in the lands of unexplored
ancient treasures and secrets. Legends tell of metallic dragons who were the forefathers of Lyoss.

Quests for ancient artifacts or long lost treasure, upon finding an ancient map or book is
one of the common adventure hooks.

Heroes commonly are hired by powerful shairs or Emperor of Kazdim.

Campaign may contain clues of cursed Imaskari empire that vanished from the world.

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Chapter 6 : Monsters

Major Races

Orcs and Drow are largely situated in distant isolated parts of continents and undergrounds
since Pelor cursed them. They rarely organize attacks, unless higher power appear to guide them
to their revenge. They keep special hatred to high elven race and all worshipers of Pelor.

Black Orcs are very powerful and deadly cousins of common orc. They are located in the
Dragon Spine mountains and have a longer, dwarf-like, life span. In the recent times, some of
their tribes are seen in the mountains of Uria and endangering woodlands of Minhiriath.

Ogre and FirBolg are descendents of Giant races that were


once the masters of the north. Since the Giants are mostly gone
from the world, or high in the northern mountains, Ogre folk and
FirBolg are still remaining in Irondale and Dragons Wing Island
keeping mostly to themselves. While Ogres are mostly hostile to
other races and civilization, FirBolg are more civilized and often in
alliance with powerful leaders, for who they provide great strength
power and protection. However they are easy to get in rage if
anyone would try to provoke them or their proud traditions.

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Gnoll are rather simple minded sort that inhabits wilderness of Irondale. Since the rise of their
kingdom united under a gnoll king, they have become a great threat in the Woods of Whispers.
Some of the gnoll who are opposing to new kingdom however rather become mercenaries or
slavers for other races, which gives them good equipment, gold and glory.

Lizard-folk of different kinds (Troglodytes, Yuan ti, Salamanders etc.) appear in the Hoguul
swamp and Lizard kingdoms far south in Lyoss, frequently lead by a powerful sorcerer.

Kobold are largely located in the places of


Dragon Lords in the ancient times. They are
intelligent and masters in making traps, which
makes them quite often superb protection for
hidden places of importance for the Dragon Cult
in the wilderness. They often ambush caravans
and travelers on the roads or in the woods,
sometimes allied with gnoll, ogres, or other
powerful creatures.

Elementals and Mephits are largely


present and employed in Lyoss, Une of Ulthia
and Shadowlands by great mages and elemental
masters, or freely living in ancient forests of
Thuar Llyrien.

Undead there is a vast range of undead creatures in all the parts of the old world. Since the
Scull of Necromancy has been unveiled to the world undead armies are swarming the realms.

Frequent ones are zombies, skeletons, ghouls,


and less frequent wights, ghosts, wraith,
shadows. Abyssal Deathbringer have been
summoned on Dragons Wing Island by the cult
of Nerull.

Secret tales speak of lychdom and vampires yet


there is no evidence still known in the realms.

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Minor Races and Beasts (Vile)

Most of the monstrous races manifested in the material plane after opening the portal to Abyss
and the time of Great war. Most of which were banished and defeated, but some of them were left
hidden lurking in the dark corners of the world.
Surface, wilderness and caverns:

Wyvern
Chimera, Purple Worm (Dragon)
Hags, Medusa (Cursed)
Mimic, Destrachan, Basilisk
Troll, Ettin, Fomorian (Giant)
Goblins
Underdark :

Grimlock (Giant)
Imps (Devils)
Scorpion-folk
Cloakers, Otyugh, Umber Hulk,
Ankheg(Abberations)
Mind Flayers
there is little known about them or their secret society, other
then they exist in far realms of shattered empire of Imaskar
beyond the Dragon Spine mountains. They are considered most
lethal of all.

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Minor Races and Animals (Good)

Azer, Magmin
Lillend, Nymph, Dryad
Will O Whisp, Pixie (Fey)
Celestials (Angels)
Griffon, Roc, Pegasus
Giant Owl, Giant Eagle

Githyanki and Githzerai


Githyanki and Githzerai ancient
independent kingdoms and
monasteries reside in the far
southern realms of Lyoss and
broken parts of Imaskar.

