Kovaud Campaign Setting

by Kovaud

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Kovaud

Author's Note

For a very long time I searched for a group to play D&D with, and when none could be found I started my own. There were five of us. Sitting in a dimly lit living room ready to begin our adventure, we made one crucial mistake. We hadn't assigned someone to be the Dungeon Master! So I dug my heels in and took up the reigns of Dungeon Master. That night a world was born. The party was made up of a dwarven cleric, a wood elf ranger, a wood elf rogue, and an orc fighter. They went on many adventures, and here in this book I set out to tell the story of Kovaud and the things that dwell there.

It's been a long journey since then. I've since stopped playing in that group, and moved to different groups. Some members stay the same though. I've even DMed a couple one-shots exploring more of Kovaud, the first being in Spyros. In that one they were summoned to help repel a siege of desert giants on a sandfolk city. The second being a revisit to Emeras and the city of Tidegreen. There they fought a sea dragon and met a crazy, reality-warping wizard.

In their most recent adventure, the adventurers fought Fenrir alongside the goddess Erudima and earned he title Heroes of Legend.

Kovaud Preamble

Before Time Itself

Many eons ago before time itself, before there was nothing, there was an all consuming light that shone on forever. In the very heart of this light was born the divine goddess Kovia, the one above all. This light was soon replaced with the void that came after. The only thing in existence was Kovia in all of her glory, a radiant light in a sea of darkness.

Kovia took the light within herself and used it to fashion the lone world of Kovaud. From the echoes of the creation of Kovaud came the different planes of existence that each acted as an afterimage of Kovaud. To keep Kovaud company she created a great sphere of light known as Kovia's Light to burn forever after and from this light Kovaud drew warmth, from the leftover light from the creation of Kovaud she fashioned a moon that the people of old called Kov, and lastly she fashioned smaller spheres of light scattered across the void and these lights were called stars.

Some of these stars became as Kovia was in the early days of the world and became the gods of old. They had none of the warmth of Kovia but were instead filled with the cold grasp of the void. From this harshness would come their will to domineer and corrupt Kovaud for their own means. From this cold domination they drew forth from Kov a stone with which they wiped clean the great beasts of old, that Kovia had herself created, from the face of the world. In the ashes of the world, they began to twist it into a landscape of darkness.

Kovia a being of pure light and creation was angered by the atrocity the gods of old committed and in her wrath did what she knew all to well. From the ashes of the ancient beasts, she created a race of people who would inhabit this new world and would eventually be the downfall of the old gods. These were the first children of Kovaud, the first mortal race to grace the face of Kovaud.

A Land Once Whole, Now Divided

In these early days, the gods of old ruled with an iron fist and they sought to subjugate this new race of people that Kovia herself created. They saw the warm light within the people of old, the light that they themselves lacked and were jealous. For their very existence, they punished the first children of Kovaud. They brought upon them storms, eruptions, and meteors from beyond. These first children proved to be resilient however and withstood the destruction that the gods of old sought to unmake them with. The first children of Kovaud were powerful mages and highly skilled craftsmen as they much like Kovia were made from the warmth of that first light in the dark. With their skill they crafted artifacts of unparalleled power, the Artifacts of Heroes. These artifacts were gifted to twelve of the greatest heroes of the age. With the power of these artifacts they created and powered massive constructs to be piloted by twelve great heroes of old.

To first make these constructs the people of old wrought forth life of their own and created the warforged. A race of master smiths and skilled warriors that worked unceasing. The greatest of these warforged smiths was granted the Crown of the Forge Lord. An artifact of great power that held the power of a thousand stars within it. With the combined effort of both the people of old and the warforged they created these constructs capable of slaying the gods of old.

Together these heroes pulled the gods from their high thrones and slew them one by one. The gods as a parting gift called down a meteor upon the world. As it struck the world the world was shattered, and the continents were torn apart. The people of old were separated and had almost been completely annihilated, causing them to completely rebuild from scratch. When the gods of old were slain the heroes of old ascended to take their places as constellations of their own.

A Great Wyrm from Space

Unbeknown to the people of the world, the meteor that the old gods wrought upon them carried an egg of the first and greatest of all dragons. Upon the Worlds Edge, it sat incubating for many years while the world rebuilt. The people of old evolved and changed to become the races of the world that we know today, thanks to the need to adapt to the now varied and hectic environments they found themselves in. Eventually, the settlers of the land of Secyla, which bordered upon the Worlds Edge started to report tremors coming from within the Worlds Edge. An adventuring party was sent out to investigate, and they came back beaten, battered, and having lost a member of their adventuring party. They reported of a dragon that was the size of a mountain range and would soon be there to rain upon them fire and death. This dragon was dubbed Juturu the Great Dragon. In an effort to put a stop to the march of death it would surely bring upon them, the people of Secyla banded together and constructed an enchanted wall keeping Juturu at bay. By doing so they cut the world off from ever seeing the Worlds Edge again.

What Yet Lies Ahead

There are many futures that may come to fruition. Any number of doomsdays could come about, or none of them at all. There are many adventures to be had. With those adventures comes laughs, and if you're a particularly good DM, tears. What will happen I do not know, but I can take a guess. Dear reader, the world of Kovaud is now in your hands.

Hello y'all! My name is Kevin Goodberry the Senior Agricultural Botanist of the Wizards Guild of Science! I've been all over the world that this book discusses and thought that my input on things would be greatly appreciated!

  • K.G.

Timeline

What Has Happened So Far

0000 - The old gods come to the material plane and discover a lone, primeval world dominated by titanic beasts, that world is Kovaud.

368 - The old gods call down a meteor to wipe out these titanic beasts and make way for a new race.

430 - The people of old are formed, not by the hands of the old gods but by the energies of the world they were birthed on. They are the children of Kovaud itself.

1660 - The society of the people of old flourishes and begins to draw the ire of the old gods.

1700 - The Great War begins with the old gods flooding a whole city.

1830 - The old gods are slain and the heroes of old ascend to take their place. The world is struck by a meteor and is shattered.

2010 - The world settles and the people who are left begin to change to adapt to their new surroundings. This process birthes the races of today.

2240 - The first elves arrive from the Feywild. Why they came, none now remember.

2572 - The dwarves arrive from the dark caverns of the Shadowfell. They become enraptured with the light of this world and its seas.

2634 - Halflings develop in the land of Gordelis.

2767 - Around 500 years after the arrival of the elves they begin to splinter apart into dark elves, wood elves, sea elves, tropical elves, and high elves. The eladrin are the only elves that remained the same as those that originally came to this world.

3017 - The egg from space hatches and the first dragon is born.

3024 - Gnomes start a mass migration from the Feywild. The dragon that hatched grows and develops.

3050 - A mysterious dragon starts moving towards Secyla. The dragon is dubbed Juturu the Great Dragon. The inhabitants of Secyla build an enchanted wall to keep Juturu at bay. Now none can ever see the Worlds Edge again.

3960 - The first person to sail across the Sleepless Ocean and survives happens.

4000 - A genetic shift occurs and humans are born from the last members of the old people.

4360 - The Elemental Gods create the Giants, and urge them to take the world for themselves.

4380 - The Giants come into contact with other races and decide upon peace. From this peace comes the Giantkin. The giants elect the first Tempestraum.

5460 - A strange surge of energy from the elemental planes affects certain humans and causes the birth of the Genasi, Aasimar, and the Tieflings.

5523 - The Acolytes Guild is created by an aasimar.

5642 - The Order of the Forge is founded by a group of dwarven smiths.

5780 - Sandfolk are born from the sands of Kovaud and shortly after coming into the world their unending war with the desert giants begins. Nobody knows exactly how this war started, or even who started it. Both sides have their own stories why.

5973 - Leviathan Conclave is founded by an avatar of the god Miracon in order to share the glory of the hunt and to maintain the natural balance.

6000 - A group of humans are blessed by the serpent gods and the Yuan-Ti are born.

6092 - The Keepers Guild is founded by Crowned Warden Causyaer Noctix.

6360 - From the swamps of the world come the Lizardfolk and Tortles.

6720 - A mysterious surge of power from the outer planes causes the formation of monsters.

7000 - The Tarrasque is formed within the center of the planet.

7210- The wizard Vecna discovers the secrets of lichdom, and later becomes a genesis god.

7370 - A war between two cities now forgotten occurs, and from their mutual destruction Manocles is born.

7910 - The Great Goodberry is raised to godhood.

7950 - Tiamat is freed from Hades by Bahamut and the Chromatetaliacy is founded.

8000 - Fenrir emerges from a great cataclysm that shakes the worlds. In Fenrir's rage, he slays countless servants of the gods. This includes most angels, and archon.

8030 - Fenrir is bound by the gods to prevent doomsday.

8227 - A great mass of land begins to jut out in the Kragyro Sea. This landmass would later be known as Magmarin.

8250 - The Tarsque emerge from a cave on Magmarin that they dub the Temple of the Titan.

8980 - The Arcanitorium is founded.

8994 - A stirring is felt by all connected to the different forms of magic.

9067 - The Wizards Guild of Science is founded.

9324 - An event known as the Crimson Tear occurs in northern Pioret. From this tear comes the twin curses of vampirism and lycanthropy to the world of Kovaud.

9790 - A rift to the Shadowfell opens up over the Ghost Archipelago and is sealed over the now Mt. Umbra.

9821 - A great flash of light is seen far off in the night sky. After this the hammer Tempest crashes into Emeras, and the axe Winter's Breath lands in Drovakyr. Neither have been able to be moved from where they landed.

9825 - A storm dragon tries to lift Tempest, and when they failed vowed that if they can't lift it no one can.

10096 - Two heroes rise up and defeat Fenrir, and attain the title of Heroes of Legend.

11057 - Three heroes named Gungax the Galiant, Voux the Selfless, and Virbius the Mighty came together and slew the Tarrasque.

11058 - The city of Gungax is founded. Time is shattered thanks to the dead god of time Entrelepau possessing a warforged body and acquiring the gauntlet of temporal control. They are stopped by a chronomancer, a warlock, a ranger, and a warforged fighter.

11160 - The events of this time are yet to be told

PART I

Races, Classes, & Gods!

Races of Kovaud

The land of Kovaud is home to a variety of people, from every walk of life one could imagine. From the Grand Desert of Spyros, to the Twilight Forest of Iorek, and to the island chain of the Ghost Archipelago.

Humans

The humans of this world are closely related to the people of old. They diverged due to being separated to the different corners of the world after Kovaud was shattered. There are several separate races of human that roam the land of Kovaud. There are the Emeran people of Emeras known for their early roots in druidism, the feytouched people of Iorek, the mechanically minded of Vyerd, and the frostblooded of Fyerd and Drovakyr. If you choose human as your race you must select one of the following: Emeran, Feytouched, Vyerdeyan, or Frostblooded.

Emeran Traits

Ability Score Increase. Your Wisdom score increase by 2 and your Strength increases by 1.

Age. Emerans live on average about 160 years.

Alignment. Emerans tend towards a neutral alignment.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Druidic Heritage. You know the Druidcraft cantrip. When you reach 3rd level, you can cast the Entangle spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Gust of Wind spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Cultural Adept. You gain proficiency in the History skill.

Languages. You can speak, read, and write Common and one other language of your choice.

Feytouched Traits

Ability Score Increase. Your Charisma score increase by 2 and your Constitution increases by 1.

Age. Feytouched live on average about 200 years.

Alignment. Feytouched tend towards a more chaotic alignment.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Twilight Dwellers. As a bonus action, you can become invisible until the end of your next turn. Once you use this ability you cannot do so again until you finish a long rest.

Feyblooded. You are immune to being charmed.

Languages. You can speak, read, and write Common and Sylvan.

Vyerdeyans Traits

Ability Score Increase. Your Intelligence score increase by 2 and your Dexterity increases by 1.

Age. Vyerdeyans live on average about 180 years.

Alignment. Vyerdeyans tend towards a neutral alignment.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Wary. You gain proficiency in the Perception skill.

Innovative. As part of a short rest, you can given that you have the appropriate materials, create one of the following items: a net, a portable battering ram, a hunting trap, or 1d4 caltrops. To use this trait, you need a hammer, or other appropriate tools such as Tinker's Tools.

Languages. You can speak, read, and write Common and one other language of your choice.

Frostblooded Traits

Ability Score Increase. Your Strength score increase by 2 and your Wisdom increases by 1.

Age. Frostblooded live on average about 160 years.

Alignment. Frostblooded tend towards a neutral alignment.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Tundra Roamers. You have resistance to cold damage.

Frost Giant Arcana. You know the Ray of Frost cantrip. In addition, you can cast Ice Knife once per long rest.

Snowstrider. You treat difficult terrain caused by snow, ice, or any similar difficult terrain related to ice as normal terrain.

Languages. You can speak, read, and write Common and Giant.

Elves

The fair folk as some call them, bear an unearthly beauty that refuses to diminish as they age. Some fear the beauty of the elves, and call it unnatural. Elves also have the gift of a long life. They do not feel the ravages of time as other races do. This causes many of them to feel disconnected from the world and feel as though they are not apart of it. They stay out of the troubles of Kovaud knowing that it will pass in the blink of an eye for them. Elves on Kovaud are effectively immortal, the only dead elves have been those that have been killed. There are a couple different types of elves. The noble high elves, the swift wood elves, the stealthy dark elves, the spiritual ghost elves, and the draconic dragontouched elves.

Ghost Elves

The ghost elves are more tribal than their other elven cousins. Believing in an animus that flows through all beings connecting everything together. They gained their name from the place they call home, the Ghost Archipelago.

Ability Score Increase. Your Constitution score increases by 1.

Blessing of The Island. You have a swimming speed of 30 feet.

Ancient Navigators. You gain proficiency with navigators tools.

Dragontouched Elves

The draconic cousins of the other traditional elves. They came to Xanaryx many years ago and have since changed to bear more resemblance to the other inhabitants of Xanaryx. The most remarkable being draconic wings.

Ability Score Increase. Your Charisma score increases by 1.

Draconic Ancestry. You have resistance to one of your choice of fire, acid, poison, lightning, or cold damage.

Dragon Wings. Your wings grant you a fly speed of 25 feet. To use this speed, you can't be wearing medium or heavy armor.

