Reinos de Ferro - Into The Deep Wild

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®

Go beyond the cities and into the wilderness in this expansion


for Iron Kingdoms: Requiem
Creator of the Iron Kingdoms Editors Playtesters
Matthew D. Wilson Michael G. Ryan, Chet Zeshonski Tony Crawford, Daniel Dainwood,
William Guyaux, Antonio Gabriel
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Writers
Matt Goetz, Orrin Grey,
Christopher Miller, Randy
Newnham, Tim Simpson

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First printing: October 2023. Printed in China.

Into the Deep Wild .... ISBN: 978-1-943693-89-4 ....... PIP 507

2
TABLE OF CONTENTS

Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Chapter 3: Magic of the Deep Wild . . . . . . . . . . . . . . . . . . . . . 130


Where the Wild Things Are . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Class Spell Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Chapter 1: The Deep Wilds . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Treasures of the Deep Wild . . . . . . . . . . . . . . . . . . . . . . . 139
Gods of the Deep Wilds . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Magic Item Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Regions of the Deep Wilds . . . . . . . . . . . . . . . . . . . . . . . . . 17 Magic Item Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Factions & Societies of the Deep Wilds . . . . . . . . . . . . . . 38
Daily Life in the Deep Wilds . . . . . . . . . . . . . . . . . . . . . . . 43 Chapter 4: Deep Wild Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
Chapter 2: Character Options . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Adventuring Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
R aces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Poisons and Remedies . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
Anura . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Bog Trog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Chapter 5: Warbeasts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Gatorfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Swamp Warbeasts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Classes and Subclasses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Additional Warbeasts . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Monster Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Warbeast Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Warlord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Imprints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Subclass Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Gaining an Imprint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Alchemist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Imprint Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Quick Warbeasts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Science Gone Mad: The Works of Dr. Arkadius . . . . . . 170
Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Let Slip the Hogs of War . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Mechanik . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Chapter 6: Deep Wilds Adventures . . . . . . . . . . . . . . . . . . . . . . 176
Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Campaign Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Ranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 The Wilderness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Campaign Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Mist Speaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Appendix A: Special NPC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Appendix B: Characer Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Multiclassing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Backgrounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Adventuring Companies . . . . . . . . . . . . . . . . . . . . . . . . 112

3
INTRODUCTION
6
WHERE THE WILD THINGS ARE
E
ven in the hearts of the largest cities of inhabitants beyond the birds and beasts of the field. There
western Immoren, deep behind walls and guarded are even humans, elves, and dwarves who live in these
by marvels of magic and engineering, the bravest of unexplored places, sometimes maintaining traditions that
souls sometimes awaken in the dark depths of night predate the Iron Kingdoms themselves.
and wonder, Does the place where I live really belong to me? However, the majority of the denizens of these wild
In the wild places across the continent—off the roads and places are as unfamiliar to humanity as are the places
beyond the walls, at the very edges of the firelight, there are themselves. Here, gatorfolk build empires of death and dark
beings who answer, No. Or, more accurately, they often give magic, subjugating “weaker” species and bending them to
no answer at all save a bloodcurdling roar just before the their will. Among the gatorfolk’s number, one has even
listener is devoured. grown so powerful as to ascend to actual godhood. And
These are the deep wilds. Places of untamed nature, free beneath the claws of the gators, the fishlike bog trogs and
of walls or roads or the industry of the Iron Kingdoms. batrachian anura attempt to hold on to their own customs
Untrodden by boots. Unexplored, at least according to the while adapting to the rule of their cold-blooded tyrants—or
universities and the rulers in their high towers. Off the rebelling against them.
beaten path—well off that path. Out of sight and, for many of Throughout the most rugged parts of the continent,
the inhabitants of the nations of Immoren, out of mind—until farrow of all stripes eke out existences on the edges of so-
that sleepless night comes when dark, ancestral memories of called “civilization,” often raiding and pillaging from nearby
the things that lurk beyond the firelight keep them awake, settlements for the resources they need to survive. Some of
shivering in a cold sweat. these farrow emulate their human neighbors while others
Yet while these regions may be largely unknown to cleave to an older way of life.
city folk, they are far from uninhabited. They are home Then there are the various kriels of trollkin, who once
to complex societies of beings the citizenry of the Iron ranged across much of the continent and who, since the time
Kingdoms may think of as beasts but only because they of the coming of the Orgoth and the formation of the Iron
don’t know (or choose to ignore) the rich tapestry of those Kingdoms, have been driven increasingly to the fringes. After
creatures’ cultures. From the gatorfolk who dwell within the Claiming, a huge portion of the United Kriels ventured
the swamps and marshes to the farrow of the Thornfall south to the subcontinent of Alchiere, where they have begun
Alliance to the trollkin and their larger relatives, these are the the construction of a new trollkin empire—one that may yet
monsters of campfire stories in the Iron Kingdoms, but in prove the salvation of their people and a challenge to the
the deep wilds they are simply folk, living their lives much as supremacy of the Iron Kingdoms.
anyone within the walls of a city or village might.
AND WHAT
WHAT ARE THE DEEP WILDS? ADVENTURES AWAIT?
Sometimes the deep wilds are located beyond the edges of the
Challenges abound in the wild places of the Iron Kingdoms,
Iron Kingdoms. Other times, they lie within their borders,
both for outsiders and for those who make their homes here.
the hidden depths of these wilds unknown even to their
Life in the deep wilds is never easy—the struggle for survival
closest neighbors. They are patches of untamed wilderness
makes up much of the day-to-day lives of the residents of
not yet conquered by soldiers of the crown, even when they
these primal wildernesses. Massive predators still call the
lie within that crown’s borders. These include places like
forests of Immoren home, and the peoples of the wilds clash
the Widower’s Wood near Corvis, the Gnarls in Thuria
over limited resources.
and the Western Midlunds, the Shadoweald in Khador, and
For those who venture into the wilderness from the cities,
many others.
the lure of exploration is often a driving force. To go where
At one time, such wild places dominated western Immoren.
no one has gone before—or, at least, no one who has been
Today they are the exception rather than the rule. But just
acknowledged by the local university or explorers’ guild.
because the fires and walls of civilization have pushed farther
There are also great mysteries and artifacts still to be found
and farther into the deep wilds does not mean the places that
in the places as-yet unconquered by the encroachment
remain are any less dark or any less dangerous. The depths
of so-called civilization. Artifacts dating from the time
of the forest are still a place where many may enter and far
of the Orgoth occupation and even before lie covered by
fewer return, and those who make their homes here are often
creeping foliage. Powerful centers of geomantic energy
reluctant to welcome outsiders as anything other than dinner.
remain untapped. Rich supplies of natural resources wait
to be claimed.
WHO LIVES THERE? And at the edges of the Iron Kingdoms, in the subcontinent
For those who make their homes in the cities and villages of Alchiere and beyond, whole lands stretch out for those
of the Iron Kingdoms, the deep wilds are often considered bold enough to chart them—lands that may yet provide the
“uninhabited,” but the fact is that nothing could be further future of the Iron Kingdoms.
from the truth. The wilds are home to a wide range of

INTRODUCTION
7
1 THE DEEP WILDS

CHAPTER 1: THE DEEP WILDS


8
H
umanity may believe it has conquered little more than beasts themselves, the Molgur were also
western Immoren, but in truth, it has managed crafters, capable of working leather, making weapons, and
to carve out only a handful of urban centers and carving and erecting stone. It is said there were even smithies
scattered villages. Most of the continent remains in the largest villages, where weapons and armor could be
untamed. What the settled nations see as “the wilderness” forged from bronze.
is just the fringe of the wilds, a curtain separating so-called In time, Menoth returned to his scattered flock and saw
“civilized” lands from the true wilderness, the deep wilds. that they worshipped his eternal enemy. So, this was the time
The deep wilds consist of ancient forests, tall mountain when humans first began separating themselves from the
ranges, raging rivers, and other natural features. It is where wilderness where they had dwelt. Menoth brought to them
civilization has yet to make a significant impression and knowledge of the wall, and with it a way to separate villages,
where only a few human explorers have ever treaded. It is a then towns, and then cities from the wild places of the world.
place of primeval power where nature still reigns supreme. However, the Molgur had persisted for thousands of
The wilds are home to many creatures and cultures, some years, and even with the gifts that Menoth brought to his
of which seem strange and dangerous to the folk of the Iron followers, it took considerable time for civilization to push
Kingdoms. Many of these creatures are the descendants of back the shadows of the wilderness. More than a thousand
ancient beasts, kin that have survived the passage of time years after the fall of the elven Empire of Lyoss, at the time
and the onslaught of civilization. Others are more recent the largest civilization in Immoren, the first of the Menite
denizens, drawn to the wilds by its untamed power or thrust priest-kings became a legitimate challenge to the reigning
into the deep wilds of western Immoren by forces beyond Molgur war chiefs.
their control. Around 2800 BR, a zealous and powerful follower of the
The deep wilds are a place of mystery and danger, where Lawgiver began uniting the humans of the Black River delta.
even the bravest explorers sleep with one eye open and Valent would become the first of the Menite priest-kings
the wisest know when to turn back. They are a place of and would build the Hold of Calacia, a fortification capable
beauty and untamed power, and they can never be fully of standing against the Molgur hordes. This fortress was the
conquered—by anyone. beginning of a string of such strongholds that came to be
known as the Shield of Thrace.
THE HISTORY OF For centuries, the Shield held out against Molgur raids
from the Wyrmwall Mountains and the surrounding
THE DEEP WILDS wilderness. One side might lose ground while the other
Understanding the history of Immoren’s wild places begins gained, but for the most part the two were held in a stalemate
with the realization that, at one time, the entire continent that lasted until the arrival of the bloodthirsty priest-king
was wilderness. In the days before Menoth taught his Golivant in 2230 BR. While his predecessors had been
children the way of the wall and the flame, the world was a content to defend themselves against the ravages of the
place of predator and prey, of nature red in tooth and claw— Molgur, Golivant sought to break them. To this end, he
and in the deep wilds, it is still. began assembling an army the likes of which the continent
In these earliest times, the Molgur were at their peak. Not had never seen.
one creed or nation, the Molgur were made up of disparate— This aggression was met with the rise of a great champion
and often conflicting—tribes of trollkin, gobbers, ogrun, and among the Molgur. Horfar Grimmr was the first to unify
even humans. However, they all worshipped the Beast of numerous tribes beneath his leadership and to command the
All Shapes, seeing in the Devourer Wurm a way to become largest force of Molgur ever assembled against the walls of
better hunters and better adapted to surviving in an often the Shield of Thrace. Ultimately, however, he fell, and though
brutal world. This proved to be enough to bind the Molgur the curses he levied against the Menites with his dying breath
together, and among their number, respect existed for the still resound with power to this day, his demise signaled the
largest ogrun and the smallest gobber alike. At least, most start of the slow decline of the Molgur.
of the time.
Bloody conflict was a way of life for the Molgur, and if life
were nasty, brutish, and short, it was also often joyous and
THE OUTSKIRTS OF
celebrated, filled with feasts and rites of passage. Violence A THOUSAND CITIES
was not seen as abhorrent but as natural. The Devourer was, The fall of Horfar Grimmr took place during what is known
after all, the first predator, and it was seen as something to to historians as the Warlord Era, which prefigured the
emulate as much as it was to fear it. As such, the Molgur had Thousand Cities Era. For many in the Iron Kingdoms, this
no dread of the wilds. Indeed, there was little enough else in is seen as the beginning of their national history; for the
the world at that time, and the Molgur considered themselves Molgur, however, it was the beginning of the end.
the masters of the wild places, to the extent such places could While human tribes conquered by the Menite priest-kings
ever have masters at all. had the option of converting to worship of the Lawgiver,
Though early Menite accounts—from the days when the ogrun, gobbers, trollkin, and others were given no such
first priest-kings vied against the Molgur chieftains—would alternative. They were slaughtered and driven into exile from
have it that these early Molgur tribes were barbaric cannibals, lands they had held for generations. It was the launch of a

CHAPTER 1: THE DEEP WILDS


9
across the wild places of Immoren at a staggering pace, and
Morrdh those who were unable or unwilling to become part of the
Centuries before humanity was given the gift of magic by
towns and cities that gave the era its name were ultimately
Thamar, a group of apostate Menites had created one of the
most dreaded kingdoms in history. The rulers of Morrdh ground beneath the heel of what their oppressors called
possessed strange powers heretofore unknown to humankind. “progress.” Though the children of Dhunia would survive
At their command, the dead rose to serve them, and horrific this time, their numbers would be forever reduced, and many
beasts fought at their side. Like all the edifices of civilization, among them abandoned the worship of the Devourer Wurm,
however, the kingdom of Morrdh eventually fell, the stones turning instead to their mother goddess, whose worship fit a
gradually reclaimed by wild growth. Today, only ruins remain,
buried in the heart of what is now called the Thornwood.
necessarily more peaceful and agrarian lifestyle.
Conflict was far from over after the dwindling of the
Just as the dead of Morrdh did not rest easy, however, the
Molgur, however. The city-states that sprang up during
ruins of this once powerful empire still trouble the living world
around them. Seekers after dark power search out Morrdhic this period fought many bloody wars between themselves,
ruins and relics, and everyone from the Nightmare Empire of and they drove those who didn’t bow to the dictates of
Cryx to rogue Thamarites to desperate Khadoran Greylords have “civilization” farther into the wilds. With less and less land to
pillaged the ruins of the Black Kingdom for artifacts of terrible call their own, those who were unwelcome in the cities found
might. Nor are they the only ones. In the wilds, the gatorfolk themselves driven into conflict with the earlier residents of
of the Thornwood and the surrounding regions have found
the remnants of ancient Morrdh hold much of the death magic
the deep wilds—gators, farrow, and others that had never
that their own sorcery taps into, and they have repurposed the been a part of the larger Molgur tribal structures.
stones of these ancient ruins to their own ends. However, these conflicts generally remained small and
personal. Skirmishes arose between individual tribes
over territory and resources, but these were not the full-
purge that would forever change the balance of power on the blown wars that so often defined the histories of the
continent as well as the structure and future of the various “civilized” nations.
children of Dhunia. That is, until the arrival of the Orgoth on the shores of
With the Molgur broken, so-called civilization spread western Immoren.

CHAPTER 1: THE DEEP WILDS


10
WILD PLACES DURING THE waterways, these agreements were gradually abandoned by
the rulers of the Iron Kingdoms as the need for raw materials
ORGOTH OCCUPATION grew during reconstruction, materials readily available in the
The coming of the Orgoth changed the face of western trollkin’s lands.
Immoren more than perhaps any other event until the This betrayal began what would become known as the
Claiming. As these ruthless invaders arrived in their Trollkin Wars—a series of clashes between the nations of
blackships, the civilizations of humanity gradually fell the Iron Kingdoms and the southern kriels that changed
before their onslaught. For six centuries, the Orgoth held the fates of both. The First Trollkin War ended in 247 AR,
the continent in chains, and even the wild places were not when the combined might of the kriels proved no match
immune to their conquest. for Cygnaran colossals. However, the Iron Kingdoms were
And yet the deep wilds fared better than their urban embroiled in other conflicts at the time as well, and those
counterparts did during the years of the Orgoth occupation. wars drained them of resources and resolve. By 262 AR, the
The Orgoth were indifferent as to who toiled beneath their Second Trollkin War had begun, as the kriels once more
lash or who perished in their mass sacrifices, but the peoples pressed their claims for the lands and rights that had been
of the wilds were hardy folk, inured to life beyond the safety promised them.
of city walls, and possessed of natural magics that helped The forces of Cygnar were, by this time, stretched thin,
protect them against the Orgoth invaders. and morale was low. Meanwhile, the trollkin had learned
While the Orgoth were primarily interested in conquest, hard lessons from their defeat in the First Trollkin War, and
they also turned their eyes toward power that the folk of the they found ways to turn the size and scope of the colossals
cities of western Immoren might never have guessed at. They against the enemy. These skirmishes, where the massive war
sought out sites where blood sacrifices had been made to the machines fell to the guerilla fighting of the trollkin, helped
Devourer Wurm for countless generations. They bent the to demonstrate that the time of the colossals had passed, and
sacred places of the trollkin and the Circle Orboros to their this ushered in the age of the smaller ’jacks that dominate the
own hellish uses. When these conquests brought the Orgoth kingdoms today.
into opposition with the people of the wilds, bloody battles The Second Trollkin War ended in 267 AR, when Cygnar’s
were fought that have never been recorded in history books— King Woldred himself attended peace talks that saw the
and probably never shall be. nation reaffirming the terms of the Corvis Treaties and
Eventually, a rebellion began that would throw off the yoke agreeing to pay reparations to the trollkin who had been
of the Orgoth oppressors. The key components of its creation wronged. Sadly, this peace, too, would prove short lived.
were the gift of magic, brought to humanity by Thamar at
a great cost and, with it, the rise of alchemy and mechanika. MEANWHILE,
This eventually led to the creation of the first colossal, the
earliest precursor of the ’jacks that are such an integral part of IN THE SHADOWS
life in the Iron Kingdoms today. Even as the Orgoth were driven out and the Iron Kingdoms
Indeed, it was the rebellion against the Orgoth that created rose and clashed with their neighbors, life in the wilderness
the Iron Kingdoms as they currently exist, nations codified of Immoren continued much as it had for centuries,
in the Treaties of Corvis in 202 AR after years of bloody but changes were taking place, though they were not as
fighting that finally pushed the Orgoth from Immorese immediately obvious as those in the more urban parts of
shores. These treaties also acknowledged at least some of the continent.
the contributions made by those outside the nations of The farrow, formerly scattered bands of raiders and
humanity. Specifically, the trollkin kriels of the Gnarls and brigands content to follow the strongest leader in the pack,
the Thornwood had been instrumental in helping to drive began to organize behind more powerful leaders, charismatic
off the Orgoth, and thus they were granted rights to their and brutal war chiefs such as the self-styled Lord Carver,
traditional lands in the same treaties that defined the borders who saw a future for their people beyond the petty raids and
of the Iron Kingdoms. skirmishes that had previously made up their lot.
In the wake of the many conflicts that rocked the Iron
THE TROLLKIN WARS Kingdoms, the gators who made their homes in the swamps
and marshlands found powerful relics and ruins infused
With the Orgoth gone, the long path toward reconstruction
with death magic that they could, in turn, use to their own
began. For those who relied on the walls and the protection
advantage. In the mires and marshes around Blindwater Lake,
offered by cities and towns, this was a time of renewal and
a growing cult of these gatorfolk increased in strength, its
growth, as new borders further defined the regions that
leader feasting on so much death and carnage that he would
“belonged” to the nations of Immoren, and the wild places
eventually step into the realm of godhood.
were pushed ever farther toward the fringes.
Nor was it merely old powers the gators reawakened. The
New weapons and advances in both engineering and
incursions of the forces of the skorne into western Immoren
mechanika came about rapidly, and the explosion of so-called
brought new beasts into the wilds as well as the slaves the
civilization into previously untamed lands was a recipe for
skorne had bent beneath the lash. Among these were the
conflict. While the trollkin of the Gnarls and the Thornwood
anura, colloquially known as croaks, who fit neatly into the
had been granted rights to their traditional lands and

CHAPTER 1: THE DEEP WILDS


11
plans of the aquatic gators and who found among the gators a results were always grisly but rarely recorded by the scribes
life better than the cruel yoke of the skorne—if only barely. and historians of the Iron Kingdoms.
Even as the nations of the land sought to bring military Some heroes and warriors from the wild places were even
might to bear, the Circle Orboros tapped into the magical there at Henge Hold, where the infernal threat was broken.
power of Caen itself, studying the heavens and the seasons Others will never be remembered in the chronicles of the
to find the right moment to access places of great geomantic disaster, and still others never so much as encountered an
potential. For centuries, these blackclads had been going infernalist, isolated as they were from the conflicts of their
about their secretive business, and now it seemed the time “civilized” neighbors and embroiled in troubles and ambitions
had come for many of their plans to come to fruition. of their own.
The trollkin kriels also began to unite in ways they hadn’t
since before the Trollkin Wars. Under the leadership of TOLOK FORTRESS
Madrak Ironhide, scattered kriels from all over the wilds
began to come together to support one another as the other AND THE UNITED KRIELS
nations once again conveniently forgot the promises they Madrak Ironhide is considered the greatest leader the trollkin
had made. Once a staunch ally and friend to Cygnar, Madrak have ever known, at least since the days of the Molgur. In
ultimately led his people against even them in an effort the years prior to the Claiming, he unified trolls and trollkin
to carve out a place for the trollkin to survive and thrive. from countless kriels, many of whom joined together to form
He even took up Rathrok, the World Ender, the axe once the most powerful army of its kind the world had ever seen.
wielded by Horfar Grimmr and cursed ever since. Other heroes of the trollkin came to march under his banner.
These United Kriels would eventually help the nations Hoarluk Doomshaper, a venerable shaman of the Gnarls,
of the Iron Kingdoms as the peoples of western Immoren brought dire trolls to the aid of his kin for the first time,
put aside their differences and fought against the coming while heroes such as Grissel Bloodsong, Janissa Stonetide,
of the infernals during the Claiming. And afterward, many and even the trollkin known as Gunnbjorn, formerly a
continued to follow Madrak as he forged a new empire for member of the Cygnaran military, all added their strength
his people in Alchiere. to his cause.
Far to the north, another calamity was befalling the In time, even the trollkin of the northern kriels, led by the
scattered Nyss—one that would not be noted by their charismatic Borka Kegslayer, joined the United Kriels to fight
southern neighbors until it was nearly too late. Virtually all against the enemies of all trollkin everywhere. What had
of the Nyss were either wiped out or corrupted by the power begun as a confederation of mutual aid and protection against
of the dragon Everblight, who had discovered the secret of the encroachment of humanity’s wars became something
splitting his essence among several vessels and so creating a greater still—the first true trollkin nation since the days
legion of mindlessly loyal soldiers and draconic monsters that of the Molgur.
would eventually sweep down from the icy places and drive a Yet, even such a mighty gathering of trollblood heroes
snarling, blighted wedge into the Iron Kingdoms. could only do so much, and many of the kriels remained
a people without a home to call their own, even as the
WILD PLACES aftermath of the Claiming saw much of the Iron Kingdoms
depopulated. There were opportunities in the wake of Henge
DURING THE CLAIMING Hold for Madrak and the United Kriels to claim new lands
Though it may have seemed as such to the peoples of western within western Immoren or even to retake some of the
Immoren, the infernals did not simply appear overnight. ancestral homelands they once controlled.
Since the time of the gift of magic, delivered by Thamar to The trollkin of the United Kriels were all-too familiar with
the humans to facilitate the rebellion against the Orgoth, the the vicissitudes of fate, however, and the limits of humanity’s
infernals had been biding their time and sowing the seeds gratitude. How could they ever trust the nations of the Iron
of their return, when they would finally take that which Kingdoms after so many betrayals? If they retook their lands
they were owed. in the Thornwood or found new lands on the outskirts of
While the devastation wreaked by the Claiming upon the kingdoms, how long would it be before humanity was
the cities and kingdoms of western Immoren has been well once more knocking at their doors with cannon and blade,
documented, the infernals—like the Orgoth before them— ready to push them from their homes and deeper into the
were not interested merely in the habitations of humankind. wilds once again?
Needing gateways by which they could summon forth Instead, Madrak and the trollkin of the United Kriels
horrors into the world of Caen, they sought out places of turned their eyes southward. Beyond the Bloodstone Marches
geomantic and necromantic power—ancient altars where stretched the jungle-choked subcontinent of Alchiere. There,
blood had been spilled for centuries, forgotten battlefields, none of the kingdoms of humanity yet held sway, and even
Morrdhic ruins, and more. the empire of the skorne from the east had not penetrated far.
Many of these lay in territories controlled by the agents These were wilds deeper than any left in western Immoren,
of the Circle Orboros, by trollkin kriels, or by tribes of and in them the trolls could perhaps truly build a home for
gatorfolk. When these inhabitants of the wilderness were themselves that could never be taken away.
forced into conflict with infernalists and their masters, the This was the beginning of Tolok Fortress, a place at once

CHAPTER 1: THE DEEP WILDS


12
frontier fortification and the germ of a new trollkin nation. It bent the knee to Carver’s vision—or were slain by their
is something greater than any one kriel, taking the ideals that subordinates, who acknowledged the Bringer of Most
brought the United Kriels together and forging them into Massive Destruction in their stead. For the first time, the
a charter that will guide the trollkin into the future—or, at farrow had become more than brigands and raiders. They
least, so Madrak and his lieutenants hope. were an organized army with a real goal, one beyond
territory, food, or salvage.
BRINGER OF Occasionally selling the services of his troops to the highest
bidder, Lord Carver never took his eye from the prize, and as
MOST MASSIVE DIPLOMACY the rest of western Immoren struggled with the Claiming and
The farrow have never been strangers to the outskirts of its aftermath, he saw the way to his goal at last. On a patch
the Iron Kingdoms. Though reports of them date back only of land near Scarleforth Lake, amid the crags and foothills
as far as the rebellion against the Orgoth, they have existed that separated the region from the Bloodstone Marches,
for centuries in much the same way they still do throughout Lord Carver seized the territory where he would build his
western Immoren. During most of that time, they were kingdom, which he called Carversburg.
regarded by humans as little more than a nuisance—not to What had once been scattered tribes—more a threat to one
be dismissed, certainly, but instead to be either endured or another than to the human kingdoms—became something
stamped out. new. While Carversburg was established without much
Despite this, the farrow are clever beings with their own fanfare (or even notice) from the neighboring nations of
rich mystical traditions. They are also more than capable Cygnar and Llael, it is only a matter of time before the Iron
of building weapons and armor, even replicating simplified Kingdoms wake up to the threat posed by this new nation of
versions of the more complex weapons of war wielded in the farrow. By then, however, it might be too late.
Iron Kingdoms, including rudimentary firearms often called
“pig irons” and even cannons and steam engines.
Hardy pragmatists, farrow see little distinction between
THE BLINDWATER
raiding for supplies and acquiring them any other way, which CONGREGATION
has often led them into conflict with their human neighbors.
Yet the farrow remained a disorganized and isolated threat
AND THE LORD OF BLOOD
It began in the swamps and marshes around Blindwater,
for hundreds of years—a threat easy for the Iron Kingdoms
deep in the heart of the Thornwood, in lands the humans
to underestimate. That all changed with the coming of Lord
of Cygnar continue to foolishly believe they control. A lone
Carver, the self-styled Bringer of Most Massive Destruction.
gatorfolk bokor known as Bloody Barnabas began a meteoric
While the scattered tribes of farrow tended toward a
rise to power that would see him attaining greater heights
“might makes right” system of governance, with numerous
than any of his kin ever had before. First, he set out to
raids between neighbors and constant internal skirmishes to
vanquish the other local tribes. Though he earned his place
determine the pecking order, there had never been a farrow
through bloody conquest, those he ruled over found him
warlord like Lord Carver. Appearing from the dry hills near
surprisingly benevolent—content to let them go on with their
the Marchfells, this ambitious farrow crushed all opposition
daily lives so long as they paid him deference.
before him, uniting previously disparate tribes through
Over time, gators from other tribes began to pledge
martial prowess and sheer force of will.
their fealty to Barnabas, including powerful warriors and
His dreams were bigger than merely being king of the
bokors from distant regions such as Calaban of the Fenn
hill, however. Carver saw a future in which the farrow had
Marsh tribes and the prophetic Jaga-Jaga, known as the
a nation of their own rather than living on the scraps of the
Deathcharmer, who hailed from the swamplands of the
kingdoms around them; this dream was born out of his own
Bloodstone Marches. As these potent leaders combined their
unpleasant interactions with humans, who had regarded him
strength with that of Barnabas and his growing congregation,
as something less than a person even as they paid him coin to
the scope of his ambitions became clear.
shed blood in their service.
Barnabas believed he was nothing less than a living god,
In a bit of ultimate irony, the realization of Carver’s
destined to reach apotheosis on a tide of blood and carnage
dream required the intercession of a human, the strange and
delivered by the gators that followed him. Within the ever-
enigmatic Dr. Arkadius, who believed he could eventually
expanding ranks of the Blindwater Congregation, Barnabas
grasp the secret of creating life and found in the farrow ideal
was worshipped alongside (and sometimes above) Kossk,
subjects for his experiments. Hardy to the point of atavism,
the creator deity of the gators. Not all who followed the
the basic nature of the farrow proved surprisingly easy to
bloodthirsty bokor believed in his dreams of godhood, but
alter, and Arkadius was able to demonstrate his value to
none dared gainsay them in his presence.
Lord Carver by creating massive warbeasts created from
In 609 AR, the armies of the Blindwater Congregation
modified farrow.
massed in numbers that the gators—formerly made up of
Combining Carver’s martial might and iron determination
scattered tribes concerned with nothing more than food and
with the imposing beasts created by Dr. Arkadius, the two
their own territories—had never demonstrated before. They
formed the Thornfall Alliance, a first-of-its-kind summit
marched to battle against a combined force of farrow and
of farrow warlords and chieftains, all of whom ultimately

CHAPTER 1: THE DEEP WILDS


13
A History of Resistance GODS OF
THE DEEP WILDS
The anura, colloquially known as croaks among the inhabitants
of western Immoren, were brought to this region from the
Shattered Spine Islands by the skorne as slaves. Initially arriving
in 603 AR, when the deposed Cygnaran tyrant Vinter IV attacked While the people of the cities worship their human-like
Corvis at the head of an army of skorne, many of the anura took deities on feast days and at special services, the religion of the
every opportunity presented to them to escape their captors wild places is something more primal. Gods are everywhere
and disappear into the swamps and marshes surrounding the
City of Ghosts.
in the wilderness, and every hunt, every meal, every victory
or defeat takes place not far from their sight.
While they fit quickly into the ecosystem around Corvis,
Many who make their homes in the wild places worship
the anura found there were others in the region who would
happily dominate them, offering them existences only either Dhunia or the Devourer—or, for those blackclads of
marginally better than the ones they had suffered under the the Circle Orboros, an entity composed of both. Since the
skorne. These were the gatorfolk of what would become the time of the ancient Molgur, those peoples of the wild who
Blindwater Congregation. can trace their lineage to the god Dhunia have worshipped
Some of the anura found niches within gator society that her or turned their back on her to pay homage instead to
were of mutual benefit, but others saw the gatorfolk as simply their father, the Devourer Wurm. Most trollkin still worship
another oppressive regime bent on exploitation. In this frame of Dhunia, as do many gobbers, bogrin, ogrun, and even farrow,
mind, they joined the many bog trog tribes that had clashed with
especially when their minds turn toward their own mortality.
and usually been conquered by the gatorfolk for generations.
Life was hard among the gators, cold-blooded pragmatists who Others in the wild places still make blood sacrifices to the
thought nothing of literally devouring those who crossed them, Devourer Wurm, just as their ancestors once did. The most
but many among the anura and the bog trogs found these new ferocious of these may be the shapeshifting cannibals known
arrangements to their liking. Others, however, resisted. as the Tharn, but there are countless human tribes still living
There have always been bog trog tribes and leaders who fought in out-of-the-way locales who keep to their old ways and
against the gators with whom they shared territory, and some worship the Beast of All Shapes at bloodstained altars.
have either managed to be regarded on nearly equal ground, These are not the only deities those in the depths of the
such as the warlock Rask, or have been able to retain their
wilderness pray to, however. Gatorfolk, bog trogs, and
autonomy in the face of the growing power of the gatorfolk.
At the same time, some among the anura have been part of anura all have their own gods and their own creation myths,
resistance movements for anuran independence for as long as describing how they came to be—where they are even
their kind has been in western Immoren. remotely concerned with such things.
At first, these croak independence movements operated in What’s more, just as the Twins once ascended to godhood
secret and isolated places, but they have been forced into and changed the cosmology of the Iron Kingdoms many years
bolder action in recent years, as Barnabas continues to grow in ago, the gatorfolk bokor known as Bloody Barnabas recently
power and tighten his stranglehold upon the gatorfolk and their showed that the hierarchy of divinity in the wilderness is no
allies—those who surrender to it as well as those who won’t. more stable. Struck down in battle, Barnabas was freed from
his mortal coil and returned as the Lord of Blood, a literal god
walking the surface of Caen. The theological ramifications
trollkin within the Bloodstone Marches. Barnabas had seen
of this remain to be seen, but Barnabas’ aspirations don’t end
the signs and believed his moment of apotheosis was at hand.
there; next, he will see if the gods themselves can be eaten.
At the climax of the battle, he was proven correct.
The farrow warlord Carver succeeded in cutting down
the powerful bokor in a bloody duel, but little did Carver ASHIGA
know that this demise was all part of the gator’s plan. Struck From the Stone Fathers of the Rhulfolk to Menoth and the
down at the height of his necromantic powers while having teeming masses of humanity, most peoples of Immoren
absorbed the energies of the dying and bloodshed that connect their origins to the deities they pray to. Not so with
surrounded him, Barnabas did not perish. Instead, he was the bog trogs, who seldom speak of their origins and, if asked,
severed from the restraints of his mortal flesh and reborn often merely shrug as if to say, “We have always been here.”
as a god who walked the surface of Caen, truly becoming Instead, bog trog mystics describe a massive and powerful
the Lord of Blood. Since then, the might of the Blindwater creature they call Ashiga, an undying, cold-blooded beast that
Congregation has only grown. Now it is just a matter of time slumbers beneath a legendary swamp known as Sike Dulra.
before the people of the Iron Kingdoms must contend with Religious rites among the bog trogs all focus on one simple
this substantial threat within their own borders. idea—that if the bog trogs can make enough sacrifices and
gather enough worship and spiritual energy, they will rouse
Ashiga from its age-old slumber, and it will slake its hunger
upon their enemies.
Because of this unique relationship between bog trogs
and their sleeping deity, they also have an unusual priest
caste. The mist speakers serve bog trog villages in a variety
of important roles. More often counselors than leaders, they

CHAPTER 1: THE DEEP WILDS


14
tend to the sick, conjure forth fog to aid hunting parties, and bound innumerable spirits to his will. Beneath his baleful
and help to ensure a good haul of fish. According to the mist gaze, something resembling a cold-blooded, reptilian nation
speakers, their powers come from Ashiga but not in the same was already taking shape. Then, Barnabas was struck down at
way human clerics may pray to their distant gods. the height of his power by Lord Carver.
Instead, the mist speakers claim they can hear the dreams While this would have proven the end of the story for
of the sleeping Ashiga. From these, they determine not only most, for Barnabas it was only the beginning. The energies
the great somnolent beast’s moods and desires but also omens of all that he had consumed poured into him in that moment,
of the world around them, allowing them to influence the and though his mortal body perished, he became something
weather, choose a proper course of action for the tribe, or much more. Truly, he was now the Lord of Blood.
simply know where the fish will be biting. Those among the Blindwater Congregation who had never
While those rare human theologians who have bothered believed in Barnabas’ grandiose schemes of godhood were
to study the religious beliefs of the bog trogs sometimes shaken by his transformation, but not as much as were his
argue that Ashiga is not a deity at all but rather a uniquely enemies. Now, Barnabas strides across the face of Caen as a
powerful swamp spirit, an actual giant beast making its lair living god, his chest flayed open by Carver’s killing blow and
somewhere in western Immoren, or even simply a myth, the by subsequent bloody rituals to expose a heart at once dead
bog trogs have no interest in such niceties. To them, Ashiga and still beating with terrible power.
is Ashiga, and one day it will awaken to bring ruin to their When Barnabas speaks, it is with the sound of thunder
foes. Nothing else matters. rolling across the swamps. Where he treads, the very
bones shake themselves from the earth and form up to
BARNABAS, follow. Already, Barnabas commanded the allegiance of the
Blindwater Congregation, and tribes of gatorfolk throughout
THE LORD OF BLOOD western Immoren bent the knee to the powerful bokor. After
Even before he ascended to godhood, the bokor known as his apotheosis, he commands more than that. Countless
Bloody Barnabas had already accomplished more than any gatorfolk, bog trogs, and even some human swampies
other gator in history. He had united countless tribes and worship the Lord of Blood now, and those who don’t pretend
crushed his opposition, gathered untold necromantic power,

CHAPTER 1: THE DEEP WILDS


15
they do when he’s around, if they know what’s good for them.
For the time being, Barnabas allows the continued worship
TAGASKA AND DAGASCAR
The anura who were brought to Immoren by the skorne
of Kossk, Ashiga, and other deities among his followers, so
brought the worship of their twin deities with them. Unlike
long as those other deities are never elevated above him.
Morrow and Thamar, the twin gods of the anura are also one
However, few of his faithful, even amongst his inner circle,
and the same. Tagaska and Dagascar are always depicted as
know the full extent of his ambitions: Barnabas plans to one
conjoined. The twins share one body, though they possess
day devour Kossk itself and, once he has shown that even a
separate heads and arms. This, to the anura, is the height of
god can be prey, he will lead a tide of gatorfolk and swamp
physical perfection.
horrors to consume all of Caen.
As such, while conjoined twins are still rare, even among
the anura, their births are more common than in any other
KOSSK species in western Immoren, and the appearance of conjoined
There are those who say the begetter of the gatorfolk was twins is always viewed as a minor manifestation of Tagaska
nothing more than another aspect of the Devourer Wurm and Dagascar. To this end, conjoined twins in anuran society
or one of the many progeny of the Beast of All Shapes. The enjoy a special position of awe and authority, even though
gators themselves could not care little about the veracity of they are rarely as well-developed as their gods. Instead, one
these claims. All they need to know of Kossk is its timeless, of the twins tends to be smaller and only partially formed,
ceaseless hunger. relying on the larger sibling for survival.
In gatorfolk art and story, Kossk is depicted either as The special consideration given to such conjoined twins is
a massive, monstrous alligator, its jaws wide enough to more than a matter of religious awe, however. Most anuran
swallow whole worlds, or as a gatorfolk of equally impressive conjoined twins are natural sorcerers, with the smaller twin
scope. What is always present is its hunger. Kossk does not granting increased arcane might to the larger. This, the
think or plan; it requires neither worship nor obeisance. anurans say, is a result of them channeling the essence of the
It exists only to consume, the ultimate expression of the gods, making them potent weapons against the enemies of
predatory ethos of the gatorfolk themselves. the tribe. At the same time, the twins are believed to share
Gatorfolk shamans and bokors make sacrifices to Kossk less the cunning of Tagaska and the wisdom of Dagascar and are
to ask for the god’s boons and more as an acknowledgment often consulted in important matters or treated as prophets.
of their own place in the eternal cycle of consumption and Each of the two gods has their own domain. Tagaska is
predation. Just as they draw power from the deaths of their the goddess of the hunt, and her blessings aid her followers
prey, so too does Kossk draw power from all death and all as they track their prey or hide from their enemies. She is
acts of devouring…or so they say. To this end, every meal for invoked in matters of survival and of warfare, and many
a gator is a sort of prayer. among the anura liberation group the Poison Dart leave
Among those few outsiders who understand gatorfolk simple effigies representative of the goddess behind when
culture at all, Kossk is often thought of as the god of the they strike against their oppressors. When one of the anura
gators. However, in gatorfolk society, the word “god” means makes a kill, they are expected to invoke the name of the
something different than it does to many others in western goddess and offer up a sacrifice, usually in the form of some
Immoren, and many bokors make little distinction between a choice organ from their prey, which is dropped into a nearby
god and the spirits they traffic with every day. river or other body of water to be consumed by the water
While there have been historically few gatorfolk who spirits that the anurans believe inhabit the bodies of fish.
didn’t pay homage to Kossk—at least until recently—there are Dagascar is the god of mysteries. The anura attribute to
plenty of bokors who also engage in acts that outsiders would Dagascar, the left twin, great wisdom and arcane power. He
see as worship of other powerful spirits in the swamp. At the is said to see all the tides that will affect the anura throughout
same time, the gatorfolk do not regard their relationship to their lives, and at the time of one’s birth, Dagascar knows
these spirits or even to Kossk itself in the same terms that how that individual will perish. It was Dagascar, according to
other beings often use for their deities. Just as the bokors anuran tradition, who taught his people speech and brought
struggle to match their wills against the most powerful of them the knowledge of tools.
swamp spirits, so too do they see worship of Kossk as much For those rare outsiders who have bothered to study the
in terms of struggle as devotion. religious beliefs of the anurans, the twin deities can be deeply
In recent years, the dominion of Kossk among gatorfolk confusing, for while the anurans attribute different aspects to
has been challenged by the rise of a new god. While many the two different deities, they also refer to them as one being,
among the Blindwater Congregation still pay homage and often use their names interchangeably. To the anurans,
to Kossk just as they and their ancestors have done for this is not contradictory—the twin gods are two but also one.
centuries, Barnabas is a jealous deity, and he will allow no
others to be placed above him, so those who follow in his
shadow are wise to keep their worship of Kossk out of sight,
at least when Barnabas or his agents might see.

CHAPTER 1: THE DEEP WILDS


16
REGIONS OF THE tenacious peoples in the deep wilds. Here, human tribes still
cling to old traditions while northern trollkin physically adapt
DEEP WILDS to their icy surroundings, and a scattered few Nyss attempt to
rebuild their shattered homes.
Across varied biomes, every major part of western Immoren In recent years, the inhabitants of the north have found
contains one or more areas of deep wilderness to which themselves thrust into conflict not only with their neighbors
humanity cannot lay claim. From frozen peaks to shadowy to the south but with unexpected threats from within, as
swamps, these areas are as diverse as they are perilous. the Legion of Everblight rolled across much of the northern
No matter the region, these wild places of Immoren offer wilderness in a tide of teeth and blighted flesh.
plentiful opportunities for adventure and exploration as well
as a chance to test one’s wits and resourcefulness against the BLACKROOT WOOD
continent’s toughest challenges. Among the smallest of the northern forests, the Blackroot is
But they are also places of danger, and those who venture also one of the least inhospitable, especially compared to its
into them should not underestimate the creatures that call nearby neighbor, the forbidding Shadoweald. Named for its
these places home or the forces of nature that can cause even fertile black soil, from which many conifers grow prolifically,
the strongest and most experienced to stumble. the Blackroot is heavily logged and frequently traveled. Home
to several trollkin kriels, the wood is frequented by humans
THE NORTH from nearby communities, and the local trollkin even trade
with Khadoran forces from Khardov and Rustok Castle.
Wild and untamed places exist all across western Immoren,
Some of the most common threats within the wood —to
from the shattered islets of the Broken Coast to the icy
outsiders and natives alike—are the numerous burrow-
peaks to the north of Rhul. Indeed, inhospitable wilderness
mawgs and wild argus that make this region their home.
is probably more pervasive in the northern parts of the
Indeed, larger predators find it difficult to achieve a
continent than anywhere else, as plummeting temperatures
foothold within the Blackroot, for these smaller hunters and
and jagged mountains make life difficult for all but the
scavengers are too numerous.
hardiest of inhabitants. From the distant Shard Spires, far to
The large number of argus packs within the wood make
the north of lands claimed by any nation, to places like the
it attractive to blackclads, who often travel here from the
dark and foreboding Gallowswood, which lies in the heart of
nearby Shadoweald to collect potential warbeasts. These
Khador, the north is home to some of the toughest and most

CHAPTER 1: THE DEEP WILDS


17
excursions sometimes bring them into contact with the pressure for the already desperate inhabitants of the deeper
local trollkin kriels, and skirmishes between members of the forest. While caravans carrying trade goods, lumber, and
Circle Orboros and northern trollkin have become matters even the occasional diplomatic mission are more frequent
of legend among the nearby settlements, which tell of the sights along the highway, they are always accompanied by a
booming calls of trolls and of unseasonable storms conjured heavy guard, for the threat of attack from the Circle and their
by the blackclads. Tharn allies is ever present.
GALLOWSWOOD
Perched on the border between Khador and Ord, the
Gallowswood presents a study in contrasts. Its outside edges
are heavily harvested for lumber cut from the tall oaks and
hickories that grow here, but the depths of the woods are
home to blackclads and vicious Tharn, who guard their
territory ruthlessly.
While the Gallowswood once spread across many hundreds
of acres, today it is only about half its original size, as the
demand for lumber following the Claiming has driven an
increase in work along the forest’s shrinking borders. This,
in turn, has pushed lumberjacks into more frequent conflict
with the inhabitants of the deeper wood, and bloody clashes
between lumber camps and Circle forces have led the nations
of both Khador and Ord to station troops near the wood.
In the relative peace that has followed the Claiming, the
Orlovosk Highway connecting the capitals of the two nations
has seen greater traffic, and lumber harvesting by both
Khador and Ord has happened within the outskirts of the
Gallowswood. However, this increase in traffic means greater

CHAPTER 1: THE DEEP WILDS


18
Because of its isolated and inhospitable location, the
Adventure Hook Malgur Forest is also one of the last refuges for certain
In the southern Gallowswood, logging camps from both
barbarian tribes, including the Skirov and Vindol peoples of
Khador and Ord have joined forces for greater protection
from the denizens of the wood. However, recently, Khador. The Vindol, in particular, are among the most feared
loggers from both sides have gone missing, leading to of the old Molgur tribes who remain. Fighting as berserkers,
growing tension within the camps. With loggers from they brand their bodies with figures of fearsome beasts and
each side blaming the other, it’s only a matter of time hurl themselves into battle with little concern for their own
before internecine violence erupts, and both Ordic and individual safety. Along with the Vorgoi tribes of the north,
Khadoran concerns are looking for outside investigators they live much as they did in the days of the ancient Molgur,
to try to settle the matter (and preferably pin it on the dwelling in simple huts made from untanned hides and
blackclads or some other external force) before things get rough-hewn logs.
out of hand.
Though their numbers are drastically reduced, there are
still tribes of Vindol who dwell in the Malgur and other
wild places in the north, devoutly worshipping the Beast of
MALGUR FOREST All Shapes and keeping to the old ways, even as the press of
Located far to the north, beyond the icy surface of the civilization pushes them further and further to the fringes.
Gravewater and near the peaks of the Nyschatha Mountains,
the ancient Malgur Forest is an inhospitable wilderness of
dense scrub and slender conifers. Plagued by packs of winter Adventure Hook
argus and lone winter trolls, the forest is unwelcoming to Anthropologists from Volningrad University wish to study
outsiders for more reasons than one—its location in the the Vindol tribes of the Malgur Forest. Of course, such
a dangerous expedition requires guides who are willing
wind shadow of the Shard Spires means that temperatures
to stand between the scholars and the subject of their
here stay well below freezing for long periods of time, and studies—not to mention any wild beasts that may want to
the residents of region sees remarkably little precipitation, make a meal of them.
relying instead on the frigid waters of the Iceblade River,
which cuts through the forest from the Sea of Blackice
to the north.
NYSCHATHA MOUNTAINS
Though the nearby city of Skirov relies on the Malgur for
Older and lower in elevation than the imposing Shard Spires
lumber, game, and charcoal, expeditions are sent into the
to the north, many peaks among the Nyschatha Mountains
forest, but camps are rarely established within its borders.
nevertheless remain snowcapped throughout the year. In
This is because the Malgur is a source of longstanding
the lower slopes and valleys, deciduous forests and plentiful
superstitious awe and fear for the locals. Legend has it that
ground covering provide habitats for a wide variety of animal
the Old Witch herself once resided among its hardy and
life, including mountain goats, ulk, snow leopards, and even
tangled trees, and the forest and its environs are still home
the occasional widow bear. Winter trolls sometimes range
to vast numbers of Devourer worshippers, many of whom
from their lairs higher up in the mountains, as indicated by
are affiliated directly with the blackclads and the Wolves of
their yodeling cries heard throughout the lower valleys.
Orboros, who frequently recruit from here.
At one time, these mountains were home to large numbers
of human barbarians. However, the early Menite priest-king
Khardovic performed bloody crusades throughout these
lands, slaying many of the early Molgur tribes. These violent
clashes left certain regions of the mountain range haunted by
literal ghosts of the bloody days gone by, areas that are often
marked by their uncanny stillness and lack of the region’s
usual animal life.
Prior to the Claiming, many of the Nyss who had been
driven from their northern homelands attempted to settle
in this area, where they often found themselves in conflict
with the local bogrin and even isolated groups of human
barbarians such as the Vindol and Vorgoi tribes that once
called this region home. More common, at least in the lower
valleys, are small communities of Skirov and Kossite settlers.
Ostensibly citizens of Khador, these isolated communities
are largely self-sufficient and frequently keep to old ways,
even though most of them have abandoned worship of the
Devourer in favor of the Menite or Morrowan faiths.
Friendly but not exactly welcoming to outsiders, these
small communities resent the gradual intrusion of mining

CHAPTER 1: THE DEEP WILDS


19
interests into the mountains, especially since such camps are trollkin, who control much of the territory and are more than
almost always overseen by the kayazy. This has led to isolated willing to defend it tooth and claw against Kossite settlers or
conflicts between miners and locals, and while bloodshed blackclad interlopers alike.
during such squabbles is not uncommon, these skirmishes In addition to mundane animals, the less-traveled regions
have rarely left large body counts in their wake. Instead, the of the Scarsfell are also home to more exotic and dangerous
arrival of miners into an area simply tends to escalate local residents, including the griffons named for the forest. These
tensions, a fact that is becoming increasingly pertinent as stealthy and majestic beasts live in aeries in the mountain
the empire relies more and more heavily on resources mined peaks along the forest’s northern border and consider much
from the Nyschatha Mountains in their efforts to rebuild
following the Claiming.

SCARSFELL FOREST
Though often dismissed or forgotten by those who dwell
farther to the south, the Scarsfell is one of the largest swaths
of untrammeled wilderness left in western Immoren, an
expanse of ancient trees that covers an area nearly as large as
the entire nation of Ord. From as far north as the shores of
Winterborn Lake and the Tapping River to the peaks of the
Rimeshaws and the Shard Spires in the north and east, the
forest stretches nearly as far south as the Bitterrock and cities
like Ohk and Cherov-on-Dron.
Unsurprisingly, such a vast swath of wilderness is home
to a wide array of inhabitants—from wild animals to Kossite
settlements to large enclaves of the Circle Orboros. Though
the forest lies within the borders of Khador, by far the most
potent force in the Scarsfell are the vast kriels of northern

CHAPTER 1: THE DEEP WILDS


20
of its expanse their hunting grounds. Few among the forest’s of the dragon Everblight was imprisoned after his defeat
inhabitants have had interactions with the Scarsfell griffons in 390 AR, and it was here that Thagrosh discovered the
and lived to tell the tale, but among the members of the dragon’s heartstone and began the Legion of Everblight.
Circle Orboros, the griffons are prized as beasts of war, The clever and patient dragon had found a way to split
and the blackclads often travel deep into the wilderness to his essence among several vessels, thereby shielding himself
collect them. from the scrutiny of his progenitor and his draconic siblings.
Other dangers of the woods include bears, winter argus, Beginning with Thagrosh, Everblight created an army
lone trolls, spine ripper packs, and even a local breed of of blighted warlocks and monstrous creatures that swept
mauler, related to the better-known Thornwood mauler of through the Shard Spires and, eventually, farther south,
the south and just as deadly. These and the trollkin kriels that striking deep into the Iron Kingdoms.
call this beautiful but often dangerous land home make the Before they were discovered by the rest of the world,
Scarsfell a perilous region for humans and other southerners, however, the Legion had destroyed, corrupted, or driven out
and yet there are many isolated Kossite settlements strewn nearly all of the Nyss who had once called these rugged peaks
throughout the forest, especially along its southern reaches. home. Those who weren’t altered irrevocably by the taint of
These small towns and villages are generally left to their Everblight fled to the south, and few have returned in the
own devices by the Khadoran government, and the residents years since the Claiming.
often live as their ancestors did for hundreds of years. In spite Whatever the case may be, the Shard Spires have returned
of this, there are usually Winter Guard outposts among the to something like normalcy in the years since, with wildlife
larger communities, even if they act more as local militias that was driven away by the presence of so many draconic
than an organized apparatus of the Khadoran war machine. beasts slowly making its way back to their previous
Recent years have also seen the local kriels driven more territories. Home now to winter trolls, mountain goats,
and more into contact—and conflict—with their southern eagles that nest in high aeries, and many other species, the
neighbors. Even before the Claiming, many younger trollkin mountains are rarely visited by humans or anyone else from
from the north ventured to aid their southern cousins in the south. Few plants grow on their nearly sheer slopes, and
conflicts against the nations of the Iron Kingdoms, often a heavy blanket of snow and ice covers the jagged peaks and
spurred on by the example of the notorious shaman Borka twisting, narrow valleys nearly the whole year round.
Kegslayer. And in the years of relative peace that have Though the threat of Everblight seems to be gone from the
followed, trade between the northern kriels and their region, few would dare to inhabit these “cursed” peaks even
Khadoran neighbors has increased in frequency, even while without the memory of the terror that recently swept down
there are those among the trollkin who are hesitant to trust from them, and so, for now, the Shard Spires remain largely
the bellicose Khadorans too far. untouched by the encroachment of “civilization”—keeping the
mountains’ secrets locked behind walls of ice and snow.
Adventure Hook
Bernal Actavio, a high-ranking castellan noble in the Adventure Hook
kingdom of Ord, wants a symbol to help elevate his house Led by a former priest of Nyssor, a band of Nyss settlers
even further, and he has settled on a Scarsfell griffon as left a freehold on the outskirts of Rhul, determined to
the ideal one. Not content with new heraldry, however, he retake some of their former homelands in the Shard
wants to capture a living griffon, which he can keep as a Spires. Some left families behind in the freehold, who
“pet.” Of course, capturing such a beast is easier said than haven’t heard from them in months. They fear that
done, so the castellan is willing to pay a handsome bounty something untoward has happened to them, and some
to anyone who can bring him a live griffon, so long as it suspect that their leader had sinister and hidden motives
comes in good condition. An unduly damaged griffon isn’t for the journey. They have pooled their resources and
very impressive as a mascot, after all. would like to hire someone to follow their trail and
attempt to find out what has become of their loved ones.

SHARD SPIRES
Despite being some of the most inhospitable peaks in all SHADOWEALD
of Immoren, the Shard Spires saw, in the years before the A small, dense forest of black conifers, the Shadoweald has
Claiming, one of the most vicious and little-understood been held by the Circle Orboros for centuries, despite many
conflicts ever to change the face of the continent. For fierce battles with Khadoran forces led by Zevanna Agha
centuries, these imposing mountains had been home to in the years before the Claiming. Overseen by Omnipotent
the reclusive Nyss, who split off from their southern kin in Dahlekov, the blackclad forces here maintain that the
ancient times. To this day, the ruins of Nyss settlements and Shadoweald is a source of considerable mystical power, and
stones carved with Aeric runes can be found throughout the they hold it using whatever means necessary. Most of the
Shard Spires. time, doing so involves using argus and other wild beasts to
In 605 AR, however, an escaped ogrun slave named attack and terrorize nearby settlements and to instill in the
Thagrosh was drawn to the top of Nrynrr Lyss, the peak locals an almost superstition fear of the dark wood.
known as the “Top of the World.” It was here that the athanc It doesn’t hurt that the Shadoweald is uniquely inhospitable

CHAPTER 1: THE DEEP WILDS


21
THE SOUTH
The southern reaches of western Immoren are more heavily
settled than any other part of the continent. Here, the Iron
Kingdoms stretch their influence across every hectare—or
so they like to believe. However, just because the south lies
within the boundaries of kingdoms and nations does not
mean there are no wild and untamed places left. Indeed,
some of the most rightfully notorious wilderness regions in
all of western Immoren lie within the borders of nations like
Cygnar, where the Thornwood is home to deadly threats of
all descriptions, despite having been the site of heavy fighting
prior to the Claiming.
While these untamed regions are comparatively sparse
compared to their northern neighbors, they are no less
trackless and inhospitable for it, and they are home to
gatorfolk and Tharn, trollkin and their larger kin, farrow
and human barbarians, as well as other, stranger inhabitants.
If anything, the relative proximity of human cities only
makes the denizens of these primal forests and swamps more
desperate—and dangerous.

to outsiders. The trees here grow close and block out much BLOODSMEATH MARSH
the sun, and the ground beneath is uneven, making travel Near what was once the northern border between Cygnar
through the dim interior difficult, even without the dangers and Khador, the Bloodsmeath Marsh is essentially an inland
posed by blackclads, Wolves of Orboros, and the dangerous sea of murky water and black mangroves, broken up only by
predators who make the forest their home. tiny islands of peat moss. One of the only landmarks in the
The Circle’s holdings here suffered during the Claiming, region —indeed, occupying, some of the only land—is the
as infernalists sought to tap into some of the sites of power haunted border fortress of Northguard.
contained within the forest’s boundaries. Today, the During the fighting that preceded the Claiming,
Shadoweald still belongs predominantly to the druids of the the beleaguered fortress changed hands several times.
Circle Orboros, but there are certain sites within the wood Originally Cygnar’s northernmost fortification, it fell to
that are considered too corrupted for use in their rites, and
the agents of the Circle watch carefully for potential infernal
incursions and other threats to their hegemony.

CHAPTER 1: THE DEEP WILDS


22
Khadoran forces as they pushed their way deeper into the The Bloodsmeath hums with life, though most of it is
Thornwood and annexed much of Llael. Khador didn’t hold decidedly hostile. While the gatorfolk ignore the marsh in
Northguard long enough to dig in, however, and by the favor of more desirable territory, the swampies vie with local
time the Claiming shook the Iron Kingdoms, the northern bog trog hunters for resources and game, and both groups
fortification had been essentially abandoned by both sides. are likely to run afoul of biting insects, venomous serpents,
Today, it sits empty, though those soldiers stationed in the massive reptiles, swamp trolls, and other unsavory denizens
nearby Deepwood Tower claim that they see strange lights of the fetid waters.
inside sometimes.
Flanked by the Black River on one side and the northern
Thornwood on the other, Bloodsmeath is a region so Adventure Hook
Recently, swampies have begun to go missing in the
unwelcoming that even the gatorfolk of the Blindwater Bloodsmeath, and the locals are laying the blame at the
Congregation largely ignore it, despite its swampy reaches foot of an unusual culprit—others among their own
technically lying within their territory. Instead, the marsh number. It seems that one particular swampie has begun
is home to one of the few holdouts of the human “swampie” a strange cult based around a small island located in the
population, who have lived throughout the boggy regions of middle of the marsh. Here, he claims, lives the god of the
northern Cygnar for generations. Bloodsmeath, and he has begun attracting followers to
There are still a few swampies near Corvis as well as his cause. These followers round up other swampies to
scattered tribes within the Blindwater, where they engage in sacrifice to the god on the island. The locals have grown
desperate enough that they have turned to outsiders,
close cultural exchange with the gatorfolk, to the extent that
sending a delegation to Deepwood Tower to demand the
many Blindwater swampies have turned to the veneration authorities do something. Unfortunately, due to staffing
of Barnabas or at least engage in odd, regional variations of shortages, Deepwood Tower has no soldiers to spare in
Thamarite or Devourer worship. The largest concentration sorting out a “swampie problem,” but they’ll happily pay
of swampies left in western Immoren, however, reside in the a few outsiders to go break up the cult and do something
Bloodsmeath, where they fish, harvest peat, and otherwise about this so-called god—which they’re convinced is
ply a living from the unforgiving marsh. probably just a fog drake anyway.
They are far from alone among the mangroves, however.

CHAPTER 1: THE DEEP WILDS


23
DRAGONSPINE PEAKS Drawn from the ranks of former soldiers, bounty hunters,
A relatively small mountain chain located north of the Upper and other rugged individuals, these wardens receive good
Wyrmwall and south of the Dragon’s Tongue River, these pay and a fair amount of personal flexibility when it comes
peaks help to defend the borders of Cygnar while supplying to their work, which appeals to a wide range of not always
important rail and other trade routes throughout the savory applicants.
kingdom. However, this strategic importance does not mean Perhaps the most famous location within the Dragonspine
the range is fully tamed. Peaks, however, is one few people have ever visited. The
Formed from granite and basalt, the Dragonspines are Tomb of Lost Souls, as it has become known, is the resting
home to numerous deep canyons and narrow caverns, all place of a group of ancient mercenaries known as the
of which make good hiding places for beasts of prey as well Eternals. Interred here long ago, they have been roused to
as the tribes of farrow who make this region their home, battle twice since their deaths, once by Alexia Ciannor, who
sometimes raiding nearby settlements, trade caravans, or led them against Vinter IV and the skorne invaders that
even boats along the Dragon’s Tongue. attacked Corvis during the Longest Night, and again by a
For the most part, these farrow brigands never amount Morrowan archon, who sent the Legion of Lost Souls against
to enough of a threat to incur military retribution, and even the infernals in a decisive battle during the Claiming.
when missions have been undertaken to drive them from Today, the tomb is sealed once more, and no one living
certain parts of the mountains—say, for the construction knows what lies within. However, as the fame of the Legion
of a rail line—the porcine raiders have simply hidden of Lost Souls spread in the wake of the Claiming, pilgrimages
themselves among the many caves and furrows until the to the tomb site have grown, and occasionally these pilgrims
soldiers moved on. find themselves running afoul of the other denizens of the
The major rail hub of Bainsmarket is located in the mountains. Nor are they the only interlopers in these wild
midst of these peaks, one of the few regions of the regions. Even before the Claiming, gold had been found
mountain chain considered fully under the control of the in the gravelly basins at the foot of the mountains, leading
Cygnaran government. Here, several rail lines converge, prospectors to risk life and limb by venturing deeper and
and passengers, goods, and soldiers move through this deeper into the peaks.
region regularly. Indeed, rich enough veins have since been struck that a few
The government of Bainsmarket employs a large and larger mining operations have set up shop in the foothills.
loosely knit confederation of rail wardens to patrol the lines These mining camps have enough coin to hire mercenaries to
running throughout the mountains and to ensure these guard them from the occasional farrow raiding party, but the
lines are in good repair and protected from farrow brigands, miners have begun to complain after digging up strange and
rockslides, and other threats both natural and otherwise. unnatural things far beneath the earth.

Adventure Hook
Amery Briarford is a Morrowan priest with a mission.
She believes she received a vision from Ascendant Ellena
herself that told her to construct a permanent shrine
outside the Tomb of Lost Souls, a place where Morrowan
faithful can contemplate the miracles that occurred there
and where pilgrims to the site can be protected and
given food and shelter. Of course, the project is a difficult
and dangerous one. She’ll need escorts, bodyguards,
and possibly more, for there may be other dangers than
just brigands and wild beasts that stand between her
and her goals…

FENN MARSH
Along Cygnar’s southern shore, from Mercir to Clocker’s
Cove, an endless sea of yellow-green grass and spindly reeds
rises from the brackish water. This is the Fenn, a stretch of
land half-swallowed by the waters of the Meredius. Here,
land appears and disappears with the tides, and since standing
water and sucking mud are everywhere, fresh water is a
precious commodity in short supply.
As such, though this land occupies a major stretch of
Cygnar’s coast, few humans eke out a living here. For the
most part, the Fenn belongs to tribes of gatorfolk and to
hardy trollkin that have adapted to life in the salty barrens.

CHAPTER 1: THE DEEP WILDS


24
Unlike most of the marshlands within western Immoren,
the Fenn’s coastal nature means it is located directly at the
base of a massive mountain range. Where the marsh meets
the foothills of the Wyrmwall is a region known as the
Ditches, a desolate reminder of the cruelty of the Orgoth
invaders. Here, the Orgoth drove countless slaves to their
deaths in the quest for precious metals and the stone used to
construct their massive fortifications.
The result is a barren wasteland of poisoned sand and
broken rocks. Few creatures call the Ditches home, and there
is little of value here for the living. The dead, on the other
hand, are another matter. Among the Ditches are substantial
deposits of the necrotite used to power the necrotech upon
which the armies of Cryx rely, and in the years since the
Claiming, the possibility of exploiting the laxity of Cygnaran
coastal patrols to establish necrotite drilling operations
here has been explored by operatives of the Nightmare
Empire more than once. As a result, Cygnar has stepped up
patrols from the Knights of the Highgate Vigil in the area,
though the region’s hostility requires them to operate largely
undercover or out of sight of the locals.

Adventure Hook
An ambitious iron lich operating out of Blackwater has
At one time, the gators of Fenn Marsh were fractious and
set his sights on the Ditches. He has set up shop in the
divided, but in recent years, they have found themselves partially buried remains of an old Orgoth guard post and
more and more under the sway of Calaban, called the Grave has employed the crew of a Broken Coast pirate ship
Walker. This powerful bokor has allied himself with the called the Bloody Tongue to ferry supplies to him under
living god Barnabas, Lord of Blood, and thereby joined the cover of night. Most recently, however, the ship arrived
fates of the Fenn Marsh gators with those of the Blindwater to find Pestixius, the iron lich, and his staff of thralls
Congregation. and ‘jacks gone without a trace. The pirates wouldn’t be
Despite Calaban’s considerable power here, however, not particularly concerned, but he still owes them a hefty
all the tribes of gatorfolk within the Fenn bow to him. And payment, and they would like to collect—or bring what’s
left of him and his group back to Blackwater to sell for
though the gators have laid claim to much of this inhospitable
scrap, if that’s the only way they can recoup their losses.
territory, there are still numerous trollkin kriels who make Of course, they aren’t going to go into the Ditches to
their homes here, among them waverider trollkin who have look for him. But if they can convince someone else to on
ventured from the islands of the Schardes to settle among their behalf…
the saltwater bogs. In fact, as many of the trollkin who once
called this region their ancestral homeland were driven out
by gatorfolk and human settlement, certain waverider kriels THORNWOOD
have moved in to take their place, forming new communities Located near the borders of Cygnar, Llael, Khador, and
among the rank grasses of the Fenn—kriels who are said to Ord, this massive and primeval forest is one of the largest
have secretive pacts and relationships with the Brineblood and densest in all of western Immoren—and its location has
Marauders of the south. made it a place of unique strategic importance over the years.
Battles have been fought and blood spilled in great quantities
Adventure Hook within the Thornwood, and large swathes of the forest have
Harthreen Bloodborn of the Brineblood Marauders, been pushed down by machines of war. In spite of this, the
captain of the ship Firebrand, had a contact among the forest has withstood the barrage of artillery, troops, and
trollkin of the Fenn Marsh. Together, the two had worked engines of war that have shaken it, and it remains a vast and
out a system of running hooch and other contraband, trackless wilderness that still holds many secrets within its
often stolen by the marauders from ships they had shadowy interior.
attacked. Unfortunately, Tassar Wavesong—the contact— Even as soldiers from Khador and Cygnar clashed on
has recently gone missing, and Bloodborn needs to
the surface, Cryxian forces undermined the region from
find him or learn his fate, if he has perished. The locals
say he was working near the territory of one of the below, constructing a massive and secret underground lair
independent gatorfolk tribes when he didn’t return home, for mining necrotite and even building ’jacks, ready to burst
so perhaps they know what became of him… if they can be forth from beneath their enemies and strike at the heart of
persuaded to talk. the mainland. Today, these necrofactoriums and laboratories

CHAPTER 1: THE DEEP WILDS


25
lie abandoned, at least by those who originally created them, the east, the forest becomes marshy and damp, eventually
but cephalyx and other twisted creatures frequently emerge giving way to the waters of the Bloodsmeath and Blindwater
from the dark tunnels that honeycomb the earth beneath Lake. It is on the swampy shores of the latter that a gatorfolk
the Thornwood. empire has begun to grow, fed by the apotheosis of the bokor
known as Barnabas, who ascended to literal godhood and
whose ambitions have not yet been sated.
Adventure Hook Under the command of this self-styled Lord of Blood, the
Looking to ingratiate herself to the upper echelons of
the Blindwater Congregation, a local gatorfolk bokor has
gators have unified in ways never previously seen, and the
decided to raid one of the abandoned Cryxian laboratories so-called Blindwater Congregation threatens at any moment
beneath the Thornwood, which she believes is loaded to spill beyond the wilds and into the cities and nations that
with valuable artifacts and necromantic remnants. There’s surround it. All around the shores of Blindwater Lake and
just one problem: it would seem that the cephalyx have in the other marshy regions of the Thornwood, gatorfolk
beaten her to it. villages are seemingly everywhere, and the power of the
gators grows with each passing day as tribes from other
The forest itself sprawls across miles, spreading into each of regions answer the call of the Lord of Blood and come to join
the neighboring nations. Here, one can find everything from their power to Barnabas’ and his flock.
human “swampies” and swamp gobber villages to trollkin Despite his considerable sway over much of the eastern
kriels, bloodthirsty Tharn, isolated blackclad enclaves, and region, however, Barnabas and his congregation are far from
even the occasional hidden Cyrissist temple/workshop. Prior the only major presence in the Thornwood. Indeed, the forest
to the Claiming, the region was home to one of the largest reaches all the way to the edges of major cities such as Fellig,
concentrations of trollkin in all of western Immoren, most of formerly a Cygnaran regional capital and now a part of Ord,
whom joined the United Kriels under the banner of Madrak and Armandor. The Black River and the Dragon’s Tongue
Ironhide. The majority of these kriels followed that chieftain both flow along the forest’s borders, while rail lines run
to the south in the wake of the infernal invasion, but some along its outskirts. There is even a major trade route that cuts
others have returned to what they now see as their homeland through the center of the Thornwood, running from Fellig
in the Thornwood and are attempting to rebuild, trading to Corvis. Cygnar’s northernmost fortification is here as
openly with their human neighbors. well. Deepwood Tower makes for a vital—if not particularly
In recent years, however, one faction has risen to special inviting—link in the protection of Cygnar from its northern
prominence within the Thornwood and promises to be the neighbor, though soldiers stationed there probably have
greatest threat to the forest’s neighbors in years to come. To more to fear from the inhabitants of the forest itself.
BLINDWATER LAKE
Blindwater is the name of both the vast, stagnant lake that
dominates much of the eastern Thornwood and the swamps
and mires that spread out around it. Home to the largest
and most fearsome concentration of gatorfolk in all of
western Immoren, the Blindwater draws these cold-blooded
inhabitants to it due to its own unique properties, which
seem to trap the souls of those who perish here, preventing
them from moving on to Urcaen.
The reason for this unique quality is unknown, and
certainly there are theologians, infernalists, Thamarites, and
necromancers who would be more than happy to put it to
study, but the gators of the swamp have largely laid claim to
these energies for themselves. To call the Blindwater haunted
is an understatement. Here, the miasma of death hangs heavy
over everything, felt as a sense of constantly being watched or
a sudden chill despite the oppressive warmth of the region.
The bokors of the gatorfolk draw on this power via rituals
and blood sacrifice. They can bind spirits to their will with
the aid of bone totems and strange fetishes, using them to
inflict curses upon their enemies or caging them in rotting
flesh to act as undead servitors. What’s more, not all the
spirits that infest the Blindwater are the spirits of humans
or even anything similar. Older, stranger spirits dwell here
as well, capable of being bent to the will of a powerful
enough bokor.
In the heart of this trackless expanse of eerie swamp lies
Blackwater Lake itself. When water levels are low, the lake

CHAPTER 1: THE DEEP WILDS


26
is nearly split in two by a vast peninsula of muddy earth From the top of the temple, Barnabas and his closest priests
that juts deep into its interior, though after a heavy rain, rule the congregation, and the Lord of Blood looks out at
this jagged finger of ground is often covered completely by a world ripe for him to devour. Here, Barnabas meets with
the waters of the surrounding lake. At the terminus of this his advisors, including other powerful gatorfolk warlocks
peninsula, the living god Barnabas has built his stronghold. like Calaban and Jaga Jaga, as well as other agents and
TABERNACLE OF THE LORD OF BLOOD members of the priesthood. Though he is feted as the god
A massive stepped pyramid constructed from stone harvested that he is, Barnabas has little direct control over the day-
from Orgoth and Morddhic ruins, the temple complex of to-day operation of the congregation, leaving that to his
Barnabas is constructed in a manner that would be impossible subordinates. His ambitions have always been greater than
for any less aquatic species than the Lord of Blood and his even the empire he has already built.
followers to access. Partially sunk into the waters of the
lake, the stone foundations of the pyramid burrow deep
Adventure Hook
beneath the mud, and the bottom levels of the temple are Agents of the Poison Dart believe there are powerful
usually underwater. Even its main entrance is only accessible artifacts sacred to the twin deities Tagaska and Dagascar
when the narrow spit of damp earth that splits the lake is secreted in the flooded chambers beneath Barnabas’
not submerged. temple. If they could retrieve them, these would make
Despite this, the gators, bog trogs, and anura who potent rallying points for their cause. However, to do so,
frequent the temple have little trouble coming and going, they will need thieves capable of infiltrating the partially
taking advantage of their amphibious nature to alternate flooded temple—and foolhardy enough to risk life and
between walking and swimming. At the base of the temple, limb to do so.
potent relics collected by the Blindwater Congregation are
sometimes stored in flooded chambers, inaccessible except by
diving and protected by boneswarms and other creatures that
don’t need to breathe at all.

CHAPTER 1: THE DEEP WILDS


27
them in conflict with the gobbers and swampies who make
their homes here. These are mostly tribes unwilling to
pay even nominal tribute to Barnabas, whose leaders were
wise enough to flee their previous territories nearer the
Blindwater or the Bloodsmeath. For now, the Lord of Blood
has bigger concerns than hunting down such “traitors,”
but whether they remain beneath his notice or not, only
time will tell.
Of course, such groups are far from the only inhabitants of
the Wood. Perhaps the region’s most notorious fauna is the
deadly swamp horror, a breed of ravenous cephalopod that
dwells in stagnant pools in the deepest and most inaccessible
regions of the forest. These deadly beasts are sometimes
drawn out by the warlocks of the gatorfolk to be used as
beasts of war, for they are terrors on the battlefield—a fact
that would not have to be impressed upon the swampies or
gobbers here, for they know full well the dangers of a hungry
swamp horror.

UPPER WYRMWALL
Dominating the Southern Midlunds and splitting Cygnar
in twain between the lowlands along the Black River to the
east and the Gnarls and jagged coastline to the west, the
Wyrmwall Mountains are among the most forbidding peaks
WIDOWER’S WOOD in all of Immoren. Indeed, the range known as the Wyrmwall
Though forest in name, the Widower’s Wood is as much is so vast that it is subdivided into the Upper and Lower
swamp as woodland. Here, rivers and streams run through Wyrmwall Mountains, with the Upper range stretching
densely packed earth until they are replaced by sucking mud north of Ironhead Station and Steelwater Lake and all the
and standing water, from which thin willows and gnarled way to the Dragonspine Peaks in the north.
cypresses poke out like the fingers of dead men. While it Though these mountains are mostly trackless places
occupies a relatively scant few acres, the Widower’s Wood filled with primeval forests, deep valleys , and jagged peaks,
occupies an outsized place in Cygnaran lore and history, their location within the heart of Cygnaran territory means
thanks to its position surrounding the base of Corvis, the they are hotly contested by the armies of that nation and
City of Ghosts. the peoples and beasts of the deep wild. Precious minerals,
To the north and east, the swampy forest gradually blends including gold as well as trace elements used in the
with the Glimmerwood, while to the west the Black River construction of mechanika and warjack cortexes, are found
separates it from the larger Thornwood beyond. This relative in abundance here, and draw independent prospectors as
isolation means Widower’s Wood has formed its own unique well as larger mining operations partly financed by the
ecosystem and its own cultures. Home to human “swampies” Cygnaran crown.
who have lived among the thick foliage for generations, often One of the greatest marvels of modern Cygnaran
making their homes in stilted huts that rise above the water engineering bisects these mountains. The Wyrmwall Tunnel
level and are connected by wooden bridges or accessed by burrows through the mountains for some sixty miles, only
flat-bottomed boats, the Wood also houses one of the largest ten of which are open to the sky. This massive railway line
populations of swamp gobbers in Immoren. connects Steelwater and the capital city of Caspia beyond
The two cultures share much in common, including with Ironhead Station and the rest of the kingdom. The
similar dialects that are virtually impossible for outsiders region is also home to a larger-than-usual population
to understand, as well as a variety of local cuisine including of Rhulfolk, many of whom live in enclaves, such as the
crayfish, swamp oysters, and much more. Either group one at Ironhead Station, that are technically considered
on their own might find the territory too hostile for satellites of Rhul due to age-old treaties from the time of the
their continued survival, but generations of sharing the Orgoth Occupation.
swamps have inculcated a deep sense of collaboration and Besides the rail lines that cut through these perilous
interdependence between the two peoples that has helped mountains, there are also caravan routes that are even more
both to survive the predations and wars of their larger or unsafe. While rail travel within the Wyrmwall is guarded by
more “civilized” neighbors. military escort, caravanners who bring goods overland must
There are also gators, bog trogs, bogrin, and others amid often supply their own security; they are considerably more
the swampy forest of the Widower’s Wood. In the last susceptible to raids from farrow, Tharn, and other denizens
few years, several new tribes of gatorfolk and bog trogs of the wilds than a fast-moving and heavily armored train.
have moved into the northern part of the Wood, placing Despite this danger, there are many reasons for citizens of

CHAPTER 1: THE DEEP WILDS


28
LOWER WYRMWALL
South of Steelwater, the Wyrmwalls continue unbroken all
the way to the shores of the Meredius. Though these peaks
are no less forbidding than those to the north, they are even
more crisscrossed by incursions from the Cygnarans.
Here, one may find the Divinium, the oldest center of the
Morrowan faith, and numerous other monasteries devoted
to the Order of Keeping. Cygnaran fortifications guard many
of the most vital mountain passes while the city of Highgate
safeguards Cygnar’s southern borders. In the mountains
near Mercir, one can find the Great Cygnaran Observatory,
a structure that has taken on new importance in the years
following the Claiming, as Cyrissists openly combine their
knowledge with Cygnaran astronomers to understand more
about the distant celestial bodies to which so many traveled
at Henge Hold.
It would be a mistake to consider these mountains settled
or tamed, however. Like the Upper Wyrmwalls, much of
this range remains unmapped and unexplored by humans.
Though Cygnaran settlements dot the region, especially
near Highgate or along the more accessible mountain passes,
vast swaths of the Wyrmwall Mountains remain untrodden
by human feet. Here, the same sorts of threats that can be
found in the Upper Wyrmwalls exist in abundance, not
to mention packs of warpwolves that gather here in large
enough numbers that more purebloods are born here than
anywhere else in Immoren—a resource the Circle Orboros
guards jealously.
As in the Upper Wyrmwalls, the Circle has a major
presence among these peaks, where they enjoy ages-old blood
pacts with local tribes that date back as far as the days of the
Molgur. Some of these have formed settlements that are, at
a glance, indistinguishable from any other Cygnaran village
until one spends the night of a particular moon or celestial
conjunction among the inhabitants; meanwhile, others are
openly Devourer-worshipping tribes who live much as they
did thousands of years ago.
Cygnar to settle in the mountains or attempt to explore them.
The most profitable gold mines in the kingdom are located
in the Upper Wyrmwall, and the peaks and valleys offer Adventure Hook
abundant opportunities for those brave and lucky enough to Lord Archibald Fennmore has a problem. His daughter
survive them. has run away from their home in Highgate to marry a
The dangers are very real, however. Much of the Upper commoner from a small town high in the Wyrmwalls
Wyrmwall remains unexplored and unmapped, and the against his wishes. He wants someone to go and bring
landscape is treacherous, the weather capable of turning her back—not by force. Her departure has made him see
the error of his ways, and he simply wants the two to be
deadly without warning. The mountains are home to bands
married on his estate. Anyone who takes the job will be
of territorial satyrs, wolf packs, hungry dire trolls, and many well rewarded—which is good, because it will be much
other threats, and are the territory of bogrin, unusually harder than it initially appears. Called Moonvale, the town
insular trollkin kriels, tribes of cannibalistic Tharn, farrow in question is actually one with longstanding ties to the
brigands, and Devourer-worshipping barbarians who live Circle Orboros, and Fennmore’s daughter is being brought
much as they did in the days of the ancient Molgur. not as a bride but as an unknowing sacrifice.
Nor are they the only ones who tread these inhospitable
peaks. The blackclads of the Circle Orboros maintain many
Recent decades have seen the druids of the Circle Orboros
sacred sites throughout the Wyrmwalls, drawing Wolves of
drawn into unexpected conflicts with newcomers to the
Orboros from villages and settlements here that have been
region, as Cyrissists have built underground temples at many
supporters of the Circle for generations and tending to herds
of the points of geomantic power the blackclads hoped to tap.
of satyrs and other creatures of the wild in order to guarantee
Though the worship of Cyriss is now much more accepted
a supply of beasts when the need arises.
throughout Cygnar than is membership in the Circle,

CHAPTER 1: THE DEEP WILDS


29
many of these temple-workshops remain secret, known military, certainly, but of no concern to Blighterghast, whose
only to those highly placed within the cult of the Maiden promise of noninterference applies only to him, at least as far
of Gears, while others have revealed themselves to the as he is concerned, not to those the dragonblight has touched.
populace at large, especially those nearer the Great Cygnaran In the war-torn years prior to the Claiming, this stretch
Observatory in the south. of mountainous terrain was also a ripe spot for Cryxian
The Circle’s presence in these mountains is more than infiltrators. With so many uncharted peaks and valleys, it
a matter of protecting their resources or exploiting sites provided plenty of places for spies and fifth columnists to
of power, however. The Circle here are dedicated to hide out. Nor has the Nightmare Empire’s presence in the
observing the most powerful and deadly creature that calls mountains been entirely purged. Even while Cryx regroups
these peaks home—the dragon known as Blighterghast. and rebuilds its strength, intelligence from the mainland
From his perch atop one of the highest peaks of the remains a much sought-after resource on the island, and
Wyrmwalls, Blighterghast maintains a constant vigil over many of the undercover agents and hidden strongholds
the Broken Coast, ever watchful for any sign that Toruk, the established in the Wyrmwalls prior to the Claiming remain
Dragonfather, is returning to the mainland. there still, sending information back to their superiors when
In late 608 AR, his vigilance was rewarded; Blighterghast possible and biding their time.
and several of Toruk’s other offspring clashed in the skies
above the Wyrmwall Mountains in battles that would scar THE EAST
the landscape below in ways not yet been fully realized. In the Beyond the Iron Kingdoms, the Bloodstone Marches
wake of this titanic struggle, a wounded Toruk returned to separate western Immoren from the vast and desolate
Cryx, and Blighterghast resumed his post, though not before Bloodstone Desert and, beyond it, the Abyss and the cruel
swearing an oath that he would not attack Cygnar directly. and unforgiving Skorne Empire. In the years prior to the
This uneasy truce between humans and dragon has held, Claiming, the skorne waged a brutal and costly war against
in no small part because Blighterghast’s focus is entirely upon much of western Immoren, striking in great numbers as far
his progenitor, and he has little interest in the humans who west as Corvis and capturing substantial territory throughout
swarm about on the mountain peaks below. However, in the Marches, into parts of the Protectorate of Menoth,
the years since the battles between dragons lit the skies here, and even Llael.
there have been growing numbers of reports of blighted It has been years since the skorne were last seen in large
horrors and even human tribes touched by the taint of the numbers in the Iron Kingdoms, however, and the threat of
draconic essence sweeping down from the mountains and the distant Skorne Empire is, if not forgotten, then at least
devastating nearby settlements. A problem for the Cygnaran not a high priority among the nations of western Immoren.