All minor races are very occasionally met, and are living in specific areas in the kingdoms, either
hidden, in the underdark, or protecting the sacred forests

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Chapter 7 : Major Artifacts and Characters

Sculls of Rel Astra

The Beginning

In the Age of Empire and the war in which many demons entered the world, great archmages of
old have gathered in Rel Astra and vowed to seal the portals to lower planes. Seal could be broken
only if they were ever to gather again in Rel Astra for the purpose. 7 archmages were themselves
the embodiments of the 7 great paths of Arcane magic (all except Necromancy), and so they have
kept them sacred. In this way they lived the rest of their days in distant parts of the realms, and
upon the time of their departure they invested all their limitless powers in their sculls to be
buried hidden in their tombs.

But since after that time, many have searched to gain such powers for themselves. In history some
of the sculls were found are tried to be used by powerful mages but all were unable to bear such
arcane powers and became mad under its curse until their death. And so these sculls were either
kept secret and forgotten or lost by destiny of the unfortunate bearers.

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First meeting with Azatoth


Since the fall of the Erithrian Empire there haven't been a trace or sign of the Sculls of Arcane
Powers, until the legend was revealed that the secret 8th scull of Necromancy, forbidden in Rel
Astra, and forbidden to practice in the realms, has found its way to Dragon's Wing Island and a
powerful demonblooded necromancer Azatoth has been searching for it and has made many
plans to secure its place in his possession.
Heroes Hennet, Van Dior, and Farfein Nel'orian, Knights of Ammerthal, having aquired its
possession by fate, became main focus for necromancer Azatoth's dark schemes. Having suffered
Nerull's cult, where two of the heroes, Glazimor Keemn and Kal Dur, were slain, orc and drow
forces attacking them, and within Malchor blackguard's dark powers and undead armies raising,
Azatoth's archrival Alain Fletcher comes to the aid of heroes to defeat the Necromancer and save
the Dragon's Wing Island from evil that has been sprouting in all directions.
At the ending encounter in Helm, which have fallen under Azatoth's magic, Necromancer tricking
them to be loyal part of their trusted company, gains possession of the scull and reveals his true
identity. Heroes try to react, but it is too late. Azatoth easily deals with the paladin and fighters,
without the mage at their side, fight ends quickly, but Azatoth's other plans on Dragon's Wing are
failed, and he must flee with the scull of necromancy in his possession.

Current events
In the Age of Chaos in Irondale, Hextor's champion
dark prince Arkor Taryn have raised great tyrant army
within the realms. Many undead have been seen in the
Woods of Whispers, drow in Ursun's Wild,
lycantropes on the borders of Elonar, and many cults
and war wizards have joined dark forces as the magic
weakens and the weathers in the realms become more
chaotic.
Some have seen visions of complete destruction and
dragon cults of dark practices have desire to see
Tiamat reborn with the army of undead dragons.

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Mask of Divine

This mask is forged from the skull of Rel Astra Archmage. Constructed into a mask, wearing this
mask grants the wearer great power. Hidden within an ancient seat of power in the ruins of the
old world it is a feared and terrifying item and highly coveted by those who know of it.
Putting on and removing the mask of the divine is an incredibly traumatic experience and either
action will take the entirety of your turn.
Upon putting on the mask the wearer will begin to glow from within and glowing symbols and
runes will appear across their skin.
While wearing the mask you gain the following properties:
Each of your ability scores increase by 2 to a maximum of 20
You gain an additional +2 to all saving throws, attack rolls and ability score checks.
You become resistant to all damage from nonmagical weapons and immune to all conditions.
You can speak, read and write all languages and can communicate telepathically up to 120 feet.
Your gain a base walking, swimming and flying speed equal to 30 feet.
You gain truesight up to 60 feet, divine awareness, frightful presence, legendary resistance, magic
resistance and magic weapons.
You can cast aid, bane, bless, darkness, detect magic, eldritch blast, identify, mending, minor
illusion, purify food and drink, resistance, sacred flame, shield of faith and thaumaturgy at will.
You can cast aura of life, aura of purity, create food and water, cure wounds, guards and wards,
guiding bolt, moonbeam, programmed illusion or telekinesis up to 8 times per day.
You can cast aura of vitality, banishment, bestow curse, contact other plane, control weather,
disintegrate, fabricate, hallow or heal up to 5 times per day.
You can cast animate objects, astral projection, arcane gate, circle of death, conjure celestial,
divine word, holy aura, plane shift, regenerate or 'resurrection up to 3 times per day.
You can cast antimagic field, earthquake, gate, meteor swarm or time stop once per day.
You can cast wish once.