Dwarves

The dwarves, like their elven cousins, have a long life span, but unlike their elven cousins they involve themselves with the world and feel empathy for the shorter lived races of Kovaud. They are superb sailors and master craftsmen. Only rivaled by halflings and gnomes for their ingenuity. There are a couple different types of dwarves. There are the resilient hill dwarves, the strong mountain dwarves, and the draconic hoard dwarves.

Hoard Dwarves

These are dwarves that went with the elves to Xanaryx. They prize gold and gemstones above all else. Many hoard dwarves serve as court smiths and architects for Tiamat and Bahamut. Hoard dwarves are commonly know to keep a hoard of treasures in hidden locations. Their skin color matches the dragon they are most in tune with. They often decorate pieces of armor and weaponry with coins to show off their wealth.

Ability Score Increase. Your Charisma score increase by 1.

Draconic Blessing. You derive power from the draconic blessing that courses through you. Pick a color from the chart below, you have resistance to the corresponding damage type.

Color Damage Type
Black or Copper Acid
Blue or bronze Lightning
Brass, gold, or red Fire
Green Poison
White or silver Cold

Wyrm Magic. You can cast the wyrmling's breath cantrip. This cantrip deals damage corresponding to your draconic blessing. You can find this cantrip later in the spells section. Charisma is your spellcasting ability for this spell.

Halflings

A race of war driven people who commit great atrocities against those that oppose them. The island to the north of them is a great example of this. It was home to two nations of halflings that hated each other. They slaughtered each other until there was no one left. From this slaughter and hatred came the god of murder and tyranny. They are made up of two different types of halfling. The treacherous lightfoot halflings and the hardy and stout halflings.

Tieflings, Genasi, and Aasimar

Tiefling, genasi, and aasimar are closely tied in their origin. Genasi were born from the influence of the four elemental planes, tieflings were born from the planar energy of the nine hells, and aasimar were born from the planar energy of elysium. They all occupy the land of Halen. Here they are split into five different dynasties. The genasi are split into dynasties based on their element, and tieflings and aasimar each have their own. Each dynasty seeks to rule over Halen.

Gnomes

The gnomes are not native to the world, and are the result of a mass migration from the Feywild. They are attuned with the natural ebb and flow of the worlds magical energies. Over the years they have mapped out a network of magical streams known as ley lines. They have harnessed these to create a complex, arcane transportation network.

I've met a variety of folk in my adventures before I settled down. For example I've meet plenty of elves, and they have always been rather high and mighty. They're good folk though. Dwarves enjoy a good drink, and I happen to make my own mead from goodberries so we get along swell!

  • K.G.

Dragonkin

Those that share the blood of dragons are many, although the mark may not be so visible as the mark that manifests as dragonborn and kobold. The dragonborn manifest the quiet power, authority, and age of ancient dragons, and kobolds manifest the wanderlust, bravery, and foolhardiness of young dragons. Unique to the world of Kovaud are the royalty of the Cloud Dragonborn, and the nautical masters of the seas the Dragon Turtle Dragonborn.

Dragon Turtle Dragonborn

The dragon turtle dragonborn are tied to the sea and all its dangers. They have close relations to the deep dwelling triton and the alien krustashen.

Ability Score Increase. Your Strength score increase by 2 and your Wisdom increases by 1.

Age. Turtle dragonborn live on average about 50 years longer than regular dragonborn.

Alignment. Turtle dragonborn tend towards a neutral alignment.

Size. They are the same height as regular dragonborn but tend to weigh more due to their shell.

Speed. Your speed is 25 feet and you have a swim speed of 30 feet.

Hard Shell. When not wearing armor your AC is 13 + your constitution modifier. This benefit can be gained while wielding a shield.

Amphibious. You can breathe air and water.

Sailors of the Sea. You gain proficiency with water vehicles.

Languages. You can speak, read, and write Common and Draconic.

Cloud Dragonborn

Descended from both white dragons and silver dragons. Their scales range from silvery white to a very pale, misty blue. Their scales are also usually adorned with a layer of frost. They are all some form of royalty.

Ability Score Increase. Your Charisma score increases by 2 and your Dexterity increase by 1.

Age. Cloud dragonborn age at the same rate as other dragonborn.

Size. Due to their link to the sky, cloud dragonborn only weigh three fourths of what other dragonborn weigh, but get around the same height as them. They are medium

Speed. Due to living in the lap of luxury most of their lives, they're not very fast. They have a speed of 25 feet.

Unending Breath. You can hold your breath indefinitely.

Breath of the North Wind. Your breath weapon is chilling winds, which you can breathe out in a 25ft cone emanating from you. When you use the weapon, each creature in the cone must make a Dexterity save or take 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. The save DC for the weapon is 8+ your Constitution modifier + your proficiency bonus. After you use your breath weapon, you cannot use it again until you finish a short or a long rest. Also any creature in the radius that fails their saving throw gets pushed back 5ft.

Frozen Scales. You have a resistance to cold.

Languages. You can speak, read, and write Common and Draconic.

Kobold

Kobold are the great architects of the Kovaud. Their race is responsible for an impressive amount of the dungeons that can be found woven into the earth. They are diligent and curious. They seek knowledge rather than gold as their hoard.

Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1.

Age. Kobold age and mature much the same as dragonborn. They usually live to be around the same age as dragonborn do.

Alignment. Due to their wanderlust and foolhardiness they are chaotic in nature.

Size. Your are much smaller than your other draconic brethren. Your size is Small.

Speed. You are quick and nimble. Your speed is 30 feet.

Draconic Synergy. While within 5 feet of an allied dragonborn, an allied kobold, or any friendly creature with the dragon creature type you gain advantage on all attack rolls.

Trapmaker. You gain proficiency in Tinker's Tools.

Dungeoneer. You have advantage on Intellignece (Investigation) and Wisdom (Perception) checks made to discern the locations of traps.

Soul of a Dragon. You have resistance to fire damage.

Languages. You can speak, read, and write Common and Draconic.

Half-Races

The half-elves, half-dwarves, and half-orcs, and so on are all treated the same way as their halves are treated, and usually fill the same roles that they do.

Lizardfolk and Tortles

The lizardfolk of Kovaud hail from the marshes of Pioret. They form the classic tribal society. They are excellent hunters and are quick to help their neighbors. Their society is more lax socially than most.

Tortles are wise and sage in all their years. They are the opposite of the lizardfolk in the fact that their society has certain ways that individuals are expected to present and carry themselves.

Yuan-Ti

Calling the jungles that dot the world of Kovaud their home. The seclusion and mild weather of the jungles are very suitable to their ideal living conditions. Their creation came about in a rather unusual way. A sect of serpent gods chose a jungle tribe of humans to receive their blessing and thus the Yuan-Ti were born. Other then the way they originated their society still functions the same as detailed within Volo's Guide.

Krustashen

Very few people have witnessed a Krustashen in their lifetimes, fewer still know anything about them. A mysterious race, with an unknown origin that call an even more mysterious place their home. They hail from the dark depths of the ocean. They are lobster like in appearance.

Ability Score Increase. Your Constitution increases by 2 and your Strength increases by 1.

Age. Krustashen live to be about 120 years, reaching maturity at 15 years.

Alignment. In terms of whether they'll help you or kill you they'll probably consult an idol carved in the likeliness of one of their gods first. This means they lean towards lawful neutral on the allignment spectrum.

Size. Their sizes is usually around 5 to 6 feet. They are pretty heavy due to their armored plating getting to be around 200 pounds or more. Your size is medium.

Speed. Your speed is 25 feet and you have a swim speed of 30 feet.

Armored Carapace. When not wearing armor or using a shield your AC is 12 + your constitution modifier, this benefit is not gained when using a shield.

Claw. You have a natural claw attack that does slashing damage equal to 1d6 + your strength modifier.

Deadliest Catch. Creatures grappling you take 1d4 piercing damage for each turn they have you grappled.

Amphibious. You can breathe air and water.

Languages. You can speak, read, and write Common and Primordial.

Sandfolk

The sandfolk are born of the shifting sands of the desert they call home. They have been in a turf war with the desert giants ever since their creation. Due to this ancient war they're cities are the most fortified in the world.

Sandfolk Names

Given names by their parents at birth they are expected to choose their own once they reach maturity. Their names tend to be rough yet fluid like grains of sand.

Male Names: Heradonus, Troam, Cyerd.

Female Names: Lyerma, Drusen, Jiunis.

Sandfolk Traits

Ability Score Increase. Your Constitution and Intelligence score both increase by 1.

Age. The Sandfolk tend to have lifespan similar to the deserts they hail from. Usually living up to 150 years and coming to maturity at 20 years old.

Size. They get to be around 4-5 feet tall. You are medium sized.

Alignment. Like the deserts they come from they are usually a neutral alignment.

Speed. Your movement speed is 30 feet.

Blessing of the Shifting Sands. You know the Mold Earth cantrip. When you reach 3rd level, you can cast the Thunderwave spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Earthbind spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Ruins of Old. The sandfolk have spent countless generations delving into the many ruins that dot the desert. They have passed down the knowledge and lore of these ruins. You gain proficiency in the History Skill.

Languages. You can speak, read, and write Common and Primordial.

Goblinoids

Bugbear, goblins, and hobgoblin all occupy roles around the world. They carve a life out for themselves by working as freelancers doing oddjobs. Every kingdom in the world has at least 3 crews consisting of a bugbear, 2 goblins, and a hobgoblin.

Giantkin

Firbolg, and Goliath are the smaller cousins of the giants. Goliaths are proud of their size and the power they inherited from their giant cousins. Calling the mountains of the world their home. From the sandstone peaks of the Spyros desert, to the icy climes of Vadrei.

Firbolg are more humble, and understand their place in the world better than the Goliath do. The Firbolg are more in touch with nature and the natural forces of the world.

Orcs

What sets orcs apart from the other races is their attunement to their emotions. They feel rage more than any other race, they feel happiness more than any other race, they feel more than the other races.

Giants

The giants were born from the Elemental Gods and their many affairs. They were set up to be the masters of Kovaud, but failed to take over any nation besides their native one, favoring a more peaceful life than the one the Elemental Gods set out for them.

Triton

The triton of Kovaud dwell in citadels that lie below the waves. They have been very busy trying to ensure the safety of the sea after the terrors of Vounda were released. Their most defended settlement is located on the exact edge of the Sleepless Ocean. When asked why they settled there, they get quiet and refuse to elaborate. It doesn't matter what you offer or do o them they refuse to yield what lies in that forsaken ocean. Even magic seems to be unable to pry this info from their minds.

Tarsque

A strange and beastly race that came from beneath the earth. They seem friendly enough and are even unsure where they themselves came from. They have a thick hide and long horns. They have a strange pastime of swimming in literal lava. Their society is based around the worship of this titanic beast they claim dwells within the planet. They call the southern island of Magmarin their home.

Ability Score Increase. Your Constitution increases by 2 and your Strength increases by 1

Age. Being a recent race of people to emerge in the world of Kovaud it is not known how long they can live. It is estimated to be around 120 years though.

Size. They are massive brutes, but not unreasonably so. They get to be about 6-7 feet in height. Your size is medium.

Alignment. Their quirky nature usually puts them on the chaotic spectrum of things.

Speed. Being as big as they are, they aren't particularly fast. Your speed is 25 feet, and when immersed in lava or magma they have a swim speed equal to their movement.

Magma Resistance. Due to their origin from the planets core they have an immunity to the hazardous effects of lava and magma. They also have a resistance to fire damage.

Natural Armor. You have a tough hide. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Horns. You have horns that adorn your head. You are proficient with your horns. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier. Your horns deal double damage to objects and structures.

Languages. You can speak, read, and write Common and Primordial.

Classes in Kovaud

In this section I deal with each class and how they are in the world of Kovaud. For this I used the Warmage and Gunslinger class by Middle Finger of Vecna

Barbarian

They follow the beating of their hearts down whatever emotional river it takes them. Their rage is passion, their rage is fury, and their rage is power! In the land of Kovaud they originated from all over. For no one place or race can lay claim to harnessing ones emotions. The most legendary barbarian is Varden. A zealot whose rage prevented his death in battle. Barbarians also gain expertise in Athletics.

Bard

Bards are the storytellers of the world, the ones who carry the grace and power that the voice can give. They've learned to use the sound of the revered art of music to soothe Erudima and the Weave into allowing them access to magic.

Cleric

The gods most devout followers are sometimes granted extraordinary power by their deity. They are the light that guides the lost to the hearth. They are similar to paladin in their manipulation of divine energy. Clerics also have expertise in Religion.

Druid

Like some clerics they are gifted their magical affinity by the forces of nature. Whether that be nature gods or just the magical forces that infuse the natural world. Druids have expertise in Nature.

Fighter

Anyone can use a weapon, but not everyone can truly wield a weapon. Fighters are front and center on the battlefield. They are found all throughout Kovaud as the art of fighting is of high value. Fighters have expertise in Perception.

Gunslinger

These skilled marksmen hail from Vyerd. The place where gunpowder and subsequently guns were invented. Gunslingers are feared across the land for their precision and power. They are risk takers that thrive in the wild west that they hail from.

Monk

Very few monks can be found on the world of Kovaud. The mastery of Ki is something that takes time, dedication, and hardship. Those that do harness their Ki are forces to be reckoned with. Monks are never truly without a weapon, as their bodies themselves are deadly weapon. Monks have expertise in Acrobatics.

Paladin

Paladin are a truly rare sight, for not just anyone can learn to form the spark of divinity within themselves. Paladin form this spark within themselves and from it they can perform extraordinary feats of power. While these sparks are nowhere close to the sparks within the gods, they are still a force to be reckoned with. Paladins have expertise in Intimidation.

Ranger

The true explorers of the world. They are found wherever the untamed wilds can be found. They hold back the beasts that threaten civilization. They are brave to undertake this task. Rangers have expertise in Survival.

Rogue

Sure there are criminals, but then there are rogues. Rogues are the big time. Stealing priceless relics leaving no trace, taking a nobles life in the dead of night, and swindling their way out of any situation! There is a Rogues Guild based out of Bonarin on Pioret. This guild is highly selective when it comes to membership.

Sorcerer

The power that blood can carry is one to fear and to behold. Descendants of the Pheonix can lay waste to entire armies, those tainted by the chaotic nature of magic can cause massive disturbances in the Weave itself, and some carry the potent blood of dragons. Sorcerers have expertise in Insight.