CHAPTER 1: THE DEEP WILDS


30
Beacon is half-frontier fort and half-shanty town. Carver’s
own palace is built of a combination of timber and stucco,
armored in metal cladding. Despite its patchwork appearance,
it is a sturdy fortress that can withstand considerable siege.
Surrounding the fortress itself is a sprawling series of
ramshackle buildings that make up Carversburg proper and,
beyond them, a tent city where countless farrow from the
surrounding hills and the nearby Bloodstone Marches come
and go. Here, for the first time, Carver has assembled dozens
of tribes that live together in something resembling peace,
albeit peace enforced by Carver’s iron fist and Helga’s tactical
expertise—not to mention the threat of being sent to the
House of Pain, a sprawling laboratory complex where Dr.
Arkadius conducts his bizarre experiments on farrow and,
when they are available, captured prisoners alike.
Though the settlement at Carversburg is an ever-shifting
collection of haphazard construction, the road leading to
Carver’s palace is always impossible to miss. The farrow
warlord has commissioned more than a dozen massive statues
of himself, dedicated to his glory and martial prowess and
executed with varying degrees of skill and artistry, which line
the major thoroughfare that runs to his front gates.
The population of Carversburg is in a state of constant
flux, as tribes owing allegiance to Carver sweep in for a time
only to depart for raids, mercenary contracts, or hunting
trips. This instability makes policing the fledgling nation
difficult, but fortunately the laws of Carversburg are fairly
straightforward: What Carver says goes, and beyond that,
Always an inhospitable and sparsely populated stretch of everyone is on their own.
land, the eastern fringes of the Iron Kingdoms suffered Despite the relatively ramshackle nature of Carversburg,
heavily during the wars of the last few decades, and they have however, the combination of Carver’s considerable charisma
still not recovered. and martial skills combined with the tactical acumen of
A range of low mountains and extensive foothills his first lieutenant, Helga, who is in charge of most of the
shields the borders of the Iron Kingdoms from the nation’s day-to-day governance, means this burgeoning
Bloodstone Marches beyond. Among these can be found
frontier settlements such as Ternon Crag, not to mention
fortifications both old and new. However, most of the House of Pain
Though he is loath to admit it, the success of Lord Carver’s
mountains are home to bandits or farrow, not beholden to ambitions would not have been possible without the
the laws of any nation. intervention of Dr. Arkadius. A human alchemist, scientist, and
Beyond these hills, the Bloodstone Marches pave the way arcanist of unique—if unorthodox—talent, Dr. Arkadius pursues
to the even more formidable desert beyond. Here, cliffs of nothing less than the secret of life itself, and his experiments on
red rock occasionally rise up from the low and sandy earth, the farrow have given rise to the gargantuan beasts that form
the backbone of Carver’s armies.
until one travels as far as the trackless desert itself. Beyond
the Bloodstone is the Abyss, a scar in the face of Caen that For all his many successes, however, Arkadius has yet to unlock
stretches from Sky Mirror Lake far to the north all the way to the secrets he seeks, and so his experiments continue. In
exchange for creating the beasts that secure Carver’s empire,
the Shattered Spine Islands in the south. Arkadius has been granted substantial laboratory facilities
Few humans of the Iron Kingdoms have ever traveled to and a ready supply of experimental subjects, both willing and
the far side of the Abyss, but all know the skorne hold sway otherwise. In this realm, Arkadius has total freedom, so long as
over a massive empire here larger than any human kingdom. his experimental beasts continue to perform as expected.
What they have been doing in their distant homeland since Called the House of Pain by the locals of Carversburg, this
the Claiming is a mystery most in western Immoren would sprawling laboratory complex often echoes with screams,
prefer never to solve. grunts, and bone-shaking roars deep into the night. Some who
go into this dark place are prisoners or malcontents, those who
CARVERSBURG have crossed Lord Carver or violated one of the nation’s few
On the southern shore of the sulfurous Scarleforth Lake, laws. Others are volunteers, who seek the strength and purity of
purpose that belong to Arkadius’ most successful experiments.
not far from the ruins known as the Castle of the Keys, Lord
In either case, those who enter the House of Pain invariably
Carver has begun building his empire. Named Carversburg come out changed—if they come out at all.
in his honor, the settlement near the river known as Comb’s

CHAPTER 1: THE DEEP WILDS


31
farrow empire runs much more smoothly than might be seen in the region as the skorne pushed eastward, driving
expected, and each day it continues to grow larger and more them from their traditional lands in the Blasted Desert,
dangerous to its often unsuspecting neighbors. where the constant storms that plague the Abyss and its
environs literally set the very ground aflame. Some among
these nomadic tribes settled in the Marches, which are,
Adventure Hook after all, much more hospitable than the deserts to the east,
As the experiments of Dr. Arkadius grow ever more
abstract, there is a growing resistance to the use of the
and their small, mobile enclaves can occasionally be seen
House of Pain as a disciplinary method in Carversburg. throughout the region.
A leading voice in this dissident group is a farrow named Thus far, the efaariti keep mostly to themselves and
Brosha, who has a plan to expose the activities taking rarely engage in open conflict with their neighbors over
place within the laboratory complex by staging a massive resources. They have, however, sometimes been known to
breakout. She’ll just need some help getting in and hire out their services as guides or mercenaries within the
starting the chaos. scorching deserts of the Marches. Outsiders find them silent
and enigmatic, but the efaariti, who call themselves simply
“tribesfolk” in their own tongue, have a rich culture of oral
BLOODSTONE MARCHES history and storytelling that they rarely share with strangers.
To most in western Immoren, anything east of the Black
River is the Bloodstone Marches or may as well be.
And most would tell you these regions are uninhabited Adventure Hook
A cartographer located in Ternon Crag plans to cross the
and uninhabitable, though neither could be further Bloodstone Marches and make the most detailed map
from the truth. yet of the region. To this end, he wishes to hire guides
While the Bloodstone Marches are certainly inhospitable from among the efaariti. However, he has thus far been
and uninviting, they are still home to a wide range of flora unable to even make contact with the reclusive nomads.
and fauna adapted to life in these arid regions, from the oasis He’s willing to pay handsomely for anyone who can bring
ooze to the fearsome dune prowler as well as unique plants him an efaarit guide who is willing to take him across the
that include a diverse variety of desert cactus. Not only that, Marches and the desert, even as far as the Abyss beyond.
the Bloodstones have sheltered numerous peoples from
throughout western Immoren over the years.
Ancient Icthier lies far to the south of this desert region
while the lands ceded to the Protectorate of Menoth separate
the Marches from the Gulf of Cygnar. Throughout the
Bloodstone Marches, Idrian tribes have lived for centuries,
though many suffered sword-point conversions to the
Menite faith during the Protectorate’s heyday and were
incorporated into that theocratic nation as citizens. Today,
some remain there, counting themselves Menites before
anything else, while others have taken advantage of the
Protectorate’s weakness in the wake of the Claiming to return
to their old ways amid the Marches.
Even before Lord Carver established Carversburg on the
shores of Scarleforth Lake, the farrow in the Bloodstone
Marches were growing bolder and greater in number,
increasingly preying upon those few foolhardy enough to
venture into this inhospitable land. When the Protectorate
was still a major military power, their dominance of this
region kept the farrow in check, and in the years since, the
porcine marauders have found few to challenge them.
At one time, the Marches were also home to several
trollkin kriels that had been forced eastward by human
expansion. Most of these either reclaimed lands to the west
after the Claiming or followed Madrak and the United Kriels
south to Alchiere, so today, kriels in the Bloodstone Marches
are few and far between. A relatively new sight among the
dunes, however, are the efaariti nomads and their strange
mounts known as bletchers.
Slightly shorter in stature than an adult human and with
distinctive flattened features, the nomadic efaariti remain
mysterious and tend to keep to themselves. They were first

CHAPTER 1: THE DEEP WILDS


32
ROTTERHORN nest in aeries high on the mountainside. The blackclads guard
Surrounded by smaller foothills and cliffs of red rock, the these roosts and tend to the griffons of the region; they serve
Rotterhorn may be the tallest peak in all of Immoren. as valuable warbeasts for the blackclad order.
Visible for miles in every direction, it serves as an important
landmark for those who wish to navigate the Bloodstone
MARCHFELLS
East of the Cygnaran city of Fharin, the Black River widens
Marches. According to most cartographers, the mountain and
into a large and naturally occurring lake south of Caerly’s
its foothills also mark the eastern extremity of the Marches.
Crag. Around the slow-moving waters of this lake, the
Beyond this is the even more unforgiving Bloodstone Desert.
ground becomes swampy, broken up by strangely dry dunes
Though there are smaller peaks scattered at its feet, the
covered in scrubby grass and blown by winds that sweep in
Rotterhorn nevertheless seems to jut suddenly from the
from the Bloodstone Marches.
desert floor, rising to a massive height of four miles at its
It is not a picturesque region, but it is frequented by many
peak. While the mountain itself is so tall that much of it
of the tribes from the Marches as a good place to get fresh
extends above the tree line, its foothills form their own small
water. River boats can be seen from here, passing up and
ecosystem within the surrounding Marches, fed by natural
down the Black River, but the waters are so wide that the
springs that help make the region around the base of the
boats are largely protected from raids by farrow and other
Rotterhorn more verdant than anything else for miles.
bandits. Those are more likely to take place upriver, where
To this end, many desert tribes make stops near the foot of
the channel narrows and hugs closer to the crags.
the mountain to gather water or to hunt game. This influx
Here, tribes of gatorfolk and bog trogs can be found in
of people to the mountain has also led several farrow tribes
small numbers, for this is about as far east as any swampy
to settle here, often preying upon the other peoples of the
regions exist that can sustain them. They have been
region. Some of these tribes have since thrown in their lot
dominated by the Blindwater Congregation from the north,
with Carver and ventured to the north and west, while others
for Barnabas and his generals see the region as an important
maintain a stubborn independence, disappearing into the
bulwark against threats from the east, not to mention a
valleys and woodlands of the foothills if they are threatened.
convenient midpoint between the tribes of Fenn Marsh far to
However, the mountain itself is a permanent home to
the south and the Blindwater itself.
few, and this has less to do with its innate characteristics and
On the Cygnaran shore, several fishing villages exist up and
much more to do with the presence of the Circle Orboros
down the edges of the lake. Though the Cygnarans venture
here. The Rotterhorn is one of the oldest and most sacred of
into the waters of the Marchfells for their catch, they rarely
the Circle’s territories in western Immoren, and they guard it
go as far as the east shore, and the gators and bog trogs
ruthlessly. Most who come to the Rotterhorn to resupply or
tend to stay on that side, not risking the ire of the Cygnaran
even to explore will never see the blackclads or any evidence
military. In this way, the two factions remain in relative peace
of their presence—but should one have the misfortune to
and isolation, even while they are so close together that they
interfere with one of their sacred sites, they will suddenly
could look out and see one another on a clear day.
find themselves very aware of the forces of the Circle.
One of the reasons for this careful stewardship of the
Rotterhorn is the massive monument known as the Pillars THE WEST
of Rotterhorn, one of the Circle’s oldest and most important Inland from the Bay of Stone and the Sea of a Thousand
sacred sites. Another reason, however, are the griffons that Souls, most of Ord and western Cygnar are covered by trees
or the hilly grasslands and trackless moors of northern Ord.
In these relatively settled lands, much of the territory has
been carved from the forests and wilderness for centuries, but
Pillars of Rotterhorn the most remote portions of westernmost Immoren remain
Cut from the black basalt bedrock of the Bloodstone Marches, unexplored and uncharted.These include the vast and heavily
the Pillars of Rotterhorn are one of the most imposing
monuments in all of western Immoren—and one that most of
forested Olgunholt of southern Ord, the Gnarls of western
the continent’s inhabitants will never see. These eight columns Cygnar, the North Berck Moors, and other wild places that
of black stone are each more than three hundred feet in height remain even amid growing urbanization. Roads may cut
and were carefully erected by the agents of the Circle Orboros through these wildernesses, riverboats my ply their trade
in ancient times to harness the flow of natural energies that along the snaking Dragon’s Tongue, railroad lines may even
converge here.
cut across the landscape, but there are still plenty of places,
In the centuries since, the Circle has guarded this site above all even here, where beasts hold sway and the old ways of the
others. Massive, ancient, and powerful wolds dot the region, wilderness have not yet been eclipsed by the fires and walls of
and the Circle’s agents lurk here unseen at all times. At certain
celestial conjunctions, the blackclads gather here to perform
so-called civilization.
important rites, for the Pillars represent one of the most
powerful ley line conjunctions controlled by the order anywhere
THE GNARLS
on Caen. Sometimes, Devourer-worshipping tribes from the Prior to the Claiming, the vast, dense woodland known
nearby desert join the blackclads here for bloody rituals, as the Gnarls was probably one of the least tamed forest.
but at other times, even they are not welcome at this most All that has changed in recent years. Though trollkin still
sacred of sites. outnumber humans in the region, the once-combative kriels

CHAPTER 1: THE DEEP WILDS


33
in bone-strewn caves deeper in the wood have not always
received the message. Nearer the Dragon’s Tongue River,
dracodiles create lairs here in greater numbers than anywhere
else in Immoren, and even one such beast can act as an apex
predator for miles around. The presence of such mighty
swamp beasts also draws gatorfolk from the north, who
venture into the Gnarls near the Dragon’s Tongue in search
of the gargantuan dracodiles.
More prosaic perils also make working and living in the
Gnarls difficult. The forest is home to an aggressive strain of
kudzu, capable of covering man-made structures in a matter
of days, forcing loggers or anyone else who wishes to build in
the wood to be ever-vigilant lest they lose their hard work to
the creeping plant.

THE MARCK
While marshes such as the Blindwater or the North Berck
Moors may be better known, the vast bayou known as the
Marck is one of the largest contiguous wetlands in all of
western Immoren. Beginning at the base of the Wyrmwall
Mountains south of Rimmocksdale Lake, the marshes stretch
all the way to the ocean along a sprawling peninsula that
extends nearly to the island of Giant’s Head.
Nearer the foothills of the Wyrmwalls, the ground is
relatively solid and heavily forested. The nearer one travels
to the Meredius, however, the harder it becomes to find
solid ground. To the south of the Marck, a line of low hills
separate the Gulf of Middlebank from the miles-long beach
known as the Sand Narrows. Here, wind shapes the sand
into ever-changing dunes, while underground tunnels bring
saltwater beneath the hills to form tidal pools where all sorts
who previously ruled the Gnarls have largely relocated of sea creatures can be found.
southward with the forces of the United Kriels, resettling in
Alchiere. The trollkin who still live in the Gnarls are as likely
to consider themselves Cygnaran citizens as members of The Gnarlroad
their own independent kriels, and trade with nearby human More accurately called the Western Tradeway, the highway
settlements has reached an all-time high. colloquially known as the Gnarlroad runs along the southern
edge of the Gnarls from Ceryl to Demonshead Pass and on to
With this has come increased logging and hunting within
Orven. From Demonshead Pass to Orven, it is known as the
the borders of the dense forest, as well as work on a rail line Twelve-Day Road, as it skirts the foothills of the Watcher Peaks.
to connect Point Bourne to Ceryl, though the trollkin of the There is also a branch that runs north from Demonshead to
region have thus far managed to enforce agreements that Point Bourne called the Gnarlwood Trail.
the Cygnarans practice good husbandry to the Gnarls even Aside from river travel, these highways are among the only
as they harvest from it. The cooperation between the kriels major routes that run through this region of Cygnar and, as
and their human neighbors has also opened doors for other such, they are important trade roads. They are also relatively
settlers, including increasing numbers of gobbers, who come isolated, however, and susceptible to the fickleness of the
surrounding wilds. Particularly along the outskirts of the Gnarls,
to work in the logging camps or on the rail line.
the road tends to be subsumed by plants in many places. These
The populations of bogrin, Devourer worshippers, and long stretches of open road are also tempting targets for raiders
members of the Circle Orboros who once called the dark and brigands, including farrow, who sometimes sweep down
parts of the Gnarls home have also declined in recent years, from the Watcher Peaks in large numbers, and so caravans
as the combined might of the Cygnaran military and the traveling these roads tend to be heavily armed.
remaining kriels encourage them to find other places to The Western Tradeway is heavily patrolled by road wardens
dwell. However, this doesn’t mean that the once-trackless operating out of Orven, Ceryl, New Larkholm, and Point Bourne,
forest is without its substantial threats to life and limb. but the road is long and the dangers many, and the scattered
road wardens can only be in so many places at once. Part of the
Isolated blackclads still lurk in the depths of the Gnarls, while
logic behind the construction of the new rail line from Point
those who have departed have left behind powerful wolds to Bourne to Ceryl, which would connect that city directly to the
guard certain sacred sites. distant Cygnaran capital for the first time, is to take pressure off
The trollkin of the Gnarls may be more peaceable than in this hazardous but vital roadway.
years past, but the full-blood trolls and dire trolls who live

CHAPTER 1: THE DEEP WILDS


34
Within the trackless bayou of the Marck itself, travel by
flat-bottomed boat is easier and safer than attempting to
navigate on foot. Hanging moss droops from the gnarled
Adventure Hook
branches of countless trees, blocking the waters below from Thurlotta Calgar has a reputation as a witch, even among
sunlight. Deep in this coastal swamp is the Cygnaran city the Arjun peoples of the Marck. So, an invitation to her
of Ramarck; much of the surrounding bayou is home to the hut deep in the mire is no small matter. Her brother
Arjun, a human tribe that has been living here for centuries. Thadeus has been locked up in the Great Vault below the
Though they are culturally distinct from the “swampies” Royal Special Health Institution in Ramarck. He agreed
who live in the regions around Corvis, many Cygnarans to act as a guide for a nobleman from the city, but when
make no such distinction, and the inhabitants of Ramarck the trip went south and some of the other members of
often hold these local “swampies” in low regard, even going the expedition perished in the jungle, the noble claimed
that Thadeus had gone violently mad in the swamp and
so far as to suggest that they worship the Devourer and
attacked them. Thurlotta doesn’t believe it and wants
practice cannibalism or witchcraft. In spite of this, there someone to break her brother out. And she is offering
are no better guides throughout the Marck than the Arjun, potent favors in exchange.
assuming an outsider can earn their trust.
Despite the expanse of the Marck, there are few gatorfolk
here. But the depths of the swamp are home to many bog
NINE STONE
trog tribes that have remained entirely free of the gatorfolk
The Enkheiridion provides anecdotal evidence that the
interference many other bog trogs have suffered elsewhere.
ancient sacrificial site known as Nine Stone is older than the
As a result, the Marck has also become a haven for agents
twin gods Morrow and Thamar. No one knows who built the
of the Poison Dart, who have a significant presence even in
ruined edifice here, named for the nine towering monoliths
Ramarck itself.
that jut skyward from a series of crumbling walls, ramparts,
Though the bog trogs and anura who live in these swamps
and half-collapsed tunnels.
occasionally find themselves at odds with the Arjun, most of
What is known is that human sacrifice has been practiced
the time these conflicts have been resolved bloodlessly, and
here since time immemorial. The site has been linked to
numerous handshake treaties exist throughout the Marck.
Devourer rites from the days of the Molgur, and when the
Besides these more sapient inhabitants, the Marck is also
Orgoth occupied this region, they slew thousands on this spot
home to massive armored turtles, fanged pike the size of an
to harvest terrible power from their deaths. After the Orgoth
adult human, moss-covered swamp shamblers, and other
were driven away, the Circle Orboros retook the ruin, but it
fauna both natural and otherwise.

CHAPTER 1: THE DEEP WILDS


35
has been said that even they had difficulty purging it of the NORTH BERCK MOORS
dark energies that still cling here. Stretching from the twin lakes of Mere Dorou and Mere
During the Claiming, the blackclads were ousted from Tagao, the North Berck Moors—named for their proximity
this cursed locale once again, this time by infernalists who to the nearby Ordic coastal city of Berck—are primarily
sought to harness the necromantic energies of this place to saltwater swamps, boggier than the moors that dominate
open gateways that would release countless infernal horrors much of the eastern portion of the country. In spite of this,
into Caen. Due to its relative proximity to Henge Hold, Nine occasional hillocks of arable land rise from the murky waters,
Stone was heavily utilized by the cultists as the fighting there and duckweed covers much of the territory that isn’t given
grew heavier. over to stands of cypress.
Today, Nine Stone lies largely abandoned, even by The farther inland one travels, the more likely one is
the druids who were once its custodians. So much death to find solid ground and the greater the concentrations of
has seeped into the stones here that it seems impossible freshwater. Yet there are still plenty of travel hazards to be
they could ever be used for any but the most nefarious found near the twin lakes. Mere Tagao, in particular, is fed
of purposes—yet there is bound to be someone, whether by a hot spring, and the combination of cool hill air from the
Cryxian or Thamarite, infernalist or other, who is willing to north with the warm waters of the lake means the nearby
risk the dangers of tapping such a potent power source. territory is choked in dense fog on all but the hottest summer
days, limiting visibility and making travel difficult.
Adventure Hook On the lakes themselves, Ordic fishermen from Corbhen
A Thamarite from Ord currently living in Ramarck, Rena and from the nearby moor villages make their living by
Pagani openly reveals her allegiance to the Dark Twin, now hauling in fish and eels, though they’re more likely to ply the
that it is safe to do so in the atmosphere of Cygnar’s new warm waters of Mere Tagao than the uncertain depths of
religious tolerance. She also believes she has discovered Mere Dorou, where strange creatures are said to make their
evidence of a real danger of another major infernal homes. The twin lakes and the surrounding swamplands are
incursion—and she thinks the secret to stopping it lies at also home to tribes of bog trogs, though recently the region
Nine Stone. She wants some muscle to accompany her has seen an explosion in the gatorfolk population, which has
to study the site. This all sounds simple enough, but her
pushed the bog trogs to the south. There, the bog trogs have
actual motives are not what she claims…
sometimes even come into conflict with locals from as far
away as Berck.

CHAPTER 1: THE DEEP WILDS


36
Adventure Hook
The Mascal and the Melroane families each farm barley
north of the moors to distill in uiske, and each one
jealously guards their unique family recipe, convinced
that the other is planning to steal it. The two houses
have been at each other’s throats for generations, and
lately the rivalry threatens to come to a head. A major
supplier from Carre Dova has come to Corbhen to sign
an exclusive contract with an uiske distillery, and each of
the two families is trying to win the contract—while also
attempting to hire spies and saboteurs to ensure that the
other house doesn’t.

OLGUNHOLT
Covering much of southern Ord, the vast forest known as the
Olgunholt actually encompasses several smaller woods, each
with its own unique character. Among these are the Almare
Woods to the west of Armandor and the so-called Dogwood
along the forest’s eastern boundary, near the banks of the
Molhado where it flows southward.
These smaller woods are heavily harvested for lumber such
as oak and cork, not to mention game including deer and
various birds. A major highway and rail line even runs south
from Merin to Five Fingers through the woodland. The
deeper one travels into the dark interior of the Olgunholt,
however, the less welcoming the forest becomes, and there
are few among the locals who would dare to venture far.
There are many dangers in the depths of the forest, but the
true reason for its dark reputation among the locals is simply
At present, these predominantly saltwater gatorfolk have
that the Olgunholt is—and has been for centuries—one of the
stayed near the shores of the Sea of a Thousand Souls and
greatest strongholds of the Circle Orboros in all of western
largely out of the hair of their human neighbors, not to
Immoren. Here, wolds guard sacred sites as they have done
mention outside the sights of Barnabas and the Blindwater
for generations, and entire communities belong to the
Congregation to the east—but it’s only a matter of time before
Circle heart and soul, pledging themselves to the Wolves of
the Lord of Blood’s ambition reaches them.
Orboros and cloaking their true beliefs under thin veneers of
On the rare spits of farmland in the North Berck Moors,
the Morrowan faith when outsiders pass through.
hardy local farmers grow barley, which is then roasted,
Of course, the blackclads and their allies are not the only
mashed with water, and distilled into a popular drink called
dangers of the wood. The Olgunholt is also home to strange
uiske. Many of the families who farm and distill uiske have
creatures such as vektiss and the uncanny undead known as
been doing so for generations, and they often carefully guard
the hollowed. Several trollkin kriels make their home here
the secrets of their craft.
as well, existing in an uneasy détente with the Circle, who
control so much of the forest.
The strongest of these kriels is the Greenroot, once led
The Warrens by the ancient shaman Jatara, who perished shortly after
Once a part of an Orgoth stone quarry, the settlement known as the Claiming. She was succeeded by Boltak Redspine, a
the Warrens is wedged into a narrow gorge between the Almare more hotheaded leader who has no love for the Circle and
Woods and the body of the Olgunholt itself. A lawless nest of would like to see the Greenroot kriel assume closer relations
gangs, bandits, brigands, and worse, the Warrens is a maze- with the Ordic government to drive the druids from the
like tangle of narrow alleys and cramped rooms that is almost
Olgunholt and reclaim the forest for the trollkin. Whether
impossible to navigate, seemingly by design.
such brashness will pay off in triumph or tragedy for the kriel
There is no law in the Warrens, which is home to outcasts of all
remains to be seen.
types from Ordic society, and it is a home where a dagger is as
likely to be found in your back as in your sheath. Though anyone For the Ordic citizens who live near the Olgunholt,
can find a place in the Warrens, if they can survive, the region is the forest is a study in contrasts. Though their refusal to
not exactly hospitable, and the locals have developed a sort of venture deep into the wood is both pragmatic and borders
pidgin dialect called “hoveltongue” that is as difficult for outsiders on superstitious, they rely on the forest’s many resources
to understand as the twisting network of cells and cul-de-sacs is for their livelihoods. Lumber and game are drawn from the
to navigate.
edges of the forest, and trees are even burned as sources

CHAPTER 1: THE DEEP WILDS


37
FACTIONS &
of coal in a kingdom that has very few naturally occurring
coal deposits compared to its neighbors. Every venture into
the wood is a risk, however. Not only might whatever poor
soul is traveling the wooded paths never return, but there SOCIETIES OF
is a chance they could stir up some terrible threat from
deeper within the trees that would devastate the nearby
THE DEEP WILDS
communities. Beyond the city walls of the Iron Kingdoms, politics become
much simpler and more direct. The strong eat those who
WYTHMOOR cannot flee or fight, and powerful leaders tend to dominate
To outsiders, Ord is considered a dreary, swampy kingdom, whatever territory they can control. However, even within
though it also contains trackless forests, grasslands, and hilly the deepest and most primeval wildernesses of western
uplands. This boggy image is reinforced by the fact that two Immoren, there is a certain pecking order. Even here,
of Ord’s borders—the shores of the Sea of a Thousand Souls organizations and groups control what basic politics there
and the border it shares with Cygnar to the east and south— are, from tribes made up of only a handful of bloodlines to
are given over predominantly to moorland. loose-knit confederations that have existed for centuries.
In the southeastern corner of the nation, north of the Sometimes these groups gather around a powerful leader;
Dragon’s Tongue River and caught between the Thornwood other times, necessity is what forces their cohesion. From
and the Olgunholt, is the swampy region known as the mutual defense to the conquest of new territory to the
Wythmoor. Stretching along the banks of the Molhado freedom and independence of their people, these factions
where it feeds into the Dragon’s Tongue, the Wythmoor come in all shapes and sizes, but all are as fierce as the wild
spreads from the Dogwood, as the eastern region of the places that shelter them.
Olgunholt is colloquially known, to the dense Thornwood.
Once home to several tribes of local swamp gobbers and CIRCLE ORBOROS
little else, the Wythmoor has experienced more than its Since time immemorial, the blackclads of the Circle Orboros
share of troubles in recent years. As fighting erupted across have haunted the wild places of Immoren. The most ancient
the Thornwood, Cryxian forces spilled into the Wythmoor, human society on the continent, the Circle is widely and
a region that already had a haunted reputation that was not massively misunderstood by outsiders, who often regard the
helped along by the presence of the actual walking dead druids as little more than Devourer worshippers. Instead,
prowling through the fog. members of the Circle believe in a sort of composite entity
By the time of the Claiming, most of the Cryxian thralls they call Orboros—a being made up of both the chaotic
had moved on to other pastures, but no sooner were they
gone than the Wythmoor was visited by other unpleasant
arrivals. Following the Battle of Boarsgate in 612 AR,
numerous grymkin found their way into these southern
moors, and not all have departed. Hollow men, especially,
seem to regularly appear in small contingents in the darkened
fog, their lanterns sometimes luring unwary travelers to
their own doom in the mists and the sucking peat bogs
of the region.
More recently, scattered tribes of gatorfolk have settled
in the Wythmoor, driven west by the growing power of the
Blindwater Congregation on the far side of the Thornwood.
These gators are tribes who still cling to the old ways and
attempt to avoid the notice of Barnabas and his followers.
They are disorganized and desperate, clinging to what
territory they can capture without drawing too much
attention to themselves, but they still remain a threat to the
swamp gobbers and others that call the Wythmoor home.
Once more heavily wooded, the Wythmoor is now made
up of little more than peat bogs and the occasional skeletal
trees left over from the overharvesting of lumber decades
ago. Because of the recent influx of revenants, grymkin, and
gators, the Wythmoor has attained an even more unsavory
reputation than it already had, and yet there are still human
settlements here, including the nearby Ordic cities of Tarna
and Armandor. Some desperate Ordic families even eke out
a living within the moors themselves, harvesting and drying
the peat that is so prevalent here, in spite of the many dangers
that plague the region.

CHAPTER 1: THE DEEP WILDS


38
Orboros do, this utility is far from accidental. Not only does
Wolves of Orboros it grant the cabal’s members an often grudging acceptance
Countless Devourer-worshipping tribes have served as allies
in rural communities, it helps the blackclads keep an eye on
and even followers of the druids of the Circle for centuries.
Many still live on the fringes of society, hunting and gathering the activities of the Iron Kingdoms and grants them access to
as their ancestors have done since the days of the ancient potential new recruits.
Molgur. Others have settled over the years, giving up nomadic
lifestyles in favor of forming villages and towns that are largely
indistinguishable from any other in the Iron Kingdoms. Just
BLINDWATER
because their lifestyle has changed, however, doesn’t mean they CONGREGATION
have entirely given up the old ways, and many of these isolated Even from its earliest inception, the Blindwater Congregation
communities still practice Devourer worship, albeit cloaked
behind masks of piety to Menoth or Morrow.
was virtually synonymous with the gatorfolk warlock known
as Barnabas—and that was before his apotheosis as a living
Among these tribes and communities are those who still owe
god. Even when he was simply another in a long line of
allegiance to the blackclads and who pass this sacred allegiance
down through generations. Called the Wolves of Orboros, these gator chieftains, Barnabas showed a knack for conquest and
groups follow their own individual traditions while training an unquenchable ambition for ever greater power. One by
to follow the druids of the Circle into battle should the call one, he broke the backs of the surrounding tribes until all
ever come. Drilling in the use of traditional weapons such as bowed to him.
cleft spears and swords, the Wolves are a surprisingly well- However, temporal power was not enough. Barnabas
trained fighting force that the Circle can call up from villages
throughout Khador, Ord, Cygnar, and elsewhere.
sought something virtually unprecedented. He believed he
could become an actual god, walking the face of Caen. While
Some of these communities possess close ties to active
many, even among his followers, dismissed his dreams as
members of the Circle, even counting overseers or omnipotents
of that order among their ostensible citizenry. Others have megalomania, he turned out to be correct. When Lord
never even seen a blackclad for generations. Nevertheless, the Carver struck him down in 609 AR, Barnabas rose again, this
duty and training of the Wolves of Orboros is passed down time as the Lord of Blood.
through generations as a sacrament, albeit one that must be By then, the powerful bokor was already worshipped nearly
kept from the outside world at all costs. as widely as Kossk, the traditional deity of the gatorfolk, and
after his apotheosis, Barnabas’ power—and his congregation—
only grew. While many gators still worship Kossk, those
within the territories of the Blindwater Congregation know
better than to elevate even that veneration above Barnabas’
hunger of the Wurm and the generative energy of Dhunia, own or else they will face the wrath of the Lord of Blood.
and one that is synonymous with Caen itself. The territories controlled by Barnabas and his allies
For thousands of years, the blackclads have sought to remain centered on Blindwater Lake, where Barnabas has
control and maintain important territories throughout the overseen the construction of a massive temple, half-sunk
wilderness regions of the continent. With plans that span into the muddy waters of the bog. From here, he looks out
centuries, the most powerful among these druids can live over a growing empire of gatorfolk, bog trogs, anura, swamp
for hundreds or even thousands of years themselves, and the gobbers, and others that dwell within the marshy environs
machinations of the Circle are often so vast that even their of the Blindwater. Indeed, the gatorfolk of the Congregation
lower-ranking members have no idea about their full scope. have even begun bringing villages of human swampies and
This, combined with the secrecy that pervades much of others in the region under their “protection,” and human
the organization, means that no one—perhaps not even tribes and villages allied with the Blindwater Congregation
the blackclads themselves—is entirely sure just how many tend to wear necklaces of alligator teeth to show their loyalty
members of the Circle there are or how far its dominions and to mark themselves as allies rather than prey.
extend. While the cabal is tight-knit and rigidly ordered, Hierarchy within the Congregation begins with Barnabas
its disparate parts are also capable of acting on their own himself and continues down through his closest generals,
for years or even decades at a time, meaning that a coven including such warlocks as Calaban and Jaga Jaga, and the
of blackclads may have been cut off from the rest of the most elevated bokors who make up what passes for Barnabas’
organization for so long that no one still alive remembers “priesthood.” The pecking order from there tends to reflect
it, yet their goals, when they reconvene, will still be the food chain, with gatorfolk occupying most of the upper
remarkably similar. echelons, bog trogs and anura beneath them, and other
Though they are feared and often shunned in more urban species lower still.
settings, the druids of the Circle Orboros can find welcome Anyone who is capable of proving their mettle and their
in many rural communities, even when those communities usefulness can rise, however, so long as they do not make
find their philosophies heretical or dangerous. This is because the mistake of challenging the Lord of Blood overtly. As
the blackclads are capable of miraculous feats that make them such, certain bog trogs and anura have attained key positions
invaluable to those who live on the fringes of the wilds, from within the Congregation higher than their gatorfolk peers
taming savage beasts to controlling the weather. by demonstrating their arcane talents or tactical acumen.
As with most everything the members of the Circle Warlocks and sorcerers tend to be especially favored, but if

CHAPTER 1: THE DEEP WILDS


39
anyone can prove their advantageousness to Barnabas’ cause
and also fight off any who might oppose them, they can find
a place in the leadership of the Congregation. In this way, it
more closely resembles a typical gatorfolk village writ large
than the religious organization that its name would suggest.
Not all among the anura took to this new life, however,
POISON DART and there were those who saw the oppression of the gatorfolk
Where most of the inhabitants of western Immoren are as merely a new set of chains. These dissident croaks refused
native to the region, the anura, known colloquially as croaks, to bow to the might of the apex predators, and so began what
came here in chains. Originally hailing from the Shattered was initially a loose-knit movement of anuran independence
Spine Islands far to the south, the anura were initially that would eventually become the Poison Dart.
brought to western Immoren by the skorne, who drove Ironically, it was the very consolidation of power among
them with barbed whips. Once here, many escaped into the the Blindwater Congregation that forced the Poison Dart
swampy environs that resembled their former homelands, to similarly coalesce into a more formal body. Where the
where they could easily outpace and outmaneuver their anura were previously able to live on the fringes of gatorfolk
skorne captors. society, as the Congregation consumed and combined more
Life in a strange land isn’t easy, however, and the and more of the formerly scattered tribes, the role of anurans
escaped anura quickly found that they were subject to the within that society became increasingly rigid. No longer
depredations of another oppressor in their new home—the could the members of the Poison Dart rely on not being
gatorfolk, whose size and ferocity allowed them to dominate noticed. They had to begin striking back.
most of the other peoples of the swampy regions. Though it Even within the wilds, the Poison Dart is a secret society,
sometimes resulted in anura being literally eaten, the tyranny operating without headquarters or structure. Made up
of the gatorfolk was a less cruel one than that of the skorne, of individual cells that often have little in the way of
and many among these batrachian peoples adapted to new communication with one another, the agents of the Poison
roles in gatorfolk society. Dart can be found throughout the swampy regions of
These anura developed their own villages and tribes, often western Immoren. Anywhere that anura gather in large
on the outskirts of gatorfolk villages, and demonstrated their numbers, at least a few of these freedom fighters can be
utility as hunters, scouts, and raiders to the larger predators. found, communicating with one another through secretive
In many cases, this meant that anura were allowed to live signs and a signal language made up of notes played through
largely at their own whims, without much interference from flute-like reeds or tapped out on hollow gourds.
the gatorfolk, so long as the anura never crossed their larger Their tactics are those of an occupied resistance, focusing
neighbors and were willing to fight alongside them when on sabotage and assassination or on freeing anuran prisoners
called upon. from bondage. Sometimes, small groups of Poison Dart

CHAPTER 1: THE DEEP WILDS


40
operatives form tight-knit enclaves in the wilderness, isolated worked as a mercenary for hire for the armies of the human
from the villages of the gatorfolk, where they can strike out at kingdoms, and the prejudice and mistreatment he had
the homes of their oppressors. More often, they hide in plain experienced at their hands had left a scar that would never
sight, existing among the other inhabitants of the swamp heal. Tired of seeing his people denigrated and trampled
and only showing their true colors when they engage in in the mud, he dreamed of creating a long-lasting farrow
clandestine operations. empire—one stamped with his own indelible image, of
While the group began as a purely anuran independence course. The Thornfall Alliance, as the loose-knit tribes who
movement, it has since been joined by members from all united behind Carver were known, was simply the first step
groups oppressed by the gatorfolk, including bog trogs and on the road to this goal.
even a handful of swamp gobbers, who bring their own skills, Cut from disputed territory south of Scarleforth Lake,
experience, and expertise to the cause. Carversburg is the culmination of that dream, at least so far.
Harkening back to the warlord-controlled city-states of the
THORNFALL ALLIANCE Thousand Cities Era, Carversburg is both a monument to the
For centuries, farrow have existed on the outskirts of greatness of its ruler and the germ of a true farrow nation. Or
Immorese society. Routinely looked down on, even by the so Carver hopes.
humans who deigned to hire them for exploitable mercenary Surrounding the city itself are temporary encampments
work, these porcine raiders were more often regarded as of the dozens of disparate tribes that make up the Thornfall
little more than band In recent years, however, one farrow Alliance. Their allegiance to Carver and his ambitions varies,
warlord has sought to change all that. Lord Carver, the but none who have had the audacity to gainsay his authority
self-styled Bringer of Most Massive Destruction, began have thus far lived to tell the tale.
uniting farrow tribes under his banner early on, and he soon While Lord Carver rules the region with an iron fist, he
had a force larger and more powerful than any the farrow doesn’t actually know much about how to run a nation, so
had ever seen before. His rise to prominence was helped most of the day-to-day activity of the burgeoning empire is
along by capable generals, including the human alchemist instead overseen by Helga, Carver’s queen consort and most
and arcanist Dr. Arkadius, whose experiments on farrow tactically brilliant lieutenant. Between the two of them, they
physiology gave rise to the warbeasts that were the backbone have managed to both extend and consolidate the reach and
of Carver’s forces. influence of the Thornfall Alliance, transforming it from a
Ultimately, however, the farrow warlord had a goal that loose collection of feuding tribes to a true farrow nation—one
went beyond personal ambition. Early on, Carver had that the other Iron Kingdoms will soon have to acknowledge.

CHAPTER 1: THE DEEP WILDS


41
UNITED KRIELS their new paradise can stand, or if new dangers will arise to
threaten it…
OF TOLOK FORTRESS
Following the Claiming, the trollkin of the United Kriels BRINEBLOOD MARAUDERS
had a choice to make: they could stay in western Immoren Of the trollkin who followed Madrak Ironhide south, not all
and hope that this time the treaties they entered into with were content to let bygones be bygones where the oppression
the Iron Kingdoms would hold, or they could follow Madrak and betrayals of the human kingdoms were concerned. Nor
Ironhide south, where he planned to carve a new trollkin were all of them looking for nothing more than a quiet life
nation from the jungles of Alchiere. where they could be largely left alone by outsiders.
Many stayed behind, building new lives amid the Establishing themselves on the inland sea known as
increasingly diverse Iron Kingdoms. Many more traveled Brackish Lake, just south of the Lion’s Teeth Mountains,
miles to the south, however, before finally settling and the trollkin who call themselves Brineblood Marauders
erecting the fortifications of what would become Tolok are allies of the United Kriels, but their goals and methods
Fortress in the jungle basin of the distant subcontinent. are considerably less peaceable than those of their
While the fledgling nation is still young, it has already southern neighbors.
expanded considerably beyond the walls of the fortress itself, When the kriels departed western Immoren, many did
and trollkin villages now spread far up and down the nearby not march overland but came in ships, either those they
Steedrest River. had legally acquired themselves or those they had obtained
Here, life among the United Kriels continues much as it through somewhat less savory means. Some of these ships
did prior to the Claiming, with one important difference: the sailed farther down the coast, eventually being broken up and
trollkin no longer have to worry about the wars or greed of used in the construction of Tolok Fortress and its environs.
other nations pushing them off their land. Which is not to Others stopped at the inlet of the Verboten River and began
say that there are not new dangers to be found in Alchiere. the seafaring settlement that would become home of the
The dangerous letheans occasionally mount lightning Brineblood Marauders.
raids on the outskirts of the trollkin villages, while strange Sailing up the Verboten River, these nautically inclined
beasts and poisonous plants are commonplace in the jungles trollkin found a new home for themselves that would provide
of Alchiere. them with easy access to the coastal waters of southern
The trollkin of Tolok Fortress practice a lifestyle that is a Immoren, not to mention the continental corridor between
mixture of the old ways and those learned from the human Immoren and Zu. On these waters, they could strike out not
nations. They hunt and gather much as their ancestors only to secure the resources they needed to thrive but to
did amongst the bountiful forests of Alchiere’s rainforest get some of their own back against the kingdoms that had
basin, while also growing crops near the river. They erect oppressed their kind for so long.
krielstones that tell the stories of their people, some of Within the ranks of the Brineblood Marauders is a wide
them painstakingly carried from their former homelands in spectrum of specific motives, ranging from vengeance to
western Immoren, others carved anew. reparations to a simple desire for plunder and mayhem.
At the same time, many among their number had lived What links them all together is their ire toward the peoples
for years among the human kingdoms before joining the of the north and their facility aboard ship. While not all of
United Kriels, and they bring technology and ideas from the trollkin who make up the Brineblood Marauders were
those nations with them. Within the walls of Tolok Fortress, already sailors before they came south, virtually all have
firearms and blasting powder are manufactured, the fires since learned their way around a deck, and rare indeed is the
of smithies burn, and the fortress itself is built using a Brineblood who isn’t equally at home on the pitching waves
combination of trollkin and human architectural styles. as they are on land.
More so than ever before, these trollkin live in harmony The Marauders are governed by a loose organizational
with the pygs and other full-blood trolls and even dire trolls structure with Admiral Boomhowler at the head and a
who share their homes, treating them as something between variety of powerful ship’s captains arrayed beneath. Despite
domesticated beasts and large, volatile cousins. Large tribes of this, significant leeway is given to the captains of individual
pygmy trolls have fully incorporated into the United Kriels, ships, who enjoy virtually unqualified control over their own
and they work hand-in-hand with the trollkin as scouts, vessels and crews.
trappers, hunters, and more. No group as large as the Brinebloods can survive on
Though every able-bodied member of the United Kriels piracy alone, however. Brackish Lake is festooned with
is fully prepared to take up hammer, axe, or spear to defend settlements—and the rocky cliffs that flank the Verboten
their new homeland, Tolok Fortress also boasts something River are similarly decked out in fortifications—to which the
new in trollkin history: a standing army, trained and raiders return when their powder is depleted and their holds
commanded by Gunnbjorn, using techniques adapted from are full of booty. While Boomhowler technically commands
those he learned while serving in the Cygnaran military. here too, a group of erstwhile tribal elders, known as the
For now, the trollkin of Tolok Fortress live a relatively Dryland Council, actually oversee the day-to-day operations
idyllic life, one that many of them feel has been denied to of the villages and fortifications of the Marauders while their
their people for far too long. However, only time will tell if ships are away.

CHAPTER 1: THE DEEP WILDS


42
DAILY LIFE IN ANURA
THE DEEP WILDS
After coming to the west, the anura found swamps and
marshlands aplenty waiting for them, the anura took to their
new homes with relative ease, finding a new ecological niche
The wild places of western Immoren are a study in contrasts.
on the fringes of gatorfolk society.
They are lush, vibrant, teeming with life caught in an
Though many see the gators as little more than another
unending dance of predator and prey. At the same time, they
oppressor, the anurans enjoy a relatively unfettered
seem serene and unchanging compared to the bustling cities
relationship with the gatorfolk, at least when compared to
of the Iron Kingdoms.
their former skorne slavers. The gators prize the anurans
For the denizens of the deep wilds, life is a daily struggle
for their skill at hunting and raiding, their arboreal agility,
for resources and territory—and to avoid the jaws of would-
and the poisons they excrete from their skin. Because of this,
be predators—and yet, life also continues much as it has for
anuran society is allowed to flourish unchecked, especially
centuries, largely absent the political maneuvering of other
compared with the bog trogs, who are more likely to be
nations or the interventions of technology that have so
entirely dominated by their gatorfolk neighbors.
changed daily life in the Iron Kingdoms. Many among the
Most anurans in western Immoren live in spherical
residents of the wilds live in ways that are not dissimilar to
wattle and daub huts suspended in trees above the swampy
how their ancestors have lived for thousands of years, even
waters, usually on the outskirts of gatorfolk villages. This
as new forces rise to power within the wilderness, changing
relationship is ostensibly one of mutual benefit, since the
the face of the deep wilds in ways that some may not yet
presence of the gatorfolk helps to protect the anurans from
fully understand.
predators or unfriendly neighbors. However, the fact of
As groups such as the Thornfall Alliance and the
the matter is that the anurans, like most of the allies of the
Blindwater Congregation transform the power structures
gatorfolk, are allies of force, not choice.
of Immoren’s wild places, most of the peoples of the deep
Thanks in part to the poison that their skin naturally
wilds still live in tribal villages and kriels, practicing either
excretes, anurans have little need for firearms or the other
subsistence farming or lives of nomadic hunting and
more “advanced” weapons wielded by many in the Iron
gathering. Despite surface similarities, however, each of the
Kingdoms. Instead, they hunt and fight using a variety of
many tribes that make up the peoples of the wild are unique
the same tools that their ancestors did back in the Shattered
and culturally distinct, with their own rich history and
Spine Islands, including atlatls, hunting spears, and oil-
traditions stretching back across generations.
filled gourd bombs. This has led some to underestimate
the effectiveness of anurans as warriors—which they do at
their peril.

CHAPTER 1: THE DEEP WILDS


43
or even Corvis. Like most of the children of Dhunia, those
BOG TROGS bogrin who live in the wilds form tribes and kriels, and many
As far as anyone knows, bog trogs have lived in the swamps make their livelihoods through banditry and raiding, preying
and waterways of western Immoren at least as long as on nearby human settlements or neighboring tribes.
gatorfolk have, and for centuries, the two have skirmished Despite their more antagonistic nature, bogrin are every bit
over territory and resources. In this, however, the gators as clever as the smaller gobbers, and they are well practiced
have an innate advantage. They are bigger, stronger, more in a variety of crafts, including alchemy and the skinning
vicious, and their bokors have access to swamp magics that and tanning of hides. While bogrin often make use of stolen
the bog trogs simply cannot match. weapons or armor, they generally also modify these items to
Hence, as the years have passed, more and more bog trog their own proportions and preferences.
tribes have fallen under the sway of their gatorfolk neighbors. Most bogrin in modern Immoren live much as they did
Today, it is more common to find bog trogs living under the in the days of the Molgur, and many split their worship
heel of a nearby gatorfolk tribe than it is to find bog trogs between the Devourer Wurm and the Great Mother. In
who are truly independent, and many tribes have become a fact, bogrin settlements tend to be built in places where their
part of the growing Blindwater Congregation. For most bog shamans find the strongest mystical connection with Dhunia,
trogs, this is not a matter of choice but one of survival. They including natural rock formations, caves, and waterfalls.
can either serve the gators or be wiped out by them, and the These not only provide shelter for the bogrin themselves but
bog trogs have chosen the more pragmatic option. also provide a place of worship and communion with both of
To outsiders, bog trog villages and the gatorfolk villages their spiritual parents.
that they often lie nearby are superficially similar. Both are Distinguishable from gobbers due to their size, their
built in swampy areas with ample access to water and, indeed, teeth, and the bony ridges along their skulls, bogrin are
in a bog trog village, the simple reed huts of the bog trogs nonetheless closely related to their more diminutive kin, and
themselves may be the only things that rise above the water as circumstances throughout western Immoren have caused
level. The huts are often built on small mounds of earth or the wilderness regions to shrink and put increased pressure
even the gathered roots of trees, and most of the rest of the upon the peoples of the wilds, some bogrin and gobber tribes
village consists of narrow channels of murky water where have combined into large, shared kriels, where they draw
bog trogs can lie half-submerged in wait in the event that the from the advantages both groups bring to the table. While
village comes under threat. these combined kriels are often dominated by the burlier
Threat is a constant calculus in the lives of bog trogs, who bogrin, gobber chieftains have also been known to lead these
are often preyed upon by larger and more vicious creatures. conglomerates with tactical acumen, political cleverness, or
Because of this, bog trog villages often incorporate partially arcane might to augment their lesser stature.
flooded underground passages where the residents can seek
shelter in the event of attack. These tunnels are also the most
likely place to find a shrine to Ashiga, and the mist speakers
FARROW
For many among the peoples of the wild, life is a matter
of the tribe often visit here to commune with the dreams of
of subsistence. Each day is a new struggle for food, shelter,
their sleeping god.
territory, and other resources. While the peoples of the
Though adult bog trogs are amphibious, able to breathe
wild have complex cultures and time for song, storytelling,
air or water with equal facility, they prefer to spend much of
crafting, and so on, the accumulation of wealth—and with
their time submerged, and the presence of water is vital to
it the divisions of labor—that take place among the more
their survival as a species. Bog trog eggs are laid underwater,
“civilized” societies is largely absent.
and young bog trogs are born without the lung capacity that
This is true of the farrow, and it has helped to shape their
allows the adults to survive outside the water. It is only when
society into the culture of hardy raiders that it is today. Nor
they have begun to mature that young bog trogs gain the
is this the only factor, for as long as farrow have existed,
ability to survive on land.
it seems they have been pushed to the fringes by the other
Among the gatorfolk, bog trogs are employed as trappers,
peoples of Immoren. There is a persistent myth that the
hunters, catchers of fish, crafters, and, when the occasion
farrow are the result of some arcane experimentation
calls for it, bodies to be thrown in front of enemy attacks.
centuries ago, but the more likely fact is that they are
Though many bog trogs hate their gatorfolk oppressors, and
probably one of the many peoples descended from the
some have even joined the Poison Dart resistance movement
goddess Dhunia. In spite of this, the farrow were notably
originally begun by the anurans, others find their relationship
absent from the great Molgur alliances of ages past.
with the larger predators to be mutually beneficial—so long as
The true history of these porcine peoples is unknown,
they watch their step.
and the farrow offer no internal legends to explain their
origins, but in the last few decades, farrow have been as often
BOGRIN exploited as cheap shock troops as they have been regarded as
Larger and more aggressive than their gobber cousins, bogrin undesirable vermin and driven off—or slaughtered wholesale.
have found it more difficult to acclimate to the societies of the Such treatment has left the farrow with little recourse save to
Iron Kingdoms, though some of their number can be found become the armed brigands that most regard them as today.
in especially rough and tumble towns such as Five Fingers Who is to say what the farrow culture might look like had it

CHAPTER 1: THE DEEP WILDS


44
been allowed to thrive under other circumstances? In Carversburg, near the shores of Scarleforth Lake, the
Certainly, the farrow have shown themselves to be clever first real farrow city is being constructed, built around a
and cunning, able to construct rudimentary versions of even palace dedicated the Lord Carver himself. Life there may be
firearms and cannons without any of the same resources as more stationary than in other farrow settlements, but the
their counterparts within the Iron Kingdoms. While these farrow have not yet really gotten used to the idea of holding
“pig iron” weapons may be less reliable than their more high- still and building permanent structures, so much of the city
tech equivalents, they are nonetheless plenty effective, as is still a conglomerate of various temporary-seeming shelters
many a caravan or rival tribe has found to their detriment. and sprawling tent cities.
For centuries, the farrow existed only as disparate tribes,
each one warring with their neighbors for whatever GATORFOLK
spoils they could lay their hands on. Whether the vicious Among the peoples of the wild, few have more natural
pragmatism of the farrow is a natural part of their psychology advantages than the gatorfolk. Hardy and long-lived,
or a learned reaction to their exploitation and mistreatment gatorfolk require little from the world around them save a
over the years, it is undeniable that most farrow regard their ready supply of food—and that, they have no trouble catching
hard-scrabble lives as simply the way of things, and their for themselves, thanks to their powerful builds and mouths
outlook on both property and bodily autonomy are not as full of sharp teeth.
clearly delineated as many other cultures. To wit, farrow To outsiders, gatorfolk often appear unsophisticated.
let nothing go to waste: they will gladly eat their own fallen They build crude huts made from reeds and plants, and their
comrades without hesitation and conversely will expect to be villages contain simple structures such as pens designed to
eaten themselves, should the tables be turned. contain hatchlings or rudimentary racks for the drying of
In spite of his megalomania, part of what has allowed Lord meat. The fact is, however, that these simplistic designs are
Carver to unite so many farrow beneath his banner is that his not due to a lack of intellect or cunning on the part of the
ambitions genuinely do include a better life for all farrow. He gators but rather a reflection of how little they really need to
sees the way the other cultures underestimate and look down survive in the wilderness.
upon his people, and he strives toward a future where that is For gatorfolk, shelter and clothing are more matters of
no longer possible. Of course, being who he is, he sees only convenience or personal taste than necessity, and a naked
one way toward this future: conquest. gator can easily survive in just about any conditions. In
Farrow villages tend to be ramshackle, partly due to the fact, the gatorfolk have even spread into such inhospitable
fact that farrow get many of their resources by raiding, which realms as the arid Bloodstone Marches and the frigid north,
means the ready availability of building materials is extremely though they vastly prefer the temperate marshes of the
variable. However, as with much of the farrow lifestyle, there Iron Kingdoms.
is a practical purpose to this as well. The farrow engage in The fact that gators can build much more complex
very little agriculture, and tribes tend to move often, their structures is demonstrated by the sacral vaults and stone
haphazard settlements able to be picked up and transported ziggurats constructed by certain tribes, as well as the vast
to a new location with little fuss—or rebuilt easily if they are
destroyed or have to be abandoned in a hurry.

CHAPTER 1: THE DEEP WILDS


45
In all cases, however, they live outside the sight (and
Bokors and Spirits oversight) of the Iron Kingdoms—even when they live within
Gatorfolk as a whole are not particularly reverent creatures.
While most acknowledge either Kossk or Barnabas—or both— their borders.
as the deities of their people, few of them offer up prayers Life among these tribes varies considerably based on where
or engage in the sorts of religious behavior commonly found they are located. The Vorgoi, Vindol, Yhari-Umbrean, and
among other societies throughout western Immoren. other tribes of the north are often highly nomadic, following
This should not, however, be taken to imply that gatorfolk herds across the snowy plains and mountains they call home.
are not spiritual beings. Indeed, the bokors of the gatorfolk Other northern tribes have constructed settlements at the far
traffic with spirits in ways that few other individuals on Caen edges of Khadoran territory, becoming nominally Khadoran
would think to—or ever dare. To these gatorfolk, spirits are
citizens while still maintaining much of their own unique
not distant beings to be appeased or avoided. They are tools,
neighbors like any others, to be either dominated by the culture—and located so far away from major cities that they
gatorfolk or to make truces with for mutual benefit. are largely free of imperial supervision.
The intense and close-knit connection between gatorfolk and Southern tribes occupy a greater variety of ecological
the spirits of their swamp homes may have something to do niches. The Arjun make their homes in the marshy lands near
with their relationship to death and predation. As obligate Ramarck, while the Idrians—undoubtedly the largest of the
carnivores, all gatorfolk draw power from death by consuming human tribes remaining in western Immoren—range across
their fallen prey. Among the bokors, this same principle is much of the arid Bloodstone Marches. Many of the Idrian
simply extended to practices of necromancy that are unique to
were subjected to sword-point conversions to the worship
this cold-blooded society.
of Menoth during the heyday of the Protectorate. Some still
regard themselves are Protectorate citizens first, while others
have taken advantage of the breakdown of that theocracy to
and half-sunken palace to Barnabas that has been erected in return to their old lives in the surrounding desert.
Blindwater Lake. The gatorfolk are also capable of forging Among many citizens of the Iron Kingdoms, the most
weapons and crafting arms and armor, though their hands commonly encountered human tribes are those known
are not well suited to the task, and such dexterous chores are colloquially as “swampies.” These are not actually one tribe
often handed off to bog trogs, anura, or swamp gobbers. but several, occupying marshes and bogs throughout the
Ultimately, for all their intelligence, gatorfolk are still continent. The swampies near Corvis are culturally distinct
reptiles, and their cold-blooded minds are tuned to the from those found near Ramarck, for instance, but both would
endless cycle of predator and prey. Their chilly pragmatism be considered swampies by outsiders.
can look particularly cruel to the morality of warm-blooded Wherever they are and whatever traditions they follow,
mammals, and gatorfolk society is built around predation many of the human tribes of the deep wilds have been forced
from the literal moment they hatch from their eggs. by necessity to enter into alliances with their neighbors,
Unlike many of the other peoples of western Immoren, whether those neighbors are the humans of the nearby cities
gatorfolk do not form strong emotional attachments either or other wilderness peoples such as gatorfolk or Tharn. Many
to their mates or their offspring. Gatorfolk live in mixed others are bound by ancient ties to the agents of the Circle
colonies, and males and females pair off to mate once a year. Orboros, willing to take up arms and lay down their lives for
A pregnant female lays a clutch of six to ten eggs, which are the blackclads, should they ever be called.
buried in mounds of earth and fiercely guarded until they
hatch. Gatorfolk hatchlings are fully independent but possess
none of the fierce intellect of their parents. Instead, their
SWAMP GOBBERS
The diminutive Dhunians known as gobbers live in just about
behavior is that of a beast in the wild, focused on subsistence every corner of western Immoren. Countless thousands have
and nothing more. integrated into the cities of the Iron Kingdoms, where their
These hatchlings are placed in special winnowing small stature and general cleverness make them invaluable
enclosures within the gatorfolk villages, where the largest mechanics and tinkerers, able to literally crawl inside the
and strongest will attack and consume the weaker. Those workings of steamjacks and other machines, places where
that survive are then raised by the village as a whole. Few human engineers could never fit.
gators have any idea who their parents are. Fewer still In fact, gobbers from just about all walks of life have
would ever care. incorporated at least some measure of modern technology
into their day-to-day existence, even those that live in the
HUMAN TRIBES wilds. Of these, swamp gobbers are by far the most common.
Throughout western Immoren, in places as distant as the Because swamps are difficult land to clear or turn into
Burningfrost Plains and as near as the Widower’s Wood at anything arable or useful to cities, many of the unspoiled
the base of Corvis, human tribes still live in seclusion, much wildernesses of western Immoren are swampy, and in these,
as they have done since the days of the ancient Molgur. Some folks like gators, bog trogs, and human swampies hold sway—
among these tribes are Devourer worshippers, nomadic with swamp gobbers often living alongside.
hunters who live just as their ancestors did. Others have From independent swamp gobber villages in Widower’s
taken on certain trappings of their “civilized” neighbors, Wood to large numbers of swamp gobbers that are
including the worship of Menoth or Morrow or Thamar.

CHAPTER 1: THE DEEP WILDS


46
technically part of the Blindwater Congregation, these artisans who make shells, weapons, and other resources, most
industrious gobbers can be found just about anywhere there of the inhabitants of Alchiere live in villages in the shadow
are marshes and bogs throughout the continent. Like the of the fortress, scattered up and down the banks of the
human swampies, these gobbers actually represent a number Steedrest River.
of distinct tribes, with those in different regions practicing The trollkin of the south have jumbled countless kriels
different traditions, but almost all share at least a few traits together, and now these villages are more diverse and
in common, not the least being the smallest folk in their mixed than any found in the north. Also, because the
respective regions and therefore targets of larger predators trollkin of Tolok Fortress and its environs are so cut off
and bellicose neighbors. from the peoples of western Immoren, they have little
While most of the swamp-dwelling peoples of Immoren opportunity for trade, save with the trollkin known as the
make use of little in the way of firearms of machinery, the Brineblood Marauders.
swamp gobbers are often an exception. Every bit as clever- The Marauders bear considerable enmity toward the
minded as their city cousins, the swamp gobbers often use human kingdoms of the north, and yet their settlements
boats powered by simple steam engines and incorporate more closely resemble a human city or town than any other
homebrewed mechanisms such as pumps and mills powered trollkin settlements anywhere on the continent. Most of
by rainwater into their everyday existence. Some have even these seafaring raiders spend the majority of their time
cobbled together semi-amphibious steamjacks by fitting aboard ships, with only a few short weeks of “shore leave”
them out with homemade, insulated boilers to keep the fires every few months.
from going out. However, the crews of the various Brineblood ships are
For most swamp gobbers, these inventions are designed supported by a robust network of “drylanders,” who work in
to do little more than make their lives easier, although some textiles, carpentry, metalsmithing, and many other trades—
have been brought into the fold of groups like the Blindwater even fishing on the waters of Brackish Lake and farming on
Congregation and put their tinkering toward the creation what little arable land is available nearby. While the entirety
of instruments of war. Others subsist not by their own toil of the Brineblood Marauders are ostensibly under a chain
but by raiding and pillaging, and swamp gobber river raiders of command that begins with Admiral Boomhowler and
preying on steamships traveling up and down the waterways extends through various captains and sub-admirals, this vital
of the Iron Kingdoms are not uncommon. These river homegrown support structure is governed by the Dryland
pirates are known for using homemade firearms of various Council of former tribal elders who now oversee the day-to-
kinds, including ingenious but unpredictable pistols that fire day of the Brineblood settlements while the ships are away.
grappling hooks, allowing the gobbers to pull themselves Despite the name, not all of these settlements are actually
onto passing ships from the shore. on dry land. Though there are considerable towns, villages,
docks, and fortifications along the shores of Brackish Lake
and the cliffs that line the Verboten River, many others have
TROLLKIN OF THE SOUTH been built on the water itself, either constructed on stilts
Despite being separated by miles of wilderness, the trollkin plunging into the silt below, or, more often, made by lashing
of Tolok Fortress live much as their northern kin do. While several older ships together to create floating cities connected
some dwell within the fortress itself, often members of the by bridges and even wooden tunnels extending between the
standing army of the United Kriels or associated crafters and various structures.

CHAPTER 1: THE DEEP WILDS


47
2 CHARACTER OPTIONS

CHAPTER 2: CHARACTER OPTIONS


48
T ANURA
he main figures in any Iron Kingdoms campaign
are the characters created by the players. Your en, the
characters’ choices, be they noble or selfish, and the in w e st e rn Immor y
to be seen re naturall d
ramifications of those choices are at the heart of f th e n e w est species ly ca ll e d croaks—a r w a y s an
One o — common in the wa te
the story. This chapter offers new races, classes, subclasses, ll a n u ra h o m e s t h re
e
beings I ca res who make their e originally brough
backgrounds, and adventuring companies to help you create ea tu we r masters,
aq uatic cr con ti nent. They lands by skorne task st.
characters that can live and thrive in the world beyond the th e e
lakes acro
ss ed Spine Is ow thrive in the w
borders of the Iron Kingdoms. th e d is ta nt Shatter o f th e m n g ly , th e
from unitie s rprisin

RACES
ro u s co m m s— a n d , su
and nume er the anura
and trapp have given ho share
ir sk il l a s hunters p o ss e ss —
The ey se w
n t n a tu ra l poisons th e alliances with tho rfolk. Time
Even though humanity has not always been so ready to pote to for g to
ortunities ogs and ga
accept the fact, the races that dwell in western Immoren’s many opp e s, ty p ic ally bog tr l ecosystems in any
py hom ects loca
deepest wilderness regions have societies as diverse and their swam anura’s arrival aff
th e
ik t or Pe ndrake
complex as any found within the settled nations of the Iron will tell if
l way.
rof e s s o r V
Kingdoms. Throughout history, humans have viewed these
other societies as “lesser” than their own—a folly that some
meaningfu
—P
even hold to in the modern day. But no one who has ever
journeyed with members of these races, faced them on the Curious, nimble, and rugged, the anura have spread slowly
field of battle, or traveled to the inhospitable places they call across western Immoren in the past decade. Hailing from the
home dares underestimate them. Those who do seldom walk tropical expanses of the Shattered Spine Islands, they were
back out of the deep wild again. captured by skorne slavers and used as scouts and disposable
The tribes and peoples of western Immoren’s wilderness troops. Although anura are not naturally inclined toward
are a varied group. Some are newcomers who are working to violence, they will eagerly take up arms in defense of their
find their place among the shifting boundaries and loyalties community: a single tribe or collection of allied tribes known
of other tribes; others are stalwarts who live just as their as a “knot.” Their perseverance has helped them thrive in
ancestors did millennia ago. Despite their differences, all of areas commonly contested by bog trogs and gatorfolk, and
them share one thing in common: the struggle to survive. their natural abilities and skills have given them a unique
Faced with rival tribes, hungry beasts, and the steady role in the swamps and riverways of the west. An inherent
encroachment of civilization, all must stand with their allies curiosity has led many of them to adventure beyond their
in defense of a world where survival is not guaranteed—a homes in order to find work with like-minded travelers.
land where those who can’t defend themselves are subjugated
(or worse) by the more powerful.
The playable races in this section are among the most
influential found in the deep wild.
Anura. Anura—commonly known as “croaks”—are froglike
newcomers to the west. Hunting, community, and a close
relationship with the land are the central tenets of life among
the anura. Numerous subspecies, each varying in custom
and appearance, live throughout the Shattered Spine Islands.
Many of these tribes hold to a general policy of isolation, and
only recently have these natives of the southeast been ushered
into the forests and swamplands of western Immoren.
Bog Trog. These scaly, aquatic reptilians fight for survival
against all odds, using sheer tenacity and ferocity to compete
with physically larger races and more technologically
advanced cultures.
Gatorfolk. Physically imposing and endowed with both
impressive natural armor and weaponry and command over A BIT FROGGY
dark magic, the gatorfolk are one of the dominant cultures of Anura are wiry, diminutive, and tenacious. Bipedal and
the deepest and darkest parts of western Immoren. ranine, they have hairless skin whose color ranges from a
muddy greenish-brown to a bright yellow, blue, or even
orange. Anura can manipulate this coloration to a limited
degree, thereby allowing them to blend in with their
Come In, the Water’s Fine! surroundings. The hands and feet of some anura feature small
In addition to the races in this book, the deepest wilderness suckers that help them grip and climb with ease. They have
regions in western Immoren are home to all manner of bogrin,
farrow, gobber, human, and trollkin cultures, among many
also been seen both with and without opposable thumbs,
others. Communities of all races call these regions their home. leading many to believe there are many subspecies of anura
that have yet to be seen in western Immoren.

CHAPTER 2: CHARACTER OPTIONS


49
Although anura face some prejudice from narrow-minded
species such as humans and skorne, they have made strides to
integrate themselves into many civilizations across western
Immoren. They have opened their communities to trade and
have also made their mark helping mercenary companies and
adventuring companies trek across their territory.

TYING A KNOT
Anura society is typically structured around the knot and the
protection of it. Leadership is shared between both males and
females. All anura are natural trackers, trappers, and hunters,
and both male and female anura will venture out of the knot
to collect resources as needed.
Mystics and shamans are common among anura knots.
These individuals use their powers to help guide and protect
their community, and they will often lead its members into
battle when needed. The occasional birth of a conjoined
twin is a sacred event within the knot. Conjoined twins
are thought to be representatives of the anuran deities, the
conjoined twins Tagasca and Dagascar. Unlike the perfected
form of their gods, one of the conjoined mortal twins is
malformed. The weaker twin depends on the stronger one
to survive but offers benefits in return, such as enhanced
arcane powers. Many anura take these mystic abilities as
proof that conjoined twins are divine. Conjoined twins are
also said to channel the power and wisdom of Tagasca and
Dagascar in wartime.

CONJOINED DIVINITY
Anura worship two different deities, Tagasca and Dagascar.
They are represented as conjoined twins that share the same
body but possess separate heads and arms. Tagasca, the
goddess of the hunt, guides the anura in manners of survival,
hunting, and warfare. Her knowledge of the land and her
blessings help her followers catch their prey and remain
hidden from their enemies. An anura who secures a kill will
make an offering to Tagasca, commonly by dropping part of
the fallen prey into the closest body of water to be consumed
by the water spirits believed to inhabit the bodies of fish.
Dagascar, the anuran god of mysteries, represents the
anura’s connection to the arcane. Anura attribute good
fortune and miracles to Dagascar, who is expected to lead
them through the currents of life, death, and rebirth.
Wisdom, history, and the knowledge of tools are all
associated with Dagascar.
Although each deity has authority over different aspects
of life among the anura, the twins are often referred
to as a single being, and many anura use their names
interchangeably.

ANURA NAMES
Each anura is given a single name at birth, but those who
distinguish themselves in battle, or who become a leader of a
knot, are given a deed name or byname.
Male Names: Awaki, Bup, Coaxo, Croa, Flugwug, Gub,
Koka’ak, Kwaak, Mire, Obo, Piku, Raza, Scaer, Tibu, Zabuc
Female Names: Brekake, Chupa, Fe’era, Guri, Harkae,

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50
Kva, Kwake, Laka, Nolo, Olo, Qua, Ruka, Tura, Vakae Prehensile Tongue. Your tongue can stretch up to 20
Bynames and Deed Names: Byriver, feet. You can use your tongue to manipulate an object,
Deepswamp, Hopstone, Pondskipper, Slickspine, open or close a door or container, or pick up or set down a
Tonguethrasher, Underpond Tiny object.
Wall Crawler. You have advantage on Strength (Athletics)
ANURA TRAITS checks made to climb.
Your anura character has a number of traits in common with
CONJOINED SOUL
all other anura.
As a conjoined soul, you are held in awe by all other anura
Age. Anura age more rapidly than most other folk, reaching
and are highly regard for your close resemblance to the
maturity in a decade or less. On average, anura live between
anuran gods, Tagasca and Dagascar. Even though part of you
50 and 60 years.
appears to be malformed in some way, that part is gifted with
Alignment. Anura tend toward neutral alignments.
powers that more than make up for its partial disfigurement.
Size. Anura are between 3 and 5 feet tall and weigh
The rest of you is typical for a standard anura, although you
between 30 and 60 pounds. Your size is Small or Medium.
may be slightly stronger than most others of your kind.
Speed. Your base walking speed is 30 feet. You have a swim
Dagascar’s Touch. You know the following spells: dancing
speed equal to your walking speed.
lights, guidance, and poison spray. You know these spells even
Hold Breath. You can hold your breath for 15 minutes.
if you don’t have any levels in a magic-using class, and they
Poison Glands. Your skin secretes a potent poison. A
don’t count toward the total number of spells you know.
creature that grapples you or otherwise comes into direct
Wisdom is your spellcasting ability for these spells.
contact with your skin must succeed on a DC 12 Constitution
Of Two Minds. As a conjoined soul, your two minds are
saving throw or take 1d4 poison damage and become
intertwined in a way that offers a measure of protection
poisoned until the end of its next turn.
against magical effects. You have advantage on saving
Standing Leap. Your long jump is up to 25 feet and your
throws against being charmed, and you have resistance to
high jump is up to 15 feet, with or without a running start.
psychic damage.
Languages. You can speak Kworak, which has no written
form, and Haavati, and you can speak one other language of
your choice, usually the language of your birth kingdom. OPTIONAL FEAT: POISONER
Subrace. Three main subraces of anura are known in You can choose the following feat instead of one granted by
western Immoren: the more common bullcroak and your essence.
stickspit anura, and the rarer conjoined souls. Choose one of
POISONER
these subraces.
Prerequisites: Anura
BULLCROAK Your Constitution score increases by 1, to a maximum of 20.
As a bullcroak anura, you’re from a line of strong and hardy Your skin’s natural poison is more abundant than normal.
hunters and warriors. You’re on the larger side for your race, As a bonus action, you can coat a melee weapon with your
and your skin might be brighter and more vibrant than that poison. A living creature hit by the poisoned weapon takes
of others in your knot. an extra 1d4 poison damage. Once applied, the poison retains
Anuran Weapon Training. You have proficiency with potency for 1 minute before drying. You can use this feature a
halberds, tridents, and shields. number of times equal to your proficiency bonus (a minimum
Thundercroak. You can emit a thunderous, deafening of once). You regain all expended uses when you finish
croak that can daze opponents who are not ready for it. You a long rest.
can cast the thunderwave spell once with this trait, without
needing material components, and you regain the ability to
do so when you finish a long rest. You can also cast the spell
using any spell slots you have of 1st level or higher. Wisdom
or Charisma is your spellcasting ability for this spell when
you cast it with this trait. (Choose your spellcasting ability
when you select this subrace.)

STICKSPIT
As a stickspit anura, you are lean and accustomed to leaping
from one cypress tree to the next before diving down into the
swamp below. Your skin is likely a muddier and darker hue,
allowing you to blend in better with your surroundings
Aquatic Camouflage. You gain proficiency in the
Stealth skill, and you have advantage on any Dexterity
(Stealth) checks made to hide while in swamps or watery
environments.

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51
BOG TROG gatorfolk tribes often compete in the wilds and can be bitter
Bog trogs are fierce (and fierce-looking) humanoids who enemies. In areas where gatorfolk are dominant, bog trogs
dwell in the swamps, marshes, and waterways of western are pressed into the service of the more physically powerful
Immoren. They have a reputation for treachery, violence, creatures. There are instances of both species working
and belligerence, but much of that reputation comes from together, but such cooperation is infrequent at best.
interactions with those who trespass into their territory. Bog
trogs are often found in the outskirts of wilderness societies,
trapping and hunting to support their kin. Although they
aren’t typically seen in cities, they have occasionally been
spotted serving as guides for mercenary companies trekking
through the wilds in recent years.