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Detrimental
Upon putting on the mask, roll a d6 to determine a random ability score, then you must succeed a
DC 18 saving throw in that ability score. On a success the mask bonds to you and you become
attuned to it. On a failure you must make a DC 10 saving throw with the same ability score, on a
success you age 3d10 years, on a failure you die instantaneously and become a wight under the
DM's control bound to protect the artifact, and cannot be restored or resurrected by any means.
Destroying the Artifact
In order to destroy the artifact, The mask must be worn, then the wearer must travel to afterlife,
destroying both themselves and the mask as their identity is washed away.

Drow Bane

Legend tells of a drow bane artifact that was claimed by


the drow from Erithrian Empire and kept hidden deep in
the Underdark enabling one family of drow to rule over the
others.
Whenever the wielder attempts to channel positive energy
it also has a change of casting spell Bless, Hallow,
Protection from Evil.
Drow targeted within the radius of 120ft must succeed a
Will Save DC 30 or be banished from material plane. On a
successful save they take additional 40d6 damage
In the current events, imperial legions are sent to recover
the missing artifact from the tomb of Kruk Ma Kali, deep
in the lost city of Karak Dum, ancient realm of dragon
overlord Irlym.
In the Age of Chaos, drow forces are raiding the surface of
Ursuns Wild, empowered by the rise of dark magic in the
world. As the worship of Pelor is dying out they see this as
opportunity to reclaim their long lost empire on the
surface.

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Arcane Crystal of Mythallar


These ancient crystals were given to the world by the archmage of Rel Astra thousands years ago.
Crystal of Mythallar creates a city-sized envelope of pure magical energy. It always incorporates a
major special ability that permits the creation and use of magic items.
Magic items function exactly like normal magic items within the bounds of a the crystal but
become inert when taken beyond its borders. The arcanists who used them had the creation cost
of any magic item, no matter how powerful, included no XP component. This opened up item
creation to even low-level spellcasters and made the creation of vastly powerful artifact items
such as floating mountaintop enclaves in Solamnia, Une of Ulthia and Shadowlands feasible, as 7
Towers, Eliador, Ethengar, Nil-Kajal, and major cities in Irondale are protected by such crystals
and thus provide shelter for all.

Life Medallion of Erathis


The Beginning - This medallion is given by Erathis Herself in Age of Chaos to a chosen champion
of good. In this medallion Goddess invested heart of Her own power to help world fight undead
force rising in the west.It is known that Erathis in the past ages had mercifully granted the nectar
of immortality to Her devoted champions and virtuous kings of old. Ancient Dragon overlords
had became ageless by the favor of Erathis, Goddess of Life.
However, in seeing the Age of Chaos and fall of virtue, She had created crystal made of Her tears.
Golden Age - In recent events, this artifact came to Woods of Whispers to wood elven village, to a
young hero Sylar.
Soon after the powers of the medallion start to manifest, necrotic forces found their way to the
village destroying all tribe, only Sylar had miraculously survived and escaped to the south.
During his adventure to revenge his family, guided by wood elven shamans across the realms,
Sylar will discover more and more powers hidden within the medallion.
Appearance of a Golden Dragon egg in the midst of Woods of Whispers attracted attention from
all and ancient elven shaman chieftain of Elonar that requests wielder of the crystal, Sylar to
become champion of Erathis by asking celestial blessings in hidden fey realm of Elonar and by
channeling Her divinity help spirit ritual of hatching and come in protection of the young Golden
Dragon. By the influence of medallion dragon will grow rapidly and come in power to lead battle
to growing necrotic forces within the realms.
Fulfilling this holy quest he understands that he will also get long waited revenge on destruction
of his family.

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Life Medallion of Erathis starting properties :


Life domain (channel divinity - preserve life)
Divine health
Natural armor +1
Remove disease/curse, purify, protection, shield of faith, plant growth 1/day
Properties upon awakening :
Hero becomes Blessed healer
1/day heals 5d8+5 when reduce to 0.
Blessing of the Golden heaven immunity to death (necromancy) spells and effects
Blessing of the Illuminated Heaven fast healing 2 60ft radius. Turn undead less than 10HD
Aura of vitality at will 60ft
Resistant to all damage from non-magical weapons and immune to all conditions

Dragon Swords of Bahamut

Three brothers dragonforged magic bastard swords crafted with a purpose to slay three tyrannical
Dragon Overlords of Tiamat. Three Dragon knight heroes are chosen within the realms to wield
them to end the dragons tyranny.