Warlock

Much like clerics, warlocks derive their eldritch power from powerful beings that exist outside of the gods. Some are extremely powerful elementals, some are dragons that have been in existence since the worlds conception, and others are eldritch beings that no single mind can fathom. Warlocks have expertise in Deception.

Warmage

The College of Warmages is located in Drovakyr. The College is renowned for the warriors that they produce. The warriors they produce are taught how to wield magic like one would wield a sword or bow, and do so by mastering the lowest form of magic, cantrips. Warmages have expertise in Arcana.

Wizard

The scholars of the world that seek to study the natural and unnatural phenomenon. They have an established science guild that allocates time and resources to different studies. Most wizards study the different schools of magic and use them to augment their research. Wizards have expertise in Arcana.

Pantheon of the Gods

The gods of Kovaud are unique in that rather than singular beings, they are the constellations that dot the tapestry of the night sky. There are four distinct groups of godly beings. The Ascended, Genesis gods, Serpent gods, and Elemental gods. Some of the mortals of the world below are born under different signs according to whichever god constellation is brightest at the time of their birth. Players in this world may pick one rising constellation, but must also pick a waning constellation.

The One Above All

There is only one god that occupies this role. She is the creator spirit of Kovaud itself. She was here before even the old gods, she in fact created the old gods.

Kovia

Alignment: Neutral Good • Domains: All

Kovia is the spirit of Kovaud itself, the planet, plane, and setting. Where she came from none can fathom. She has been here since the beginning and even before that still. The other gods are mortal in comparison to Kovia herself.

The Ascended Gods

These gods are the heroes who ascended to godhood after slaying the old gods. These heroes turned gods embody the domains they were most in touch with as mortals.

Arcetice

Alignment: Lawful Good • Domains: Light, Forge

The first of the old heroes to ascend. Upon ascending, the hero took the role of the deity of creation and life. After, the world had been reduced to rubble by the old gods, Arcetice formed havens across the world for the precursor race to survive and live in, while the world was reforged. The symbol of Arcetice is a golden ink-tipped quill. Also known as Wodun.

Jibalor

Alignment: Neutral Good • Domains: Light, Life

The deity of light and peace. A being of warmth, love, and comfort. The second of the heroes to ascend to the mantle of godhood. The symbol of Jibalor is a an arrow with the fletching replaced with a rose.

Sehav

Alignment: Chaotic Good • Domains: Trickery, War

The deity of chaos. The deity that inspires the races of Kovaud to go forward into change and revolution. The symbol of Sehav is a hammer where the head of the hammer is a conglomeration of shapes.

Wuldfan

Alignment: Lawful Neutral • Domains: Light, Death, Grave

The deity of law, prophecy, fire, and judgment. The judge of the dead. The deity that doles out what we have earned in life, and permits us to the afterlife. The symbol of Wuldfan is an eye that glows like a blazing star.

Dradent

Alignment: Lawful Neutral • Domains: Tempest, Time

The deity of time and the sea. The keeper of time and ruler of their respective afterlife the Shore of Time. The symbol of Dradent is a clock face with half the face submerged in water.

Yibrealvto

Alignment: Lawful Evil • Domains: Trickery, War

The deity of balance. They rule the Abyss and Hades, not intimately but rather as an overseer to make sure that the Fallen Gods that now dwell there don't get any ideas. The symbol of Yibrealvto is a circle with half of it depicting a place of flames and pain, and the other half depicting darkness and poison.

Erudima

Alignment: Lawful Good • Domains: Knowledge, Arcana

Deity of knowledge, magic, and dreams. They are the muse of those that create, and the creator of the dragons. The symbol of Erudima is a dragon breathing stars.

Miracon

Alignment: Chaotic Neutral • Domains: Nature

Deity of nature, instinct, and beasts. The driving force to go out and live our lives. The patron of hunters, be that the hunters of a race of Kovaud or a beast of Kovaud, both are equal in Miracons eyes. The symbol of Miracon is a bow with vines decorating it.

Thyr

Alignment: Chaotic Good • Domains: Tempest, War

The deity of the sea, storms, sailors, and emotion. The rocking sea of anger, the torrent of sadness, and the fountain of joy. These are all expressions of the god Thyr. The symbol of Thyr is an anchor in a storm. Also known as Ion or Moas.

Drovaith

Alignment: Neutral Good • Grave, Death

The deity of protection, vengeance, and death. Drovaith guides the dead to be judged and after that to their respective afterlife. The symbol for Drovaith is a wing paired with a scythe.

The Genesis Gods

These gods are deities born outside the usual ways. Some out of terrible acts, some in pursuit of love, and others because there were spots that needed to be filled.

Vecna

Alignment: Neutral Evil • Domains: Knowledge, Grave

Vecna was a grand magician who sought to attain further power, in his goal he cheated Drovaith and became a lich. From this tier of power, he further amassed followers and then siphoned their natural magical energies to become a god. Vecna is the god of undeath and magic, his symbol is that of a skeletal hand grasping a diamond.

Manocles

Alignment: Neutral Evil • Domains: Trickery, War, Death

God of tyranny, murder, war, and criminals. A great and terrible war between two sister nations wiped each other out, and their collective hate and grief in death formed together to form Manocles. The symbol of Manocles is a broken chain.

The Great Goodberry

Alignment: Neutral Good • Domains: Nature

God of nature, goodberries, and druids. Born and raised from a mere tree that had been loved and cherished by mortals and on its path to repay those who had cared for it, it stumbled upon godhood by accident. The symbol of the Great Goodberry is a bush bearing fruit.

Gekorus

Alignment: Lawful Neutral • Domains: Forge, Knowledge

In the advent of the mechanical marvels of Vyerd, came a god to watch over and regulate these contraptions. Gekorus is the god of machines, gunpowder, and ingenuity. The symbol of Gekorus is a gear.

Fenrir

Alignment: True Neutral • Domains: Nature, War

God of wolves, fire, the apocalypse, rebirth, and nature. The wolf-god prophesized to bring about the end of the world. Many doomsday cults dot the world of Kovaud attempting to hasten or delay the end. The symbol of Fenrir is a fiery wolf's head.

Cetosaleth

Alignment: True Neutral • Domains: Trickery, War, Tempest

God of monsters. Once a lowly warlock, he usurped his patron and became a god. His symbol is an assortment of monstrous appendages coming up from the depths.

Rime

Alignment: True Neutral • Domains: Nature, War, Tempest

God of winter and war. The only surviving true god from the pantheon of old gods that were slain. His symbol is a frost covered axe. Also known as Ymir.

Sobek

Alignment: Neutral Good • Domains: Nature, Life

God of rivers, crocodiles, and alligators. Was originally just a regular crocodile, but then they ascended to godhood for no discernible reason.

The Serpent Gods

A sect of gods that came from the darkness of space. They are as old as the old gods, but are not innately malevolent like them. They only came to Kovaud for the purpose of spreading their influence. When they arrived they were surprised to find Jormungandr, a great serpent that existed outside their influence.

Dendar

Alignment: True Neutral • Domains: Trickery, Knowledge

God of serpents, the night, and magic. The first of the serpent gods to come to this world. The symbol for Dendar is a constellation in the shape of fangs.

Quetzalcoatl

Alignment: Lawful Good • Domains: Knowledge, Light

God of rainbows, intellect, and honor. Patron god of yuan-ti warriors. The symbol of Quetzalcoatl is a rainbow feather.

Apophis

Alignment: Lawful Evil • Domains: Grave, Life, Death

God of fire, the sun, and resurrection. The serpent of chaos said to bring about Apophecie. The symbol of Apophis is a serpent swallowing the sun.

Vasucha

Alignment: Lawful Neutral • Domains: Order, Knowledge

God of venom, order, and contracts. Yuan-ti will pray to Vasucha before making deals, and swear upon Vasucha to make sure the terms of the contracts they make are upheld. The symbol of Vasucha is a contract written in venom.

The Elemental Genie Gods

It is only natural for the chaos of nature to birth powerful beings that watch over the natural world. These genie are godlike in power and each rule over and embody one of the four elements.

Ignaun

Alignment: Chaotic Neutral • Domains: Nature, Forge

Ignaun is the god of fire. From the ashes of the land, from the flames of the sun came Ignaun. A chaotic god of nature. The symbol of Ignaun is a flaming pyre.

Aquiris

Alignment: Chaotic Neutral • Domains: Nature, Tempest

God of water. From the running rivers, and the raging sea came Aquiris. A chaotic god of nature. The symbol of Aquiris is a crashing wave.

Gaean

Alignment: Chaotic Neutral • Domains: Nature, War

God of the earth. From the quaking soil, and the jagged rocks came Gaean. A chaotic god of nature. The symbol of Gaean is a jagged mountain.

Caelis

Alignment: Chaotic Neutral • Domains: Nature, Trickery

God of the air. From the howling gale, to a calming breeze came Caelis. A chaotic god of nature. The symbol of Caelis is a formless cloud.

Fallen Gods

These are the old gods, they are called the fallen gods, archdevils. Despite being slain, their spirits fell to the lower planes of Hades and the Abyss. They are nowhere near as powerful as they once were and are now more akin to the Patrons found later in this book. In fact, some are found in that section!

Asamodeus

Alignment: Lawful Evil • Domains: War, Trickery

Asamodeus was once the god of creation as Arcetice is. They maintain their title as lord of Hades. They are a god of fire, war, evil, and destruction. Their symbol is a tiefling in chains.

Dispater

Alignment: Lawful Evil • Domains: War, Death

Dispater was once a god of light and peace, but their fall to Hades corrupted their spirit. They are now a god of war and death. Their symbol is that of a skull formed from a cloud of shadow.

Mephistopheles

Alignment: Lawful Neutral • Domains: Knowledge, Arcana

Mephistopheles was once the supreme deity of magic but was usurped by the goddess Erudima. While in Hades they created a magical form of fire that is nearly impossible to put out, this fire is known as "Hellfire". Mephistopheles is one of the kinder devls of the Nine Hells. Their symbol is a flaming wand.

Suneryx

Alignment: Neutral Evil • Domains: Light, Death

They are a being of pure light. Rather than a purifying light, their light is burning and corrupting. They judge the punishments of the souls that come to the Abyss. Their symbol is an eye being blinded by the sun.

Entrelepau

Alignment: Chaotic Evil • Domains: Tempest, Time

Once the deity of time, they were slain by Dradent. Entrelepau is now the physical representation of Entropy. Their symbol is a broken clock.

Baphomet

Alignment: Chaotic Evil • Domains: Nature, War

Baphomet is the creator of the race of beastfolk known as minotaur. They have since drifted from his control, but some still feel his calling. Their symbol is a ram gored on a bulls horns.

Knullex

Alignment: Chaotic Evil • Domains: Grave, Death

Once the guardian of mortal spirits. They are now the punisher of the spirits they once protected. Their symbol is a a whip made of tortured souls.

Myths of the End

There are many ways that are thought to be how the world ends. That could be the Apophecie, Ragnarok, Fimbulvetr, or any thing else of that nature.

Apophecie

The tale of the Apophecie states that the world will end, when the serpent god Apophis kills and eats Wuldfan. Because the judge of the dead has been killed, the dead souls will not pass on, and no one will be able to die.

Ragnarok

Ragnarok is heralded by an upsurgence in doomsday cults to the doom wolf-god Fenrir. One of these groups will succeed in unchaining Fenrir, and he shall lay waste to the gods, the land of Kovaud.

Fimbulvetr

This states that an old god of winter that had not been slain will return and turn the land of Kovaud into a cold, barren wasteland. Once Fimbulvetr has occurred the world of Kovaud will be left a cold desolate wasteland

The Planar Breaking

This myth states that the borders between all the planes will disappear, and every plane will be as one. It is pure speculation as to what prerequisites need to be met for this to happen.

Godfall

This states that the Ascended gods will grow cruel and temperamental. All except Arcetice, seeing the gods decline in honor and code, he will strip them of their godly power and send them to Kovaud. There they will stay until they regain their humanity. This event will cause Arcetice to grow cold and distant from the world, therefore depriving it of divine assistance.

Sins of Man

This myth depicts the birth of seven individuals that will be chosen as the vessels of the 7 deadly sins. They will wreak havoc among mortals and cause the slow descent into decadence and suffering for all of Kovaud.

Patrons

In this portion I shall discuss patrons for warlocks that exist in this setting. These will fall under the warlock subclasses discussed in official D&D works and those of certain homebrew works.

Archfey: Esceron, the Raging

Alignment: Chaotic Neutral • Domains: War

An archfey that was wronged, and became consumed by rage.

Esceron manifests to those who summon them as a flaming crown with a single red jewel. To summon Esceron, one must start a bonfire and throw a single, fist-sized ruby into it.

Warlocks under Esceron's influence have their sight permanently tinged red.

Great Old One: Agrazuim, Summers Rain

Alignment: True Neutral • Domains: Death

A once lowly human who was killed in a summer flood.

Agrazuim takes the form of a water-logged corpse covered in insects and is usually accompanied by warm rainfall. To summon Agrazuim the summoner must nearly drown themselves with the intent to summon Agrazuim.

Warlocks under Agrazuim's influence are usually accompanied by the scent of rain on hot stone.

Great Old One: Suskrin, the Deceiver

Alignment: Lawful Evil • Domains: Trickery

A serpent that was incorrectly sacrificed to an elder god. Due to the botched sacrifice, the serpent was corrupted and became an elder god in their own right.

Suskrin manifests as a human-sized, two-headed cobra. The way to summon Suskrin is through the same means it became a Great Old One. The summoner needs to sacrifice a snake of any size, the larger the snake the more likely they'll succeed.

Warlocks under Suskrin's influence develop serpentine eyes and tend to resemble yuan-ti.

Hexblade: Tempest, the Stormbringer

Alignment: Chaotic Neutral • Domains: Tempest

A great hammer that when it was forged, was infused with the essence of a primal storm elemental.

Tempest manifests as an immovable hammer that can only be lifted by those it deems worthy of a pact. Once lifted, it disappears and the one who lifted it is now in the service of Tempest. To summon Tempest one must perform a ritual on a battlefield during a storm.

Warlocks under Tempest's influence carry the scent of copper and rain with them and discharge small bolts of electricity during storms.

Celestial: Archeron, Consuming Sun

Alignment: Lawful Good • Domains: Light

An angel that was cursed to be consumed by the light within themselves.