SOMETHING FISHY
Despite being humanoids, bog trogs have reptilian and
ichthyoid features. Their large eyes, which are massive in
proportion to their heads, grant them keen vision even
in murky swamp water. They use the short fins on their
forelimbs and a long dorsal fin to navigate their way through
their watery homes. Their scaly skin is typically dark green
to greenish brown in hue, but they can change their color
to blend in to different environments. Bog trogs use this
camouflage ability while hunting, allowing them to creep
unseen among the foliage or lurk just beneath the water’s SILENT AND VIOLENT
surface in preparation for a sudden ambush. Bog trogs are likelier to trick or ambush their enemies than
to confront them head-on. A tendency toward treachery
BY LAND AND SEA pervades bog trog culture, allowing the clever and deceptive
Fully amphibious and able to survive indefinitely (albeit to prosper. Whether engaging in battle or social struggles,
uncomfortably) on land, bog trogs prefer to submerge bog trogs prefer to strike from a position of advantage and
themselves as frequently as possible. Their villages lie in will avoid direct conflict whenever possible. This has proven
murky wetlands and riverways far from western Immoren’s to be a useful survival skill, but it should not be mistaken for
industrialized areas. Bog trogs are belligerent and intolerant an unwillingness to engage in violence, for bog trogs have
of other peoples, and they are quick to take up arms against no qualms about lashing out at any creature perceived to be
those who intrude upon their territory. Bog trog and a threat or an obstacle. On the other hand, they will enter

CHAPTER 2: CHARACTER OPTIONS


52
long-term alliances with other cultures if the benefits are Amphibious. You can breathe both air and water.
substantial enough. Slippery. Your skin has a slick texture that makes
you hard to grab. You have advantage on rolls made to
SEEKING ASHIGA escape a grapple.
Bog trogs worship a great beast named Ashiga. Although Languages. You can speak Quor-Og, which has no written
this being is worshipped as a god, there is no proof that it form, and you can speak one other language of your choice,
is a deity. Despite this lack of evidence, most of its devout usually the language of the country or territory your
worshipers hope to find and awaken this slumbering monster tribe resides in.
so that it will devour their enemies. Subrace. The most common bog trog subraces seen in
Ashiga is said to slumber in Sike Durla, a great swamp of western Immoren are the angler trog, the saltwater trog, and
bog trog legend. Many of the most eager bog trogs have gone the wetland trog. Choose one of these subraces.
in search of Ashiga and its mythical resting place. Only a few
ANGLER TROG
have been known to return to their tribe, and all those have
Angler trogs look like wetland trogs—the most common bog
been changed in some way by their experiences.
trog lineage—but a small appendage called an esca begins
Ashiga’s devotees include the bog trogs shamans known
growing from the top of an angler trog’s head when the trog
as mist speakers. Many of these individuals claim to hear the
reaches maturity. The esca is typically used to help harvest
words and dreams of Ashiga, which grants them a position
fish and crabs but can also be used to lure an unsuspecting
of authority within the tribe. Whether or not they truly hear
creature to its demise.
Ashiga remains to be seen.
Expert Crabber. You have advantage on Wisdom (Survival)
checks made to hunt in swamps and bodies of water.
BOG TROG NAMES Luminescent Esca. You can make your esca produce
Bog trogs typically have a single name. Their language, bioluminescent light. You can make this light flicker and can
Quor-Og, is similar in sound to the gatorfolk language control the speed at which it flickers, but you can’t control its
Quor-Gar, but those with a trained ear can pick up on key brightness. It produces light equivalent to the light cantrip.
differences. Quor-Og is a harsh language, and most bog trog Charisma is your spellcasting ability for it.
names consist of four letters with a vowel following the first You can use your esca to cast the charm person spell, without
consonant. Bog trogs don’t use their names to differentiate needing any components. You can use this trait to cast this
gender, so it is not uncommon for a name to be shared across spell a number of times equal to your proficiency bonus. You
genders. In some cases, descriptive titles are given to bog regain all expended uses when you finish a short or long rest.
trogs who have gained a great deal of respect and admiration
from their tribes. These names were once reserved for bog SALTWATER TROG
trogs who demonstrated great strength or cunning in combat, Saltwater trogs are well adapted to life in the colder and
but such epithets have grown more common in recent years deeper waters of the Meredius. The briny seas have given
as bog trogs have spread across the Iron Kingdoms. Many them a resilience not seen in their inland-dwelling kin.
of these modern-day sobriquets are tied to heroic acts rather Deep Sea Diver. Living near and around the oceans, you
than mere physical stature. have become accustomed to harsher environments. You
Bog Trog Names: Bluv, Cuch, Druk, Ertl, Flet, Gritz, have resistance to cold damage. Additionally, you have
Hask, Hult, Itzi, Kreek, Lurk, Mesk, Nuri, Oduz, Ohag, advantage on Strength (Athletics) checks made to swim in
Oxla, Plut, Quill, Qulf, Rask, Seera, Tava, Twub, Ugup, treacherous waters.
Vusa, Wisk, Xuct Superior Darkvision. Thanks to your bog trog heritage, you
Epithets: Ashiga’s Anointed, Blessed One, the Charmed, have superior vision in dark and dim conditions. You can see
Crafty One, the Cursed, Dry-Scale, Gator-Killer, in dim light within 120 feet of you as if it were bright light,
Shell-Cracker and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
BOG TROG TRAITS WETLAND TROG
Your bog trog character has a number of traits in common The most common breed of bog trogs, wetland trogs dwell in
with all other bog trogs. the cold and brackish waters of western Immoren’s swamps
Age. Bog trogs mature quickly and seldom live longer than and mires. They are known to be the most vicious of all bog
65 to 70 years. trogs, and their powerful jaws and fangs give them an edge in
Alignment. Because they tend to be violent and have a deep close combat.
respect cunning and subterfuge on a cultural level, bog trogs Fangs. You have oversized fangs that you can use to make
tend to ignore the laws of other societies. Bog trogs tend unarmed strikes. When you hit with them, you deal piercing
toward neutral and chaotic alignments. damage equal to 1d6 + your Strength modifier instead of the
Size. Bog trogs are slightly smaller in size and weight than typical bludgeoning damage for an unarmed strike.
most average humans. Your size is Medium. Natural Camouflage. You gain proficiency in the Stealth
Speed. Your base walking speed is 30 feet. You have a swim skill, and you have advantage on any Dexterity (Stealth)
speed equal to your walking speed. check made in a jungle, swamp, or forest.

CHAPTER 2: CHARACTER OPTIONS


53
GATORFOLK Gatorfolk are a fierce reptilian breed that make their home in
, but not one
be st ia l race, to be sure terms: the bogs and swamps of western Immoren. These powerful
Gatorfolk are
wild an d
he y li ve by the simplest of warriors use their natural armor and weapons to dominate
.T
ure or society brutal outlook
has shaped
without a cult s ra th er r faith
their environment and their opponents, and they are not
survive or be
eaten . T hi
d is re fl ec te d even in thei to be confronted lightly. Their bulk and natural strength
an
their culture torfolk should
everything in in te ra ctions with ga t are aided by powerful and unique magical traditions, and
lents . A n y rstand respec
and arcane ta ca re fu lly . G atorfolk unde re to br ing many of their shamans can control the great beasts of
be considered
very
em th e m os t. Make su the swamp. Their often violent nature belies a natural
d respond to th you’ll
and fealty an te to th ei r chieftain, and intelligence and cunning that can be easy to overlook, but
t to offer as tr
ib u you could
plenty of mea ec t. A n y th ing less, and they are not mindlessly violent. Their willingness to trade
rr,
sp
modicum of re
—Edrea Llory sity
be afforded a l. with outsiders for things they can’t produce on their own
their next mea
easily become has steadily increased their presence outside their preferred
fessor , Corvis Univer environments.
Associate Pro
CHAPTER 2: CHARACTER OPTIONS
54
TOOTH AND CLAW PREDATORY FAITH
Consummate predators, gatorfolk are the apex hunters of The gatorfolk faith is based on the simple predatory cycle
western Immoren’s swamps and rivers. Only the great beasts of hunger, hunting, and death. To the gatorfolk, life and
of the swamp stand above them, but gatorfolk have even death are two sides of the same coin, for one cannot survive
bent many of these creatures to their will. Immense slabs of without consuming another. This is clearly demonstrated
muscle and dense, scaled hide provide gatorfolk with some by the most audacious leader of the gatorfolk: Barnabas,
of the toughest armor in the wild. Large, prehensile tails help sometimes called “the Bloody” but more recently called “the
these bipedal reptiles maintain their balance, and they possess Lord of Blood.” His hunger was so great that it ultimately
sturdy claws and long jaws lined with large, sharp teeth. The transformed him from a mortal warrior who sought violence
bite of a gatorfolk can snap an ox’s thighbone and rip through and death to a godlike being who desires to consume other
flesh with ease, and nearly every gatorfolk’s mind is that of a divine entities.
predator in a constant search for prey. Traditional gatorfolk worship a malevolent and ever-
Gatorfolk’s scales range from drab green to dark grey, with hungry being they call Kossk, which is thought to be either
many shades in between. Albinos also exist among gatorfolk a child of the Devourer Worm or an aspect of it. Kossk is
tribes. Because most of these individuals manifest arcane said to have spawned the gatorfolk, and they speak of him
powers, they are revered by their fellows and often end up as either an alligator or another giant reptile with a great
holding a position of power in their tribe. maw large enough to swallow the world. The god exists only
to consume, grow, and hunger again in an endless cycle.
Gatorfolk speak of Kossk one day swallowing the world as an
inevitability.
Gatorfolk bokors and warlocks imitate this cycle by
consuming the flesh of their foes. This act is not too
dissimilar from the cannibalistic rites of the Tharn, who
also devour the flesh of those they defeat. Gatorfolk believe
that this act allows them to absorb or consume the essence
of others, making them stronger and more powerful in
the process.
Barnabas’ ascension to godhood has positioned the Lord
of Blood as a challenger to Kossk as the preeminent god
of the gatorfolk. Barnabas’ conquests have made his tribe
one of the largest in all of Immoren, and he has forced all
gatorfolk under him to abandon worship of Kossk for a
living, breathing god who ascended from their own ranks.
Although some gatorfolk refuse to obey, most defer to
Barnabas’ wisdom, either willingly or because they don’t want
to find themselves sacrificed in his name. This worship has
allowed Barnabas to lend his power to those he finds suitable
servants and warriors. Patronage of this sort has awakened a
new hunger in Barnabas: one for divine essence and energy.
MASTERS OF THE MARSH According to the gatorfolk, this hunger will not be sated until
Gatorfolk society is based around the tribe. Each tribe is led the Lord of Blood devours another god.
by a chieftain, who is usually the group’s best hunter and
strongest fighter. Each chieftain is backed up by a bokor—a
powerful shaman who can channel the predatory power GATORFOLK NAMES
of the swamp into powerful arcane effects. Beneath these Gatorfolk names are typically assigned at birth and are
two leaders, gatorfolk warriors command various levels of generally associated with a particular swamp spirit or beast
authority, which differ from tribe to tribe. respected by the tribe. In keeping with their predatory nature
Gatorfolk magic and traditions are based on a feral form and several rites associated with the consumption of flesh,
of necromancy, which bokors use not only to summon and gatorfolk have been known to adopt the name of a fallen foe
enthrall great swamp spirits, but also to control the mighty or comrade, consuming the name as they would flesh and
beasts that live in their territory. Many bogs, marshes, and thereby absorbing that individual’s essence.
swamps are death traps to the unwary, and a deathly energy Like many other misunderstood races, gatorfolk are
lingers over their surface, just like the mist that hovers over sometimes given names by members of other races and
them day and night. Bokors command this energy and use cultures—names with no ties to gatorfolk society or faith.
it to create and manipulate undead in their own way. This Some of these names are intended to be derogatory and
magic is similar to the necromantic rites used by human rude, but gatorfolk have made a habit of defeating enemies
necromancers, but it is uniquely tied to the cycles of life and who mock them in this fashion. These victories purify
death in the swamps. these unflattering names in their reptilian eyes, giving each

CHAPTER 2: CHARACTER OPTIONS


55
slanderous appellation a new meaning and transforming it IRONSCALE
into a triumph. The ironscale are the most common type of gatorfolk
Male Names: Aggus, Angkoto, Barnabas, Bogung, found in western Immoren. Consummate hunters and
Caliban, Crawtooth, Denglet, Djukkit, Longchops, warriors, they are among the most feared inhabitants of the
Maelok, Moskengon, Mugwum, Ndarit, Ngalo, Sketset, marshes and swamps.
Tengarol, Yoggus Natural Predator. You are skilled in the ways of hunting
Female Names: Anggat, Djatta, Gita-Gita, Gonrung, Jaga- and the swamp. You gain proficiency in the Survival skill and
Jaga, Margawa, Mlatha, Ningrum, Nwula, Rara, Urgi-Urgi, your choice of any martial melee weapon that has the heavy
Wangi, Yonkla or two-handed property. Choose a weapon when you choose
Nicknames: Bloody, Craven One, Dreadbound, Grave this subrace.
Walker, Lord of Blood, Master of Marshes, Nightstalker, Natural Armor. Your thick scales and dense muscles are
Old One-Eye, Pit of Fangs, Swamp Reaper, Toothgnasher, better protection than most armor you might choose to wear.
Unblinking Watcher When you aren’t wearing armor, your AC equals 13 + your
Dexterity modifier. If you are wearing armor that would give
GATORFOLK TRAITS you a lower AC, you can use your natural armor to determine
Your gatorfolk character has a number of traits in common your AC instead.
with all other gatorfolk.
Age. Gatorfolk mature at a faster rate than other species, OPTIONAL FEATS
reaching maturity in 10 to 15 years. On average, gatorfolk You can choose the following feats instead of one granted by
can live up to 85 years, although there are gatorfolk who have your essence.
lived for hundreds of years.
Alignment. Most gatorfolk are neutral, as they see the DEATH ROLLER
world as a harsh place of predators and prey. Prerequisites: Gatorfolk
Size. Gatorfolk are bulkier and taller than humans, often You have advantage on checks made to initiate or maintain
standing nearly 8 feet tall and averaging about 400 pounds. a grapple. While you’re grappling a Medium or smaller
Your size is Medium. creature, you can use a bonus action to go prone, pulling
Speed. Your base walking speed is 30 feet. You have a swim the grappled creature with you. If you do so, the grappled
speed equal to your walking speed. creature is restrained until it is freed, and if it is underwater,
Bite. Your jaws are natural weapons, which you can use to the amount of time it can hold its breath is halved.
make unarmed strikes. If you hit with them, you deal piercing
damage equal to 1d6 + your Strength modifier instead of the LONGCHOPS
normal bludgeoning damage for an unarmed strike. Prerequisite: Gatorfolk
Hold Breath. You can hold your breath for 15 minutes. Your exceptionally powerful jaws allow you to bite with
Languages. You can speak Quor-Gar, which has no incredible force. You gain the following benefits:
written form, and you can speak one other language of your • Your Strength score increases by 1, to a maximum of 20.
choice, usually the language of the country or territory your • Your bite’s damage die becomes a d8.
tribe resides in. • You can attempt to grapple a Medium or smaller creature
Subrace. There are two subraces of gatorfolk common in with your jaws. Until this grapple ends, the target is
western Immoren: albinos and the ironscale. Choose one of restrained, and you can’t bite another target. At the start
these subraces. of each of your turns, you can deal 1d4 piercing damage to
one creature you are grappling with your jaws.
ALBINO
Born with ivory skin and either red or bright blue eyes, you
were marked from birth as having arcane powers. As with
other gatorfolk, your skills were honed in a manner befitting
an apex predator. Your innate powers are closely tied to your
predatory nature, and you are a potent spellcaster.
Evil Eye. Your brutal training and inner predator have been
attuned to necromantic energies. You can use the evil eye
to detect these energies. You sense each time a necromantic
spell is cast within 60 feet of you. If you see the runes of
a necromantic spell when it is cast, you learn which spell
is being cast.
Predatory Sorcery. You also know the chill touch cantrip.
This cantrip doesn’t count against your number of
cantrips known.

CHAPTER 2: CHARACTER OPTIONS


56
CLASSES AND SUBCLASSES

T
he Classes table and the Subclasses table western Immoren, but examples of them can be found within
identifies new classes and subclasses for characters the human kingdoms as well.
in an Iron Kingdoms campaign. These classes and
subclasses represent the people of the deep wild of

Classes
Saving Throw Armor & Weapon
Class Description Hit Die Primary Ability Proficiencies Proficiencies
Monster Hunter A hunter skilled d10 Dexterity Dexterity & Light armor,
in slaying Intelligence simple weapons,
favored prey simple firearms,
martial firearms
longswords,
shortswords
Warlord A battlefield d10 Charisma Wisdom & Light armor,
commander who Charisma medium armor, shields,
inspires allies simple weapons,
martial weapons
Subclasses
Level
Class Subclass Available Description
Alchemist Biochemist 3rd An alchemist who uses knowledge of chemistry and biology to
create powerful elixirs and manipulate living creatures
Barbarian Path of the 3rd A ferocious and cunning warrior who butchers foes with
Slaughterhouser heavy chopping weapons
Bard College of Fauna 3rd A performer with a deep connection to the natural world and
beasts
Fighter Warder 3rd A warrior who focuses on defending allies
Fighter Wolf of Orboros 3rd A warrior skilled in both woodcraft and warfare
Mechanik Trapper 3rd A hunter who mixes mechanical savvy with survivalist
know-how to create traps to ensnare prey
Monk Way of the 3rd An unarmed fighter who emulates the beasts of the swamp
Wrastler
Paladin Oath of the 3rd A resolute protector sworn to defend a chosen person
Chosen
Paladin Oath of the 3rd A champion who leads by example
Paragon
Ranger Reeve 3rd A silent, patient hunter who trains with specialized weaponry
Ranger Shepherd 3rd A beast handler who shares a kindred spirit with warbeasts
Rogue Desperado 3rd A mounted robber proficient in hit-and-run tactics
Rogue Poacher 3rd A hunter who relies on stealth and traps
Shaman Bokor 1st A fierce necromancer who wields the powers of life and death
Shaman Mist Speaker 1st A cunning vizier adept at deception and misdirection
Sorcerer Arcanivore 1st A spellcaster who devours magical energy
Sorcerer Twin Soul 1st A spellcaster who shares a linked soul with a twin
Warlock Swamp Resonance 1st A spellcaster who can bond with the beasts of the swamp
Warlock (OGL) The Maw 1st A spellcaster whose power is driven by an insatiable hunger

CHAPTER 2: CHARACTER OPTIONS


57
motivated by amassing trophies, collecting rewards, or simply
hunting dangerous prey for its own sake, they are committed
to taking on the deadliest prey in the wilds and coming out

MONSTER HUNTER
on top. Dealing with such creatures requires a particular set
of skills, and several traditions have sprung up across western
Immoren, each with its own specialized methods for tracking
Bursting through the jungle canopy, a satyr charges headlong
prey and eliminating it.
toward its prey: an Ordic hunter standing in the middle
of a small clearing. Steadfast and deliberate, the hunter
steadies her aim and pulls the trigger of her modified Vanar THE MOST DANGEROUS PREY
Liberator, puncturing a hole through the eye socket of the Monster hunters may seem like any other mercenary with
oncoming beast. The satyr’s momentum carries it onward a gun or sword, but their unique skills set them apart from
until it falls flat in front of the hunter. other would-be adventurers and military recruits. These
The totem hunter has the gorax’s scent now, and nothing individuals can track their quarry with ease and know
will keep him from finding his quarry and adding its carcass the exact weapon, spell, or tool needed to end their prey’s
to his stockpile of trophies. Moving swiftly and silently existence. They can make the largest apex predator hesitate
through the forest, the totem hunter surprises the creature before attacking and can even force these creatures to fear for
and jams his sharpened kelkax through its abdomen, severing their lives. Patient, astute, and quick to act, monster hunters
its spine and killing it instantly. ply their trades far and wide. There’s no terrain they can’t
The long-bearded Kossite peers out from behind a web handle and no creature they won’t hunt.
of black pine needles heavy with snow as his quarry comes
into view in the clearing below. The infernalist had sought WILD THINGS
to escape punishment by fleeing the city, but the Kossite is Monster hunters are often found traveling the farthest
here to deliver retribution, if not justice. Without a sound, he reaches of Immoren, whether hunting and tracking prey
drops down from his perch in the tree and ends the traitor’s or training others in the trade. The most arduous and
life with a quick hack of his axe. inhospitable lands are their home, as such areas are fertile
These individuals are all monster hunters. Whether hunting grounds—a whetstone for sharpening a hunter’s

CHAPTER 2: CHARACTER OPTIONS


58
skills. Beasts of all sizes and shapes become their targets,
and nothing less than death will stop them from executing The Monster Hunter
their charge. Proficiency Prey
Level Bonus Features Die
Although there’s no official guild or lodge for monster
hunters, hunters will typically welcome one who walks 1st +2 Favored Enemy, 1d4
the same path unless the newcomer is there to poach a kill. Weapon Expertise
Honor among hunters exists, but it lasts only until one of 2nd +2 Fighting Style 1d4
them is forced into the role of prey—a role against which a 3rd +2 Hunting Archetype 1d4
hunter naturally rebels. 4th +2 Ability Score 1d4
There is much to be learned from different monster Improvement
hunters, as their skills differ in accordance with their 5th +3 Extra Attack 1d4
preferred quarry and weaponry. Some find guns and rifles
6th +3 Favored Enemy 1d6
more suitable, while others prefer to get close in order to hew
a beast to pieces with axe or sword. improvement,
Survivalist
CREATING 7th +3 Hunting Archetype 1d6
feature
A MONSTER HUNTER 8th +3 Ability Score
When creating a monster hunter, think about how you
Improvement 1d6
came to walk this path. Did you take up this life because a
loved one was killed by a monster? Is this about righting 9th +4 — 1d6
a perceived wrong or pursuing justice for your slain loved 10th +4 Grievous Wounds 1d6
one? Did you learn the trade from an experienced monster 11th +4 Hunting Archetype 1d8
hunter who was nearing retirement and patiently taught feature
you what you needed to know, or was your mentor a hot- 12th +4 Ability Score
headed, cocksure greenhorn who was always looking for Improvement 1d8
fortune and glory? 13th +5 — 1d8
You might have developed your skills over many years of
14th +5 Favored Enemy 1d8
living in or near the wild areas where these monsters thrive.
Perhaps killing your first monster made you feel like you improvement
were meant for this craft. What weapons do you use? Where 15th +5 Hunting Archetype 1d8
did you get them? Maybe they were given to you by your feature
mentor or a family member, or maybe you found them on 16th +5 Ability Score 1d10
the corpse of a slain monster hunter and learned to use them Improvement
through trial and error. 17th +6 — 1d10
QUICK BUILD 18th +6 Killing Blow 1d10
You can make a monster hunter quickly by following these 19th +6 Ability Score 1d10
suggestions. First, Dexterity should be your highest ability Improvement
score, followed by either Intelligence or Wisdom. Second, 20th +6 Dauntless Resolve 1d10
choose the explorer background.

CLASS FEATURES
As a monster hunter, you gain the following class features.
EQUIPMENT
HIT POINTS You start with the following equipment, in addition to the
Hit Dice: 1d10 per monster hunter level equipment granted by your background:
Hit Points at 1st Level: 10 + your Constitution modifier • (a) light armor or (b) a simple weapon or shortsword
Hit Points at Higher Levels: 1d10 (or 6) + your • (a) a simple or martial firearm or (b) a simple or martial
Constitution modifier per monster hunter level after 1st rifle
PROFICIENCIES • (a) a soldier’s pack or (b) an explorer’s pack
Armor: Light armor • an ammo bandolier
Weapons: Simple weapons, simple firearms, martial • 20 rounds of ammunition
firearms, glaives, longswords, pikes, shortswords • a gunsmith’s kit
Tools: Gunsmith’s kit • a small trinket as a memento of your first kill
Saving Throws: Dexterity, Intelligence If you forgo this starting equipment and the items granted
Skills: Choose three from Animal Handling, Insight, by your background, you start with 4d6 × 10 gp to buy
Investigation, Nature, Perception, Stealth, and Survival your equipment.

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59
FAVORED ENEMY TWO-GUN FIGHTING
You can engage in two-weapon fighting with light pistols
Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain and can add your ability modifier to the damage of the
type of enemy. second attack.
Choose a type of favored enemy: beasts, constructs,
dragonspawn, drakes, elementals, fey (grymkin), fiends HUNTING ARCHETYPE
(infernals), monstrosities, plants, trolls, or undead. At 3rd level, you choose an archetype that defines how you
Alternatively, you can select two races of humanoid (such as hunt monsters. Choose Big-Game Hunter or Manhunter,
farrow and trollkin) as favored enemies. both detailed at the end of the class description. Your choice
You have advantage on Wisdom (Survival) checks to track grants you features at 3rd level and again at 7th, 11th,
your favored enemies, as well as on Intelligence checks to and 15th level.
recall information about them.
When you gain this feature, you also learn one language of ABILITY SCORE
your choice that is spoken by your favored enemies, if they
speak one at all. IMPROVEMENT
You choose one additional favored enemy, as well as an When you reach 4th level, and again at 8th, 12th, 16th, and
associated language, at 6th and 14th level. As you gain levels, 19th level, you can increase one ability score of your choice
your choices should reflect the types of monsters you have by 2, or you can increase two ability scores of your choice
encountered on your adventures. by 1. As normal, you can’t increase an ability score above 20
using this feature. If your campaign uses the optional feats
rule, you can forgo taking this feature to take a feat of your
PREY choice instead.
Starting at 1st level, you are especially dangerous to certain
prey. Once per turn, when you hit a favored enemy with a
weapon or spell attack, you can add a d4 to your damage roll. EXTRA ATTACK
This die changes as you gain monster hunter levels, as shown Beginning at 5th level, you can attack twice, instead of once,
in the Prey column of the Monster Hunter table. whenever you take the Attack action on your turn.

WEAPON EXPERTISE SURVIVALIST


Beginning at 1st level, you have learned to apply your At 6th level, your survival instincts have been sharpened by
monster hunting skills when fighting with your preferred all the monsters you’ve hunted. When you roll a 9 or lower
weaponry. When you have advantage on an attack roll on an Intelligence (Investigation) check to investigate an area
against one of your favored enemies using a weapon you’re your favored enemies have recently been to or currently live
proficient with, you can reroll one of the dice once. in, or on a Wisdom (Survival) check to track your favored
enemies, you can treat the d20 roll as a 10.
FIGHTING STYLE GRIEVOUS WOUNDS
At 2nd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can’t take At 10th level, fighting monsters has given you a unique
a Fighting Style option more than once, even if you later get insight into their physiology, allowing you to see their weak
to choose again. points and understand how to inflict the most damage upon
them. Your weapon attacks score a critical hit on a roll of
DEFENSE 19–20 against your favored enemies. When you score a
While you are wearing armor, you gain a +1 bonus to AC. critical hit against one of your favored enemies, the target
can’t be healed until the start of your next turn.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
KILLING BLOW
At 18th level, your kills are extremely precise. When you
hands, you can reroll the die and must use the new roll, even
attack reduce one of your favored enemies attack to 0 hit
if the new roll is a 1 or a 2. The weapon must have the two-
points, it immediately suffers two death saving throw failures.
handed or versatile property for you to gain this benefit.

KEEN SHOT HUNTER’S RESOLVE


You gain a +2 bonus to damage rolls you make with two- At 20th level, your expertise in fighting monsters and
handed ranged weapons. willingness to face down the largest and meanest of them
have made you steadfast. You are immune to the charmed and
SHARPSHOOTER frightened conditions. In addition, when you hit one of your
You gain a +2 bonus to attack rolls you make with firearms. favored enemies with an attack, you can add your Wisdom
modifier to the damage roll.

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60
MONSTER HUNTER RUN AND GUN
At 7th level, you have mastered the ability to use your ranged
ARCHETYPES attacks to cover your next move. If you hit a creature with
Each monster hunter chooses a path that suits their preferred a ranged attack, you can move up to your speed as a bonus
hunting methods. The monster hunter archetype you choose action. This movement doesn’t provoke opportunity attacks.
reflects this unique approach. Some prefer to specialize in
going after larger prey from a distance, while others opt to THE BIGGER THEY ARE
close in on their quarry and kill it in melee combat. At 11th level, your knowledge of the hunt allows you to
take down larger monsters more effectively. When you hit
BIG-GAME HUNTER a creature that is at least one size larger than you, you can
You are well known for going after larger creatures and deal extra weapon damage equal to your proficiency bonus.
putting them down with a well-timed shot from your rifle (Double this bonus if you scored a critical hit.) You can use
or pistol. You certainly aren’t afraid to get into the thick of this feature three times. You regain expended uses when you
things with a sword or an axe, but you feel that firearms are finish a long rest.
almost always the best tool for the job.
KEEN EYE
STEADY AIM Beginning at 15th level, your mastery with firearms allows
At 3rd level when you choose this archetype, you learn to you to make shots that would be impossible for most people.
make stunning long-distance shots. If you forgo moving The normal range of any firearm you wield increases by 20
during your turn and make a ranged attack with a rifle at long feet, and its long range increases by 60 feet.
range, you don’t have disadvantage on the attack roll.
MANHUNTER
FIRE AND FADE From the coldest peaks to the hottest rain forests, monsters
Also at 3rd level, you become adept at sniping enemies and stalk every type of land across western Immoren. It
disappearing into nearby cover before you can be spotted. takes a special breed of monster hunter to follow these
When you hit a creature with ranged weapon attack, you can beasts through their territory and use their own methods
use your reaction to take the Hide action. against them.

GUERRILLA TACTICS
At 3rd level, your ability to sneak away and hide from your
enemies becomes uncanny. You can take a bonus action
on each of your turns to take the Disengage, Dodge, or
Hide action.

AMBUSH
Starting at 3rd level, you’re deadliest when you’re stalking
your favored enemies in their own territory. When you are
hiding at the start of your turn and hit one of your favored
enemies with an attack, you deal extra weapon damage equal
to your proficiency bonus.

PREDATORY ATTACK
Starting at 7th level, your predatory instincts guide your
attacks with a primal ferocity. When you score a critical
hit with a melee weapon attack against one of your favored
enemies, you can add twice your Strength modifier or
Dexterity modifier to the damage roll, instead of your
normal modifier.

TREEWALKER
At 11th level, you gain a climbing speed equal to your
walking speed. Additionally, moving through nonmagical
difficult terrain doesn’t cost you extra movement.

MASTER TRACKER
At 15th level, your senses are attuned to tracking prey and
are equal to those of the most cunning predators. When you
succeed on a Wisdom (Survival) check to locate your favored
enemies, you know their location if it is within 100 feet.

CHAPTER 2: CHARACTER OPTIONS


61
WARLORD
A human captain in plate armor leads her troops into battle,
barking out orders and directing the flow of the fight. She
wields a greatsword with deadly precision, cutting through CREATING A WARLORD
enemy lines and inspiring her allies with her bravery. Using As you build your warlord, consider your background and
her tactical prowess to position her allies for maximum what led you to become a master of tactics and strategy on
effectiveness, the captain leads a well-coordinated assault that the battlefield. Did you receive formal training in a nation’s
proves crucial to her army’s victory. army or in a strategic academy, or did you acquire your skills
A trollkin chieftain charges into the fray, wielding a through years of battlefield experience? Perhaps you were
massive greataxe with devastating power. He is flanked by a mentored by a legendary warlord or honed your skills as a
pair of pyg fighters, who dart in and out of the battle as they mercenary fighting in various conflicts. What motivated you
take down enemies with their shortswords. The chieftain to pursue this path of leadership?
bellows orders to his troops, urging them to push forward As a warlord, your character’s weapons and armor are not
and break through the enemy lines as a nearby shaman rains just possessions, but extensions of your skills and abilities.
fire and lightning down on the enemy army and weakens Did you inherit your equipment from a family member, or
their defenses. did you purchase it with their own hard-earned coin? Do you
An ogrun korune stands at the front of his troops, his favor a particular weapon or set of armor that you believe
shield held high as he leads the charge against a horde of gives you an edge on the battlefield? Your equipment can
blighted elves. His allies follow closely behind him, their tell a story about your past and what drives you to lead your
weapons at the ready. The ogrun uses his knowledge of the allies to victory.
battlefield to direct his troops, calling out commands and Perhaps you’re known for your ruthless tactics or your
adjusting their positions as necessary. A master of defensive ability to inspire your allies to greatness. Maybe you have
warfare, he uses his shield to protect his allies, deflecting a reputation for always being one step ahead of your
enemy attacks with ease. opponents, anticipating their moves and countering them
These individuals are warlords—skilled tacticians and before they strike. Whatever your strengths, you’ve earned
natural leaders in war. Their very presence on the battlefield your place on the battlefield through hard work, experience,
is enough to inspire their allies and intimidate their foes. and a commitment to mastering the art of war.

CHAPTER 2: CHARACTER OPTIONS


62
QUICK BUILD The Warlord
You can make a warlord quickly by following these Proficiency Command
suggestions. First, Charisma should be your highest ability Level Bonus Features Range
score, followed by Constitution. Second, choose the 1st +2 Command Range, 20 ft.
champion or mercenary background. Battle Command,
Inspiring Presence
CLASS FEATURES 2nd +2 Tactical Strike 20 ft.
As a warlord, you gain the following class features.
3rd +2 Warlord Archetype 20 ft.
HIT POINTS 4th +2 Ability Score 20 ft.
Hit Dice: 1d10 per warlord level Improvement
Hit Points at 1st Level: 10 + your Constitution modifier 5th +3 Extra Attack, 40 ft.
Hit Points at Higher Levels: 1d10 (or 6) + your Warlord’s Orders
Constitution modifier per warlord level after 1st 6th +3 Inspiring 40 ft.
PROFICIENCIES Leadership
Armor: Light armor, medium armor, shields 7th +3 Warlord Archetype 40 ft.
Weapons: Simple weapons, martial weapons feature
Tools: None 8th +3 Ability Score 40 ft.
Saving Throws: Wisdom, Charisma Improvement
Skills: Choose three from Athletics, History, Insight,
9th +4 Warlord’s Tactics 40 ft.
Intimidation, Medicine, Perception, and Survival
10th +4 Warlord Archetype 40 ft.
EQUIPMENT feature
You start with the following equipment, in addition to the 11th +4 Overwhelming 80 ft.
equipment granted by your background: Force
(a) a martial weapon and a shield or (b) two martial weapons 12th +4 Ability Score 80 ft.
(a) studded leather armor or (b) chain mail armor
Improvement
(a) a soldier’s pack or (b) an explorer’s pack
(a) a longsword or (b) any simple melee weapon 13th +5 Coordinated 80 ft.
(a) a javelin or (b) any simple ranged weapon Assault
If you forgo this starting equipment and the items granted 14th +5 Warlord Archetype 80 ft.
by your background, you start with 5d4 × 10 gp to buy feature
your equipment. 15th +5 Master Tactician 80 ft.
16th +5 Ability Score 80 ft.
COMMAND RANGE Improvement
At 1st level, your inspiring presence can steel your fellow 17th +6 Supreme 120 ft.
warriors’ nerves and even rally them before their panic Commander
becomes a full-blown rout. You have a command range for
18th +6 Unbreakable 120 ft.
your warlord abilities. Your warlord level determines the
distance of your command range, as shown in the Command Resolve
Range column of the Warlord table. 19th +6 Ability Score 120 ft.
Improvement
BATTLE COMMAND 20th +6 Battlefield 120 ft.
Also at 1st level, you can use a bonus action to issue a Champion
command to a friendly creature you can see within your
command range. The creature can use its reaction to make a
weapon attack or to take the Dash, Disengage, or Help action warlord level + your Charisma modifier (minimum of 1).
on its turn. You can use this feature a number of times equal Once you use this feature, you can’t use it again until you
to your proficiency bonus. You regain all expended uses after finish a short or long rest.
you finish a short or long rest.
TACTICAL STRIKE
INSPIRING PRESENCE At 2nd level, when you use your action to make a weapon
At 1st level, you can use a bonus action to choose a number attack against a creature you can see that is within 5 feet
of creatures up to your Charisma modifier (minimum of of a friendly creature you can see, you add your Charisma
one creature) within your command range. Each target that modifier to the damage roll.
can see or hear you gains temporary hit points equal to your

CHAPTER 2: CHARACTER OPTIONS


63
WARLORD ARCHETYPE MASTER TACTICIAN
At 3rd level, you choose an archetype that defines your Beginning at 15th level, you can take an additional action
leadership style and approach on the battlefield. The on your turn. This action can be used only to take the
archetype you choose grants you features at 3rd level and Attack action or to use your Battle Command. Once you use
again at 7th, 10th, and 14th level. this feature, you can’t use it again until you finish a short
or long rest.
ABILITY SCORE
IMPROVEMENT SUPREME COMMANDER
When you reach 17th level, you become a master of
When you reach 4th level, and again at 8th, 12th, 16th, and
leadership and tactics, and you can inspire your allies and
19th level, you can increase one ability score of your choice
dominate your enemies with ease.
by 2, or you can increase two ability scores of your choice
You can use your Inspiring Presence a number of times
by 1. As normal, you can’t increase an ability score above 20
equal to your Charisma modifier (a minimum of once). You
using this feature. If your campaign uses the optional feats
regain any expended uses after completing a long rest.
rule, you can forgo taking this feature to take a feat of your
When you use your Tactical Strike, you can choose up to
choice instead.
three creatures within your command range. Each target
must make a Wisdom saving throw with a DC equal to 8 +
EXTRA ATTACK your proficiency bonus + your Charisma modifier. On a
Beginning at 5th level, you can attack twice, instead of once, failed save, the creature is frightened of you until the end of
whenever you take the Attack action on your turn. your next turn. On a successful save, the target is immune to
the effects of your Tactical Strike for 24 hours.
WARLORD’S ORDERS
Also at 5th level, you master the art of barking out orders in UNBREAKABLE RESOLVE
the chaos of battle. As an action, you can issue a command to At 18th level, you and friendly creatures within your
nearby allies. A number of friendly creature s equal to your command range can’t be charmed or frightened.
proficiency bonus within your command range that can hear
and understand you can use their reaction to move up to its
speed or to make a weapon attack.
BATTLEFIELD CHAMPION
At 20th level, you embody raw power and command. Your
Strength and Charisma scores increase by 4. Your maximum
INSPIRING LEADERSHIP for those scores is now 24.
At 6th level, when you use your Inspiring Presence, affected
creatures have advantage on saving throws against being
frightened while they have temporary hit points granted by
WARLORD ARCHETYPES
Different warlords choose different approaches to directing
Inspiring Presence.
the soldiers, tribal warriors, or brigands under their
command. The warlord archetype you choose to emulate
WARLORD’S TACTICS embodies your approach.
At 9th level, you can use a bonus action to choose a creature
that you can see within 60 feet of you. Until the end of your
next turn, you and friendly creatures within your command
CONQUEROR
Conquerors are warlords who specialize in leading their allies
range have advantage on attack rolls against the chosen
to victory through force and intimidation.
creature. Once you use this feature, you can’t use it again
until you finish a short or long rest. INTIMIDATING PRESENCE
At 3rd level, when you use your Inspiring Presence, you
OVERWHELMING FORCE also frighten nearby enemies. Each hostile creature within
At 11th level, when you hit a creature with an attack on your your command range that can see or hear you must make
turn, a friendly creature within your command range can use a Wisdom saving throw with a DC equal to 8 + your
its reaction to make a melee weapon attack. If that attack hits, proficiency bonus + your Charisma modifier. On a failed
the target is knocked prone but doesn’t take damage. save, the creature becomes frightened of you for 1 minute. A
creature can repeat the saving throw at the end of each of its
COORDINATED ASSAULT turns, ending the effect on itself on a success.
At 13th level, when you use Warlord's Orders, each affected
BRUTAL TACTICS
creature's attacks an extra 1d8 damage.
Beginning at 7th level, when you hit a creature with a
You can use this feature a number of times equal to your
weapon attack, you can force the creature to make a Strength
Charisma modifier (a minimum of once). You regain all
saving throw with a DC equal to 8 + your proficiency
expended uses when you finish a long rest.
bonus + your Charisma modifier. On a failed save, the

CHAPTER 2: CHARACTER OPTIONS


64
creature is knocked prone, and you can move up to half attacks from you even if they take the Disengage action
your speed without provoking opportunity attacks from before leaving your reach. Additionally, you can use your
the creature. reaction to make a weapon attack against a creature that
attacks a friendly creature within 5 feet of you, provided that
CONQUEROR’S PRESENCE you can see the attacker.
At 10th level, you can use your action to gain temporary hit
points equal to your warlord level + your Charisma modifier GUARDIAN’S EYE
(minimum of 1). In addition, you and friendly creatures When you reach 10th level, you learn how to keep an eye on
within your command range have advantage on weapon everyone under your command. When a friendly creature
attack rolls until the end of your next turn. Once you use this within your command range makes a saving throw, you can
feature, you can’t use it again until you finish a long rest. use your reaction to shout a warning. If the creature can hear
you, it has advantage on the saving throw.
BLOODTHIRSTY ORDERS
At 14th level, when you use your Battle Command, choose a INDOMITABLE WILL
friendly creature within your command range. That creature At 14th level, while you are conscious, friendly creatures
can immediately take the Attack action, and its next attack within your command range can’t be frightened or stunned.
scores a critical hit on a roll of 19 or 20.
TACTICIAN
DEFENDER Tacticians are warlords who specialize in strategy and
Defenders are warlords who specialize in protecting their control. They are skilled at analyzing battlefields, directing
allies. They are skilled at intercepting attacks, disrupting their allies, and manipulating their enemies.
enemy movements, and inspiring their allies to stand firm in
the face of danger. TACTICAL ANALYSIS
Starting at 3rd level, you can use an action to choose a
DEFENSIVE MANEUVERS creature that you can see within your command range.
At 3rd level, when you use your Battle Command, you can You learn the creature’s current hit points; any damage
choose one creature within your command range. The target immunities, resistances, or vulnerabilities it has; and any
has resistance to bludgeoning, piercing, and slashing damage conditions affecting it. Additionally, the next time you or a
until the start of your next turn. friendly creature attacks the target creature before the end of
your next turn, the attacker has advantage on the attack roll.
SENTINEL’S STANCE
At 7th level, you can use your action to enter a sentinel’s CONTROLLED ADVANCE
stance. While in this stance, you have advantage on At 7th level, you can use your action to direct your allies’
opportunity attacks, and creatures provoke opportunity advance with precision. Each friendly creature within your
command range can move up to its speed and has resistance
to all damage from opportunity attacks. Additionally, until
the end of your next turn, you and friendly creatures within
your command range have advantage on attack rolls made
against any creature that made an opportunity attack against
a friendly creature during this movement. Once you use this
feature, you can’t use it again until you finish a long rest.

MASTER TACTICIAN
Starting at 10th level, when you roll initiative, you can take a
bonus action to grant yourself and friendly creatures within
your command range a bonus to their initiative rolls equal to
your Charisma modifier (minimum of 1). Additionally, when
you use your Inspiring Presence, each affected creature gains
a bonus to attack rolls equal to your Charisma modifier while
it has temporary hit points granted by Inspiring Presence.

WARLORD’S GAMBIT
At 14th level, when you use your Tactical Strike, you can
choose to forgo the damage bonus and instead force the
target to make a Wisdom saving throw with a DC equal
to 8 + your proficiency bonus + your Charisma modifier.
On a failed save, the target is stunned until the end of
your next turn.

CHAPTER 2: CHARACTER OPTIONS


65
SUBCLASS
OPTIONS
The following subclass options are available to characters
in the Iron Kingdoms, in addition to those found in
other sources.

ALCHEMIST
Alchemy is considered a science among the many industrial
factories and halls of learning that dot the Iron Kingdoms.
Many of those who dwell in such places believe that the
denizens of the wilderness have no aptitude or use for
such pursuits, but they are mistaken. From the alchemical
unguents used by swamp gobbers to pester their enemies to
the mystical ingredients boiled by gatorfolk to create feasts
and elixirs with unique properties, alchemy exists within the
wilds, just as it does in the cities and universities of western
Immoren. Even bone grinders have more than a little
alchemy in their concoctions of meat, bone, blood, and sinew.
These unlikely fringe alchemists are not the only ones
practicing their arts in the wild places of Immoren, however.
The arrival of Dr. Egan Arkadius among the farrow of
the Thornfall Alliance changed not only the fates of those
individuals but also the role of the alchemist among the
peoples of the wild. Suddenly, practices that had existed
at the bleeding edge of orthodoxy and ethics among the
alchemical organizations of western Immoren were front
and center amid the farrow of the Bloodstone Marches. This
gave alchemists new license to engage in experiments they
might never have been able to attempt before, so long as they
could find subjects—willing or otherwise—at the outskirts of
civilization.

SPECIALIZATION
At 3rd level, an alchemist gains the Specialization feature.
The following Biochemist option is available to an alchemist,
in addition to those available in other sources.

BIOCHEMIST
For many in western Immoren, the most obvious and
familiar application of the biochemist’s art comes in the form
of the strange warbeasts that Dr. Arkadius has managed
to fashion from the farrow population. By applying his
knowledge of alchemy and certain surgical and electrical
stimulations, he has transformed normal farrow into massive
beasts more than triple their previous size. These creatures
have proven integral to the armies of the Thornfall Alliance,
but they are merely the first step in the doctor’s grand
ambitions, which extend to finding the secret of life itself.
Even though Dr. Arkadius is the most infamous biochemist
operating in and around the Iron Kingdoms, he is far from
the only one. Indeed, biochemists ply their trade within the
very halls of the Order of the Golden Crucible itself, albeit

CHAPTER 2: CHARACTER OPTIONS


66
THIS MAY STING A LITTLE
Biochemist Features At 3rd level, you become adept at using clockwork injectors
Alchemist to efficiently deliver alchemical infusions. As a bonus action,
Level Features you can make a Wisdom (Medicine) check against a creature
3rd Field Surgery, New Fast Brew, This May that is not a construct or an undead, contested by the
Sting a Little creature’s Charisma (Deception) check. If you succeed, you
6th Medicinal Properties have advantage on attack rolls against that creature with your
10th Animal Magnetism clockwork injector until the start of your next turn. You can
14th Juice use this feature a number of times equal to your Intelligence
18th Life Is Pain modifier (a minimum of once). You regain all expended uses
when you finish a long rest.

MEDICINAL PROPERTIES
under much stricter guidelines than those constraining At 6th level, you have learned how to work quickly and
someone like Arkadius. The biochemical experiments of efficiently by piggybacking multiple effects on a single dose.
these sanctioned alchemists have nevertheless produced some When a creature is affected by an alchemical item that you
particularly strange results, which can be seen among the created, you can choose one of the following additional
bizarre experimental beings that the Order sometimes sends effects. These effects don’t affect constructs or undead.
into battle as shock troops. Adrenaline. Until the start of your next turn, the creature
Whether serving a major trade organization, working at rolls one additional weapon damage die when it hits a target
the behest of a warlord such as the farrow Lord Carver, or with a melee attack. When this effect wears off, the creature
carrying out experiments in an isolated lab hidden from the takes 1d10 poison damage.
sight of nearby communities, biochemists skate a narrow Anesthesia. The creature gains temporary hit points equal
ethical line, and they sometimes careen over it completely. to your alchemist level. These temporary hit points last
Whereas most alchemists work with reagents and inert for 10 minutes.
components, biochemists tinker with the raw stuff of life Deliriant. The creature must succeed on a Wisdom saving
itself, and they often use living creatures as research subjects. throw or become frightened of all other creatures for 1
Some biochemists restrict their experiments to volunteers or minute. The creature can repeat the saving throw at the end
less intelligent beasts, but not all of them have such scruples, of each of its turns, ending the effect on itself on a success.
and the lab of many a biochemist is little more than a theater
for vivisection.
Even though many biochemists’ methods are unorthodox
at best, there’s no denying the results. Their alchemical elixirs
are capable of strengthening flesh and bone, curing disease,
and even bending a creature to their will. Such abilities are
invaluable on the battlefields of western Immoren, as those
who have benefitted from the skills of Dr. Arkadius and his
ilk can attest.

FIELD SURGERY
Starting at 3rd level when you choose this specialization, you
know the anatomy and physiology of living creatures just as
well as you know the properties of chemicals and reagents.
You gain proficiency with your choice of either a forensic kit
or a poisoner’s kit, and you double your proficiency bonus
when you make Wisdom (Medicine) checks. You also gain a
free clockwork injector if you don’t already have one.

NEW FAST BREW


Also at 3rd level, you gain the following fast brew option.
Simple Stimulant. You mix ingredients to create a dose of
simple stimulant—a bitter, milky fluid that provides a surge
of energy and alertness. As an action, a creature can consume
a dose of simple stimulant to ignore the highest level of
exhaustion it currently suffers. This effect lasts for 1 hour. In
addition, a creature can consume a dose of simple stimulant
during a short rest to reduce its exhaustion level by 1.

CHAPTER 2: CHARACTER OPTIONS


67
Inhibitor. The creature must succeed on an Intelligence at the end of each hour, or immediately if you or one of
saving throw or be unable to cast spells until the start of your companions harms it. This feature has no effect on
your next turn. constructs or undead.
Revivifier. The creature regains a number of hit points You can use this feature a number of times equal to your
equal to one roll of its Hit Dice. This effect doesn’t expend proficiency bonus (a minimum of once). You regain all
any of the creature’s Hit Dice. expended uses when you finish a long rest.
Sedative. The creature must succeed on a Constitution
saving throw or become poisoned for 1 minute. The creature JUICE
can repeat the saving throw at the end of each of its turns, Starting at 14th level, you learn how to add a quick jolt to
ending the effect on itself on a success. your alchemical concoctions that can help “juice up” beasts
Stabilizer. The creature can end either one disease or and soldiers on the battlefield. When a creature is affected
one condition afflicting it. The condition can be blinded, by an alchemical item that you created, you can choose two
charmed, deafened, frightened, paralyzed, poisoned, or additional effects from your Medicinal Properties, rather than
stunned. In addition, the creature is immune to the chosen just one. You can use your Animal Magnetism to replace one
condition until the start of your next turn. of these effects.

ANIMAL MAGNETISM LIFE IS PAIN


At 10th level, the often unconventional nature of your At 18th level, you embrace the unpredictability that comes
experiments forces you to ply your trade on the fringes of with experimenting directly on living subjects and are quite
civilization, where you must often experiment on the beasts comfortable ignoring their safety in order to conduct your
of the field. When a creature is affected by an alchemical unorthodox and sometimes unethical experiments. When a
item that you created, you can choose to apply the effects of creature is affected by an alchemical item that you created,
this feature instead of one of the effects provided by your you can choose to increase or decrease one of that creature’s
Medicinal Properties. ability scores by an amount equal to your Intelligence
A creature affected by your Animal Magnetism must modifier (minimum of 1) for 1 minute. After this time, the
succeed on a Wisdom saving throw or be charmed by you creature’s ability score returns to normal, but the creature
for a number of hours equal to your Intelligence modifier must succeed on a Constitution saving throw or take 1d10
(minimum of 1). While charmed in this way, the creature poison damage and become poisoned for 1 minute. The
treats you as a friend and obeys any verbal commands that creature can repeat the saving throw at the end of each of its
you issue to it (no action required by you), as long as it can turns, ending the effect on itself on a success.
understand you. The creature can repeat the saving throw

CHAPTER 2: CHARACTER OPTIONS


68
BARBARIAN whereby their bodies are transformed—muscle mass expands
and thickens, skin hardens, and teeth grow to terrible fangs.
Brutal warriors who channel their primal fury into ferocious
attacks are not uncommon among the wilds of the Iron
RAGE OF THE DEVOURER
Starting at 3rd level, when you enter a rage, you can choose
Kingdoms. From the bloodthirsty berserkers of the Tharn to
to channel the power of the Devourer Wurm. While in this
tribes of human barbarians living far to the north to trollkin
state, you gain the following benefits:
riding into battle atop massive bloodstone bison, just about
Your teeth and claws become razor-sharp, allowing you to
every group living in the wilderness boasts a few of these
make unarmed strikes that deal slashing damage equal to 1d6
primal warriors. Many who follow these paths do so through
+ your Strength modifier.
unrestrained fury, but not all of them are so unfocused in
Whenever you kill a creature that is not a construct while
their ferocity.
in this state, you can use your bonus action to devour their
still-beating heart. Doing so grants you temporary hit points
PRIMAL PATH equal to your barbarian level + your Constitution modifier.
At 3rd level, a barbarian gains the Primal Path feature. The
following Path of the Slaughterhouser option is available to a SAVAGE FEAST
barbarian, in addition to those available in other sources. Starting at 6th level, when you use your bonus action to
devour a still-beating heart, you can choose to share the feast
BARBARIAN SUBCLASS: with an ally within 5 feet of you. Doing so grants that ally
temporary hit points equal to your barbarian level.
PATH OF THE RAVAGER
The Ravagers of the Tharn, the most barbarous of human CHIEFTAIN’S PRESENCE
tribes, channel the savage power of the Devourer Wurm. Starting at 10th level, you gain a commanding presence that
They are known for their fierce combat skills and their inspires fear in your enemies and gives strength to your allies.
willingness to feast upon their fallen enemies’ still-beating While you are raging, your allies within 30 feet of you gain
hearts to fuel their berserk frenzy. Before battle, they bellow a bonus to their damage rolls equal to your Constitution
a call to the Wurm, which enters them into a chaos frenzy modifier (minimum of +1).

CHAPTER 2: CHARACTER OPTIONS


69
BEASTLY FRENZY
Starting at 14th level, when you enter a rage, you can choose Path of the Slaughterhouser
to fully embrace the power of the Devourer Wurm. While in Features
this state, you gain the following benefits: Barbarian
Level Features
• Your movement speed increases by 10 feet.
3rd Armored Training, Brutalize
• Your unarmed strikes now deal 1d8 extra weapon damage.
• Whenever you score a critical hit with an unarmed strike 6th Thresher
or a melee weapon attack, you can use your bonus action to 10th Finisher
make another attack with advantage. 14th Take Down

PATH OF THE in a flurry of blood and hacked limbs. Like most farrow
SLAUGHTERHOUSER inventions, the methods may not be pretty, but the results are
Pushed to the fringes of the Iron Kingdoms, most farrow undeniably effective.
survive by raiding and scavenging. Such tactics may be
enough to secure them the meager resources they need
ARMORED TRAINING
Beginning at 3rd level when you choose this path, you learn
to survive, but they are of little use against the massive
how to channel your natural fury, even while covered in
predators that also make the wilds their home. To combat
heavy plate. You gain proficiency with heavy armor and can
such dangerous foes, the farrow have developed a unique
gain the benefits of your Rage and Fast Movement features
martial tradition—one that uses both ferocity and cunning to
even while wearing heavy armor.
hack apart even the largest of enemies. Those who follow this
path are known as slaughterhousers. BRUTALIZE
Building on techniques pioneered by farrow for bringing Also at 3rd level, you learn how to deal crippling blows that
down large prey, slaughterhousers gained prominence and leave your opponents struggling to respond. When you hit
became organized as the infamous farrow Lord Carver a creature with a melee attack while raging, you can choose
swept across the badlands of western Immoren and united to impose disadvantage on that creature’s next attack rolls.
previously disparate farrow tribes into the Thornfall Alliance. You can use this feature a number of times equal to your
Already accustomed to fighting in something that at least proficiency bonus (a minimum of once). You regain all
passed for loose formations, these big, strong, and ferocious expended uses when you finish a long rest.
farrow made perfect shock troops and bodyguards for Lord
Carver and his generals. THRESHER
Quickly finding favor among the forces of the Thornfall By 6th level, your training with long, chopping polearms
Alliance, slaughterhouses further refined techniques that had has made you as adept at fighting crowds as you are at taking
been practiced for centuries. Far from flying into the blind down large prey. When you use your Reckless Attack, you
rages of some Devourer-worshipping berserkers, the farrow can choose to not gain advantage and use your action to make
slaughterhousers, for all their brutal viciousness, utilized a melee attack against any number of creatures within your
cunning tactics to make the best use of their numbers. This reach, with a separate attack roll for each target. You can
allowed them to protect themselves from harm while hacking use this feature a number of times equal to your proficiency
apart their foes. bonus. You regain all expended uses when you finish
Favoring heavy chopping weapons such as their signature a long rest.
pole cleavers, slaughterhousers are a regular sight amid
the armies of the Thornfall Alliance. Their traditions are FINISHER
not limited to those fearsome and heavily armed soldiers, Starting at 10th level, you can channel your ferocity to take
however. Indeed, throughout the wilds, there are those advantage of blows struck by your allies, allowing you to
who make use of slaughterhouser techniques to protect bring down even the mightiest enemies with a flurry of
themselves in battle while bringing down much larger foes bloody strikes. While raging, you have advantage on melee
attack rolls against any creature that has less than half of its
hit point maximum.

TAKE DOWN
By 14th level, you’ve mastered the art of inflicting wounds
Not Just for Pigs
Even though the slaughterhouser path is a farrow innovation, that wear down your enemies rather than fell them in a single
these solders of the Thornfall Alliance make use of strike. When you hit a creature with a melee attack while
techniques and traditions that predate the coming of Lord raging, you can choose to use this feature as a reaction. If
Carver and have been practiced for centuries by countless you do so, that creature can’t regain hit points for a number
wilderness people to bring down large prey. As such, any of minutes equal to your proficiency bonus. Once you use
barbarian can choose this path, regardless of background.
this feature, you can’t use it again until you finish a short
or long rest.

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70
BARD Bard
College of Fauna Features
There is a long tradition of bardic heroes in the deep wild. Level Features
Fell callers are significant members of the trollkin kriels,
3rd Bonus Proficiency, Idyllic Recital,
many human barbarian tribes rely on oral traditions shared
Voice of Nature
around a fire, and war bards provide the cadence by which
armies march to war. 6th Pack Bond
14th Primal Refrain
BARD COLLEGE
At 3rd level, a bard gains the Bardic College feature. The
following College of Fauna option is available to a bard, in one beast), but their combined challenge rating can’t exceed
addition to those available in other sources. your proficiency bonus.
A bonded beast will fight alongside you until you or your
COLLEGE OF FAUNA companions do anything harmful to it. It acts on its own
Bards of the College of Fauna feel a deeper connection to the initiative in combat. If you or one of your companions harms
natural world than many of their counterparts do, and they the beast, you can regain the beast’s trust with a successful
use their craft to connect with their patrons on a more primal Wisdom (Animal Handling) check. (The GM sets the DC
level. This bond allows them to charm and enthrall audiences for the check, based on the mistreatment.) If the check
that don’t even have the capacity for speech or the ability to fails, the bond is broken, and the beast immediately leaves
understand the tales they weave. the area. If the check fails by 5 or more, the beast becomes
Connected to the natural world, these bards are often more hostile and immediately attacks, prioritizing the source of the
deeply connected to the animals around them than to sentient mistreatment.
beings, and they associate with others out of necessity or A bonded beast gains the Bondmate special trait.
obligation just as often as they do out of any true desire. Bondmate. This creature can reroll an attack roll of 1 or
Although they participate in politicking and the machinations 2 against a target creature if the character to which this
of empires, they do so with a constant eye on the wilder creature is bonded is within 5 feet of the target creature. This
denizens of the world—whether to work for their benefit or creature must use the new roll.
to use them for personal gain.
PRIMAL REFRAIN
Starting at 14th level, you can reach beyond a being’s senses
BONUS PROFICIENCY and speak to its primal nature. As an action, you can expend
When you join the College of Fauna at 3rd level, you gain one use of Bardic Inspiration to entrance one creature of
proficiency in the Animal Handling skill if you aren’t already your choice within 60 feet of you that can see or hear you.
proficient in it. The target must succeed on a Wisdom saving throw against
your spell save DC or be charmed by you for 1 minute or
IDYLLIC RECITAL until it takes damage. If you or creatures that are friendly to
At 3rd level, you have the power to tame beasts in addition you are fighting the target, it has advantage on the saving
to humanoids and other sentient beings. As an action, you throw. If the target has an Intelligence of 4 or lower, it has
can expend one use of Bardic Inspiration to entrance beasts. disadvantage on the saving throw.
Each beast within 60 feet of you that can see or hear you must Alternatively, as an action, you can expend one use of
make a Wisdom saving throw against your spell save DC. If Bardic Inspiration to instill fear in an audience. When you
you or creatures that are friendly to you are fighting a beast, use this feature in this way, you can designate any number
it has advantage on the saving throw. On a failed save, the of creatures you can see to be unaffected by it. Each creature
beast is charmed by you for 1 minute or until it takes damage. within 60 feet of you that can see or hear you must succeed
On a successful save, the beast isn’t charmed by you. on a Wisdom saving throw against your spell save DC or
become frightened for 1 minute. A frightened creature takes
VOICE OF NATURE 1d4 psychic damage at the start of its turn for the duration of
Also at 3rd level, beasts can understand your speech. Even
the effect. A creature can repeat the saving throw at the end
though most beasts lack the intelligence to understand more
of each of its turns, ending the effect on itself on a success. If
than basic concepts, you can use a simple gesture to convey
a creature’s saving throw is successful or the effect ends for it,
simple requests or present questions to friendly beasts.
the creature is immune to this effect for 24 hours.
PACK BOND
By 6th level, your connection to animals is strong enough
that you can forge bonds beyond simple companionship.
Bonding with a friendly beast requires a successful DC 14
Wisdom (Animal Handling) check. You can bond with a
number of beasts up to your Charisma modifier (minimum of

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71
FIGHTER Warder Features
The people of the deep wild have some of the most devoted Fighter
warriors in western Immoren. They fight for their families, Level Features
homes, and future rather than king and country, and they
3rd Warder’s Discipline, Warder’s Tactics
are quick to defend their territory and way of life with
axe and spear. 7th Roadblock
10th Warder’s Stance
MARTIAL ARCHETYPES 15th Guardian’s Strike
At 3rd level, a fighter gains the Martial Archetype feature. 18th Warder’s Aura
The following options are available to a fighter, in addition
to those available in other sources: the Warder and the
Wolf of Orboros. number you roll on your defense die + your Constitution
modifier (minimum of 1). You must be wielding a shield or a
WARDER simple or martial melee weapon to use this feature.
The archetypal Warder specializes in protecting allies
WARDER’S STANCE
and disrupting enemies through tactical positioning and
At 10th level, you can use a bonus action to enter a defensive
defensive techniques.
stance that enhances your defense dice. When you do so,
WARDER’S DISCIPLINE your speed is halved and you gain the following benefits,
Beginning when you choose this archetype at 3rd level, you which last until you’re incapacitated or you choose to end the
gain access to a special pool of dice called defense dice, which stance as a bonus action. You can use this feature a number
are d6s. The number of defense dice in your pool equals your of times equal to your proficiency bonus. You regain all
proficiency bonus. A defense die is expended when you use it. expended uses when you finish a short or long rest.
You regain all expended defense dice when you finish a short Enhanced Tactics. When you use your Warder’s Tactics,
or long rest. you reduce the attack roll by the number you roll on your
defense die + your proficiency bonus.
WARDER’S TACTICS Parry. When you use your Roadblock to reduce the
Also at 3rd level, you gain the ability to use your defense dice damage of an attack, you can expend a number of defense
to hinder your enemies’ attacks. When a creature that you dice up to your proficiency bonus, rather than just one.
can see within 30 feet of you makes an attack roll, you can use Superior Defense. When you take the Dodge action, you
your reaction and expend one defense die to reduce the attack can expend one defense die to take the Dash or Disengage
roll by the number you roll on your defense die. You can action as a bonus action on the same turn.
choose to use this feature after the creature makes its roll, but
before the GM determines whether the attack hits. GUARDIAN’S STRIKE
Starting at 15th level, you can unleash a powerful strike
ROADBLOCK against a creature that tries to harm your allies. When a
Starting at 7th level, when a creature within 5 feet of you hits creature within 5 feet of you attacks a friendly creature or
a friendly creature with an attack, you can use your reaction targets it with a spell, you can use your reaction and expend
and expend one defense die to reduce the damage by the one defense die to make a weapon attack against the attacking

CHAPTER 2: CHARACTER OPTIONS


72
creature. If the attack hits, add the defense die to the attack’s
damage roll. You must be wielding a shield or a simple or Wolf of Orboros Features
martial melee weapon to use this feature. Fighter
Level Features
WARDER’S AURA 3rd Wilderness Warrior, Pack of Wolves
At 18th level, you stand ready to use your skill to protect 7th Power Swell
yourself and your allies. As an action, you can create a 10th Hungry like the Wolf
30-foot-radius sphere that lasts for 1 minute. For the 15th Wolf’s Senses
duration, the sphere moves with you, centered on you.
18th Beastly Fury
The sphere provides the following benefits to each friendly
creature in the area (including you):
When an affected creature in the sphere takes damage, you
can use your reaction and expend one defense die to reduce
the damage by the number you roll on the defense die + your unheard of, but the blackclads know that such tactics breed
Constitution modifier (minimum of 1). resentment, so they prefer volunteers. Fortunately for them,
When an affected creature in the sphere makes a saving the lifestyle of the Wolves of Orboros has an undeniable
throw, you can use your reaction and expend one defense die appeal to those who live on the fringes of society and hunger
to add it to the roll. to belong to some greater cause, so fresh warriors are rarely
When an affected creature in the sphere makes an attack roll, in short supply.
you can use your reaction and expend one defense die to add
it to the roll. WILDERNESS WARRIOR
You can use this feature a number of times equal to your Beginning when you choose this archetype at 3rd level, you
proficiency bonus. You regain all expended uses when you gain proficiency in the Perception and Survival skills, and
finish a short or long rest. moving through nonmagical difficult terrain doesn’t cost you
extra movement.
WOLF OF ORBOROS PACK OF WOLVES
The men and women of the Wolves of Orboros guard the Also at 3rd level, you gain the ability to coordinate attacks
Circle’s territories and serve as its agents in remote towns and with your allies. Once per turn, when you hit a creature with
villages. Families in the dark forests and isolated hills have a melee attack, you can use a bonus action to allow a friendly
passed this tradition to their sons and daughters, thereby creature within 5 feet of you to make a melee attack against
initiating these rugged folk into a secret cabal that furthers the same target.
the interests of the blackclads. In exchange for this fealty, the
druids vow to watch over the Wolves’ lands and families—a POWER SWELL
significant gesture in the brutal regions beyond civilization. At 7th level, a wild vitality rushes through you. As a bonus
The Circle of Orboros shelters and protects these family lines action, you can channel this surge through your allies as well.
as a precious commodity, for they produce a greater than Until the start of your next turn, you and friendly creatures
average number of children who undergo the wilding. within 5 feet of you roll one additional weapon damage die
Each Wolf of Orboros trains to master the cleft-bladed when you hit a target with a melee attack. Once you use this
spear, a powerful piercing weapon designed to punch feature, you can’t use it again until you finish a long rest.
through thick hides and armor. Wolves of Orboros must
prove their skill with this weapon and demonstrate the ability
HUNGRY LIKE THE WOLF
At 10th level, when you score a critical hit with a melee
to survive in the wilds to earn the wolf pelt that marks them
weapon attack, you can move up to half your speed
as a brother or sister. Each one is granted a suit of hunter’s
immediately after the attack. This movement doesn’t provoke
armor: light laminated plates of ritually treated metal nested
opportunity attacks.
inside a suit of finely wrought chainmail and connected by
toughened but supple leather crafted by senior Wolves who WOLF’S SENSES
mastered the ways of this craft. A cloak of fine wolf fur is At 15th level, your connection to your predatory nature
also bestowed on each new member upon initiation. Used sharpens your senses to a razor’s edge. You have darkvision
for both rites and battles, the cloak is one of the means by out to a range of 60 feet. (If you naturally have darkvision
which Wolves from different regions may quickly recognize without this feature, the range of your darkvision increases
one another. by 60 feet.) Additionally, you have advantage on Wisdom
In times of great need, the Circle bolsters these warriors’ (Perception) checks that rely on smell or hearing.
ranks with recruits lured by offers of coin and other
valuables. Such initiates serve more as mercenaries than BEASTLY FURY
as dedicated defenders, but they possess the same grit and At 18th level, when a creature hits you with a melee weapon
survival knowledge as all Wolves, and many continue attack, you can use your reaction to make a melee weapon
to serve after their contracts have ended. Coercing or attack against that creature, and roll an additional damage
intimidating individuals into the Wolves of Orboros is not die if you hit.

CHAPTER 2: CHARACTER OPTIONS


73
Alternate Gear
MECHANIK
A trapper’s background is more low-tech than that of many
other mechaniks, and trappers often create their cunning
traps from simple ingredients and whatever nature provides.
Mechaniks have become a fixture throughout the cities, To reflect this, a player who is creating a trapper may want
foundries, dockyards, and warehouses of the Iron Kingdoms. to make some modifications to the proficiencies and gear
allocated to the mechanik class in Iron Kingdoms: Requiem.
They help build and maintain the weapons, steamjacks, and
We recommend the following substitutions:
machines that power the industry that serves as the backbone
of most of the nations of western Immoren. To the thinking Replace your proficiency with rivet guns with proficiency
with blowguns, bolas, or one martial ranged weapon of
of many, however, that is where their dominion ends. Most your choice.
inhabitants of the Iron Kingdoms would never imagine the
In your starting equipment, replace a ’jack wrench with a
mechanik’s skill set having any place in the wilderness, but
greatclub; replace the option for a rivet gun, powder, and
they couldn’t be more wrong. rivets for 20 shots with (a) a blowgun and 20 darts, (b) a
From swamp gobbers building ingenious water engines bola, or (c) a gobber bellows; and replace an armored apron
that power swamp boats and reconfiguring steamjacks so with (a) scrap armor or (b) bog trog armor.
that they’ll function when their boilers are submerged, to
crafty farrow tinkers constructing souped-up engines of war,
mechaniks carry out a wide variety of roles throughout the TRAPPER
wilds. In fact, their most long-standing applications predate The mechanical marvels that have become so commonplace
the Rebellion and the construction of the first colossals, and throughout the Iron Kingdoms are less readily available in
the canny trappers have been plying their trade since before the deep wilds, but that doesn’t mean the wilds aren’t home
recorded history. to individuals who prize ingenuity and design incredible
inventions. Although gunsmiths and even ’jack marshals
MECHANIK ARCHETYPES are becoming more common among the peoples of the
At 3rd level, a mechanik gains the Mechanik Archetype wilderness, the oldest engineering tradition in the deep wilds
feature. The following Trapper option is available to a is that of the trapper.
mechanik, in addition to those available in other sources. Most city folk think of trappers as simply another strain of

CHAPTER 2: CHARACTER OPTIONS


74
hunter, but good trappers know much more than just how SET A TRAP
to track their prey and where to set their traps. An effective Beginning at 3rd level when you choose this archetype, you
trap is a marvel of engineering every bit as nuanced as a piece can use your action and expend one use of your Tinkering
of mechanika, if nowhere near as complicated (“needlessly to set a trap anywhere within 5 feet of you. The DC to
complicated,” as any trapper would tell you). Some trappers spot, detect, or disable one of your traps equals 8 + your
utilize premade components, such as saw-toothed metal proficiency bonus + your Intelligence modifier. When you
foothold traps with spring-loaded triggers; others create set a trap, you can expend a second use of your Tinkering to
elaborate pulleys and counterweights using only what nature roll a Tinkering die and add its total to the DC.
has already provided. This method of setting a trap assumes that you are
Setting a trap is the backbone of the trapper’s art. From constructing the trap from nearby items or items you have on
simple pits dug in the ground to elaborate devices with hair hand. If you are setting a premade trap instead, you can set it
triggers, traps come in numerous forms, and most dedicated as a bonus action, rather than as an action.
trappers constantly tinker with different variations and Spotting, Detecting, and Disabling Traps. A creature that
put their own unique spins on standard formulas. Almost moves within 5 feet of one of your traps without spotting
all traps have one thing in common: they are stationary it triggers the trap (see below). A creature spots your trap if
devices designed to catch, kill, or incapacitate an animal or it is actively searching for traps and succeeds on a Wisdom
another target. Most consist of a trigger, such as a tripwire or (Perception) check against the trap’s DC, or if the creature’s
pressure plate, that activates the trap itself, and they’re usually passive Wisdom (Perception) is higher than the trap’s DC.
hidden so that their victims aren’t aware of them until they’ve A creature that spots the trap can attempt to disarm it by
already been set off. making a Dexterity check with thieves’ tools or a trapper’s
Whatever their methods, skilled trappers have been an kit against the trap’s DC. If the check succeeds, the trap is
integral part of life for most rural populations since the disarmed. If the check fails, the creature triggers the trap.
days of the ancient Molgur alliance, and many backwater Once a trap has been triggered or disarmed, you must use
communities still rely on them today. Modern-day trappers your Set a Trap again to reset it.
can make a good living by trading with folks from other Trap Types. Every trapper’s arsenal is a little different,
tribes and villages. They can also do very well for themselves but three main types of traps are employed by trappers
in urban centers, where resources like hides and meat are throughout western Immoren. When you set a trap, choose
still needed even though the locals have forgotten—or would one of the following options:
prefer not to think about—how such things are acquired. Disabling Trap. Some traps are meant to capture, but others
At home in the wilderness, trappers combine mechanical are intended to hobble. From the saw-toothed foothold traps
savvy with survivalist know-how, allowing them to stalk available in frontier towns throughout the Iron Kingdoms
their prey for long periods before setting the perfect trap to to something as simple as spiked caltrops concealed beneath
ensnare a target. Dedicated trappers modify and hone their leaf litter, a disabling trap is designed to slow a target down
techniques over time, creating traps that fit a specific need and weaken it, but not necessarily to kill it or immobilize
while reflecting their own particular approach. it. A creature that sets off a disabling trap must make a
Dexterity saving throw against the trap’s DC. On a failed
BONUS PROFICIENCIES save, the creature takes bludgeoning, piercing, or slashing
Beginning at 3rd level when you choose this archetype, you
damage (your choice when you set the trap) equal to one roll
gain proficiency in the Nature and Survival skills, as well as
of your Tinkering die. The creature also suffers two levels of
proficiency with a trapper’s kit (see below). In addition, you
exhaustion for a number of turns equal to your proficiency
can use your Mechanik’s Savvy so long as you are outdoors
bonus. On a successful save, the creature takes damage as
and not on or inside a structure or vehicle or underground.
described above but doesn’t suffer any exhaustion.
You also assemble a trapper’s kit, which consists of the
Immobilizing Trap. From pits dug in the ground to nets or
simple tools you use to ply your craft. A trapper’s kit can be
lassos that haul a target off its feet, immobilizing traps are
used in place of thieves’ tools to disable a nonmagical trap.
meant to keep a target still without doing any immediate
harm. This is helpful for keeping game fresh and preventing
other animals from making off with a catch, and it’s also
useful when a trapper wants to capture someone alive for
Trapper Features questioning. A creature that sets off an immobilizing trap
Mechanik must succeed on a Dexterity saving throw against the trap’s
Level Features DC or be restrained. A creature can use its action to make
3rd Bonus Proficiencies, Set a Trap a Strength or Dexterity check against the trap’s DC, freeing
7th Cautious Advance itself or another creature within its reach on a success, but
10th Skilled Trapper has disadvantage on the check.
15th Trapper’s Instinct Lethal Trap. Lethal traps come in a variety of shapes and
18th Master Trapper sizes, from deadfalls and weighted pendulums decked out
in sharpened stakes to something as direct and simple as a
tripwire fastened to the trigger of a gun. All have one thing in

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common, though: they’re designed to kill, or at least to inflict MASTER TRAPPER
serious injury. A creature that sets off a lethal trap must make At 18th level, you are a master at setting traps. Not only are
a Dexterity saving throw against the trap’s DC. On a failed you able to add your own unique spin to the traps you set, but
save, the creature takes bludgeoning, piercing, or slashing you have become adept at switching between trapping styles
damage (your choice when you set the trap) equal to three as needed, depending on your quarry. Choose a second trap
rolls of your Tinkering die, plus your proficiency bonus. On a style, either from the options described in the Skilled Trapper
successful save, the creature takes half as much damage. feature or from the options below. You can apply either or
both styles to any trap you set. In addition, at the end of
CAUTIOUS ADVANCE a long rest, you can replace any trap style you know with
Beginning at 7th level, you can take a bonus action on each of
another one chosen from either list.
your turns in combat. This action can be used only to take the
Inescapable Trap. Your traps often involve more than
Dash, Disengage, or Hide action.
one mechanism for capturing or injuring a target, making
SKILLED TRAPPER them difficult to avoid. A creature that triggers one of your
When you reach 10th level, you can set traps with ease. You inescapable traps has disadvantage on Dexterity saving
can use your Set a Trap as a bonus action, rather than as an throws to avoid the trap’s effects.
action. In addition, you can modify your traps to better reflect Reliable Trap. You have learned to craft your traps in such a
your own special techniques. Choose one of the following way that they spring back into their fixed position when they
trap styles. The style applies to each trap you set, unless you fail to ensnare their target. If a creature triggers one of your
decide otherwise. reliable traps but succeeds on its Dexterity saving throw to
Brutal Trap. Add your Intelligence modifier to the damage avoid the trap’s effects, the trap springs back into position at
dealt by your traps. the start of your next turn, ready to be triggered again.
Hidden Trap. Double your proficiency bonus for Spiteful Trap. Nothing is worse than having a meddler
the purposes of determining the DC of spotting or come along and disable one of your traps before it has
disarming your traps. a chance to do its work. That’s why you’ve developed a
Sturdy Trap. When you set an immobilizing trap, the secondary trap that’s designed to catch those who attempt
DC to escape it or to help another creature escape it to interfere. When a creature successfully disarms one of
increases by 5. your spiteful traps, it must make a Dexterity saving throw
against your trap DC. On a failed save, the creature takes
TRAPPER’S INSTINCT damage equal to a roll of your Tinkering die from setting
Beginning at 15th level, you have a sixth sense for avoiding off the secondary trap, but the primary trap is disarmed.
traps. You have advantage on Wisdom (Perception) and On a successful save, the primary and secondary traps are
Intelligence (Investigation) checks made to detect traps and both disarmed.
secret doors. You also have advantage on saving throws made
to avoid or resist traps, as well as resistance to any damage
dealt by traps.

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MONK prioritizes grapples and throws, echoing the lethal death rolls
practiced by gators and the blackhide wrastlers who give this
True monastic traditions within the Iron Kingdoms are monastic tradition its name. Anyone can learn its principles,
limited to a handful of religious orders. Among the peoples of and there are many among the smaller folk of the swamp—
the wild, especially, there is little opportunity for such ascetic including swampies, anura, and even swamp gobbers—who
practices. Even so, the essential principles of the monk— have used these skills to stay alive in a world of larger and
fighting without weapons and learning how to be at one with more fearsome predators.
the world around you—is something that the inhabitants of BONUS PROFICIENCIES
the wild often do every day, without even thinking about it. Beginning at 3rd level when you choose this tradition, you
Although there are no walled monasteries or rigid gain proficiency in the Nature and Survival skills.
monastic orders in the wilderness, there are those who
practice unique martial traditions that follow a very similar CRAWL
path. These monks are more likely than those of the Order of Starting when you choose this tradition at 3rd level, you
the Fist or the Order of Keeping to be self-taught or trained become as deadly on the ground as you are on your feet, just
by a lone master, but they are no less potent despite their like the beasts of the swamp. You can’t be knocked prone
more unorthodox origins. unless you allow it, and you don’t have disadvantage on your
attack rolls when you’re prone.
MONASTIC TRADITIONS IMPERVIOUS FLESH
At 3rd level, a monk gains the Monastic Tradition feature.
Beginning at 6th level, you channel your inner predator to
The following Way of the Wrastler option is available to a
make yourself impervious to the attacks of your enemies.
monk, in addition to those available in other sources.
When you aren’t wearing armor or wielding a shield, your
AC equals 13 + your Dexterity modifier + your Wisdom
WAY OF THE WRASTLER modifier. In addition, when you use your Patient Defense,
Many martial traditions exist throughout western Immoren, you can spend 1 additional ki point to have resistance to
not all of which are practiced in walled monasteries or on the nonmagical bludgeoning, piercing, and slashing damage until
training fields of national militaries. Those who follow the the start of your next turn.
Way of the Wrastler learn by observing the great reptiles of
the swamp and emulating their ways. Any swampie can tell GRAB AND TOSS
you that a gator should never be underestimated, no matter At 6th level, you can fling away your enemies like a wild
how torpid or lazy it might appear. gator tossing an attacker to the side with a flick of its jaws.
Many of those who pursue the Way of the Wrastler were When you are grappling a creature, you can use your action
taught these arts by a master, but they are more independent to throw it in a straight line up to a number of feet equal to
than most of the ascetic warriors found elsewhere throughout five times your Strength modifier. A creature thrown in this
the continent. Even a practitioner of this tradition who trains manner takes damage equal to your Martial Arts die and must
under a master will spend considerable time alone in the succeed on a Dexterity saving throw or be knocked prone.
swamp, simply observing the endless cycle of predation that If a thrown creature strikes a solid surface (such as a tree or
makes up so much of life there. This practice teaches these wall) or another creature, it takes bludgeoning damage equal
monks more than the cold cunning and swift strikes of the to your Martial Arts die for every 10 feet it was thrown. A
massive reptiles they emulate: they also learn a seemingly creature struck by the thrown creature must succeed on a DC
infinite patience that allows them to hold uncannily still until 18 Dexterity saving throw or take the same damage and be
the moment comes to strike. knocked prone.
Of course, the power of a huge gator lies in more than just
its speed or its patience. Size and strength play a role, and PATIENT PREDATOR
those who follow the Way of the Wrastler learn how to turn By 11th level, you have learned how to wait for the perfect
their own size and strength—however great or modest it may moment to strike, just like the great beasts of the swamp. You
be—to their advantage. The fighting style of these monks have advantage on attack rolls against any creature that has
already taken its action this turn.