In times to come, wielders of the swords often found themselves in opposing parties in the War of
Dragons. Since after the fall of the empire two swords have been retrieved and remain in Colvyrs
crypt of Dragon Knights.

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Book Artifacts

Legend of Asgorath Secret Lore of Dragons (draconic)


Provides the reader with various dragon powers, arcane magic and dragon legends, quests, secrets

Tome of Life, Mount Celestia Holy Books of Pelor and Erathis (celestial)
Grants various blessings on the reader, cleric domain abilities and spells

Champions of Elyria Feywild, Moon kingdom, Ehlonna (elven and sylvan)


Reader enters various trances, gain special hero abilities, powers of the wild,and receive druid lore

Keepers of the Seal Arcane Circle of Rel Aztra (runes)


Archmages secret knowledge and spellbooks containing complete arcane lore

Tome of Secrets Timat and Vecna (draconic and abyssal)


Forbidden Lore of Imaskari Book of Necromancy (undercommon)
Book of Tzakarath Random wondrous effects upon reading (any)

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Azatoth

Powerful highly intelligent mastermind Thiefling


Spectral Necromancer that heroes meet briefly in
Dragon's Wing Island campaign where he succeeds
to gain possession of a long lost powerful artifact
Scull of Necromancy.
In current events of Woods of Whispers, Age of
Chaos progresses. Heroes connected to previous
campaign might suspect that many evils that are
rising are possibly the result of Azatoth being in
possession of one of the 8 ancient artifacts.
And possibly searching for other parts for the ritual,
when assembled could give one power to open the
portal to Abyss, sealed in Rel Astra.
Azatoth has a grand network of minions and allies everywhere. Demons that survived the great
wars now hidden (one being released from Dragon's Wing Island imprisonment) are mostly in
favor to his ways.

[Spoilers]
Current plans or location of Azatoth are unknown since his disappearance from Helm in Dragon's
Wing, but recent events of Necromantic disease that spreads, Vecna cult hunting for sorcerers,
magic being drained of power, corruption effects of evil and madness fills the realms, monster
races gaining power and unity, Ursun's Wild swarming with undead and appearance of hellish
Hextor's Champion with 3 hellhounds as familiars, will give the heroes insight that Azatoth's
plans are spreading all over.
In Azelachi story, Melaergoth thiefling assassin will reveal that thieflings are coming together
once again, for the One has came to lead them to the rise of their lost empire in Irondale. In
Cantora, one of the Dragon Cult leaders highly positioned diplomat is secretly appointed by
Azatoth for cult to spread his plans in Ementhal and Uria, and gain supremacy over independent
cities.
In Uria Azatoth desires to search the depths of the mountain, in search for the artifact guarded by
colossal monster. While heroes might be engaged in the events in Woods of Whispers the
dwarves of Uria will already be on the way of discovering the artifact for Azatoth.
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With two powerful artifacts in possession he is impossible to defeat if the heroes don't take grand
actions and gain allies.
As the empire sends Pelor's holy expedition to Karak Dum, Azatoth is well aware of their finding
the Drow Bane artifact along the scepter of Kruk Ma Kali. If the heroes bring Drow Bane artifact
to the surface Azatoth will trick them in its possession with which he will dominate the race of
Drow in his cause.
Sacrifice of powerful elven child sorcerers, personification of high level wild magic, for Vecna
would grant him a wish to summon the banished Scull of Evocation back to material plane in his
possession. Keeping Dhaunae with them the heroes will get powerful means to defeat Azatoth's
dealings in the Woods of Whispers.
Once the heroes get to the Citadel of Light on the Elonar river for the newly appearance of a
Golden Dragon egg, they will get protection from scrying and get new allies for their quest. After a
long trial of acceptance the ritual of scrying can be performed, after which they can learn the Scull
of Abjuration is lost far north, highly possibly in possession of also lost white dragon overlord
Malystrix. Wearing of the Mask of Abjuration may be the only way to defeat Azatoth.
Azatoth have sent powerful mages to organize monster races like gnolls and ogres to find the
powerful artifacts in the Woods of Whispers (and Minhiriath)
From unveiling powerful secrets of the realm by the cult of Vecna, Azatoth will gain possibility to
find resting places of ancient dragons in attempt to raise them with his growing army of undead,
and open door to lychdom. This can be revealed to heroes either on breaking into the cult or at
the very end of the campaign.
Azatoth's archrival is a Ancient Dragon hidden within the realms as a human archmage
(loremaster) Alain Fletcher. The wizard guides the party of heroes to unite in defeating the
unstoppable force of evil that spreads in the ages yet to come.
Gaining the allies within the Woods of Whispers, druids to the woods of Elonar and meeting the
white unicorn might fulfill the prophecy of transforming the woods into divine place of harmony.
Political actions and connection with Ementhal, Cantora, Asselbach, Dragon's Reach would give
them great benefit, as well as working with the organizations like the Cult of the Dragon,
Brotherhood of Whispers, paladins of Renn or Erithrian legions etc. Awakening of Golden Dragon
can be the bright future for the new age in the world.