Archeron takes the form of small radiant orb resembling a star when summoned. To summon Archeron one must capture an undead creature and burn it unalive.

Warlocks under the service of Archeron bear very visible marks. Their eyes when open burn with radiant light.

Fiend: Mephistopheles, Hellfire Lord

Alignment: Lawful Evil • Domains: Knowledge

An archdevil that rules over Cania, one of the layers of hell.

Mephistopheles most commonly takes the form of a handsome and suave tiefling. Mephistopheles can be summoned by invoking his name while presenting an ornate chalice.

Warlocks under his service change to better resemble the form he came to them in. This includes their skin changing color and horn growth.

Great Old One: Saloth, the Slumbering Deep

Alignment: True Neutral • Domains: Tempest

An unfathomable creature of titanic size that dwells in an unknown place deep below the waves.

Saloth takes the form of an eye floating in a bubble of briny water surrounded by tentacles. Saloth can be summoned by sinking a boat full of offerings.

Warlocks under the influence of Saloth develop rubbery skin, shark-like teeth, and eyes similar to an octopuses.

Archfey: Tuselr, the Summer Lord

Alignment: Chaotic Neutral • Domains: Light, Life

An archfey that rules over the summer court in the Feywild.

Tuselr takes the form of a regal summer eladrin when summoned. To summon Tuselr, one must make a portrait of their vision of Tuselr. Tuselr then speaks to the summoner from the painting.

Warlocks under the service of Tuselr find that whenever they wake up they are covered in multicolored splotches that change and shift every night.

Jormungandr, the World Serpent

Alignment: Lawful Neutral • Domains: Tempest

A massive serpent that is said to circle the world.

Jormungandr takes the form of a barnacle covered serpent when summoned. To summon an aspect of Jormungandr one must ingest a mixture of snake venom and sea water.

Warlocks under Jormungandr's service resemble yuan-ti with gills.

Avarin, Sanguine King

Alignment: Lawful Evil • Domains: Grave

A tall, pale, imposing vampire. The first in fact to be cursed with vampirism.

Avarin is one of the weaker patrons and can be summoned directly. In order to do so one must light a stagnant pool of blood on fire.

Warlocks under the influence of Avarin find that they have a desire for the blood of mortal kind.

Calendar

There are 5 seasons. A month in Kovaud is 28 days. There are 364 days in one year on Kovaud.

Sedovin (56 Days)

This is a 2 month period characterized by its high humidity and mild temperatures. This period of time is symbolic with fresh starts and due to this spirits are high. This leads to more festivals. To help manage this, there are three agreed upon holidays during this time. The first festival taking place on the third day of Sedovin is called the Festival of Renewal, the second takes place on the 25th day of Sedovin and is called the Day of Meseraun, and the final one takes place on the 50th day of Sedovin and is called the Festival of Termina.

Sevumyr (84 Days)

This is a 3 month dry period characterized by its lack of humidity. This is the dry season of Kovaud. There are 2 main holidays that take place during this period of time. The first taking place on the 20th day of Sevumyr and is called Drip Day, and the second takes place on the 42nd day of Sevumyr and is called the Festival of the Blaze.

Avitomy (84 Days)

This is a 3 month period characterized by cooler temperatures. This is a time for harvesting what has been sown. There are 4 holidays that take place during this time. The first is on the 9th day of Avitomy and is called the Day of the Reaper, the second on the 23rd day of Avitomy called the Festival of Remembrance, the third on the 47th day called the Harvest Festival, and the final on the 60th day called the Day of Ascension.

Prevetr (56 Days)

This is a two month period characterized by low temperatures and snowfall. It gained its name from the apocalypse myth of Fimbulvetr. There are only 2 holidays that take place during this season. The first taking place on the 21st day of Prevetr called Vetr Day, and the last taking place on the 50th day called the Boreal Festival.

Ilihau (56 Days)

This is a 2 month period characterized by mild temperatures, sunny days, magical fluctuations, and rising water levels. There are 4 holidays that take place during Ilihau. The first on the 12th is called the Festival of the Monsoon, the second on the 20th being the Day of Embers, the third on the 33rd being the Day of Arcana, and the fourth and final on the 56th being the Festival of the Serpent.

PART II

Factions

Factions

I will now cover what factions exist in the world of Kovaud.

Acolytes Guild

This guild is based in Spyros and is responsible for spreading the influence of the Ascended pantheon. They maintain religious history and scripture, and seek to denounce those who would use the words of the gods for their own ends. The organization is based out of Tidegreen but carries influence wherever a temple to the Ascended can be found.

Goals.

The acolytes guild exists to maintain the image and integrity of the Ascended gods. So in turn they must always be vigilant for those who would seek to corrupt and twist the divine words of the gods to their own advantage.

Notable Figures.

High Priest Windrek Vauldane.

High Elf Cleric (Light Domain). The current head of the Acolytes Guild. They inherited the role from their mentor when their mentor died. They reside in Tidegreen.

War Priest Kasnan Shattersword.

Halfling Cleric (War Domain). The 2nd in command to Windrek. They head the military operations of the guild. She is not well known as the guild tries to keep this side of the guild from public eyes. She resides in Tidegreen alongside Windrek.

Healer Krevalt Torug.

Orc Cleric (Life Domain). Maintains the public image of the guild by offering healing services to the public that would normally be extremely costly.

Oracle Vartyr Malinken.

Human Cleric (Knowledge Domain). He came to the guild seeking for them to heal him of his feverish visions, but they instead taught how to use and interpret these messages from the divine.

There I am! My entry is right below good ol' Gueraden and above Barry! Barry and Gueraden are good fellas! I knew Barry even before joining the Guild!

  • K.G.

Wizards Guild of Science

This guild is made of several different branches that are each dedicated to different branches of study. There are some that study the climate, some that study the biology of creatures magical and nonmagical, some that study history and the relics from the past, and some that just study the different schools of magic. There is no one place this guild is based out of.

Goals.

The Wizards Guild of Science seeks to unravel the secrets of the world and the surrounding planes. They hire whole teams of researchers to study, sample, and perform experiments wherever they are needed. They often work with the Arcanitorium, seeing as a decent amount of their members are alumni from there.

Notable Figures.

Grand Mage Vandaur Syklair.

Dragontouched Elf Wizard (Conjurer). The leader of the guild. She is a renowned magic user, surpassing most in her field. She resides in one of the great libraries located in Xanaryx.

Planar Chief Ashenven Katari.

Fire Genasi Warlock (Tuselr Patron). Ashenven is the head of planar research. They travel frequently from place to place, plane to plane. They are extremely eccentric.

Senior Monsterologist Gueraden Ledyr.

Sandfolk Wizard (Abjurer). Gueraden has set out to research, hunt, and categorize every species of creature, magical and nonmagical.

Senior Agricultural Botanist Kevin Goodberry.

Lizardfolk Druid (Circle of the Goodberry) Kevin is one of the more eccentric members of the guild. When he is not tending to his farm, he is traveling the world expanding his knowledge of the world. When he is traveling he leaves his son Alexander in charge of the farm. He is the inventor of a phenomenal device known as the tractor.

Senior Draconist Barry Arnain.

Red Dragonborn Dragon Rider (Rider Practice). Barry has studied the draconic species for many years, and this interest in dragons was fostered by his own origins and dragon companion. His dragon companion is a red dragon named Dirnais. He was allowed into the guild via a recommendation letter from Kevin Goodberry.

Pietian Society of Rogues

An elite society located in Pioret that only the most prestigious criminals can join. This exclusivity does come with benefits as the society has their hands in a lot of political pockets and allows not just anyone the ability to have influence over them.

Goals.

They seek to always be significant at any given time. Any day they are not in the daily news is a bad day for the. They are less of a cohesive guild and more of a gathering of competitive individuals. They each seek to one up each other in some way.

Notable Figures.

Guild Master Neibji Heinvr.

Cloud Dragonborn Rogue (Thief). If any one person could be considered the leader of this guild, it would be Neibji. Only because everyone in the guild agrees that stealing the pants of the archdevil Asmodeus is pretty sick.

Order of the Forge

This guild claims membership of all those who wish to make weapons, armor, and any other assortment of craftable novelty. They aren't as stringent on requirements for membership like other guilds. They are open to any who seek to hone their skill or even those who wish to simply start.

Goals.

They seek to sow creativity among the populace of Kovaud. They hold contests, classes, and various other activities in order to do so.

Notable Figures.

Mastersmith Canter Byrek.

Hoard Dwarf Fighter (Samurai). Canter is known mostly for his sword work. He also founded the order. He tends to travel a lot, but has a home in Serifa.

Ornate Smith Fu'gran Kerisces II.

Orc Cleric (Forge Domain). Fu'gran has operated the Fellhammer for many years, and his father Fu'gran the first for even longer. Fu'gran the second is renowned for his work with ornate patterns. His shop is located in Tidegreen.

Firesmith Amedro Kanareese.

Fire Genasi Sorcerer (Pheonix Bloodline). Amedro perfected the art of making environment specific gear. Many who travel the planes visit him for gear to withstand the plane of fire, the pressure of the plane of water, or even the intense winds of the plane of air.

Arcanitorium

A college located in Miavji Ibkr which is in turn located in Emeras and founded by the great archmage Talane Yuv'dero. The college provides many benefits for their alumni. Alumni have access to a few secret facilities that are too dangerous to have open to the general student body. The only thing that is asked of them is that they serve as representatives when asked to.

Goals.

To provide an education for those who wish to control the forces of magic. They also wish to provide safe spaces for developing mage's to practice without fear of death or extreme harm.

Notable Figures.

Archmage Talane Yuv'dero.

High Elf Wizard (Universalist). Talane is extremely famous, seeing as they founded the Arcanitorium. They haven't been seen for about 100 years now, but its unlikely they're dead.

Alumni Vyadere.

High Elf Sorcerer (Divine Soul). Vyadere set up shop in Pharrell after graduating and is one of the more successful alumni of the college.

Keepers Guild

This guild was formed and dedicated to keeping the balance of the world and making sure none abused the natural forces. They have on record stated that they have stopped 9 different world ending events from occurring. They have not provided evidence, but still maintain they have done so. Their order is highly diverse requiring many different viewpoints and skill sets to work efficiently.

Goals.

To maintain the natural balance of the world. Most adventurers end up either joining them, or doing an oddjob here and there them.

Notable Figures.

Crowned Warden Causyaer Noctix.

Firbolg Paladin (Oath of Ancients). The leader of the Keepers Guild. They maintain a rigid command structure for the guild.

Lunar Warden Lord Garinax.

Triton Werewolf Fighter (Champion). Famous for his part in the Siege on Balthar Keep. This siege happened because the wizard Balthar took land that was not his to take.

Cult of the Doom Wolf

This is a cult dedicated to the unbinding and summoning of Fenrir. The god fated to bring about Ragnarok. They believe that the wolf will destroy the civilized world and return Kovaud to its natural state.

Goals.

Their goal is to free the god Fenrir from his chains. They try their best to keep to the shadows, but due to their recent activities they have come into the public eye.

Notable Figures.

Berolf.

Awakened Dire Wolf Cleric (War Domain). A dire wolf that was awakened by Fenrir to do his bidding. He is the leader of the cult.

Yaulk Veneret.

Dark Elf Warlock (Fenrir Patron). She is one of the oldest worshippers of Fenrir. Working in the gods name long before Berolf founded the cult.

Emerain Court

The Emerain Court is the name given to the government that rules over the nation of Emeras. This court is headed by Queen Friet Hearthblood. The court has 7 different seats of power. Friet occupies one of these seats and the other six are there to act as advisors, to keep Friet's power in check, and to represent the residents of Emeras.

Goals.

To ensure peace and prosperity for Emeras and its residents. Also to maintain cohesion and to defend against those who would seek to harm Emeras and its people.

Notable Figures.

Friet Hearthblood.

Human Queen. She is the queen of Emeras and head of the Emerain Court. She inherited the position from her father, King Bentry Hearthblood.

Sazkarin Dyren.

Human Fighter (Battlemaster). Occupies the role of general within the Emerain Court. She is also a life long friend of Friet.

Torgovian Banner

This is the name given to the seat of power occupied in Torgov. This faction is made up of a single person acting on behalf of Torgov and the desert residents it resides over. This person is chosen by their reputation, the number of meritable acts they have done, and the importance of those merits. The current ruler of Torgov is a famous adventurer and renowned merchant named Rubil Vanderkai. Rubil is a human.

Goals.

To keep up their reputation so as to maintain their seat of power, and to maintain Torgov fortifications.

Notable Figures.

Rubil Vanderkai.

Sandfolk Fighter (Arcane Archer). Rubil is without a doubt the most accomplished ruler Torgov has ever had. His predecessor was an orc by the name of Edkarin.

Council of Aster-Fyn

This is the council that rules and governs the desert giant kingdom on Spyros. It is lead by six of their greatest warriors. The most renowned one being Xeylau the Dunerunner.

Goals.

To locate the Sands of Life, and to defend themselves from sandfolk raiders.

Notable Figures.

Xeylau the Dunerunner.

Desert Giant Barbarian (Path of the Storm). Xeylau is known for her vast rage and ability to harness said rage. In combat she brings with her the force and fury of a sandstorm.

The Jade Banner

Much like the Torgovian banner, this is a seat of power occupied by a single person acting on the behalf of Ouroboros. This person is chosen by the Serpent gods to rule. The current ruler is a yuan-ti by the name of Zushu Amarezyn.

Goals.

To defend Ouroboros from outside threats, and to put a stop to the Night Fangs.

Notable Figures.

Zushu Amarezyn.

Yuan-ti Cleric (Knowledge Domain). The current ruler of Ouroboros. They rule with absolute power as they have been chosen by the gods themselves to rule.

The Tempestraum

The Tempestraum is the title given to the ruler of Vadrei. The current ruler is Mercurante a storm giant. The Tempestraum has ultimate power and only relinqushes that power when they die.

Goals.

The Tempestraum seeks to prevent minor squabbles amongst the giants from turning into full out war. They also seek to defend Vadrei from those would harm it.

Notable Figures.

Tempestraum Mercurante.

Storm Giant Fighter (Eldritch Knight). Mercurante was one of five candidates to become the next Tempestraum. Mercurante was also the only one to survive. Becoming the Tempestraum involves a ritual that few can endure. The ones who do are gifted great power and rule over Vadrei.

