Reinos de Ferro - Into The Deep Wild
Reinos de Ferro - Into The Deep Wild
Reinos de Ferro - Into The Deep Wild
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Into the Deep Wild .... ISBN: 978-1-943693-89-4 ....... PIP 507
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TABLE OF CONTENTS
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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
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
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
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.
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.
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
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
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
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
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.
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,
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.
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
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
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
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.
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.
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.
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
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.
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.
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.
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
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
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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
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
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
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.
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.
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
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
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.
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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.
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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.
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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.
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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
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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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172
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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173
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
CHAPTER 5: WARBEASTS
174
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.
CHAPTER 5: WARBEASTS
175
6 DEEP WILDS ADVENTURES
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.
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)
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.
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.
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
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.
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.
ARMOR
PROFICIENCY CLASS INITIATIVE SPEED
BONUS
m_______ Wisdom
m_______ Charisma
SAVING THROWS
ITUT
ST
TEMPORARY HIT POINTS CHARGES USED
CON
IO
N
CE
EP
GP
PP
ADVENTURING
SYMBOL COMPANY BACKSTORY
ALLIES
& RELATIONSHIPS ADVENTURING COMPANY FEATURES
CHARACTER APPEARANCE
PERSONALITY TRAITS
IDEALS
8+ +
PROF. MOD.
FEATURE SAVE DC DC
0 cantrips 3 6
_________________________________________________ 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________________________________________________ 5 m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
9
m________________________________________________ m________________________________________________
IO
SAVING THROWS
N
CE
SKILLS
DAMAGE RESISTANCES
ISDOM
W
ARISM
H Charmed, exhaustion, frightened,
A
C
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
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INDEX
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