GYRE
At 17th level, you learn how to mimic the death roll of the
Way of the Wrastler Features great gators of the swamp. You have advantage on checks
Monk made to initiate or maintain a grapple. A creature grappled
Level Features by you is also restrained. While a creature is grappled by you,
3rd Bonus Proficiencies, Crawl you can spend any number of ki points as a bonus action to
6th Impervious Flesh, Grab and Toss enter a death roll. For each ki point you spend, the creature
11th Patient Predator takes an amount of damage equal to your Martial Arts die +
17th Gyre your Strength modifier.

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PALADIN themselves Valkyries, their name borrowed from some
The farrow, gatorfolk, and trollkin communities of the forgotten farrow legend. Their loyalty to Helga and her ideals
deep wild are primitive compared to the rest of the Iron was unshakable. Indomitable warriors, they protected Helga
Kingdoms, but even they produce holy warriors whose and others she deemed important to her cause, and their
devotion and strength of conviction match those of the most ranks have swelled since Helga’s marriage to Lord Carver.
pious Morrowans and Menites. Perhaps their more rugged Similar groups of paladins have been slowly propagating
way of life makes for a stouter defender of faith, or perhaps within other faiths, including those of Morrow, Menoth, and
their abilities are what makes them so unique. Whatever the Thamar. It seems that after the Claiming, the gods of Urcaen
case, these paladins are driven by a deep, unyielding faith and are taking notice of those who need their protection.
will do anything to protect those in their charge.
TENETS OF THE CHOSEN
SACRED OATHS The tenets of the Oath of the Chosen have been around
almost as long as the oldest gods of Caen. Paladins who
At 3rd level, a paladin gains the Sacred Oath feature. The
swear this oath strive to deliver justice and ward those their
following options are available to a paladin, in addition to
deity has singled out for protection. They live by three
those available in other sources: the Oath of the Chosen and
simple rules.
the Oath of the Paragon.
By Any Means Necessary. Nothing will stop you from
ensuring that no harm comes to those you protect.
OATH OF THE CHOSEN Duty. Be responsible for your actions and their
Paladins who follow the Oath of the Chosen are resolute consequences, protect those entrusted to your care, and obey
protectors tasked with guarding important individuals. Some those who have just authority over you.
of them have been granted a vision by their deity; others have Protection. You are the sanctuary of the innocent, and
been commanded by their order. Regardless of how they behind your shield, they can find respite. Every life lost under
come by their calling, they have but one duty: to protect the your watch is a failure of duty and must be atoned.
chosen at all costs.
The largest group of these paladins originated with a OATH SPELLS
farrow warlord now known as Helga the Conqueror. Her You gain oath spells at the paladin levels listed in the Oath of
early conquests and battles attracted a small but devoted the Chosen Spells table. See the Sacred Oath class feature for
coterie of followers. The members of this honor guard called how oath spells work.

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78
a melee weapon attack, you can use your reaction to make a
Oath of the Chosen Spells melee attack roll against the attacker. If your total equals or
Paladin exceeds the attacker’s total, the attacker’s attack is deflected
Level Spells and automatically misses. If you are wielding a shield, you
3rd guiding bolt, thunderous smite have advantage on the attack roll.
5th grave wind, hand of fate If you are wielding a weapon with the heavy and reach
9th beacon of hope, mirage properties and you successfully deflect an attack, you can
13th lamentation, stranglehold immediately make an opportunity attack against the attacker
17th axiomatic spear, wrath of Dhunia as part of the same reaction.

FINAL VENGEANCE
At 20th level, your divine purpose fuels your blows. When a
friendly creature that you can see is hit by a hostile creature,
CHANNEL DIVINITY
you can use your reaction to move up to your speed toward
When you take this oath at 3rd level, you gain the following
the hostile creature and make one attack against it. Any hit
two Channel Divinity options. See the Sacred Oath class
you score against the creature counts as a critical hit. You can
feature for how Channel Divinity works.
use this feature a number of times equal to your proficiency
Divine Shield. Your holy strength manifests as a protective
bonus. You regain all expended uses when you finish
shield around your charge. As a bonus action, you can use
a long rest.
your Channel Divinity to shield your allies. For 1 minute,
each friendly creature within 15 feet of you gains a bonus to
AC equal to your Charisma modifier. OATH OF THE PARAGON
Righteous Vengeance. When a friendly creature within 30 Paladins who follow the Oath of the Paragon are champions
feet of you is damaged by a hostile creature’s attack, you can for their people, and they have been chosen by their deity
use your reaction to respond with holy indignation. If you to inspire others to live up to a particular ideal. Their vow
do, you gain a +2 bonus to attack and damage rolls you make holds them to a high standard that can be extremely difficult
with melee weapons for 1 minute. to meet, but those who maintain the extreme discipline
required find themselves blessed with skills and abilities
AURA OF DEFENSE that can help them endure more than they thought possible.
Starting at 7th level, your training drills have taught you how Many would call them the perfect warrior priests, but these
to ward yourself and your allies against a variety of attacks paladins don’t see it that way; they simply see this role as their
and how to coordinate your efforts with your allies. As a calling and duty.
bonus action, you can choose one friendly creature within 10 Most paladins who swear the Oath of the Paragon are
feet of you. You and the chosen creature gain resistance to worshippers of Dhunia. Ogrun who swear this oath are
bludgeoning, piercing, or slashing damage (your choice) from typically found in Rhul, and they favor ideals that are
nonmagical attacks. This effect lasts for 1 minute or until you common among the Rhulic people. Most trollkin who follow
and the chosen creature are no longer within 10 feet of each this path make their home in Tolok Fortress, where they
other. You can use this feature a number of times equal to adhere to the tenets of the famed trollkin warlock Madrak
your Charisma modifier (a minimum of once). You regain all Ironhide. Few gobbers, farrow, and humans swear this oath,
expended uses when you finish a long rest. but even their numbers have surged in recent years, possibly
At 18th level, the range of this aura increases to 30 feet. fueled by a desire to protect their fellows in the wake of
Additionally, you no longer need to choose a damage type. the Claiming.
You and the chosen creature gain resistance to bludgeoning,
piercing, and slashing damage from nonmagical attacks. TENETS OF THE PARAGON
The tenets of the Oath of the Paragon prioritize justice and
PROTECTOR righteousness. Paladins of this oath set an example of moral
Starting at 15th level, you can deflect blows directed at your excellence and demonstrate the highest ideals of justice,
allies. When a friendly creature within 5 feet of you is hit by virtue, and order.
Be the Light. Be a glorious beacon for all who live in
despair. Let the light of your joy and courage shine forth in
Oath of the Chosen Features all your deeds.
Paladin Duty. Be responsible for your actions and their
Level Features consequences, protect those entrusted to your care, and obey
3rd Oath Spells, Channel Divinity those who have just authority over you.
7th Aura of Defense (10 ft.) Honor. Treat others with fairness, and let your honorable
deeds be an example to them. Do as much good as possible
15th Protector
while causing the least amount of harm.
18th Aura of Defense (30 ft.)
20th Final Vengeance

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79
OATH SPELLS
You gain oath spells at the paladin levels listed in the Oath of Oath of the Paragon Features
the Paragon Spells table. See the Sacred Oath class feature for Paladin
how oath spells work. Level Features
3rd Oath Spells, Channel Divinity,
Bonus Proficiency
Oath of the Paragon Spells 7th Paragon’s Example (10 ft.)
Paladin 15th Retaliatory Thrust
Level Spells 18th Paragon’s Example (30 ft.)
3rd elusive, shield 20th Mastered Strike
5th flashing blade, sacrosanct, spellpiercer
9th beacon of hope, blade of radiance
13th freedom of movement, stoneskin allies and strengthens their resolve. Affected creatures can’t
17th axiomatic spear, purification be charmed. If an affected creature is already charmed, the
condition ends.
Strength. As a paragon of strength, your faith blazes within
you, strengthening your body beyond measure. Affected
CHANNEL DIVINITY creatures double their Strength modifier on attack damage
When you take this oath at 3rd level, you gain the following rolls and have advantage on Strength and Constitution
two Channel Divinity options. See the Sacred Oath class saving throws.
feature for how Channel Divinity works. Wisdom. As a paragon of wisdom, your power flows
Inspiring Presence. You can inspire others through your through your actions and words, inspiring others with your
very presence. You can use a bonus action to choose a words and deeds. Affected creatures double their Wisdom
number of friendly creatures equal to your proficiency bonus. modifier (unless that modifier is negative) when making
Each creature gains one Inspiration die, a d6. a Wisdom check and have advantage on any Wisdom
Once within the next 10 minutes, a creature can roll the die saving throws.
and add the number rolled to one ability check, attack roll, You can use this feature a number of times equal to your
or saving throw it makes. The creature can wait until after it Charisma modifier (a minimum of once). You regain all
rolls the d20 before deciding to use the Inspiration die, but expended uses when you finish a long rest.
must decide before the GM says whether the roll succeeds or At 18th level, the range of this aura increases to 30 feet.
fails. Once the Inspiration die is rolled, it is lost. A creature
can have only one Inspiration die at a time. RETALIATORY THRUST
Your Inspiration die becomes a d8 at 7th level. Starting at 15th level, when you take damage from a creature
Sacred Weapon. As an action, you can imbue one weapon that is within 10 feet of you, you can use your reaction to
that you are holding with positive energy, using your move up to 10 feet toward that creature and then make one
Channel Divinity. For 1 minute, you add your Charisma melee weapon attack against it. If the attack hits, the creature
modifier to attack rolls made with that weapon (with a must succeed on a Strength saving throw or be knocked
minimum bonus of +1). The weapon also emits bright light prone. You can use this feature twice. You regain all expended
in a 20-foot radius and dim light 20 feet beyond that. If uses when you finish a long rest.
the weapon is not already magical, it becomes magical for MASTERED STRIKE
the duration. At 20th level, divine fury guides your strikes, making them
You can end this effect on your turn as part of any other extremely accurate and deadly. You can choose to use this
action. If you are no longer holding or carrying this weapon, feature at the beginning of a combat encounter, when
or if you fall unconscious, this effect ends. everyone rolls initiative. If you do, you gain the following
BONUS PROFICIENCY benefits during the first round of the combat:
When you take this oath at 3rd level, you expand your Your first weapon attack scores a critical hit on a
methods of contributing to your community. You gain roll of 18–20.
proficiency with one type of artisan’s tools of your choice. If you hit a creature with a weapon attack, you can use a
bonus action to force the target creature to lose all its damage
PARAGON’S EXAMPLE resistances until the end of your next turn.
Starting at 7th level, your deity tasks you with exemplifying a You can use this feature three times. You regain all expended
primary ideal. Choose one of the ideals below. When you use uses when you finish a long rest.
this feature, choose a number of friendly creatures up to your
Charisma modifier (minimum of one creature) within 10 feet
of you. For the next 10 minutes, you and the chosen creatures
gain the benefits described below.
Bravery. As a paragon of bravery, your will inspires your

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RANGER goats need little prompting to heed their riders amid storms
Rangers are commonplace in the deep wilderness regions and battle alike.
of the Iron Kingdoms, and they often serve as dedicated Though this tradition originated in the northern mountain
hunters and protectors of wilderness communities. Using ranges, mist riders are now found across western Immoren,
their survival skills, they patrol and defend the periphery of with a concentration in the southern Wyrmwall. Once a
a tribe’s lands, hunting prey and securing resources that are rider learns to harness the elements of these remote peaks,
vital to the tribe’s survival. they can shroud their form in fog or sheets of rain that blend
their silhouette into those of trees and rocks while flashes of
lightning sear their opponents.
RANGER ARCHETYPE
At 3rd level, a ranger gains the Ranger Archetype feature. MOUNT MASTERY
The following options are available to a ranger, in addition to At 3rd level, you gain proficiency with animal handling and
those available in other sources: the Reeve and the Shepherd. can choose a Skirovik mountain goat (a giant goat) as your
mount. While riding your mount, you have advantage on
RANGER SUBCLASS: initiative rolls, and your mount gains the following benefits:

MIST RIDER • Its speed increases by 10 feet.


Mounted on swift Skirovik mountain goats native to the • It can move through difficult terrain without penalty.
northern Khadoran peaks, these blackclads bring the speed • It can make a Ram attack as a bonus action on its turn,
and ferocity of a summit storm to bear as they strike from dealing 1d8 + Strength mod bludgeoning damage.
walls of churning mist. They often assist with mountain
patrols and the protection of isolated shifting stone sites, ELEMENTAL SHROUD
using their ability to quickly cover difficult ground in the At 3rd level, you gain the ability to shroud yourself in
service of the order. Hit-and-run operations have become a natural elements. As a bonus action, you can create an
mist rider specialty. aura of fog or sheets of rain that grants you advantage on
New riders and their mounts engage in fierce sparring Dexterity (Stealth) checks to hide. Additionally, while you are
upon the craggy peaks, charging one another until the crack within your aura, creatures have disadvantage on Wisdom
of horns joins the clash of thunder and harmony is achieved (Perception) checks to see you. You can use this ability a
between rider and mount. Once conditioned, these mountain number of times equal to your Wisdom modifier (minimum
of once), and you regain all uses after finishing a long rest.

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LIGHTNING STRIKE STORM’S FURY
At 7th level, you gain the ability to strike your opponents At 15th level, you gain the ability to call down a storm
with flashes of lightning. When you hit a creature with a of fury upon your enemies. As an action, you can create a
weapon attack, you can choose to deal an additional 1d6 20-foot-radius sphere of swirling winds and driving rain
lightning damage to the target. Additionally, if the target is centered on yourself. Each creature within the sphere must
wearing metal armor or carrying a metal shield, it takes an make a Strength saving throw (DC = 8 + your proficiency
additional 1d6 lightning damage. bonus + your Wisdom modifier) or take 4d8 bludgeoning
damage and be knocked prone. On a successful save, the
FOG STEP creature takes half damage and isn’t knocked prone. You can
At 11th level, you gain the ability to teleport short distances use this ability once per long rest.
through natural elements. As a bonus action, you can teleport
up to 30 feet to an unoccupied space that is obscured by fog,
mist, rain, or natural darkness. You can use this ability a
number of times equal to your Wisdom modifier (minimum
of once), and you regain all uses after finishing a long rest.

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REEVE Reeve Features
Reeves are a force to be reckoned with, both in and out of Ranger
the Circle Orboros. They are highly valued for their skills Level Features
in stealth, marksmanship, and combat. Skilled hunters and 3rd Bonus Proficiencies
warriors, reeves can outmaneuver and outgun any foe. They 7th Quick Work
are experts in tracking, ambushing, and hiding, making them 11th Improved Critical, Snap Fire
a valuable asset when it comes to eliminating enemy threats. 15th Sprint
Whether serving as snipers, scouts, or infiltration experts,
reeves are highly adaptable and can react quickly to changing
situations on the battlefield. They can remain silent and
unnoticed for long periods of time, but if stealth fails, their
double crossbows can unleash a hail of firepower matched
SHEPHERD
Shepherds are a unique breed of rangers who can work with
only by modern belt-fed firearms such as the slugger.
warbeasts and harness their natural abilities in ways that are
Combined with their innate skills, these specialized weapons
commonly the domain of warlocks. A shepherd can amplify
allow reeves to taken down targets with deadly precision,
a warlock’s strengths and help push the warlock’s warbeasts
even in harsh conditions.
further and more often than the warlock could alone. As a
BONUS PROFICIENCIES result, a shepherd who lives in a group or community with
When you choose this archetype at 3rd level, you gain multiple warlocks and warbeasts is always in high demand.
proficiency in the Stealth skill. If you are already proficient in A unique combination of strength and finesse allows
this skill, double your proficiency bonus when you make an shepherds to manage warbeasts in a way few others can, but
ability check with the skill. their best attribute might be their understanding of the needs
of each creature they work with. Particularly well-attuned
QUICK WORK shepherds can even anticipate a creature’s needs and respond
At 7th level, you have perfected the ability to deftly switch before such needs become a problem, making shepherds
from melee attacks to ranged attacks. When you reduce a invaluable in the wilds.
hostile creature to 0 hit points with a melee attack, you can
use your reaction to make a single ranged attack against SOOTHING SONG
another creature. At 3rd level, your native ability to nurture warbeasts allows
you to put them at ease and make them more compliant.
IMPROVED CRITICAL When a friendly warlock makes a Wisdom (Animal
At 11th level, your weapon attacks score a critical hit on a roll Handling) check to keep a warbeast under control and you
of 19 or 20. are within the warlock’s control range, you can use your
reaction to aid the warlock’s efforts. If you do, the warlock
SNAP FIRE has advantage on the ability check.
At 11th level, your mastery of the double crossbow allows
you to fire an unnatural number of bolts in a spectacular RESONANCE EXTENSION
display of trigger discipline and selective targeting. In the first At 7th level, your work with warlocks and warbeasts has
round of a combat, you can treat your double crossbow as if given you an instinctual insight into the resonance between
it were affected by the endless magazine spell. You can use this the two. If you are within a friendly warlock’s control range,
feature twice. You regain all expended uses when you finish a you can use a bonus action to increase the warlock’s control
short or long rest. range by 10 feet × your proficiency bonus. This effect lasts for
a number of rounds equal to your proficiency bonus. Once
SPRINT you use this feature, you can’t use it again until you finish a
At 15th level, you have mastered the guerrilla tactics favored short or long rest.
by the reeves of the Circle Orboros. If you reduce a hostile
creature to 0 hit points, you can use a bonus action to move WARBEAST CONDITIONING
up to your speed without provoking opportunity attacks. You At 11th level, your ability to condition and train friendly
can use this feature three times. You regain all expended uses warbeasts moves beyond simple commands and actions. As
when you finish a short or long rest. a bonus action, you can touch a friendly warbeast and make
a DC 15 Wisdom (Animal Handling) check. If the check
succeeds, you can use one of options below. You can use this
The Times, They Are A-Changin’ feature twice. You regain all expended uses when you finish a
The first reeves were silent hunters who worked tirelessly short or long rest.
on behalf of the Circle Orboros. Their skills were relatively Animus Adept. Your intuitive connection to warbeasts
commonplace among wilderness communities, however, allows you to tap into their animi in times of need. You can
and eventually passed beyond the ranks of the Circle’s loyal
cast the friendly warbeast’s animus once as if it were a spell
warriors. Today, anyone with the right connections or coin
can become a reeve. you know. The spell doesn’t count against your number of
spells known.

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83
Calming Touch. You reach out and help the friendly
warbeast accept the fury being forced through it. Remove 1 Shepherd Features
fury point from the warbeast. Ranger
Healing Caress. Your comforting touch provides the Level Feature
warbeast with a curative blessing. You immediately cast the 3rd Soothing Song
cure wounds spell on the warbeast as a 1st-level spell without 7th Resonance Extension
using a spell slot. 11th Warbeast Conditioning
FURIOUS ATTACKER 15th Furious Attacker
At 15th level, your connection with friendly warbeasts grants
you abilities similar to those that warlocks develop with
their bonded warbeasts. As a bonus action, you can touch
a friendly warbeast and make a DC 15 Wisdom (Animal Damage Boost. The next time you hit a creature with a
Handling) check. If the check succeeds, you can remove 1 weapon attack before the end of your next turn, the creature
fury point from the target warbeast in order to use one of the takes an extra 1d8 damage.
following abilities. You can use this feature twice. You regain Shake It Off. If you have a condition that can be ended
all expended uses when you finish a short or long rest. with a successful saving throw or are under an effect that can
Attack Boost. You have advantage on the next attack roll you be ended with a successful saving throw, you immediately
make before the end of your next turn. If you already have make a new saving throw with advantage. If you already have
advantage on the attack roll, double your proficiency bonus advantage on the roll, double your proficiency bonus when
for the attack roll. you make the saving throw.

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ROGUE Desperado Features
There are many in the wilds who rely on banditry to sustain Rogue
themselves. Some are drawn from the tribal peoples of Level Features
western Immoren, but just as many are humans from the 3rd Ambush Attack, Bonus Proficiency,
cities who have taken to the rogue’s life along the highways Mounted Marauder
in forests of the land. 9th Unwelcome Guest
13th Sidesaddle Slasher
ROGUISH ARCHETYPES 17th Blood on the Saddle
At 3rd level, a rogue gains the Roguish Archetype feature.
The following options are available to a rogue, in addition
to those available in other sources: the Desperado and
the Poacher. Unscrupulous soldiers who have completed their service or
have been discharged because of injury have little trouble
DESPERADO transitioning to the life of the desperado.
Desperados make a living robbing those who travel western BONUS PROFICIENCY
Immoren’s often dangerous roads and highways. They When you choose this archetype at 3rd level, you gain
come in many forms, from villainous brutes to charming proficiency in one of the following skills of your choice:
brigands of marked style and dash. Though seldom motivated Animal Handling, Intimidation, or Survival.
by anything nobler than the acquisition of wealth, some
desperados make it a point of pride to target those most able MOUNTED MARAUDER
to pay their rough tithe. Regardless of their motivations, they At 3rd level, your command of your mount makes it your
are adept at stalking and ambushing targets and then quickly most reliable accomplice. When you use your Cunning
vanishing into the wilderness. Action, you can mount a creature that is within 5 feet
The character of a cloaked and hooded figure atop a of you or dismount as part of your bonus action, and
treasured steed is a common subject of popular songs doing so doesn’t cost you any movement or provoke
and stories, but not all of them are such noble figures. opportunity attacks.

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AMBUSH ATTACK Poacher Features
Starting at 3rd level, if you take the Attack action while Ranger
mounted and your steed moves at least 20 feet in a straight Level Features
line before the attack, you can use your Sneak Attack against 3rd Poacher’s Instincts, Trap Ambush, Trapmaker
the target even if you don’t have advantage on the attack roll,
9th Camouflage
but not if you have disadvantage on it.
13th Acute Senses
UNWELCOME GUEST 17th Master Hunter
At 9th level, you master the art of getting away. When
you are attacked while mounted, you can use your reaction
immediately after the attack to force your mount to move up a hunting trap. The trap remains active for 24 hours or until
to half its speed. it is triggered.
In addition, if you are unmounted and your steed moves
within 5 feet of you, you can use your reaction to mount your CAMOUFLAGE
steed as it passes by. Doing so doesn’t cost you any movement At 9th level, you gain the ability to blend in with your
and doesn’t stop your steed’s movement. surroundings, making it more difficult for creatures to spot
you. When you are in an environment that contains natural
SIDESADDLE SLASHER elements such as rocks, trees, or grass, you can use your
At 13th level, your skill as a rider allows you to use your action to camouflage yourself. While camouflaged, you have
mount’s mass—and a good grip on your mount’s tack—to advantage on Dexterity (Stealth) checks made to remain
extend your attack range. On your turn, when you make an hidden. The camouflage lasts for 1 hour or until you take the
attack with a one-handed melee weapon while mounted, you Dash action or are hit by an attack or spell.
add 5 feet to your reach.
ACUTE SENSES
BLOOD ON THE SADDLE At 13th level, your senses are sharp enough that you can
Beginning at 17th level, your mount’s bond with you extends perceive the world around you with great clarity. You have
all the way to death’s door. You gain the following benefits: advantage on Wisdom (Perception) checks made to detect
When you are reduced to 0 hit points while mounted but not hidden creatures or objects, and you can see in dim light as if
killed outright, you aren’t dismounted unless the triggering it were bright light and in darkness as if it were dim light.
effect’s description says otherwise.
If you fail a death saving throw while mounted, you can reroll MASTER HUNTER
it with advantage. Once you use this ability, you can’t use it At 17th level, you are a master of the hunt who can track
again until you finish a long rest. and capture even the most elusive prey. You gain the
After you make a death saving throw while mounted, you following benefits:
can issue your mount a brief command, such as “Run away,” The time you must spend picking up a creature’s
“Find Beatrix,” or “Hide.” Once you give the command, the trail is halved.
mount follows your instructions to the best of its ability, at You can use your action to mark a creature you are tracking,
the GM’s discretion. giving you advantage on Wisdom (Survival) checks to
track it and attack rolls targeting it for 1 hour or until it is
POACHER captured or killed.
Poachers specialize in hunting and trapping prey. They use
their skills to track and capture wild animals for profit or
sustenance, and they must rely on their wits and knowledge
of the land to survive.

POACHER’S INSTINCTS
Starting at 3rd level when you choose this archetype, you
gain proficiency in the Deception and Survival skills.

TRAP AMBUSH
Also at 3rd level, your cunningly placed traps can deal
devastating damage. When a creature triggers one of your
traps, you can add your Sneak Attack damage to the damage
dealt by the trap.

TRAPMAKER
At 3rd level, you gain the ability to craft simple traps and
snares out of natural materials found in the wilderness. You
can spend 10 minutes constructing a trap that is equivalent to

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SHAMAN
Shamans are key figures in gatorfolk and bog trog societies,
much as they are throughout the wild places of the Iron
Kingdoms and beyond. These powerful individuals act Alternative Rites
as conduits between the gods and spirits that inhabit the Even though the traditions of the bokor and the mist speaker
wilderness and the mortals who make up their tribes, villages, began with the gatorfolk and the bog trogs, respectively, they
are not limited to those races. Bokors are rarer among human
and settlements. Shamans serve functions similar to those
swampies and even swamp gobbers than among the gatorfolk,
of the clergy found in cities and towns, and outsiders who but they aren’t exactly uncommon. At one time, none but the
can look past the strange, combative nature of a shaman’s bog trogs claimed to hear the dreams of Ashiga, but as these
connection to the spirit world might see similarities to fishy folk have integrated themselves into the larger swamp
the priesthood of Morrow or Menoth. Gatorfolk bokors communities in ever greater numbers, others have begun to
simultaneously channel the power of Kossk or Barnabas hear these somnolent messages and to manifest the gifts of
the mist speaker. Although gatorfolk bokors and bog trog mist
while exercising their own will against lesser spirits. By
speakers are the most common in the Iron Kingdoms, there’s no
contrast, bog trog mist speakers attempt to interpret the reason these domains shouldn’t be available to any player, with
dreams of the sleeping beast known as Ashiga in order to the GM’s approval.
help their people—and, by extension, themselves.

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SHAMANIC DOMAINS Bokor Features
At 1st level, a shaman gains the Shamanic Domain feature. Level Features
The following options are available to a shaman, in addition
1st Domain Spells, Cold-Blooded,
to those available in other sources: the Bokor and the
Mist Speaker. Grave Secrets, Resist the Call
2nd Shamanic Rites: Grave Charms
BOKOR 6th Bone Shaker, Grave Goods
Even though many shamanic practices differ considerably 8th Rise
from the religious rites that one might observe in a cathedral 17th Grave Aspect, Refuse the Call
dedicated to Morrow or Menoth, a wanderer from one of the
cities of the Iron Kingdoms would nevertheless recognize a
trollkin shaman of Dhunia as a similar practitioner of faith,
GRAVE SECRETS
even if both the practices and the faith were quite different.
Also at 1st level, you gain proficiency in your choice of the
Not so with the bokors of the gatorfolk. These shamans
Arcana skill or the Intimidation skill, and you have advantage
often serve either Kossk or Barnabas—or both—and invoke
on ability checks made with the chosen skill.
them in their rites, but they also draw upon the power of
other spirits that infest the swamps they call home. Bokors RESIST THE CALL
lead their congregation in dark rites, devouring flesh and At 1st level, you are versed in necromantic lore and are adept
calling upon spirits and the essence of those long dead to at recognizing the call of the grave when it reaches out to
serve their purposes. A bokor owes no fealty to these spirits, the living. As an action, you can chant an exhortation that
and the relationship between the two is often one of struggle, helps your companions stave off death and similar states.
as the bokor attempts to assert dominance over the spirits Each friendly creature within 30 feet of you that can hear you
and bend them to its will. has advantage on death saving throws until the end of your
Most gatorfolk devour the flesh of their foes in ritualistic next turn. In addition, if the creature is frightened, paralyzed,
celebration, but bokors also draw nourishment from the petrified, stunned, or unconscious, the condition ends.
souls of those slain in the name of their hungry gods. You can use this feature a number of times equal to your
Bokors tend to be ambitious, and most of them will hoard proficiency bonus. You regain all expended uses when you
whatever power they can, either for their own personal finish a long rest.
glory or for that of their tribe. These powerful shamans
harness the spirits of the dead, and the living rightly fear their SHAMANIC RITES: GRAVE CHARMS
necromantic prowess. At 2nd level, you learn a new rite. Choose either Terminal
Whispers or Unhallow.
DOMAIN SPELLS Terminal Whispers. By grasping hold of a departing spirit
You gain domain spells at the shaman levels listed in the as it leaves its body and devouring part of its ephemera
Bokor Domain Spells table. See the Shamanic Domain class before it fades, you gain a glimpse of premonitory insight
feature for how domain spells work. The names of new spells into the next few moments. When a living creature dies
described in chapter 3 are set in bold. within 5 feet of you, you can use your reaction to draw upon
its spirit energy. If you do so, you can roll a d4 and add the
number rolled to one ability check, attack roll, or saving
Bokor Domain Spells throw you make before the end of your next turn. You can
Shaman wait until after you roll the d20 before deciding to roll the
Level Spells extra die but must decide before the GM says whether the roll
1st command, false life succeeds or fails.
3rd darkness, stir the dead Unhallow. As an action, you call upon the spirits in
5th death pact, ichor of Kossk your area to curse and vex your foes and to protect you
and your allies from mystical attacks. For 1 minute, each
7th devour spirit, phantasmal killer
hostile creature within 30 feet of you has disadvantage
9th antilife shell, raise dead
on concentration rolls to maintain spells, and each
friendly creature within 30 feet of you has advantage on
saving throws to avoid being affected by spells cast by
hostile creatures.
COLD-BLOODED
When you choose this domain at 1st level, you become BONE SHAKER
somewhat disconnected from the world of the living. This Beginning at 6th level, you can channel the power of
makes it difficult for others to appeal to your sense of the grave to take control of the flesh and bones of living
empathy or compassion. You have advantage on Charisma creatures, if only for a time. When you deal damage to a
saving throws against being charmed. creature other than a construct, you can force the creature
to make a Wisdom saving throw against your spell save DC.

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On a failed save, you can use your reaction to take temporary any means short of a wish spell or divine intervention. Any
control of the creature and can immediately force it to move other attempt to do so fails after any material components
up to its speed and make a single melee attack, after which are consumed.
your control ends. Once you use this feature, you can’t use it Maintaining a creature’s unliving form taxes your abilities.
again until you finish a short or long rest. At the end of each long rest, roll a d4 for each creature
Beginning at 14th level, you can use this feature twice reanimated in this manner. For each reanimated creature
between rests. You regain all expended uses when you finish whose state you want to maintain, you must sacrifice spell
a short or long rest. slots with a combined level equal to or greater than the
number rolled, in any combination. For example, on a roll of
GRAVE GOODS 2 for a creature, you can maintain the creature by sacrificing
Beginning at 6th level, your melee attacks count as magical two 1st-level spell slots or one 2nd-level spell slot. If you
for the purpose of overcoming resistance and immunity to don’t sacrifice the required spell slots for a reanimated
nonmagical attacks and damage. creature, it dies at the end of the long rest.
RISE GRAVE ASPECT
At 8th level, you can use an action to reanimate a humanoid At 17th level, you are suffused with the energies of the grave
within 5 feet of you that has died within the last hour. Once to the point that you seem to almost become one of the
you do so, you must finish a long rest before you can use this strange spirits you commune with. You are immune to the
feature again. poisoned condition and have immunity to necrotic damage
To determine the creature’s hit points, roll a number of and poison damage.
Hit Dice equal to your proficiency bonus + your Wisdom
modifier (minimum of one Hit Die). For example, an 8th- REFUSE THE CALL
level bokor (proficiency bonus of +2) with a Wisdom of 16 Upon reaching 17th level, death spirits seen and unseen have
(Wisdom modifier of +3) can restore a reanimated fighter to surrounded you for so long that your very essence hovers
6d10 hit points. If the total exceeds the creature’s hit point between life and death. When the time comes for you to pass
maximum when it was alive, use the creature’s hit point through the veil, the universe becomes confused as it tries to
maximum in place of the total. reconcile your true nature.
This feature neutralizes any poisons and cures nonmagical Whenever you start your turn with 0 hit points and would
diseases that affected the creature at the time it died. This normally make your first death saving throw, you can use
feature doesn’t, however, remove magical diseases, curses, or your Rise on yourself if you have not already used it since
similar effects; if these aren’t first removed prior to using this your last long rest. The effects take place immediately. While
feature, they take effect when the creature is reanimated. This you are reanimated in this way, you can’t use your Rise on
feature can’t reanimate an undead creature, and it doesn’t yourself or another creature but can still sacrifice spell slots to
grant you any control over the reanimated creature. maintain reanimated creatures (including yourself).
This feature closes all mortal wounds, but it doesn’t restore Once you use this feature, you can’t use it again until you
missing body parts. If the creature is lacking body parts or finish a long rest.
organs integral for its survival—its head, for instance—the
feature has no effect, and the creature isn’t reanimated.
Once reanimated, the creature gains the following special
traits until it can be properly raised from the dead.
Undead. The creature’s type is undead rather
than humanoid.
Dead to the World. The creature doesn’t need to eat or
breathe but can ingest food and drink if it desires. Instead of
sleeping, the creature enters an inactive state for 4 hours each
day. The creature doesn’t dream while in this state; instead,
it is fully aware of its surroundings and notices approaching
enemies and other events as normal. After resting in this
way, the creature gains the same benefits that a living
creature would gain from a long rest.
Turn Resistance. The creature has advantage on saving
throws against any effect that turns undead.
Unliving Flesh. The creature has advantage on saving
throws against becoming diseased and being poisoned and
has resistance against poison damage.
Final Chapter. The creature automatically fails death saving
throws. If the creature dies while in its reanimated state,
it can no longer be reanimated or raised from the dead by

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MIST SPEAKER
For the bog trogs who live among the marshes and glens
Mist Speaker Features
Shaman
that cover much of western Immoren, mist speakers act as
Level Features
important mystics and counselors to chieftains and even
to the gatorfolk who have oppressed so many bog trog 1st Domain Spells, Bonus Cantrip, Influence
tribes. Believed to interpret the dreams of the “big fish”—the 2nd Shamanic Rites
sleeping beast known as Ashiga—mist speakers are revered 6th Protection of the Mists
for being in touch with a greater power, and more than 8th Mirage
one of these shamans have used this deference to their own 17th Dark Waters
advantage and that of their tribe.
Not exactly a deity in the traditional sense, Ashiga is
portrayed as a giant piscine monster that slumbers eternally
beneath the legendary swamp known as Sike Dulra. INFLUENCE
According to bog trog tradition, Ashiga will one day awaken Within bog trog communities—and, increasingly, even
to slake its hunger upon the enemies of the bog trogs. Bog among gatorfolk congregations—mist speakers most often
trogs do not ask Ashiga for boons or attempt to propitiate act in advisory capacities rather than as leaders. You have
it. Instead, they engage in religious practices for a single learned how to influence those around you, and you know
purpose: to hasten this time of awakening. when a whispered word of advice will achieve the greatest
Although they are the spiritual leaders of their people, effect. As a bonus action, you can choose one creature within
mist speakers do not perform the normal roles of a priestly 5 feet of you. Until the end of your next turn, that creature
caste. Their primarily responsibility is to listen to the dreams has advantage on its next ability check, attack roll, or saving
of Ashiga. Properly interpreted, these dreams carry useful throw. You can use this feature a number of times equal to
portents to the mist speakers, granting them knowledge and your Charisma modifier (a minimum of once). You regain all
power that they can use to control the weather, ensure good expended uses when you finish a long rest.
fishing, tend to the sick and wounded, and even turn the
tide of battle. Because of this unique connection to Ashiga— SHAMANIC RITES:
and the powers that it conveys—mist speakers fulfill many DREAMS OF ASHIGA
essential functions in bog trog society. Despite the vital role At 2nd level, you learn a new rite. Choose either Call the
they play, they are more likely to act as advisors and cunning Mists or Hazy Portents.
counselors than chieftains, and even the pragmatic gatorfolk Call the Mists. Among the many talents of mist speakers,
have come to understand the utility of these fishy mystics. one of the most notorious is the ability to shroud bog trog
hunting parties in the dense mist that is their namesake. As
DOMAIN SPELLS an action, you create a 60-foot-radius sphere of fog. The
You gain domain spells at the shaman levels listed in the Mist fog lasts for a number of rounds equal to half your shaman
Speaker Domain Spells table. See the Shamanic Domain class level (rounded up) and moves with you, remaining centered
feature for how domain spells work. The names of new spells on you. Choose a number of creatures up to your Wisdom
described in chapter 3 are set in bold. modifier (minimum of one creature). While in the fog,
you and the chosen creatures gain a bonus to AC equal to
your Wisdom modifier (minimum bonus of +1) against
Mist Speaker Domain Spells attacks made by creatures more than 5 feet away from the
Shaman target. In addition, you and the chosen creatures can see
Level Spells through the fog clearly, but its area is heavily obscured for all
1st create or destroy water, pestilent wind other creatures.
3rd darkness, pass without trace Hazy Portents. The dreams of Ashiga often carry omens
5th bestow curse, glimpse of Sike Dulra and signs that a canny mist speaker can interpret. These
7th control water, divination visions can warn of coming dangers or show moments when
the mist speaker or its allies can strike for the greatest effect.
9th Ashiga’s breath, mislead
As a reaction, you can force one creature within 30 feet of
you to reroll an ability check, attack roll, or saving throw, but
the creature must use the new roll.

BONUS CANTRIP PROTECTION OF THE MISTS


When you choose this domain at 1st level, you learn one By 6th level, you have mastered the art of hanging back
cantrip of your choice from the following list: acid splash, and using the tricks of your trade to protect yourself and
friends, guidance, or minor illusion. This cantrip counts as your allies. When you gain a bonus to AC from your Ritual
a shaman cantrip for you but doesn’t count against your Protections, you can choose a number of friendly creatures
number of cantrips known. up to your Wisdom modifier (minimum of one creature).

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90
Until the start of your next turn, each chosen creature gains DARK WATERS
the same bonus to AC if it is within 30 feet of you. Beginning at 17th level, your mastery of the natural forces
of your swampy home allows you to shield yourself and your
MIRAGE
allies from harm. As a bonus action, you can expend a spell
Beginning at 8th level, you become an expert at being in
slot to call up dark water from the earth, turning the land
one place while appearing to be in another—an ability that
around you into marsh in an aura with a 30-foot radius.
is invaluable for keeping yourself alive in the heat of battle.
The aura lasts for a number of rounds equal to the level of
When you are hit by an attack, you can choose to ignore the
the spell slot you expended and moves with you, remaining
effects of that attack. Once you use this feature, you can’t use
centered on you. For the duration, the area is difficult terrain
it again until you finish a long rest.
for hostile creatures, and each friendly creature in the area
(including you) has half cover against attacks made by
creatures within 5 feet of it and three-quarters cover against
attacks made by creatures more than 5 feet away from it.

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SORCERER Sorcerer
Arcanivore Features
Sorcerers are highly respected and valued members of the Level Features
communities of western Immoren’s deep wilds. These
1st Arcanivore Magic, Hedge Ward
powerful individuals are attuned to raw, primal magic, and
many of them are self-taught in the magical arts. In contrast 6th Energy Store
to other societies, these remote communities accept sorcerers, 14th Devour Spell
honor them, and give them a place of high esteem in the 18th Disenchanting Grasp
community. Nevertheless, many sorcerers have faced harsh
persecution, and their skill set often reflects the struggles they
have faced because of their gifts.
ARCANIVORE MAGIC
SORCEROUS ORIGIN Starting when you choose this origin at 1st level, you learn
additional spells when you reach certain levels in this class,
At 1st level, a sorcerer gains the Sorcerous Origin feature.
as shown on the Arcanivore Spells table. Each of these spells
The following options are available to a sorcerer, in
counts as a sorcerer spell for you, but it doesn’t count against
addition to those available in other sources: Arcanivore
the number of sorcerer spells you know.
and Twin Soul.
HEDGE WARD
ARCANIVORE Also starting when you choose this origin at 1st level, minor
Deep in the murky wilds of the Iron Kingdoms dwell magic sputters and fails around you. You have advantage on
creatures that inspire dread in the hearts of all sane beings, saving throws against cantrips. Additionally, at 2nd level,
but for those gifted with arcane prowess, perhaps none is when another creature within 5 feet of you casts a spell of 1st
more alarming than the thrullg, a loathsome creature whose level or higher or when another creature targets you with a
size belies its ability to remain undetected in its habitat. For spell other than a cantrip, you can use your reaction to regain
many, the first and only warning of a thrullg’s presence is a number of sorcery points equal to the level of the spell
when all magic ceases to work in the vicinity. cast. You can’t use this feature to exceed your sorcery point
In a world suffused with bewildering energies—from the maximum, so any sorcery points regained in excess of this
ley lines shepherded by the Circle Orboros to the divine number are lost.
power channeled through priests—it should come as no
surprise that the phenomenon of magical interference has ENERGY RESERVOIR
started to arise in unexpected places. Each day, parents At 6th level, your innate ability to manipulate magical forces
in rural communities give birth to children who grow is strong enough that you can touch the essence of those close
up without exposure to arcanika but who, once grown, to you. As part of a long rest, you can channel unexpended
encounter magic only to find their mere presence interfering sorcery points into a willing living creature (typically a
with its function. familiar). You can’t channel more than half your maximum
Considered little more than urban legend by many, those sorcery points (rounded up) in this way, and you can’t have
who can feed on magic energies are rare but very real. Exactly store sorcery points in more than one creature at a time. As
how they come to be is unknown—a quirk of genetics, a bonus action, you can touch the creature and draw sorcery
touch of the divine, or perhaps the influence of meddling points from the pool stored inside it. You regain any number
grymkin—but in the presence of these individuals, spellcraft of sorcery points, up to the amount stored in the creature,
can spark and flicker and die out as arcanivores draw that which loses the same number of sorcery points from its pool.
power into themselves. DEVOUR SPELL
At 14th level, when a spell of 5th level or lower is cast within
5 feet of you, or if you are the only target of a spell of 5th
Arcanivore Spells level or lower, you can use your reaction to absorb the spell
Sorcerer harmlessly into yourself, completely negating it. In addition,
Level Spells until you finish a long rest, you can use sorcery points (as
1st faerie fire, find familiar shown in the Creating Spell Slots table) to cast that spell but
3rd arcanist’s magic aura, locate object can’t cast the spell by expending spell slots. Once you use this
5th glyph of warding, nondetection feature, you can’t use it again until you finish a long rest.
7th arcane eye, locate creature DISENCHANTING GRASP
9th arcane hand, legend lore At 18th level, you are no longer solely reliant on others to
unleash arcane energies in your presence, and you can drain
magic from any enchanted item in your grasp. As an action,
you can regain hit points by draining the enchantment from
an item that you’re holding or that is in the possession of a

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92
creature you have successfully grappled.
You must be aware of the magic item to use this feature Twin Soul Features
but don’t need to know the specifics of the enchantment. Sorcerer
For example, if you are grappling a creature wearing a hat of Level Features
disguise, you need only know that the creature has a magic 1st Twin Magic, Lil’ Buddy
hat, not the type of enchantment. 6th Share the Load
A magic item targeted by this feature must make a saving 14th Two Heads Are Better than One
throw against your spell save DC. The item gains a bonus 18th Double Down
to the saving throw depending on its rarity, as shown in
the table below. On a failed save, the item loses all magical
properties for 1d4 rounds, and you regain hit points as shown hunter who serves as chief. The words of a conjoined
in the table below. On a successful save, the item doesn’t lose twin carry great weight and can sway a chief’s opinions in
its magical properties, you don’t regain hit points, and the important matters.
item is immune to your Disenchanting Grasp for 24 hours.
An item drained for three consecutive turns is rendered TWIN MAGIC
mundane and permanently loses all its magical properties. At 1st level, you learn additional spells when you reach
An intelligent item can’t be completely disenchanted in this certain levels in this class, as shown in the Twin Soul Spells
manner, no matter how many times it fails the saving throw. table. Each of these spells counts as a sorcerer spell for
You can use this ability a number of times equal to your you, but it doesn’t count against the number of sorcerer
Charisma modifier (a minimum of once). You regain all spells you know.
expended uses after you finish a long rest.

Twin Soul Spells


Disenchanting Grasp Table Sorcerer
Hit Points Save Level Spells
Item Rarity Regained Modifier 1st cold-blooded, swamp pit
Common 1d6 +1 3rd acid arrow, bilious fog
Uncommon 2d6 +2 5th bestow curse, conjure animals
Rare 3d6 +3 7th control water, giant insect
Very rare 4d6 +4 9th black tide, contagion
Legendary 5d6 +5
Unique 6d6 +6

LIL’ BUDDY
Also at 1st level, you have a conjoined twin with whom
TWIN SOUL you share a spiritual link. You have advantage on Wisdom
Comprised of a pair of twins—one a full-bodied protector, (Perception) checks and on saving throws against being
the other a lesser twin—the twin soul can be off-putting blinded, charmed, deafened, frightened, stunned, and
to those who do not understand them, but the two spirits knocked unconscious.
intertwine and reinforce each other, making them a powerful
font of magic. Those born into this union are blessed with SHARE THE LOAD
eternal companionship in the form of their twin, as well as a At 6th level, your twin helps you cast spells. When you cast
spark of magical greatness. The smaller twin uses its strange a cantrip and use your Twinned Spell to target a second
nature to cast a variety of spells with great skill, from simple creature, doing so doesn’t cost you any sorcery points.
protections to devastating magical strikes. As the protector of
the pair, the larger twin shares the burden of this sorcerous TWO HEADS ARE BETTER THAN ONE
gift, ensuring that the lesser twin is not as heavily taxed by At 14th level, your twin can take over the focus of spells you
the effort of weaving spells. cast together. You can now concentrate on two spells at once.
A conjoined twin is two personalities in one body, and DOUBLE DOWN
the two can sometimes be seen arguing quietly with each Upon reaching 18th level, your twinned soul grants you
other. Most who encounter them view them as aberrations enhanced mastery over your sorcerous magic. When you
and avoid eye contact with the malformed twin in favor spend sorcery points, roll a d20. On a roll of 11 or higher, you
of dealing with the larger twin. This revulsion can lead immediately gain 1 sorcery point.
outsiders to underestimate these powerful beings.
Although twin souls are particularly revered among the
anura, they rarely rise to a position of leadership. Instead,
they often fill the role of sage or vizier to a dominant

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CHAPTER 2: CHARACTER OPTIONS
94
WARLOCK Swamp Resonance Spells
Warlock
Warlocks are figures of great significance in every culture
Level Spells
of the deep wilderness, and they often serve as their
community’s military leader, if not the leader of the entire 1st mud foot
community outright. The power they represent is substantial, 3rd dirge of mists
for a tribe or village with a warlock is not easily conquered. 5th acid arrow
10th death pact
WARLOCK RESONANCE 13th devour spirit
At 1st level, a warlock gains the Warlock Resonance feature. 17th absorb flesh
The following Swamp Resonance option is available to a
warlock, in addition to those available in other sources.
class feature for how resonance spells work. The names of
SWAMP RESONANCE new spells described in chapter 3 are set in bold.
Resonances define the innate spiritual connection between BESTIAL CONNECTION
a warlock and warbeasts and determine which creatures the At 1st level, the animal friendship and speak with animals spells
warlock can bond with. Each resonance is an extension of are added to your known spells but can’t be replaced when
the spirit of the people who possess it. The variance between you gain a level in this class. You can cast animal friendship,
warlocks can be subtle. For example, even though farrow speak with animals, and animal messenger without spending
and trollkin are both Dhunian creatures who are linked by fury points, but you can only target blackhides, boneswarms,
blood to their warbeasts, the powers of farrow warlocks often cane leeches, ironbacks, snappers, swamp horrors, and
emphasize mistreatment of beasts to keep them in line, while tatzylwurms with them. At 3rd level, the animal messenger
trollkin view their bonds as something closer to a partnership spell is added to your known spells but can’t be replaced when
between equals. you gain a level in this class.
Warlocks with this resonance learn to bond with the spirits Additionally, you can bond to one swamp warbeast
of the creatures that dwell within swamps and marshes. without counting the bond against the number of items you
Despite their predatory nature, these beasts differ from the can attune to.
creatures of the Devourer Wurm. The beasts of the swamp
serve as a primal connection to the voracious appetite created PATIENT HUNTER
by the rapacious powers Ashiga and Kossk. Starting at 1st level, your bond with your beasts awakens
The ability to bond with and control the beasts of marsh, their primal urges to patiently stalk their prey before
bog, and fen affords warlocks a great deal of personal consuming it and its spirit. When a warbeast that is under
influence that helps them rise to a prominent position within your control and in your control range makes an opportunity
their tribes. Swamp warlocks command respect among their attack, you can use your reaction to give that warbeast
peoples and inspire fear in others. This trepidation is largely advantage on the attack roll. You can use this feature a
due to the formidable beasts they command, but it is also number of times equal to your proficiency bonus (a minimum
attributable in part to the warlocks themselves. Warlocks of once). You regain all expended uses after you finish
who can command the cold-blooded beasts of the swamp a long rest.
tend to be ambitious and power-hungry and will not hesitate
to gain power at the expense of the weak. FLESH OF THE FALLEN
At 6th level, when you or a warbeast that is under your
DOMAIN SPELLS control and in your control range reduces a hostile creature
You gain domain spells at the warlock levels listed in the other than a construct or an undead to 0 hit points, you can
Swamp Resonance Spells table. See the Warlock Resonance use a bonus action to consume some of the dead creature’s
flesh or to have the warbeast do so. The creature that
consumes the flesh of the dead creature regains 1d8 hit points
for each point of the dead creature’s Constitution modifier
Swamp Resonance Features (minimum 1d8 hit points).
Warlock
Level Features DEATH ROLL
1st Domain Spells, Bestial Connection, Starting at 10th level, you can harness your warbeasts’ natural
abilities to fluidly move from one attack to the next, striking
Patient Hunter
down enemies quickly and relentlessly. When a warbeast
6th Flesh of the Fallen that is under your control and in your control range reduces
10th Death Roll a hostile creature to 0 hit points, you can use your reaction to
14th Cold-Blooded Cunning force the warbeast to move up to 15 feet and then make one
18th Reptilian Hide melee attack against a hostile creature within its reach. This
movement doesn’t provoke opportunity attacks.

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COLD-BLOODED CUNNING EXPANDED SPELL LIST
Starting at 14th level, you can protect your warbeasts from The Maw lets you choose from an expanded list of spells
magical influences. As a bonus action, you can spend 1 fury when you learn a warlock spell. The following spells are
point to give each warbeast that is under your control and added to the warlock spell list for you. The names of new
in your control range advantage on saving throws to avoid spells described in chapter 3 are set in bold.
being charmed or frightened. This effect lasts until the end of
your next turn. MULTIVORE
Starting at 1st level, you can gain sustenance from anything
REPTILIAN HIDE you ingest. As an action, you can eat any solid matter to gain
At 18th level, you have learned how to manipulate the temporary hit points equal to 1d4 + your Charisma modifier
reptilian nature of your warbeasts, and you can use your (minimum of 1). This ability strengthens your teeth and jaw,
magical power to strengthen their already formidable natural allowing you to chew and ingest wood and leather without
defenses into nearly impenetrable armor. As a bonus action, difficulty, although you can’t chew through stone or metal.
you can spend 2 fury points to give each warbeast that is Pieces small enough to swallow still provide sustenance and
under your control and in your control range resistance to
nonmagical bludgeoning, piercing, and slashing damage. This
effect lasts until the end of your next turn. The Maw Expanded Spells
Spell
WARLOCK (OGL) Level
1st
Spells
purify food and drink, inflict wounds
Individuals often draw on otherworldly entities such as the 2nd darkvision, locate animals or plants
Devourer Wurm or infernals to grant them power, but there
3rd nondetection, rift
are other, lesser-known patrons who invest mortals with a
4th compulsion, locate creature
measure of their power.
5th maelstrom, wall of force
OTHERWORLDLY PATRON
At 1st level, an OGL warlock gains the Otherworldly Patron confer temporary hit points, but you can’t chew your way
feature. The following option is available to an OGL warlock through a stone wall. You can gain temporary hit points
in the Iron Kingdoms: the Maw. from this feature a number of times equal to your proficiency
bonus. (Further ingestion is possible but doesn’t grant you
THE MAW temporary hit points.) You regain all expended uses after you
The quest for power leads some aspirants to beings beyond finish a short or long rest.
comprehension, whether alien entities, ancient gods, the
long dead, the timeless, or even entities beyond these. Some PREDATORY AWARENESS
hear the voices of their benefactors, but in the depths of the At 6th level, the growing hunger inside of you heightens
otherworldly void, there is no such sentience or intellect. your senses. You gain proficiency in your choice of two of
There is only the devouring void: the hollow at the heart of the following skills: Investigation, Perception, or Survival.
reality that draws in those that cross its path and ultimately Alternatively, you gain proficiency in your choice of one of
crushes all within its event horizon. those skills, and you double your proficiency bonus on checks
Some revere this cosmic force as the embodiment of made with that skill.
destruction and the ultimate death of all things, but others In addition, your constant awareness means you can’t
recognize a kindred essence—a companion to the void in be surprised in melee, and you gain blindsight out to a
their own souls. This connection can be fed and drawn upon range of 30 feet.
in turn. Whether a manifestation of the Devourer Wurm or CANNIBAL SPIRIT
a hungry god like Kossk, the ravenous, insatiable Maw is a At 10th level, as your connection to the Maw strengthens,
font of power for those willing to sacrifice to it. the supernatural hunger inside you begins feeding on your
body, stripping the fat from your frame and leaving lean
muscle behind. Onlookers either see you as a restrained
The Maw Features predator waiting to be unleashed or feel a sense of unease in
Warlock your presence. Your Strength or Dexterity score increases by
Level Features 1, and your walking speed increases by 10 feet. Additionally,
1st Expanded Spell List, Multivore you have advantage on Charisma (Intimidation) rolls against
6th Predatory Awareness Medium or smaller creatures.
10th Cannibal Spirit
14th The Hungering Void

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96
THE HUNGERING VOID
Beginning at 14th level, you can tap into the very essence of saving throw by 10 or more, it is pulled 20 feet toward you
the void itself, albeit briefly. As an action, you can become instead. On a successful save, the creature resists the void
a gateway into the hungry abyss until the start of your next and isn’t pulled toward you. A creature stops moving when it
turn. You can’t take any additional actions, bonus actions, comes into contact with an obstruction or another creature.
or reactions on the turn you use this feature, and you can’t Each creature that comes into contact with you takes 10d8
maintain any spells that require concentration, as your efforts bludgeoning damage as gravitational forces try to crush it.
are solely focused on controlling the gateway. Any creature reduced to 0 hit points by this damage is sucked
Beginning with the creature closest to you, each creature into the void, along with everything the creature is wearing
within 20 feet of you must make a Strength saving throw or carrying. A creature sucked into the void in this manner
against your spell save DC. A creature within 10 feet of you dies, leaving no remains.
has disadvantage on the saving throw. On a failed save, the Once you use this feature, you can’t use it again until you
creature is pulled 10 feet toward you. If the creature fails the finish a long rest.

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97
MULTICLASSING PROFICIENCIES
When you gain your first level in a class other than
Players can follow the normal multiclassing rules to your initial class, you gain only some of that class’s
multiclass into any of the new classes introduced in this book. starting proficiencies, as shown in the Multiclassing
The specific rules for multiclassing in the Iron Kingdoms are Proficiencies table.
presented below.
MULTICLASSING PROFICIENCIES
ABILITY SCORE Class Proficiencies Gained
PREREQUISITES Monster Hunter Light armor, simple firearms, martial
firearms, Animal Handling, Nature,
Remember that in order to qualify for a new class, you must
meet the ability score prerequisites for both your current Survival
class and your new one, as shown in the Multiclassing Warlord Light armor, medium armor,
Prerequisites table. shields, martial weapons, Insight,
Intimidation
MULTICLASSING PREREQUISITES
Class Ability Score Minimum
Monster Hunter Dexterity 13
Warlord Charisma 13

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98
BACKGROUNDS
d6 Ideal
1 Discovery. Uncovering new knowledge is the
The following section provides new backgrounds for most important thing. (Neutral)
characters in an Iron Kingdoms game. 2 Knowledge. The accumulation of knowledge is
essential for progress. (Lawful)
ADVENTURING SCHOLAR 3 Exploration. There’s always something new to
You are often driven by a sense of wonder and a desire to see and learn. (Chaotic)
uncover the mysteries of the world. You relish the thrill 4 Power. Knowledge is power, and I strive to amass
of exploration and discovery and are constantly seeking as much of it as I can. (Evil)
new challenges and intellectual puzzles to solve. You may
5 Education. It is important to share knowledge
be bookish and introspective, but you are also adaptable,
resourceful, and capable of thinking on your feet and and help others learn. (Good)
improvising when the situation calls for it. 6 Logic. Emotions should never cloud one’s
Despite your scholarly tendencies, you are also adept at judgment. (Lawful)
combat and survival skills. Whether you learned to defend
yourself during your travels or have a natural aptitude for d6 Bond
physical pursuits, you are not afraid to get your hands dirty 1 I have a deep connection to a certain institution of
and are always ready to face danger in pursuit of your goals. learning.
Ability Score Increase: Your Intelligence or Wisdom 2 I seek to uncover an ancient mystery.
score increases by 1.
3 I owe my life to a mentor who taught me
Skill Proficiencies: History, Survival
Tool Proficiencies: One type of artisan’s tools everything I know.
Languages: One of your choice 4 I am driven to prove myself better than my peers.
Equipment: A set of artisan’s tools (one of your choice), 5 I want to make a name for myself in the scholarly
a book of lore, a set of traveler’s clothes, and a pouch world.
containing 15 gp 6 I am searching for a lost relic of great power.
FEATURE: RESEARCHER’S EYE
d6 Flaw
Your extensive experience with research and analysis has
honed your ability to spot important details and patterns. You 1 I am easily distracted by new and interesting
have advantage on Intelligence (Investigation) checks made things.
to uncover information or solve puzzles. 2 I am too confident in my own knowledge and
abilities.
SUGGESTED CHARACTERISTICS 3 I am quick to judge those who lack my scholarly
Adventuring scholars are driven by a desire to uncover the
aptitude.
world’s secrets. Curious and inquisitive, they often have a
deep respect for knowledge and learning. 4 I am slow to trust those outside my circle of
friends and allies.
d8 Personality Trait 5 I am overly competitive and will do anything to be
1 I am always eager to learn new things. the best.
2 I am quick to ask questions, and I never shy away 6 I have a deep-seated fear of failure and will go to
from a challenge. extreme lengths to avoid it.
3 I am always looking for an angle or a loophole.
4 I am a voracious reader and collector of books.
5 I am always trying to make connections between
seemingly unrelated facts.
6 I am not afraid to take risks in pursuit of
knowledge.
7 I am unflappable in the face of danger.
8 I never pass up an opportunity to show off my
knowledge.

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CHAPTER 2: CHARACTER OPTIONS
100
CHAMPION d6 Ideal
You were born with an exceptional talent for combat, and 1 Glory. I want to be remembered as one of the
you’ve spent your life training and honing your skills in order greatest warriors of all time. (Any)
to become a true master of the art of war. You’ve fought in 2 Honor. I fight with honor and expect others to do
countless battles and have won fame and glory with your the same. (Good)
impressive feats of strength and cunning tactics. 3 Courage. I never back down from a challenge, no
Ability Score Increase: Your Strength or Charisma score matter how dangerous. (Neutral)
increases by 1.
4 Justice. I will do whatever it takes to protect the
Skill Proficiencies: Athletics, Intimidation
innocent and defend the weak. (Lawful)
Tool Proficiencies: One type of gaming set or
musical instrument 5 Loyalty. I am devoted to my tribe and will
Languages: One of your choice do whatever I can to ensure their safety and
Equipment: A set of traveler’s clothes, one weapon of your prosperity. (Good)
choice, a trophy from a past victory (such as a broken piece 6 Strength. I respect those who are strong and
of armor or a banner), a token given to you by a mentor or powerful, and I strive to become ev en stronger
sponsor, and a pouch containing 10 gp myself. (Any)
FEATURE: MASTER OF COMBAT
Your skill with weapons and combat techniques is d6 Bond
unparalleled. You have advantage on attack rolls against any 1 I have a mentor who taught me everything I
creature that has not yet taken a turn in combat. In addition, know about combat, and I’m fiercely loyal to that
because of your reputation as a fearsome warrior, you have person.
advantage on any ability check made in a social situation 2 I have a close friend or family member who is also
where your reputation carries weight. a skilled fighter, and we have a friendly rivalry.
SUGGESTED CHARACTERISTICS 3 I have a patron who sponsors me in battles and
Champions are often driven by a fierce, competitive spirit expects me to perform well.
and a desire for personal glory. They are skilled fighters who 4 I am determined to uphold the honor of my tribe,
relish the thrill of battle and enjoy the admiration of their and I won’t let anyone dishonor its legacy.
fans and followers. 5 I have sworn an oath to protect my people and
defend our land from harm.
d8 Personality Trait 6 I seek to prove my worthiness and become the
1 I’m always eager for a good fight, no matter the greatest warrior my tribe has ever known.
odds.
2 I have a quick temper, and I’m not afraid to use it. d6 Flaw
3 I enjoy showing off my skills to impress others. 1 I tend to be overconfident and underestimate my
4 I’m fiercely competitive, and I hate to lose. opponents.
5 I’m loyal to my tribe, and I will do whatever it takes 2 I am often dismissive of those who are not skilled
to protect them. fighters.
6 I’m slow to trust outsiders, but I’m always willing 3 I have a weakness for gambling and often make
to give them a chance. foolish bets on the outcome of battles.
7 I’m passionate about my beliefs, and I can be quite 4 I have a short temper, and I have difficulty
persuasive in defending them. controlling my emotions in combat.
8 I’m a natural leader, and I take my responsibilities 5 I am easily influenced by those with more power
seriously. and status than I have.
6 I am eager to engage in combat and often rush
into battle without considering the consequences.

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GUIDE d6
1
Ideal
Discovery. It is my duty to explore new places
You are an expert in navigating the wilderness, whether
tracking, mapping, or using some other means. You either and uncover new secrets. (Lawful)
work for hire as a guide or volunteer to help others navigate 2 Adventure. Life is an adventure, and I’m here to
dangerous and unknown terrain. go on it. (Chaotic)
Ability Score Increase: Your Constitution or Wisdom 3 Protection. I must protect the wilderness and
score increases by 1. those who travel through it. (Good)
Skill Proficiencies: Nature, Survival 4 Leadership. I must lead others through the
Tool Proficiencies: Cartographer’s tools, navigator’s tools
wilderness, no matter the cost. (Lawful)
Languages: One of your choice
Equipment: A set of traveler’s clothes, a map of a local 5 Exploration. I must explore and document the
area, a compass, a set of navigator’s tools, a collection of local world around me. (Neutral)
stories and legends, and a pouch containing 10 gp 6 Survival. It is my duty to ensure the survival of
my group, no matter the cost. (Any)
FEATURE: EXPERT GUIDE
As a master of the wilderness, you can navigate even the most d6 Bond
difficult terrain and find hidden paths that others might miss. 1 I have a beloved pet that I take with me wherever I
Whenever you lead a group through the wilderness, add your
go.
proficiency bonus to the passive Wisdom (Perception) score
of each other member of the group. Additionally, you can 2 I owe my life to a stranger who saved me during a
use your knowledge of the local area to provide information journey.
about landmarks, hazards, and resources. 3 I have a deep connection to a particular place in
the wilderness.
SUGGESTED CHARACTERISTICS 4 I am dedicated to preserving the beauty of the
Whether friendly and outgoing or quiet and introspective,
natural world.
guides are knowledgeable and resourceful individuals who
can navigate the wilderness with ease and even help the 5 I have a close friend who is always by my side on
untrained do the same. my journeys.
6 I have a burning desire to prove myself worthy of
d8 Personality Trait my guide’s mantle.
1 My approach to navigation and survival is patient
and methodical. d6 Flaw
2 I am always on the lookout for new routes and 1 My overconfidence in my abilities can make me
shortcuts through the wilderness. reckless.
3 I am confident that I can lead others through even 2 I am often so focused on reaching my destination
the most challenging terrain. that I ignore warnings or advice.
4 I am quiet and observant, and I always scour the 3 I am quick to judge others and slow to listen to
natural world for signs and clues. their opinions.
5 I am friendly, outgoing, and quick to make friends 4 I am overly competitive and often push myself and
and allies. others too hard.
6 I am competitive, driven, and always eager for a 5 I am easily distracted by the beauty of the natural
new challenge. world.
7 I am loyal and protective and will put myself in 6 I am quick to anger when I feel threatened or
danger to protect others. disrespected.
8 I am stoic and unemotional, and I rarely show my
true feelings.

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CHAPTER 2: CHARACTER OPTIONS
103
HUNTER-GATHERER d6
1
Ideal
Survival. The most important thing is staying
You have spent your life living off the land, hunting game,
and gathering food and resources from the wilderness. You alive, no matter the cost. (Neutral)
have developed a keen eye and ear for tracking and hunting, 2 Community. We are all part of the same great
as well as a deep respect for the natural world. circle of life and must work together to ensure its
Ability Score Increase: Your Dexterity or Constitution continuation. (Good)
score increases by 1. 3 Balance. The balance of the natural world must
Skill Proficiencies: Animal Handling, Survival be maintained, and I must do my part to ensure
Tool Proficiencies: Herbalism kit
that this harmony is preserved. (Lawful)
Languages: One of your choice
Equipment: A set of traveler’s clothes, a hunting trap, a 4 Strength. I must prove myself to be the strongest
hunting horn or whistle, a collection of stories and legends and most capable of my people so that they know
about wild animals and plants, and a pouch containing 10 gp they can depend on me. (Any)
5 Greed. I must acquire as much wealth and
FEATURE: NATURE’S BOUNTY resources as possible and use them to my own
You are skilled at finding food and resources in the
advantage. (Evil)
wilderness. If you spend at least 1 hour foraging in a natural
environment, you can find enough food and water to sustain 6 Knowledge. I must seek out the secrets of nature
yourself and up to five other creatures for 1 day. Additionally, and learn to use them as best I can. (Any)
you can identify any plants or animals you encounter and can
determine whether they are safe to eat or handle. d6 Bond
1 I will protect my family and friends at all costs.
SUGGESTED CHARACTERISTICS 2 I owe my tribe a great debt I can never repay.
Hunter-gatherers are tough, resourceful, and independent
3 I am determined to prove myself to be the best
individuals used to living off the land and relying on their
hunter in the land.
own skills to survive. Depending on their experience and
personality, they may be quiet and reserved or outgoing 4 I strive to discover and protect sites of great
and talkative. abundance.
5 I seek to acquire knowledge and power from the
d8 Personality Trait natural world.
1 I constantly scan my surroundings for signs of 6 I hunt for food not just for myself, but for my
danger or opportunity. entire tribe.
2 I am patient and methodical when tracking prey,
and I wait for the perfect moment to strike. d6 Flaw
3 I adapt well to changing circumstances and 1 I am too trusting of strangers and often put myself
environments and can survive in a variety of in danger.
wilderness settings. 2 I am too reckless in the pursuit of my goals and
4 I am fiercely independent and would rather rely end up taking unnecessary risks.
on my own skills and resources than seek help 3 I am quick to anger in the face of danger or
from others. injustice.
5 I am a natural hunter who can find food and 4 I am easily distracted by the sights and sounds of
shelter in even the harshest conditions. the wild.
6 I value the natural world and its inhabitants, and 5 My overconfidence in my own abilities leads me to
I view them not just as resources, but as fellow take on extremely difficult tasks.
living creatures. 6 I am often unwilling to share my resources, even
7 I have a deep reverence for the spirit of the hunt with those who may need them.
and take great joy in the challenge of the chase.
8 I am a survivor who can endure the toughest
conditions and come out on the other side.

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104
OUTCAST 4 I am quick to anger and act recklessly when my
pride is threatened.
You have been cast out from your community, tribe, or
society. Perhaps you were accused of a crime you did not 5 I am fiercely loyal to those I trust.
commit or violated a cultural taboo or law. Maybe you 6 I am wary of strangers but will extend a helping
simply disagreed with the prevailing values or beliefs of your hand if necessary.
people and were exiled as a result. Regardless of the reason, 7 I am a bit of a loner, but I still enjoy the company
you’ve learned to survive on your own in an often hostile and of close friends.
unforgiving world. 8 I am haunted by my past, and I strive to make
Fiercely independent and self-reliant, you’ve had to fend for
amends for my mistakes.
yourself without the support of a community. As a result,
you’re extremely resourceful, and you know how to find
d6 Ideal
shelter, food, and water in even the harshest environments.
Whether you honed your skills as a hunter, gatherer, or 1 Honor. No matter how low I have fallen, I will do
crafter, you’ve become adept at using whatever tools and whatever it takes to restore my honor. (Lawful)
resources you have at hand. 2 Survival. I protect myself and those I care about,
Ability Score Increase: Your Strength or Constitution no matter the cost. (Neutral)
score increases by 1. 3 Freedom. I won’t be tied down by anyone or
Skill Proficiencies: Athletics, Survival anything. (Chaotic)
Tool Proficiencies: One type of musical instrument, one 4 Community. I strive to protect and preserve the
type of artisan’s tools (appropriate to your former tribe)
communities I find myself in. (Lawful)
Languages: One of your choice
Equipment: A set of traveler’s clothes, a musical 5 Vengeance. I seek revenge on those who have
instrument (one of your choice), a set of artisan’s tools (one wronged me. (Evil)
of your choice), a small bag of trinkets and mementos from 6 Redemption. I will make amends for my past
your tribe, a hunting trap, and a pouch containing 10 gp mistakes and prove myself worthy. (Good)

FEATURE: OUTCAST’S RESILIENCE d6 Bond


You’ve learned to survive on your own in harsh and 1 I will do anything to protect my former tribe and
unforgiving environments. You are adept at finding shelter,
those I left behind.
hunting for food, and avoiding danger. You’ve developed a
keen awareness of the natural world, and your ability to read 2 I owe a debt of gratitude to those who have
its signs allows you to anticipate changes in weather and the helped me on my journey.
movements of predators. You can also spot potential sources 3 I will never forget the person who drove me from
of food or water, even in the most barren of landscapes. my home.
4 I am determined to clear my name and restore my
SUGGESTED CHARACTERISTICS
honor.
Outcasts are survivors, through and through. They’ve learned
to be fiercely independent and self-reliant, but they also long 5 I will take any opportunity to make a new home
for the sense of community and belonging that they once for myself and my loved ones.
had with their tribe. Many of them, having been betrayed in 6 I am committed to helping those in need, no
the past, are slow to trust others, but all of them have a deep matter the danger.
respect for the natural world and all its creatures. Although
outcasts take pride in their tribe’s heritage and traditions and d6 Flaw
will do whatever it takes to protect them, their quick temper 1 I have a hard time controlling my temper and
and reckless nature can sometimes get them into trouble, and often act before I think.
their fear of rejection can lead them to make questionable
2 I am quick to judge and slow to forgive, even for
decisions. Despite their flaws, they remain determined to
minor offenses.
clear their name and restore their honor.
3 I have a hard time trusting others and often
d8 Trait assume the worst of people.
1 I am fiercely independent and prefer to rely on 4 I will go to extremes to get revenge on those who
myself rather than others. have wronged me.
2 I take great pride in my tribe’s heritage and 5 I am overly proud and will not accept help from
traditions. others.
3 I am slow to trust others because I don’t want to 6 I am haunted by my past and often feel guilty for
be betrayed again. my mistakes.

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105
SALVAGER d6 Ideal
You are skilled in the art of salvaging material from 1 Innovation. I believe that anything can be
junkyards, battlefields, and other abandoned places. You have salvaged and put to use with enough creativity and
spent years perfecting your craft, and you have a knack for effort. (Lawful)
repairing and repurposing discarded items in order to sell 2 Profit. I’m always looking for a way to make a
them to the highest bidder. You spend your life traveling quick buck. (Neutral)
from place to place as you scour the land for lost treasures 3 Exploration. I’m driven by my curiosity to explore
and forgotten relics.
the unknown. (Chaotic)
Ability Score Increase: Your Dexterity or Intelligence
4 Preservation. I believe that we must preserve the
score increases by 1.
Skill Proficiencies: Investigation, Sleight of Hand past in order to move forward. (Good)
Tool Proficiencies: Tinker’s tools, one type of 5 Greed. I’m not above taking advantage of
artisan’s tools someone’s misfortune in order to get ahead. (Evil)
Equipment: A set of tinker’s tools, a set of artisan’s tools 6 Resourcefulness. I’m used to making do with
(one of your choice), a small collection of salvaged items whatever I can find. (Any)
(gears, screws, springs, and so on), a cart, and a pouch
containing 10 gp d6 Bond
FEATURE: SALVAGE HUNTER 1 I owe my success to a mentor who taught me the
Years of experience have given you a keen eye for spotting ins and outs of salvaging.
valuable items among piles of junk. When you enter a new 2 I am always on the lookout for my next big
area, you can quickly assess the value of any discarded items score—the one that will set me up for life.
you come across and can determine which items are worth 3 I’m searching for a rare item that I’ve been told
keeping and which aren’t. Additionally, you have a network will make me wealthy.
of contacts in the world of salvage, and you can use your 4 I’m on a mission to recover a lost family heirloom.
knowledge to track down specific items or to connect with
5 I have a rival who is always trying to one-up me.
potential buyers.
6 I have a special bond with a particular item I’ve
SUGGESTED CHARACTERISTICS salvaged.
Salvagers are often solitary and self-reliant. Accustomed to
making do with whatever resources they can scavenge, they d6 Flaw
are resourceful and creative problem solvers but can also be 1 I am always on the lookout for new salvage
secretive and cautious around strangers. opportunities, even in the midst of danger.
2 I am always tinkering with something, even if it
d8 Trait
doesn’t need fixing.
1 I’m always looking for a hidden gem among the
3 I hoard my salvage, even if it means denying
junk.
others what they need.
2 I’m always tinkering with something, even when I
4 I am never satisfied with my work and am always
don’t need to.
striving to improve.
3 I’m a scavenger at heart, and I’m not afraid of a
5 I’m easily distracted by shiny objects.
little digging.
6 I am paranoid about losing my salvage and will go
4 I’m always looking for ways to improve my craft.
to great lengths to protect it, even if that means
5 I’m patient and methodical in my work.
hurting others.
6 I’m a creature of habit who prefers to follow a set
routine.
7 I like to keep my salvage to myself until the right
buyer comes along.
8 I’m quick to jump on any opportunity to make a
profit.

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106
SPIRITUALIST d6
1
Ideal
Knowledge. It is my duty to seek out the secrets
You have always had a deep connection to the spirit world,
and you have spent your life studying and practicing the art of the spirit world and to share what I learn with
of communing with spirits. You can sense the presence of others. (Neutral)
supernatural entities and communicate with them, and you 2 Compassion. I strive to alleviate the suffering of
frequently seek their wisdom and guidance. spirits and mortals alike. (Good)
Ability Score Increase: Your Intelligence or Charisma 3 Balance. I seek to maintain equilibrium between
score increases by 1. the spirit world and the material plane. (Lawful)
Skill Proficiencies: Insight, Religion
4 Discovery. I am constantly pursuing new spiritual
Tool Proficiencies: Herbalism kit
Languages: One of your choice knowledge. (Chaotic)
Equipment: An herbalism kit, a set of traveler’s clothes, a 5 Harmony. All living things are connected in a
spirit token (such as a carved talisman or a vial of consecrated grand spiritual harmony. (Good)
water), a book of spiritual teachings, a personal relic (such 6 Mystery. The unknown is a source of wonder and
as a piece of jewelry or a woven bracelet), and a pouch fascination. (Any)
containing 10 gp
d6 Bond
FEATURE: SPIRIT GUIDE
1 I owe a great debt to the spirit that saved my life.
You have a spirit guide who assists you in your spiritual
work. This guide can not only provide you with insight 2 I am devoted to helping others on their spiritual
and guidance, but also warn you of danger or threats. As journeys.
an action, you can communicate with your spirit guide, 3 I will never forget the wisdom my mentor
who might be able to grant you information related to imparted to me.
your current situation or quest. The GM determines what 4 I strive to protect the interests of my spiritual
information your spirit guide offers you and how that family.
information is conveyed to you. 5 I seek to unravel the mysteries of the spirit world.
SUGGESTED CHARACTERISTICS 6 I am determined to master the secrets of spiritual
Most spiritualists are contemplative, introspective individuals power.
who are attuned to the subtle forces of the universe. Seekers
of knowledge and wisdom, they value the guidance of spirits d6 Flaw
and other supernatural entities. 1 I put too much trust in spirits and other
supernatural entities.
d8 Personality Trait 2 I am easily swayed by the opinions of others.
1 I am a patient and thoughtful listener who is 3 I am too quick to believe in the impossible.
attentive to the whispers of the spirits. 4 I rely too much on the guidance of the spirits.
2 I am deeply empathetic and compassionate, and 5 I am too eager to take risks in the pursuit of
I strive to help others overcome their spiritual spiritual knowledge.
struggles. 6 I am too slow to accept new ideas or beliefs.
3 I am curious and adventurous and always seek to
learn more about the spirit world.
4 I am introspective and reflective, and I often
spend long periods of time in meditation and
contemplation.
5 I am brave and courageous, and I am willing to
face the unknown in my search for knowledge and
understanding.
6 I am open-minded and accepting, and I allow
new beliefs and experiences to shape my
understanding of the spirit world.
7 I am wise and discerning, and I carefully consider
all the advice I receive from spirits and other
supernatural entities.
8 I am determined and resolute, and I never give up
on a quest for spiritual knowledge.

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SWAMP ANGLER d6 Ideal
You were born and raised in the murky swamps, where you 1 Self-Reliance. I am responsible for my own
learned the art of survival through fishing and hunting. As survival, and I will do whatever it takes to stay
a swamp angler, you know the ins and outs of the swamp’s alive. (Neutral)
ecosystem, from the best fishing spots to the dangers that 2 Adaptability. Life in the swamp is unpredictable,
lurk beneath the murky waters. You have both a keen eye for and I must be ready to adapt to any situation.
spotting prey and the skills to track it down, making you a (Chaotic)
valuable asset to any group that ventures into the swamp.
3 Resilience. Living in the swamp is tough, but I’m
Ability Score Increase: Your Dexterity or Wisdom score
tougher. I can handle anything the swamp throws
increases by 1.
Skill Proficiencies: Stealth, Survival my way. (Any)
Tool Proficiencies: Fishing tackle, one type of 4 Cooperation. I prefer to work alone, but I know
artisan’s tools I sometimes need help from others to survive.
Equipment: Fishing tackle, a set of artisan’s tools (one (Lawful)
of your choice), a small collection of dried fish and other 5 Freedom. I value my independence and will not
preserved foods, a waterskin, and a backpack be controlled by anyone or anything. (Chaotic)
FEATURE: SWAMPCRAFT 6 Exploration. The world is vast and full of
You have a deep understanding of how to navigate and wonders, and I want to experience as much of it as
survive in the swamp. You have advantage on ability checks I can. (Any)
made to navigate a swamp, find food and potable water in
a swamp, and avoid hazards such as quicksand and hostile d6 Bond
swamp creatures. You also know how to construct shelters 1 I am fiercely protective of my family and will do
and rafts using natural materials found in swamps. anything to keep them safe.
SUGGESTED CHARACTERISTICS 2 I owe a debt to a fellow swamp angler who saved
Swamp anglers are survivors, pure and simple. They have my life.
spent their entire life in the murky swamps, hunting and 3 I have a deep connection to the swamp and feel a
fishing for their meals and navigating the treacherous terrain sense of duty to protect it from those who would
with ease. Their time in the swamp has made them fiercely harm it.
independent, and they trust their own instincts above all else. 4 I have a prized catch that got off the hook. I’m
All swamp anglers are hoarders to some extent and collect going to catch it again one day, and this time, it
any items they think might be useful. They have a deep
won’t be so lucky.
connection to the swamp and its ecosystem, are always on
the lookout for their next meal, and are fiercely protective of 5 I am searching for a lost artifact that is rumored
their family and their fellow swamp anglers. to be hidden somewhere in the swamp.
6 I have a secret that could destroy my reputation if
d8 Trait it were ever revealed.
1 I am always on the lookout for my next meal, no
matter where I am. d6 Flaw
2 I am cautious around strangers and always keep 1 I am so shortsighted that I focus too much on
my guard up. the present and end up ignoring the long-term
3 I am fiercely independent and prefer to rely on consequences of my actions.
myself rather than others. 2 I take risks that others might consider foolish or
4 I am always looking for ways to improve my fishing dangerous.
and hunting skills. 3 I am paranoid and suspicious of others, even when
5 I have a dry sense of humor that sometimes there’s no reason to be.
catches people off guard. 4 I have a deep-seated fear of leaving the swamp
6 I am a bit of a hoarder, and I have trouble parting and become agitated or panicked when forced to
with items that I think might be useful. travel beyond its borders.
7 I am often stubborn and willful, and I refuse to 5 I exaggerate my accomplishments and skills, which
back down even when doing so might be in my can get me into trouble when I can’t back up my
best interest. claims.
8 I am curious about the world beyond the swamp 6 I hold grudges against those who wrong me, and I
and often find myself daydreaming about far-off seek revenge even when it is not justified.
places.