Chrometaliacy

The chromataliacy is the name given to the rulership of Xanaryx. Xanaryx is ruled by the two dragons. The dragon Tiamat and the dragon Bahamut. They ruler over Xanaryx together.

Goals.

To hoard wealth, to defend Xanaryx, and to maintain peace among its draconic citizens.

Notable Figures.

Tiamat.

Chromatic Dragon Tiamat is a five-headed dragon. Her heads each represent one of the 5 chromatic dragon types. She was once held prisoner in the Nine Hells, and was only freed after Bahamut waged war to free her.

Bahamut.

Metallic Dragon Bahamut is a platinum dragon. She is renowned for her military prowess. Bahamut is the only creature known to wage war against the Nine Hells and be successful.

Xyricana Tribunal

A court of three rulers who are voted in by the populace of Xyrno. They each come from one of the three districts of Xyrno. Denaven the Adder from Marduel, Phont the Lion from Dostra, and Shelara from Phyortel. Denaven is yuan-ti, Phont a sandfolk, and Shelara a half-elf.

Goals.

To keep law and order on Xyrno and to defend it threats, internally and externally.

Notable Figures.

Denaven the Adder.

Yuan-ti Ranger (Beast Master). Denaven maintains control over Marduel in the south. He is a very capable tracker and fights side by side with his Giant Lizard companion.

Phont the Lion.

Sandfolk Fighter (Eldritch Knight). Phont maintains control over the tract of desert in the middle of Xyrno. Phont gained their name for the lions fur they wear.

Shelara.

Half-elf Monk (Kensai). The daughter of one of the more influential elven families on Phyortel. She continued the family legacy by taking up the famous sword Fey'larin like those before her.

Cult of the Golden King

In recent years a cult has developed around the town of Goldstruk in Vyerd. A person who calls themselves the golden king has begun to gain a following. The golden king is stated to be able to turn anything he touches into gold. Who or what the golden king is, is unknown as the is well guarded.

Goals.

To spread the influence of the Golden King, to protect the king from harm, and to keep the kings anonymity.

Notable Figures.

The Golden King.

Unknown. Little is known about who or what the golden king is. They could be a human, an elf, a dragonborn, or possibly a pigeon. No one is really sure.

Leviathan Conclave

A conclave formed by monster hunters from far and wide. They all seek to find and slay rare beasts that walk the lands of Kovaud. While they seek to slay these beasts, they also seek to maintain a balance with nature and the beasts they slay.

Goals.

To maintain the natural balance between predator and prey. Beasts that have gone rogue and killed innocents are put down by the conclave. In addition the conclave seeks to makes sure that prey beasts do not overpopulate the land.

Notable Figures.

Senior Hunter Lainaius Jyoltan.

Human Ranger (Leviathan Hunter) One of the oldest members of the Leviathan Conclave. They are widely known for their prowess as a hunter. They are currently stationed in the northern part of Emeras at a camp the conclave has set up.

Slayer Garum Cayisces.

Half-Orc Fighter (Samurai) Garum is well known for their skill in swordsmanship especially impractically big swords. Garum was last seen sailing the Kovian Sea.

Stonefist Federation

An athletics league started by the famous pugilist Veit Stonefist. This league runs, funds, and polices any and all competitive activities such as boxing, siegeball, arcanis, dragon chess, and many more!

Goals.

Their main goal is to direct and manage the different athletic activities that many participate in. This job includes preventing fatal injuries and death and prevention of cheating.

Notable Figures.

Veit Stonefist.

Earth Genasi Pugilist Veit came from a far off land and from that land he brought a dream. A dream of starting his own boxing league. This dream blossomed and went further into what the Stonefist Federation is now.

College of Warmages

The college of warmages is an old college located out of Drovakyr and was originally built to hone the martial prowess of its students, however in the past couple decades they started to cultivate the use of the arcane arts within their students.

Goals.

To maintain their notoriety and reputation among the nations of Kovaud. To maintain the defense of their college from those who seek to see it gone.

Notable Figures.

Everyn Mauvekan

High Elf Warmage She is the master general of the college and is responsible for the focus shift towards magic use within the college.

Brotherhood of the World Breaker

The brotherhood is a small group of individuals that are specifically chosen to safeguard a magical talisman that can call forth the dreaded Tarrasque.

Goals

To safeguard this talisman from those who would seek to call the Tarrasque from within Kovaud to wreak havoc on the world.

Notable Figures.

Edevyr Garaune

Tiefling Monk They are the leader of this secretive group and are the one that primarily guards the talisman from misuse.

I.K.E.A.

The International Kovian Enforcer Agency is an organization based out of Serifa whose influence spans the globe. They enforce a general set of laws across the entirety of Kovaud.

Goals

To enforce law across all of Kovaud and to ensure the safety of its people.

Notable Figures.

Chief of IKEA, Skamos Warfiend

Tiefling Warlock Skamos after a career as an adventurer decided that the world needed order. So with the help of his patron/husband Mephistopheles he created IKEA.

Chief of Secyla IKEA, Ermir Warfiend

Tiefling Fighter Ermir came to Serifa fresh out of the academy and soon worked his way up the ranks to become the chief of the Secyla branch of IKEA.

Veit is an old friend of mine. We used to both be a part of the same adventuring crew back in the olden days. I met him when the crew of adventurers I was a part of took part in a tournament in a town that isn't there anymore. Good times!

  • K.G.

PART III

The World At Large

Geography

Here in this section of the book I shall give a lay of the land and include any pertinent tidbits of lore and info for stuff. In addition I may provide quests that can be inserted into any campaign ran in this setting for each location.

Emeras

Land of the Ancients

One of the more northern continents of Kovaud. Heavily forested with plenty of wildlife. The northern part is mostly made up of taiga, and tundra. The countryside is dotted with ruins, and druidic holy sites. Currently being lorded over by Queen Friet Hearthblood.

A Land of Ancients

The land of Emeras is riddled with fragments of the past. Druidic holy sites of importance can be found such as the High Moon Ruins, and the roads carved out by the first settlers of Emeras are still in use today.

Even some of the more magical places here can date back to before the world was shattered. Emeras has played a key role in the goings of the world.

Tidegreen

The largest city on Emeras, a place of trade and commerce. Tidegreen is also the capitol of Emeras and the seat of power for the northern nation. Located along the coast with a bustling trade from all over the world thanks to its coastal position.

The Fellhammer

Fu'gran has been running this smithery for many years now. He sells many wares, and is the go-to guy for all your slaying needs. Additionally, Fu'gran has recently taken on a new apprentice in the hopes of someone continuing on the shop.

The Flaming Owl

Oooh boy! Not many people know what happened exactly, but the consensus was that some wild magic went awry and shifted this shop into existence. Not even the Yuan-Ti store owner, Kiev, knows how he got there or where he came from. All he remembers is the art of the magic trade, and by the gods is he gonna sell his wares.

The Golden Ale

A widely renowned tavern and inn. Known famously for its flowing rivers of golden ale that never seem to end. How the owner a big, burly woman named Mayrune keeps up the supply is a question that hardly ever crosses the minds of the drunken patrons of the inn/tavern.

Glazed Over

A quiet little shop that despite the product, keeps a steady flow of business. In recent times it's been a bit hectic for the owner, a kenku by the name of Grawk. Small tremors only felt in his shop have broken a decent amount of pottery.

Cup of Tomorrow

A thriving business, known for its magical tea. The firbolg druid Deshrin is the one that keeps the shop up and running. She makes good use of her druidic magic, brewing tea that cures colds, and tea that even allows you to breathe fire if you can believe it!

Quests

Here are some main/side quests that can be dished out to players as you see fit. Most quests are open to adjustments.

A Bull in a China Shop

In this quest, the mysterious tremors are finally unveiled for what they really are. A minotaur has been rampaging through the sewers underneath Glazed Over and has finally broken through the surface and into the shop itself! The minotaur will attack Grawk and anyone else in the shop. The goal of this quest is to slay or appease the minotaur. Rewards for this quest will be given by Grawk of he survives, if Grawk does not survive they have failed the quest.

A River of Gold

This quest only comes about if they have earned the trust of the Golden Ale tavern owner Mayrun.

Mayrun has contacted the party, and needs them to carry out a job discreetly. She needs them to go to a secret location not that far out of town and fetch the famous Golden Ale her tavern is known for, and named after. Below her tavern is a cavern where a stream of golden liquid flows. The cavern smells pleasant and intoxicating. Where the ale is usually collected sits a troll drinking more than their fill.

Miavji Ibkr

A smaller college town located far to the east of Tidegreen and north of the Ruby Marshes. The only place on Emeras that offers an education in the magical arts.

The Arcanitorium

A world famous school that offers courses on the ins and outs of the arcane. The school was founded by the great Archmage Talane Yuv'dero in the year 8980. Talane set out to offer a way for those interested in or blessed with magic to harness and control it. Among the many facilities the Arcanitorium offers to its students, the most used is the library. The library is managed by a good-aligned lich named Asceras.

High Church of Erudima

The church was formed by a group of graduate students who had developed an interest in the magic of the divine. They mainly worship Erudima deity of knowledge and magic. Many a student of the Arcanitorium have come here to ask for the energy and motivation to make it through finals.

Quests

Here are some main/side quests that can be dished out to players as you see fit. Most quests are open to adjustments.

Herbal Panacea

Asceras, the lich that manages the library puts a request out for a willing party to fetch a rare herb that Asceras uses to power their phylactery in place of souls. They have until the next full moon to do this. If they fail Asceras may try to take one of their souls.

Alchemical Romance

An alchemy student of the Arcanitorium needs someone to test out some of the potions they need done for their final. The effects are varied. When a potion is consumed roll a d20. On a 1-3 the potion deals 1d6 acid damage, and on a 18-20 the potion works likes its suppose to. The potion the student is trying to make for their final is a love potion.

Ruby Marshes

The Ruby Marshes are a primal place surging with elemental energies. Some say a great battle between the elemental planes of Water and Earth was fought here, and the resulting terrain was caused by it.

Astral Stone

A rune covered stone jutting out from the ground. The stone lies in the center of a network of magical streams that flow through The Weave. The ancient people that called this land their home knew this and carved into it glyphs that allowed them to amplify its power. Its power has decreased in recent years due to a drift in the weave causing the streams of magic it was centered at to partially disperse.

Now it's used to enchant items if the proper materials are included with the item that is being enchanted.

Gre'tark

The name of a lizardfolk village that is centered around the Astral Stone. The village has dwindled as the old ways have been forgotten, and the only person that knows how to properly harness the Astral Stone is the ancient shaman of the village.

Quests

Here are some main/side quests that can be dished out to players as you see fit. Most quests are open to adjustments.

Shamans Apprentice

The shaman is seeking out an apprentice to teach the secrets of the Astral Stone to. A member of the party may only undertake this task if they already show an aptitude for magic. From this they gain the knowledge on how to

Pharrell

A small frontier town built within the dense forest named Silvergrove. The residents of this town are quite eccentric, and many moved here to start their lives anew. Silvergrove is located between Tidegreen and Miavji Ibkr.

Meat Cleavers Inn

The inn is owned and managed by man named Laird Trantle. He doesn't know a whole lot and when adventurers come to him for knowledge and rumors he doesn't have much to offer. The inn is also the workplace of a local tiefling singer named Mirodahf, and where a drunken lizardfolk mercenary named Grugahl spends his time between jobs.

Warsteel Weaponry

Owned and ran by the krustashen blacksmith Varden. Varden is somewhat reclusive, only coming out of the forge in the back of his house to deal with customers and get the essentials. And even when he does come out to deal with people he tends to be brash. None know why he is like this.

Nine Lives Arcana

Vyadere, a very talented high elf sorcerer runs this shop. Named as such for the special life insurance policy you can pay for there.

The insurance policy is very expensive costing around 1000 gold a month to maintain, but most agree it is worth it. When you die, your body is transported to the shop and revived by Vyadere. This can only be done nine times, and after that your insurance runs out and your next death will be permanent.

Quests

Here are some main/side quests that can be dished out to players as you see fit. Most quests are open to adjustments.

Until Death Do Us Part

If the party has managed to get into the good graces of the blacksmith Varden, he may call upon them to do a quest for him. If the party accepts, he will ask them to retrieve the wedding ring of his beloved wife who now calls Pharrell's graveyard her home. When the party arrives at the graveyard they will feel a sinister aura roll over them. If they make headway further into the graveyard they will hear the shrieking of the undead, and all around them from the graves will rise several zombies, and from the grave of Varden's wife rises a wight.

When the quest is finished and the ring returned to Varden, he will go into the forge room and come back out with Splinter. One of the artifacts of heroes, crafted from the bones of the dead and a tendon as the bowstring.

The Voiceless Singer

When entering the inn, they will find a silent, yet sobbing tiefling. If investigated they will find that the tiefling is Mirodahf the singer. Mirodahf will communicate her story to them via writing on a notepad she keeps with her.

A witch named Hattie, fell in love with her and when Mirodahf broke her heart she cast a spell of silence upon her. Now the goal of this quest is to break the curse.

Goodberry Farms

An orchard owned and ran by Kevin Goodberry. Kevin is a lizardfolk druid and is the Senior Agricultural Botanist for the Wizards Guild of Science.

Goodberry Farms! My pride and joy! Been saving up to get a farm of my own since my early days! It's where I grow goodberries which I use in a variety of things. I'm mainly known for my goodberry mead. You should head on over if you're interested!

  • K.G.

The Weavers Lair

A web filled cave that few dare to step foot within. A tribe of ettercap dwell here and worship a strange and alien deity they call the Queen of Spiders.

Gungax

A settlement far to the north that lies past the Wolfhart Mountains in the Emeran North.

The Slippery Coin

The general goods store is run by Edric the human Merchant. Edric always seeks to make a deal, and these deals often benefit him more than they do the ones who made it with him.

The Waning Moon

The inn/tavern ran by the dark elf sisters. The eldest Selvala and Aspen. Both retired warriors to go into wine making and when that failed they ran an inn in a shady town, and after they left that they moved to Gungax.

The Honest Trinket

A trinkets store ran by the kenku Kronus after he learned the art of the trade from a beholder named Jymob.

Dragons Red Claw

A contracting company that tracks bounties and hires on adventurers. It is ran by the half orc Tiron.