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Alain Fletcher

Highly mysterious wizard that carries powerful staff


with a crystal ball on top, never shows his true powers
and never engages to help adventures unless
absolutely necessary.
He appears as a Human Wizard (Archmage), but the
party suspects much more of him.
First encounter with Alain Fletcher heroes make in
Windhill on Dragon's Wing Island, where old wizard
have made his tower for further personal researches.
Once the party have uncovered secret chamber in his
tower where the wizard use to collect many black
orbs, that are suspected to contain certain imprisoned
souls. That raises many suspicions within the party, unclear about his intentions.
However, he reveals his nature during the campaign, in helping the heroes defeat the cult of
Nerull, and the drow attacks, and rescues the party in certain deadly situations. In the final
chapter, he rides with them to stop Azatoth fleeing, but the party encounter Azatoth alone in
Helm, and end being defeated within a few rounds.
Alain Fletcher seems to be supremely familiar with all that is currently happening in the world,
and in the course of history, as well as seeing in the future. That leaves him very grave and
worried, and rarely wastes time. He appears briefly in the adventures of the heroes and goes on
his way.
He has vast of ancient relations with all the powerful and respected powers within the known and
unknown world. Well respected by all kings, elven lords, and all others, yet all his relations
remain hidden, and his position is ever humble and never in search of recognition.

[Spoilers]
Alain Fletcher one time reveals that his age is of thousands years. Meaning that he might be
coming even from the Age of Dragons. He has taken human form as a shapeshifting ability to hide
himself, but his true form is yet to be revealed.
Actually, Fletcher is one of the few Mystics and Loremasters within the world, and at the end of
the campaign it is to be revealed that he is the one remaining Mage of the Arcane Order of Rel

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Astra, one of the the Keepers of the Seal. As Azatoth plans to threaten opening portal once again,
Fletcher is aware of such dangers, and of all activities after the great war, and by his mission is to
stop Azatoth at all costs. Thus is makes them archrivals of grand proportions.
As Azatoth, he has access to many artifacts and able to summon allies to help, the strength of
both being never self-reliant, always keeping allies
In the current events, the party may meet Alain Fletcher in the cult of Chronepsis in Keronast or
Dragon's Reach. Fletcher's powers are increased, one of his eyes now appears to be of golden
color.
He urges the high families of Asselbach in the moon hall to
unite, to seek allies in order to overcome destruction upon
everyone. He is wary of the variety of ideals within the Cult of the
Dragon, so he assembles the trustworthy in the meeting in
Dragon's Reach. Red Dragon cult of Egertus, cult of Chronepsis,
cult of Bahamut, cult of Dragon Knight, Spellguard cult,
dragonborns etc. Kal Dur sends his sons, Van Dior and
Nostrianchampion of Heironeus comes in aid of Renn against
Hextor's champion, Thamior Vall appears to request the high
elven families, Farfein Nel'orian comes in search of Drow Bane in
Karak Dum before Azatoth gets to it and end the raids. Sylar is to
be reconnected with his wildelven roots and goes on the quest
for Asil Dahar. In such ways the heroes unite in attempt to defeat
evils the spreads in the realms.
Alain Flecther sees the right moment to summon the golden
dragon egg from outer planes, as the beginning of the age of
celestial dragons.
He knows as well of the ancient tomb of the Dragon Knight, which the heroes may go to uncover.
Dragon knights remain forgotten until one makes self-sacrifice to bind his soul with the Dragon
knight. Aasimar Bergon seems adequate for such a quest, his desire being to bring back the
dragons. Such hero may be able to mount a dragon in battleif Tiamat is risen once again.
In the campaign of Thuar Llyrien, Une and Shadowlands, Alain Fletcher remains hidden in Ashray
leading a life of a blind mystic. Waiting for a time he will be replaced as a Keeper of the Seal of Rel
Astra by enlightened ones, turn back in his celestial dragon form and travel to Chalice of Io and
final journey to Asgorath, as all virtuous dragons end their mortal lives.
He may appear to heroes in visions to guide them on their adventures to enlightenment, and
further more to Elysian Dweri