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108
d8 Personality Trait
1 I am always happy to share my food and my
knowledge with others.
2 I am resourceful and inventive, and I can create a
meal out of almost anything.
3 I am outgoing and talkative, and I love to swap
stories and recipes with others.
4 I am fiercely independent, and I prefer to rely on
myself rather than others.
5 I am patient and calm, even in the face of
adversity.
6 I am passionate and enthusiastic about cooking
and the outdoors.
7 I am observant and always looking for new
ingredients and ideas.
8 I am generous and always willing to help out those
in need.

d6 Ideal
1 Generosity. Sharing is the greatest joy. (Good)
2 Adaptability. No matter the challenge, I can find
a way. (Chaotic)
3 Independence. Relying on myself is the only way.
(Neutral)
4 Exploration. There is always something new to
discover. (Chaotic)
5 Creativity. Innovation is the key to success. (Any)
SWAMP CHEF 6 Resourcefulness. Nothing is ever truly wasted.
You have spent your life living off the land in the swamps and
(Any)
marshes of western Immoren. Along the way, you’ve learned
how to cook up delicious and unique meals made from local
d6 Bond
flora and fauna, no matter how humble or unappetizing the
ingredients. 1 I owe a great debt to the person who taught me to
Ability Score Increase: Your Constitution or Wisdom cook.
score increases by 1. 2 I am loyal to my family and always put them first.
Skill Proficiencies: Survival 3 I have a deep connection with the swamp that I
Tool Proficiencies: Cook’s utensils call home.
Languages: One of your choice 4 I have made a vow to cook with the rarest
Equipment: A set of cook’s utensils, a large pot, a set of ingredients.
traveler’s clothes, a recipe book containing your favorite
5 I strive to create the most delicious dishes
swamp dishes, a selection of herbs and spices, and a pouch
containing 10 gp possible.
6 I will do anything to ensure that my recipes are
FEATURE: SWAMP CUISINE passed down to future generations.
You are a master of swamp cuisine, and your cooking skills
are renowned throughout the region. Each creature that d6 Flaw
consumes a meal you prepared regains a number of hit points 1 I am overly competitive with others, especially
equal to your proficiency bonus. Additionally, you can use when it comes to cooking.
your cooking skills to barter or negotiate with locals who
2 I am easily distracted by shiny objects and new
appreciate your culinary talents.
ingredients.
SUGGESTED CHARACTERISTICS 3 I have a hard time trusting people I don’t know.
Swamp chefs are often jovial and outgoing, and they love 4 I take risks without considering the consequences.
good company almost as much as they love good food. 5 I am slow to forgive those who wrong me.
Resourceful and adaptable, they can make a meal out of
6 I can’t say no to a good meal.
almost anything.

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109
TRIBAL COUNCILOR d6
1
Ideal
Unity. We are stronger together than we are on
Born and raised in a close-knit community that values
tradition and the wisdom of its elders, you were chosen by our own. (Lawful)
your tribe to serve on its council—a group of leaders who 2 Community. The well-being of my tribe is my
make important decisions for the community and mediate highest priority. (Good)
disputes between its members. You are respected for your 3 Honor. I will uphold the traditions and values of
knowledge of tribal law, your ability to negotiate with other my people. (Lawful)
groups, and your dedication to the well-being of your people. 4 Growth. I will use my knowledge and experience
Ability Score Increase: Your Wisdom or Charisma score
to help my tribe thrive. (Neutral)
increases by 1.
5 Exploration. I will seek out new paths and
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: Choose one type of artisan’s tools or possibilities for my people. (Chaotic)
one musical instrument 6 Justice. I will ensure that all are treated fairly and
Languages: One of your choice with respect. (Good)
Equipment: A set of traveler’s clothes, a symbol of
your tribal office (such as a necklace or medallion), a tribal d6 Bond
artifact (such as a carved totem or woven basket), a token of 1 I am fiercely loyal to my tribe and will do whatever
appreciation from a fellow council member or tribal leader, it takes to protect them.
and a pouch containing 10 gp 2 I have a deep connection to the natural world, and
FEATURE: WISDOM OF THE ELDERS I strive to protect and preserve it.
You have a deep understanding of your tribe’s customs and 3 I have a strong sense of responsibility to my family
beliefs, as well as a keen insight into the personalities and and ancestors.
motivations of its members. You have advantage on Wisdom 4 I am committed to helping my tribe members, no
(Insight) checks related to members of your tribe, and you matter the cost.
have a network of contacts throughout the region who can 5 I owe a debt of gratitude to those who have
provide you with information and assistance (at the DM’s
helped me in the past.
discretion).
6 I have a personal mission to expand my people’s
SUGGESTED CHARACTERISTICS knowledge and understanding.
Tribal councilors are wise, diplomatic leaders who are
dedicated to preserving the traditions and values of their d6 Flaw
people. They are skilled negotiators who can find common 1 I am overly trusting of strangers and too quick to
ground between conflicting parties, and they are respected take them at their word.
for their knowledge of tribal law and history. 2 I am stubborn and have a hard time admitting
when I am wrong.
d8 Personality Trait
3 I am too proud and have a hard time asking for
1 I am a patient and understanding listener, and I
help when I need it.
value the opinions of others.
4 I am often swayed by emotional appeals and can
2 I have a talent for mediating and resolving conflict,
be easily manipulated.
and I strive to find peaceful solutions to disputes.
5 I am fervently loyal to my tribe, to the exclusion of
3 I am deeply loyal to my tribe and will do whatever
other considerations.
is necessary to protect its interests.
6 I am too quick to jump to conclusions and often
4 I am a wise and respected leader, but I am also
make rash decisions.
humble and willing to learn from others.
5 I am brave and courageous in the face of adversity,
and I will not back down from a challenge.
6 I am passionate about justice and fairness.
7 I am generous and compassionate toward my
fellow tribe members, and I strive to create a safe
and supportive environment for them.
8 I am determined to achieve my goals, and I will not
give up until I have succeeded.

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110
WITCH DOCTOR d6
1
Ideal
Balance. The natural world is in perfect harmony
You are a practitioner of ancient, primal magic, and you draw
upon the spirits of the earth, the sky, and your ancestors to and must be protected and respected at all costs.
heal the sick, divine the future, and protect your tribe. Your (Lawful)
mysterious powers are often misunderstood by outsiders, but 2 Knowledge. I strive to learn as much as I can
you have spent your life honing your craft and developing a about the natural world and its many mysteries.
deep understanding of the natural world. (Neutral)
Ability Score Increase: Your Intelligence or Wisdom 3 Power. I use my power for the benefit of my
score increases by 1.
people and to protect them from harm. (Lawful)
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit 4 Growth. I use my knowledge and power to help
Languages: One of your choice my people grow and prosper. (Good)
Equipment: A set of common clothes (customary for your 5 Freedom. I do what I must to ensure my people’s
tribe), an herbalism kit, a collection of totems, and a pouch freedom and independence. (Chaotic)
containing 10 gp 6 Tradition. I honor and uphold the traditions of
my people, no matter the cost. (Lawful)
FEATURE: SPIRITUAL HEALER
You can use your knowledge of herbs and magic to heal
d6 Bond
injuries and cure diseases. If you spend 10 minutes treating a
wounded creature, it regains a number of hit points equal to 1 I will do whatever it takes to protect my tribe and
your Wisdom modifier (minimum of 1). its secrets.
2 I am devoted to helping and healing those in need.
SUGGESTED CHARACTERISTICS 3 I will seek revenge against those who have
Witch doctors are often seen as mysterious and powerful
wronged my people.
figures with a deep connection to the natural world and the
4 I seek to obtain powerful artifacts that will benefit
spiritual realm. They are respected and revered by their tribes
but are often misunderstood and feared by outsiders. my people.
5 I strive to maintain balance and harmony in the
d8 Personality Trait natural world.
1 I am a deeply spiritual person who always tries to 6 I will find a way to restore the ancient traditions of
understand and connect with the spirits of the my people.
natural world.
2 I am knowledgeable and wise, and I have a deep d6 Flaw
understanding of the natural world and its many 1 I am too trusting of others and can be easily
secrets. manipulated.
3 I am patient and methodical, and I can wait for the 2 I am overly protective of my people and their
right moment to act or make a decision. secrets.
4 I am fiercely loyal to my tribe and will do whatever 3 I sometimes forget to consider the consequences
it takes to protect them from harm. of my actions.
5 I am driven by a desire to help and heal others, no 4 I am quick to judge others and overlook important
matter the cost. details.
6 I am a natural leader who can inspire and motivate 5 I often make rash, impulsive decisions.
others with my words and actions. 6 I let my emotions get the better of me and am
7 I am bold and daring, and I am not afraid to take easily angered.
risks or stand up to those who threaten my
people.
8 I am a master of disguise who can blend in with
any crowd or situation.

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111
ADVENTURING COMPANIES
T
he following adventuring companies are payroll in some largely forgotten, out-of-the-way border fort.
available to adventurers, in addition to those Whether because of dishonorable tactics, a criminal record
available in other sources. or two, or simply your own disinclination, you and your
fellows operate outside the boundaries of a mercenary charter
and, therefore, outside the strict protection of the law. It’s a
IRREGULARS dog-eat-dog world, and you’re determined to be the biggest,
hungriest dogs around.
Just as there is an important—if often academic—distinction
between a pirate and a privateer, not every mercenary
company in the Iron Kingdoms operates with the benefit and
PREREQUISITES
Any character can belong to an Irregulars company.
legitimacy of a charter. After all, acquiring and maintaining
a charter takes money and time, and it’s easy enough for a
mercenary company to lose its charter if it engages in less- SELL-SWORDS
than-scrupulous practices. Not everyone has equal access Irregulars have a reputation for being hardy warriors who
to legitimate charters, however. Plenty of folks looking for are always ready for a fight. Members of your company can
muscle are happy to hire farrow or gatorfolk but are unlikely spend their downtime earning a little extra coin by hiring
to sign a contract with them. themselves out as bodyguards, sentries, or even gladiators.
Your group might belong to one of the many military units Such activities are potentially lucrative, but also dangerous.
that were drawn or conscripted from the rural fringes of the For each day that you spend in this fashion, you earn 1d6 gp,
Iron Kingdoms during wartime. Perhaps you had a hard time but on a roll of 1, your hit point maximum decreases by 1d6
returning to a life of agrarian toil and found fighting more to until you finish a long rest.
your liking, or maybe you’re technically still on the military

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112
COMPANY TIER 2: RAGGED SOLDIERS
ACCOMPLISHMENTS Though your company is still a motley crew compared to a
chartered mercenary company or a more traditional military
Your company’s prestige increases whenever you prove your
unit, you’re beginning to earn a reputation as soldiers who
worth in battle through acts such as the following:
can’t be trifled with. YMeanwhile, would-be warriors have
• Killing or capturing an enemy commander begun flocking to your banner, hoping to reap the benefit of
• Routing a rival mercenary company—especially one with a your growing reputation.
charter
• Negotiating a contract with a warlord, noble, or military BENEFITS
commander from a standing military Your company gains the following benefits at this tier.
• Saving the life of a chieftain, a warlord, a noble, or another Ambuscade. There are advantages to operating outside the
notable figure protection of a mercenary charter, and one of those is fewer
• Capturing a warjack, a warbeast, or another valuable restrictions on how you implement your tactics. Even when
weapon or possession from a rival mercenary company or you’re facing better equipped or more numerous foes, you
another force can turn these circumstances to your advantage and strike
before your more regimental opponents are prepared. During
the first round of combat, you have advantage on attack rolls
TIER 1: BACKWOODS against creatures that haven’t taken an action yet that turn.
RECRUITS Fresh Faces. Your growing reputation leads new recruits
Whether your company is a former unit of a standing to seek you out in the hope that you’ll let them join your
military, such as the Kossite irregulars often employed by company. You gain 1d6 hirelings with a challenge rating of
Khador, or simply a newly formed mercenary company 1/2 or lower.
without access to a charter, you are likely just beginning Pay Up. You can negotiate better contracts, and you’re
your career as sell-swords. Regardless of how much combat more likely to get paid in a timely manner. When you spend
you’ve been in, your experience navigating the world of such downtime working as a sell-sword, you gain 1d10 gp for each
work remains limited. You’re learning the ropes, but you’re day spent doing such work, rather than 1d6 gp.
learning them quickly.
TIER 3: MOTLEY MILITIA
BENEFITS At this point, your company’s reputation precedes you.
Your company gains the following benefits at this tier. Clients often come to you for your services, relieving you of
Encampment. Many mercenary companies enjoy the the need to go out in search of contracts. In addition, you can
benefits of a chapter house or garrison, but your ragtag group command better prices, and you gain access to higher quality
of would-be soldiers just needs a place to tie up the horses or gear and recruits.
work on your warjacks. In your case, this comes in the form
of a simple but effective encampment of tents, lean-tos, and BENEFITS
maybe even a natural cave or other defensible structure, such Your company gains the following benefits at this tier.
as a run-down border fort. You can stay at your encampment Advance Payment. The high demand for your services
and maintain a poor lifestyle at no expense. allows you to negotiate better terms. When you take on a
Masters of None. Whether your crew lacks the official mercenary contract, you can demand up to 200 gp in advance,
military training provided to many soldiers throughout depending on the total terms of the contract.
the Iron Kingdoms or has received a patchwork of such Champions-at-Arms. The warriors who come to you
training drawn from several sources, your unlikely origins seeking work are of a higher caliber, and they have
mean that you have access to a mishmash of different skills reputations of their own. Some of them still aren’t the type
and backgrounds. As a result, members of your company a chartered mercenary company would recruit, but they
occasionally demonstrate aptitude in unexpected areas. When are hard-bitten individuals who know how to fight—and,
you make an ability check using a skill you aren’t proficient in just as important, how to survive. You gain your choice of
or a set of tools you aren’t proficient with, you can add your 1d8 hirelings with a challenge rating of 1 or lower or 1d4
proficiency bonus to the roll. You can use this benefit once hirelings with a challenge rating of 2 or lower.
between long rests. Frontier Fortress. Now that your company’s strength and
No Nonsense. Without the protection of a mercenary treasury have grown, you’ve upgraded your encampment to
charter, you and your fellow irregulars have to learn how a fortified garrison. You have a barracks for your growing
to demand what you’re owed—and take it, if necessary. You selection of recruits, a smithy, and stables that can hold a
can replace one proficiency gained from another source, warjack or warbeast in a pinch. You can stay at your fortress
such as your background or class, with proficiency in the and maintain a modest lifestyle at no expense. What’s more,
Intimidation skill, and you can add double your proficiency your knowledge of the terrain means that creatures that
bonus when you use the Intimidation skill to negotiate or attempt to attack you while you are in your fortress have
collect on a contract for mercenary work. disadvantage on attack rolls during the first round of combat.

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113
TIER 4: FRONTIER LEGENDS BENEFITS
You still lack the legal protections and official standing of a Your company gains the following benefits at this tier.
chartered mercenary company, but your reputation more Hard-Bitten. Having stared death in the face on battlefields
than makes up for it. You are legendary among the warlords, all over western Immoren, you’ve become inured to the
tribal leaders, and noted elders of the deep wilds, and even hardships and dangers of your trade. Members of your
the inhabitants of the cities and towns of the Iron Kingdoms company—including your hirelings—have advantage on
have taken notice. You are now often signed to actual military saving throws to avoid being charmed or frightened.
contracts, and you compete alongside renowned mercenary Fearsome Fighters. You gain your choice of 1d10 hirelings
companies such as the Steelheads. with a challenge rating of 2 or lower or a steamjack,
myrmidon, or warbeast with a challenge rating of 5 or lower.

QUIRKS
5 Despite not having a charter, your company has
Many adventuring companies have quirks that set them
apart from other such groups. Choose a quirk for your strict rules about the contracts it will take on.
adventuring company, or roll on the table below. These rules are only enforced by each member’s
conscience, but all of you would rather die than
d10 Quirk break them.
1 Your company got its start as a unit of irregulars 6 Each of you lost someone during the Claiming.
serving in the militaries of one of the Iron Loved ones, children, commanding officers—
Kingdoms, such as the Kossite irregulars often whoever it was, their loss left a mark, and you’re
employed by Khador, or the trollkin irregulars unwilling to look the other way when it comes
drawn from the Thornwood by the Cygnaran to infernalists, cultists, and any other miscreants
military. In the relative peacetime that followed who remind you of the price you’ve paid.
the Claiming, you have stayed together to 7 The original members of your company all hailed
continue doing what you do best. from the same village or town on the outskirts
2 The original members of your company were of the Iron Kingdoms. Even though you’ve long
all deserters or criminals who were drummed since left your humble beginnings behind, you
out of military service due to disobeying orders, are folk heroes in your small community, and
resisting authority, or even attacking civilians. you’ll always have a place of welcome—and
Even though this behavior made you unfit for possibly even uncomfortable adulation—waiting
service in the military, it has come in handy for a for you should you return.
group of illegitimate mercenaries on the fringes 8 Your company is known for its standard: an
of industrialized society. imposing banner taken from a particularly
3 You were tribal warriors or a local militia until a bloody battle. Even those who might not
conquering army bought you off to get you to otherwise recognize you are likely to know it
stand down. You turned to mercenary work from when it’s raised—and if anything should happen
there, but you’re desperate to prevent anyone to it, your company will fight tooth and nail to
from learning about your dishonorable origins. get it back.
4 You keep your enemies guessing by packing 9 A beloved founding member of your company
up your camp and moving it to a new location perished in battle, and all new inductees now
every now and again. You’ve even gotten adept integrate a part of the fallen comrade’s name
at moving fortifications, so that when you clear into their own.
out, it’s like you were never there. 10 Your company got its start by taking jobs that no
one else wanted—and the bloodier, the better.
Your reputation is built as much on your lack of
scruples as your skill at arms.

CHAPTER 2: CHARACTER OPTIONS


114
posses, but these companies are often formed from rural
communities where traditions of mysticism are common, so
spellcasters and members of other classes are also welcome.

THE TOUGHEST AROUND


When it comes time to defend your tribal territory against a
rampaging swamp horror or your freehold against brigands
from the hills, you need the sturdiest folks in town. Posses
often travel far afield, and their members must be able to
survive hardships for long periods of time. Each member’s
hit point maximum increases by an amount equal to twice
the member’s level. Whenever a member of the posse gains a
level thereafter, that member’s hit point maximum increases
by an additional 2 hit points.

COMPANY
ACCOMPLISHMENTS
Your company’s prestige increases when you go above and
beyond to protect your community from harm by performing
acts such as the following:
• Defending the community from an attacking force that
boasts superior numbers or firepower
• Capturing or slaying a large beast that has been causing
trouble in the region
• Bringing in a local ne’er-do-well of some renown, or
proving that someone in the region is being wrongfully
accused
• Protecting the community during a time of disaster or
famine, such as rescuing individuals from a burning
building or evacuating individuals during a flood
POSSE • Expanding the territory or resources available to the
community
The nations of the Iron Kingdoms maintain standing armies
to defend their borders, and even smaller communities
often establish armed and trained militias, but the folk of the TIER 1: UNRULY MOB
deep wilds have no such protections. When the territory Generally speaking, posses form when and where they’re
of a swampie village or a group of farrow brigands must needed. Maybe your village is a frequent target of brigands, or
be defended, when a gatorfolk congregation needs to bring your coastal community is often raided by pirates. Perhaps a
down a dangerous beast that is plaguing the area, or when strange beast from the wilderness has recently begun slaying
small communities on the fringes of the wilderness decide the livestock, or a string of murders has been committed in
to enforce order, they do so by rounding up the biggest, town and no one knows who is to blame. Whatever the case,
strongest, and angriest members of their community and most posses form spontaneously and persist only if the needs
forming a posse. Sometimes, this means hunters, trappers, of the community demand it and its members have the will
or even former soldiers; other times, it just means a bunch to keep it going. Even if your posse first banded together out
of burly farmhands and anyone else willing to take up a of necessity, something has kept all of you together, and you
makeshift weapon to defend their home. What posses lack in find that you can defend your community better as a group.
training or equipment, they make up for in determination.
BENEFITS
After all, they don’t have a lot of choice. They’re not fighting
Your company gains the following benefits at this tier.
for duty or country; they’re literally fighting to survive.
Bring ’Em Back Alive. Whether hunting down wild beasts
that are menacing your territory or bringing in those who
PREREQUISITES have violated your community’s rules, you are adept at
Any character can belong to a Posse company, but because tracking down your quarry. You can replace one proficiency
posses typically form to protect a tribe or community, you gained from another source, such as background or
most members will hail from that community. Obviously, class, with proficiency in the Survival skill and can double
characters who demonstrate skill at arms or who have your proficiency bonus when you use the Survival skill
proficiency in the Survival skill are highly prized by for tracking.

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No Place Like Home. You defend your community from
threats both internal and external, but your community takes TIER 3: REGULATORS
care of you in return. So long as you are in your community, What began as a handful of individuals rallying to the aid or
you can enjoy a modest lifestyle at no expense. The defense of their homes has become something more. Even
community will even protect you from discovery, whether though you still have no formal writ from any government,
hiding you if unfriendly forces come looking for you or you are nonetheless seen as officials within your community
covering for you if outside authorities attempt to hold you to and accorded the respect that goes along with this status. At
account. Members of the community will provide their wares the same time, the members of your community rely on you
and services to you at little or no charge if they can, but these to keep order and to protect their territory from any and all
are often limited to simple crafts and basic food and shelter. outside threats, and they’re willing to do whatever they can
If your community comes to harm because of your actions, to help you.
however, your stock with those you protect will quickly drop.
BENEFITS
Your company gains the following benefits at this tier.
TIER 2: LOCAL TOUGHS Deputize. When you need them, the people of your
Law and order are difficult to find far from the urban centers community will take up arms to help repel an attack or
of the Iron Kingdoms, but even isolated communities need bring down a threat. At the GM’s discretion, you can
protection. Your posse may have formed to combat a specific unofficially deputize up to 3d6 members of your community
threat, but you have since become the de facto enforcers of with a challenge rating of 1/4 or lower, plus one steamjack,
order in your community. Even though you aren’t sanctioned myrmidon, warbeast, or other member of the community
by a higher power, you are acknowledged and respected—and with a challenge rating of 6 or lower. These individuals will
likely even feared—by those around you. follow your orders and help you to the best of their ability
BENEFITS for 48 hours or until the specific problem that you deputized
Your company gains the following benefits at this tier. them for has been resolved, whichever comes first. They
Billet. The community has set aside some structure for are not as hardy as you, however, and will need to rest once
your use. Maybe it’s an old barn that has been converted they’ve finished their stint with your company. Once you
so that you can sleep in the loft and keep prisoners in what deputize members of the community in this way, you can’t do
were previously stables, or maybe it’s an empty house or a so again for 1d4 days.
storefront that has fallen into disuse. Despite its makeshift Friends in High Places. You have the ear of whoever is in
nature, it gives you space you can use for your work, as well charge in your community, whether a chieftain, a mayor,
as a place where those seeking your services can find you. a warlord, or some other authority figure. At this point,
This structure can house your company, provide room for you’re effectively the law in your area. So long as you’re
extra supplies, and even act as a makeshift jail. within your community, you are largely immune to being
The Law in These Parts. Even though you have no official held accountable for your actions if you can demonstrate that
standing, you are seen as arbiters of local justice and keepers they are in the best interests of the community or the leader
of the peace in your community. Those in your area will you’ve befriended. Even if you get into trouble outside the
generally go along with you as you go about your work, borders of your territory, your contacts back home may send
readily acknowledging your authority to interrogate people, someone to advocate on your behalf, or perhaps even break
search houses, take captives, and so on. you out of jail.
Spiritual Support. In the deep wilds and on the fringes of
the Iron Kingdoms, the power of gods, spirits, and ancestors TIER 4: COMMUNITY
is always close at hand. From the bokors of the gatorfolk to
the priests and chaplains of Menoth or Morrow, spiritual
CHAMPIONS
When enemies come for an established trollkin kriel, they
leaders play a key role in most such rural communities. Your must often face not just the kriel’s rank-and-file warriors,
community’s spiritual advisors have taken a keen interest in but also grizzled champions who have proved their mettle in
your well-being. You gain one bone grinder, cleric, shaman, countless battles. At this point, your company fills a similar
or other spiritual leader with a challenge rating of 3 or lower. role. Brigands and raiders for leagues around know better
than to bring trouble to your door, and the people of your
community see you as heroes. Whereas you previously had
the support of the local leadership, they now have to actively
curry your favor in order to maintain their position of power,
since anyone you throw your support behind is sure to have a
distinct advantage with the populace.

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you can’t commandeer if needed, even if only for a short time.
BENEFITS
When you make a Charisma (Intimidation) or Charisma
Your company gains the following benefit at this tier.
(Persuasion) check while you’re in your territory, if your total
Kingmakers. The most powerful and influential individuals
is less than half of your company’s prestige (rounded down),
in your territory must curry your company’s favor. While
you can use that number in place of the total.
you are in your community, you enjoy a comfortable lifestyle
at no expense, and there isn’t anything in your community

QUIRKS
5 Your first attempt to defend your community
Many adventuring companies have quirks that set them
apart from other such groups. Choose a quirk for your didn’t go so well, as it was basically wiped out
adventuring company, or roll on the table below. under your watch. Now, all that’s left of it travels
with you, and you’ll do whatever it takes to see it
d10 Quirk grow again from the ashes of what you couldn’t
1 Your group originally formed to slay a beast that protect.
was plaguing your community. After a fearsome 6 Your community recently came under the
hunt, you were victorious, but not everyone leadership of a new chieftain, elder, mayor, or
returned to tell the tale. Now, you all wear teeth, what-have-you after the previous one died under
claws, or other trophies taken from the beast as mysterious circumstances. You’re not sure you
reminders of how it all began. trust this newcomer, but you haven’t figured out
2 Your first act as a posse was to inflict mob justice what you’re going to do about it yet.
upon a member of the community accused of 7 What your community doesn’t know—and can
murder—wrongly accused, as it turned out, never find out—is that your posse committed
but this was revealed only after it was too late. a terrible crime during its earliest days and
Now, many people believe that your company is blamed it on another member of the community
cursed until you redeem yourselves. to cover it up. You saw that person to an early
3 None of you had planned to stand up to the grave, but the members of your company live
warlord who came to conquer your village, every day under the threat that this secret might
but once he began making threats in front of one day be revealed.
you, you suddenly found yourselves rising up, 8 Each member of your company comes from
weapons in hand. Everything since then has felt a a family that has been part of the community
bit like a whirlwind, and some days you wish you since its founding, and all of you are expected to
could just go back to pushing a plow or baking fill the roles that you do. Each of you feels a bit
some bread. differently about the group’s connection to the
4 You have particular superstitions that you region’s past, but you’re all connected to your
undertake in preparation for battle or a hunt: home by generations of ancestral ties.
turning in a circle counterclockwise, washing 9 You once had noble intentions, but power is now
your hands three times, abstaining from hard the only thing that keeps you doing what you do.
drink for a day, or something of the sort. You’re You enjoy your position within the community
afraid that you won’t come back alive if you don’t only because of the control that it lets you
participate in your ritual. exercise over those around you.
10 The people of your community believe that
you’ve been chosen for your current role and
that you’re protected by powerful spirits,
honored ancestors, or the gods themselves.
You’re not sure you believe this yourself, but it
would be nice if it were true.

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CHAPTER 2: CHARACTER OPTIONS
118
RIVER RAIDERS TIER 1: CREEK BANDITS
Everyone has to start somewhere, and in the case of your
Everyone knows that pirates plague the shores of the crew, it’s aboard a leaky tub that can barely make its way
Broken Coast, but they aren’t the only reavers who haunt up and down whatever waterway you have chosen as
the waterways of western Immoren. The continent is your territory. You’re just starting out, but you have big
crisscrossed by countless rivers, and riverboat traffic makes dreams. Your success is just a matter of finding bigger and
up a major portion of trade throughout the Iron Kingdoms. better scores.
Where there’s trade, however, there are those who would
prey on it. That’s where river raiders like you come in. BENEFITS
River raiders are pirates who ply the rivers and streams Your company gains the following benefits at this tier.
of the Iron Kingdoms, pillaging riverboats and nearby Leaky Tub. Every pirate needs a ship, and you’ve got one . . .
communities alike. Like other outlaws, some are driven to technically. Your company commands a small steam-driven
this life because they have few alternatives, while others paddleboat and a crew of two noncombatant engineers
take to it because they enjoy the freedom, the power, or the who can keep the thing running most of the time. They use
violence. Whatever drew you to a life of looting along the the commoner stat block. The ship can hold your entire
waterways of the Iron Kingdoms, your company is on its way company plus the two engineers and a passenger or two, with
to becoming the scourge of the Dragon’s Tongue, the Black a little room left over to stash some loot or smuggle some
River, or whatever body of water you call your territory. contraband. The whole thing is in poor repair, and fixing it
up or replacing it with a nicer model is high on your list of
PREREQUISITES priorities, but it beats swimming. If the riverboat is lost or
destroyed, you will need to purchase or pilfer a replacement.
Any character can belong to a River Raider company, but
at least one member should be proficient with vehicles Put ’Er in Here. You’ve carved out a few hiding spots up and
(water). Many river raiders are rogues or raiders, but fighters, down the river’s edge where you can stash your boat out of
rangers, gunfighters, and others who can be useful in a pinch sight from patrols and rival raiders. Whether a secluded cove
and don’t have too many scruples are welcome aboard. screened by foliage or a half-submerged cave, these spots
offer little more than a place to lay low, fix up your boat, and
count your loot.
RIVER LEGS Strong Swimmer. Any river pirate worth their salt goes
Riverboat pirates don’t make it very long if they can’t keep overboard at one time or another. You’ve developed a knack
their footing when a boat runs aground or when they need for swimming even in strong currents or amid unpleasant
to wade through the shallows to strike at a target. You have distractions, such as firefights and hungry gators. You gain a
advantage on saving throws made to avoid being knocked swimming speed equal to your walking speed.
prone or moved against your will, and moving through
nonmagical difficult terrain doesn’t cost you extra movement.
TIER 2: RIVER RUFFIANS
By this point, your company has made some significant scores
COMPANY up and down the river you call home. Your reputation has
ACCOMPLISHMENTS begun to spread, and any riverboat making its way through
From waylaying other riverboats to raiding settlements along your territory is likely to take on extra guards. You can now
the shore, your company’s prestige increases when you prove attract recruits to your company who will fight at your
your mettle through acts such as the following: side, and you’ve developed enough of a reputation in the
local underworld that criminal contacts trust you to take on
• Stealing or sinking the riverboat of a rival faction of river
smuggling jobs, which help line your pockets when tempting
raiders, or defeating their captain in single combat
targets for raids are scarce.
• Plundering at least 1,000 gp in goods in a single haul
• Evading a military patrol sent to bring you in BENEFITS
• Slaying a major beast that has been plaguing the waters Your company gains the following benefits at this tier.
where you operate Derring-Do. Boarding actions conducted on a river
• Breaking someone out of prison present different challenges than those undertaken upon the
high seas. Fortunately, you have come up with a variety of
ingenious ways of getting from one boat to another, from
using grappling pistols to swinging from vines to installing
simple springboards on the deck of your own vessel. When
you make a long jump onto or off of a water vehicle, the
number of feet you can cover is doubled.
Eager Recruits. Up-and-coming criminals seek out your
company to prove their worth. You gain 1d4 hirelings who
will fight in boarding actions or on raids against shoreline
communities. Hirelings gained by this benefit must have a

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119
challenge rating of 1/4 or lower. BENEFITS
Smuggler’s Blues. Your daring river raids have boosted Your company gains the following benefits at this tier.
your company’s reputation to the point that you can make a Bad Reputation. Your company’s deeds are known up
little extra coin on the side by smuggling contraband up and and down the river. You gain a +2 bonus on Charisma
down the river. Setting up a smuggling job and securing the (Intimidation) checks involving enemy forces and Charisma
cargo takes 1d4 days of work, plus an additional 1d4 days to (Persuasion) checks involving friendly forces.
transport the goods successfully. At the end of the job, each Smuggler’s Bliss. Your company’s growing reputation allows
member of the company earns 1d10 gp. you to line up more lucrative smuggling jobs. At the end of
a smuggling job, each member of the company now earns
TIER 3: SCOURGE 2d10 gp, rather than 1d10 gp.
The Yarest River-Goin’ Boat There Be. By this point, your
OF THE WATERWAYS crew has managed to upgrade your boat, either by fixing up
Your company’s reputation is known throughout the region the old one or by stealing or purchasing a better model. Your
where you ply your trade. The names of its most prominent new boat is large enough for everyone in your company to
members are invoked by communities along the shoreline in enjoy their own private quarters, with room left over for
campfire tales, and you’ve evaded more than a few military barracks for new recruits, and even a workshop to repair
patrols dispatched to bring you to justice. Your name strikes the steam engine or work on any steamjacks your company
so much fear among riverboat captains that some will simply might have on hand. You also have a crane you can use to
drop their weapons and give up their cargo rather than face load and unload cargo, and it’s large enough and strong
you in combat. enough to move even a heavy steamjack.

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TIER 4: MONARCHS BENEFITS
Your company gains the following benefits at this tier.
AMONG THIEVES Better Bandits. By this point, only the most enterprising
Your company’s legend grows with each new village you criminals in the region seek to join your crew. You gain an
plunder and boat you raid. Many along the waterways additional 1d4 hirelings with a challenge rating of 2 or lower.
know you by reputation, if not by sight, and will bow to Protection Money. The communities up and down the
your superior skills without a fight. Your reputation as the stretch of river that is your primary territory have learned to
most preeminent river pirates in the region—if not in all of fear you. What’s more, riverboat captains who regularly pass
western Immoren—not only attracts top-notch recruits to this way feel the same. Rather than risk your crew’s wrath,
your crew, but also results in a steady stream of protection they’re willing to pay you a tithe to provide them safe passage
money from any merchant in your territory who doesn’t or simply to leave them alone. You collect 200 gp per month
want to feel your wrath. in protection money from local communities and the captains
of passing boats.

QUIRKS 5 The members of your company were smugglers


Many adventuring companies have quirks that set them before they turned to raiding and running
apart from other such groups. Choose a quirk for your bootleg hooch to disreputable watering holes
adventuring company, or roll on the table below. along the river. You’re still welcome in many
of those seedy establishments, where the
d10 Quirk proprietors themselves will front your drinks for
1 Your company is made up of the survivors of the night.
a swampie village or tribe that was wiped out. 6 The tub that you currently pilot wasn’t actually
Now, you haunt the waterways, looking for an your first ship. Your first riverboat sank in a
opportunity to get a little payback. disastrous attempt at raiding what proved to be
2 Your company was formed by members of the boat of a rival crew, though you didn’t know
several different communities along the river that at the time. You’ve sworn your revenge,
where you operate. Exploited by wealthy however, and the time is almost ripe.
riverboat captains and ignored by local nobles, 7 One of the places where you regularly hide out is
you decided to rob from the rich and give to the a deep river cave. Several members of your crew
poor, and much of the local population reveres insist that something else calls the cave home,
you for it. and a few of them have heard strange sounds
3 As a way to evade the authorities, members and seen odd lights deeper in the cavern.
of your company maintain alternate identities 8 Your crew’s founders were once members of the
as citizens of several shoreline communities nobility or wealthy merchant houses who chafed
up and down the river. Some locals will even at the strictures of high society. You’re all much
vouch for you as an upstanding member of their happier roughing it on the deck of your boat and
community. causing trouble up and down the river.
4 You indirectly acquired your ship from 9 You have no scruples about picking off passing
smugglers who previously plied this same riverboats and raiding shoreline communities
stretch of river. It is said that they were all wiped farther afield, but the villages in the core of
out in a double-cross, which explains how their your territory are sacrosanct and under your
vessel came to be abandoned. Now, though, you protection—and you’ll go after anyone who
hear that one of them may have survived and is dares to prey on them.
looking for those who “stole” the boat. 10 After a night of carousing, everyone in your crew
got matching tattoos. Unfortunately, none of
you can remember what they were supposed to
mean. Despite this, you insist on branding each
new member with the same tattoo.

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121
even engaging in combat with any threats that may arise.
For each day spent protecting the sacred sites, characters in
the company gain spellcasting support in the form of a single
spell cast at a spell level equal to the number of days spent
protecting the grove.

TIER 1: HUNTING PACK


At this tier, the characters are servants of a lower-ranking
blackclad, like a potent of the Circle Orboros. Your pack of
Wolf Sworn might have just been mustered, or you might
be survivors of previous packs reformed into a new hunting
pack, but at this tier, your group has much to do if it wants to
prove its worth.

BENEFITS
Your company gains the following benefits at this tier.
Hunter’s Training. Each member of the company gains
proficiency in their choice of Athletics, Perception,
or Survival.
Tools of the Trade. Each member of the company gets
WOLF SWORN their choice of Hunters’ Armor or another suit of medium
armor, as well as their choice of a cleft spear, cleft sword, or
The Wolf Sworn is a secretive and loyal group of men and dual crossbow.
women who are bound by a blood oath or family lineage to
serve the interests of the blackclads, a powerful and ruthless
group of individuals who control the shadowy corners
TIER 2: PACK WARRIORS
At this tier, the characters have proven their worth to the
of the world.
blackclads and have gained a reputation for their unwavering
The Wolf Sworn operate in secret, using their skills to
loyalty and skill in combat. They are often called upon to
carry out the blackclads’ bidding and to maintain their grip on
undertake more challenging missions and act as enforcers for
their territories. They are feared and respected by those who
the blackclads, maintaining their influence in the world.
know of their existence, and their loyalty to the blackclads is
considered unbreakable. BENEFITS
Your company gains the following benefits at this tier.
PREREQUISITES Pack Tactics. Your group has honed its ability to work
Any human or Tharn character willing to serve the together in battle. As a result, when a member of the
blackclads without question can be a member of the company makes an attack roll against a creature and has at
adventuring company. least one other member of the company within 5 feet of it,
the attacker gains advantage on the roll.
COMPANY Secret Communication. The Wolf Sworn have developed a
secret language of gestures and code words that allow them
ACCOMPLISHMENTS to communicate silently and discreetly among themselves. All
Your company’s prestige increases whenever you prove your members of the company gain proficiency in this language,
worth in battle through acts such as the following: enabling them to pass messages and to coordinate their
• Recruiting a new member to your pack of Wolf Sworn actions without being detected.
• Preventing harm from coming to one of the sacred sites
of the Circle Orboros
• Defeating the enemies of the Circle Orboros in battle
TIER 3: SHADOWHUNTERS
At this tier, the characters have become elite operatives,
• Saving the life of a blackclad
trusted to execute the most critical and sensitive missions for
• Returning control of a lost sacred site to the
the blackclads. Their growing influence and prestige within
Circle Orboros
the Circle Orboros have earned them powerful allies and
access to unique resources.
PROTECT THE SACRED SITES
One of the common responsibilities of the Wolf Sworn is BENEFITS
to protect the sacred sites of the blackclads dotted across Your company gains the following benefits at this tier.
Immoren, especially if the blackclads anticipate an attack. Mascot. Members of the company gain the loyalty of a war
The activity consists of spending time patrolling the wolf, a fearless stocky mountain breed that brings speed,
groves, keeping watch for any signs of danger. This can exceptional senses, and raw killing power as its natural assets.
involve standing guard, scouting the surrounding area, and The war wolf uses the stats of a dire wolf and accompanies

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122
the company on its ventures. The war wolf acts on its own unbreakable loyalty have earned them a place in the inner
initiative in combat. It can move and use its reaction on its circle of the Circle Orboros, and they are now entrusted with
own, but the only action it takes is the Dodge action unless a the most vital and dangerous missions.
member of the company takes a bonus action on their turn to
command it to take another action. That action can be one in BENEFITS
its stat block or some other action. Your company gains the following benefits at this tier.
If the war wolf dies, the company gains another one within Blackclad Support. The blackclads recognize the value of the
24 hours, provided it remains at this tier. Wolf Sworn and provide them with magical support in times
Shadowstep. Members of the company have mastered the of need. Once per day, each member of the company can
art of moving silently and stealthily through the shadows. request a spellcasting service from a blackclad, up to a spell
They gain proficiency in the Stealth skill if they do not level equal to their Proficiency Bonus.
already have it, and their proficiency bonus for Stealth Duskwolf Companions. The company gains the loyalty of a
checks is doubled. pack of powerful duskwolves that have been specially trained
by the blackclads. Each member of the company can bond
TIER 4: THE WILD HUNT with one duskwolf, which acts as a loyal companion and
mount and follows their commands in and out of battle.
At this tier, the characters have become legends among the
blackclads and their enemies. Their prowess in battle and

QUIRKS
Many adventuring companies have quirks that set them 6 The Wolf Sworn have a strict code of honor that
apart from other groups. Choose a quirk for your Wolf demands loyalty, secrecy, and adherence to the
Sworn adventuring company or roll on the table below. blackclads’ objectives. This code is enforced
d10 Quirk through a blood oath that each member must
1 Your company began as a group of outcasts or take upon joining the company, and any who
exiles, each bearing a unique and powerful secret break the oath face dire consequences.
that made them valuable to the blackclads. As a 7 Your company is bonded by a shared fervency
result, your company is known for its diverse and for the Devourer Wurm, whom you believe looks
unexpected skill sets. on your accomplishments with approval. This
2 The Wolf Sworn have a tradition of using connection deepens the bond between members
ritualistic tattoos to mark their loyalty to the and strengthens their resolve.
blackclads. Each member’s body tells the story 8 The Wolf Sworn are known for their ability
of their accomplishments and dedication, to blend into any environment, using natural
and the tattoos act as a source of pride and camouflage and survival skills to remain
identification. undetected. This reputation has earned them
3 Your company has a reputation for ruthlessness the nickname “Ghosts of the Wild,” and many
and efficiency, rarely leaving any witnesses or enemies are hesitant to engage in battle with
evidence behind. This makes your enemies both such elusive opponents.
fear and respect you, but it also means you must 9 Your company has a tradition of incorporating
be careful not to let your methods become elements of their fallen comrades’ weapons
publicly known. or armor into their own as a way of honoring
4 Each member of your company has a personal the fallen and carrying their strength into
vendetta against a specific enemy of the future battles. This creates a sense of unity and
blackclads, driving them to take on even continuity among the surviving members.
the most dangerous missions in pursuit of 10 The Wolf Sworn are known for their loyalty
vengeance. This shared motivation unites the not only to the blackclads but also to each
company and fuels their determination. other. They operate as a tightly knit family, with
5 Your company is known for its unique fighting bonds forged through shared experiences and
style, which combines elements of traditional hardships. This unbreakable loyalty is both a
combat techniques with primal magic granted source of strength and a potential vulnerability,
by the Circle Orboros. This blend of martial as the loss of a fellow member can deeply impact
prowess and mystical power makes the Wolf the company’s morale.
Sworn formidable opponents on the battlefield.

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123
PERSONAL FEATS AMBUSHER
An Iron Kingdom character’s archetype is the primary source Accustomed to using surprise to your advantage and
of feats for that character, but figures throughout western springing on your prey unawares, you are particularly adept
Immoren boast unique traits that mark them as individuals. at attacking from a position of concealment. You gain the
These feats can come from numerous sources: their cultural following benefits:
origin, the natural gifts of their ancestry, or their own
training and predilections. • You have advantage on Dexterity rolls to determine
When your class gives you the Ability Score Improvement initiative.
feature or you would be able to choose a feat for any other • During the first round of combat, you have advantage on
reason, you can, at your GM’s discretion, take one of the feats attack rolls against creatures that haven’t taken an action
from this list instead, assuming you meet the prerequisites. yet that turn.
You can take each feat only once, unless the feat’s description
says otherwise. ARCANE DEFENDER
Although many of these feats are inspired by specific The Gift of Magic changed the face of the Iron Kingdoms
cultural traditions within the Iron Kingdoms setting, forever. Ever since, spellcasters and arcanists have been
the majority of them are available to any character who among the most important figures in countless battles and
wants to take them. Certain others are restricted based on conflicts throughout western Immoren. As a result, many
physiological necessities, such as the regenerative powers individuals have been forced to learn how to best protect
of the trollkin or the horns sported by the Satyxis. These themselves from the effects of such power, whether by
prerequisites reflect the story of the Iron Kingdoms, but chanting prayers, wielding charms, or simply learning how to
the world of Caen is changing every day, and you and anticipate when and where a spell is about to be cast.
your GM can ignore these prerequisites if they don’t apply You have advantage on saving throws against spells.
to your campaign setting or your GM’s version of the ARCANE TRACKER
Iron Kingdoms. Prerequisite: Iosan, soulless
ADJUSTED AIM In their campaigns against human arcanists, the elves of the
A hunter’s first shot doesn’t always take down a target, but Retribution of Scyrah learned to focus their senses in such a
hunters who are trying to survive in the wild don’t always way that they could detect the presence of magic with ease.
have the luxury of letting their prey escape. You have learned You gain the following benefits:
to turn failure into success by quickly following up a missed • Increase your Wisdom score by 1, to a maximum of 20.
shot with a second volley. • You can cast the detect magic spell. Using this feat, you can
Once per turn, when you miss with a ranged attack, you cast the spell a number of times equal to your proficiency
can make an attack with the same weapon, subject to the bonus, and you regain all expended uses when you finish
normal limitations of ammunition and reloading. You can a long rest. Wisdom is your spellcasting ability for this
use this ability a number of times equal to your Dexterity spell. If you are soulless, this benefit ignores your Arcane
modifier (a minimum of once). You regain any expended uses Anathema trait, which normally prevents you from casting
when you finish a short or long rest. spells.

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ATAVISTIC warrior traditions throughout the wilds of western Immoren
Inured to the hardscrabble life of the wilderness, some prioritize the use of heavy, chopping blades—not to mention
residents of the deep wilds are capable of channeling their other traditions that incorporate long-handled hammers,
inner beast, especially when injured, allowing them to polearms, and similar weapons. Some masters of these
translate the most fearsome wounds into ferocious energy. fighting styles have learned to use the weight and heft of such
You gain the following benefits: weapons to their advantage, chopping through one foe and
into another. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
Increase your Strength score by 1, to a maximum of 20.
• If your current hit points are less than half your hit point
When you reduce a creature to 0 hit points with a melee
maximum, you have advantage on ability checks and attack
attack using a weapon with the heavy, two-handed, or
rolls that use Strength, Dexterity, or Constitution.
versatile property, you can make another melee attack with
the same weapon against another creature within range.
AURA OF DECAY You can use this ability a number of times equal to your
Prerequisite: Blighted essence, Scharde ogrun, Scharde trollkin, proficiency bonus. You regain all expended uses when you
revenant, specter finish a long rest.
Whether blighted by the touch of a dragon or by the
energies of death, you radiate an aura of decay that gradually COLD AS ICE
weakens and wears away anything that gets too close. Each Prerequisite: Northern trollkin, Nyss, ogrun, revenant, specter
creature that starts its turn within 5 feet of you must make The frozen temperatures of your icy homeland—or of the
a Constitution saving throw with a DC equal to 8 + your grave itself—have settled into your bones, and the air around
proficiency bonus + your Constitution modifier. On a failed you always seems to be just a few degrees colder than the
save, the creature has vulnerability to necrotic damage until surrounding area. With a conscious effort, you can send your
the start of its next turn. innate chill creeping into nearby enemies. As an action, you
can force each hostile creature within 5 feet of you to make
BLOODTHIRSTY a Constitution saving throw with a DC equal to 8 + your
In the deep wilds, it is often eat or be eaten, and there are proficiency bonus + your Constitution modifier. On a failed
those who fuel their attacks with a lust for blood that is save, the creature is paralyzed for one round. You can use this
literal rather than figurative. From Devourer-worshipping ability a number of times equal to your Constitution modifier
cannibals to the gatorfolk of the deep swamps, these (a minimum of once). You regain all expended uses when you
individuals must slay others to find their next meal, and finish a long rest.
hunger lends them swiftness and strength. You gain the
following benefits: CUNNING TINKER
• The first time you hit a creature other than a construct or Prerequisite: Proficiency with at least one set of artisan’s tools
an undead on your turn, you gain a +2 bonus to the damage You are particularly adept at crafting single-use items quickly,
roll. even in the heat of battle. Once on each of your turns as
• When you reduce a creature other than a construct or an a bonus action, you can choose one of the options below,
undead to 0 hit points, you can use a bonus action to regain depending on the type of artisan’s tools you’re using. (You
1d4 hit points. In addition, your movement speed increases can’t choose an option if you aren’t proficient with the
by 5 feet until the end of your next turn. associated set of artisan’s tools.) You can use this ability a
number of times equal to your proficiency bonus. You regain
BODYGUARD all expended uses after you finish a long rest.
The Iron Kingdoms are filled with individuals who are Alchemist’s Supplies. You create one dose of alkalic fluid,
willing to lay down their lives for their comrades. The ogrun blackbond, firestifle, simple smoke, or stink gas.
concepts of bokur and korune are but one example among Mason’s Tools. You dig a rudimentary foxhole that can shield
many. When a friendly creature within 5 feet of you is hit by you and those around you from danger. So long as you don’t
an attack, you can choose to be hit by the attack instead. The move from your current location, you and friendly creatures
attack hits you, even if the attack roll would not normally within 5 feet of you have three-quarters cover. Each creature
have scored a hit against your AC. within 10 feet of you ignores this cover.
Smith’s Tools. You tune up or sharpen a weapon, giving
BUTCHER it a little extra bite on its next attack. Choose one of your
The wilds of western Immoren are filled with plenty of weapons or the weapon of a friendly creature within 5 feet
creatures bigger than you. Fortunately, you’ve learned how to of you. Until the start of your next turn, the next attack
make up the difference by hitting harder—a lot harder. When made with this weapon deals an extra 1d4 damage of the
you score a critical hit against a creature, roll all of the attack’s weapon’s type.
damage dice three times instead of twice. Tinker’s Tools. You fashion a simple battery capable of
powering one use of a mechanikal device. The device can
CLEAVER expend up to 3 charges during that use, after which the
From the ferocious Fennblades of the trollkin kriels to battery is rendered useless.
the dreaded slaughterhousers of Carversburg, countless

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DEMOLISHER EVASIVE
The advent of steamjacks changed the face of the Iron Both on the battlefields of western Immoren and in the
Kingdoms irrevocably. In the years since the earliest colossals depths of its wilderness areas, survival often depends on
strode across the battlefield, countless innovations have been not being where your foe is about to strike. You gain the
made in steamjack design and execution. At the same time, following benefits:
soldiers have learned new ways to take the big machines
• Increase your Dexterity score by 1, to a maximum of 20.
down—and take them apart as well. As early as the First
• Once on each of your turns, when a creature misses you
Trollkin War, the trollkin proved that even massive colossals
with an attack, you can use your reaction to move up to
could be felled by the right guerilla tactics. Whether through
half your speed without provoking opportunity attacks.
training or simply a natural knack for knowing how to take
You can use this ability a number of times equal to your
things apart, you’ve learned how to hit a steamjack in just the
proficiency bonus. You regain all expended uses when you
right spot to do the most damage, and it turns out that the
finish a long rest.
same techniques can often fell revenants and mechanithralls
with equal facility. When you score a critical hit against a
construct or an undead, roll all of the attack’s damage dice
FIELD COMMANDER
Prerequisite: Warcaster, warlock
three times instead of twice.
You are adept at commanding steamjacks or warbeasts at
DOOM-TOUCHED great distances. Double your maximum focus points or fury
From the doom-haunted Iosans to the inhabitants of points when determining your control range.
the Nightmare Empire, many of the peoples of the Iron
Kingdoms have borne more than their share of hardships
FRIEND OF THE WILD
Among the blackclads of the Circle Orboros, those born
down through the centuries, even before the Claiming
with a connection to the natural world and the talent for
and its hordes of terrifying creatures from outside reality.
harnessing the elements eventually went through “the
This ceaseless beat of tragedy has left its mark on you, and
wilding.” The Circle attempts to collect those who have
you can never forget the horrors you’ve seen. You gain the
experienced this primal awakening, for they are capable
following benefits:
of becoming powerful druids. Not all individuals who
• Increase your Charisma or Wisdom score by 1, to a experience the wilding are found by the Circle Orboros,
maximum of 20. however. Perhaps you are one such individual, or perhaps
• You have advantage on saving throws against being you simply have an innate connection to the beasts of
charmed or frightened, and you can ignore the effects the fields and forests of western Immoren. You gain the
of the first level of exhaustion that you suffer. If another following benefits:
effect gives you a second level of exhaustion, you suffer the
• Increase your Wisdom score by 1, to a maximum of 20.
effects of both the first and second levels of exhaustion, as
• You can cast the animal friendship spell at will, as if it were
normal.
a cantrip.
• You learn the animal messenger and speak with animals spells.
DUELIST Using this feat, you can cast these spells a total number of
In the kingdom of Llael, the code duello has elevated the
times equal to your Wisdom modifier (a minimum of once)
duel to an art form, but clashes over honor or even more
without expending a spell slot. You regain the ability to
mundane issues are not uncommon throughout the Iron
cast these two spells this way when you finish a long rest.
Kingdoms. Whether you’re a proponent of this code or a
Wisdom is your spellcasting ability for these spells.
professional duelist, you have learned the art of fighting one
on one under a strict code of conduct, often to the death. You
gain the following benefits:
HARRYING STRIKE
Catching your prey is not enough, for a hunter must be able
• Increase your Dexterity or Charisma score by 1, to a to strike in a way that will bring down prey without ruining
maximum of 20. the meat. You gain the following benefits:
• When you are wielding a finesse weapon or a pistol,
• Increase your Dexterity score by 1, to a maximum of 20.
you gain a +1 bonus to AC against any attack made by a
• Once on each your turns, when you hit an enemy creature
creature within 5 feet of you.
with an attack, you can force the creature to make a
As a bonus action, you can mark a creature that you can Dexterity saving throw with a DC equal to 8 + your
see. You have advantage on attack rolls against the marked proficiency bonus + your Dexterity modifier. On a failed
creature if no creatures friendly to you are within 5 feet of the save, the creature is blinded, deafened, knocked prone,
marked creature. You can use this ability a number of times or stunned (your choice) for 1 minute. The creature can
equal to your Charisma modifier (a minimum of once). You repeat the saving throw at the end of each of its turns,
regain all expended uses when you finish a long rest. ending the effect on itself on a success. Once you use this
ability, you can’t use it again until you finish a short or long
rest.

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fury points or focus points. You can use this ability a number
HOG WILD
of times equal to your proficiency bonus. You regain all
Prerequisite: Farrow, Satyxis
expended uses when you finish a long rest.
You are adept at using your natural weapons. If you move
at least 10 feet straight toward a target and then hit it with LOAD BEARING
your tusks or horns, you deal damage equal to 1d8 + your In a world where iron behemoths weighing several tons
Strength modifier, rather than 1d6 + your Strength modifier. regularly clank across the battlefield, soldiers made of softer
Additionally, if the target is no more than one size larger stuff often have to don heavy armor merely to survive. Your
than you, you can use a bonus action to force the target to training and sturdy build allow you to effectively maneuver
make a Strength saving throw with a DC equal to 8 + your in battle, even while clad in heavy armor. You gain the
proficiency bonus + your Dexterity modifier. On a failed following benefits:
save, the target is knocked prone.
• Increase your Strength score by 1, to a maximum of 20.
IMPROVED REGENERATION • Your speed is not reduced by wearing heavy armor, even
Prerequisite: Pygmy troll, trollkin if you lack the Strength requirement for it, and you don’t
Trolls and trollkin heal at a much faster rate than others in have disadvantage on Dexterity (Stealth) checks made
the wilds, especially when feasting and resting. When you while wearing heavy armor. Additionally, you treat heavy
spend one or more Hit Dice to regain hit points at the end of armor as medium armor for donning and doffing.
a short rest, you regain the maximum number of hit points
for each Hit Die that you spend, up to a number of Hit Dice MASTER HUNTER
equal to your proficiency bonus. In addition, if you roll a 1 or For you, the thrill of the hunt manifests only when you’re
2 when spending additional Hit Dice, you can still reroll the in pursuit of the largest, most dangerous prey. You gain the
die as normal but must use the new roll, even if it is a 1 or following benefits:
2. At the GM’s discretion, a trollkin who takes this feat can • Increase your Dexterity or Wisdom score by 1, to a
regrow lost limbs, given enough time and food. maximum of 20.
IRON WILL • You have advantage on attack rolls against any creature
Casting spells is one thing, but maintaining them is another that is at least one size larger than you.
matter, especially amid the noise and chaos of the battlefield. • When you score a critical hit against a creature that is at
You have learned how to improve your concentration in least one size larger than you, you can add your proficiency
order to more effectively cast spells that last. You gain the bonus to the damage roll.
following benefits:
NATURALLY RESILIENT
• You have advantage on Constitution saving throws made Those who live rugged lives at the fringes of society or in
to maintain concentration on a spell. the depths of the wilderness learn to shrug off conditions
• You can now concentrate on two spells at once. that would sicken or even kill others. You gain the
• If you cast a spell that requires concentration and has following benefits:
a duration of 1 minute or longer, you can double its Increase your Constitution score by 1, to a maximum of 20.
duration, to a maximum duration of 24 hours. Once you Choose one of the following damage types: acid, cold, fire,
use this ability, you can’t do so again until you finish a short lightning, poison, or thunder. You have resistance to the
or long rest. chosen damage type.

LEGACY OF BRAGG NAVIGATOR


Prerequisite: Fell caller Whether on the deck of a ship or in the depths of the forest,
Among the trollkin, fell calling is a time-honored tradition traveling long distances can be treacherous. Fortunately, you
that traces its roots back to the legendary trollkin hero Bragg. have honed your innate sense of direction into a powerful
Those who excel at fell calling often claim some lineage to tool that makes it virtually impossible for you to become
this great hero of old. You regain all expended uses of your lost, no matter where your journeys take you. You gain the
Fell Call, Signal Call, and Sonic Blast when you finish a short following benefits:
or long rest. • Increase your Wisdom score by 1, to a maximum of 20.
LIFE DRINKER • You have advantage on Wisdom (Survival) checks made to
From Devourer worshippers to the gatorfolk of the find your path, whether you are attempting to navigate to a
Blindwater Congregation, there are many in the wilds of specific location or trying to track a target.
western Immoren who draw strength—both physical and • Choose a specific location that you have been to before,
mystical—from the energies of death. If you reduce a creature such as the city of Corvis or Scarleforth Lake. This
other than a construct or an undead to 0 hit points, you can destination is your port of call. You always know the
regain one expended spell slot of 3rd level or lower or up to 3 direction and approximate distance of your port of call, no
matter where you are or how you got there.

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127
OLD SALT PROWLER
For many in the Iron Kingdoms, life revolves around You have mastered the art of disappearing into even a small
the deck of a ship. Whether you’re a pirate, a privateer, amount of cover. You gain the following benefits:
part of the crew of a merchant vessel, or a member of • Increase your Dexterity or Wisdom score by 1, to a
a royal navy, you’re one of countless nautically inclined maximum of 20.
individuals throughout western Immoren. You gain the • You can attempt to hide even when you are only lightly
following benefits: obscured from the creature from which you are hiding.
• You gain proficiency with vehicles (water). If you already • You treat half cover as three-quarters cover and three-
have proficiency with vehicles (water), you add double quarters cover as total cover.
your proficiency bonus to any check you make to control a
water vehicle in difficult circumstances. RANK AND FILE
• If you are on a water vehicle, you can’t be knocked prone The nations of western Immoren have been at war for a
while you are conscious unless you choose to be. In very long time. Even though the region is currently enjoying
addition, moving through nonmagical difficult terrain a period of tentative peace, many among the populace are
doesn’t cost you extra movement if you are on a water trained soldiers who served in the armed forces of one nation
vehicle. or another. You are one such individual, and this training has
• When you make a running long jump, the distance you made you adept at fighting in formation with your allies. You
can cover increases by a number of feet equal to your gain the following benefits:
proficiency bonus.
• When a friendly creature is within 5 feet of you, you and
friendly creatures within 5 feet of you gain a +1 bonus to
ONE WITH NATURE AC.
Prerequisite: Bogrin, farrow, gobber, ogrun, pygmy troll, trollkin • Once per turn, when you hit a target that has been targeted
The children of Dhunia have often been pushed to the by a friendly creature’s attack since your last turn, you can
farthest fringes of even the deep wilds, where they must add your proficiency bonus to the damage roll. Once you
survive in the most inhospitable regions. Some have learned use this ability, you can’t do so again until you finish a short
to call upon their close relationship to Dhunia in order to or long rest.
make the most of their unforgiving homelands. You gain the • Once per turn, when a friendly creature attacks a target
following benefits: within 5 feet of you, you can use your reaction to give the
• Increase your Wisdom score by 1, to a maximum of 20. friendly creature advantage on the attack roll. Once you use
• You learn one cantrip of your choice from the druid spell this ability, you can’t do so again until you finish a short or
list and can cast it at will. You also learn the goodberry spell, long rest.
which you can cast once without expending a spell slot.
You regain the ability to cast it this way when you finish RELENTLESS
a long rest. Wisdom is your spellcasting ability for these The chase doesn’t always go to the swift. You’ve learned not
spells. to give up, no matter what obstacles lie between you and
your prey. You gain the following benefits:
OPEN MIND • Increase your Dexterity or Constitution score by 1, to a
Throughout the Iron Kingdoms, many nations are maximum of 20.
enjoying greater cultural and religious tolerance than ever • If no hostile creatures are within 5 feet of you at the
before. Even formerly oppressive institutions such as the beginning of your turn, you can take the Dash action as a
Protectorate of Menoth have more progressive offshoots bonus action, and moving through nonmagical difficult
in the wake of the Claiming. You have embraced these terrain doesn’t cost you extra movement when you do so.
tendencies wholeheartedly, opening your mind to new ideas Once you use this ability, you can’t do so again until you
and new ways of thinking. You gain the following benefits: finish a short or long rest.
• Increase your Intelligence, Wisdom, or Charisma score by
1, to a maximum of 20. RETALIATION
• You gain proficiency in one of the following skills of your When you come at a true warrior, you best not miss. Once
choice: Arcana, History, Investigation, Nature, or Religion. per turn, when a creature misses you with an attack, you
• Choose a class whose spell list you don’t already have access can use your reaction to make a single melee or ranged
to. You learn one cantrip of your choice from that class’s attack against the creature. You can use this ability a number
spell list. You can cast this cantrip at will. Your spellcasting of times equal to your proficiency bonus. You regain all
ability for this spell is the same as it would be if you were a expended uses when you finish a long rest.
member of the chosen class.
SCROUNGER
The Iron Kingdoms are filled with a multitude of
technological and engineering marvels, but not everyone

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128
has equal access to them. Keeping steamjacks and wondrous THICK-SKINNED
mechanika in good repair requires both money and expertise. The wilds of western Immoren breed hardy individuals
The most enterprising individuals have learned how to cut inured to all manner of injuries and mishaps. Choose one
down on costs for repair and fabrication by scrounging the of the following damage types: bludgeoning, piercing, or
bits that they need from junkyards, scrap heaps, and even old slashing. You have resistance to the chosen damage type from
battlefields. You can spend your downtime going through nonmagical weapons.
such places in search of useful items. You can spend 1 hour in
such a location and take the Search action to make a DC 15 UNDYING FORTITUDE
Wisdom (Perception) check. On a successful check, you find Prerequisite: Revenant, specter
enough makeshift parts to reduce the cost of fabricating, Having already escaped the cold embrace of the grave once,
repairing, or even building a piece of mechanika or even a you are adept at doing so again and again. You gain the
steamjack by half. following benefits:

SHOOTIST • Increase your Constitution score by 1, to a maximum of 20.


Firearms have changed the face of combat in the Iron • When you are reduced to 0 hit points but not killed
Kingdoms, and just about every society, tribe, and kriel outright, you can choose to gain 1d10 temporary hit points.
boasts at least a few individuals who have mastered the You can use this ability a number of times equal to your
art of shooting—and not always with a gun. You gain the Constitution modifier (a minimum of once). You regain all
following benefits: expended uses when you finish a long rest.

• Increase your Dexterity score by 1, to a maximum of 20. UNIVERSITY EDUCATION


• Your ranged weapon attacks ignore half cover and treat Throughout the Iron Kingdoms, institutions of higher
three-quarters cover as if it were half cover, meaning that learning educate students in all manner of subjects, from
a target with three-quarters cover gains a +2 bonus to AC the esoteric to the everyday. As an alumnus of one of these
against your ranged weapon attacks. universities, you’ve been exposed to a breadth of knowledge.
• You don’t have disadvantage on Wisdom (Perception) You gain the following benefits:
checks made in a lightly obscured area.
• Increase your Intelligence score by 1, to a maximum of 20.
SMALLER SIBLING • You learn one language of your choice.
Many soldiers on the battlefields of the Iron Kingdoms learn • You gain proficiency in one of the following skills of your
to fight alongside behemoths of iron and steel or titanic living choice: Arcana, History, Investigation, Medicine, Nature,
warbeasts bristling with claws, teeth, and scales. Such massive or Religion. Alternatively, you gain proficiency with one
allies can be a boon in times of trouble, but they can also step set of artisan’s tools of your choice.
on you or knock you sprawling if you’re not careful. You have • If you attempt to research a subject and have access to a
learned how to fight alongside either steamjacks or warbeasts library, a hall of records, or any place where books and
in ways that not only keep you out from under their tread, documents are stored in large numbers, the time you must
but actually use their bulk to your advantage. You gain the spend to conduct your research is halved.
following benefits:
UNYIELDING AS STONE
• If a friendly steamjack or warbeast is within 5 feet of you, Prerequisite: Rhulfolk, Rhulic ogrun
you gain a +2 bonus to AC and can’t be knocked prone Thanks to a combination of your sturdy stature and
unless you choose to be. Rhulic martial traditions, you’ve learned how to become as
• You can attempt to hide when you are within 5 feet of a immovable and impermeable as the rocky landscape. If you
friendly steamjack or warbeast that is at least one size larger forgo moving on your turn, you can’t be moved involuntarily
than you. or knocked prone unless you choose to be, and you gain
• If you damage a target on your turn, you can use your a +2 bonus to AC. These benefits last until the start of
reaction to give a friendly steamjack or warbeast within your next turn.
5 feet of you advantage on its next attack roll against the
same target. You can use this ability a number of times WARY
equal to your proficiency bonus. You regain all expended In the wilds, staying alive is often a matter of staying alert.
uses when you finish a long rest. You’ve learned to keep your wits about you and notice danger
before it strikes, especially when you’re standing guard. You
SURVIVALIST gain the following benefits:
Accustomed to life in the unforgiving wilds, you can go • Increase your Wisdom score by 1, to a maximum of 20.
without food or water for long periods if you need to. You • You have a +5 bonus to your passive Wisdom (Perception)
gain the following benefits: score, and you can use your passive Wisdom (Perception)
• Increase your Constitution score by 1, to a maximum of 20. score to notice things even when you’re sleeping.
• You double the time that you can go without food or water • While you are expressly standing guard or keeping watch,
before suffering a level of exhaustion. you have advantage on Wisdom (Perception) checks.

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3 MAGIC OF THE DEEP WILD

CHAPTER 3: MAGIC OF THE DEEP WILD


130
I SPELL DESCRIPTIONS
n theory, the shaping of mystical power through
runes and patterns makes possible an infinite variety of
magical effects. Not all who practice magic are on equal The spells are presented in alphabetical order.
footing, however. Access to the wellspring of magic
manifests in different ways. Some practitioners accumulate ABSORB FLESH
magical energy in a laborious process that requires a focused 5th-level necromancy
will and significant mental exertion; others exploit the Casting Time: 1 action
mystical energy in living creatures by siphoning power from Range: Self
the beasts they have bound to obey them. Although many Components: V, S
traditions employ various secret methods to shape magic, the Duration: Instantaneous
underlying power is the same. You reach out to the spirit of a bonded warbeast and break
Some traditions have found ways for spellcasters to down its body to repair your own. Choose one warbeast
supplement their power with the life force of others or to that is under your control and in your control range. That
make use of the extracted flesh and organs of the recently warbeast is destroyed, you regain hit points equal to half your
slain as reservoirs of added power. Such practices are hit point maximum, and you gain a number of fury points
considered barbaric and horrific to the masses of civilized equal to the warbeast’s threshold.
mankind, but they are readily embraced among bog
trogs, gatorfolk, and farrow. After all, the consumption
of flesh, which is often required for living beings to
sustain themselves, is not so different from the drawing of
supernatural power from those who have been recently killed
and butchered.

CLASS SPELL LISTS


The following spell lists show which spells can be cast by characters of each class.
BARD SPELLS 3rd Level 1st Level WARLOCK SPELLS
Cantrip (0 Level) Carnivore Adder’s Tongue 2nd Level
Withering Gaze 4th Level Cold-Blooded Battle Host
1st Level Miasma Ghost Shroud Flesh Eater
Adder’s Tongue 5th Level Spectral Lash Rapport
2nd Level Forced Evolution 2nd Level 3rd Level
Execration of Blackest Night CLERIC SPELLS Bilious Fog Battle Host
Grand Finale 1st Level Corrosive Haze Murderous Intent
4th Level Ghost Shroud Deathly Slumber 5th Level
Battle Lust Spectral Lash Shadowfall Forced Evolution
5th Level 2nd Level Spirit Vortex
Weald Secrets WIZARD SPELLS
Tempest Deathly Slumber 1st Level
Execration of Blackest Night 3rd Level
BLACKCLAD SPELLS Swamp Pit
Spirit Vortex Carnivore
1st Level 2nd Level
Murderous Intent
Pestilent Wind RANGER SPELLS Bilious Fog
4th Level
Spectral Lash Cantrips (0 Level) Corrosive Haze
Miasma
Summon Vortex Mud Foot Shadowfall
5th Level
Swamp Pit 1st Level 3rd Level
Obliteration
2nd Level Swamp Pit Rift
Tempest
Bilious Fog 2nd Level 4th Level
Corrosive Haze Bilious Fog SORCERER SPELLS Miasma
Shadowfall Corrosive Haze Cantrips (0 Level) 5th Level
Weald Secrets Shadowfall Withering Gaze Black Tide
3rd Level Weald Secrets 1st Level
Pestilent Wind ANIMUS SPELLS
Rift 3rd Level 1st Level
4th Level Rift Summon Vortex
Rites of Power
Miasma 4th Level 2nd Level
Serpent Strike
5th Level Miasma Corrosive Haze
Shedding Skin
Obliteration 5th Level 3rd Level
Spiny Growth
Tempest Tempest Blood Rain
2nd Level
Rift
BONE GRINDER SPELLS SHAMAN SPELLS Elasticity
4th Level
1st Level Cantrips (0 Level) Irresistible Force
Miasma
Swamp’s Breath Mud Foot
5th Level
2nd Level Withering Gaze
Tempest
Flesh Eater

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131
ADDER’S TONGUE being frightened, and deals an extra 1d6 damage when it hits
1st-level transmutation with a melee attack.
Casting Time: 1 action At the end of each turn, each target takes 1d6 psychic
Range: Self damage from the primal energy that fuels this spell.
Components: V, S At Higher Levels. When you cast this spell using a spell slot
Duration: Concentration, up to 1 minute of 5th level or higher, you can target two additional creatures
Your tongue transforms into a poisonous, serpentine shape for each slot level above 4th.
you can use to deliver powerful venom. On each of your
turns until the spell ends, you can make a melee spell attack BILIOUS FOG
2nd-level conjuration
with the tongue. If the attack hits, it deals 1d4 piercing
Casting Time: 1 action
damage and 1d6 poison damage, and the target must succeed
Range: 60 feet
on a Constitution saving throw or become poisoned for 1
Components: V, S
minute. You can use this attack a number of times equal to
Duration: Concentration, up to 1 minute
your spellcasting ability modifier (a minimum of once), after
You create a 20-foot-radius sphere of swirling, acrid fog
which the spell immediately ends.
centered on a point you choose within range. The fog
ASHIGA’S BREATH spreads around corners. It lasts for the duration or until
5th-level evocation strong wind disperses the fog, ending the spell. Its area is
Casting Time: 1 action heavily obscured.
Range: Self (30-foot-cone) When a creature enters the spell’s area for the first time
Components: V, S on a turn or starts its turn there, that creature must make
Duration: Instantaneous a Constitution saving throw. On a failed save, the creature
You unleash a cloud of poisonous ash. Each creature in a takes 2d8 poison damage and is poisoned until the spell ends.
30-foot cone must make a Constitution saving throw. On On a successful save, the creature takes half as much damage
a failed save, a creature takes 8d8 poison damage and falls and isn’t poisoned.
unconscious for 1 minute. On a successful save, a creature
takes half as much damage and doesn’t fall unconscious. A BLACK TIDE
5th-level conjuration
creature that falls unconscious in this way can’t be awoken
Casting Time: 1 action
until the effect wears off or it takes damage.
Range: Self
At Higher Levels. When you cast this spell using a spell slot
Components: V, S
of 6th level or higher, the damage increases by 1d8 for each
Duration: 1 round
slot level above 5th.
You summon a supernatural pit of noxious black water to
BATTLE HOST fill the land around you. The pit is centered on you, fills
2nd-level necromancy your control range, and is 10 feet deep. Each enemy creature
Casting Time: 1 action in your control range that doesn’t have a swimming speed
Range: Self must make a Dexterity saving throw. On a failed save, the
Components: V, S creature takes 8d6 necrotic damage and is knocked prone. On
Duration: Concentration, up to 1 hour a success, the creature takes half as much damage and isn’t
You divert a portion of your power to guide and protect knocked prone.
your warbeasts. The speed of each warbeast that is under The water in the pit is difficult terrain, and any creature
your control and in your control range increases by 10 feet. that attempt to move through it must succeed on a Strength
Additionally, you gain a +2 bonus to AC as long as you are saving throw or be pulled into the pit and take 8d6
within 15 feet of a warbeast that is under your control. necrotic damage.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the speed of each affected warbeast BLOOD RAIN
3rd-level necromancy
increases by 10 feet for each slot level above 2nd.
Casting Time: 1 action
BATTLE LUST Range: 80 feet
4th-level enchantment Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet You call upon the spirits of the damned to drench your
Components: V, S enemies in a deluge of corrosive blood. Each creature in a
Duration: 1 minute 20-foot-radius sphere centered on a point you choose within
You call upon primal energies to infuse nearby creatures with range must make a Dexterity saving throw. A creature takes
a fierce battle lust. Choose up to six creatures within range 3d8 acid damage on a failed save, or half as much damage on a
that you can see. For the duration, each target gains a +2 successful one.
bonus to attack and damage rolls, has advantage on saving Each creature that takes any damage from this spell takes
throws against being frightened or charmed, is immune to 2d4 acid damage at the end of its next turn.

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At Higher Levels. When you cast this spell using a spell slot You create a 15-foot-radius sphere of corrosive mist centered
of 4th level or higher, the damage increases by 1d8 for each on a point you choose within your control range. The sphere
slot level above 3rd. spreads around corners, and its area is heavily obscured. A
creature that enters the spell’s area for the first time on a turn
CALL BONESWARM or starts its turn there takes 4d4 acid damage immediately and
5th-level necromancy (ritual) 2d4 acid damage at the end of its next turn.
Casting Time: 1 minute At Higher Levels. When you cast this spell using a spell slot
Range: 30 feet of 3rd level or higher, the radius of the sphere increases by 5
Component: V, S feet for each slot level above 2nd.
Duration: 1 hour
You conjure a boneswarm from the remains of the nearby DEATH HARVEST
dead. (The GM has the creature’s gaming statistics.) The 5th-level necromancy
boneswarm congregates within 30 feet of you. Roll initiative Casting Time: 1 action
for the boneswarm, which has its own turns. It obeys any Range: Self
verbal commands that you issue to it (no action required by Components: V, S
you). If you don’t issue any commands to the boneswarm, Duration: 1 round
it attacks any creature within reach, whether or not that You call upon the spirits of the dead to fuel your power.
creature is friendly to you. For the duration of the spell, each time a friendly creature
The boneswarm makes a Charisma saving throw at the destroys an enemy creature within your control range, you
end of each of its turns. On a failed save, the boneswarm gain 1 fury point and can immediately cast a spell with a
continues to obey you. On a successful save, you lose control casting time of 1 action as a bonus action.
of the boneswarm, it becomes hostile toward you and your At Higher Levels. When you cast this spell using a spell slot
companions, and it will attack you instead of other targets of 6th level or higher, the duration of the spell increases by 1
if possible. round for each slot level above 5th.

CARNIVORE DEATH PACT


3rd-level enchantment 3rd-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: 1 round
You imbue a friendly creature or unit with a hunger for the You enter into a pact with the spirits of the dead, granting
flesh of the living. The target gains a +2 bonus to melee protection and resilience to your allies. For the duration, each
attack rolls against creatures other than constructs and friendly creature in your control range (including you) gains
undead. Whenever the target reduces a creature other than a +2 bonus to AC, is immune to being frightened, can’t be
a construct or an undead to 0 hit points with a melee attack, healed by spells or abilities that restore hit points, and doesn’t
you regain 2d8 hit points. take extra damage from critical hits. In addition, each affected
At Higher Levels. When you cast this spell using a spell creature’s type becomes undead.
slot of 4th level or higher, the number of hit points regained At Higher Levels. When you cast this spell using a spell slot
increases by 1d8 for each slot level above 3rd. of 4th level or higher, the duration of the spell increases by 1
round for each slot level above 3rd.
COLD-BLOODED
1st-level enchantment DEATHLY SLUMBER
Casting Time: 1 action 2nd-level necromancy
Range: 60 feet Casting Time: 1 action
Components: V, S Range: 60 feet
Duration: 1 round Components: V, S
You imbue a creature with a cold, calculated focus during Duration: Special
combat. Choose a willing creature you can see within range. You place an incapacitated creature into a deep slumber
Until the spell ends, the creature can reroll missed attack rolls from which it cannot be awakened for 10 days. Choose an
against creatures other than constructs and undead. Each roll incapacitated friendly creature within range, provided that
can be rerolled only once as a result of this spell. the creature isn’t a construct or an undead. The creature
becomes stable. For the duration, the creature can only be
CORROSIVE HAZE damaged by spells of 3rd level or higher, its flesh takes on
2nd-level evocation the appearance of death, and any creature other than you
Casting Time: 1 action that touches it takes 2d8 points of cold damage. When the
Range: Self creature awakens, it is restored to its hit point maximum,
Components: V, S and any injuries it sustained when it became incapacitated are
Duration: 1 round fully healed.