City Hall

The mayor of Gungax is the dragontouched elf Voux. Contains council and Vouxs home.

The Stone Shield

Ran by an earth genasi named Alfred who apprentices under Viribius the greatest smith of Kovaud.

The Serpents Trail

The name of the gnomish transportation network based out of Gungax.

Waterfall Cave

From this cave spouts forth a stream of water that eventually flows out to sea. A portal to the plane of water can be found here.

Silvergrove

A dense forest characterized for and named after the silver leaves of its trees. It spans a decent chunk of land between Tidegreen and Miavji Ibkr. Located within it is the frontier town Pharrell. The only clear path through the forest is the Carchar Trail.

The Well of Shards

A cave located just off the Carchar Trail that contains a network of caves, and within one of those caves is an underground lake. The bottom of this lake is littered with rocks of various colors. A stream from Lake Phyon on the surface trickles into this cave lake. Within this lake is a massive, territorial sardine, known as the mother of all sardines. In some of the other chambers of this cave network live a network of goblins.

Thundering Plateau

Around 30 years back, nearby settlements reported seeing a bright light fly from the night sky and land in the plains. Since then a magical storm has formed over the field granting it the name. Additionally, any who approach find that they are greeted by a very protective storm dragon. It is located between the Fulharth Chasm and High Moon Ruins.

High Moon Ruins

This is an ancient place that dates back to the pre-shattering era. The rock that composes this circle of stone is otherworldly, and seems to have a strong connection to lunar energies. Some scholars speculate that a portal to another world could be opened here, but the key to do so has been long lost to the river of time.

Graymist

A sleepy town located on the coast. This town is frequently covered in a light fog, hence the name. The people who live here are reclusive and not welcoming to visitors from out of town.

Quests

Here are some main/side quests that can be dished out to players as you see fit. Most quests are open to adjustments.

To Break A Storm

This is a quest that can be given out by anyone, just make sure it makes sense for them to give it. The storm over the thundering plateau has raged on for too long, and many see it as unnatural and want it to stop. The party must travel through rarely traveled land, and seek the cause of the storm and stop it. Don't forget the storm dragon that guards the area. If the party manages to fend off the dragon and reach the eye of the storm, they find a mighty warhammer named Tempest. Tempest was forged by mighty dwarven smiths, and houses the spirit of a primal storm elemental.

Stats for Tempest can be found in the Magic Items section found later in this book.

Call of the Kraken

The town of Graymist has been taken over by a cult dedicated to a kraken named Ulamerg located off the coast. Ulamerg is worshipped as a god and may be on its way to minor deity status if it amasses enough followers. Someone needs to stop this.

A Supply Run Attack

If the party travels along the Carchar Trail, they will come across a caravan that has been attacked. A horse lies dead, and the people of this caravan are nowhere to be seen. A group of goblins attacked, and have taken the supplies and people to their hideout in the cave housing the Well of Shards.

Spyros

Kingdom of Sand

Spyros is known for its mountain ranges and dry coastal deserts. Home to many desert dwelling races such as those of the desert giants, earth genasi, and the sandfolk. The largest settlement is Torgov. The nation of Spyros is a meritocracy, where those with the best skills lead.

Life Giving Sands

In secret places now forgotten there can be found enchanted sand known to create life. From this sand came the sandfolk, earth elementals native to the Material Plane.

Additionally, this sand created the desert giants that also walk The Grand Desert. For many years both sides of the war between the desert giants and the sandfolk have sought out the enchanted sand.

Unforgiving Desert

On the northern tip of Spyros is the Dust Lands. An unforgiving and unnatural place, many believe that the endless sandstorm that rages on there is the spirit of a storm giant quintessent.

The Mar Cliffs

Cliffs riddled with caves caused by roaring winds. Some of these caves lead to the Underdark. There are a few caves that house the homes of hermits who wished to get away from the bustle of the world.

Torgov

The largest Sandfolk city on all of Kovaud. Well fortified against desert giants, and other threats the desert throws at them.

Cactus Aromatics

An herbalism shop run by an old goblin known only as "Smolder."

Masked Rose

On a long, wooden table near an alleyway rests piles and piles of masks. Some are ancient, stolen from tombs by the three saleswomen while others are barely more than bark with eye-holes. The three ladies are playfully called "The Banshees" by the populace for their shrill voices and gaunt, pale skin.

The Beer Golem

A tavern specializing in offering a large number of different fine brews. Run by the Dwarven cousins Rylar and Thyne Skjald who also brew many of the beverages offered. This tavern offers a fine venue for many challenges of skill such as darts, throwing axes and the like while spurning the traditional tavern activities of dicing and cards. There is also a ring offered for friendly wrestling or boxing matches. All entertainment is provided by the patrons however and they do not feature organized fights or tournaments.

Bloodbath and Beyond

Owned by a small tribe of barbarian smiths, they put their signature tribal touch on every weapon they make. While made out of mostly exotic materials such as bone and precious stones, they are true masters of weaponsmithing, their finished product losing none of their potency. Owned by three brothers, names: Gar, Ger, and Gyr.

Guild of the Acolyte

Found at the temple in town, they provide tracting services of leaflets, brochures and advertisements. They take kindly to those willing to retrieve religious artifacts for them.

Tomb of the Dragon

A recently discovered dungeon that was found when a sandstorm blew away the sand covering the entrance.

The dungeon was built by a now dead Ancient Blue Dragon to house their hoard of treasures.

The Ancient Blue Dragon left their children in charge of the hoard, their children range from young blue dragons to blue half-dragons.

The Shifting Sands

This is an area of the Grand Desert filled with vortexes of sand. In the center of the smaller vortexes is a larger sand vortex known as the Grand Vortex. Any creature that travels through this area of the desert on foot has their movement halved.

Dust Lands

The Dustlands is a patch of desert on the northern peninsula of Spyros, where an eternal sandstorm rages on. There are many legends about why the sandstorm rages, the most plausible being a storm giant quintessent dwells there.

Varnarheidr

An island located to the northeast of Spyros which is owned by both Spyros and Emeras. It is one of the only places completely untouched by outside influence.

Vodarkyrar

A town located on the southern peninsula of Spyros. Vodarkyrar tends to be isolated from the rest of Spyros due to the Mar Cliffs. This has caused the people who dwell here to develop a different culture from the rest of Spyros. Goblins make up a decent majority of the population here.

Aurum Mine

A mine that sprang up at the base of a small hill in the town. Here they mine Aurum, a strange material they use to build their weapons and tools. The mine is owned and ran by a bugbear named Krolx.

Restless Hound Inn

The local inn/tavern where miners come to rest and drink after a long day of hard work. Its ran by a goblin named Vard and protected by her dog for whom the inn is named.

Hammered Fang

A smithing shop ran by a former hobgoblin soldier named Ahgeree. She is renowned for her skill with the mineral Aurum and her practicality.

Oa-Sis

An oasis located within the Grand Desert. It is highly contested between the sandfolk and the desert giants.

Slumbering Stone Island

On this island dwells the mighty earth elemental Zaratan. Despite his massive size he is quite a gentle giant. He is also hard to find, as when at rest he resembles the hills on the island.

The Seventh Peak

A vast, unexplored pyramid that lies past the Shifting Sands thus making it difficult to reach. The builder of the pyramid is unknown. Above its front doorway in Deep Speech is written "Above the golden sands sits the Seventh Peak", this is where the pyramid got its name. Within the Seventh Peak is an artifact known as the Grand Lamp which can be used to trap the four elemental genie gods.

Auveri Village

A village of desert giants named after a name that the desert giants call themselves. The desert giants call themselves the Auveri meaning "of sky and land".

Well of Arcana

This is a site of magical significance. From here one can travel to Archplania through the magical ley lines that flow.

Wallach Cave

A strange and fearsome vampiric entity inhabits this cave, unable to leave thanks to the burning sun that blazes overhead.

Quests

Here are some main/side quests that can be dished out to players as you see fit. Most quests are open to adjustments.

The Dragons Tomb

A local explorer has put out a notice to any interested adventurers to delve into a recently uncovered tomb. This tomb is dangerous as it is the burial place of a the Ancient Blue Dragon Axrephal and his hoard.

Calming the Storm

The storm that rages in the Dustlands needs to be quelled. In order for it to be quelled an adventuring party interested in doing so must first acquire the hammer Tempest from the quest "To Break A Storm". The storm rages because a storm giant quintessent lives here.

Lumbering Giant

On Slumbering Stone Island, the elemental Zaratan has fallen ill. The caretaker of the island asks that someone go and retrieve an herb to heal Zaratan of his ailment.

Aura of the Stone

A strange glow deep in the Aurum Mine has scared off some of the miners and they are seeking someone to go investigate what the glow is.

Spyros is a strange place to me. A desert in the middle of the ocean and fairly close to the northern hemisphere of Kovaud. You'd think it would be a cold land composed of glaciers, but no. Big ol' desert.

  • K.G.

Vadrei

Land of the Giants

The homeland of the giants. Vadrei is a great example of the ferocity and scale of the natural world and its components. The land of Vadrei is divided up amongst the 5 different types of giants.

The Ashlands belong to the fire giants, the Slumbering Hills for the hill giants, the Glacial Plains for the frost giants, the Titan's Spine for the stone giants, the Cloudlands for the cloud giants, and the Coral Sea for the storm giants.

Elemental Influences

The terrain of Vadrei is extremely varied thanks to the influence of the elemental gods. The most southern section being made of ash and volcanic formations, and the most northern being a vast expanse of snow covered plains. With a massive mountain range, a vast sea, and swathes of rolling fog and floating islands in between.

Cinder

Located near the coast of Vadrei within the Ashlands, lies Cinder the capitol city of the fire giants. Within Cinder is the Grand Forge. The fire giants of Vadrei are mighty and enduring. They are masterful smiths with skill to match even the greatest dwarf.

The Grand Forge

A mighty forge, fueled by the spirit of a powerful fire elemental. Many mighty weapons have been forged here. The first vorpal sword was forged here.

Glutton

The capitol city of the hill giants. A place of plenty, many flock here to partake in the masterfully prepared food of the hill giants. Unlike their cousins found out in the wilds, the hill giants of Vadrei are master chefs.

Slumbering Kitchen

An open air kitchen that all are welcome to visit and buy baked goods and the variety of foods that are sold here. Some are even welcome to hone their skill in cooking.

King Stone

The capitol city of the stone giants. A city carved entirely from a mountain. Over the course of many years the stone giants carved the stone of a mountain down into a city of their own. The stone giants are patient, and through that patience and their labor came one of the greatest cities ever built, Kingstone.

The Grindstone

A rough circular rock formation that is used to sharpen the tools and weapons of the giants. It was discovered while carving Kingstone out of the Titan's Spine.

Fractal

The capitol city of the frost giants. A city of ice, a place to tell stories of combat and sit and have a drink. The frost giants of Vadrei are jovial warriors who find thrill in battle, and have defended Vadrei from any who wish to do it harm for many years.

Ale Kiss

A great hall for many famed warriors to come and rest their feet at. Some say that the ale served here is almost on par with the ale served at The Golden Ale in Tidegreen.

Something I appreciate about Vadrei is the food and drink. The hill giants are superb chefs and the frost giants have their alehouses that one could possibly spend a bit too much time in.

  • K.G.

Aeros

The capitol city of the cloud giants. A place of diplomacy and peace. Many a war has been ended by the charm of the cloud giants. If there is a place to find common ground between nations it can be found here. Royalty, generals, and other political leaders come here to do hone their skill in politics.

Sky Font

Here is a great column that spews out the magical clouds that cover the Cloudlands. The clouds are used to in certain tools and are tangible enough to build sky castle on.

Titaniopolis

The capitol city of the storm giants, and the main capitol of Vadrei. A grand city made with the combined skill of all the giants. The fire giants shaped and gave the metal, the stone giants carved the stone, the cloud giants managed the labor, the hill giants fed the workers, and the storm giants drew up the plans. The storm giants are the glue that tie their brethren together, without them there would be no peace.

Plasma Well

A great well that storm giant mages harness to cast great storm spells. It is named as such for the plasma-like substance that arcs off of it.

Garden of The Giants

An island off the southern coast of Vadrei. Composed of a lush jungle, and home to titanic creatures that invoke within those that view them a sense of prehistory. This island is home to dinosaurs.

Quests

Here are some main/side quests that can be dished out to players as you see fit. Most quests are open to adjustments.

Land of Ancient Giants

The Jotukar the king of Titaniopolis has requested that a band of brave adventurers capture one of the creatures that lives in the Garden of Giants for him.

Apprentice Smith

One of the lead smiths that works the Grand Forge is seeking an apprentice to work under her. The quest "The Great Dwarven Craft-Off!" must be completed and won for someone in the party to be accepted into the apprenticeship.

Xyrno

The Jewel of the South

A land of jungles, and home to one of the few deserts that exist on Kovaud. The lush forests are home to a nation made up of gnomes, elves, and lizardfolk. This mighty nation is called Phyortel. The jungle is made up of old abandoned temples, and is also home to a second nation made up of Yuan-ti. In the desert lie many desert giant settlements and the great citadel known as Dostra.

It is called the Jewel of the South by some people because the desert that lies perfectly between the two jungles. This landscape is beautiful and pleasing to look at.

Broken Sands

The shattered desert that lies sequestered between the Jungle of Reverence and the southern plains was once a normal desert, but many years ago a bunch of massive debris from past the atmosphere crash landed here turning the desert into its present state.

Phyortel

The nation of Phyortel is contained to just the city and the Jungle of Reverence.

The Jade Shores

The local inn/tavern that serves alcoholic tea and imports most of their base tea from the Cup of Tomorrow in Tidegreen.

Spear and Shield

A training grounds located within the city ran by an old lizarfolk soldier. He offers to train anyone that comes in for the right payment.

Clockwork Times

A gnomish tinkering shop ran by two people. The dark elf Auser and the gnome Vendr. Together they create mechanical marvels that in recent times have begun to rival the machinations of Vyerd.

Jungle of Reverence

The jungles is dense and difficult to traverse. One of the stranger properties of the jungle, is the almost constant humming. The humming is how the jungle gained its name.

Temple of the Ancient Devourer

An old abandoned temple built to worship a massive snake known as the Devourer. This beast was once worshipped as a god here. The current whereabouts of the beast are unknown.

Dostra

Dostra is located at the foot of a mountain in the desert. It has a steady supply of water from runoff from the mountain.