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Enlightened Traits
+20Charisma, +20 Dexterity, +20 Wisdom, +20 Intelligence, +20 Constitution, +20 Strength
Outsider, Augmented: Saints are not tied to any specific aspect of the spiritual planes, so they are
simply outsiders. However, for purposes of resurrection, they retain their humanoid status.
Saint base land speed is 200 ft.:
Fate Sight (Su): Through this special ability, Saints can see something called the Hand of Fate. It
manifests as a glowing golden aura around the person, and the Saint is bound to help anyone
touched by the Hand of Fate, within limits. The Saint can not, for instance, put themselves in
severe danger without reason. A Saint will not kill innocents for a Fate-Touched person. If the
Saint chooses to inform the fate touched person of their unique status in the balance of the
universe, that individual instantaneously gains the feat Fate Touched and is knocked unconscious
by the revelation. The DM should privately inform a Saint when they see a fate touched
individual, and this knowledge should be given as subtly as possible to the Saint, unless they
intend to tell their compatriots.
Feed on Kindness (Su): As long as a Saint commits one good act a month, they do not need to eat,
sleep, or even breathe. This eliminates the effect of suffocation, as would be expected.
Holy Sight (Su): All Saints can see angels and
demons.
Spell-Like Ability: 5/Day Spectral Hand. Caster
level is equal the characters HD. The save DC is
Wisdom-based.
Holy Hands
Bonus Languages: N/A due to "Tongues" Ability
Favored Class: Cleric
Level Adjustment: +2

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Mystic Traits

Mystic of the Chain see the world as nothing more than a single enormous chain of events.
Everything causes something else to happen, and everything is caused by something else,
nothing ever happens by pure chance.
Requirements : Any 3 metamagic feats.
Instinct (Ex): As the mystic beholds the worlds event happen around him, he starts to notices the patterns in
life, and he becomes adept at predicting moments before they happen, gaining a sort of sixth sense about
reality. At first level a mystic of the chain may act normally in a surprise round, no matter the circumstances.
Additionally the mystic is never caught flat-footed.
Truth (Ex): As the mystic watches the world and sees cause and effect prove itself over and over again, he
learns to see when something just doesn't fit, no matter how well concealed it may be. At second level the
mystic gains a +2 bonus on saves made against illusion and a bonus on all sense motive checks per Lev.
Chain (Ex): As the mystic lives his life he begins to understand the true workings of cause and effect, and
learns to use these workings to craft a chain of spells. At third level the mystic gains the ability to cast a single
spell with a casting time of 1 standard action or less as afull-round action and then cast a second spell that
same round as a free action as though it was affected by the quicken spell metamagic feat, the second spell
uses up a spell slot two levels higher than the spells actual level.

Mystic of the Chalice


Requirements : Listen 10 ranks, Spot 10 ranks, 3 item creation feats.
Optimism (Ex): At first level a mystic of the chalice gains a bonus to saves made against fear effects per Lev.
Musings (Ex): As a mystic of the chalice thinks about the world, he finds inspiration in the smallest things,
such as the way a drop of water falls. At second level a mystic of the chalice is considered to be 4 levels higher
than he is for the purpose of overcoming spell resistance and for metamagic and item creation feats.
Drink Deep (Ex): At third level a mystic of the chalice can take a full-round action once per day to focus the
energies around him into a single burst, whenever he takes this full-round action, the next spell +5 caster level.