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DEVOUR SPIRIT You utter a curse that fills the air with an aura of malevolent
4th-level necromancy energy, hindering the attacks of your enemies. Until the start
Casting Time: 1 reaction, which you take when a creature of your next turn, hostile creatures in your control range take
within range is slain a −2 penalty to attack rolls.
Range: 30 feet At Higher Levels. When you cast this spell using a spell slot
Components: S of 3rd level or higher, the duration of the spell increases by 1
Duration: Instantaneous round for each slot level above 2nd.
As a creature’s spirit leaves its body, you lash out with
spectral jaws, consuming the spirit to empower yourself. You FLESH EATER
2nd-level necromancy
gain 2d10 temporary hit points. Choose an ability score. You
Casting Time: 1 action
have advantage on checks using that ability score until the
Range: 120 feet
end of your next turn. The temporary hit points you gain
Components: V, S
from this spell last until you finish a short or long rest.
Duration: Instantaneous
ELASTICITY Spectral jaws streak from your hand to attack a creature you
2nd-level transmutation (animus) choose within range. The target must make a Constitution
Casting Time: 1 action saving throw. On a failed save, the creature takes 3d6 necrotic
Range: Self damage, and one warbeast that is under your control and in
Components: S your control range regains hit points equal to the damage
Duration: Concentration, up to 10 minutes dealt. On a successful save, the creature takes half as much
One of your limbs becomes rubbery and covered in grasping damage, and the warbeast doesn’t regain any hit points.
suckers, and you can use it to lash out at your enemies. For At Higher Levels. When you cast this spell using a spell slot
the duration of the spell, you can use your transformed limb of 3rd level or higher, the damage increases by 1d6 for each
to make a melee spell attack with a reach 10 feet longer than slot level above 2nd.
the reach of your unarmed strikes. On a hit, the target takes
2d10 magical bludgeoning damage, and if the target is a FORCED EVOLUTION
5th-level transmutation
creature of your size or smaller, you can grapple it.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell slot
Range: 30 feet
of 3rd level or higher, you increase the damage by 1d10, or
Components: V, S
the reach increases by 5 feet, for each slot level above 2nd.
Duration: 1 hour
EXECRATION OF BLACKEST NIGHT You accelerate the natural process of evolution of a creature
2nd-level necromancy within range, forcibly altering its physical form to better
Casting Time: 1 action adapt to its environment. An unwilling creature can make a
Range: Self Wisdom saving throw, and if it succeeds, it isn’t affected by
Components: V, S this spell. The creature gains all of the following effects.
Duration: 1 round

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Mastery. The creature gains proficiency in one skill of ICHOR OF KOSSK
your choice. 3rd-level necromancy
Resilience. The creature gains resistance to one damage Casting Time: 1 action
type of your choice. Range: 90 feet
Transformation. The creature’s type changes to a type of Components: V, S
your choice. Duration: Instantaneous
Vigor. The creature gains a number of temporary hit points You launch a projectile of putrid ichor toward a creature
equal to half its current hit point maximum. within range. Make a ranged spell attack roll against the
target. On a hit, the target takes 4d8 poison damage and must
GHOST SHROUD succeed on a Constitution saving throw or be poisoned for
1st-level necromancy
1 minute. While poisoned in this way, the target is blinded.
Casting Time: 1 action
The target can repeat the saving throw at the end of each of
Range: Self
its turns, ending the effect on itself on a success.
Components: V, S
At Higher Levels. When you cast this spell using a spell slot
Duration: 1 round
of 4th level or higher, the damage increases by 1d8 for each
You wrap yourself in a ghostly shroud, causing your form
slot level above 3rd.
to shimmer and fade as if you were only half present in
the material world. You gain a +2 bonus to AC. When a IRRESISTIBLE FORCE
creature misses you with a melee attack, you can push the 2nd-level transmutation (animus)
creature 15 feet directly away from you with a sudden burst Casting Time: 1 action
of spectral force. Range: 60 feet
Components: V, S
GLIMPSE OF SIKE DULRA Duration: Instantaneous
3rd-level divination
You imbue a willing creature within range with a magical
Casting Time: 1 action
force that makes it nearly impossible to resist. The target
Range: Self
can move through other creatures as if they were difficult
Components: V, S
terrain. Each creature the target moves through must make
Duration: Concentration, up to 10 minutes
a Strength saving throw against your spell save DC. On a
You open your mind to the arcane energies of the slumbering
failed save, the creature takes 2d6 force damage, is pushed
Ashiga in Sike Dulra, tapping into the god’s dreams to gain a
up to 10 feet in a direction of your choice, and is knocked
glimpse of the past, present, and future. For the duration of
prone. On a successful save, the creature doesn’t take damage,
the spell, you gain the following benefits:
isn’t pushed, and isn’t knocked prone. A creature can only be
• You have advantage on all Intelligence and Wisdom checks pushed or take damage from this spell once per turn.
and saving throws. At Higher Levels. When you cast this spell using a spell
• You can see invisible creatures and objects within 30 feet slot of 3rd level or higher, the distance pushed increases
of you, and you can detect any magic aura within the same by 5 feet, and the damage increases by 1d6, for each slot
range. level above 2nd.
At Higher Levels. When you cast this spell using a spell slot
MIASMA
of 4th level or higher, the range of your vision increases by 30 4th-level evocation
feet for each slot level above 3rd. Casting Time: 1 action
GRAND FINALE Range: 90 feet
2nd-level evocation Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Self You create a 20-foot-radius sphere of choking, toxic fog
Components: V, S centered on a point you can see within range. The fog spreads
Duration: 1 round around corners and is heavily obscured. It lasts for the
You grant your allies the ability to unleash a thunderous duration or until a strong wind (at least 20 miles per hour)
magical attack. When a friendly creature in your control disperses it.
range makes a melee weapon attack, the attack deals an extra When a creature first enters the spell’s area for the first
2d8 bludgeoning damage. If the target is a creature, it must time on a turn or starts its turn there, that creature must
make a Strength saving throw against your spell save DC. make a Constitution saving throw. The creature takes 3d10
On a failed save, the target is pushed 20 feet away from the poison damage on a failed save, or half as much damage on
friendly creature and knocked prone. On a successful save, a successful one. A creature that doesn’t need to breathe is
the target is pushed half as far and isn’t knocked prone. immune to this effect.
At Higher Levels. When you cast this spell using a spell slot
of 5th or higher level, the poison damage increases by 1d10,
and the radius increases by 5 feet, for each slot level over 4th.

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MUD FOOT RAPPORT
Evocation cantrip 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: 1 round Duration: 1 minute
You unleash a burst of magic that causes the ground to You touch the mind of a bonded warbeast, guiding its body
become mired and sticky beneath a creature’s feet. Make a like an extension of your own. Choose a warbeast that is
ranged spell attack against the target. On a hit, the target’s under your control and in your control range. For the spell’s
speed is halved. duration, that warbeast can replace its proficiency bonus with
yours, and it becomes proficient with all weapons with which
MURDEROUS INTENT you are proficient.
3rd-level enchantment
Casting Time: 1 action RIFT
Range: 30 feet 3rd-level evocation
Components: V, S Casting Time: 1 action
Duration: 1 minute Range: 60 feet
This spell overwhelms creatures with a desire to slay the Components: V, S
living. Choose up to six willing creatures that you can Duration: Instantaneous
see within range. For the duration, each target gains a +2 A powerful burst of elemental energy rips through the
bonus to attack and damage rolls against creatures other ground from a point of your choice within range, creating
than constructs and undead and has advantage on attack a temporary rift. Each creature in a 20-foot-radius sphere
rolls against any creature that doesn’t have all its hit points, centered on that point must make a Dexterity saving throw.
provided that the creature isn’t a construct or an undead. A creature takes 3d6 force damage on a failed save, or half
At Higher Levels. When you cast this spell using a spell slot as much damage on a successful one. Additionally, the area
of 4th level or higher, you can target two additional creatures becomes difficult terrain until the end of your next turn.
for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d6 for each
OBLITERATION slot level above 3rd.
5th-level evocation
Casting Time: 1 action RITES OF POWER
Range: 120 feet 1st-level transmutation (animus)
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Self
You unleash a devastating blast of energy. Each creature in Components: V, S
a 30-foot-radius sphere centered on a point of your choice Duration: 1 round
within range must make a Dexterity saving throw. On a failed Profane runes appear across your flesh, empowering you to
save, a creature takes 8d8 force damage and is stunned until act as a conduit for occult energy. For the duration of the
the end of its next turn. On a successful save, a creature takes spell, you become a channeler for spells. Each time a spell is
half as much damage and isn’t stunned by this spell. channeled through you, you take 1d6 necrotic damage.
Each object in the sphere takes 16d8 force damage.
SERPENT STRIKE
PESTILENT WIND 1st-level transmutation (animus)
1st-level evocation Casting Time: 1 action
Casting Time: 1 bonus action Range: Self
Range: Self (15-foot cone) Components: V, S
Components: S Duration: 1 minute
Duration: Instantaneous Your reflexes heighten to the point that you can strike like a
You unleash a gust of diseased wind. Each creature in a 15- serpent in response to the movements of your foes. For the
foot cone must make a Constitution saving throw. A creature spell’s duration, when a creature within your reach misses
takes 2d10 poison damage on a failed save, or half as much you with an attack, you can use your reaction to attack
damage on a successful one. that creature.

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SHADOWFALL
2nd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You summon a burst of darkness that begins consuming
the world around a point of your choice within range. Each
creature in a 20-foot-radius sphere centered on that point
must make a Dexterity saving throw. A creature takes 4d6
necrotic damage on a failed save, or half as much damage on
a successful one. Additionally, each creature in the area has
disadvantage on attack rolls, ability checks, and saving throws
until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d6 for each
slot level above 2nd.

SHEDDING SKIN
1st-level transmutation (animus)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
Your outer layer of skin becomes dry and flaky, like the
shedding skin of a serpent. For the duration of the spell, you
gain the following benefits:
• You can move through spaces as if they were one size
larger without squeezing.
• If you are grappled, you can use your action to escape the
grapple immediately without needing to make an ability
check.
• You regain 1d4 hit points at the start of each of your turns.

SPECTRAL LASH
1st-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous SPIRIT VORTEX
You summon a spectral whip of ghostly energy and lash out 2nd-level conjuration
with it at a creature within range. Make a ranged spell attack Casting Time: 1 action
roll against the target. On a hit, the target takes 2d6 necrotic Range: 60 feet
damage and is pulled 10 feet directly toward you. Components: V, S
At Higher Levels. When you cast this spell using a spell slot Duration: Instantaneous
of 2nd level or higher, the damage increases by 1d6, and the You create a swirling vortex of spiritual energy, centered on a
distance the creature is pulled increases by 5 feet, for each slot point you can see within range. Each creature within 10 feet
level above 1st. of that point must make a Strength saving throw. On a failed
save, a creature takes 3d6 force damage, is pulled 10 feet
SPINY GROWTH toward the center of the vortex, and is knocked prone. On
1st-level transmutation (animus)
Casting Time: 1 action a successful save, a creature takes half as much damage, isn’t
Range: Self pulled, and isn’t knocked prone.
Components: V, S Additionally, undead in the area take an extra 1d6
Duration: 1 minute radiant damage.
Your skin erupts in dense, durable spines. For the spell’s At Higher Levels. When you cast this spell using a spell
duration, you gain a +2 bonus to AC, and at the start of each slot of 3rd level or higher, the damage increases by 1d6, and
of your turns, you deal 2d10 piercing damage to any creature the radius of the vortex increases by 5 feet, for each slot
grappling you. level above 2nd.

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STIR THE DEAD of 2nd level or higher, the square increases by 5 feet on each
2nd-level necromancy side for each slot level above 1st.
Casting Time: 1 action
Range: 60 feet SWAMP’S BREATH
1st-level conjuration
Components: V, S
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 30 feet
You speak ancient words of power, stirring the spirits of the
Components: S
undead. Choose up to four undead creatures that you can
Duration: Concentration, up to 1 minute
see within range. The creatures are under your control for
You breathe out a cloud of murky gas in a 15-foot-radius
the duration of the spell. They obey any verbal commands to
sphere centered on a point you can see within range.
the best of their abilities (no action required by you), and in
The cloud spreads around corners, and its area is heavily
combat, they act on your turn each round. If you don’t issue
obscured. It lasts for the duration or until a wind of moderate
any commands to them, they take the Dodge action. For the
or greater speed (at least 10 miles per hour) disperses it.
duration, each creature controlled by this spell deals an extra
When a creature enters the spell’s area for the first time
1d6 necrotic damage when it hits with a weapon attack.
or starts its turn there, it must make a Constitution saving
At Higher Levels. When you cast this spell using a spell
throw. On a failed save, the creature takes 2d8 poison damage
slot of 3rd level or higher, you assert control over two
and is poisoned until the end of its next turn.
additional undead creatures, and the extra damage dealt by
the controlled creatures’ attacks increases by 1d6, for each slot TEMPEST
level above 2nd. 5th-level evocation
Casting Time: 1 action
SUMMON VORTEX Range: 120 feet
1st-level conjuration
Components: V, S
Casting Time: 1 action
Duration: Instantaneous
Range: Self
You call down a swirling maelstrom of wind and lightning
Components: V, S
to sweep over the area. Each creature in a 20-foot-radius
Duration: 1 round
sphere centered on a point you choose within range must
A swirling vortex of energy extends out from you in a 15-
make a Dexterity saving throw. A creature takes 8d6
foot radius. Until the spell ends, the vortex moves with you,
lightning damage on a failed save, or half as much damage
remaining centered on you. For the duration, each hostile
on a successful one. The tempest also creates a burst of
creature in the area takes a −2 penalty to all attack rolls. The
powerful wind, causing each creature in the area to be pushed
spell ends if you are incapacitated.
10 feet away from the center of the area. In addition, the
SWAMP PIT ground in the area becomes difficult terrain until the end of
1st-level transmutation your next turn.
Casting Time: 1 action
Range: 30 feet WEALD SECRETS
2nd-level transmutation
Components: V, S
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: Touch
You create a small, murky pit at a point on the ground that
Components: V, S
you can see within range. For the duration, a 10-foot square
Duration: Concentration, up to 10 minutes
centered on that point becomes difficult terrain.
You tap into the ancient knowledge of the forests and transfer
Each creature in the area when you cast the spell must
some of that power to a willing creature you touch. For the
make a Dexterity saving throw. On a failed save, the creature
duration of the spell, difficult terrain doesn’t cost the target
is restrained as long as it remains in the pit or until it breaks
extra movement, and the target ignores darkness and other
free. A creature must also make this saving throw when it
effects that obscure vision when making ranged attacks and
enters the spell’s area for the first time on a turn or ends its
Wisdom (Perception) checks.
turn there. A restrained creature can use its action to make
a Strength check against your spell save DC. On a success, it WITHERING GAZE
frees itself. While restrained by this spell, a creature takes 2d6 Necromancy cantrip
poison damage at the start of each of its turns. Casting Time: 1 action
As a bonus action on your turn, you can move the pit up Range: 30 feet
to 10 feet to a new spot on the ground within range. If a Components: S
creature restrained by this spell is no longer in the pit after Duration: Instantaneous
the pit is moved, the creature is no longer restrained. If a You direct a withering gaze at one creature you can see
creature that wasn’t in the pit before the pit was moved is within range. The target must make a Constitution saving
now in the pit, the creature must make a Dexterity saving throw. On a failed save, the target takes 2d6 necrotic damage,
throw, as described above. and its speed is halved until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot This spell’s damage increases by 1d6 when you reach 5th
level (3d6), 11th level (4d6), and 17th level (5d6).

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TREASURES OF THE DEEP WILD
Mechanika is relatively commonplace throughout the human BOKOR’S STAFF
nations of western Immoren, but items invested with true Staff, uncommon
magical power are exceedingly rare. The opposite is true in Adorned with grisly trophies, this staff grants its wielder
the deep wilds, however. Rare bits of mechanika do make the power to silence an enemy’s spells. When you hit a
their way to the inhabitants of the wilderness, trading hands creature with this magic weapon, the target must succeed on
from swampie to gobber to bog trog or gator, but by and a DC 14 Constitution saving throw or be unable to cast spells
large, ritually fabricated items, armor, and weapons are more or use an animus until the start of your next turn.
commonly seen in the hands of powerful warlords, sorcerers,
and warlocks. CLOAK OF THE FOG DRAKE
Wondrous item, uncommon

MAGIC ITEM This cloak is made from the scales of a fog drake. While
wearing it, you can breathe underwater. In addition, while
DESCRIPTIONS wearing the cloak, you can use an action to cast the fog cloud
spell from it as a 3rd-level spell. Once used, this property
Magic items are presented in alphabetical order. A magic can’t be used again until the next dawn.
item’s description gives the item’s name, its category, its
rarity, and its magical properties. CROAK-THROAT BAGPIPES
Wondrous item, uncommon
These eerie bagpipes are made from the dried skin and
esophagus of a croak. While playing the bagpipes, you can
use an action to cast the fear spell from them as a 3rd-level
spell. Once used, this property can’t be used again until
the next dawn.

CRYSTAL SKULL
Wondrous item, very rare
This mysterious crystal skull is said to hold the knowledge of
ancient civilizations long since lost to time. The skull is made
of a clear, flawless crystal that glows with an otherworldly
light. When holding the skull, you can understand and speak
any language and can read and write any script. You also gain
proficiency in any one skill or tool of your choice, and you
double your proficiency bonus on any ability check made
using that skill or tool. Additionally, you can use an action
to cast the legend lore spell, allowing you to gain knowledge
about a specific person, place, or object. Once used, this
property can’t be used again until the next dawn.

DHUNIA’S RAGE
Weapon (any axe), rare (requires attunement by a follower of Dhunia)
You gain a +1 bonus to attack and damage rolls made with
this magic weapon. When you hit with it, you can choose to
maximize your weapon damage dice against the target. The
weapon can’t be used this way again until the next dawn.
BLADE OF TORMENT DHUNIA’S TOUCH
Weapon (any sword), rare (requires attunement) Armor (any), very rare (requires attunement by a follower of Dhunia)
You gain a +2 bonus to attack and damage rolls made with While wearing this armor, you can speak its command word
this magic weapon. When you hit a creature with it, that as a reaction when you are hit by an attack or fail a saving
creature takes an extra 1d8 psychic damage, and if it is a throw, but before damage is rolled. If you do so, you take no
warbeast, you can choose to add or remove 1 fury point from damage from the attack or effect. The armor can’t be used
it. In addition, the creature must make a Constitution saving this way again until the next dawn.
throw with a DC equal to 8 + your proficiency bonus + your
Dexterity modifier. On a failed save, the creature is paralyzed
for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
on a success.

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EXHUMATOR LIFE TRADER
Weapon (any), very rare (requires attunement) Weapon (any), rare (requires attunement)
You gain a +3 bonus to attack and damage rolls made You gain a +2 bonus to attack and damage rolls made with
with this magic weapon. When you reduce a creature to 0 this magic weapon. When you hit a creature with it, you can
hit points with this magic weapon, you can choose to raise choose to sacrifice your own hit points to deal extra damage.
the target as an undead under your control for 1 round. The For every 2 hit points you sacrifice, the weapon deals an
creature’s type becomes undead, it regains 1 hit point, it obeys extra 1d4 necrotic damage to the target. The number of hit
your commands to the best of its ability, and it remains under points you can sacrifice is limited by your current hit point
your control until the end of your next turn or it is destroyed. maximum, and you can’t sacrifice hit points if doing so would
Additionally, as an action, you can choose a creature you cause you to drop to 0 hit points.
are controlling with this weapon and channel a spell through
it as if it were a channeler. The creature must be within 30 MIND-CLOUDING MAUL
Weapon (maul), rare (requires attunement)
feet of you, and any spell cast through it will originate from
You gain a +2 bonus to attack and damage rolls made
its location. If you channel a spell through the creature, it is
with this magic weapon. When you hit a creature with it,
destroyed after the spell is cast.
that creature takes an extra 1d6 psychic damage and must
GRAVELIGHT CANDLE make a Wisdom saving throw with a DC equal to 8 + your
Wondrous item, uncommon proficiency bonus + your Strength modifier. On a failed save,
This candle is made of a mixture of beeswax and the tallow the creature’s spellcasting ability is impaired. For the next
of a humanoid creature, all of which is infused with tiny minute, it has disadvantage on any ability check it makes
fragments of arcane minerals. The candle’s magic is activated to cast a spell, and targets have advantage on saving throws
when the candle is lit, which requires an action. After against any spell the creature casts, unless the creature spends
burning for 4 hours, the candle is destroyed. You can snuff it an additional spell slot of 1st level or higher to cast it.
out early for use at a later time. Deduct the time it burned in
increments of 1 minute from the candle’s total burn time.
While lit, the candle sheds bright light in a 5-foot radius
and dim light for an additional 5 feet. Any hidden door, trap,
or secret compartment within that light is revealed, and any
invisible creature or object within that light becomes visible.
Additionally, while the candle is lit and you are holding it,
you have darkvision out to a range of 60 feet.

LEECH BITE
Weapon (any ranged weapon), rare
You gain a +2 bonus to attack and damage rolls made with
this magic weapon. When you hit a creature with it, that
creature takes an extra 2d6 necrotic damage, and you regain a
number of hit points equal to half the necrotic damage dealt.

SKULL PRAYER BEADS


Wondrous item, very rare
This macabre necklace is made of humanoid skulls strung
together on a cord. Each skull is intricately carved with dark
LIFE DRINKER arcane symbols and runes. The necklace is imbued with
Weapon (any), rare (requires attunement) necromantic energy and grants the wearer control over the
You gain a +1 bonus to attack and damage rolls made spirits of the dead.
with this magic weapon. When you hit a creature with it, While wearing this necklace, you can communicate with
you gain a number of temporary hit points equal to half the the spirits of the dead as if you had cast the speak with dead
damage dealt. spell, and you can use an action to cast the animate dead
spell from the necklace as a 3rd-level spell. Once used, this
property can’t be used again until the next dawn.

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STAFF OF THE WINTER CRONE
Weapon (staff), very rare (requires attunement)
This staff is a relic of the Northkin tribes of trollkin. It is
made of twisted and gnarled dark wood that always drips
with jagged ice, regardless of the weather. When held aloft,
the staff emanates a faint chill.
This staff can be wielded as a magic quarterstaff that grants
a +1 bonus to attack and damage rolls made with it.
The staff has 6 charges for the following properties, which
you can use while you are holding the staff. The staff regains
1d6 expended charges daily at dawn.
Spells. You can use an action to expend 1 charge to cast
one of the following spells without expending a spell slot:
control weather (limited to winter weather), fog cloud, or
protection from cold.
Icy Grip. You can use an action to expend 1 charge to
force a creature you can see within 60 feet of you to make
a Constitution saving throw. On a failure, the target is
restrained for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.
Snowfall. You can use an action to expend 1 charge to
cause snow to fall in a 20-foot radius, 40-foot high cylinder
centered on a point you can see within 60 feet of you. The
snow lasts for 1 hour or until you use an action to dismiss it.

THUNDERSTRIKE MAUL
Weapon (maul), very rare
SOUL CONSUMER This massive maul is crafted from a rare metal that has
Weapon (any), very rare (requires attunement) been struck by lightning. It is imbued with the power of
You gain a +3 bonus to attack and damage rolls made with thunder and crackles with electrical energy. When you
this magic weapon. When you hit a creature with it, that hit a creature with an attack using this magic weapon, the
creature takes an extra 2d8 force damage, and you can choose target takes an extra 2d6 thunder damage and must make
to absorb a part of the creature’s soul, gaining a number of a Constitution saving throw with a DC equal to 8 + your
temporary hit points equal to the force damage dealt. proficiency bonus + your Strength modifier. On a failed save,
You can use an action to release some of the soul energy the target becomes deafened for 1 minute.
stored in the weapon, which escapes with a sound like a While wielding this weapon, you can cast the thunderwave
tormented scream. If you do, you have advantage on your spell from it as a 2nd-level spell. The weapon can’t be used
next attack roll, ability check, or saving throw. Once used, this way again until the next dawn.
this property can’t be used again until the next dawn.
WINTERTIDE
SOUL-FUELED BLADE Weapon (Nyss claymore), rare
Weapon (any sword), rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with it, that
this magic weapon. When you reduce a creature other than creature takes an extra 2d6 cold damage.
a construct or undead with a soul to 0 hit points with this If you score a critical hit against a creature with this magic
magic weapon, you gain one spell slot of the highest level weapon, it must make a Constitution saving throw with a
you can cast. This spell slot expires if it is not used within DC equal to 8 + your proficiency bonus + your Strength or
10 minutes. While the extra spell slot is active, the sword is Dexterity modifier. On a failed save, the target is frozen solid,
outlined in a faint orange glow. and it is incapacitated until the end of your next turn.

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MAGIC ITEM CREATION
In the wilds of western Immoren, shamans and warlocks hold Creating magical items is not easy—it requires patience,
positions of prestige. The ability to weave spells from one’s diligence, and careful craftsmanship. Binding magical
own willpower or from the rage of a rampaging warbeast is essence is dangerous and potentially deadly. Those who do
a gift possessed by few. Throughout time, however, the wild not approach this work with a great deal of caution can be
peoples of Immoren have harnessed the power of magic and unmade by their careless work as the arcane power they seek
bound it to objects. Once properly inscribed and invested to harness lashes back against them.
with a bit of the maker’s own power and vitality, these In the civilized societies of western Immoren, this danger
potent tools are permanently infused with magic. They often is managed through the creation of mechanika. A fusion of
outlast their creators, becoming prized relics passed down magic and technology, mechanika creates potent magical
through generations. The mightiest become legends that items that have helped shape the course of history in the
overshadow any who wield them, becoming mythic objects Iron Kingdoms, but this method is not without its limits
in their own right. and weaknesses.

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The less-civilized cultures and settlements of western
Immoren have their own paths and traditions. These Special Considerations
practices, older and often darker than the formalized Making magic items might have additional special
considerations, like the time and place of completion,
techniques of the Iron Kingdoms, allow these societies to
ingredients required to be worked into the vessel’s
create a wide range of magical items. The process of creating fabrication, or a sacrifice of blood.
mechanika is similar to that used to craft traditional magical
The GM determines what, if any, special ingredients,
items, but the final fusion and application of arcane energies components, or other considerations are required to
differs greatly. construct a specific magic item.
In the remote corners of the land, ancient rituals and blood
rites are employed to infuse power into these magical items.
Craftsmen, known as enchanters or binders, are revered in The benefit may not be as direct as that of a magically imbued
these societies for their ability to work with the dangerous sword or an enchanted suit of heavy armor, but the impact
forces of magic. They are often shamans or warlocks, using is guaranteed to be potent. Gifted individuals can generally
their innate connection with the arcane to manipulate and tell right away when an item has been exposed to magical
control the energies needed to create their artifacts. energies, while others may simply have a feeling that the item
This method of creating magical items can lead to powerful in question is different.
and unpredictable results. Unlike mechanika, which relies Some magical items require specialized runes that function
on precise engineering and controlled application of magic, only with particular items. A magical axe cannot function
the traditional methods can produce items with a wide with runes designed for armor, for example.
range of abilities and effects. Some are straightforward and
dependable, while others may be fickle and temperamental, ASSEMBLY
even dangerous to the wielder. Most magical items created in the wilds of western Immoren
Though these methods of creating magical items may are created from scratch using the strongest available
not possess the refined precision of mechanika, they offer a materials—those that can withstand the magical energies
greater variety and depth of power. The artifacts created in harnessed during their creation. These energies, often
this manner often possess abilities and properties that cannot dangerous and volatile, can be fatal to the individual creating
be replicated by mechanika, making them highly sought after the item if not controlled. The vessel of a magical item
by those who seek to harness the full potential of magic. defines the kind of item it is, whether weapon, armor, or
As a result, the practices of these wild societies continue to otherwise. The character then attunes to the work ahead and
endure, with the secrets of their craft passed down through inscribes the items with runes to create a magical item.
generations.
The legends surrounding these magical items speak of the
great heroes, shamans, and warlocks who have wielded them
VESSEL
A magical item’s vessel is the shell or frame that contains
in the past. In the hands of a skilled and worthy user, these
the runes and esoteric energies that power it. Each vessel
artifacts can turn the tide of battle, alter the course of history,
is crafted to exacting standards that make it capable of
or even shape the destiny of entire nations. With each new
containing the power within the runes. For many wilderness
generation, the stories grow, and the power of these mythic
cultures, the task of creating a vessel that can withstand these
objects continues to inspire and captivate the people of
arcane forces is attempted only by master craftsmen, whose
western Immoren.
skills and techniques are often passed down from generation
to generation.
MAGICAL ITEMS The following rules cover the fabrication of a vessel
A magical item has three components: a vessel, rune points, appropriate to be inscribed with runes and transformed into
and an attunement requirement. The vessel is simply the item a magical item.
being transformed, whether a weapon, a set of armor, a stone
talisman, or another object. Rune points are a combination of
two factors: the space needed to inscribe, engrave, or etch the
SPELLCASTING
A character must be capable of casting spells in order to craft
necessary runes on an item’s body and the runes themselves,
a magic item.
which power the magical item. The attunement requirement
is the amount of preparation time the creator needs before he WEAPONS AND ARMOR
is ready to wrestle with the arcane energy in the runes. Melee weapons, ranged weapons, and suits of armor are
The process used to create these magical items creates among the many objects that can be imbued with magical
a permanent, self-sustaining bond between the vessel, the power. Any weapon or armor used as the vessel of a magical
runes, and the magical energies, allowing these objects to last item must have at least 1 rune point carved into its surface.
far, far longer than most mechanikal equivalents. The lore Weapons created as magical items are magical weapons.
masters of the trollkin and the Circle Orboros know of items Vessels for magical weapons and armor have the same stats as
created millennia ago that are still in use today. the items they are based on.
Any item created via this process is magical in some way. The raw materials needed to create the vessel of a magical

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Vessel Crafting DCs
Weapon Type Crafting DC
Simple Melee 10 + 1/10th the cost of a base version of the weapon (Minimum 1)
Martial Melee 12 + 1/10th the cost of a base version of the weapon (Minimum 1)
Simple Ranged 12 + 1/10th the cost of a base version of the weapon (Minimum 1)
Martial Ranged 14 + 1/10th the cost of a base version of the weapon (Minimum 1)
Light Armor 10 + 1/10th the cost of a base version of the armor (Minimum 1)
Medium Armor 12 + 1/10th the cost of a base version of the weapon (Minimum 1)
Heavy Armor 14 + 1/10th the cost of a base version of the weapon (Minimum 1)

weapon or armor cost three times as much as a normal, affects the character until it is removed or until a new
nonmagical version of the item. For example, the cost of a talisman is selected.
normal great axe is 30 gp, so the raw materials needed to Creating a talisman requires carved metal, stone, bone,
create a vessel for a magical axe would cost three times as or similar material worth at least 15 gp, as well proficiency
much, or 90 gp. with the applicable artisan’s tools. For example, if a character
This cost represents the rarity of materials used in the is trying to create a magical talisman made of metal, the
creation of the vessel. For example, a magical staff is not pertinent tools are smith’s tools. Once a character has the
typically made of common oak but rather of rarer hardwoods raw materials to craft or forge the vessel, the character must
found in the depths of the wilderness. Steel is alloyed spend time preparing the components, following the same
with other materials more receptive to the infusion of rules used to create bodies of magical weapons and armor.
arcane energy. The DC of fabricating a talisman is 10.
Creating the vessel of such an item requires proficiency
with the applicable artisan’s tools. For example, if a character ATTUNEMENT
is trying to create a magical vessel of heavy plate armor, the Before a magical item is inscribed, the crafter must attune to
pertinent proficiency is with smith’s tools. the task. The character must spend time in deep meditation,
After gathering the raw materials to craft a vessel, a preparing for the immense strain on both willpower and soul
character must spend time shaping and preparing the during the inscription and completion of the work. Only a
components. A character makes 25 gp worth of progress for foolhardy or suicidal individual would attempt to harness the
each workday spent working on the vessel, plus any increases power of the runes without first attuning to the labor ahead.
provided by a character’s other traits or abilities, such as the
Rhulic dwarf’s Master Craftsman trait. ATTUNEMENT RULES
Once a character’s progress has reached the full amount Attunement consists of a set period of uninterrupted
of the item’s cost, the character must make an Intelligence meditation followed by expending a total number of spell
(Arcana) check with a DC determined by the Vessel slot levels equal to the number of rune points on the item
Crafting DCs Table. and a saving throw against a DC of 12 + the total number of
If the check fails, a character can attempt to adjust the rune points the character plans to inscribe on the item. The
vessel, which costs materials equal to the normal cost of the character uses their Spellcasting ability for the saving throw.
base item, and attempt the check again. If the check fails again For each rune point being inscribed, the character must
or if the check fails by 5 or more, the vessel is irreparably meditate for three hours without interruption. If the saving
flawed. The character can proceed but make all subsequent throw succeeds, the character can inscribe the runes without
steps at a –2 penalty. further penalty. If the saving throw fails, the character can
roll again after an additional three hours of meditation.
TALISMANS A character gains a cumulative +1 to the roll for every
Made of small chits of workable stone or bone, talismans three hours of uninterrupted meditation beyond the
protect the wearer and bestow on the wearer a measure of required amount.
runic power. Although their effects often pale in comparison If a character is unable to expend the required spell slot
to those of even the most straightforward spells, these charms levels, the attunement fails, triggering a roll on the Price of
are common among many wilderness cultures. Failure Table.
A talisman used as the vessel of a magical item must have After successful attunement, the character can inscribe the
at least 1 rune point carved into its surface. While wearing desired runes on the object.
a talisman, the wearer is affected by all runes inscribed on
it. A character can wear multiple talismans but can receive
the benefit of only a single talisman at a time. If a character
wears multiple talismans, choose during the character’s daily
preparations which talisman to have in effect. That talisman

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RUNES INSCRIBING RUNES
Runes imbue a magical item with its arcane power. The Inscribing a rune takes one week per rune point. Once this
peoples of the wilderness employ runic scripts that draw time has passed, the character must make an Intelligence
upon their own traditions and cultures. Some manifestations (Arcana) check with a DC of 12 + the rune’s point
of magical power are unique to a specific tradition, but value. On a successful check, the character successfully
others are known among many different peoples. More inscribes the runes.
powerful effects require a deeper understanding of the arcane On a failed check, the character must roll on the Price of
traditions from which the powers arise. Failure Table to determine any consequences of failure.
Each culture in the wilds of western Immoren has After resolving any effects, the character can spend one
developed its own traditions, though some crossover exists. week correcting mistakes in the inscription and then attempt
The Runes by Culture Table indicates which magic traditions the check again.
are available to a character. If an item has not reached its rune point limit after
inscription, additional runes can be inscribed upon it.
RUNE POINTS The following attributes define runes in the game:
Rune points are an amalgamation of three factors: the Type: This defines the types of bodies the rune can be
magical runes that supply the desired effects of the item, inscribed upon.
the space required to inscribe the runes on the item, and Prerequisite: Determines any prerequisites required to
the complexity of the runes being inscribed. This value is inscribe the rune.
an expression of the attributes required for item creation. Rune Points: This indicates the number of rune points the
Weapons, armor, and smaller items are allowed a limited rune takes up on the item.
number of rune points, but some objects can house a larger
number of runes. The great celestial fulcrums used by the
Circle Orboros—stone constructions that replicate the
GENERAL RUNES
Several runes are found across all the gifted races found in the
movement of Caen and its moons and harness blasts of raw
wilds of western Immoren. Although the runes themselves
elemental power—are potent examples of objects that surpass
may take different forms, the effects are the same.
this limit and display countless runes used in conjunction.
Any character capable of creating magical items can
RUNE POINT LIMITS utilize these runes and can replace the Lore subject in the
Each type of item can bear a limited number of rune points. prerequisites with a different subject appropriate for that
The following are the maximum rune points allowed for each character’s arcane traditions, provided the character’s skill
object type covered in this chapter: level is high enough.
Talismans: 2 rune points
Weapons and Armor: 5 rune points

Runes by Race
Character General Devourer Dhunian Nyss Swamp Trollkin
Race Runes Runes Runes Runes Runes Runes
Bog Trog X X
Croak X X
Farrow X X
Gatorman X X
Human X X
Nyss X
Tharn X X
Trollkin X X X

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BALANCED Concentration spells on a character hit by a weapon
Carved into the hilt or etched onto the surface of a weapon, inscribed with this rune immediately expire.
the Balanced spell rune gleams with a delicate harmony
of power and precision. An intricate lattice of ancient
ELEMENTAL PROTECTION
Imbued upon the surface of armor or a talisman, this
symbols, it radiates a subtle, silvery aura that whispers of
rune radiates a vibrant, chromatic energy that dances and
equilibrium and grace.
intertwines like the primal forces of nature itself. The rune’s
Type: Melee or ranged weapon
dazzling array of intricate symbols pulsates with the raw
Prerequisite: Arcana +2
essence of the elements, painting a vivid portrait of the
Rune Points: 1
untamed power of the world. The enchanting glow of the
Attack and Damage rolls made with this magical weapon
rune seems to shift and transform, echoing the ever-changing
gain a +1 bonus.
nature of the elements it safeguards against.
BLESSED Type: Armor or talisman
This rune glows with a warm, golden light. Its ethereal Prerequisite: Arcana +4
radiance evokes a profound sense of serenity and purity, as if Rune Points: 2
the weapon itself were anointed by divine hands. The rune’s A creature wearing an item inscribed with this rune gains
celestial script intertwines with complex, flowing patterns. resistance to acid, cold, lightning, or fire damage. The wearer
Type: Melee or ranged weapon chooses the damage type daily at dawn.
Prerequisite: Arcana +4
Rune Points: 2
EYES OF DARKNESS
Intricately etched onto the surface of a talisman, this rune
A character using a weapon inscribed with this rune
emanates an enigmatic, shadowy aura that seems to beckon
ignores spell effects that increase the target’s AC or give it
the very essence of the night. The arcane symbols, forged by a
resistances.
deft hand, form an elegant constellation of glyphs that appear
COLD to drink in the light, shrouding the rune in an alluring veil
An intricate pattern of its icy lace seems to dance across the of darkness. Its mystical presence whispers of secrets hidden
weapon’s surface. The frostbitten design whispers of the within the depths of shadow, offering those who wield it the
biting cold and relentless fury of winter’s heart, promising to power to pierce the inky blackness and reveal the unseen.
bestow its frigid touch. Type: Talisman
Type: Melee weapon Prerequisite: Arcana +2
Prerequisite: Arcana +4 Rune Points: 1
Rune Points: 2 An item inscribed with this rune grants darkvision to 60
A creature hit by a weapon inscribed with this takes 1d8 feet. If a creature wearing the talisman already has darkvision,
cold damage. On a critical hit with a weapon inscribed with its range is increased by 60 feet.
this rune, a target without immunity to cold damage has its
movement speed halved until the end of its next turn.
FLAME
Inscribed on the surface of a melee weapon, the Flame
CORRUPTION spell rune flickers with the intense, fiery energy of a raging
The rune’s intricate patterns appear twisted and warped, inferno. The arcane symbols smolder like embers, their
as if forged by some malevolent force, eager to unleash intricate design painting a vivid image of the untamed
its destructive potential. As the tainted weapon strikes an ferocity of fire. The weapon glows with a captivating, golden
enemy, dark energy courses through the blow, a searing, light, casting shadows that dance like wild, untethered flames,
corrosive force that not only ravages the target’s flesh but also eager to consume and set the world ablaze.
weakens its defenses. Type: Melee weapon
Type: Melee or ranged weapon Prerequisite: Arcana +4
Prerequisite: Arcana +2 Rune Points: 2
Rune Points: 1 A creature hit by a weapon inscribed with this takes
A character hit by a weapon inscribed with this rune an extra 1d8 fire damage. On a critical hit with a weapon
takes 1d4 acid damage and suffers –2 AC until the end of inscribed with this rune, a creature also takes 1d8 fire damage
its next turn. at the start of its next turn. The weapon can light flammable
objects and sheds bright light 15 feet and dim light for an
DISBINDER additional 15 feet.
A weapon inscribed with this arcane sigil weaves an intricate
tapestry of power, pulsating with a vivid, indigo light that FLEET
seems to pierce the very fabric of reality. At its touch, the Inscribed upon the surface of a suit of armor, the Fleet spell
magic of an enemy spellcaster rapidly unravels. rune pulses with a vibrant, emerald energy that embodies
Type: Melee weapon the essence of speed and agility. The rune’s elegant, swirling
Prerequisite: Arcana +6 patterns intertwine with an array of intricate, arcane symbols
Rune Points: 3 that seem to dance and flow with a lively grace, reminiscent

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of a gentle breeze becoming a gust of wind. seems to radiate a sense of calm and unwavering resolve, as if
Type: Armor standing as a bastion against the forces of magic.
Prerequisite: Arcana +6 Type: Armor
Rune Points: 3 Prerequisite: Arcana +8
A character wearing armor can use an action to gain Rune Points: 4
the effect of the haste spell for 1 minute (no concentration A creature wearing armor inscribed with this rune
required). After doing so, it can’t be used in this way again has advantage on saving throws against spells and other
until the next day at dawn. magical effects.

GRIEVOUS WOUNDS OCCULTATION


Etched onto the blade of a melee weapon, the Grievous Inscribed upon the surface of armor or a talisman, the
Wounds spell rune emanates a sinister, crimson energy that Occultation spell rune emanates a mysterious, obsidian
seems to seep into the very air around it. The rune’s ominous energy that whispers of shadows and concealment. The
patterns and arcane symbols twist and intertwine, as if rune’s flowing patterns and enigmatic arcane symbols
reveling in the torment and suffering it promises to inflict. intertwine in a dance of darkness, creating an intricate
The weapon adorned with this dark rune appears to thirst and mesmerizing design that seems to blur the boundaries
for the very life essence of its foes, a harbinger of anguish between the seen and the unseen. An item adorned with this
and despair. enigmatic rune appears to meld with the shadows, inviting its
Type: Melee weapon wearer to embrace the art of stealth and subtlety.
Prerequisite: Arcana +4 Type: Armor or talisman
Rune Points: 2 Prerequisite: Arcana +4
A creature hit by a weapon inscribed with this rune takes Rune Points: 2
1d4 necrotic damage and has its hit point maximum reduced A character wearing an item inscribed with this rune has
by an amount equal to the damage taken. This reduction advantage on Dexterity (Stealth) checks made to hide.
lasts until the creature finishes a long rest. On a critical hit SHADOW
with a weapon inscribed with this rune, the target also has Emblazoned upon the surface of a suit of armor, the Shadow
disadvantage on its next attack roll. spell rune exudes an enigmatic, midnight-hued energy that
HEIGHTENED STRENGTH seems to seep from the depths of darkness itself. The rune’s
Inscribed upon the surface of armor or a talisman, the sinuous patterns and arcane symbols merge into an intricate
Heightened Strength spell rune radiates a robust, earthen dance of shadows, evoking a realm where the line between
energy that speaks of the raw power of the physical form. reality and the unseen is blurred. Armor inscribed with this
The rune’s bold, angular patterns and arcane symbols merge cryptic rune appears to meld with the darkness, its presence
into an intricate, harmonious design, reminiscent of the resonating with the very essence of the night and its secrets.
steady, unyielding strength of the mountains. Type: Armor
Type: Armor or talisman Prerequisite: Arcana +6
Prerequisite: Arcana +2 Rune Points: 3
Rune Points: 1 A creature wearing armor inscribed with this rune has
A character wearing an item inscribed with this rune gains resistance to necrotic damage and can cast invisibility on itself
advantage on Strength (Athletics) checks. as a bonus action without expending a spell slot. After doing
so, it can’t be used in this way again until the following dusk.
MIGHT
Engraved upon the surface of a melee or ranged weapon, SHARPENING
the Might spell rune emanates a bold, azure energy Etched upon the surface of a melee or ranged weapon, the
that symbolizes the unwavering determination of a Sharpening spell rune glows with a keen, silvery energy that
warrior’s spirit. symbolizes the cutting edge of power. The rune’s precise,
Type: Melee or ranged weapon angular patterns meld seamlessly with the intricate, arcane
Prerequisite: Arcana +2 symbols, evoking a sense of honed skill and unwavering
Rune Points: 1 focus. A weapon adorned with this potent rune seems to
Attack rolls with a weapon inscribed with this rune score a resonate with a razor-sharp aura, its edge gleaming with a
critical hit on a roll of 19 or 20. promise of heightened lethality.
Type: Melee or ranged weapon
NULLIFYING Prerequisite: Arcana +2
Etched upon the surface of a suit of armor, the Nullifying Rune Points: 1
spell rune pulses with a serene, silvery energy that embodies A weapon inscribed with this rune adds 1d4 weapon
the essence of arcane resilience. The rune’s graceful, damage to its damage rolls.
harmonious patterns weave around an array of intricate,
arcane symbols, creating a mesmerizing tableau of magical
fortitude. The armor, imbued with the rune’s protective aura,

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SPEED THE HUNT
Inscribed upon the surface of armor or a talisman, the Speed This small rune evokes the forms of a fleeing prey animal like
spell rune emanates a vibrant, azure energy that embodies a deer surrounded by a ring of searching eyes.
the essence of swiftness and agility. The rune’s fluid patterns Type: Talisman
and arcane symbols flow together in a harmonious dance, Prerequisite: Arcana +4
reminiscent of a swift current. Rune Points: 2
Type: Armor or talisman A character wearing an item inscribed with this rune
Prerequisite: Arcana +2 makes Wisdom (Perception) checks that rely on sight
Rune Points: 1 with advantage.
A character wearing an item inscribed with this rune
increases its base movement speed by 5 feet. PARALYSIS
This rune imbues a weapon with the paralyzing qualities
SPELL SHATTER of insect venom and often takes the form of a simplistic
Etched onto the blade of a melee weapon, the Spell Shatter depiction of a vektiss.
spell rune glimmers with a pulsating, prismatic energy that Type: Melee or ranged weapon
seems to hold the power to unravel the very fabric of magic. Prerequisite: Arcana +6
The rune’s intricate patterns and arcane symbols dance in a Rune Points: 3
swirling, mesmerizing display, evoking a sense of disruption A creature hit by a weapon inscribed with this rune must
and chaos within the realm of the mystical arts. make a DC 14 Constitution saving throw or be paralyzed
Type: Melee weapon until the end of its next turn.
Prerequisite: Arcana +8
Rune Points: 4 SCENT OF THE PREY
A creature with the Spellcasting trait hit by a weapon This simple rune grants the keen sense of smell of an argus or
inscribed with this rune must expend a spell slot with a level wolf to its wearer.
of 3rd level or lower. If it cannot do so, the target takes 2d6 Type: Talisman
psychic damage. Prerequisite: Arcana +2
Rune Points: 1
DEVOURER RUNES A character wearing an item inscribed with this rune has
The potent runes used by worshippers of the Devourer advantage on Wisdom (Perception) checks that rely on smell.
Wurm are generally related to violence and hunting. The
Circle Orboros has adapted many of these runes for its own VENOMOUS
purposes as well. This rune causes a weapon to weep a supernatural toxin to
enhance its lethality.
FEAST OF THE WURM Type: Melee or ranged weapon
Etched onto the blade of a melee weapon, the Feast of the Prerequisite: Arcana +4
Wurm rune is made up of jagged overlapping slashes meant Rune Points: 2
to evoke the many fangs of the Devourer Wurm. A living creature without immunity to the poisoned
Type: Melee weapon condition damaged by a weapon inscribed with this rune
Prerequisite: Arcana +4 suffers takes 1d8 poison damage and cannot take reactions
Rune Points: 2 until the end of its next turn.
When a weapon inscribed with this rune destroys a
living target, the attacking character can use its reaction to DHUNIAN RUNES
gain temporary hit points equal to the Constitution score Dhunian runes are very common among trollkin kriels, but
of the target. many other races, such as the farrow, also worship Dhunia
and utilize the same runes.
FINISHER
The shape of the Finisher rune is made up of interweaving DHUNIA’S RAGE
and branching strokes reminiscent of veins and arteries and Made up of trollkin sigils of aggression and warfare, this rune
glows softly with a bloody red radiance. imbues the wrath of the Mother goddess to a weapon’s blows.
Type: Melee weapon Type: Melee weapon
Prerequisite: Arcana +6 Prerequisite: Arcana +6
Rune Points: 3 Rune Points: 3
A weapon inscribed with this rune grants advantage on A character wielding a weapon inscribed with this rune
melee attack rolls made targeting a creature with current hit gains an additional die to attack damage rolls with the
points equal to less than half of its hit point maximum. inscribed weapon for one round.

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DHUNIA’S TOUCH
This rune depicts the embrace of Dhunia and wards her
children against harm.
Type: Armor
Prerequisite: Arcana +8
Rune Points: 4
A character wearing an item inscribed with this rune can use
its reaction to ignore all damage that results from an attack.
The rune allows a character to do this once and regains the
ability to do so each day at dawn.

FATE BLESSED
This rune represents the balance of fate and Dhunia’s ability
to alter its weave to shield her children from harm.
Type: Melee or ranged weapon
Prerequisite: Arcana +6
Rune Points: 3
A character wielding a weapon inscribed with this rune
can reroll a missed attack roll made with the weapon or cause
an enemy to reroll a successful attack roll. The rune allows a
character to do this once and regains the ability to do so each
day at dawn.

FLOW OF VITALITY
The flow of life comes from Dhunia, and this rune etched
onto a talisman strengthens that flow into her children.
Type: Talisman
Prerequisite: Arcana +2
Rune Points: 1
A character wearing an item inscribed with this rune
regains hit points equal to its Constitution modifier at the
start of each of its turns.

NYSS RUNES
Nyss runes have become more widely known in recent years
as the elves have fled their mountain homes to escape the
dragon Everblight and his blighted legion. Most Nyss runes
relate to cold, ice, and survival.

ICY TOUCH
This Aeric rune causes feathers of frost to touch the edges of
its wearer’s hair and clothing and invests in them the ability
to wield biting cold as a weapon.
Type: Talisman
Prerequisite: Arcana +4
Rune Points: 2
A character wearing an item inscribed with this rune
can cast the ray of frost cantrip. The character’s spellcasting
ability for this spell is its choice of Intelligence, Wisdom,
or Charisma.

NYSSOR’S SIGHT
The god of the Nyss was often wreathed in a cloud of
blowing snow and ice, and this rune grants the keep vision of
the Scyir of Winter.
Type: Armor or talisman
Prerequisite: Arcana +2
Rune Points: 1

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The vision of a character wearing an item inscribed with
this rune are not affected by blizzards, snow, or rain.

NYSSOR’S TOUCH
This rune shields its bearer with a resilience to the biting
cold of winter.
Type: Talisman
Prerequisite: Arcana +4
Rune Points: 2
A character wearing an item inscribed with this rune does
not suffer any ill effects due to exposure to extreme cold.

SHATTER
This Aeric rune carries freezing power along the surface of a
weapon, and biting shards of frost line its edges. Those who
feel its touch have their flesh flash-frozen in an instant.
Type: Melee or ranged weapon
Prerequisite: Arcana +4
Rune Points: 2
A weapon inscribed with this rune scores a critical hit
on a roll of 19–20 against any creature whose movement
speed is reduced.

SWAMP RUNES
Bog trogs and gatormen share similar runic traditions, which
many croak tribes have also adopted. Most of their specialized
runes are related to the death and decay that fill the marshes
in which they live, but the gatorman bokors have learned to
harness the enigmatic strength of the mysterious spirits that
inhabit the swamps.

THE HUNT
This small rune evokes the forms of a fleeing prey animal like
a deer surrounded by a ring of searching eyes.
Type: Talisman
Prerequisite: Arcana +4
Rune Points: 2
A character wearing an item inscribed with this rune
makes Wisdom (Perception) checks that rely on sight
with advantage.

LIFE LEECH
Carved onto the surface of a melee or ranged weapon, the
Life Leech spell rune glimmers with a haunting, violet energy
that seems to hunger for the vitality of living beings. The
rune’s intricate patterns and arcane symbols coil and twist
like ethereal tendrils, evoking images of life essence being
siphoned away by the forces of darkness. A weapon inscribed
with this enigmatic rune appears to possess a voracious
appetite for the life force of its enemies, eager to restore vigor
to its wielder.
Type: Melee or ranged weapon
Prerequisite: Arcana +4
Rune Points: 2
A creature hit by a weapon inscribed with this rune takes
1d6 necrotic damage. The wielder of the weapon also regains
hit points equal to half the damage dealt.

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SPIRIT EATER
The inhabitants of the swamps of western Immoren are no
strangers to the spirits that haunt their homes, and they have
learned to devour some of those lesser spirits’ essence to
empower themselves.
Type: Melee weapon
Prerequisite: Arcana +5
Rune Points: 2
When an undead creature is hit with this weapon, the
wielder immediately gains temporary hit points equal to
twice its Constitution modifier.

VENOMOUS
This rune causes a weapon to weep a supernatural toxin to
enhance its lethality.
Type: Melee or ranged weapon
Prerequisite: Arcana +4
Rune Points: 2
A living creature without immunity to the poisoned
condition damaged by a weapon inscribed with this rune
suffers takes 1d8 poison damage and cannot take reactions
until the end of its next turn.

TROLLKIN RUNES
The runic traditions of the trollkin are well known. Although
many kriels primarily use traditional Dhunian runes, they
have many of their own as well. These runes are generally
based on earth, resilience, and strength.

SMITE
This rune imparts a thunderous force into a weapon,
allowing it to hurl its targets away with a furious blow.
Type: Melee weapon
Prerequisite: creator is a trollkin, Arcana +6
Rune Points: 3
On a critical hit with a weapon inscribed with this rune,
the character hit is thrown 25 feet directly away from the
attacker and is knocked prone.

STAGGER
Those who experience a blow from a weapon bearing this
rune are stunned by its strikes.
Type: Melee weapon
Prerequisite: creator is a trollkin, Arcana +8
Rune Points: 4
On a critical hit with a weapon inscribed with this rune,
the character hit cannot attack for one round.

STEADFAST
This rune helps bond its wearer to the body of Dhunia,
Caen itself, and keeps them firmly fixed in place against an
enemy’s attack.
Type: Armor or talisman
Prerequisite: creator is a trollkin, Arcana +4
Rune Points: 2
A character wearing an item inscribed with this rune is
immune to the prone condition and cannot be involuntarily
moved except by magic.

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THE PRICE OF FAILURE
In the dimly lit chamber of an ancient cairn, the air crackles with The price of failure escalates with each magical item an
anticipation. A solitary figure hunches over a heavy wooden table, enchanter creates, as they must invest a piece of themselves
sweat dripping from its brow. The price of failure looms over it, into their work. With every successful creation, their mastery
a shadowy specter that threatens to consume it in a moment of of the arcane grows but so too does the danger that shadows
reckoning. A soft flickering glow emanates from the myriad of them. Each weapon, each artifact, binds the enchanter to
candles that dot the room, casting eerie shadows on the walls. their creations, intertwining their fates in a precarious dance.
With a heart pounding like a relentless drum, the enchanter The price of failure is steep, and the weight of that
takes a deep breath, steady hands gripping a finely steel chisel. The knowledge bears down upon them like a crushing burden.
enchanter’s gaze drifts to the weapon before them, the delicate lines For within the heart of every enchanter lies the unyielding
of an arcane rune awaiting completion. The stakes are high; each truth: to tame the wild forces of magic, they must first brave
failed attempt brings forth a chance of utter oblivion. the storm of their own inner darkness.
Magic is a fickle force, resistant to control and For each failure in an attempt to inscribe a magical item,
confinement; the entire discipline of mechanika was born roll a d6 on the Price of Failure table. If the character has
from the peril inherent in wrestling with such untamed previously made at least one magical item that still exists,
power. For the denizens of the wilderness who wish to add +1 to the roll for each existing magical item. A character
harness this energy, someone must risk their life and soul to cannot attempt to make a magical item if every failed attempt
craft the conduit. would result in a 10+ result on this table.

Price of Failure Table


d10 Outcome d10 Outcome
1–4 Warning. The character senses that the attempt 8 Magical Withering. The failure permanently
to harness the arcane power is getting out of reduces the character’s willpower, diminishing
control and aborts it, but the strain of doing so the ability to work the fundamental forces of
hinders their ability to work arcane energy for magic. The character loses the highest spell slot
a time. The character loses any spell slots they level available to them.
have remaining. 9 Magical Detonation. Unable to stem the
5 Marked. The strain of failure leaves a mark on unending tide of arcane energy, the character
the character—hair prematurely turns gray, dark releases a wild torrent of magical destruction.
circles appear under the eyes, an ominous mark Anything within thirty feet of the character
appears on the flesh, features wrinkle with age, takes force damage roll of 1d6 per point of the
or a similar effect. This change is permanent. item’s rune point value. The magical energy
6 Demanding. The character succeeds in creating has unpredictable effects on the local weather
the item, but its imperfections take a toll on and can result in additional consequences
the user. While a character uses the item, the determined by the Game Master, but at a
character takes 1d4 necrotic damage at the end minimum, any surrounding workshop or place
of each turn. of power is vaporized, and the land beneath is
7 Arcane Scarring. Arcane power wracks the turned to ashes.
character and leaves supernatural scars, forever 10+ Ultimate Price. The character’s success comes
altering the character’s ability to weave magic. at the price of both life and soul. The character’s
When the character fails a roll to maintain body crumbles to dust and blows away in a
Concentration, the character takes 1d6 necrotic magical wind as the character’s soul enters the
damage. item.

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4 DEEP WILD GEAR

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T WEAPONS
he Armor table shows the cost, weight, and
other properties of the many new options available
to characters, in addition to those in Iron Kingdoms: The Weapons table shows new items available to characters,
Requiem. in addition to those found in Iron Kingdoms: Requiem.
Bog Trog Armor. Made of a mix of metal scraps, hardened Barbed Hook. This polearm is commonly used by bog trogs.
shells, and toughened straps and hide, this minimalist armor You can make shove attacks against any creature within this
provides moderate protection while leaving large areas of a weapon’s reach, and you have advantage on ability checks you
bog trog’s skin uncovered, thereby avoiding interfering with make to shove a creature with this weapon.
the bog trog’s natural camouflage ability. Blowgun. A long, skinny tube composed of reeds, wood,
Hunter’s Armor. This armor is often worn by the Wolf bone, or metal, the blowgun is one of the simplest and
Sworn. It consists of light laminated plates of ritually treated most reliable ranged weapons on all of Caen. Although it is
metal nested in a suit of finely wrought chainmail and only capable of firing small darts, users typically coat these
connected by toughened but supple leather. projectiles with toxic substances to make them effective for
hunting larger animals or discreetly killing their adversaries,
as the darts are only good at killing the smallest creatures.
Cleft Weapons. Cleft blades draw their inspiration from the
fangs of the Devourer Wurm and are favored by warriors of
human barbarian tribes who revere the Beast of All Shapes.
These savage weapons are also preferred by some senior
members of the Wolves of Orboros.

Dual Crossbow. Adapted from the heavy double crossbow


that originated with the Kos and Vorgoi people of northern
Khador, this ranged weapon is favored by the hunters among
the Wolves of Orboros. The Wolves prefer dual crossbows
Nyss Leathers. This light leather armor, made of cured to modern firearms due to their relative silence and lack of
and lacquered strips of ulk leather, is favored by the Nyss. revealing smoke. These weapons are also fitted with short,
It affords superior protection while still allowing for powerful blades designed for thrusting, which are treated
excellent mobility. as bayonets.
Spiked Buckler. Many cultures make use of this small shield This weapon is designed to have two bolts loaded in a
as an offhand parrying weapon. A prominent spike renders stacked shaft, allowing its wielder to quickly unload multiple
it equally effective in offense and defense. The buckler can be shots into a single target. When you make a ranged attack
used as a simple melee weapon with the light property that with this weapon, you can make a second ranged attack
deals 1d4 piercing damage. against the same target as a bonus action.

Armor & Shields


Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Bog trog armor 5 gp 11 + Dex modifier — — 8 lb.
Nyss leathers 10 gp 13 + Dex modifier — — 10 lb.
Medium Armor
Hunter’s armor 750 gp 15 + Dex modifier (max 2) Str 15 — 30 lb.
Shields
Spiked buckler 12 gp +2 — — 5 lb.

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Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Cleft dagger 5 sp 1d4 piercing 1/2 lb. Cleft, finesse
Fish hook 2 gp 1d6 slashing 4 lb. Versatile (1d8)
Ice axe 5 sp 1d6 piercing 2 lb. Light, special
Punch dagger 5 gp 1d6 piercing 1 lb. Light, special
Swamp hook 4 gp 1d6 slashing 3 lb. Light, special
Tomahawk 2 gp 1d6 slashing 1 lb. Light, thrown (30/90)
Simple Ranged Weapons
Blowgun 1 sp 1 piercing 2 lb. Ammunition (range 80/320), loading
Snare gun 25 gp 1 2 lb. Ammunition (range 30/90), loading, special
Simple Firearms
Scattergun, heavy 45 gp 2d10 piercing 14 lb. Ammunition (range 80/320), loading, special
Speargun 20 gp 1d8 piercing 2 lb. Ammunition (range 50/150), loading, special
Martial Melee Weapons
Barbed hook 10 gp 1d8 slashing 3 lb. Versatile (1d10)
Cleft spear 10 gp 1d8 piercing 3 lb. Cleft, reach, versatile (1d10)
Cleft sword 20 gp 1d8 slashing 6 lb. Cleft, versatile (1d10)
Hook flail 20 gp 1d6 slashing 3 lb. Reach, special, thrown (10/30)
Kelkax 200 gp 2d6 piercing 4 lb. Reach, special, two-handed
Lyosys 10 gp 1d8 piercing 2 lb. Light, finesse
Pole cleaver 45 gp 2d6 slashing 10 lb. Heavy, reach, two-handed
Sawtooth axe 35 gp 1d12 slashing 8 lb. Heavy, reach, two-handed
Spine ripper gauntlet 10 gp 1d8 slashing 1 lb. Light, finesse
War fan 15 gp 1d8 bludgeoning 1 lb. Light, finesse
Martial Ranged Weapons
Crossbow, dual 45 gp 1d10 piercing 2 lb. Ammunition (range 100/400), heavy, special, two-
handed
Shortbow, Kossite 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), special, two-handed

Fish Hook. This oversized gaff is the simplest weapon hammerhead for driving pitons into rock or a small chopping
wielded by bog trogs, who use it to snatch fish from the blade for cutting handholds and footholds in glacial ice.
swamps where they live. The strong leather straps attached to the haft allow users to
Heavy Scattergun. This oversized weapon is favored by quickly free their hands without losing the equipment.
the trollkin of the United Kriels. Its bore is wider than that When you are wielding an ice axe, you double your
of the scattergun commonly used by hunters across the Iron strength modifier on Strength (Athletics) checks made to
Kingdoms, and its powerful kickback makes it challenging to climb icy and rocky surfaces.
use for those who lack the powerful build of a trollkin or an Kelkax. These exotic polearms are the preferred weapons
ogrun. You have disadvantage on attack rolls made with this of the mysterious totem hunters, creatures from beyond
weapon unless you have a Strength score of 16 or higher. Immoren who hunt for trophies in the wild places of the
Hook Flail. This martial weapon consists of an oversized continent. The weapons are rarely seen outside the hands of
hook attached to a length of rope. When you hit a Medium a totem hunter, but those who wield them command respect,
or smaller creature with this weapon as part of a ranged for the only way to separate a totem hunter from its weapon
attack, you can use a bonus action to pull the target to an is by defeating it in combat.
unoccupied space within 5 feet of you. Immediately after you take the Attack action and attack
Ice Axe. A nearly ubiquitous tool in mountain regions, with a kelkax, you can make a melee attack with it as a bonus
the ice axe helps climbers ascend and descend treacherous action. This attack deals 1d4 piercing damage on a hit.
surfaces in frozen conditions. The weapon’s head is Kossite Shortbow. The Kossite shortbow is a powerful yet
cosmetically similar to that of the much larger pickaxe and lightweight weapon commonly used by the nomadic tribes
usually features sharp serrations at the tip of the cutting who live on the Khadoran steppes. It has a shorter draw
blade. The long main spike is counterbalanced by either a length than most bows, which allows for a quicker shot with

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slightly less power. Once per turn, after you make an attack
with a Kossite shortbow, you can use a bonus action to make ADVENTURING GEAR
a second attack with it. This second attack is made with The Adventuring Gear table shows new items available to
disadvantage. characters, in addition to those found in Iron Kingdoms:
Lyosys. The lyosys, or “little fang,” is a slender, gently Requiem.
tapered shortsword of Nyss design that is favored by striders. Air Bladder. When inflated, this airtight sack of leather can
It has a fine point with a definite curve and is designed to provide an extra breath of air. As an action, you can inhale
slide off of bone so it does not get stuck when it pierces flesh. the contents of an air bladder to avoid suffocation for an
additional round.
Animal Call. Whether made of wood or bone, this whistle
is designed to mimic the call of a specific type of animal. A
creature that hears the sound of an animal call can tell it is
an imitation by succeeding on a Wisdom (Insight) check
contested by your Charisma (Deception) check.
Atlatl. An atlatl, also known as a spear-thrower, is a
primitive yet effective tool for launching spears with greater
speed and force than one could achieve by throwing them
by hand. It consists of a handle or shaft with a hook or spur
Punch Dagger. This weapon combines a gauntlet and at one end, onto which a spear is fitted. The atlatl acts as an
a stout blade. Attacks with this weapon are considered extension of the wielder’s arm, leveraging the user’s strength
unarmed attacks. to generate greater velocity for the spear. If you are proficient
Sawtooth Axe. The barbed teeth along this weapon’s cutting with javelins and use an atlatl, the javelin’s normal and long
edge are capable of slashing through thick scales and hides. ranges are doubled.
Wielders drag the blade to rip wounds wider as they strike. Barbed Arrow. Barbed arrows are often used to create deep,
Immediately after you take the Attack action and attack with irregular wounds in larger prey. The barbs cause a great deal
a sawtooth axe, you can make a melee attack with it as a of tearing in a target and are difficult to remove. On a critical
bonus action. This attack deals 1d4 slashing damage on a hit. hit, a barbed arrow deals an extra 1d4 slashing damage.
Snare Gun. This weapon launches a weighted net at Camouflage Netting. Often used in densely wooded and
range. When you hit a creature with a snare gun attack, it is swampy terrain as a hunting blind, camouflage netting is
restrained as if hit by a net (SRD). simply a net of fine, dark twine interwoven with appropriate
Speargun. Commonly used by swampies and gobbers, this local foliage. An item covered by camouflage netting is
weapon uses a small blasting charge to propel a fishing spear considered lightly concealed.
a short distance. Unlike many traditional firearms, its blasting Concussion Arrow. Concussion arrows have broad, flat
charge is housed in a waterproof container, which allows it to heads and are used to stun smaller prey without fouling the
be used underwater without issue. meat. On a critical hit, a Medium or smaller creature hit by
Spine Ripper Gauntlet. Made from the bones of a spine a concussion arrow must succeed on a DC 11 Constitution
ripper’s paw, this weapon’s long claws allow its wearer to saving throw or be stunned until the end of its next turn.
make devastating slashing attacks. Attacks with this weapon
are considered unarmed attacks.
Swamp Hook. A swamp hook is a short gaff commonly
used to haul large fish aboard a boat. When you attack
with a swamp hook, you can attempt to disarm or grapple
your target instead of dealing damage. If the attack hits, the
target must succeed on a Strength saving throw or suffer the
chosen effect.
Tomahawk. This light axe is balanced for throwing and is
often seen in the hands of explorers.
War Fan. This unusual Idrian weapon has been adopted Flintstriker. A flintstriker is a small brass cylinder
by many other cultures of the deep wilds. While closed, containing an internal coil spring, a tiny top-mounted
it is effectively an iron cudgel, but you can open the fan rough steel wheel, and tiny top-mounted calipers. The
as a bonus action. While the war fan is open, it deals 1d6 entire device, which fits comfortably within the palm of a
slashing damage and functions as a shield, granting you a +2 typical humanoid’s hand, uses a small key fitted to the side
bonus to AC. of the cylinder to wind the coil spring. A small piece of flint
is then placed within the calipers, and when a small trigger
is pressed, the coil spring unwinds, causing the small steel
wheel to spin rapidly against the flint. The resulting friction
creates a shower of sparks guaranteed to light almost any fire.

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Adventuring Gear
Item Cost Weight
Air bladder 1 sp 1/2 lb.
Ammunition
Barbed arrows (10) 2 sp 1/2 lb.
Concussion arrows (10) 3 sp 1/2 lb.
Grappling arrow (1) 5 sp —
Signal arrows (10) 1 sp 1/2 lb.
Animal call 1 sp —
Atlatl 1 gp 2 lb.
Camouflage netting 2 sp 1 lb.
Grappling Arrow. A grappling arrow has a hooked
Flintstriker 5 gp 1/2 lb.
grappling head and is attached to strong, lightweight cord.
Inflatable raft pack 45 gp 11 lb.
Sapper mine 20 gp 5 lb.
Snow goggles 3 sp —
Snowshoes 5 sp 1/2 lb.
Wasp basket 1 sp 1 lb.

Signal Arrow. The many small channels carved into the


head of a signal arrow emit a shrill whistle in flight. Signal
arrows are often used to signal an attack or to call for aid. A
signal arrow can be heard up to 1 mile away.

Inflatable Raft Pack. An inflatable raft is a rubberized fabric


boat that can be inflated with a hand pump when needed.
The watercraft can carry four Medium-sized individuals
comfortably. Fully inflating the raft with a hand pump takes
2 minutes. Although an inflatable raft is easy to deflate
and carry, it is quite fragile: any piercing or slashing attack
that deals more than 2 points of damage to the raft will Snow Goggles. Snow goggles are typically made of ivory
puncture it. or wood. Narrow slits over each lens dramatically reduce
An inflatable raft pack comes with a hand pump and two the amount of light the wearer’s eye is exposed to, thereby
collapsible oars, all of which is contained in a 1-foot-diameter preventing snow blindness. Some natives of the Bloodstone
canvas bag with rope handles. A normal oar or rifle butt can Desert wear similar goggles to protect their eyes from
be used to paddle the craft in a pinch. The complete pack sunlight reflecting off of the sand.
weighs 11 pounds: 5 pounds for the raft, 2 pounds for the Snowshoes. While wearing snowshoes, you ignore difficult
pump, and 2 pounds for each oar. (The weight of the canvas terrain caused by deep snow. It takes 1 minute to properly
bag is negligible.) put on or take off a pair of snowshoes.
Sapper Mine. These uncommon explosive devices are used Wasp Basket. A wasp basket is a container of woven reeds
to mine roadways, destroy storehouse gates, and incapacitate or earthenware that contains a wasp nest or a colony of some
vehicles and steamjacks. They are often used by the Thornfall other stinging insect. As an action, you can throw a wasp
Alliance and similar groups as part of a raid or an ambush. basket at a point you can see within 20 feet of you, releasing
As an action, a creature can prime a sapper mine and set it the insects on impact. Make a ranged attack against a target
on the ground or throw it at a point it can see within 20 feet creature or object, treating the basket as an improvised
of it. If a sapper mine is stepped on or thrown, each creature weapon. On a hit, a swarm of insects appears, centered on
within 10 feet of that point must make a DC 14 Dexterity the target point. On a miss, either the basket fails to open, or
saving throw, taking 4d6 bludgeoning damage on a failed the creatures within disperse without forming a swarm (50
save, or half as much damage on a successful one. percent chance for each result).

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158
Ingested. A creature must swallow an entire dose of
ingested poison to suffer its effects. The dose can be delivered
in food or a liquid. (At the GM’s discretion, a partial dose
can have a reduced effect, such as dealing only half damage
on a failed save, or can give the victim advantage on the
saving throw.) An ingested remedy must be consumed to
have any effect.
Inhaled. These poisons are powders or gases that take
effect when inhaled. Blowing the powder or releasing the gas
subjects creatures in a 5-foot cube to its effect. The resulting
cloud dissipates immediately afterward. Holding one’s breath
is ineffective against inhaled poisons, as they affect nasal
membranes, tear ducts, and other parts of the body.
Injury. Injury poison can be applied to weapons,
ammunition, trap components, and other objects that
deal piercing or slashing damage and remains potent until
delivered through a wound or washed off. A creature that
takes piercing or slashing damage from an object coated with
the poison is exposed to its effects.

ARRATO SEEDS
Remedy, ingested
These small orange and yellow seeds, which are found
primarily in forests throughout Cygnar and Ord, grow
on low bushes in shaded patches on the forest floor. They
POISONS AND are intensely sour, but each berry has a seed that increases

REMEDIES alertness when consumed. Arrato seeds are frequently


ground into a fine powder that is either eaten or inhaled
Natural poisons and remedies are commonplace in the deep through the nose.
wilderness of western Immoren. A character who consumes powdered arrato seeds gains
Poisons and remedies come in the following four types. advantage on saving throws made to avoid the effects of
Contact. Contact poison can be smeared on an object and exhaustion caused by lack of sleep.
remains potent until it is touched or washed off. A creature
that touches contact poison with exposed skin suffers its
effects. Contact remedies must be applied directly to a
creature in order to have any effect.

Poisons and Remedies


Item Category Type Price per Dose
Arrato seeds Remedy Ingested 2 cp
Ashiga’s tears Poison Ingested 5 gp
Blackroot balm Remedy Contact 2 gp
Blindbrew Poison Ingested 3 gp
Blisterbalm Poison Ingested 1 gp
Dvrydal root Poison Contact 5 sp
Fly amanita Poison Ingested 1 gp
Heron’s maw Remedy Ingested 8 sp
Horn moss Remedy Ingested 6 sp
Kaargrot Poison Ingested or inhaled 2 gp
Lockjoint Poison Injury 5 gp
Nightshade oil Poison Ingested 3 gp
Ratwort Remedy Ingested 2 sp
Scarbane Poison Contact 8 gp
Tamer’s growth Remedy Ingested 5 sp

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159
poisoned for 24 hours. The poisoned creature is blinded. The
ASHIGA’S TEARS
creature can repeat the saving throw at the end of each hour,
Poison, ingested
ending the effect on itself on a success.
Concocted from the milky sap of toxic swamp vines, this
poison is used by bog trogs to incapacitate powerful foes. A BLISTERBALM
creature subjected to this poison must succeed on a DC 15 Poison, contact
Constitution saving throw or become poisoned for 24 hours. Consisting of a thick paste of tallow and the oils of poison
The poisoned creature is unconscious. The creature wakes up oak or similar plants, this poison causes painful blisters when
if it takes damage. it comes in contact with bare skin. A creature subjected to
this poison must make a DC 12 Constitution saving throw.
BLACKROOT BALM
On a failed save, the creature takes 2 (1d4) poison damage, its
Remedy, contact
skin breaks out in painful blisters, and it has disadvantage on
Blackroot balm is created by mixing the ground root of
Dexterity saving throws for 24 hours.
blackthorn bushes, which are found in swampy and boggy
regions throughout Cygnar and Ord, with purified tallow, DVRYDAL ROOT
along with other curative herbs and minerals. Remedy, contact
A character who attempts to stabilize an incapacitated This bitter root, which grows in cold, rocky climates, is
character can utilize this balm to aid the effort. If blackroot found primarily in the foothills of the Thundercliff Peaks.
balm is applied to the major injuries of a grievously injured Known for its astringent sting and antiseptic qualities, it has
character, the character regains 1 hit point in 10 minutes long been used by Kossites to prevent infection in wounds
instead of 1d4 hours. inflicted during battle. When ground into a paste and applied
to a wound, dvrydal root can help stave off the effects of
BLINDBREW
many natural diseases.
Poison, ingested
A character who is treated with a paste of dvrydal root has
Made from certain strains of hogweed, this poison can rob
advantage on saving throws made to resist natural diseases.
its victims of sight. A creature subjected to this poison must
succeed on a DC 12 Constitution saving throw or become

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160
FLY AMANITA RATWORT
Poison, ingested Remedy, ingested
This poison, derived from fly amanita mushrooms, can Ratwort is a long, thin root that is commonly found in the
cause powerful hallucinations and can be deadly in high Widower’s Wood. It is often used as a remedy for severe
doses. A creature exposed to this poison must succeed on a fevers, but particularly for devil rat fever. It is most often
DC 15 Constitution saving throw or be poisoned for 4 hours chewed and is known for its strong, astringent flavor.
and take 4d6 psychic damage. A character suffering the effects of devil rat fever or
a similar disease can consume ratwort to help combat
HERON’S MAW it. Beginning 1 hour after consuming the ratwort, the
Remedy, ingested character’s next Constitution saving throw to resist the
Named for its long, narrow petals, this perennial flower can disease succeeds automatically.
be dried, crushed into powder, and brewed into a bittersweet
tea that reduces swelling and numbs pain. It grows primarily SCARBANE
in broad, dry plains. Poison, contact
A character who drinks tea made from heron’s maw gains This vaguely sweet-smelling unguent is made from black
2d4 temporary hit points that last until the character finishes ginger and the roots of the thrushwort, resulting in a paste
a short or long rest. that quickens a creature’s blood flow. Although the trollkin
don’t know scarbane’s exact clinical effects, they have been
HORN MOSS using it to treat wounds since before the Thousand Cities Era.
Remedy, ingested Scarbane speeds up a trollkin’s metabolism and allows
Horn moss is a spongy yellow-green moss that grows the trollkin’s wounds to heal at a much faster rate than
prolifically in most temperate regions, usually alongside normal, but it can also produce painful spasms and a loss
riverbeds and natural springs. It is often brewed into a thin of consciousness. Scarbane must be applied to a wound
tea to treat severe bruising and internal bleeding. skillfully, requiring a successful DC 15 Wisdom (Medicine)
Horn moss can be found in any temperate forest. check to do its work. Scarbane does not provide beneficial
A character who drinks tea made from horn moss as part effects to non-trollkin.
of a short rest can reroll any number of Hit Dice spent at the A creature exposed to this poison must succeed on a DC 14
end of the rest to retain hit points but must use the new rolls. Constitution saving throw or take 1d10 poison damage and
KAARGROT be poisoned for 1 hour. A trollkin exposed to this poison
also regains 1 hit point at the start of each of its turns
Poison, ingested or inhaled
for 5 minutes.
Kaargrot derives from a poisonous offshoot plant of
hooaga. Trollkin have long brewed the plant as an herbal
remedy and incorporated it into Dhunian rites, but urban
trollkin have begun wrapping it into cigars. The plant’s bitter
smoke deadens the tongue and can cause lasting damage or
unconsciousness in less hardy folk.
A creature exposed to this poison must succeed on a
DC 14 Constitution saving throw or be poisoned for 1 hour.
If the saving throws fails by 5 or more, the creature is also
unconscious while poisoned in this way.

LOCKJOINT
Poison, injury
This poison causes a creature’s joints to painfully swell
and lock in place for a short period. A creature subjected to
this poison must succeed on a DC 14 Constitution saving
throw or become poisoned for 1 hour. The poisoned creature
is paralyzed.

NIGHTSHADE OIL TAMER’S GROWTH


Poison, ingested Remedy, ingested
The oils of the nightshade plant can cause hallucinations This blue moss grows in the jungles of Alchiere. The
and ultimately death. A creature that ingests this poison trollkin of Tolok Fortress first discovered its calming effects
must succeed on a DC 16 Constitution saving throw or take on pure-blooded trolls and have started to harvest it for use
3d8 poison damage and become poisoned for 24 hours. The in training their warbeasts.
poisoned creature experiences vivid hallucinations. You have advantage on any Wisdom (Animal Handling)
checks you make when handling a creature that has
consumed tamer’s growth in the last hour.