The Crystal River

An alchemists shop that makes use of a river that flows in a small cavern located beneath the town. The water in this cavern shimmers like light through quartz, hence the name.

Flaming Mane

A fire genasi named Amedro runs the place. He makes custom fit heat resistant gear to withstand the desert heat and other hot places.

Hourglass Keep

A massive hourglass structure in the desert near the coast. The tower flips every hour. Located at the very top is the Clockwork Gauntlet of Temporal Control. This dungeon is quite difficult to clear. Every time the tower flips, time in the tower resets to the point it was in the tower whenever any challengers entered.

Vardykar

The village is one of the few settlements built by the nomadic tortles.

Marduel

One of the few yuan-ti settlements outside of Ouroboros. They are free from the political and religious activity on Ouroboros.

The Green Adder

The local inn/tavern that serves a special ale that is actually fermented venom! Worry not it is completely safe to drink and in some cases actually gives those who ingest it resistance to poisonous substances for 24 hours.

Stone Lords Crag

A crevice located within the desert among a field of stone that is home to senile stone giant that calls himself the Stone Lord.

Shattered Desert

A massive expanse of desert riddled with canyons and ravines. Many massive metal deposits reside here in the depths of the ravines and canyons.

Quests

Here are some main/side quests that can be dished out to players as you see fit. Most quests are open to adjustments.

Awakening of the Devourer

The great serpent that those who once dwelt in the Jungle of Reverence begins to awaken. Why is uncertain, but this beast that has slept for so long may threaten to destroy Xyrno.

Tower of Time

A chronomancer seeks to claim the gauntlet that lies at the top of the tower for themselves. Someone must beat them to it or stop them completely.

The Titans That Fell

Deep within the recesses of the Shattered Desert lie the ruins and wreckage of the constructs the Heroes of Old used to slay the old gods. Many parties of interest seek to retrieve the bits of wreckage and use them for their own ends.

Ya see, Xyrno is along the equator so a desert here makes sense. Spyros is just a godsforsaken anomaly of some sort. Well anyways, my musing aside. One of the main draws here is Hourglass Castle. Many adventurers, including myself, have tried and failed to reach the tip and claim its treasure.

Another draw is the Flaming Mane in Dostra. Amedro is an excellent enchanter and excels at environmental enchantment.

  • K.G.

Ghost Archipelago

Shattered Islands

The climates present in the archipelago consist of beaches, tropics, and some jungle. A subrace of elves are native to these islands. They are the ghost elves. In addition to the ghost elves there are the sobereks who are crocodilian in appearance, tortles, cylcopean, and krustashen.

Ghostly Waters

The waters of the Mournful Sea that the Ghost Archipelago is in are seemingly cursed. At night all sea life disappears and in its place are undead versions.

The cause for this is the topic of one of the most prevalent legends of the Ghost Archipelago. It states that many, many centuries ago a great evil had awoken and sought to enslave the ancient people of the Ghost Archipelago. This evil was defeated by the god/hero known as Moas. With the great evil slain, its corpse decayed and festered, cursing the sea.

Sal-Madrin

This island is the ancestral home of a tribe of lizardfolk that call themselves the Soberek for their crocidilian appearance.

Temple of Sobek

The main place of worship for the soberek. Here they worship Sobek, the god that created them.

Din-Lo

Din-Ti is the spiritual heart of the Ghost Archipelago. On it is the temple to the god Moas, there is an annual trip made by the elven people who live in the Ghost Archipelago to the temple. There is also the village Tanaris, which.

Tanaris

The town of pilgrims as some call it. Here many ghost elves and other worshippers of Thyr/Moas come.

Totem of Moas

This is the sole reason that Tanaris was built and why people go to that town. The Totem of Moas was built to honor the elven god of seafaring. Moas is very important to the elven culture of the Ghost Archipelago, and they revere them among all other gods. Moas is the name the elves use for Thyr.

Kol-Vedyr

A jungled island where the only structures are the shambles of a now dead civilization.

Myrvanir Ruins

Rai-Len

The island of Rai-Len has the village of Manaia on it. Most of Rai-Len is dense jungle only broken up by the shore and Umbra Mountain. In recent years a great darkness has begun to spread over the mountain and some fear what that may bring.

Umbra Mountain

The inactive volcano is named as such because above it is a sealed rift to the Shadowfell. This rift even though it is closed it continues to cast a shadow over the mountain, hence the name.

Manaia

Known for its annual Festival of the the Monsoon. Has a massive market.

The Palm Grove

Sou-Tan

This island is made up of a ring of land that surrounds the a lake that is unaffected by the curse of the Mournful Sea. On this island are the two villages Tova and Naren.

Toven

A coastal Village surrounded by water on two sides.

Mor-Il

One of the smaller islands in this specific section of the Ghost Archipelago. On it is the lone village known as Wodun.

Wodun

A coastal village named after another name that the elves call Arcetice.

Ember Island

Ember Island is constantly on fire.

Trial of Fire

The ever burning fire that sits upon this island serves as a beacon for all who sail the Mournful Sea.

Temple of Sobek

The island that houses the temple bears no name but is the native island of the Sobereks.

Bit of advice, don't fish here at night. I tried before I knew about the curse and all I got was undead fish who tried to eat me instead!

  • K.G.

Ouroboros

Kingdom of Serpents

A continent located between the Sleepless Ocean and the Serpent Sea. This nation is the birthplace of the Yuan-Ti. It bears the blessing (or curse, depends on who you ask) of the serpent gods. The mark is visibly present, just looking at the shape of Ouroboros makes that clear. Encircling Ouroboros is Jormungandr, the world serpent.

Dendar

Located on the northern coast of Ouroboros, they maintain trade with the sandfolk of Spyros. Named after the serpent god of the night, Dendar is the capital of Ouroboros.

The Night Jewel

By now you've realized that most places have at least one inn/tavern in it. Why? Well ya see when your party of adventurers get to town, first thing they do is look for an inn. Dendar is no exception to this. The Night Jewel is a nocturnal business, meaning they're only open at night.

Greenscale Armory

An armory managed by the green dragonborn Jargrax. He imports all of his gear and stuff from places likes Flaming Mane, the Grand Forge, Bloodbath, Hammered Fang, and Warsteel Weaponry. Jargrax isn't the best at creating his own weapons and armor so he buys it from others.

Serpents Keep

These are the ruins of an ancient castle. It is now used as a hideout for a yuan-ti criminal faction known as the Deadfangs. They are currently funding a project to clear out the lower tunnels of the keep in the hopes of uncovering any valuables.

Ophid

Known as the "Eye of the Serpent" Ophid lies in a central part of the country. Its the religious center of Ouroboros.

Tree of the Mamba

This tree is what the town of Ophid is built around. The inside of it was hollowed out to fit a temple to the serpent gods within.

The Soothing Cobra

This is less of a tavern/inn and more of an herbalism shop. Potions and such are made here along with drinks for patrons.

Night Serpents Ruins

Dendar is a large part of the yuan-ti religion. This once great temple has fallen into ruins due to the Deadfangs. The Deadfangs are heretical in their practices and seek to denounce Dendar.

Jormund

Named after the world serpent, they are a branch off of the normal yuan-ti religion. They proclaimed Jormungandr as their central god, and call themselves Jormundaires.

The Forest of Venom

A treacherous place to travel for anyone. Apparently, not even the trees are safe from the influence of the serpent gods. The trees here grow in serpentine coils and leak venom. For every day a traveler spends here they take 2d4 poison damage.

The Jungle of Scorn

While the forest of venom represents the more apparent dangers a serpent has, the jungle of scorn has the more subtle aspects. The forest snakes and winds and changes to confuse travelers.

Quests

Here are some main/side quests that can be dished out to players as you see fit. Most quests are open to adjustments.

Shedding of the Forest

There is a yearly event that occurs in the forest of venom. The trees of the forest will stop producing venom and shed their tree skin. This tree skin is valuable in alchemical solutions and is highly sought out.

Reclaim and Rebuild

The people of Ophid are highly religious and seek to rebuild the temple of the night serpent. Every day they can see it off in the distance in shambles. Religious authorities in Ophid are seeking out anyone willing to fight of the Deadfangs who want to stop people from rebuilding it.

The Yuan-Ti of Ouroboros are just a bunch of religious zealots. They live and die by their gods. Whole wars are fought over the interpretations of their religious texts. Not as warmongering as the halflings of Franos though.

  • K.G.

Secyla

Land of Red Sands

The land of red sands as some call it is home to a nation of dwarves that work the red stone below the sand. This nation is gerontocracy where the eldest dwarves rule, for they've worked the forge for hundreds of years.

What the dwarves consider their greatest achievement isn't any type of weapon or armor, but a massive wall. This wall is made from the rare metal that can be found underneath Secyla. This metal is called thruumariaum. This metal is very durable highly susceptible to enchantment. This is why the dwarves prize it above most other metals. Using this metal they created a wall that was then enchanted to generate a magical field that would spread out along the borders of the Worlds Edge and keep Juturu at bay.

Serifa

Serifa being the closest city to the coast is Secylas trade connection to the rest of Kovaud.

Redsand Manor

Every evening the sand begins to shift and sculpt until night finally falls. When night falls the sand has fully formed a mansion made of sand. The dimensions and layout of the manor changes every night night. Once the sun begins to rise the manor collapses in on itself.

Descilyn

The beating heart of craftsmanship. The city itself is a massive forge that is heated by the planets core! Here any craftsman can test their mettle and metal against their fellow craftsman! The very city was forged from a bronze meteorite that fell from the sky.

Quests

Here are some main/side quests that can be dished out to players as you see fit. Most quests are open to adjustments.

Titan from the Core

There have been a record amount of earthquakes and tremors in Descilyn. These tremors have caused an upsurge in magma, and parts of the city have had to be evacuated. Some have even reported what they thought to be the bellowing of some great beast from within the magma. City officials are seeking any brave adventurers to go and investigate the cause. The officials are willing to provide suits enchanted to withstand the heat and pressure of the magma.

The Great Dwarven Craft-off!

A famous guild of dwarves have started the very first annual Dwarven Craft-off. To help get people involved they have taken to yanking people off the street to test their mettle in this competition. A great prize is to be awarded to the winner(s)!

As I said, I am quite fond of dwarves. I used to have an old pal who was a dwarf, a war veteran. He suffered for what he saw in battle, but he kept positive.

  • K.G.

Archplania

The Flow of All Magic

Archplania and its residents have the great luck of being located in the spot where all ley lines converge on one another. All magic leads here in one form or another. The residents of Archplania are largely gnomes. They were drawn here when they crossed over from the Feywild long ago. They have learned to harness the flow of magic in the ley lines to create a complex transport network.

City of Radiance

A great city that was built to channel and enhance the magical energies that flow through it. There are canals that channel the magical energies of the world into the center of the city. From the center of the city this magic then gets sent back out into the world. The concentration of magic here is so great that it takes on a physical form. Magic in this form behaves like a liquid. This city is always expanding and is expected to eventually take up the entirety of the continent of Archplania.

Vyerd

Land Out of Time

A temporal event occurred in Vyerd that cut it off from the rest of the world and accelerated time. They were unable to be reached for 30 years and in that time, they experienced 200 years of time in that period. When they were released from this time curse they had developed gunpowder and trains.

Cyradine

Cyradine is the hub of trade and travel on Vyerd. All rails and paths lead through it. It lies in the Myrose desert close to the coast.

Vigil

The City of Lights burns bright across Vyerd and the Kovian Sea. The place where the oil lamp was invented, they are proud of the light they bring to the nation.

Goldstruk

A town built around a gold mine.

Carasav

A small hamlet built in a valley surrounded by mountainous terrain.

West Wood

A forest that lies between the mountains and steel city. It is also the only source of trees on Vyerd.

Deadlands

A section of land close to the mountains that has experienced some sort of catastrophe. Life has trouble existing here.

Deadfall Cave

Myrose Desert

A desert littered with cacti and tumbleweeds.

Amper Hollow

Caverns of Night

Steel City

The heart of industry in Vyerd. Steam powered machines, oil lamps, and telegrams.

Quests

Here are some main/side quests that can be dished out to players as you see fit. Most quests are open to adjustments.

Beasts That Lie Below the Sands

The town of Carasav has telegrammed for help. They are being attacked by subterranean creatures.

The land out of time! I can relate. I wasn't from Kovaud originally, but me and Veit came here after our adventuring group disbanded.

  • K.G.

Halen

Land of the Mire

A place located off the coast of Iorek. It is the home of tieflings and genasi. A feudal society that is split up into multiple dynasties that seek to rule over Halen. It is largely composed of marshy, wetland.

Dynasties of the Land

There are four genasi dynasties, a tiefling dynasty, and an aasimar dynasty. The Ember dynasty made up of fire genasi, the Stone dynasty for the earth genasi, the Wave dynasty for the water genasi, and the Nimbus dynasty for the air genasi. For the tieflings and the aasimar there are only two dynasties, the Hellfire dynasty made up of tieflings and the Starlight dynasty made up of aasimar.

Doir

The seat of power for the Ember dynasty. The cities walls are forged from fire-infused stone.

Hierof

The seat of power for the Stone dynasty. Carved from the earth.

Grynd

The seat of power for the Wave dynasty. Built on top of one of the larger marsh pools.

Kuetocal

The seat of power for the Nimbus dynasty. The highest points in this town are

Risue

The seat of power for the Hellfire dynasty. Built entirely out of brimstone imported from the Nine Hells.

Hyxuk

The seat of power for the Starlight dynasty.

I love Halen, specifically because it reminds me of the marshlands of my youth. My adopted father Alexander lived near a marsh, and is in fact how he found baby me.

  • K.G.

Pioret

The Land of Twin Lakes

A land made up of misty highlands.

Abyss Haven

This town is home to three churches that all strive to outdo one another. Also, half of this town is built on the lake. The three churches are each dedicated to Miracon, Yibrealvto, and Thyr.

Blue Hollow

The population is made entirely of mind flayers that make use of the create food or water spell to sustain themselves without taking another's life.

Brakavary

This city lies nar the lake of sorrows. They have a borderline deadly rivalry with Bonarin, the city to their south.

Bonarin

This city lies near the lake of whispers, mainly farmland. They are constantly baffled as to why their sister city Brakavary is aggressive towards them.