Mystic of the Mask views the world as a great faade


Requirements : Bluff 10 ranks, Disguise 10 ranks, Feats Deceitful, Mind Over Body, Persuasive
Shroud (Ex): As a man beings to walk down the path of the mystic of the mask, he begins to see the world in a
new light, seeing the curtains that are drawn over everything in life, and he learns to manipulate these curtains
to his advantage. +2 bonus on all bluff, disguise, forgery, hide, move silently, and sense motive checks.
Guise (Ex): Bonus on all saves made against spells of the divination school 1/2per Lev.
Reveal (Ex): A single reroll on any attack roll, saving throw, or skill check made within 100 ft. of him a number
of times per day 1/3 per Lev.

Mystic of the Mirror


Requirements : Wisdom 15. FeatsImproved Initiative, Magical Aptitude, Negotiator.
Wise (Ex): A mystic of the mirror is a man who can see the thousandfold reflections within the world, and
because of this fact, he gains interesting insight into the nature of events. +2 insight Wisdom bonus.
Second Sight (Ex): As a mystic of the mirror begins to see deeper into the reflections of the world, he learns to
see through the false and the mundane. At second level a mystic of the mirror is never caught flat-footed,
additionally, the mystic gains a bonus to all sense motive checks equal to half of his character level.
Reflect (Ex): Eventually a mystic of the mirror begins to fully realize how far back into the world the mirrors
actually reach. Negate a spell or spell-like ability (1d20 + level vs 1d20 + caster level) on success identical spell
is cast upon the original caster, using the mystics caster level as the caster level of the spell. This ability can be
used 3 times per day.

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Mystic of the Orb views reality as being perfectly balanced, believing that even the most
chaotic and destructive events were meant to happen, divine will always compensate,
maybe not in the same lifetime, but it will balance itself eventually. These mystics tends to
be incredibly calm and almost overly-friendly in even the most dangerous situations.
Requirements :Concentration 10 ranks, Knowledge (Nature) 10 ranks.
Calm (Ex): E that happens was meant to happen. With this
realization the mystic learns not to fear things that happen
around him, for if something must come to pass, then it must
come to pass. Immune to all fear effects.
Solid Mind (Ex): As a mystic of the orb watches the world and
beholds its odd perfection in balance, his faith in reality grows
stronger, and with it his willpower and focus become more and
more unbreakable. A second level a mystic of the orb gains a
bonus to all Concentration 1/2 per Lev.
Curve (Ex): At third level, the mystic may ignore all forms of
concealment or any other condition that provides the target
with some percentage of miss chance. Additionally, the mystic
may add 20ft. reach of any spell.

Mystic of the Ring is a firm believer that everything


in this world, no matter how small, holds within it
its own unique force. Mystics of the ring tend to be
trusting and accepting individuals, who have
unparalleled patience and stubborness that few can
withstand.
Requirements :Diplomacy 10 ranks, Sense Motive 10 ranks.
Trust (Ex): As a man begins to walk the path of the mystic of the
ring, he begins to see the forces that lie within everyone, he soon
realizes that everyone has the strength to do great things within them, with this realization the mystic learns
to trust in anyone, no matter the situation or person in question. At first level a mystic of the ring gains a
bonus to all Diplomacy equal to half his character level.
Stubborn (Ex): As the mystics trust in the strength and power that others cannot see deepens.. At second level
a mystic of the ring gains a +2 bonus to all Will saves.
Deem (Ex): As a mystic of the ring continues to see the inner forces in the people of the world, he begins to
truly see what those forces are as they rest dormant. Due to this the mystic learns to draw that power out with
his mere presence. At third level any time an ally of the mystic within 100 ft. of him attempts an attack roll,
saving throw, or skill check under stress, roll of 95% or better, that ally may take 20 on that dice roll. A single
ally of the mystic cannot be affected by this ability more than once in a 24 hour time period.

Mystic Lore* Knowledge (Arcana)


DC
11
16
21
26

Result
Mystics are powerful spellcasters who can manipulate the world around them.
Mystics watch the world around them as another would a play.
There are many different paths a mystics can take, each one dependent on a certain way of thinking.
Characters who get this result can know the names and locations of specific mystics and items related to them.

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North-west - Irondale Kingdoms (Woods of Whispers)

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North Solamnia, Ulthia, Shadowlands,Rel Astra (Elysian Dweri)

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Secrets of the
Ancient Kingdoms
Campaign Setting

Credits
Story Development
Design and Editing

Nemanja Djordjevic
Dungeons&Dragons

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