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5 WARBEASTS

CHAPTER 5: WARBEASTS
162
T
he warbeasts of western Immoren are most must periodically clamp down ruthlessly on the beasts and
frequently encountered in the deep wild. Bonded to remind them whom they serve.
their warlocks, these creatures are instruments of The Swamp Warbeasts table shows the threshold, animi,
war unparalleled by any but the mightiest warriors. and challenge rating for various warbeasts of the swamp.
With tooth and talon, they rip their warlocks’ foes asunder.
Scales, thick hide, and dense muscle afford them protection BLACK TATZYLWURM
nearly equal to the armored chassis of a steamjack. Warlocks with the will and influence often seek out powerful
Almost every culture of the wilds has established some and exotic creatures to bind as warbeasts. The ability to
form of warbeast tradition. Many are born from a blood command the black tatzylwurm is a prestigious honor few
bond between warlocks and beasts, such as the farrow can claim. Those who control these enormous serpents are
and trollkin with their beasts. Others might not share feared and respected.
physical characteristics but are shaped instead by a spiritual
connection. The most obvious example is between the
predatory creatures of the deep swamp and the warlocks who
command them. Gatorfolk, bog trogs, and even croaks and
some human swampies have demonstrated their affinity for
the cold-blooded predators that lair in the bogs and marshes
of western Immoren.
The following rules expand on options for warbeasts found
in Iron Kingdoms: Borderlands and Beyond.

SWAMP WARBEASTS
The cold-blooded warlocks of the swamps do not train their
warbeasts; they subjugate them. A swamp warlock crushes
the will of wild creatures and breaks them into service.
Compared to the methods of warlocks among other cultures,
the process is a short and brutal struggle with its own
dangers. The beasts lash back at this mental intrusion, and
the loser often ends up filling the victor’s gut. Warlocks who
try to overpower these lethal creatures but cannot subjugate
them are quickly ripped to bloody shreds, and creatures that
cannot be enslaved are slaughtered when they try to fight
back with teeth and talons.
Once a creature’s free will has been quashed, it becomes
a pawn under the warlock’s control. While that control is
maintained, the warbeast obediently follows its warlock,
who can send it into a murderous rampage with the slightest
mental prodding. Swamp warlocks must not become
complacent, however, as these beasts are patient and will
exploit any perceived weakness or inattention. The warlock

Swamp Warbeasts
Warbeast Threshold Animi CR
Black tatzylwurm 2 blindness/deafness, serpent strike 5
Blackhide 3 cure wounds, hold person, rage 8
Blind walker 3 darkness, rites of power, suggestion 8
Boneswarm 2 false life, fog cloud 7
Cane leech 1 pass without trace, protection from poison 1/4
Ironback 3 acid arrow, sanctuary, shield 4
Painted tatzylwurm 3 color spray, jump, shedding skin 9
Snapper 2 spike growth, spiny growth 3
Swamp horror 3 enlarge/reduce, entangle, web 10
Viper tatzylwurm 1 detect poison and disease, expeditious retreat 1

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BLACKHIDE left entombed in the earth for days or even weeks, kept
Due to their great ferocity and resilience, blackhides are the awake by the very toxins that prevent it from moving and
favored warbeasts of the gatorfolk. The blackhide’s physical kept alive by necromantic totems adorning its flesh. The
power and acute predatory instincts make it perfectly suited beast’s mind and spirit shatter, eroding away until nothing
as a warbeast. remains but a barely living husk. Once the warlock senses this
transformation is complete, the blackhide is unearthed, fitted
BLIND WALKER with a rune-etched brazier, and adorned with ritual candles
Blind walkers are neither found nor trained; they are made. rendered from the fat of intelligent creatures. Lastly, the
Creating one requires its would-be master to subjugate a warbeast’s eyes are gouged from its skull and replaced with
fearsome blackhide, crushing its spirit in a battle of wills semiprecious stones better suited to unblinking vigilance
and binding the beast’s soul to the warlock. Once properly than any mortal viscera.
bonded, the newly awakened warbeast is administered Unusual Nature. A blind walker doesn’t require food, drink,
a ritually prepared distillation of tree frog venom that or sleep. Existing in a state of living death, the creature is
induces a paralytic stupor—a waking dream that leaves the sustained entirely by its master’s dark power.
blackhide aware of what transpires around it but unable to
act. Once incapacitated, the blackhide is buried alive and

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SNAPPER
Snappers are among the most common warbeasts used by
the warlocks of the gatorfolk and bog trog tribes. They are
plentiful throughout the swamps inhabited by the gatorfolk
and are easily bent to a warlock’s will.
BONESWARM
Swamp warlocks have long used the terrifying boneswarm as SWAMP HORROR
a warbeast. Besides valuing the creature’s inherent resilience The swamp horror is one of the most sought-after creatures
and power, bokors have learned how to lure the swamp among swamp warlocks. Its relative scarcity makes it a rare
spirits that power the creature into the remains of their commodity, but its power far outweighs the difficulty of
sacrifices, making boneswarms readily available when the acquiring it.
tribe needs them.
VIPER TATZYLWURM
CANE LEECH The viper tatzylwurm is favored by warlocks who wish to
The bloodsucking cane leech is not the most powerful beast take their prey alive. The creature’s incapacitating venom
available to the warlocks of the swamp, but it is abundant is useful for bringing in captives and capturing beasts that
in the marshlands of western Immoren and easily brought would otherwise be too dangerous or difficult to approach.
under a warlock’s control.
SWAMP BEAST FRENZY
IRONBACK When a swamp warbeast frenzies, it tries to slaughter and
Gatorfolk and bog trogs value ironbacks for their incredible devour the nearest creature without regard for its safety.
resilience and the corrosive fluid they spew with unsettling When the warbeast frenzies:
accuracy. Although slow, these creatures are extremely
powerful and can shield their warlocks behind their • It attempts to attack any creature within reach it can see,
massive shells. prioritizing its warlock over other creatures.
• If there is no creature within reach, it moves toward the
PAINTED TATZYLWURM closest creature it can see. The warbeast doesn’t attempt to
Most tribes that live in the vicinity of a painted tatzylwurm’s avoid opportunity attacks during this movement.
nest opt to destroy the beast before it can cause too much • Until its frenzy ends, the warbeast focuses its effort on a
harm, but a few brave and ambitious warlocks have instead single creature. If the warbeast reduces the creature to 0 hit
managed to bind these beasts to their will. They have been points, the warbeast becomes incapacitated as it sits down
rewarded with potent and terrifying warbeasts seldom seen and begins to feast on the body of the fallen creature until a
outside the darkest swamplands. warlock uses an action to reassert control.

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ADDITIONAL PAINTED TROLL
The painted trolls of the United Kriels are an emergent
WARBEASTS breed of full-blood trolls. Their bright plumage is reminiscent
of the vibrant toxic plants and creatures from which their
The following warbeasts are available to warlocks with the poisonous qualities arise. As with many other adapted breeds,
Devourer or trollblood resonance. painted trolls do not typically use gear, relying instead on
their natural weapons.
ARGUS MOONHOUND
Thanks to its superlative tracking capabilities and fierce PUREBLOOD WARPWOLF
loyalty, the argus moonhound is a remarkably useful Pureblood warpwolves are extremely powerful and rare
companion. Normally nocturnal, moonhound warbeasts are warbeasts. They are among the most intelligent warbeasts
trained to fight both day and night. in western Immoren, and their cunning is far beyond that of
Gear. Moonhounds are often outfitted with barding any simple animal. Warlocks who interact with purebloods
equivalent to scale mail or half plate. find them to be possessed of surprising insight and tactical
brilliance. These creatures often learn to wear armor as they
come of age.
Gear. Pureblood warpwolves are often outfitted with
barding equivalent to scale mail or half plate.

Devourer Warbeasts
Warbeast Threshold Animi CR
Argus moonhound 2 faerie fire, moonbeam 2
Pureblood warpwolf 3 magic weapon, moonbeam, spiny growth 9
Painted troll 2 color spray, protection from poison 8

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166
Warbeast Gear
Name Cost Weight
Alchemical mask 120 gp 10 lb.
Ammunition
Alchemical mortar shell (1) 15 gp 8 lb.
Beast restraints 50 gp 20 lb.
Gun harness 20 gp 30 lb.

WARBEAST GEAR
The Warbeast Gear table and Warbeast Ranged Weapons
table show new items available to characters.
Alchemical Mask. Custom-designed by Dr. Egan Arkadius,
this warbeast-sized gas mask is a testament to his mad genius.
It protects farrow warbeasts from damaging alchemical
gases, and its array of alchemically treated lenses allows the • Psychoactive Gas. Each creature in the AOE must make
creatures to see through thick alchemical clouds. a DC 15 Dexterity saving throw. On a failed save, a
While wearing an alchemical mask, a warbeast takes a creature takes 2d6 fire damage, and if it isn’t a construct
−5 penalty to passive Perception and Wisdom (Perception) or an undead, it becomes frightened until the start of the
checks but is immune to inhaled toxins, such as those warbeast’s next turn. On a failed save, a creature takes half
produced by the stinking cloud spell. In addition, the warbeast as much damage and isn’t frightened.
ignores penalties from lightly and heavily obscured areas • Smoke Shell. Each creature in the AOE must make a DC 15
composed of smoke, fumes, or alchemical gas. Dexterity saving throw, taking 2d6 fire damage on a
A replacement filter for an alchemical mask costs 10 gp and failed save, or half as much damage on a successful one.
provides enough protection for 1 hour of exposure to caustic In addition, the area is heavily obscured with smoke for
gases and other undesirable particles. 1 minute. A moderate wind (at least 10 miles per hour)
Alchemical Mortar. The alchemical mortar is a specially disperses the smoke after 4 rounds. A strong wind (at least
designed light artillery piece capable of firing metal shells 20 miles per hour) disperses it after 1 round.
filled with different alchemical concoctions—anything from Beast Restraints. Beast restraints include hobbles, chains,
corrosive chemicals to panic-inducing gases. Although this and muzzles designed to restrict a creature’s ability to move
weapon is not as accurate as the big guns used by other or attack. They are often employed to break wild animals for
farrow warbeasts, its alchemical ammunition can affect a use as warbeasts and to secure live specimens for university
wider area. A pull cord advances the ammo feed and fires study and private collections.
the rounds, and a lever allows the warbeast to adjust the These restraints can bind a Large or Huge creature.
mortar’s angle. Escaping the restraints requires a successful DC 20 Dexterity
An alchemical mortar can’t be reloaded during combat or check. Breaking them requires a successful DC 30 Strength
while the warbeast is wearing a gun harness. Reloading an check. Each set of beast restraints comes with one key.
alchemical mortar outside of combat takes 20 minutes but Without the key, a creature proficient with thieves’ tools can
doesn’t require specialized tools or training. pick the restraint’s lock with a successful DC 15 Dexterity
Alchemical Mortar Shell. Alchemical mortar shells deliver check. Beast restraints have 25 hit points.
payloads of various compounds. Each shell is designed to Gun Harness. Composed of a heavy metal yoke and leather
withstand the hazardous components within. strapping, this harness is worn on the back of a warbeast.
Common varieties of compounds include the following: A warbeast must wear a gun harness to use any ranged
• Acid Blast. Each creature in the AOE must make a DC 15 weapons used by light steamjacks, as well as weapons such
Dexterity saving throw, taking 2d6 fire damage and 3d6 as an alchemical mortar. A gun harness can’t be put on or
acid damage on a failed save, or half as much damage on a removed during combat. A gun harness takes 15 minutes to
successful one. put on and 10 minutes to take off.

Warbeast Ranged Weapons


Name Cost Damage Weight Properties
Alchemical mortar 350 gp Special 1 lb. AOE (10), ammunition (120/360), loading,
magazine (6), special

CHAPTER 5: WARBEASTS
167
IMPRINTS Highly Aggressive. A warbeast with this imprint is an
aggressive, foul-tempered creature that lives for battle. It
If a warbeast is bonded with a warlock long enough, the stomps and snorts when kept from battle and charges into
bond between them deepens. This process awakens the combat at the slightest provocation. When a hostile creature
beast’s spirit. The warbeast’s personality begins to take on the warbeast can see ends its movement within 30 feet of the
traits acquired from its warlock and the interactions between warbeast, the warbeast can use its reaction to move up to its
the two. The resulting benefits and drawbacks depend on speed toward the hostile creature.
the GM’s choice and the manner in which the warlock uses Howler. A warbeast with this imprint is prone to
the warbeast. terrifying howls and snarls. The warbeast gains proficiency
in the Intimidation skill and has advantage on Charisma
GAINING AN IMPRINT (Intimidation) checks.
Hunter. A warbeast with this imprint possesses the spirit of
A warbeast can gain each imprint only once during its
a hunter and comes alive when stalking and destroying prey.
lifetime and can have only one imprint at a time. The GM
Its senses are well tuned and utterly dedicated to the hunt.
determines when a warbeast has been bonded to a warlock
The warbeast has advantage on Wisdom (Survival) checks
long enough for an imprint to form and should base the
made to track prey.
imprint on a moment the warbeast and warlock spent
Indomitable. A warbeast with this imprint enjoys
adventuring together.
crashing through any obstacles between it and its foes.
Moving through nonmagical difficult terrain doesn’t cost it
IMPRINT DESCRIPTIONS extra movement.
The following rules describe some of the more Long Leash. A warbeast with this imprint possesses an
common imprints. independent spirit and enjoys striking out on its own, away
Arcane Awakening. A warbeast with this imprint undergoes from others. When checking to see whether this warbeast is
a mystical awakening, strengthening its connection to its in its warlock’s control range, double the range.
animus. While under its warlock’s control and in its warlock’s Protective. A warbeast with this imprint is incredibly
control area, the warbeast can use its animus without being protective of its warlock and is willing to put itself in
forced. The warbeast can’t do so again until it finishes harm’s way in order to preserve its master. The warbeast
a long rest. seldom strays far from its warlock. Once per day, when its
Carnivorous. A warbeast with this imprint has an insatiable controlling warlock is directly hit by a melee or ranged attack
craving for flesh. Although most warbeasts quickly move on while within 10 feet of the warbeast, the warbeast can use
to the next target after killing an opponent in combat, this its reaction to become the target instead, in which case it is
beast pauses to consume some of its kill. When the warbeast automatically hit by the attack.
destroys a living creature with a melee attack, it gains 2d6 Vengeful. Quick to anger and slow to forget, a warbeast
temporary hit points. with this imprint is prone to fits of rage when those it
Dominator. A warbeast with this imprint lives for contests identifies as friendly, especially its warlock, are harmed. The
of strength against the greatest available opponents so that it warbeast is anxious and unsettled when its warlock is not
can continue to prove its value to its warlock. The warbeast clearly safe and in its field of vision. If a friendly creature
gains a +2 bonus to damage rolls on melee attacks against the warbeast can see is damaged by a hostile creature, the
steamjacks and other warbeasts. warbeast can use its reaction to move up to half its speed and
Frenetic. A warbeast with this imprint possesses make a single melee attack.
inexhaustible reserves of energy and is constantly on the
move. Seemingly unable to stand still, it follows its warlock
everywhere and moves to investigate any interesting
commotion on its own. The warbeast’s walking speed
increases by 10 feet.

CHAPTER 5: WARBEASTS
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QUICK WARBEASTS in playing a warlock but want a simpler experience, you
can use the Quick Warbeast stat block below instead of
Although the diversity of creatures available to warlocks using one of the monsters in the Monsternomicon or another
through their resonances can be a fun way to customize a source. Work with your GM to determine your warbeast’s
character, tracking a warbeast’s rules can be a hurdle that appearance and what kinds of equipment and armor would
some people don’t feel up to crossing. If you’re interested be appropriate for it.

Quick Warbeast Farrow Fortitude (Farrow Resonance). If damage reduces the


Medium or Large creature, unaligned warbeast to 0 hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage is from a
Armor Class 10 + your Wisdom modifier critical hit. On a success, the warbeast drops to 1 hit point instead.
Hit Points the warbeast’s Constitution modifier + your Wisdom Reckless (Devourer Resonance). At the start of its turn, the
modifier + five times your warlock level (the warbeast has a warbeast can gain advantage on all melee weapon attack rolls
number of Hit Dice [d8s] equal to your warlock level) during that turn, but attack rolls against it have advantage until the
Speed 40 ft. start of its next turn.
Regeneration (Trollblood Resonance). The warbeast regains 10
STR DEX CON INT WIS CHA hit points at the start of its turn. If the troll warbeast takes necrotic
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0) damage, this trait doesn’t function at the start of the troll’s
warbeast’s next turn. The troll warbeast dies only if it starts its turn
Skills choose one skill from Athletics, Perception, or Stealth with 0 hit points and doesn’t regenerate.
(the warbeast’s bonus on checks made with this skill is equal to Swamp Beast (Swamp Resonance). The warbeast has a
2 + your proficiency bonus) swimming speed equal to its walking speed, can hold its breath for
Senses darkvision 60 ft., passive Perception 10 + Perception skill 30 minutes, and has advantage on Dexterity (Stealth) checks made
Languages understands all languages you know in swampy terrain.
Warbeast. The creature is a warbeast and can be forced to use
Animus. Choose one animus available to a creature you share a any Fury Manipulation options you know. it has a threshold equal to
resonance with. The warbeast can be forced to gain a number of your proficiency bonus.
fury points equal to the animus’ spell level to cast the animus.
Empathic Link. The warbeast’s proficiency bonus is equal to ACTIONS
your proficiency bonus. Multiattack. The warbeast make two strike attacks. (The warbeast
Keen Senses. The warbeast has advantage on Wisdom can’t take this action unless you are at least 5th level.)
(Perception) checks. Strike. Melee Weapon Attack: your spell attack modifier to
Resonance. The warbeast has one of the features below, hit, reach 5 ft., one target. Hit: 1d8 + your Wisdom modifier
depending on your warlock resonance. bludgeoning, piercing, or slashing damage.

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SCIENCE GONE MAD:
THE WORKS OF DR. ARKADIUS
Bizarre creations of Dr. Egan Arkadius, prosthetic and warbeasts limb from limb. Whenever a farrow warband
alchemically enhanced warbeasts are unnatural combinations raids an area for supplies, one or two war hogs are always
of natural savagery and experimental augmentation. These at the front lines, carving a bloody path for their smaller
beasts provide the Thornfall Alliance with powerhouses companions to follow.
capable of reducing warjacks to scrap and tearing enemy Road hogs and war hogs are giant hogs surgically

CHAPTER 5: WARBEASTS
170
Thornfall Farrow Warbeasts
Warbeast Threshold Animus CR
Battle boar 2 heroism, primal 2
Road hog 3 expeditious retreat, flame blade, fog cloud 5
Splatter boar 2 grease, guiding bolt 2
War hog 3 irresistible force, rage 5

augmented to maximize their combat effectiveness. These opponents on the battlefield much like full-blood trolls do.
creations of Dr. Arkadius are selected from among the Gear and Enhancements. A battle boar is enhanced with an
ranks of the largest giant farrow and subjected to brutal adrenaline enhancement pump and is often outfitted with
modification, including the integration of steamjack barding equivalent to infantry armor.
armaments and heavy prosthetic components. Because road
hogs and war hogs require a massive investment of time ROAD HOG
and resources, they are reserved for warlocks who have The road hog is a surgically altered warbeast designed for
connections to the Thornfall Alliance and have proved sudden assault maneuvers. A combination of mechanikal
themselves useful to it. prostheses and alchemical adrenaline dispensers integrated
To create one of these special warbeasts, a giant farrow’s into the tissue of its heart—colloquially called a “speed
organic limbs are amputated and replaced with mechanikal dial”—allows it to cross wide expanses of terrain at alarming
ones capable of enduring incredible stress. The remaining speeds. Upon reaching the enemy, the road hog lays waste
muscles are grafted with tissue harvested from other to its opponents with its prosthetic weapons, typically a
specimens, allowing the hog’s body to endure the strain of prosthetic claw grafted in place of one arm and a steamjack’s
bearing the incredible weight of its prosthetics. Any bones flamethrower grafted in place of the other.
incapable of supporting mechanikal limbs are replaced Gear and Enhancements. A road hog is enhanced with a
with steel structures. A scavenged steamjack boiler is then speed dial and an epipodial augmentation and is powered by a
painstakingly integrated into the warbeast’s flesh to power heavy boiler grafted to its back.
the inorganic components, and its organs and tissues are SPLATTER BOAR
carefully insulated to prevent the beast from being cooked A fiendish combination of Dr. Arkadius’ alchemical
alive. Once the creation’s body has been modified in experimentation and modern farrow engineering, the splatter
accordance with Arkadius’ design, weaponry is integrated boar roams the battlefield lobbing shells filled with potent
into its flesh. alchemical mixtures at its enemies. Adjusting the angle of
Working under the doctor’s direction, teams of farrow fire to rain alchemical mortar shells down on an enemy
warlocks break in these beasts and train them for later emplacement requires more care and precision than the
distribution among the warlocks of the Alliance. This process standard gun boar armament, and only the most intelligent
is greatly facilitated by brain surgery and alchemical drugs, brute boars have a chance to be trained in this unusual but
which make the hogs more receptive to training. Even if effective specialization.
they are not destroyed in battle, these artificially augmented Gear and Enhancements. Farrow warlocks typically equip
creatures do not tend to live particularly long. After a few their splatter boars with an alchemical mask, an alchemical
years of extensive alchemical and physical punishment, they mortar, and light barding for battle.
typically suffer failure of the heart or other vital organs.
The following warbeasts are available to warlocks with the WAR HOG
farrow resonance. Fitted with prosthetic limbs and pumped full of alchemical
stimulants, war hogs are armed with heavy steamjack
BATTLE BOAR weapons scavenged from battlefields both old and new. Dr.
Outfitted with a state-of-the-art alchemical pump system Arkadius designed these creatures as a bizarre patchwork
that supplements its natural adrenaline, the battle boar is a of flesh and steel, and their components are drawn from
testament to Dr. Arkadius’ quest to master farrow anatomy. factories across western Immoren.
The infusion of hyper-adrenal chemicals into the beast’s Gear and Enhancements. A war hog’s arms are typically
circulatory system grants it an incredible surge of strength, replaced with prosthetic limbs, and the beast is usually armed
speed, and aggression while simultaneously increasing the with a pair of chopping blades taken from a steamjack. Each
precision of its blows. This physical reaction also multiplies war hog has an aggression dial grafted to its flesh and is
its appetite, and battle boars are often seen consuming powered by a heavy boiler mounted on its back.

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LET SLIP Surgery Results
THE HOGS OF WAR
Check
Result Outcome
The fusion of scavenged steam engines, steamjack weaponry, 0 successes You have botched the surgery.
alchemical boosters, and farrow flesh has been the magnum Your patient drops to 0 hit points and
opus of Dr. Egan Arkadius and a critical asset in the growing is considered to have failed two death
strength of Lord Carver’s Thornfall Alliance. Empowering saves, in addition to suffering any botch
the giant strains of farrow with these technological results.
enhancements has put them at a level near that of the best- 1 success You’ve prepared your patient for the
engineered steamjacks of the Iron Kingdoms and has given components, but its flesh is badly
the Alliance’s warlocks an indisputable edge over their more
mangled. Your patient’s hit point
traditional farrow counterparts.
maximum is reduced by an amount equal
PREP FOR SURGERY to the highest DC of the three checks,
and you double the recovery time before
Transforming a brute boar or giant farrow into an enhanced
warbeast is an incredibly invasive process. Whole limbs are the components can be installed.
amputated and replaced with components that can interface 2 successes You’ve adequately prepared your patient
with salvaged steamjack parts, powered by a steam engine for the components. You can integrate
grafted to the body of the beast. the components after your patient rests
Preparing a creature for this invasive surgery is a for the required recovery time.
downtime activity. For each component you want to add to 3 successes Your textbook surgery has perfectly
your enhanced beast, you must spend a number of days equal
prepared your patient for the
to its prep time preparing the beast. You can choose to do this
all at once, but you can also work piecemeal, adding a new components. Your patient only needs to
component when you find yourself between adventures. rest for half the recovery time before
After spending the prep time required for any components you can install the components.
you want to install, you make three checks: an Intelligence
(Medicine) check, an Intelligence check made with a field
alchemy kit (expending one use), and an Intelligence check
made with a mechanik’s toolkit. The DC for each of these Botch. Some components have additional consequences in
checks is 5 + the highest complexity rating of your chosen the case of a botched surgery.
components. Generate a separate DC for each check. Consult ADRENALINE ENHANCEMENT PUMP
the Surgery Results table to see how you did. This pump system supplements a farrow warbeast’s natural
adrenaline, thereby providing bursts of strength, speed, and
COMPONENTS rabid aggression. Hyper-adrenal chemicals are stored in a
The upgrades you can integrate into an enhanced warbeast tank mounted to the creature’s back, and a series of tubes
are known as components. The Components table provides feeds the mixtures into circulatory grafts attached to the
the following information about each available component. creature’s body. After battle, the tubes are detached and the
Cost. A component’s cost represents the value in gp of the pump system is removed from the warbeast, which usually
raw materials needed to construct the component, or the experiences a temporary bout of exhaustion as a result.
value of the salvage needed to bodge one together, since very A warlock can force the warbeast to activate the
few individuals manufacture these items for sale. enhancement for 1 minute. While this enhancement is
Type. A component’s type details what part of the creature active, the warbeast has advantage on Strength (Athletics)
it modifies (typically body, limb, or organ). checks, it can take the Dash action as a bonus action on each
Tags. A component might have one or more tags appended of its turns, and its Strength score increases by 2. When
to its type, in parentheses. For example, an aggression dial this enhancement is deactivated, the warbeast must succeed
has the organ (heart) type. The parenthetical tags identify the on a DC 16 Constitution saving throw or suffer one level
specific part of the creature the component modifies. of exhaustion.
Complexity. A component’s complexity rating measures
how difficult the component is to integrate, and it determines AGGRESSION DIAL
the DC of the component’s installation. It is presented as This device is grafted onto the chest of a warbeast and
either a number of dice you must roll or a base number (no connected to its heart. The dial can be triggered to release
roll required). a flood of alchemical substances into the warbeast’s
Recovery Time. The recovery time is the number of days bloodstream, making the creature stronger for a short time,
the creature must spend recuperating after the component but at a cost.
is installed. A warbeast with an this enhancement can be forced to
use it. If it does so, it takes 2d6 necrotic damage, and for 1

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Components
Prep/
Name Cost Type Complexity Recovery Time Botch
Adrenaline enhancement pump 100 gp Body 2d8 5 days No
Aggression dial 50 gp Organ (heart) 2d10 10 days Yes
Cerebellum stimulator 75 gp Organ (brain) 2d10 15 days Yes
Epipodial augmentation 50 gp Limb 10 5 days No
Grafted weapon Special Limb 11 5 days No
Heavy boiler 450 gp Power plant 10 10 days No
Limbic spike 75 gp Organ (brain) 2d10 15 days Yes
Optical sensors 25 gp Organ (eyes) 10 10 days Yes
Respiratory reservoir 25 gp Organ (lung) 2d10 15 days Yes
Secondary brain 50 gp Organ (brain) 2d10 20 days Yes
Speed dial 50 gp Organ (heart) 2d10 5 days Yes

minute, it can take a bonus action to move up to its speed A warbeast with a limbic spike is immune to the charmed
toward a hostile creature it can see. and frightened conditions.
Botch. If you botch the installation of this enhancement, the Botch. If you botch the installation of this enhancement, the
warbeast’s Constitution permanently decreases by 1d4, and it warbeast’s Intelligence permanently decreases by 1d4. The
has disadvantage on saving throws made to avoid exhaustion. warbeast dies if its Intelligence is reduced to 0.
The warbeast dies if its Constitution is reduced to 0.
OPTICAL SENSORS
CEREBELLUM STIMULATOR A steamjack’s visual sensors can be hardwired directly into
A cerebellum stimulator is a small clockwork device attached a warbeast’s optic nerves, thereby augmenting the creature’s
to a warbeast’s brain. When triggered, the device allows the visual perception.
warbeast to produce a blast of psychokinetic force. A warbeast enhanced with optical sensors has darkvision
A warbeast with this enhancement can be forced to use out to a range of 60 feet. If the warbeast naturally has
it. If it does so, it takes 2d6 lightning damage, and it can cast darkvision without this enhancement, the range of its
eldritch blast until the end of the warlock’s next turn, using the darkvision increases by 60 feet.
warlock’s Wisdom modifier as the attack modifier. After the Botch. If you botch the installation of this enhancement, the
enhancement is used, the warlock can’t force the warbeast warbeast is permanently blinded.
to trigger the enhancement again until the warbeast finishes
a long rest. POWER PLANT
Botch. If you botch the installation of this enhancement, the A power plant gives a warbeast the power it needs to operate
warbeast’s Intelligence permanently decreases by 1d4. The its other components. Power plants are a special kind of
warbeast dies if its Intelligence is reduced to 0. component. An enhanced warbeast can only have one power
plant at a time. The standard power plant for an enhanced
EPIPODIAL AUGMENTATION warbeast uses the rules for a steamjack’s steam engine found
Sometimes known as “iron shanks,” an epipodial in Iron Kingdoms: Requiem.
augmentation replaces or enhances a warbeast’s legs, thereby By far, the most common power plant is simply a heavy
granting it greater mobility. boiler salvaged from a discarded steamjack left to rust upon
The walking speed of a warbeast with an epipodial a battlefield. Few of them are in good repair, and many are
augmentation increases by 10 feet. prone to the occasional malfunction.
Because coal is not as common in the wilds as it is in and
GRAFTED WEAPON around cities, the logistics of keeping a mechanikal warbeast
Grafted weapons can take many forms. Some are scavenged running can be quite daunting. The cost of purchasing fuel
from steamjack wrecks and permanently fused to the body of from an urban vendor is not unreasonably high, but few
an enhanced beast. farrow have access to those markets. Even the rare rural
When you install this enhancement, choose one melee or merchant who is able and willing to sell coal to farrow will
ranged weapon available to a light steamjack. That weapon often gouge them by raising the price significantly.
is integrated into the warbeast’s body. The cost of the The farrow of the Thornfall Alliance have limited access
enhancement is equal to the cost of the weapon. to coal mining facilities in the hills surrounding Carversburg.
LIMBIC SPIKE They have reopened abandoned mines and overrun a few
A limbic spike is a relatively simple device that overpowers small mines in remote locations, but their army’s demand for
portions of a creature’s limbic system. this limited resource is high. As a result, they must conduct

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regular raids to secure a large portion of the coal they need. Botch. If you botch the installation of this enhancement, the
Farrow warlocks who work with the Thornfall Alliance warbeast’s Constitution is permanently reduced by 1d4, and it
and stay close to its territories have reasonable access to has disadvantage on saving throws made to avoid exhaustion.
resources that can keep their warbeasts operating. The The warbeast dies if its Constitution is reduced to 0.
farther from home a warlock travels, the harder finding fuel
will become. Ready access to water can also be a limiting SECONDARY BRAIN
factor when using these enhanced beasts. In areas such as the Using mechanikal couplers, a second brain can be grafted
Bloodstone Marches and the deserts of southern Immoren, onto the brain of a warbeast. If sufficient trauma occurs to
water is scarce. Meeting a warbeast’s normal need for the beast’s primary brain, the smaller, secondary one can take
drinking water can be hard enough, but needing additional over. The Thornfall Alliance often relies on simpler minds
water for a boiler can cause major problems. like those of razor boars and dust hogs when performing
Although Dr. Arkadius’ creations can carry enough fuel this operation.
for many hours of exploration, they burn it much faster A warbeast with a secondary brain has advantage on saving
when engaged in combat. An enhanced warbeast with a full throws against being stunned or knocked unconscious. If
fuel load can operate for 10 hours under normal conditions the lower of the two rolls would have failed, the warbeast’s
but for only 2 hours in combat. In contrast to the full-scale Intelligence and Charisma scores become 1 until it finishes a
combat of the battlefield, most skirmishes last only a handful short or long rest.
of minutes, so a fully fueled warbeast can be counted on to Botch. If you botch the installation of this enhancement, the
engage in several brief conflicts each day. warbeast’s Intelligence is permanently reduced by 1d4. The
A typical fuel load ratio is 5 pounds of water for every warbeast dies if its Intelligence is reduced to 0.
1 pound of coal. A war hog has a 200-pound fuel load
SPEED DIAL
comprising 35 pounds of coal and 165 pounds of water. A
This device is grafted onto the chest of a warbeast and
road hog has a 250-pound fuel load comprising 42 pounds of
connected to its heart. It can be triggered to release a flood
coal and 208 pounds of water.
of alchemical substances into the warbeast’s bloodstream,
RESPIRATORY RESERVOIR making the creature faster at a cost.
A respiratory reservoir is a copper or iron pressure vessel A warbeast with this enhancement can be forced to use
capable of holding a great volume of oxygen. Once this it. If it does so, it takes 2d6 necrotic damage. In addition,
device is implanted into a warbeast as a replacement for one its walking speed increases by 20 feet, and moving through
of the creature’s lungs, valves on the apparatus can be used nonmagical difficult terrain doesn’t cost it extra movement.
to slowly introduce additional oxygen into the warbeast’s These benefits last for 1 minute.
bloodstream over time. Botch. If you botch the installation of this enhancement, the
A warbeast with a respiratory reservoir can hold its breath warbeast’s Constitution is permanently reduced by 1d4, and it
for 15 minutes. has disadvantage on saving throws made to avoid exhaustion.
The warbeast dies if its Constitution is reduced to 0.

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6 DEEP WILDS ADVENTURES

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I
nto the Deep Wild is set in the unforgiving mountains, and swamps are no exception. The wild peoples
wilderness of western Immoren, where the denizens of Immoren usually cannot rely on a city’s or a nation’s
of this world must rely on their own strength and skill political influence or expect its military or lawkeeping forces
to survive. Innumerable savage beasts lurk in the dark to help defend them. In the wild, characters have to fight and
forests and mountain passes of the wilderness, eager to win their own battles.
make a meal of careless and unwitting travelers. The player
characters are creatures of this world, living in villages PROGRESS
within the wilderness and fighting invisible wars beyond the Though it may seem strange, the progress of the
kingdoms of men. industrialized nations of western Immoren is one of the
It falls to the Game Master to present this hard and central conflicts of the deep wilds. The advancements made
unforgiving world and the rules of the game in a manner that in the human kingdoms have an undeniable impact on
is entertaining and challenging to the players. Despite the those who dwell in the last bastions of the natural world.
dangers that abound in the wilds, remember that roleplaying Expeditions set out to map new routes and roads, and human
groups are symbiotic in nature: the Game Master and players settlements grow from small villages into significant towns.
work together through the game system to create a unique Every day, the edges of the forests are driven slowly back, and
storytelling experience. humanity pushes deeper into territories once controlled by
the trollkin, Tharn, and gatormen. Humanity comes seeking
THEMES resources to fuel its industries and keep its militaries supplied
with coal and steel. As humanity expands its influence into
Into the Deep Wild is about an untamed wilderness crawling the undeveloped places of the continent, it often seeks to
with angry monsters, its lands fought over by the fierce drive out the indigenous inhabitants of these substantial
warriors of competing tribes. A Game Master wishing to swamps and forests. Unless the people of the wilderness do
evoke the themes of this savage world would do well to something to slow or halt them, the Iron Kingdoms will one
incorporate some of the following in campaigns and reinforce day claim every scrap of land, crossing it with iron highways
them in the minds of the players. Stories can focus on just for their massive locomotives. This possibility has pushed
one of these themes or include many, and any of them can be groups like the Circle Orboros to organize violent opposition,
the starting point for building an entire campaign. conspiring to make intrusion into the wilds as cost-
prohibitive as possible. Other groups might find themselves
STRUGGLE caught up on either side of such conflicts, whether hired as
Life in the wilderness is not easy. The comforts and luxuries mercenaries or manipulated into the line of fire.
of the civilized world are difficult, sometimes impossible,
for the inhabitants of the wilds to imagine. Their lives
are frequently a struggle for even the most basic staples
EXPLORATION
The inhabitants of the wilds are no strangers to exploration,
of survival. Finding sufficient food is a daily concern, as but their motivations differ from those of the citizens of
is securing a ready source of drinkable water. Territory is the Iron Kingdoms. Rather than explore the wilderness
constantly at risk, either from the incursions of rival tribes for artifacts of ancient civilizations that will expand their
seeking to expand their holdings or from predatory monsters knowledge of history, the people of the wilds most frequently
looking for an easy meal. In many cultures, a character must explore their surroundings in search of resources to exploit,
fight to keep a place in society, struggling against those who territory to conquer, and vulnerable communities to raid.
would take the character’s position, belongings, and possibly Only the bravest and strongest members of a tribe strike
even life. In some cases, the characters even struggle against out from the small measure of safety afforded by their own
one another, as they may have secret agendas at odds with the villages, and they often do so in pursuit of personal glory
desires of the group. and conquest. Mystics of the wild might have more esoteric
motives to explore, such as securing occult relics or hunting
VIOLENCE down powerful beasts to transform into totems.
The wilderness is a nasty place. In most cases, if you’re not
a predator, you’re prey. Violence is commonplace and often
a necessary part of survival. Tribes clash with one another
and with the encroaching forces of the Iron Kingdoms,
pitting warbeast against warjack and warrior against warrior.
Creatures attack anything they think they can make a meal
out of, brigands ambush travelers to steal their supplies, and
rivals fight duels to the death for control of their tribe. Even
when disputes do not escalate to this, each side must prove
its readiness and willingness to fight to the death. Violence
is a part of life for most of western Immoren’s inhabitants,
and those dwelling in the untamed reaches of its forests,

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CAMPAIGN SETTINGS or they can strike out beyond regional boundaries and drive
deep into lands controlled by rival tribes. A wilds game can
Western Immoren is a big place, and the Game Master is even take the characters into distant lands where they must
advised to read chapter one before beginning to design contend with strange creatures, unfamiliar environments,
stories and scenarios. Once you know what part of the world and new challenges. While they contend with any other
you want to explore, you can focus on its gritty details. threats present during the game, characters in wilderness
settings have to deal with a number of challenges inherent
to the wilds. They will have to find adequate shelter,
THE WILDERNESS sufficient provisions, and a supply of potable water to sustain
Western Immoren is home to a diverse range of climates them—all while fighting off anything else the Game Master
and environments, from the parched desert stretches of throws at them.
the Bloodstone Marches to the frozen tundra of northern
Khador, and almost any kind of scenario can be set in one DESERTS
or more of these regions. Each region has its own style, and In western Immoren, the largest and best-known desert is
similar environments can vary greatly across the continent. the Bloodstone Desert. This area stretches for trackless miles
For instance, though the Scarsfell Forest and Widower’s and served for centuries as a barrier between the skorne of
Wood are both forests, the first is a frigid northern expanse eastern Immoren and the western half of the continent. Every
of dense pines and permafrost hunted by predatory griffons, creature that calls the Bloodstone Desert and its surrounding
while the second is a dark swampland home to shambling areas home is incredibly hardy. It is a land of scorpions and
undead and amphibious threats. vipers, where native Idrian tribes and massive bands of
When designing wilderness scenarios, consider the season, farrow must toil just to survive.
the climate, and the beasts found in a particular region. The A campaign set in the Bloodstone Desert or the nearest
turn of the seasons can drastically alter the landscape of a habitable fringes along the Bloodstone Marches will definitely
region and the behavior of creatures currently inhabiting it. involve issues related to survival and finding adequate
Storms, blizzards, and hurricanes can transform normally resources, and it may also involve the skorne remnants who
hospitable areas into life-threatening danger zones. struggle to survive cut off from their former supply lines and
In scenarios based in the wilds, characters can hunt the reinforcement.
great beasts that stalk the hinterland of their own territories, If your story takes place in a desert, remember to stress the

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effect of the environment on the player characters. Securing away from the scrutiny of law enforcement. Mountains
water is a primary concern, as is finding adequate shelter to are dynamic and dangerous terrain, ideally suited to high-
protect against scorching heat during the day and freezing tension combats set on dangerous ground and next to
cold at night. Any resources the characters find are sure to precipitous drops.
draw the attention of other creatures, and they will have
to fight to protect those resources from monsters and rival SWAMPS
groups alike. The dark and threatening swamps of western Immoren
are home to many dangers. Visibility is often cut low by
FORESTS a tangled canopy of trees blocking out the light of the sun
Found across the continent, forests are a major feature of the and by thick curtains of moss hanging from their branches.
wilderness of western Immoren. Their composition varies Vicious aquatic predators lurk beneath the scummy surface
from the dark and foggy forests of Ord and northern Cygnar of the water, eager to devour anything that comes near.
to the imposing dark conifers of Khador. Forests are home What little ground can be found is often covered in thick,
to beasts and plants of many varieties. From the massive gnarled vegetation and dotted with patches of quicksand.
Thornwood to the mysterious and dangerous Glimmerwood, Venomous serpents call the swamps home, as do feral bogrin
forests are compelling backdrops for any story. tribes, powerful gatormen, and conniving bands of bog trogs.
A campaign set in one of the major forests of western In some swamps, rotting plant and animal matter creates
Immoren brings with it numerous options for adventure. In volatile pockets of swamp gas that can be ignited with the
the Thornwood Forest, indigenous tribes come into conflict smallest spark. Undead creatures are common in some of the
with the garrisons of the Cygnaran Army. In the Widower’s largest swamps in western Immoren, including boneswarms,
Wood surrounding Corvis, swampie tribes, gatormen, and hollowed, and packs of deadly swamp shamblers.
bog trogs fight over land and resources. Among the cold Swamps are places of death and decay, and stories set there
pines of the Blackroot Wood and the Scarsfell Forest, tribes often draw upon these themes. They are an ideal setting for
of Wolves of Orboros, savage humans, and trollkin kriels a Game Master who wants to explore the dark and unusual
battle each other and the remaining forces of the blighted magic of the gatormen and tell tales of the undead. A swamp
Nyss in a constant struggle for dominance. Forests also draw offers a variety of dangers for player characters—from the
the attention of the Iron Kingdoms, which seek to exploit natural hazards of the swamp itself to the machinations of
them for their abundance of natural resources. This desire bokors commanding legions of undead. Perfect for games
can bring the player characters into direct conflict with the bent toward horror, swamps offer the Game Master many
soldiers of one of these nations seeking to drive them out different tools for telling dark and unsettling stories. Swamps
of their land. also allow a Game Master to invoke all the senses in his
descriptions. They are full of strange noises echoing in the
MOUNTAINS distance, the fetid smell of decay wafting over the water, and
Across western Immoren, great mountain ranges shape the peculiar and unsettling lights barely visible through the trees.
landscape. They create natural barriers between regions, Characters not native to the swamps should feel constantly
navigable only through narrow and sometimes treacherous on edge, worried about what might spring out of the water
passes. This bleak but majestic backdrop fits any game that and try to devour them next.
focuses on harsh and brutal survival, and it works well with
stories of conflict between civilization and the wilds. The VILLAGE LIFE
deadly creatures and fierce tribes that dwell among these Western Immoren is peppered with the villages of many
mountain peaks endure harsh and bitter winds, and the tallest different races. Some are small places sheltering only a few
mountains are perpetually capped in snow and glacial ice, dozen souls; others are minor cities in their own right,
which makes any crossing a hazardous proposition. Northern home to hundreds. Games set in and around one of the
mountains, such as the Shard Spires and Thundercliff Peaks, player characters’ villages are an interesting option for many
see some of the harshest winters in western Immoren, and a different kinds of campaigns, particularly those involving
blizzard can white out the landscape in mere moments. Those warfare and intrigue. Characters in these settings can be
who travel in such conditions must be careful—even a single vying for positions of leadership or authority within the
misstep can cause them to plunge into a deep crevasse or slip village, or they could be the village’s foremost hunters
off a precarious mountain path. and warriors, tasked with defending it against a myriad of
Despite these dangers, governments and industrial interests threats. Setting a campaign in a centralized location such as a
of the Iron Kingdoms often send explorers and excavation village can offer the Game Master a great deal of storytelling
teams into the mountains to exploit their vast mineral wealth, opportunities because the NPCs he generates to populate the
and numerous mining camps dot the mountain ranges village will recur throughout multiple game sessions. Giving
throughout western Immoren. Escorted by heavily armed these NPCs their own personalities, talents, and goals will
mercenaries, these groups often come into conflict with local go a long way toward breathing life into a village campaign.
tribes seeking to protect their ancestral lands. Mountains The allies and rivals the player characters meet help shape
are also home to brigands and gangs of highwaymen, as the the story and experience of any village game. Villages are
terrain affords ample places to set up hidden encampments also places where goods can be bought or bartered. Most are

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at least minor centers for trade, where wilderness characters URBAN SETTINGS
can acquire the unusual gear produced within the foundries The contrast between the wilderness of western Immoren
of the Iron Kingdoms. These villages are likely the largest and the cobbled streets of the Iron Kingdoms can be a
settlements most wilderness characters will ever venture into. compelling backdrop for a number of different scenarios.
The inhabitants of the wilderness might find themselves
RUINS in the home of their civilized neighbors for any of several
Many great empires have risen over the millennia, building
reasons. Wilderness characters who move into the world of
mighty works that outlasted their societies. The priest-
mankind are usually viewed with hostility and, depending on
kings of the Menites built their walls, the warlords of Khard
their nature, might even be attacked on sight. Some villages
constructed their fortresses, and the dark empires of Morrdh
on the fringe of the wilds allow such characters to enter and
and the Orgoth left their mark in the ruined stones that lie
trade or may make specific exemptions for individuals they
long-forgotten across the face of western Immoren.
know. Other times, player characters will enter an urban
Adventurers deliberately seek out these ruins in search
setting to attack vital targets, recover abducted allies, or raid
of hidden resources, rarefied lore, or items of power lost to
for supplies. One such setup for a campaign involves simply
time. Others are forced to take refuge from pursuers or the
having a group of wilderness characters trapped inside a
elements in obscure and ruined temples or vaults. Ancient
human city try to fight their way through city watch patrols
ruins are most often left abandoned for a reason, though.
and terrified citizens in an attempt to get back to their own
In addition to housing treasures and forbidden lore, those
lands. Characters from the wilds must be cautious when
sites might be guarded by restless spirits, mindless undead,
moving through the cities of the Iron Kingdoms. Most who
or monstrous creatures. Some ruins contain hidden passages
do so rely on their natural talents to avoid detection, such
that connect with caves and tunnel systems, leading to darker
as gatormen and bog trogs swimming up river channels
places populated by entities that moved in after the demise
and canals to establish urban colonies in the sewers
of the original inhabitants. One way to turn the typical ruins
beneath the city.
adventure around in an Iron Kingdoms scenario might be to
establish the player characters as the protectors of a forbidden
ruin rather than being its desecrators. Gatormen led by a
bokor might be in league with the spirit denizens of such a
place, keeping out civilized plunderers who seek to rob its
sunken depths.

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CAMPAIGN CONCEPTS
This book contains the seeds for many kinds of stories
and campaigns. The options for adventure can seem ASCENSION
overwhelming, but the wilds are especially fertile ground A story of ascension focuses on a warlord, chieftain, or
for certain campaign concepts. In most cases, these concepts bokor as they rise through the ranks of the tribe with allies
focus on small, tight-knit groups of characters, a dynamic and eventually advances to a position of authority over the
that provides more freedom and opportunity for adventure. people. A kind of feral coming-of-age story, an ascension
The Game Master should not feel limited to choosing from campaign follows the trials and tribulations of the player
the following concepts; they are starting points, not hard- characters as they gain esteem and power among their
and-fast rules for structuring a campaign. A Game Master is people and ultimately assume leadership. While one of the
also not restricted to only one of these options. Combining characters climbs to the ultimate position of authority, the
multiple concepts allows the Game Master to fine-tune the others take the roles of trusted friends and counselors who
campaign concept to suit their needs. It also gives a Game work alongside that character. Together they must strike out
Master an immense variety of concepts to draw upon. into the wilderness to perform great deeds and prove their
Artfully blending these elements, one can shape an infinite worth while struggling against devious pretenders to the
number of complex and compelling stories. throne who seek to undermine or kill them at every turn.

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ASCENSION ADVENTURES ASCENSION VILLAINS
This table presents adventure ideas focused on the struggle These villains could be rival tribemates, members of another
to achieve ascension. These adventures are designed to tribe, or independent adversaries that present unique
challenge the characters as they try to ascend themselves or challenges for the characters.
support the ascent of an ally or leader. ASCENSION VILLAINS
Ascension Adventures d6 Villain
d6 Adventure 1 A charismatic and cunning rival within the
1 The characters must recover a long-lost artifact tribe seeks to claim the leadership position for
that symbolizes their tribe’s authority and power. themselves. They manipulate others and scheme
Their journey takes them through treacherous against the characters, attempting to discredit or
terrain and confrontations with rival tribes eliminate them.
seeking the artifact for themselves. 2 A brutal and ambitious warlord from a
2 The tribe’s village is besieged by an overwhelming neighboring tribe views the characters’ rise
enemy force. The characters must rally their to power as an opportunity to conquer their
people, organize defenses, and lead daring territory. They launch a campaign of violence and
counterattacks to break the siege and defend terror to weaken the tribe before launching an
their home. invasion.
3 To gain the support of a powerful ally, the 3 A powerful and mysterious figure, such as an
characters must undertake a diplomatic mission overseer of the Circle Orboros, with unknown
to a neighboring tribe or faction. They must motives seeks to control the tribe from the
navigate complex social dynamics, broker deals, shadows. They wield dark magic to sow discord
and prove their worth as leaders. and chaos, hoping to bend the tribe to their will.
4 A traitor within the tribe is secretly aiding their 4 An ancient spirit, angered by the characters’
enemies. The characters must uncover the ascent, seeks to exact vengeance upon the tribe.
identity of the traitor and put an end to their It unleashes supernatural horrors and plagues,
treachery before it’s too late. forcing the characters to confront and appease
5 The characters discover a prophecy foretelling the vengeful spirit.
their rise to power and the great challenges they 5 A secret cult within the tribe worships a dark
must overcome to achieve it. They must decipher entity and seeks to undermine the characters’
cryptic clues, confront their destinies, and fulfill rule to further their own nefarious agenda. The
the prophecy to secure their rule. characters must expose and eliminate the cult
6 The tribe’s leadership position can only be before it can achieve its goals.
assumed through a dangerous and ancient ritual. 6 A mysterious outsider with a hidden agenda
The characters must prepare for and complete infiltrates the tribe, sowing discord and suspicion
this ritual to fully claim their rightful place as among its members. The characters must uncover
leaders. the outsider’s true intentions and put a stop to
their machinations.

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ASCENSION CHARACTER GOALS ASCENSION ADVENTURE HOOKS
These tasks can be the driving force behind a character or a The following table presents ideas for additional adventures
mission that a character undertakes on their own or on behalf themed around the pursuit of personal power, spiritual
of an ally during a larger adventure. growth, and transformation in western Immoren.
ASCENSION TASKS ASCENSION ADVENTURE HOOKS
d6 Task d6 Hook
1 The character seeks to restore the tribe’s honor 1 The characters learn of an ancient ritual that
and reputation, which has been tarnished by past grants immense power to those who successfully
failures or betrayals. They strive to redeem their complete it. They must seek out the necessary
people in the eyes of allies and enemies alike. components and knowledge while evading rival
2 The character is determined to preserve and seekers.
protect the tribe’s unique culture and traditions in 2 A character experiences a vision of their own
the face of outside influence or assimilation. They ascension, but the path to achieving it is fraught
work to ensure that the tribe’s identity and way of with danger and betrayal. The characters must
life endure. navigate these challenges to fulfill the prophecy.
3 The character seeks vengeance against those who 3 The characters discover an artifact that can
have wronged their tribe, whether through acts unlock hidden potential within them, but using it
of violence, betrayal, or injustice. They pursue a draws the attention of powerful entities who want
personal vendetta, even if it means crossing moral it for themselves.
or ethical boundaries. 4 A character seeks to become a powerful warlock
4 The character works tirelessly to improve the or warcaster, requiring them to forge a bond
tribe’s infrastructure, defenses, and resources, with a mighty warbeast or warjack. The path to
ensuring that they are better equipped to face achieving this is filled with peril and personal
the challenges of the future. They prioritize the growth.
welfare and safety of their people above all else. 5 The characters uncover an ancient trial that, if
5 The character seeks to bring an end to passed, will grant them newfound abilities or
generations of conflict between the tribe and status. They must journey through a dangerous
their rivals or enemies. They strive to forge lasting gauntlet to prove their worthiness.
alliances, negotiate peace treaties, and promote 6 A hidden order of mystics, such as representatives
understanding between different cultures and of the Circle Orboros, offers the characters a
factions. chance to undergo a transformative initiation. The
6 The character is driven by a desire to prove their characters must prove themselves and navigate
own worth and capabilities to their tribe and the complex politics of this secretive group.
themselves. They constantly seek to overcome
challenges and demonstrate their skills, hoping to
gain the respect and recognition they deserve.

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BANDIT ADVENTURES
BANDIT LIFE d6 Adventure
A group of characters who draw from a diverse set of
1 Ambush a heavily guarded caravan transporting
backgrounds is ideal fodder for a campaign themed around
valuable cargo to a nearby city. The characters
bandit life. With no loyalties to any larger organization or
its goals, the characters are free to roam the countryside as must plan their attack and overcome numerous
they will, always on the lookout for new and more valuable obstacles, such as elite guards and mechanikal
targets to raid. defenses.
For the Game Master, a bandit campaign offers interesting 2 Find and raid the secret vault of a wealthy
opportunities for a variety of adventures. As the characters merchant or noble. To locate the vault, the
amass fortunes, they will undoubtedly draw the attention characters must gather information, infiltrate the
of individuals with a vested interest in seeing them brought
target’s estate, and overcome various traps and
to justice. The characters will earn bounties that attract a
security measures.
string of adversaries seeking to claim them. Eventually the
characters may find themselves on the wrong side of ruthless 3 Infiltrate a rival gang’s hideout to steal their
bounty hunters or even a nation’s military might, under loot, gather information on their future plans, or
attack from trained soldiers backed up by steamjacks. sabotage their operations. The characters must
A group of bandits is always looking for the best score, and be stealthy, as a direct confrontation could lead to
a clever Game Master may want to create one or more rival disastrous consequences.
gangs as competition for the player characters. The rivalry 4 Defend your own hideout from an attack
between the player and NPC gangs can grow over time, with
by a vengeful party, bounty hunters, or law
one gang ultimately striking against the hideout of the other
enforcement officers. The characters must use
in a final, bloody confrontation.
their wits and resources to protect their base and
BANDIT ADVENTURES escape capture.
This table presents adventure ideas for a bandit-themed 5 Rescue a member of your bandit gang who
campaign. These adventures are designed to challenge the has been captured by authorities or rivals. The
characters as they attempt to evade capture and outsmart
characters must plan and execute a daring prison
rivals while seeking the best loot.
break, navigating a heavily guarded facility and
avoiding alerting reinforcements.
6 Hijack a heavily armed train transporting valuable
military equipment, precious cargo, or wealthy
passengers. The characters must devise a plan
to board the train, overcome its guards and
defenses, and make off with the loot without
derailing their plans.

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BANDIT VILLAINS BANDIT LIFE ADVENTURE HOOKS
These villains could be law enforcement officers, rival The following table presents ideas for additional adventures
bandits, or other adversaries that present unique challenges centered on the lives of bandits, outlaws, and raiders in
for the bandit characters. western Immoren.
BANDIT VILLAINS BANDIT LIFE ADVENTURE HOOKS
d6 Villain d6 Hook
1 A relentless bounty hunter who specializes in 1 The characters must pull off a daring heist against
tracking down and capturing bandits, regardless a heavily guarded caravan, fortress, or stronghold,
of the obstacles in their way. balancing the risk of capture with the potential for
2 A cunning rival bandit leader who seeks to a massive payoff.
undermine and eliminate your gang to claim the 2 A rival bandit gang challenges the characters’
territory and loot for their own. territory, leading to a series of skirmishes and
3 A high-ranking law enforcement officer dedicated showdowns as both groups vie for dominance.
to bringing the characters to justice, employing a 3 The characters are hired by a mysterious figure to
combination of tactics, resources, and brute force. steal a valuable artifact from a powerful faction,
4 A skilled thief-taker who uses their unique abilities but they quickly find themselves embroiled in a
and knowledge of the criminal underworld to dangerous game of political intrigue.
apprehend bandits and bring them to justice. 4 A charismatic and ruthless leader seeks to unite
5 A wealthy merchant or noble who hires the disparate bandit groups of the region under
mercenaries, assassins, or other criminals to their rule. The characters must decide whether to
exact revenge on the bandit gang for their past join this new alliance or stand against it.
transgressions. 5 The characters stumble upon a long-lost treasure
6 An enigmatic spymaster who manipulates events map, but they are not the only ones seeking the
from behind the scenes, using their network of legendary hoard. They must outwit and outfight
informants and agents to track down the bandit rival treasure hunters to claim their prize.
gang and capture or eliminate them. 6 The characters are framed for a crime they didn’t
commit and must clear their names by tracking
down the true culprits and bringing them to justice.
BANDIT CHARACTER GOALS
These tasks can be the driving force behind a bandit character
or a mission that a character undertakes on their own or on
behalf of an ally during a larger adventure.
BANDIT TASKS
d6 Task
1 Locate a map or information leading to a hidden
stash of valuable loot, rumored to be hidden in a
remote or dangerous location.
2 Eliminate or discredit a local informant who has
been providing information about the bandit
gang’s activities to law enforcement or rival gangs.
3 Establish a network of contacts and informants
within a city or region to gather information on
potential targets and to stay ahead of the law.
4 Negotiate a truce or alliance with a rival bandit gang
to increase the characters’ chances of survival and
success in the face of mounting opposition.
5 Seek out and acquire a powerful artifact or
weapon rumored to grant its wielder exceptional
abilities, which could prove invaluable in the
bandits’ exploits.
6 Arrange a daring escape or cover-up for a fellow
bandit who has been captured or compromised,
ensuring the gang’s continued survival and success.

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ENCROACHMENT ADVENTURES
THE ENCROACHMENT d6 Adventure
OF HUMANITY 1 Defend a sacred site or ancestral home from
One of the central themes of the wilderness of western a ruthless logging company that seeks to clear
Immoren is the struggle between the civilized nations of the land for profit. The characters must rally
humanity and the last bastions of the wilderness. Whether their allies and find ways to hinder or halt the
these vanguards of the Iron Kingdoms come in the form of
company’s progress.
military forces trying to clear threats out of the interior or
2 Negotiate with a nearby human settlement that
greedy industrialists seeking to exploit the wilderness for
their own gain, more and more often the wild inhabitants has expanded into the characters’ territory.
of western Immoren must confront humans trespassing in The characters must find common ground and
their territory. convince the settlers to respect the wilderness
A Game Master who wants to run a game dealing with inhabitants’ way of life.
this aspect has a number of different angles to use. The GM 3 Investigate and put a stop to a series of brutal
can confront the players with an armed envoy of a nation poaching incidents perpetrated by humans
instructing them to vacate the king’s land, the expanding
encroaching on the characters’ territory. The
operations of a growing corporation as it seeks fresh
characters must track down the poachers
resources in the wilds, or a sudden and crushing attack from a
mercenary company with instructions to wipe them out. and deal with them in a way that sends a clear
Depending on the group, some characters may seek a more message.
diplomatic solution with the civilized world. Trollkin kriels 4 Uncover and thwart the plans of a scheming
and some gatorman tribes have long negotiated with their politician or industrialist who seeks to exploit
human neighbors, and civilized men will treat human player the wilderness for personal gain. The characters
characters far more fairly than they would treat members must gather evidence, expose the plot, and rally
of other races. Others, such as bog trogs, will be attacked
support from both wilderness inhabitants and
outright and be forced to fight back or die. Characters from
sympathetic human factions.
a mix of tribes and races might even band together to face a
mutual threat to their way of life. 5 Aid a mixed group of wilderness inhabitants in
forming an alliance against a common enemy—a
ENCROACHMENT ADVENTURES military force or mercenary company bent on
This table presents adventure ideas focused on the struggle wiping them out. The characters must broker
between the wilderness inhabitants and the encroaching
peace between potential allies and devise a
forces of humanity. These adventures are designed to
challenge the characters as they try to protect their territory, strategy to defend their territories.
negotiate with the civilized world, or band together against a 6 Investigate rumors of a powerful artifact or
common threat. ancient site hidden in the wilderness that could
tip the balance of power between the characters’
homeland and encroaching human forces. The
characters must locate the artifact or site and
determine how to use it for their cause.

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ENCROACHMENT VILLAINS ENCROACHMENT ADVENTURE HOOKS
These villains could be representatives of the human nations, The following table presents ideas for additional adventures
industrialists, or other adversaries who present unique themed around the expansion of human civilization into the
challenges for the characters as they struggle to protect their wilds of western Immoren.
territory and way of life. ENCROACHMENT ADVENTURE HOOKS
ENCROACHMENT VILLAINS d6 Hook
d6 Villain 1 A human settlement threatens the characters’
1 An ambitious human noble seeking to expand homeland, and they must find a way to coexist or
their lands and influence at the expense of the confront the encroaching settlers.
wilderness inhabitants. 2 The characters discover a secret plot by a
2 A ruthless industrialist who views the wilderness powerful human faction to exploit the resources
as a resource to be exploited, with little regard for of the wilds and must rally their people to stand
the consequences or the inhabitants. against this threat.
3 A fanatical military leader who sees the wilderness 3 The characters are tasked with infiltrating a
inhabitants as a threat to be eradicated, regardless human city to gather information or to sabotage
of their intentions or actions. a dangerous project, requiring them to navigate
4 A cunning human entrepreneur who desires the unfamiliar terrain and culture.
characters’ homeland, manipulating events from 4 A human emissary seeks an alliance with the
behind the scenes, and using subterfuge and characters’ tribe or faction, but hidden agendas
espionage to undermine the characters’ efforts. and mistrust threaten to derail negotiations.
5 A charismatic demagogue who stirs up anti- 5 The characters must protect their sacred sites
wilderness sentiment among nearby human from desecration by human settlers, who are
settlements, inciting violence and conflict. unknowingly tampering with powerful forces they
6 An unscrupulous mercenary captain hired by don’t understand.
human interests to seize territory or eliminate the 6 A mysterious figure recruits the characters to
wilderness inhabitants using any means necessary. thwart a human-led expedition into the wilds,
fearing that the explorers’ discoveries could
ENCROACHMENT CHARACTER GOALS
These tasks can be the driving force behind a character or a disrupt the delicate balance between civilization
mission that a character undertakes on their own or on behalf and nature.
of an ally during a larger adventure.
ENCROACHMENT TASKS
d6 Task
1 Establish a network of scouts and spies to monitor
human activities and gather information on
potential threats to the wilderness.
2 Forge alliances with other wilderness inhabitants
or sympathetic human factions to bolster the
characters’ strength and resources.
3 Sabotage a human industrial or military operation
that poses a significant threat to the characters’
territory or way of life.
4 Recover a stolen or lost relic or artifact of cultural
significance to the characters’ people, which is
now in the hands of encroaching humans.
5 Mediate a dispute between human settlers
and wilderness inhabitants, seeking a peaceful
resolution that benefits both sides.
6 Uncover the identity and motivations of a
mysterious human adversary who has been
orchestrating conflicts between the wilderness
inhabitants and encroaching human forces.

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EXPLORATION
Western Immoren’s great tracts of unspoiled wilderness offer characters with a clear destination, the Game Master can
ample opportunities for exploration. Characters in these place numerous hurdles and obstacles in their path, thereby
games will be constantly on the move as they cross expanses forcing them to move into new and strange lands.
of wild lands. They may be refugees seeking the ideal place Exploration campaigns can be entertaining for players and
for a new homeland, such as a group of displaced Nyss or an Game Masters alike. They allow the group to experience all
uprooted trollkin kriel, or advance scouts of a hostile power western Immoren has to offer, from its dark swamps to its
seeking fertile lands to attack and exploit. An exploration frozen peaks. Each session can bring the characters into a
campaign can involve searching for a much-needed resource new part of the world and present them with a host of fresh
available only in a distant land or contacting a friendly faction monsters and threats to overcome.
for aid in a time of need. Though these games provide the

EXPLORATION ADVENTURES
3 Retrieve a rare and valuable resource found
This table presents adventure ideas focused on exploration in
the vast wilderness of western Immoren. These adventures only in a remote and dangerous location. The
are designed to challenge the characters as they journey characters must overcome natural obstacles,
through diverse landscapes, encounter new threats, and hostile inhabitants, and other competing factions
pursue their goals. to secure the resource.
EXPLORATION ADVENTURES 4 Seek out and establish contact with a reclusive
d6 Adventure and mysterious faction rumored to possess vital
1 Locate a lost city or ancient ruin rumored to information or aid. The characters must navigate
contain powerful artifacts or valuable resources. unfamiliar lands, overcome cultural barriers, and
The characters must decipher cryptic clues, prove their worthiness to the faction.
navigate treacherous terrain, and overcome 5 Chart a safe passage through a deadly and
deadly guardians to claim their prize. uncharted region of western Immoren. The
2 Escort a group of refugees or settlers through characters must face environmental challenges,
hostile territory to establish a new settlement. hostile creatures, and unknown dangers while
The characters must scout ahead, deal with creating a detailed map for future travelers.
environmental hazards, and defend the group 6 Discover the source of a powerful and unnatural
from predatory creatures and rival factions. phenomenon threatening the region. The
characters must trace the phenomenon to its
origin, confront the forces responsible, and find a
way to end the threat.

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EXPLORATION VILLAINS 5 Unravel the mystery of an ancient prophecy or
These villains could be rival explorers, hostile factions, or legend tied to the characters’ destination, which
other adversaries who present unique challenges for the could have significant consequences for the
characters as they journey through western Immoren. world.
EXPLORATION VILLAINS 6 Safeguard the knowledge and discoveries gained
d6 Villain during the characters’ journey, ensuring that they
1 A rival explorer or treasure hunter determined do not fall into the wrong hands or be used for
to reach the same destination or claim the nefarious purposes.
same prize as the characters, using any means
necessary.
EXPLORATION ADVENTURE HOOKS
The following table presents ideas for additional exploration
2 A fanatical cult leader seeking to harness the
adventures in the wild lands of western Immoren.
power of an ancient artifact or site, regardless of
the consequences for the land or its inhabitants.
EXPLORATION ADVENTURE HOOKS
d6 Hook
3 A warlord or conqueror seeking to expand their
1 A mysterious map discovered in an ancient ruin
territory by exploiting the characters’ discoveries
leads the characters on a perilous journey through
and knowledge of the wilderness.
uncharted territories in search of a long-lost city
4 A vengeful or territorial creature that sees the
filled with untold riches and secrets.
characters as a threat to its domain, relentlessly
2 A powerful, reclusive faction seeks a rare
stalking and attacking them throughout their
magical resource hidden deep within the wilds.
journey.
The characters must locate and retrieve it while
5 A cunning rival who sends agents to infiltrate the
navigating treacherous landscapes and evading
characters’ group, sabotage their efforts, and
hostile creatures.
steal their discoveries for their own nefarious
3 A displaced trollkin kriel or group of Nyss refugees
purposes.
desperately searches for a new homeland in
6 An otherworldly or supernatural force that seeks
the vast wilderness, facing harsh environmental
to corrupt or manipulate the characters as they
conditions and the threat of encroaching enemies.
explore the wilderness, subtly influencing their
4 A scouting party uncovers evidence of a powerful,
actions and decisions.
ancient artifact in the depths of the wilds, but rival
EXPLORATION CHARACTER GOALS factions also seek the relic. The characters must
These tasks can be the driving force behind a character or a brave the dangers of the wilderness to claim it
mission that a character undertakes on their own or on behalf first.
of an ally during a larger adventure. 5 An unknown plague ravages the characters’
EXPLORATION TASKS homeland, and rumors speak of a legendary healer
d6 Task living in seclusion deep within the wilds. The
1 Map and document the unique flora, fauna, and characters must find this individual to save their
geographical features of the wilderness, gathering people.
valuable information for future explorers or 6 An ancient, magical barrier begins to weaken,
researchers. threatening to unleash a long-imprisoned evil
2 Establish trade routes or diplomatic relations upon the world. The characters must journey
with friendly factions encountered during the through the wilds to locate and restore the barrier
characters’ journey, facilitating cooperation and before it’s too late.
exchange of resources.
3 Recover a lost or stolen item of cultural, historical,
or personal significance from a hostile faction or
treacherous location.
4 Investigate and report on the activities of a rival
power or faction that threatens the characters’
homeland or allies, gathering intelligence for
future actions.

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POWER PLAYS POWER PLAYS ADVENTURES
The table below presents adventure ideas focused on power
Though the wilderness dwellers of western Immoren
typically lack elaborate systems of law and government, plays among the wilderness dwellers of western Immoren.
they can still be quite adept at political maneuvering. A These adventures involve the characters navigating the
group of player characters may want to climb up the ranks complexities of political intrigue, making strategic alliances,
of authority among their people through either cunning and overcoming rivals as they strive for power and influence.
manipulation or savage force. If they succeed, the characters POWER PLAYS ADVENTURES
will eventually find themselves leading their tribe or gang, d6 Adventure
but this acquisition of power need not end there. They 1 Uncover and foil a plot by a rival faction to
can work to gather together other tribes or gangs, either assassinate a key leader or to disrupt an important
bringing them into the fold or violently subjugating them. alliance, thereby strengthening the characters’
The nature of such a game depends on the kinds of characters
own position.
the players choose. Power plays among the members of
the Circle Orboros are often subtle affairs of manipulation, 2 Participate in a series of trials or challenges
requiring years of careful planning and preparation. On to prove the characters’ worthiness to lead,
the other hand, among the farrow this conflict for personal overcoming both physical and mental obstacles to
power can be a much more direct and physical confrontation, gain the support of their people.
whereby a member of the tribe amasses influence through 3 Broker a peace agreement between two warring
strength of arms. tribes or factions, earning their loyalty and
As the characters gain power, they will run into rivals for bolstering the characters’ influence in the region.
that power. Due to a conflicting outlook on the best course
4 Defend the characters’ territory or resources
of action or a desire for their own power, these rivals will
attempt to overthrow the rule of the player characters. from a hostile takeover by a rival faction,
Whether these attempts are subtle or direct, the player demonstrating their strength and ability to
characters stand to lose everything they have fought for protect their people.
unless they can defeat their adversaries. The overarching 5 Unravel a web of deceit and treachery within the
story of the campaign could involve the trading of power characters’ own ranks, identifying and neutralizing
back and forth between the player characters and their hated those who seek to undermine their authority.
rivals, with each group seeking to undermine the efforts 6 Consolidate power by forming strategic alliances,
of the other.
negotiating treaties, or arranging marriages
between influential individuals, ultimately creating
a unified force to be reckoned with.

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POWER PLAYS VILLAINS POWER PLAYS ADVENTURE HOOKS
These villains could be cunning adversaries, ambitious rivals, The following table presents ideas for additional adventures
or other threats that challenge the characters’ quest for power themed around power plays and political maneuvering in
and influence in western Immoren. western Immoren.
POWER PLAYS VILLAINS POWER PLAYS ADVENTURE HOOKS
d6 Villain d6 Hook
1 An ambitious rival who seeks to usurp the 1 The characters are tasked with covertly
characters’ position by exploiting their influencing a rival tribe or gang, using deception
weaknesses or turning their allies against them. and manipulation to sow discord and weaken their
2 A charismatic demagogue who uses their gift of enemies from within.
persuasion to erode the characters’ support and 2 A power-hungry leader seeks to unite several
sow discord among their people. tribes under their rule, but not all are willing to
3 A vengeful outcast who plots to destroy the submit. The characters must navigate delicate
characters and their faction, driven by a deep- negotiations or utilize force to achieve their goals.
seated grudge or desire for revenge. 3 An ambitious character aspires to rise through
4 A powerful warlord who leads a massive horde, the ranks of their tribe or faction, plotting to
intent on conquering the region and crushing all outmaneuver rivals and gain power while avoiding
who stand in their way. assassination attempts.
5 A secretive cabal of manipulators who use their 4 A powerful artifact holds the key to securing the
extensive network of spies and informants to loyalty of several tribes. The characters must
control events from the shadows. locate and obtain the artifact, either for their own
6 An ancient and malevolent entity that seeks to use or to prevent it from falling into the wrong
corrupt the characters and their people, twisting hands.
their ambitions to serve its own dark purposes. 5 A mysterious stranger arrives in the characters’
territory, offering valuable information and
POWER PLAYS CHARACTER GOALS
resources in exchange for a seemingly impossible
These tasks can be the driving force behind a character or a
mission that a character undertakes on their own or on behalf task. Can the characters trust this new ally?
of an ally during a larger adventure. 6 An unexpected alliance between rival factions
POWER PLAYS TASKS threatens the balance of power. The characters
d6 Task must uncover the true nature of this alliance and
1 Gain the loyalty of a powerful or influential put an end to it before their enemies become too
individual by aiding them in a time of need or powerful.
fulfilling a personal quest on their behalf.
2 Acquire a valuable or symbolic item that
represents the characters’ authority, such as a
sacred relic, ancestral weapon, or ancient artifact.
3 Unearth and expose the dark secrets or hidden
agendas of a rival faction, weakening their position
and bolstering the characters’ own.
4 Establish a network of spies and informants to
gather intelligence on potential threats and rivals,
keeping the characters one step ahead.
5 Strengthen the characters’ own faction through
diplomacy, military prowess, or economic growth,
making it a formidable force in the region.
6 Forge a lasting legacy by accomplishing a great
deed, such as slaying a fearsome monster,
liberating an oppressed people, or discovering a
lost treasure, which cements the characters’ place
in history.

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REVENGE
Revenge is a powerful motivator, and whole campaigns can
be driven by vengeance. The nature of the wrongs committed
against the player characters can vary greatly, depending on
the makeup of the group. They could be pursuing revenge
against a powerful enemy warrior who murdered the
chieftain of their tribe, or they could be attempting to avenge
themselves on the military officer who led the attack that
drove them from their land. Revenge-themed campaigns
are a good way to bring together a disparate group of player
characters who must work together to bring down a common
enemy. Revenge campaigns also have the advantage of a
clear antagonist (or group of antagonists) for the player
characters to hunt down and eliminate. When designing
such a campaign, having a clear idea of the main antagonists
and the nature of their crime against the player characters is
critical because what they do is the primary source of action
throughout the story. Giving your main villain a number of
underlings is a good idea, as it allows you to lead the players
along a series of encounters with them, each bringing the
group closer to its ultimate goal. The primary antagonist
provides a great reason to create a powerful comprehensive
NPC, and any of his cronies or lieutenants can be a fun
playground for designing unique individuals, each with his
own capabilities.
REVENGE VILLAINS
REVENGE ADVENTURES These villains could be the primary antagonists of a revenge-
The table below presents adventure ideas focused on driven campaign, each with their own unique motives
revenge-driven campaigns in which the characters must and methods, making them formidable and memorable
overcome a series of obstacles and adversaries as they pursue adversaries for the characters.
vengeance against those who have wronged them. REVENGE VILLAINS
REVENGE ADVENTURES d6 Villain
d6 Adventure 1 A cruel warlord who led a brutal campaign against
1 Track down and confront a group of bandits the characters’ people, leaving a trail of death and
responsible for attacking the characters’ village, devastation in their wake.
leaving destruction in their wake. 2 A cunning and ruthless rival who betrayed the
2 Uncover the truth behind a conspiracy or betrayal characters for power, wealth, or personal gain,
that led to the downfall of a friend, family and now seeks to eliminate them as potential
member, or ally, and bring the perpetrators to threats.
justice. 3 A cold and calculating mastermind who
3 Infiltrate a well-guarded stronghold to confront orchestrated the suffering of the characters from
the powerful enemy leader who orchestrated the behind the scenes, using them as pawns in a larger
suffering of the characters or their people. game.
4 Engage in a series of skirmishes against the 4 A vengeful individual who holds a deep-seated
minions and lieutenants of the primary antagonist, grudge against the characters, seeking to destroy
gathering information and weakening their forces. everything they hold dear as payback for a
5 Thwart a plot by the primary antagonist to cause perceived wrong.
even more harm or suffering to the characters 5 A fanatical zealot who believes the characters and
or their allies, demonstrating their resolve and their people are heretics or enemies of their faith
determination. and has dedicated themselves to the characters’
6 Reach a climactic final confrontation with the destruction.
primary antagonist, bringing the characters’ 6 An ancient and powerful enemy who has returned
quest for vengeance to a dramatic and satisfying from the past to exact their revenge on the
conclusion. characters, wielding fearsome abilities and
commanding a loyal following.

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REVENGE CHARACTER GOALS REVENGE ADVENTURE HOOKS
These tasks can be the driving force behind a character or a The following table presents ideas for additional revenge-
mission that a character undertakes on their own or on behalf themed adventures in western Immoren.
of an ally during a larger adventure. REVENGE ADVENTURE HOOKS
REVENGE TASKS d6 Hook
d6 Task 1 The characters must track down a notorious
1 Gather evidence or testimony to prove the guilt enemy warrior who has killed a beloved member
of the primary antagonist, rallying support for the of the characters’ tribe or family, exacting
characters’ quest for vengeance. vengeance upon them.
2 Forge alliances with other groups or individuals 2 The characters discover evidence of a long-
who have also been wronged by the primary standing betrayal by one of their own. They must
antagonist, creating a united front against their confront the traitor and bring them to justice
common foe. while dealing with the fallout of the deception.
3 Acquire powerful weapons, artifacts, or abilities 3 A rival faction seeks to destroy the characters’
that will give the characters an edge in their homeland in retribution for an ancient wrong.
confrontation with the primary antagonist and The characters must rally their people and defend
their forces. their territory against this vengeful foe.
4 Unravel the complex web of lies, deceit, and 4 An enemy military officer leads an attack that
manipulation that surrounds the primary devastates the characters’ homeland, driving them
antagonist, exposing their true nature and into exile. The characters must seek allies and
motives. resources to reclaim their home and avenge their
5 Seek out and confront the primary antagonist’s people.
underlings, lieutenants, or allies, chipping away at 5 A group of characters, bound by a common
their support network and resources. enemy, must join forces to hunt down and
6 Prepare for the final confrontation with the eliminate their antagonist, overcoming personal
primary antagonist by training, strategizing, and differences and obstacles along the way.
gathering information on their strengths and 6 A mysterious figure with a personal vendetta
weaknesses. against the characters orchestrates a series of
devastating attacks.

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STARS COMING RIGHT
The wilds are rife with strange and powerful ritual magic,
some of which necessitates careful planning and cunning
manipulation to see to fruition. In campaigns centered on
these concepts, the player characters could be laying the
groundwork for rituals of incredible importance to their
tribes or factions, frantically working against time as they
prepare for an important celestial conjunction. These tasks
can be elaborate, requiring the performance of a number
of different tasks under the appropriate conditions before
the work is complete. Failure to properly execute even a
single step of these complex rituals can result in catastrophic
consequences that resonate for years afterward.
As the players prepare for the forthcoming mystical
happening, the obstacles they run into along the way
will force them to adapt and think quickly. Rivals will
seek to undermine their efforts and prevent them from
completing their great work. Any delays will be particularly
unfortunate if the player characters are working toward a
celestial event that comes only once every few decades or
centuries. The moons of Caen are on different orbits, and
a missed opportunity can mean years before a ritual can be
performed again.

STARS COMING RIGHT ADVENTURES STARS COMING RIGHT VILLAINS


The table below presents adventure ideas centered on These villains can pose significant threats to the characters’
campaigns involving the preparation for and execution of attempts to prepare for and perform their celestial rituals,
powerful rituals tied to celestial events. Characters must work each with their own motivations and methods for disrupting
together to overcome obstacles and rivals as they strive to the characters’ plans.
complete these intricate and crucial tasks. STARS COMING RIGHT VILLAINS
STARS COMING RIGHT ADVENTURES d6 Villain
d6 Adventure 1 A rival faction or tribe seeking to claim the power
1 Locate and retrieve a long-lost artifact or relic of the celestial event for themselves, engaging in a
necessary for the completion of the ritual, race against the characters to complete their own
overcoming the dangers guarding it. ritual.
2 Unravel ancient and cryptic texts to decode the 2 A zealous inquisitor who believes the characters’
precise steps and requirements of the ritual, ritual poses a grave threat to the world and is
piecing together the knowledge needed to determined to stop them at any cost.
succeed. 3 An ancient guardian sworn to protect the secrets
3 Ensure the safety and purity of a sacred site and sacred sites associated with the ritual,
where the ritual must take place, facing hostile unwilling to allow the characters access to the
forces that seek to defile or destroy it. knowledge or resources they need.
4 Assemble the necessary components or resources 4 A cunning saboteur who seeks to undermine and
for the ritual, some of which may be rare, elusive, disrupt the characters’ preparations, working for a
or guarded by powerful entities. hidden master with unknown motives.
5 Perform a series of smaller, preparatory rituals 5 A vengeful spirit or supernatural entity whose
at key locations and times, each with its own power or influence would be diminished by the
challenges and obstacles to overcome. ritual’s completion and is determined to prevent it.
6 Defend the ritual site during the culmination of 6 A manipulative schemer who aims to twist the
the celestial event, facing the onslaught of rivals characters’ ritual for their own purposes, steering
or supernatural forces trying to disrupt the them toward an outcome that serves their
proceedings. nefarious ends.

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STARS COMING RIGHT CHARACTER STARS COMING RIGHT ADVENTURE
GOALS HOOKS
These tasks can serve as driving forces behind a character or a The following table presents ideas for additional adventures
mission that a character undertakes on their own or on behalf themed around the preparation and execution of powerful
of an ally during a larger adventure. rituals, celestial events, and mystical happenings in
STARS COMING RIGHT TASKS western Immoren.
d6 Task STARS COMING RIGHT ADVENTURE
1 Seek the guidance or assistance of wise or HOOKS
powerful beings who hold knowledge or influence d6 Hook
over the celestial event and the ritual tied to it. 1 The characters must secure a series of ancient
2 Protect or rescue a key individual whose presence, relics to complete a powerful ritual, all while
expertise, or abilities are vital to the successful evading rival factions seeking to claim the artifacts
completion of the ritual. for their own purposes.
3 Thwart the efforts of rival factions or villains who 2 An imminent celestial event is critical to the
seek to exploit the celestial event for their own success of a ritual the characters are performing,
gain or to sabotage the characters’ ritual. but they must overcome a series of obstacles and
4 Secure the support or cooperation of neighboring adversaries to ensure its completion in time.
tribes, factions, or communities whose aid may be 3 The characters learn of a powerful artifact that
essential in the preparations for the ritual. can alter the very heavens, but it is guarded by a
5 Investigate mysterious phenomena or omens formidable and ancient guardian.
that foreshadow the celestial event, seeking to 4 A rival group is attempting to perform a ritual
understand their significance and implications for that could bring disaster to the region, and the
the ritual. characters must race against time to stop them.
6 Balance the competing demands of preparing 5 The characters discover an ancient prophecy
for the ritual while addressing the needs and that hints at a coming cataclysm, and they must
concerns of the characters’ tribe or faction, decipher its meaning and find a way to prevent
maintaining their trust and support. the disaster.
6 The characters are drawn into a conflict between
two rival factions, each attempting to complete a
ritual to gain power or control over the other.

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SURVIVAL SURVIVAL ADVENTURES
The table below presents adventure ideas centered on
The many dangers of western Immoren’s wild places can be
the source of a fantastic campaign. In a survival campaign, the campaigns involving the struggle to survive in the harsh
characters must constantly struggle against all odds, battling wilderness of western Immoren. Characters must work
hungry predators and the harsh elements every day in order together to overcome environmental challenges, scarce
to keep themselves alive. Survival storylines are often grim resources, and deadly predators as they fight for their lives.
tales in which family and friends slowly die from exposure SURVIVAL ADVENTURES
or starvation and the player characters’ own survival is d6 Adventure
constantly at risk. The harsh elements of the Bloodstone 1 Locate and secure a safe haven in the wilderness,
Desert and the freezing mountains of the Shard Spires are where the characters can find shelter from the
compelling backdrops for a survival game. In such locations, elements and a base for their efforts to survive.
the environment itself is just as deadly as anything else the
2 Track and hunt down a powerful and elusive
players will face. Sudden storms, droughts, and inclement
weather can have a massive impact on the characters. The creature whose remains could provide essential
creatures they encounter will often be similarly desperate, resources for the characters’ continued survival.
throwing themselves violently at the characters in an attempt 3 Discover and protect a hidden source of water
to stave off starvation. These gritty games are extremely or sustenance, which is vital for the characters’
rewarding for players who want to pit themselves against survival in a desolate environment.
everything the wilds have to offer. 4 Navigate a treacherous landscape, such as a
In a survival game, the characters’ resources steadily deadly swamp or a freezing mountain pass, in
dwindle, being replenished only when they manage to bring
search of safety or resources.
down another beast or to wrest one from the hands of a
rival. Survival games are a good fit for a raiders adventuring 5 Recover lost or stolen supplies from a rival group
company. As food, water, and supplies run low, desperation or hostile creatures, ensuring the characters’
will motivate the player characters, driving them to execute ability to endure the harsh wilderness.
risky raids against better-armed opposition. 6 Uncover ancient ruins or forgotten settlements
that may hold the key to the characters’ survival
as well as new threats and mysteries.

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SURVIVAL VILLAINS SURVIVAL ADVENTURE HOOKS
These villains can pose significant threats to the characters’ The following table presents ideas for additional adventures
attempts to survive in the brutal wilderness, each with their centered on the harsh and unforgiving wilderness of western
own motivations and methods for making life more difficult Immoren, where characters must struggle to stay alive
for the characters. against all odds.
SURVIVAL VILLAINS SURVIVAL ADVENTURE HOOKS
d6 Villain d6 Hook
1 A ruthless bandit leader who preys on the weak 1 The characters find themselves stranded in a
and desperate, making survival even more remote and dangerous location and must use
challenging for the characters. their wits and resources to survive and find a way
2 A cunning predator that has developed a taste back to civilization.
for the characters, stalking and attacking them 2 A devastating natural disaster strikes the
relentlessly throughout their journey. characters’ homeland, forcing them to band
3 A merciless slaver seeking to capture the together and find a way to rebuild their lives and
characters and exploit their skills or knowledge, community.
forcing them to fight for their freedom. 3 The characters must journey through a harsh and
4 A fanatical zealot who believes the characters are deadly environment to reach a distant goal, all
a threat to their people or land and is determined while contending with the elements, predators,
to see them eliminated. and other hazards.
5 A vengeful ghost or supernatural being that 4 A powerful and relentless enemy is hunting the
torments the characters, causing environmental characters, forcing them to rely on their survival
disasters or driving dangerous creatures toward skills and knowledge of the wilderness to evade
them. capture or death.
6 A rival group of survivors who see the characters 5 A mysterious plague threatens the characters’
as competition for scarce resources, instigating a community, and they must venture into the
deadly struggle for survival. wilds in search of a cure, facing both natural and
supernatural dangers along the way.
SURVIVAL CHARACTER GOALS
6 The characters must lead a group of refugees
These tasks can serve as driving forces behind a character or a
mission that a character undertakes on their own or on behalf through the wilderness to safety, protecting
of an ally during a larger adventure. them from the dangers that lurk in the wilds and
SURVIVAL TASKS ensuring they have the necessary resources to
d6 Task survive.
1 Learn the secrets of the wilderness to improve
the characters’ chances of survival, mastering new
skills or techniques that help them endure the
harsh environment.
2 Secure alliances with other groups or individuals
struggling to survive, pooling resources and
knowledge to increase their chances of success.
3 Unravel the mystery behind a dangerous
phenomenon that threatens the characters’
survival, seeking to understand and mitigate its
impact on their lives.
4 Safeguard the well-being of a vulnerable individual
or group, such as a family or community, ensuring
their survival alongside the characters.
5 Reclaim a lost or stolen heirloom or artifact that
holds personal significance or provides a much-
needed advantage in the struggle for survival.
6 Chart a path to a safer or more hospitable
region, seeking an escape from the unrelenting
challenges and dangers of the characters’ current
surroundings.
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TOMB RAIDERS TOMB RAIDERS ADVENTURES
The table below presents adventure ideas centered on
The forgotten ruins of western Immoren hold treasure
and peril in equal measure. The potential for characters to campaigns involving the exploration of ancient ruins and
spend an entire campaign exploring the remnants of lost forgotten tombs. Characters will delve into the remnants
civilizations is tremendous. An especially large complex of of lost civilizations in search of relics, secrets, and long-
ruins, such as a vast city from the empire of Morrdh found lost treasures.
in the Gnarls, could be the focus of an entire campaign, TOMB RAIDERS ADVENTURES
allowing the characters to delve ever more deeply into the d6 Adventure
forgotten city in search of ancient relics or long-lost secrets. 1 Uncover the entrance to a hidden tomb, rumored
This can include attempts to find what was once lost by a to contain a powerful artifact or immense wealth
people whose territory has changed hands countless times. guarded by deadly traps and ancient guardians.
Characters begin by researching what little is known of the
2 Discover a map or clue leading to a lost city,
ruin and discovering the possibility of priceless occult lore
and ancient coin. They must next prepare for their journey, which the characters must traverse dangerous
which could require exploration and nearly comprise a wilderness and hostile territory to find.
campaign in its own right. Upon arrival, depending on the 3 Race against a rival group of tomb raiders to claim
nature of the characters, they might survey the ruins as part a priceless relic or artifact before it falls into the
of a scholarly expedition or instead plunge into its depths wrong hands.
with swords and sacral blades at the ready. 4 Investigate the mysterious disappearance of a
As the characters explore the ruins, they will uncover previous expedition, unraveling the secrets of the
secrets that lure them deeper into the catacombs or send
tomb and the fate of its explorers.
them on wild chases to far-flung places in search of related
secrets. The overarching plot of such a campaign could 5 Prevent the resurrection of an ancient evil that
revolve around an ancient evil let loose by the characters’ threatens the world by securing or destroying the
meddling or even place them in competition with a rival artifacts needed for its return.
team of tomb raiders for a priceless relic. Indeed, depending 6 Solve intricate puzzles and navigate treacherous
on the campaign, letting loose an ancient evil might be the traps to reveal the inner sanctum of an ancient
characters’ goal rather than something they want to prevent. tomb, housing secrets of a long-forgotten
In this case, self-appointed do-gooders from civilization civilization.
might be their adversaries.

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TOMB RAIDERS VILLAINS TOMB RAIDERS ADVENTURE HOOKS
These villains can pose significant threats to the characters’ The following table presents ideas for additional adventures
tomb-raiding adventures, each with their own motivations focused on the exploration of ancient ruins, lost cities, and
and methods for opposing the characters’ exploration forgotten tombs in western Immoren.
and plundering. TOMB RAIDERS ADVENTURE HOOKS
TOMB RAIDERS VILLAINS d6 Hook
d6 Villain 1 The characters discover a map leading to a long-
1 A cunning rival tomb raider who seeks to claim the lost city, but they are not the only ones seeking its
treasures and secrets of the ruins for themselves, treasures and secrets.
using any means necessary. 2 An ancient artifact is rumored to be hidden within
2 A fanatical cult devoted to protecting the ancient a deadly tomb, and the characters must brave its
relics and secrets from outsiders, determined to traps and guardians to claim it.
see the characters fail or die. 3 The characters are hired to recover a powerful
3 A powerful undead guardian awakened by the relic from a recently unearthed ruin, but they
characters’ intrusion that relentlessly hunts them quickly find themselves embroiled in a conflict
throughout the ruins. between rival factions vying for the artifact.
4 A scheming sorcerer who desires the power 4 A sinister force has been unleashed from a
contained within the tomb, manipulating events forgotten tomb, and the characters must track
and adversaries to hinder the characters. down the source of the evil and put an end to it.
5 A vengeful spirit of a long-dead ruler angered by 5 The characters become trapped within a
the characters’ trespassing that seeks to exact labyrinthine ruin and must decipher its puzzles
retribution on them and their allies. and navigate its dangers to find a way out.
6 A secretive organization that seeks to control 6 The characters must protect a group of scholars
the knowledge and power hidden within the or treasure hunters as they delve into a dangerous
ruins, deploying agents to hinder the characters’ ruin, ensuring their safety and the success of their
progress. expedition.
TOMB RAIDERS CHARACTER GOALS
These tasks can serve as driving forces behind a character or a
mission that a character undertakes on their own or on behalf
of an ally during a larger adventure.
TOMB RAIDERS TASKS
d6 Task
1 Retrieve a powerful artifact or relic from the
depths of an ancient tomb to fulfill a personal
quest or obligation.
2 Unearth a long-lost secret that holds the key to
understanding the characters’ own history or the
fate of their people.
3 Avenge the death of a friend or loved one
who perished during a previous tomb raiding
expedition.
4 Reclaim a stolen or lost artifact that rightfully
belongs to the characters’ tribe, faction, or
homeland.
5 Gain the favor of a powerful patron or
organization by securing valuable treasures or
knowledge from the ancient ruins.
6 Prove the existence of a legendary tomb or lost
city, gaining fame and recognition as a skilled
tomb raider and explorer.

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TRIBAL WARFARE TRIBAL WARFARE ADVENTURES
The table below presents adventure ideas centered on
The many tribes and peoples of the wildernesses of western
Immoren are constantly clashing with each other and campaigns involving tribal warfare, conflicts, and rivalries.
fighting over ancient grudges and territorial conquests alike. Characters will navigate ancient grudges, territorial
A campaign of tribal warfare is a story of these conflicts conquests, and the harsh realities of battle, as they defend
and how they affect the people who fight them. Particularly their tribes and challenge their enemies.
long wars will affect nearly every aspect of a tribe’s daily life TRIBAL WARFARE ADVENTURES
as talented hunters and warriors fall in battle, land is lost d6 Adventure
or conquered, and more and more of the tribe’s resources 1 Defend the tribe’s sacred lands from an aggressive
are dedicated to the conduct of war. In some cases these enemy tribe seeking to expand their territory.
prolonged conflicts will draw the attention of opportunistic 2 Infiltrate an enemy tribe’s stronghold to gather
third parties that swoop in like vultures to pick off the
vital intelligence or sabotage their war efforts.
weakened forces of tribes that have suffered months or years
of attrition. 3 Broker a tenuous alliance with another tribe to
In storylines of tribal warfare, the player characters are face a common enemy, overcoming distrust and
often among the most capable warriors of their tribes and cultural differences.
will be called upon to test their strength against similar 4 Recover a stolen or lost relic or artifact that holds
warriors from the rival faction. The gains and losses they great significance to the tribe, spurring them to
experience on the field of battle can resonate throughout the victory in battle.
tribe, particularly if one of the characters is its chieftain or 5 Lead a daring raid on an enemy tribe’s camp,
sole shaman. Tribal elders might call them to task for their
seeking to weaken their forces and capture
decisions while the rest of the tribe looks to the characters
for inspiration or direction in the darkest times and rallies valuable resources.
around them in the defense of their territory. 6 Uncover and thwart a plot by an opportunistic
third party attempting to manipulate the tribal
conflict for their own gain.

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TRIBAL WARFARE VILLAINS TRIBAL WARFARE ADVENTURE HOOKS
These villains can pose significant threats to the characters’ The following table presents ideas for additional adventures
tribal warfare adventures, each with their own motivations centered on the conflicts and struggles of various tribes and
and methods for opposing the characters’ efforts. factions in the wilds of western Immoren.
TRIBAL WARFARE VILLAINS TRIBAL WARFARE ADVENTURE HOOKS
d6 Villain d6 Hook
1 A ruthless enemy chieftain who will stop at 1 The characters are drawn into a long-standing
nothing to conquer the characters’ tribe, driven conflict between two rival tribes and must
by ambition and bloodlust. navigate the shifting alliances and betrayals to
2 A treacherous shaman or elder, manipulating ensure their own survival and the safety of their
events behind the scenes to prolong the conflict people.
for personal gain. 2 A powerful warlord seeks to unite the disparate
3 A cunning spy or saboteur working for a rival tribes of the region under their rule, and the
tribe, sowing discord and undermining the characters must decide whether to join the cause
characters’ tribe from within. or resist the warlord’s advances.
4 A powerful warlord who seeks to unite the 3 The characters are tasked with recovering a
warring tribes under their rule, using force, sacred artifact stolen by a rival tribe, leading to a
diplomacy, or deception. dangerous mission deep in enemy territory.
5 A vengeful spirit or ancient guardian awakened by 4 A series of brutal raids has left the characters’
the conflict, seeking to punish all those involved in tribe weakened and vulnerable, and they must
the tribal warfare. rally their people and seek allies to defend against
6 An opportunistic mercenary company, exploiting further attacks.
the weakened tribes and their resources for profit 5 The characters must broker a truce between
and influence. warring tribes to face a common enemy, but
ancient grudges and mistrust threaten to
TRIBAL WARFARE CHARACTER GOALS
undermine their efforts.
These tasks can serve as driving forces behind a character or a
mission that a character undertakes on their own or on behalf 6 A mysterious figure has emerged, manipulating
of an ally during a larger adventure. the tribes into conflict for their own nefarious
TRIBAL WARFARE TASKS purposes. The characters must uncover the truth
d6 Task and put an end to the deception before it’s too
1 Bring an end to a long-standing conflict between late.
tribes by negotiating a peace treaty or forging a
new alliance.
2 Gain recognition and respect as a skilled warrior
by defeating a formidable enemy champion in
single combat.
3 Train and mentor new warriors for the tribe,
ensuring their survival and prosperity for future
generations.
4 Uncover the root cause of the tribal conflict and
expose the truth behind the ancient grudge or
territorial dispute.
5 Protect the tribe’s most vulnerable members,
such as children and the elderly, during times of
strife and conflict.
6 Avenge a personal loss or injustice suffered at the
hands of an enemy tribe, seeking retribution and
closure.

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WILDERNESS CHARACTER NAME GENERATORS
Every culture’s naming conventions are different, whether they derive modern names from historical, mythological, or divine
sources or combinations of syllables, letters, and sounds in their native language. On those occasions when you require an
appropriately crafted name for an NPC who hasn’t been previously identified, use the table below to quickly create a name that
will sound correct within the given culture.

Anura Name Generator Bog Trog Name Generator


d20 MALE FEMALE BYNAMES d20 NAMES EPITHETS
1 Awaki Brekake Byriver 1 Bluv Ashiga’s Anointed
2 Bup Chupa Deepswamp 2 Cuch Blessed One
3 Coaxo Fe’era Hopstone 3 Druk The Charmed
4 Croa Guri Pondskipper 4 Ertl Crafty One
5 Flugwug Harkae Slickspine 5 Flet The Cursed
6 Gub Kva Tonguethrasher 6 Gritz Dry-Scale
7 Koka’ak Kwake Underpond 7 Hask Gator-Killer
8 Kwaak Laka Swifttongue 8 Hult Shell-Cracker
9 Mire Nolo Nightcroak 9 Itzi Fang-Fighter
10 Obo Olo Muddiver 10 Kreek Swamp-Strider
11 Piku Qua Quickleaper 11 Lurk Leech-Lord
12 Raza Ruka Mossback 12 Mesk Poison-Tongue
13 Scaer Tura Shadowhopper 13 Nuri Murk-Minder
14 Tibu Vakae Raincaller 14 Oduz Toad-Tamer
15 Zabuc Lusa Bubblebreath 15 Ohag Wart-Breath
16 Hupple Flissa Shimmertoe 16 Oxla Bog-Blade
17 Kribble Pendra Sunspotter 17 Plut Muck-Master
18 Quib Zepha Mistweaver 18 Quill Quick-Tongue
19 Snoggle Lirra Stormcaller 19 Qulf Swift-Striker
20 Thribble Hesper Lilydancer 20 Rask Silent-Stalker

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Farrow Name Generator Gatorfolk Name Generator
d20 MALE FEMALE EPITHETS d20 MALE FEMALE NICKNAME
1 Augustus Aglie Broad Back 1 Aggus Anggat Bloody
2 Aurice Brodolce Bone Snapper 2 Angkoto Djatta Craven One
3 Carver Bucceli Curse Slinger 3 Barnabas Gita-Gita Dreadbound
4 Cheehaw Corilla Flat Nose 4 Bogung Gonrung Grave Walker
5 Cluckle Crostia Gristle Grinder 5 Caliban Jaga-Jaga Lord of Blood
6 Deckle Filatiere Long Legs 6 Crawtooth Margawa Master of Marshes
7 Duroc Helga Mulch Monger 7 Denglet Mlatha Nightstalker
8 Flank Mortonia Throat Crusher 8 Djukkit Ningrum Old One-Eye
9 Giblet Mufalla Blood Drinker 9 Longchops Nwula Pit of Fangs
10 Gordianus Pantara Eye Gouger 10 Maelok Rara Swamp Reaper
11 Hortrill Peperch Flesh Ripper 11 Moskengon Urgi-Urgi Toothgnasher
12 Minchop Scotta Ironhide 12 Mugwum Wangi Unblinking Watcher
13 Olybrisket Slata Muckraker 13 Ndarit Yonkla Scale-Skinner
14 Patribs Tortonia Mud Wrestler 14 Ngalo Yallara Death-Chaser
15 Rible Trofiter Quickstrike 15 Sketset Vyrtha Swamp-Strider
16 Scarf Trotto Razorback 16 Tengarol Vaxia Poison-Tongue
17 Severmore Urta Scalebreaker 17 Yoggus Kylara Shadow-Walker
18 Snortillus Vendra Skullcrusher 18 Gulrak Grenda Blood-Fang
19 Thaddeus Xyla Swampfoot 19 Krokrak Nylara Quickstrike
20 Vetronius Zora Warleader 20 Shorgaak Drogara Ironhide

Trollkin Name Generator Pyg Nickname Generator


d20 MALE FEMALE SURNAME d20 NICKNAME
1 Vestin Sharva Wyrmhowl 1 Snack
2 Parsta Ingma Mournchaser 2 Krump
3 Berga Gatak Hardtusk 3 Fawn
4 Grunya Alena Gloomfist 4 Hopper
5 Zalkar Usha Wyrmscorn 5 Bug
6 Creddar Yanna Greymist 6 Pockets
7 Kazta Berga Grinderfang 7 Ace
8 Yogar Talyana Toshte 8 Slick
9 Reeth Jubra Redriver 9 Pop
10 Layen Glorlana Ironbreaker 10 Toots
11 Horksroth Zadie Feralhide 11 Muggs
12 Masgol Grona Ironhide 12 Trip
13 Stror Kahnar Stormhowl 13 Armrest
14 Xarrin Soscia Grimbark 14 Ant
15 Ternar Kallak Thunderskull 15 Biggie
16 Brelliar Vlada Fawncall 16 Trapper
17 Brydan Agla Clampclaw 17 Pet
18 Korgan Gatak Hardtusk 18 Drag
19 Yancar Tagra Greelmo 19 Keg
20 Uklo Kolara Wildquill 20 Boomer

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APPENDIX A: SPECIAL NPC
ADVENTURING Adventuring Scholar
SCHOLAR Medium humanoid (any), any alignment

Adventuring scholars are a special breed. They have spent Armor Class 14 (leather armor)
years in study, and they most often hold some sort of Hit Points 27 (6d8)
mundane position at a university or museum, but they are Speed 30 ft.
by no means bookworms. They are hearty adventurers who STR DEX CON INT WIS CHA
can run with the best of them—only instead of exploring the 10 14 10 16 14 10
mysteries of the world in search of treasure or power, they
do it for knowledge. The primary tools of the adventuring Saving Throws Dex +4, Int +5
scholar are wit, determination, knowledge, and a touch of Skills Investigation +5, Nature +5, Perception +4, Survival +4
Senses passive Perception 10
both brawn and luck. With these they delve the mysteries of
Languages any three languages
the world, unlocking secrets that few would dare to fathom. Challenge 1/2 (100 XP)

Applied Knowledge. The adventuring scholar adds its


Intelligence modifier to the damage of attacks targeting a
creature of the following types: aberration, beast, dragon, fey,
giant, monstrosity, ooze, and undead.
Keen Hearing and Sight. The adventuring scholar has advantage
on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack. The adventuring scholar makes two attacks with
its shortsword.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Repeating Rifle. Ranged Weapon Attack: +4 to hit, range 60/180
ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Reactions
Duck! If the adventuring scholar makes a Dexterity saving throw,
it can drop prone to gain advantage on the save.

APPENDIX A: SPECIAL NPCS


204
BEAST SLAYER Beast Slayer
Medium humanoid (any), any alignment
Most people run away from monsters. Call it fear, call it
common sense, call it what you will, but running to safety is Armor Class 15 (studded leather)
the first thing most people think to do when threatened by Hit Points 52 (8d8 + 16)
Speed 30 ft.
a wild beast—or something worse. Yet some people tend to
have just the opposite reaction. STR DEX CON INT WIS CHA
They make their living hunting down the beasts of the 14 (+2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
wild. They are expert trackers and able warriors, and they
tend to be far more at home out on the trail, sleeping in the Skills Perception +3, Stealth +5, Survival +3
mud and cold, than in some cushy inn or study. Needless Senses passive Perception 10
Languages any one language
to say, they are also some of the most fearless fighters in Challenge
all the land.
What motivates them varies quite a bit. Some live or Favored Enemy. The beast slayer has advantage on Wisdom
grew up in areas where wild creatures of one sort or another (Survival) checks to track beasts, as well as on Intelligence
were a constant threat, and they took up arms to fight the checks to recall information about them.
Prey. The beast slayer can mark a creature it can see within 90
predators. Many suffered trauma early on at the hands of a
feet as its quarry. For 1 hour, the beast slayer deals an extra 1d6
wild beast and have dedicated themselves to eliminating such damage to the target whenever it hits with a weapon attack.
threats. Still others are adventurers with an indomitable wild Relentless Pursuit. The beast slayer has advantage on saving
streak who thrive on trying to become the greatest predators. throws against being charmed, frightened, or put to sleep.
Actions
Multiattack. The beast slayer makes two attacks with
its longsword.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 2) slashing damage.
Hunting Rifle. Ranged Weapon Attack: +5 to hit, range 60/180
ft., one target. Hit: 14 (2d10 + 3) piercing damage.
Reactions
Quick Reflexes. When the beast slayer is hit by a melee attack
from a beast, it can use its reaction to make a melee weapon
attack against the same beast.

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205
BLACKCLAD Blackclad stoneshapers are tasked with building the arcane
constructs that serve the Circle Orboros. Fashioned from
STONESHAPER stone and wood and carefully cut orbs of glowing crystal,
their wold creations are animated through ancient rites and
blood sacrifices.

Blackclad Stoneshaper spell attacks). It can cast the following spells:


Medium humanoid (human), alignment Cantrips (at will): druidcraft, firebolt, mending
1st level (4 slots): pulse of the earth, rock hammer
Armor Class 16 (blackclad armor) 2nd level (3 slots): spike growth, stone spray
Hit Points 60 (8d8 + 24) 3rd level (3 slots): meld into stone, slow
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one
12 (+1) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 12 (+1) target. Hit: 3 (1d4 + 1) bludgeoning damage.
Earth’s Power (1/day). The stoneshaper targets a friendly
Saving Throws Int +5, Wis +6 construct within 60 feet. The construct gains +2 to its Strength
Skills Arcana +5, Nature +5, Perception +6 score for 1 minute.
Senses passive Perception 16 Quiet the Stones (1/day). The stoneshaper targets a friendly
Languages Any three languages construct within 60 feet. It can either place 1 fury point on the
Challenge 5 (1,800 XP) construct or remove 1 fury point from it.
Repair (1/day). The stoneshaper touches a friendly construct
Pathfinder. The stoneshaper can move through nonmagical within 5 feet, removing 1d6 damage points from it.
difficult terrain without expending extra movement. Stone Spray (Recharge 5–6). The stoneshaper unleashes
Stone Sentinel. While adjacent to a friendly construct, the a spray of stones in a 30-foot cone. Each creature in the area
stoneshaper gains +2 to AC and saving throws and cannot be must make a DC 14 Dexterity saving throw, taking 13 (3d8)
knocked prone. bludgeoning damage on a failed save, or half as much damage on
Spellcasting. The stoneshaper is a 6th level spellcaster. Its a successful one.
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with

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206
BLACKCLAD Blackclad Stoneward
STONEWARD Medium humanoid (human), any alignment

Armor Class 16 (blackclad armor)


The stoneward craft the fast and efficient woldstalkers
Hit Points 27 (5d8 + 5)
and lead their creations to battle. Each woldstalker is Speed 30 ft.
an implement of the stoneward’s will, guided by mental
commands and protected by druidic enchantments. The STR DEX CON INT WIS CHA
stonewards steer their creations’ movements and choose the 12 (+1) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 10 (+0)
targets of their searing attacks.
Saving Throws Int +4, Wis +4
This is a practiced skill for the stonewards, whose guidance Skills Arcana +4, Nature +4, Perception +4
lingers even after their death: a woldstalker will continue Senses passive Perception 14
to follow its druid’s last impulses, hunting its prey with Languages any three languages
inhuman perseverance. Challenge 2 (450)

Camouflage. The stoneward has advantage on Dexterity


(Stealth) checks.
Pathfinder. The stoneshaper can move through nonmagical
difficult terrain without expending extra movement.
Self-Sacrifice. If the blackclad stoneward is reduced to 0 hit
points by an enemy attack, it can choose a friendly construct
within 10 feet. That creature takes damage equal to half the
damage dealt to the blackclad stoneward, and the blackclad
stoneward regains hit points equal to the damage taken by the
friendly creature.
Service Beyond Death. If the stoneward is incapacitated or
killed, any woldstalkers it was controlling continue to attack the
most recent targets the stoneward gave them, or otherwise
continue following the last command the stoneward issued.
Spellcasting. The stoneward is a 2nd level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). It can cast the following spells:
Cantrips (at will): guidance, mending, resistance
1st level (3 slots): pulse of the earth, rock hammer
Stone Guide. The blackclad stoneward can use the Help action
to grant an allied construct advantage on an attack roll or ability
check, even if the ally is not within 5 feet.
Actions
Volgue. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning
damage if used with two hands. This attack counts as magical
for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.

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207
BLACKCLAD WARDER tasks might include short-term missions like rooting out
a pernicious enemy or gathering intelligence, or longer
Druids who survive their training as wilders and prove term duties such as aiding in the training of warbeasts,
themselves over several years earn promotion to warder. constructing wolds, or watching over a specific region.
This rank is bestowed by the druid’s mentor based on Younger initiates to the Circle, these druids bring a mastery
performance, initiative, and growing skill. Fundamentally, a of elemental forces against their enemies. With a wave of
warder’s primary function is to do whatever their immediate their hands, they can uproot and throw enormous rocks,
superiors ask but must also exercise initiative and sound wreath themselves in wind and mist to confound their foes,
judgment in the execution of those duties. A warder’s or disrupt and unravel the magic of enemy spellcasters.

Blackclad Warder Spellcasting. The warder is a 1st level spellcaster. Its spellcasting
Medium humanoid (human), any alignment ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It
can cast the following spells using only verbal components:
Armor Class 15 (blackclad armor) Cantrips (at will): druidcraft, summon vortex
Hit Points 16 (3d8 + 3) 1st level (2 slots): entangle, fog cloud
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Voulge. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
12 (+1) 12 (+1) 12 (+1) 14 (+2) 14 (+2) 10 (+0) Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning
damage if used with two hands. This attack counts as magical
Saving Throws Int +4, Wis +4 for the purpose of overcoming resistance and immunity to
Skills Arcana +4, Nature +4, Stealth +3 nonmagical attacks and damage.
Senses passive Perception 10 Wind Strike (Recharge 6). Ranged Spell Attack: +4 to hit,
Languages any three languages range 30 ft., one target. Hit: The target must succeed on a DC
Challenge 1 (200 XP) 12 Strength saving throw or be pushed 1d4 × 5 feet directly away
from the warder.
Camouflage. The warder has advantage on Dexterity Summon Vortex (1/day). The warder creates a 10-foot radius
(Stealth) checks. sphere of swirling wind centered on itself. The area moves with the
Pathfinder. The warder can move through nonmagical difficult warder and lasts for 1 minute. While in the area, enemy creatures
terrain without expending extra movement. have disadvantage on attack rolls.

APPENDIX A: SPECIAL NPCS


208
BLACKCLAD Moving along ley lines with unparalleled ease, these warriors
WAYFARER of Orboros can rend their enemies with blasts of elemental
power, crush them with their massive voulges, or awaken
Druid wayfarers act as the messengers of the omnipotents, their slumbering predator spirit and watch them turn on each
assassins in the shadows, and heralds of the Circle’s armies. other like mindless savages.

Blackclad Wayfarer
Medium humanoid (human), any alignment Pathfinder. The wayfarer can move through nonmagical difficult
terrain without expending extra movement.
Armor Class 14 + 2 (qualifier) Prowl. While the wayfarer has concealment, it gains the benefits
Hit Points 27 (5d8 + 5) of the invisibility spell.
Speed 30 ft. Spellcasting. The wayfarer is a 2nd level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
STR DEX CON INT WIS CHA spell attacks). It can cast the following spells:
12 (+1) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 10 (+0) Cantrips (at will): druidcraft, fire bolt, resistance
1st level (3 slots): entangle, flicker, hunter’s mark, longstrider
Saving Throws Int +4, Wis +4
Skills Arcana +4, Nature +4, Stealth +4
Actions
Senses passive Perception 12 Voulge. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Languages any three languages Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning
Challenge damage if used with two hands. This attack counts as magical
for the purpose of overcoming resistance and immunity to
Battle Wizard. When the wayfarer reduces a creature to 0 hit nonmagical attacks and damage.
points, the wayfarer can use its reaction to cast a spell with a Phase Jump (Recharge 5–6). As an action, the blackclad
casting time of 1 action or 1 bonus action. wayfarer can teleport to an unoccupied space it can see within
Camouflage. The wayfarer has advantage on Dexterity 60 feet of its current location or to an unoccupied space within
(Stealth) checks. 10 feet of a friendly Shifting Stone anywhere that it can see.

APPENDIX A: SPECIAL NPCS


209
CLAN EXILE Clan Exile
Exiles are those who have committed an act or broken a Medium humanoid (any), any alignment
taboo that runs counter to the values of their tribe—or have Armor Class 13 (hide armor)
been falsely accused of doing so. Pushed out of their former Hit Points 45 (6d8 + 18)
clans or tribes, they are forced into exile and must struggle to Speed 30 ft.
survive on their own. Many are not trusting of outsiders, but
necessity can force them into alliances of convenience, where STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 10 (+0)
they lend their strength and talents to another group. Others
prefer solitary lives as hermits, bitter and resentful, waiting Skills Athletics +5, Intimidation +1, Survival +4
for the opportunity to exact vengeance on those who drove Senses passive Perception 12
them from their homes. Languages any one language
Challenge 2 (450 XP)

Self-Reliant. The clan exile has advantage on Constitution


saving throws to resist exhaustion, as well as on Wisdom
(Survival) checks to find food and water.
Rage. As a bonus action, the clan exile can enter a rage. While
raging, it has resistance to bludgeoning, piercing, and slashing
damage, and gains a +2 bonus to melee weapon damage rolls.
The rage lasts for 1 minute and can be used once before
requiring a long rest to regain use.
Resilient. The clan exile has advantage on saving throws against
being frightened.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 11 (1d12 + 3) slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 feet or range 20/60 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.
Reactions
Deflect. When the clan exile is hit by a ranged weapon attack, it
can use its reaction to reduce the damage by 8 (1d10 + 3).

APPENDIX A: SPECIAL NPCS


210
DRUID OVERSEER They must confront and eliminate any enemies that threaten
the ley lines or the standing stones controlling their flows.
Overseers are a vital link in the Circle’s chain of command, The regional territories of an overseer are generally larger
trusted to undertake difficult missions requiring considerable than what a lone blackclad can patrol, even with the aid of
coordination and personal power. They are responsible for supernatural teleportation. This duty may fall to subordinate
sacred sites within the patchwork of their territories and blackclads or to locals who can act as the druid’s eyes and
must ensure their energies contribute to the ley line network. ears—and, in times of threat, as expendable warriors.

Druid Overseer
Medium humanoid (human), any alignment spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell
attacks). It can cast the following spells:
Armor Class 16 (blackclad armor) Cantrips (at will): druidcraft, fire bolt, resistance
Hit Points 39 (6d8 + 12) 1st level (4 slots): entangle, fog cloud, pulse of the earth
Speed 30 ft. 2nd level (2 slots): gust of wind, pass without trace

STR DEX CON INT WIS CHA Actions


14 (+2) 14 (+2) 14 (+2) 16 (+3) 16 (+3) 12 (+1) Voulge. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning
Saving Throws Int +5, Wis +5 damage if used with two hands. This attack counts as magical
Skills Arcana +5, Insight +5, Perception +5 for the purpose of overcoming resistance and immunity to
Senses passive Perception 15 nonmagical attacks and damage.
Languages any three languages Wind Strike (Recharge 6). Ranged Spell Attack: +5 to hit,
Challenge 3 (700 XP) range 30 ft., one target. Hit: The target must succeed on a DC 13
Strength saving throw or be pushed 1d6 x 5 feet directly away from
Apparition. The overseer and its blackclad allies within 60 feet of the Overseer.
it can teleport up to 10 feet to an unoccupied space they can see Elemental Protection (1/day). As an action, the overseer grants
at the start of their turn as a bonus action. itself and its allies within 60 feet resistance to cold, fire, lightning,
Camouflage. The overseer has advantage on Dexterity and acid damage for 1 minute.
(Stealth) checks. Pulse of the Earth (1/day). The overseer targets a point within
Officer. The overseer can use the Help action to grant an ally 120 feet. All creatures within a 10-foot radius of the point must
advantage on an attack roll or ability check, even if the ally is not succeed on a DC 13 Dexterity saving throw or be knocked prone.
within 5 feet. Summon Vortex (1/day). The overseer creates a 10-foot radius
Sacred Ward. The overseer and its blackclad allies within 60 feet sphere of swirling wind centered on itself. The area moves with the
cannot be targeted by enemy spells. overseer and lasts for 1 minute. While in the area, enemy creatures
Spellcasting. The overseer is a 3rd level spellcaster. Its have disadvantage on attack rolls.

APPENDIX A: SPECIAL NPCS


211
DRUID WILDER Druid Wilder
Deeply devoted to the beast path of druidic magic, the druid Medium humanoid (human), any alignment
wilder’s close affinity to wild beasts allows them to evoke the
latent powers of a warbeast’s animus to lend strength to the Armor Class 11
Hit Points 21 (6d8 – 6)
pack. When not tapping into the innate arcane powers of Speed 30 ft.
the Circle’s warbeasts, wilders assist in directing the actions
of the pack or in calming a beast that is consumed with STR DEX CON INT WIS CHA
battle lust. 10 (+0) 12 (+1) 8 (−1) 14 (+2) 16 (+3) 10 (+0)

Skills Animal Handling +5, Arcana +4, Nature +4


Senses passive Perception 13
Languages any three languages
Challenge 1 (200 XP)

Pathfinder. The wilder can move through nonmagical difficult


terrain without expending extra movement.
Spellcasting. The druid wilder is a 2nd level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks). It can cast the following:
Cantrips (at will): guidance, resistance, spare the dying
1st level (3 slots): animal friendship, cure wounds, speak
with animals
Actions
Voulge. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage
if used with two hands. This attack counts as magical for the
purpose of overcoming resistance and immunity to nonmagical
attacks and damage.
Medicate (3/day). As an action, the druid wilder can touch a
friendly beast and heal it for 1d6 hit points.
Shepherd’s Call (1/day). As an action, the druid wilder can
calm up to three friendly beasts within 10 feet of it. The wilder
can remove 1 fury point from an affected warbeast and remove
any fear or charm effects on them.
Reactions
Arcane Support. When a friendly spellcaster within 30 feet
makes a Concentration save, the wilder can use its reaction to
provide arcane support. The friendly spellcaster can treat a d20
roll of 9 or less as a 10.

APPENDIX A: SPECIAL NPCS


212
FENNBLADE sweep blades through the legs of mounts while others swing
their blades straight into the chests of the riders. The result
Trollkin called fennblades calmly wait shoulder to shoulder— is always the same, as fennblades stand victorious over the
wicked hooked greatswords raised at the ready—listening bodies of the slain.
to the approach of thundering hooves. Some duck lances to

Fennblade speed becomes 0 until the end of its next turn.


Medium humanoid (trollkin), any alignment
Tough. When the fennblade is reduced to 0 hit points but not
Armor Class 16 (half plate) killed outright, it can drop to 1 hit point instead. It can’t use this
Hit Points 22 (4d8 + 4) feature again until it finishes a long rest.
Speed 30 ft. Trollkin Toughness. The fennblade has advantage on saving
throws against poison and disease.
STR DEX CON INT WIS CHA Actions
16 (+3) 12 (+1) 13 (+1) 9 (−1) 10 (+0) 10 (+0) Hooked Greatsword. Melee Weapon Attack: +5 to hit, reach
10 ft., one target. Hit: 9 (2d6 + 3) slashing damage. If the target
Skills Athletics +5, Intimidation +1 is Large-sized or larger, the fennblade gains a +2 bonus to the
Damage Resistances poison damage roll.
Senses darkvision 60 ft., passive Perception 10
Languages Molgur-Trul Reactions
Challenge 1/2 (100 XP) Vengeance. If an ally of the fennblade takes damage, it can use
its reaction to move up to half its speed toward the creature that
Brace For Impact. When an enemy attack or effect would push damaged the ally and then make one hooked greatsword attack
the fennblade, it can choose to not be pushed. If it does so, its against that creature.

APPENDIX A: SPECIAL NPCS


213
FENNBLADE against any who would infringe upon trollkin lands or harass
their people. More than heroes or champions, these vaunted
KITHKAR leaders are brilliant battlefield commanders, capable of
coordinating the maneuvers of their fellow fennblades with
Veterans of countless battles, fennblade kithkar are warriors great precision.
of renown. Each has led his brothers in arms time and again

Fennblade Kithkar Actions


Medium humanoid (trollkin), any alignment Multiattack. The fennblade kithkar makes two melee attacks.
Hooked Greatsword. Melee Weapon Attack: +5 to hit, reach 5
Armor Class 18 (plate armor) ft., one target. Hit: 9 (2d6 + 3) slashing damage. If the target is
Hit Points 52 (8d8 + 16) Large-sized or larger, the fennblade kithkar gains a +2 bonus to
Speed 30 ft. the damage roll.
Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 9 (2d6 + 3) bludgeoning damage. If the target is Large-
17 (+3) 12 (+1) 15 (+2) 9 (−1) 10 (+0) 11 (+0) sized or larger, the fennblade kithkar gains a +2 bonus to the
damage roll.
Skills Athletics +6, Intimidation +2 Leadership (Recharges after a Short or Long Rest). For 1
Damage Resistances poison minute, the kithkar can utter a special command or warning
Senses darkvision 60 ft., passive Perception 10 whenever a nonhostile fennblade that it can see within 30 feet of
Languages Molgur-Trul it makes an attack roll or a saving throw. The creature can add a
Challenge 3 (700 XP) d4 to its roll provided it can hear and understand the kithkar. A
creature can benefit from only one Leadership die at a time. This
Brace for Impact. When an enemy attack or effect would push effect ends if the kithkar is incapacitated.
the fennblade kithkar, it can choose to not be pushed. If it does
so, its speed becomes 0 until the end of its next turn. Reactions
Tough. When the fennblade kithkar is reduced to 0 hit points Vengeance. If an ally of the fennblade kithkar takes damage,
but not killed outright, it can drop to 1 hit point instead. It can’t it can use its reaction to move up to half its speed toward the
use this feature again until it finishes a long rest. creature that damaged the ally and then make one melee attack
Trollkin Toughness. The fennblade kithkar has advantage on against that creature.
saving throws against poison and disease.

APPENDIX A: SPECIAL NPCS


214
MIST RIDER walls of churning mist. Once a rider learns to harness the
elements of these remote mountains, it shrouds its form in
Mounted on swift Skirovik mountain goats native to the fog or sheets of rain that blend its silhouette into those of
northern Khadoran peaks, these blackclads bring the speed trees and rocks while flashes of lightning sear its opponents.
and ferocity of a summit storm to bear as they strike from

Mist Rider difficult terrain without expending extra movement.


Prowl. While the mist rider has concealment, it gains the benefits
Medium humanoid (human), any alignment of the invisibility spell.
Armor Class 16 (blackclad armor) Spellcasting. The mist rider is a 2nd level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell
Hit Points 11 (2d8 + 2) attacks). It can cast the following spells:
Speed 30 ft. Cantrips (at will): guidance, fire bolt, resistance
1st level (3 slots): create or destroy water, summon vortex
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 10 (+0) Actions
Voulge. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Skills Animal Handling +5, Arcana +4, Nature +4, Stealth +4 Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning
Senses passive Perception 13 damage if used with two hands. This attack counts as magical
Languages any three languages for the purpose of overcoming resistance and immunity to
Challenge 1/2 (100 XP) nonmagical attacks and damage.
Chain Lightning (1/day). The mist rider targets a creature it
Battle Wizard. When the mist rider reduces a creature to 0 hit can see within 30 feet. The target must make a DC 13 Dexterity
points, the mist rider can use its reaction to cast a spell with a saving throw, taking 7 (2d6) lightning damage on a failed save, or
casting time of 1 action or 1 bonus action. half as much on a successful one. The lightning then arcs to up
Camouflage. The mist rider has advantage on Dexterity to two additional creatures within 10 feet of the first target. Each
(Stealth) checks. additional target must also make a DC 13 Dexterity saving throw,
Combat Rider. As a bonus action, the mist rider can issue a taking 7 (2d6) lightning damage on a failed save, or half as much
command to its mount to take the attack action, even if it is a on a successful one.
controlled mount. Summon Vortex (1/day). The mist rider creates a 10-foot radius
Do As I Say, Beast! While it is mounted, the mist rider’s mount sphere of swirling wind centered on itself. The area moves with the
gains the benefit of its Camouflage, Pathfinder, and Prowl traits. mist rider and lasts for 1 minute. While in the area, enemy creatures
Pathfinder. The mist rider can move through nonmagical have disadvantage on attack rolls.

APPENDIX A: SPECIAL NPCS


215
REEVE HUNTER bolts, unleashed in a split second from a double crossbow.
Alone or leading a group of reeves, the reeve hunter is a However, the reeve hunter is also armed with a deadly
stealthy predator who uses the forest and its own mastery cleft sword, which the hunter uses simultaneously with its
of woodlore to remain unseen. When the reeve hunter crossbow, cutting down one enemy in melee and shooting
chooses to attack, it is usually with a volley of well-placed another before the initial target hits the ground.

Reeve Hunter Swift Response. After initiative is rolled, but before the first
turn of combat, the reeve hunter can move up to 20 feet.
Medium humanoid (human), any alignment
Actions
Armor Class 17 (hunter’s armor)
Multiattack. The reeve hunter makes two attacks: one with its
Hit Points 38 (7d8 + 7)
double crossbow and one with its cleft sword.
Speed 30 ft.
Cleft Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing
STR DEX CON INT WIS CHA
damage if wielded with two hands. On a critical hit, the attack
14 (+2) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 8 (−1)
deals an extra 2 slashing damage.
Double Crossbow. Ranged Weapon Attack: +5 to hit, range
Skills Perception +3, Stealth +5, Survival +3
100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Senses passive Perception 13
Leadership (Recharges after a Short or Long Rest). For 1
Languages any one language
minute, the reeve hunter can utter a special command or warning
Challenge 3 (700 XP)
whenever a nonhostile creature that it can see within 30 feet of it
makes an attack roll or a saving throw. The creature can add a d4
Hunter. The reeve hunter ignores half cover and three-quarters
to its roll provided it can hear and understand the reeve hunter. A
cover when making ranged attacks.
creature can benefit from only one Leadership die at a time. This
Pathfinder. The reeve hunter can move through nonmagical
effect ends if the reeve hunter is incapacitated.
difficult terrain without expending extra movement.
Sprint. If the reeve hunter reduces a creature to 0 hit points Reactions
with a melee attack, it can use a bonus action to move up to Quick Work. When the reeve hunter reduces a creature to 0 hit
its speed. points with a melee attack, it can make one ranged attack with its
double crossbow against a different target as a reaction.

APPENDIX A: SPECIAL NPCS


216
REEVE OF ORBOROS
Reeves know every inch of their native wilderness’ streams
and groves, for their survival rests on their instinct, cunning,
and expert marksmanship as they hunt their lands. Armed Reeve of Orboros
with a powerful double crossbow that can punch through Medium humanoid (human), any alignment
the thickest armor and can fire in rapid succession before Armor Class 17 (hunter’s armor)
reloading, reeves bring their skills and weapons to bear Hit Points 11 (2d8 + 2)
against the enemies of Orboros. Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 9 (−1)

Skills Perception +2, Stealth +4, Survival +2


Senses passive Perception 12
Languages any one language
Challenge 1/4 (50 XP)

Combined Ranged Attack. If the reeve of Orboros is within 5


feet of at least two other creatures with this trait, it makes ranged
weapon attack rolls with advantage.
Hunter. The reeve of Orboros ignores half cover and three-
quarters cover when making ranged attacks.
Pathfinder. The reeve of Orboros can move through
nonmagical difficult terrain without expending extra movement.
Actions
Battle Blade. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
Double Crossbow. Ranged Weapon Attack: +4 to hit, range
100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

APPENDIX A: SPECIAL NPCS


217
STONE SCRIBE Stories have power, particularly the great epics, and the
elder stone scribes who record such tales can relate them to
CHRONICLER warriors to restore their spirits. The influence of these tales
is such that nearby trollkin draw an uncanny strength from
them: mists cloak the warriors, their muscles surge with
vigor, and their reflexes flash with unnatural speed.

Stone Scribe Chronicler Actions


Medium humanoid (trollkin), any alignment Battle Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage.
Armor Class 12 (hide armor) Storytelling. The chronicler can use its action to tell one of the
Hit Points 45 (6d8 + 18) following stories. A friendly creature can be affected by only
Speed 30 ft. one story per turn. Each story has a range of 30 ft. and lasts
for 1 minute.
STR DEX CON INT WIS CHA Charge of the Trolls. Friendly trollkin with 30 feet gain +2 to melee
14 (+2) 12 (+1) 16 (+3) 10 (+0) 13 (+1) 14 (+2) attack and melee damage rolls against enemy creatures within 5
feet of a friendly creature of Large size or larger.
Skills Arcana +2, History +4, Perception +3, Performance +4 Hero’s Tragedy. When an enemy creature destroys a friendly
Damage Resistances poison trollkin within 30 feet or an allied creature within 5 feet of an
Senses darkvision 60 ft., passive Perception 13 affected friendly trollkin with a melee attack during its turn, the
Languages Molgur-Trul enemy creature becomes knocked down at the end of its turn.
Challenge 2 (450 XP) Tale of Mist. Friendly trollkin within 30 feet are obscured by
mists, imposing disadvantage on ranged attack rolls. Additionally,
Trollkin Toughness. The stone scribe chronicler has advantage friendly trollkin within 30 feet cannot be targeted by ranged or
on saving throws against poison and disease. spell attacks while knocked down.

APPENDIX A: SPECIAL NPCS


218
TROLLKIN Some of the most learned trollkin runescribes choose to
accompany their leaders into battle. Carrying the sacred
RUNEBEARER tablets of their kriel, runebearers are capable of amplifying
the Dhunian gifts of trollkin warlocks. The glyphs glow as
the runebearer speaks them aloud, easing their warlock’s use
of their fury-driven prayers and sorcery.

Trollkin Runebearer Spellcaster. The runebearer is a 4th level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell
Medium humanoid (trollkin), any alignment attacks). It can cast the following spells:
Cantrips (at will): blessing of health, guidance, resistance
Armor Class 13 (chain shirt) 1st level (4 slots): detect magic, guiding bolt, sleep
Hit Points 52 (8d8 + 16) 2nd level (3 slots): aid, enhance ability
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one
14 (+2) 10 (+0) 14 (+2) 14 (+2) 16 (+3) 10 (+0) target. Hit: 4 (1d4 + 2) bludgeoning damage.
Harmonious Exaltation (1/day). The runebearer uses its
Skills Arcana +4, History +4 action to target a friendly spellcaster within 30 feet of it. The
Damage Resistances poison spellcaster’s next spell cast this turn has its spell slot level
Senses darkvision 60 ft., passive Perception 10 reduced by 1.
Languages Molgur-Trul Spell Slave (1/day). The runebearer uses its action to cast one
Challenge 3 (700 XP) of the spells with a spell slot level of 3 or lower from a friendly
spellcaster’s spell list within 30 feet of it. The runebearer cannot
Arcane Repeater. While the runebearer is within 5 feet of a cast spells that require concentration or have a range of self. Use
friendly spellcaster, that spellcaster’s range for spells with a the runebearer’s Intelligence modifier when making ranged spell
range of 5 feet or greater is doubled. attack rolls or determining the DC of saving throws.

APPENDIX A: SPECIAL NPCS


219
WAR SHAMAN War Shaman
Medium humanoid (farrow or trollkin), any alignment
The leadership of war parties among the Dhunian races is
often entrusted to accomplished Dhunian priests, and these Armor Class 13 (hide armor)
war shamans lend wisdom to the group as well as infuse them Hit Points 16 (3d8 + 3)
with the power of Dhunia’s wrath. Usually, the same shaman Speed 30 ft.
who trained them will lead them to war, for the camaraderie
and loyalty of these tightly knit groups provide resolve STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 12 (+1) 16 (+3) 10 (+0)
against the difficult fights to come.
Saving Throws Wis +5
Skills Insight +5, Medicine +5, Perception +5, Religion +3
Senses darkvision 60 ft., passive Perception 10
Languages Grun or Molgur-Trul
Challenge

Battle Wizard. When the war shaman reduces a creature to 0 hit


points, the war shaman can use its reaction to cast a spell with a
casting time of 1 action or 1 bonus action.
Spellcasting. The war shaman is a 3rd-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks). The war shaman can cast the following spells:
Cantrips (at will): guidance, resistance, spare the dying
1st level (4 slots): fog cloud, inflict wounds
2nd level (2 slots): enhance ability, flame blade
Actions
Polearm. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 8 (1d10 + 3) slashing damage.
Dhunia’s Wrath (1/day). As an action, the war shaman can
infuse its allies with the power of Dhunia. All friendly creatures
within 30 feet of the war shaman gain a bonus to their next
attack roll and damage roll equal to the war shaman’s Wisdom
modifier (+3).

APPENDIX A: SPECIAL NPCS


220
WOLF OF ORBOROS
Drawn from settlements on the fringes of the wilderness, the
Wolves of Orboros willingly offer their strength of arms to
the Circle. Every wolf is an accomplished fighter as well as a
master woodsman, trained to wield a heavy cleft-bladed spear
with fluid mastery.

Wolf of Orboros Languages any one language


Medium humanoid (human), any alignment Challenge 1/4 (50 XP)

Armor Class 16 (hunter’s armor) Combined Melee Attack. If the Wolf of Orboros is within 5
Hit Points 11 (2d8 + 2) feet of at least two other creatures with this trait, it makes melee
Speed 30 ft. weapon attack rolls with advantage.
Pathfinder. The Wolf of Orboros can move through nonmagical
STR DEX CON INT WIS CHA difficult terrain without expending extra movement.
14 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Actions
Skills Athletics +4, Perception +2, Stealth +3, Survival +2 Cleft Spear. Melee Weapon Attack: +4 to hit, reach 10 ft., one
Senses passive Perception 12 target. Hit: 6 (1d8 + 2) piercing damage or 7 (1d10 + 2) piercing
damage if wielded with two hands. On a critical hit, the target
takes an extra 2 piercing damage.

APPENDIX A: SPECIAL NPCS


221
IRON KINGDOMS ® CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION TOTAL REMAINING


ENGT
TR NAME CHARGES LIFESPAN LIFESPAN
H
S

ARMOR
PROFICIENCY CLASS INITIATIVE SPEED
BONUS

Hit Point Maximum_____________________________


m_______ Strength

TERIT m_______ Dexterity


EX
m_______ Constitution
Y
D

CURRENT HIT POINTS


m_______ Intelligence

m_______ Wisdom

m_______ Charisma

SAVING THROWS
ITUT
ST
TEMPORARY HIT POINTS CHARGES USED
CON

IO
N

m______ Acrobatics (Dex) Total_______________ Successes


m______ Animal Handling (Wis) Failures
m______ Arcana (Int)
HIT DICE DEATH SAVES
m______ Athletics (Str) MECHANIKA
LIGEN
EL m______ Deception (Cha)
INT

CE

m______ History (Int) Name ATK Bonus Damage/Type

m______ Insight (Wis)

m______ Intimidation (Cha) _________ ____ __________


m______ Investigation (Int) _________ ____ __________
m______ Medicine (Wis) _________ ____ __________
ISDOM
W m______ Nature (Int)

m______ Perception (Wis)

m______ Performance (Cha)

m______ Persuassion (Cha)

m______ Religion (Int)

m______ Sleight of Hand (Dex)


ARISM
H m______ Stealth (Dex)
A
C

m______ Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (INSIGHT)


CP

PASSIVE WISDOM (PERCEPTION) SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


IRON KINGDOMS ® AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

Adventuring Company Name:


_____________________________

ADVENTURING
SYMBOL COMPANY BACKSTORY

ALLIES
& RELATIONSHIPS ADVENTURING COMPANY FEATURES
CHARACTER APPEARANCE

PERSONALITY TRAITS

Feature with save

IDEALS
8+ +
PROF. MOD.

FEATURE SAVE DC DC

Name __________ Name __________


Total___________ Total___________
BONDS

FLAWS ADDITIONAL TRAITS/ FEATURES FEATURE USES FEATURE USES

CHARACTER BACKSTORY TREASURE


IRON KINGDOMS ®
SPELLCASTING SPELL ATTACK
ABILITY SPELL SAVE DC BONUS
SPELLCASTING CLASS

0 cantrips 3 6
_________________________________________________ m________________________________________________ m________________________________________________

_________________________________________________ m________________________________________________ m________________________________________________

_________________________________________________ m________________________________________________ m________________________________________________

_________________________________________________ m________________________________________________ m________________________________________________

_________________________________________________ m________________________________________________ m________________________________________________

_________________________________________________ m________________________________________________ m________________________________________________

_________________________________________________ m________________________________________________ m________________________________________________

_________________________________________________ m________________________________________________ m________________________________________________


SPELL SLOTS
m________________________________________________ m________________________________________________
LEVEL TOTAL SLOTS EXPENDED
m________________________________________________ m________________________________________________
1 m________________________________________________

SPELL NAME m________________________________________________ 7


m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________

m________________________________________________ 4 m________________________________________________

m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________
m________________________________________________

m________________________________________________
m________________________________________________
8
m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________

2
m________________________________________________ m________________________________________________

m________________________________________________ m________________________________________________

m________________________________________________ m________________________________________________ m________________________________________________

m________________________________________________ m________________________________________________ m________________________________________________

m________________________________________________ m________________________________________________

m________________________________________________ 5 m________________________________________________

m________________________________________________

m________________________________________________ m________________________________________________
9
m________________________________________________ m________________________________________________

m________________________________________________ m________________________________________________ m________________________________________________

m________________________________________________ m________________________________________________ m________________________________________________

m________________________________________________ m________________________________________________ m________________________________________________

m________________________________________________ m________________________________________________ m________________________________________________

m________________________________________________ m________________________________________________ m________________________________________________

m________________________________________________ m________________________________________________ m________________________________________________

m________________________________________________ m________________________________________________ m________________________________________________


IRON KINGDOMS ® CHASSIS CORTEX PLAYER NAME

STEAMJACK NAME FUEL LOAD BURN TIME

PROFICIENCY Crush! The steamjack gains one


ENGT BONUS
TR additional attack and a +2 bonus to melee
H
S

weapon damage rolls if it takes the


ARMOR
CLASS INITIATIVE SPEED Attack action during its next turn.
MAX FOCUS Drive It Back! If the steamjack hits a
large or smaller creature with a melee
Hit Point Maximum_________________ weapon attack during its next turn, it can
attempt a contested Strength check to
TERIT DRIVE DC
EX
push the target 5 feet away and knock it
prone.
Y
D

CURRENT HIT POINTS Get Up! The steamjack is no longer


blinded or deafened. On the steamjack’s
next turn, it can spend 5 feet of
______ Strength
movement to stand up if it is prone.
______ Constitution
Hurry! The steamjack can take a bonus
ST
ITUT action during its next turn to take the
Dash or Disengage action.
CON

IO

SAVING THROWS
N

Strike True! The steamjack has


advantage on attack rolls it makes during
its next turn.

m______ Acrobatics (Dex) CATASTROPHIC DAMAGE DRIVES


LIGEN
EL
m______ Athletics (Str)
INT

CE

m______ Intimidation (Cha)

m______ Perception (Wis)


Bludgeoning, piercing, and slashing from
nonmagical attacks

SKILLS
DAMAGE RESISTANCES

ISDOM
W

Successes Poison, psychic


Failures

DEATH SAVES DAMAGE IMMUNITIES

ARISM
H Charmed, exhaustion, frightened,
A
C

paralyzed, petrified, poisoned

EXHAUSTION ATTACKS CONDITION IMMUNITIES

PASSIVE WISDOM (PERCEPTION)

Water Vulnerability - If the GM


determines that the firebox is exposed to FEATURES
a sufficient amount of water, the boiler is
extinguished and the steamjack becomes
inert.
Fuel Reliance - If the steamjack runs out
of fuel, it suffers 1 level of exhaustion
every minute. At 5 levels, it becomes inert.

BOILER RULES CARGO & EQUIPMENT IMPRINTS


INDEX

Adventuring Companies. . . . . 112–123 Bog Trogs . . . . . . . . . . 14–15, 44, 52–53 Factions of. . . . . . . . . . . . . . . . . . . . . . 38
Irregulars. . . . . . . . . . . . . . . . 112–114 Ashiga and. . . . . . . . . . . . . . . . . . . . 53 Gods of. . . . . . . . . . . . . . . . . . . . . . 14–16
Posse. . . . . . . . . . . . . . . . . . . . 115–117 Daily life. . . . . . . . . . . . . . . . . . . . . . . . 44 history . . . . . . . . . . . . . . . . . . . . . . . 9–10
River Raiders. . . . . . . . . . . . . 119–121 Names. . . . . . . . . . . . . . . . . . . . . . 53, 202 regions. . . . . . . . . . . . . . . . . . . . . . . . . 17
Wolf Sworn. . . . . . . . . . . . . . 122–123 Traits . . . . . . . . . . . . . . . . . . . . . . . . 53 North. . . . . . . . . . . . . . . . . . . . . . . . 17
Adventuring gear. . . . . . . . . . . 157–158 Bokors and Spirits. . . . . . . . . . . . . . . . 46 South . . . . . . . . . . . . . . . . . . . . . . . . 22
Table. . . . . . . . . . . . . . . . . . . . . . . . 158 Brineblood Marauders. . . . . . . . . . . . 42 East. . . . . . . . . . . . . . . . . . . . . . . . . . 30
Adventure hooks. . . . . . . . . . 19, 21, 23, West. . . . . . . . . . . . . . . . . . . . . . . . . 33
24, 25, 26, 27, 29, 31, 32, 35, 36, 37 Calaban the Grave Walker . . . . . . . . 25 Dr. Arkadius . . . . . . . . . 13, 31, 170–175
Adventuring scholar (Background) . 99 Campaign Concepts. . . . . . . . . 181–201 and warbeast surgery. . . . . . 173–175
NPC . . . . . . . . . . . . . . . . . . . . . . . . 204 Ascension. . . . . . . . . . . . . . . . 181–183 Components of (table). . . . . . . 174
Alchemist (subclass option). . . . . 66–68 Bandit Life. . . . . . . . . . . . . . . 184–185 Dragonspine Peaks. . . . . . . . . . . . . . . 24
Anura (croaks). . . . . . . . . . . . . . . 11–12, Encroachment Druid Overseer, NPC. . . . . . . . . . . . 211
14, 16, 40–41, 43, 49–51 of Humanity. . . . . . . . . . . . 186–187 Druid Wilder, NPC . . . . . . . . . . . . . 212
Daily life. . . . . . . . . . . . . . . . . . . . . . 43 Exploration . . . . . . . . . . . . . . 188–189
Feat (optional). . . . . . . . . . . . . . . . . . . 50 Power Plays. . . . . . . . . . . . . . 190–191 Efaariti Nomads . . . . . . . . . . . . . . . . . 32
Names. . . . . . . . . . . . . . . . . . . 50–51, 202 Revenge. . . . . . . . . . . . . . . . . 192–193
Poison Dart. . . . . . . . . . . . . . . . . . 40–41 Stars Coming Right . . . . . . . 194–195 Factions and Societies of the
Race . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Survival . . . . . . . . . . . . . . . . . 196–197 Deep Wild. . . . . . . . . . . . . . . . . . . . 38
Armor and Shields (table) . . . . . . . . 154 Tomb Raiders. . . . . . . . . . . . 198–199 Farrow. . . . . . 11, 13, 31–32, 41, 44–45
Ashiga. . . . . . . . . . . . . . . . . . . . 14–15, 53 Tribal Warfare . . . . . . . . . . . 200–201 Daily life . . . . . . . . . . . . . . . . . . 44–45
Campaign Settings. . . . . . . . . . 178–180 Names. . . . . . . . . . . . . . . . . . . . . . . 203
Backgrounds . . . . . . . . . . . . . . . . 99–111 Carversburg. . . . . . . . . . . . . . . 31–32, 41 Feats, Personal. . . . . . . . . . . . . . 124–129
Adventuring Scholar . . . . . . . . . . . 99 House of Pain . . . . . . . . . . . . . . . . . 32 Fennblade, NPC . . . . . . . . . . . . . . . . 213
Champion . . . . . . . . . . . . . . . . . . . 101 Champion (Background). . . . . . . . . 101 Fennblade Kithkar, NPC. . . . . . . . . 214
Guide . . . . . . . . . . . . . . . . . . . . . . . 102 Character Options . . . . . . . . . . . . . . . 48 Fenn Marsh. . . . . . . . . . . . . . . . . . 24–25
Hunter-Gatherer. . . . . . . . . . . . . . 104 Names. . . . . . . . . . . . . . . . . . . 202–203 Fighter (subclass option). . . . . . . 72–73
Outcast. . . . . . . . . . . . . . . . . . . . . . 105 Races. . . . . . . . . . . . . . . . . . . . . . . . . 49
Salvager . . . . . . . . . . . . . . . . . . . . . 106 Anura. . . . . . . . . . . . . . . . . . . 49–51 Gallowswood. . . . . . . . . . . . . . . . . . . . 18
Spiritualist. . . . . . . . . . . . . . . . . . . 107 Bog Trogs . . . . . . . . . . . . . . . 52–53 Gators, Gatorfolk. . . . . . . . . . . . 11, 16,
Swamp Angler. . . . . . . . . . . . . . . . 108 Gatorfolk. . . . . . . . . . . . . . . . 54–56 24–26, 45–46, 53–56
Swamp Chef . . . . . . . . . . . . . . . . . 109 Circle Orboros. . . . . . . . . . . . 12, 21–22, Bokors and spirits. . . . . . . . . . . . . . 46
Tribal Councilor. . . . . . . . . . . . . . 110 29–30, 33, 35–36, 37, 38–39 Daily life. . . . . . . . . . . . . . . . . . . 45–46
Witch Doctor . . . . . . . . . . . . . . . . 111 Wolves of Orboros. . . . . . . . . . . . . 39 Faith and . . . . . . . . . . . . . . . . . . . . . 55
Bainsmarket. . . . . . . . . . . . . . . . . . . . . 24 Clan Exile, NPC . . . . . . . . . . . . . . . . 210 Names. . . . . . . . . . . . . . . . . 55–56, 203
Barbarian (subclass option). . . . . 69–70 Classes and Subclasses (table) . . . . . . 57 Traits . . . . . . . . . . . . . . . . . . . . . . . . 56
Bard (subclass option) . . . . . . . . . . . . 71 Classes Gear . . . . . . . . . . . . . . . . . . . . . . 154–161
Barnabas, Lord of Blood. . . . 13, 15–16, Monster Hunter . . . . . . . . . . . . 58–62 Adventuring gear. . . . . . . . . 157–158
26–27, 39–40. 55 Table. . . . . . . . . . . . . . . . . . . . . . . 59 Table. . . . . . . . . . . . . . . . . . . . . . 158
Beast Slayer, NPC. . . . . . . . . . . . . . . 205 Archetypes. . . . . . . . . . . . . . . . . . 61 Armor and Shields (table) . . . . . . 154
Blackclad Stoneshaper, NPC. . . . . . 206 Warlord. . . . . . . . . . . . . . . . . . . 62–65 Poisons and Remedies . . . . . 159–161
Blackclad Stoneward, NPC . . . . . . . 207 Table. . . . . . . . . . . . . . . . . . . . . . . 63 Table. . . . . . . . . . . . . . . . . . . . . . 159
Blackclad Warder, NPC. . . . . . . . . . 208 Archetypes. . . . . . . . . . . . . . . . . . 64 Weapons . . . . . . . . . . . . . . . . 154–157
Blackclad Wayfarer, NPC . . . . . . . . 209 See also Subclasses Table. . . . . . . . . . . . . . . . . . . . . . 156
Blackroot Wood. . . . . . . . . . . . . . . . . 17 Croaks . . . . . . . . . . . . . . . . . . . See anura Gnarls, the. . . . . . . . . . . . . . . . . . . 33–34
Blighterghast. . . . . . . . . . . . . . . . . . . . 30 Gnarlroad, the. . . . . . . . . . . . . . . . . . . 34
Blindwater Congregation . . . 13, 39–40 Dagascar. . . . . . . . . . . . . . . . . . . . . . . . 16 Guide (Background). . . . . . . . . . . . . 102
Blindwater Lake . . . . . . . . . . . . . . . . . 26 Deep Wilds
Bloodsmeath Marsh. . . . . . . . . . . 22–23 Adventures in. . . . . . . . . . . . 176–201 House of Pain . . . . . . . . . . . . . . . . . . . 31
Bloodstone Marches. . . . . . . . . . . . . . 32 See also Campaigns Human tribes. . . . . . . . . . . . . . . . . . . . 46
Bogrin, daily life. . . . . . . . . . . . . . . . . 44 Daily life in . . . . . . . . . . . . . . . . . . . . . 43 Hunter-Gatherer (Background) . . . 104

INDEX
226
Infernals. . . . . . . . . . . . . . . . . . . . . . . . 12 Olgunholt. . . . . . . . . . . . . . . . . . . . 37–38 Tabernacle of the Lord of Blood. . . . 27
Irregulars (Adventuring Companies Ord . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Tagaska . . . . . . . . . . . . . . . . . . . . . . . . 16
option). . . . . . . . . . . . . . . . . . 112–114 Orgoth, first invasion. . . . . . . . . . . . . 11 Thagrosh. . . . . . . . . . . . . . . . . . . . . . . 21
Outcast (Background). . . . . . . . . . . . 105 Thornfall Alliance. . . . . . . . . . . . . . . . 41
Kossk . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Thornwood. . . . . . . . . . . . . . . 13, 25–27
Paladin (subclass option). . . . . . . 78–80 Blindwater Lake . . . . . . . . . . . . . . . 26
Lord Carver. . . . . . . . . 13, 31–32, 41, 45 Personal Feats. . . . . . . . . . . . . . 124–129 Tabernacle of the Lord of Blood. . 27
Carversburg. . . . . . . . . . . . . 31–32, 45 Pillars of Rotterhorn. . . . . . . . . . . . . .33 Tolok Fortress. . . . . . . . . . 12–13, 41, 47
Lower Wyrmwall. . . . . . . . . . . . . 29–30 Poison Dart. . . . . . . . . . . . . . . . . . . . . 40 Tomb of Lost Souls. . . . . . . . . . . . . . .24
Poisons and Remedies . . . . . . . 159–161 Treasures. . . . . . . . . . . . . . . . . . 139–141
Madrak Ironside. . . . . . . . . . . . . . . . . 12 Table. . . . . . . . . . . . . . . . . . . . . . . . 159 Tribal Councilor (Background). . . . 110
Magic. . . . . . . . . . . . . . . . . . . . . 130–138 Posse (Adventuring Companies Trollkin. . . . . . . . . . . . . . . . . . . . . 34, 41
Class spell lists. . . . . . . . . . . . . . . . 130 option). . . . . . . . . . . . . . . . . . 115–117 Brineblood Marauders. . . . . . . . . . 42
Magic items, creation. . . . . . . . 142–153 Pygs, nicknames . . . . . . . . . . . . . . . . 203 Greenroot kriel. . . . . . . . . . . . . . . . 37
Failure . . . . . . . . . . . . . . . . . . . . . . 153 Names. . . . . . . . . . . . . . . . . . . . . . . 203
Runes. . . . . . . . . . . . . . . . . . . 145–152 Races. . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Of the south. . . . . . . . . . . . . . . . . . . 47
By race. . . . . . . . . . . . . . . . . . . . 145 Ramarck. . . . . . . . . . . . . . . . . . . . . . . . 35 Runebearer, NPC. . . . . . . . . . . . . 219
Magic items, descriptions . . . . 139–141 Ranger (subclass option). . . . . . . 81–84 Trollkin United Kriels. . . . . . . . . 12, 41
Malgur Forest. . . . . . . . . . . . . . . . . . . 19 Reeve Hunter, NPC . . . . . . . . . . . . . 216 Trollkin Wars. . . . . . . . . . . . . . . . . . . 11
Marck, the. . . . . . . . . . . . . . . . . . . 34–34 Reeve of Orboros, NPC. . . . . . . . . . 217
Marchfells . . . . . . . . . . . . . . . . . . . . . . 33 River Raiders (Adventuring Upper Wyrmwall. . . . . . . . . . . . . 28–29
Mechanik (subclass option). . . . . 74–76 Companies option). . . . . . . . 119–121 Wyrmwall Tunnel. . . . . . . . . . . . . 28
Mist Rider, NPC. . . . . . . . . . . . . . . . 215 Rogue (subclass option). . . . . . . . 85–86
Molgur. . . . . . . . . . . . . . . . . . . . 9-10, 19 Rotterhorn. . . . . . . . . . . . . . . . . . . . . . 33 Warbeasts . . . . . . . . . . . . . . . . . 162–175
Monk (subclass option). . . . . . . . . . . 77 Pillars of Rotterhorn. . . . . . . . . . . . 33 Dr. Arkadius . . . . . . . . . . . . . 170–175
Monster Hunter . . . . . . . . . . . . . . 58–62 and warbeast surgery. . . . 173–175
Archetypes. . . . . . . . . . . . . . . . . . . . 61 Salvager (Background). . . . . . . . . . . 106 Components of (table). . . . . . . 174
Table. . . . . . . . . . . . . . . . . . . . . . . . . 59 Scarsfell Forest . . . . . . . . . . . . . . . . . . 20 Gear . . . . . . . . . . . . . . . . . . . . . . . . 167
Morrdh. . . . . . . . . . . . . . . . . . . . . . . . . 10 Shadoweald. . . . . . . . . . . . . . . . . . . . . 21 Imprints. . . . . . . . . . . . . . . . . . . . . 168
Multiclassing. . . . . . . . . . . . . . . . . . . . 98 Shaman (subclass option). . . . . . . 87–91 Quick generation of. . . . . . . . . . . 169
Shard Spires. . . . . . . . . . . . . . . . . . . . . 21 Swamp warbeasts . . . . . . . . . 163–165
Names, wilderness character Sorcerer (subclass option). . . . . . 92–94 Additional warbeasts . . . . . . . . 166
. . . . . . . . . . . . . . . . . . . . . . . . . 202–203 Spells, class list. . . . . . . . . . . . . . . . . . 130 Table. . . . . . . . . . . . . . . . . . . . . . . . 165
Nine Stone. . . . . . . . . . . . . . . . . . . 35–36 Spells, descriptions. . . . . . . . . . 130–138 Warlock (subclass option). . . . . . 95–97
North Berck Moors . . . . . . . . . . . 36–37 Spiritualist (Background). . . . . . . . . 107 Warlord. . . . . . . . . . . . . . . . . . . . . 62–65
Northguard . . . . . . . . . . . . . . . . . . 22–23 Stone Scribe Chronicler, NPC. . . . . 218 Archetypes. . . . . . . . . . . . . . . . . . . . 64
NPCs, special. . . . . . . . . . . . . . . 204–221 Subclasses. . . . . . . . . . . . . . . . . . . . 66–97 Table. . . . . . . . . . . . . . . . . . . . . . . . . 63
Adventuring Scholar . . . . . . . . . . 204 Alchemist. . . . . . . . . . . . . . . . . . 66–68 Warrens, the. . . . . . . . . . . . . . . . . . . . 37
Beast Slayer. . . . . . . . . . . . . . . . . . 205 Barbarian. . . . . . . . . . . . . . . . . . 69–70 War Shaman, NPC. . . . . . . . . . . . . . 220
Blackclad Stoneshaper . . . . . . . . . 206 Bard . . . . . . . . . . . . . . . . . . . . . . . . . 71 Weapons . . . . . . . . . . . . . . . . . . 154–157
Blackclad Stoneward. . . . . . . . . . . 207 Fighter. . . . . . . . . . . . . . . . . . . . 72–73 Table. . . . . . . . . . . . . . . . . . . . . . . . 156
Blackclad Warder. . . . . . . . . . . . . 208 Mechanik. . . . . . . . . . . . . . . . . . 74–76 Western Tradeway. . . . . See Gnarlroad
Blackclad Wayfarer. . . . . . . . . . . . 209 Monk. . . . . . . . . . . . . . . . . . . . . . . . 77 Widower’s Wood. . . . . . . . . . . . . . . . 28
Clan Exile. . . . . . . . . . . . . . . . . . . . 210 Paladin. . . . . . . . . . . . . . . . . . . . 78–80 Witch Doctor (Background). . . . . . 111
Druid Overseer. . . . . . . . . . . . . . . 211 Ranger. . . . . . . . . . . . . . . . . . . . 81–84 Wolf Sworn (Adventuring
Druid Wilder. . . . . . . . . . . . . . . . . 212 Rogue. . . . . . . . . . . . . . . . . . . . . 85–86 Companies option). . . . . . . . 122–123
Fennblade. . . . . . . . . . . . . . . . . . . .213 Shaman. . . . . . . . . . . . . . . . . . . . 87–91 Wolves of Orboros. . . . . . . . . . . . . . . 39
Fennblade Kitkhar . . . . . . . . . . . . 214 Sorcerer. . . . . . . . . . . . . . . . . . . 92–94 Fighter (subclass option). . . . . . . . 73
Mist Rider. . . . . . . . . . . . . . . . . . . 215 Warlock. . . . . . . . . . . . . . . . . . . 95–97 NPC . . . . . . . . . . . . . . . . . . . . . . . . 221
Reeve Hunter . . . . . . . . . . . . . . . . 216 Swamp Angler (Background) . . . . . 108 Wythmoor. . . . . . . . . . . . . . . . . . . . . . 38
Reeve of Orboros. . . . . . . . . . . . . 217 Swamp Chef (Background). . . . . . . 109 Wyrmwall Tunnel. . . . . . . . . . . . . . . 28
Stone Scribe Chronicleer. . . . . . . 218 Swamp Gobbers, daily life. . . . . . 46–47
Trollkin Runebearer. . . . . . . . . . . 219 Swamp Horror . . . . . . . . . . . . . . . . . . 28
War Shaman. . . . . . . . . . . . . . . . . 220
Wolf of Orboros. . . . . . . . . . . . . . 221
Nyschatha Mountains. . . . . . . . . . . . . 19
Nyss . . . . . . . . . . . . . . . . . . . . . 12, 19, 21

INDEX
227
INDEX
228

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