Tower of Golden Antlers

A strange building that lies to the north of Pioret. As it reaches to the sky it branches off, hence the name.

The Ruins of Balthar

Balthar was a sorcerer who sought to begin his own kingdom on Pioret. He abruptly died in a tragic fireball mishap.

Red Dragon Inn

Fanalar Mansion

Research Camp

This place is mostly known as the birthplace of the twin curses of vampirism and lycanthropy. For me it is the homeland of my good pal Barry. He used to run a carriage business based out of Abyss Haven.

  • K.G.

Iorek

The Twilight Forest

The southern counterpart to Pioret, lying to the south of the Emerald Range. This entire half of the continent is covered in a dense forest known as Deywood. An eternal twilight lies beneath the branches and leaves of this forest.

Deywood

The most notable feature of Iorek is the forest known as Deywood.

Twilight Tower

A tower that reaches above the canopy of Deywood.

Motus

A riverside town located within Deywood.

Galtuno

A seaside village located in small coastal patch of land not located in Deywood.

Shattered Temple

Maze of Lithros

The forest of this place makes it especially difficult to navigate without specialized tools. The foilage darkens the land and provides plenty of places for fey creatures to hide.

  • K.G.

Cranore

Land of the Living Dead

Regarded by most as the land of living dead. Unlike the undead of the Deadland, the undead here are just as intelligent as their living counterparts. The population of undead on this island chain stays the same, the natives of the islands are unable to leave or die. People who come to Cranore are not subject to this effect and can come and go as they want. Additionally, visitors die normally.

If a native of the island were to be killed in a way that their body is not intact, they are reformed in a new body near the base of Mt. Asphodel. Many types of undead dwell here. Wights, skeletons, zombies, and ghosts. They are all as intelligent as nonundead folk.

Madis

Raork

Carais

Mt. Asphodel

At the core of this mountain is said to be an entrance to the Underworld. Some believe that this is why the natives of the island chain are the way they are.

A tomb encasing an undying barbarian lies at the mountains base. This barbarian is Varden a zealot barbarian that could never die. The only reason why his death is actually preventing him from being alive right now is because of where he is buried. The draw of the underworld pins his soul between the afterlife and his body. If his body were to be removed from this tomb, he would come back to life.

One thing that was hard to adjust to while visiting Cranore, was the complete lack of regard for life threatening events of the locals. Death has no meaning to them, as they are brought back if they die.

  • K.G.

Fyerd

The Land of Frost

A land that suffered the rage of Rime the god of winter. After the old gods were slain, Rime mourned the loss of his brethren and subjected Fyerd to an eternal winter.

Ginnun

The town of Ginnun is subject to a permanent layer of fog.

Edda

A town built around a bardic college.

Farsetti's Keep

A facility owned and maintained by the climate wizard Farsetti.

Ruins of Skoti

A great palace that now lies buried beneath the ice.

Temple of Ymir

A temple built to appease Rime. When it was built

Crumbled Tower of the Seer

A tower that once held one of the greatest oracles to grace Kovaud. But long ago a war was fought for control of the tower. In that war, the tower was destroyed and the oracle was lost.

Ruins of Vargr

A place that was once used to contain Vargr, the Huntsman Wolf son of Fenrir.

Whispering Woods

The cold, northern wind that blows through this place gave it its name.

See?! This place is in almost the same approximate place where Spyros is, but its cold and snowy! My outburst aside, the locals of this place are some of the most hardened folk I've ever met. Their rite of passage is to fight a specific type of big monster.

  • K.G.

Xanaryx

Here There Be Dragons!

A land far to the south in the Kragyro Sea that is home to all sorts of draconic creatures. A land blessed by the dragon god Erudima. It is ruled by two dragons, the dragon queens Tiamat and Bahamut. Together they rule Xanaryx fairly. This nation is home to chromatic dragons, metallic dragons, and the reclusive gem dragons. There are also a handful of humanoid races that dwell here, such as the dragontouched elves and the hoard dwarves.

Skyborn Citadel

Here dwell Tiamat and Bahamut upon this chain of floating islands held aloft by draconic magic. This citadel is grand in scope and teeming with magic.

Wyrm Woods

A coastal forest that sits across from Tiamats Maw. Lesser dragons make their home here making it difficult to traverse.

Tiamats Maw

This is the name that both the mountain range and the hellish chasm that spews flames bears. Tiamats Maw is a sacred place that holds great power.

Temple of Erudima

A temple to the dragon god Erudima.

Stonehyrm

A city built upon a stone plateau that grants an excellent view of the Forest of Stone. Home to a variety of blue, brass, and earth dragons.

Forest of Stone

An area made up towering stone pillars. This area is the result of years of earth dragon occupancy. Riddled with spires of stone and sprawling tunnels.

Oryvund

Great thing about Xanaryx is that I don't get weird glances. I fit in along with the rest of the draconic habitants of this place, despite me being a lizardfolk.

  • K.G.

Franos

The Land of War

The homeland of the halflings, here stands an uneasy peace between three towns who wish to rule the land. They are only at peace because they have witnessed first hand the devastation that was caused on The Deadland. Halflings are war crazy and have an innate bloodlust.

Tarife

Esterson

Graviik

Ruins of the Eternal Garden

Every other world I've visited, halflings have been jolly folk that are friend with everyone. Here however, halflings are warmongering and are mistrusting of others.

  • K.G.

Drovakyr

Land of Ancient Titans

This place is known for the beasts that dwell here. The terrible dread wyvern is one that comes to mind when thinking of Drovakyr. There are great beasts that walk this harsh, cold land and due to this, Drovakyr has cultivated a strong and hardy people that call this place home.

Hridvollr

The northernmost settlement on Drovakyr. A largely orcish settlement.

Heartfire Tower

Ruins of Ymrgardr

The ruins of a great castle that belonged to a group of warriors known as the Winters Guard.

The Windless Peaks

A mountain range that as the name implies lacks wind. This is widely believed to be due to a curse given by an air elemental for wind to not grace these peaks.

Axefell

This crater was named as such for the axe that landed here forming it many years ago. The axe has been unable to be moved since. The crater and its surrounding environment is constantly in a state of winter and is difficult to traverse. The axe that lies here is Winters Breath.

Vornheimr

Fractal Pool

Vounda

The Boundless Reef

The land of Vounda is less a land and more of a sea. The ring of land that was called Vounda is actually the ring of a crater where a reef grew and harbored land. There are four islands on Vounda: Xephir, Mevusius, Comeri, and Hecyetus. Very few people live here due to the dangers the Mesusuchus Sea, the Kovian Sea, and the Sleepless Ocean presents. There is a small town on Mevusius named Shanty. This is a seafaring orc village, that has been fortified to withstand seaborne threats.

Sea Within A Sea

The sea that exists within Vounda is beautiful and dangerous. Many gorgeous seascapes are to be found in the depths of this place. Additionally, there are many terrors of the deep that call this place their home. There are a couple smaller islands that dot the interior of Vounda.

Shanty

Located on Mevusius which is one of the four islands of Vounda. It is a coastal town meant as a haven for those that wish to plumb the depths of the Mesusuchus Sea.

Tower of Morivander

A warlock under the service of some great sea beast built this tower to be close to the influence of their master.

Ruins of the Azure Sea

Upon one of the smaller islands that decorate the interior of Vounda sits the ruins of some great temple. All that remains of it are shards of the blue material it was made of.

Hasifak Caverns

An undersea cave system that when part of it collapsed opened up the terrors that dwelt there to the rest of the world. Explorers here have learned much about the prehistoric sea life due to the species that were trapped within the cavern.

Quests

Here are some main/side quests that can be dished out to players as you see fit. Most quests are open to adjustments.

You're Gonna Need A Much Bigger Boat

The town of Shanty has recently received the survivors of a ship that was attacked by a great beast within the Mesusuchus Sea. The survivors say that the beast had hundreds of teeth and was twice the size of their boat. The party will hear rumors of this occurrence and if they investigate further can be tasked to slay this beast. The beast is a Megalodon.

The Shadowlands

The Wound That Never Heals

Here is where the world was shown what hatred can do. This world is barren of all natural life. The only things left are the Embers. The Embers are those that learned to harness what little divine energy remained in this forsaken place to keep the spark of life burning within themselves.

Dragonfell Mountain

This mountain is named as such for this is where the great black dragon Danaryx was killed, it also the place where he arose once again as a draconic lich. He rules over the Shadowlands.

Keep of the Fire Watchers

This is the keep where a group known as the Fire Watchers maintains the spark within those who dwell here and seek to dethrone Danaryx.

Ruins of Endless War

The most cursed place on the whole forsaken island. Here is where the god Manocles was born. Here is where the war to end all wars happened and caused the gods to turn their backs on this place.

Hearth Village

A small coastal village that is the only lifeline between this island and the outside world. There are no places of note here, it is purely a residential village.

Forest of the Dead

Within this forest wander the undead soldiers that continue to fight a war now ended.

Tower of Tears

At the summit of this tower is the Mourning One. The Mourning One is a priest that had attempted to end the war before the events that lead to now. They now dwell here mourning their failure and the loss of life that occurred here.

Temple of Manocles

A temple built to praise the only god that still watches over the island.

The Ice Fields

Sea of the Rainbow Skies

A cold, cold place that many dread to go to. Not for fear, but from sheer hatred of the cold. People still visit this place despite that. The skies are almost always filled with ribbons of rainbow light that shimmer and shift.

Ice Fire Keep

Within this palace of ice is an everburning flame, hence the name.

Ruins of Ara

Ara was a great hero that bards still sing of to this day. The ruins are named after her because this is where she finally fell.

Wreck of the SS Urboria

The first ship to brave the Boreal Sea of The Ice Fields. It got halfway across before it tragically ran aground on one of the icebergs in the Ice Fields.

Magmarin

Wound of the Earth

An island located to the south of Cranore in the Kragyro Sea. It is very similar to a crater at least formation wise. Located with in the center of the island is well of magma that surges up as lava. This is also the place where the Tarsque first came to be. They swam out of the numerous volcanoes that dot the island.

Temple of the Titan

This temple was built out of the obsidian-like material that is commonly found here. It was built by the Tarsque to worship their god they call The Titan.

Deruvar, The City of Ash

The main city of the Tarsque. It is called the City of Ash because of the towers of obsidian that spew the stuff. Even though this would be detrimental to the health of any sane race, the Tarsque find it actually helps soothe them.

Mantle

The crazy Tarsque literally built a city on an active volcano. Why they did this, is beyond my understanding. How is also another good question. It is recommended if one is visiting to bring gear enchanted with heat resistance.

Valley of the Rager

The Worlds Edge

On The Precipice

The birthplace of the great dragon Juturu. In the center of the Worlds Edge is a crater where the dragons egg landed. This place is extremely dangerous not only because the mountain-sized dragon, but the place is also teeming with monsters of all sorts.

The Crater

The main attraction to The Worlds Edge. Within it lies the nest of Juturu and the crystalline structure that fuels it. Also within this crater are the remnants of the meteor and the egg it carried with it. Juturu is highly protective of this location and prioritizes it above everything else.

Fynel Isle

The Lonely Island

A small island located in the Sleepless Ocean off the coast of the Worlds Edge. Few know of this place as it has been hidden from all maps by the gods themselves. The only thing on this island is a tower that reaches far into the sky. This tower is known as the Tower of A Thousand Mirrors. Why it was named this is not known.

Tower of A Thousand Mirrors

A massive tower that stretches far into the sky. Concealed by magic from any passing ships so that none know of its existence. There is a great power located at the top of the tower.

The Seas of Kovaud

There are many seas on the world of Kovaud. The Kovian Sea, the Serpent Sea, the Meyute Sea, the Kragyro Sea, the Mesusuchus Sea, the Mournful Sea, the Boreal Sea, and the Sleepless Ocean. I will not cover the Mesusuchus Sea in the following entries due to it being covered in a different part of the book.

The Kovian Sea

A sea dotted with many islands that are not apart of the Ghost Archipelago or any of the one surrounding Vasucha. These waters are active with pirates and many criminal scum.

The Mournful Sea

This is the sea that contains the Ghost Archipelago. It has clear, tropical waters that are home to a plethora of fascinating marine life. However, at night the sea takes a darker turn. The once beautiful fish that swam about disappear, and in their place are undead fascimiles of the life that exists during the day. This is how the chain of islands called the Ghost Archipelago got its name.

The Serpent Sea

The sea gets its name from the land of Ouroboros that is located nearby, and how the sea life have more serpentine traits than most other fish. Venomous eels, piranhacondas, and the mythical world serpent Jormungand dwell here.

Meyute Sea

The sea of trade as most call it. The safest sea there ever be! For some unknown reason the dangerous sea creatures that other bodies of water have to deal with aren't present here. Some like to think its a blessing from the gods, while others fear that it is due to a titanic creature that scares off other predators.

Kragyro Sea

This sea borders the Worlds Edge, and due to this many are wary to traverse it for fear of the Great Dragon, Juturu. However, even though the physical barrier exists on the land between Secyla and the Worlds Edge, a magical barrier extends further from the Great Wall encompassing the Worlds Edge.

Boreal Sea

The sea that holds the Ice Fields within it. Home to freezing cold waters, it is deadly to traverse. All ships that try to cross it inevitably sink. Many sea creatures adapted to the cold live here.

The Sleepless Ocean

The most feared sea of all the seas! The Sleepless Oceans depths go on for what seems like forever. The true titans of the deep dwell here. Very few dare to cross it and of those few that do, far fewer survive. Common belief is that there is no bottom, and instead it opens up into the plane of water, some say there is a bottom and that the progenitor of all sea monsters dwells down there.

Planar System

The planar system of Kovaud. Here the different planes rest within the expansive Astral Sea.

Kovaud

This is the material plane that is largely explored within this book and the name of this setting overall.

Feywild

This is a place of emotional extremes. Those who dwell here represent the variety of emotions felt. This place is ruled by feylords that each embody the eight basic emotions. This place is heavily forested and is home to a constant state of twilight.

Shadowfell

This place represents a lack of emotion. A dull place that induces apathy in those who come here. Despite this aura of apathy there are still those who dwell here. Many primordial shadow elementals seek to rule over this place.

Plane of Fire

A great burning sea of fire makes up the plane of fire. The sea of fire is traversed by boats made of fire-resistant metal, and the largest ship on the sea of fire is more of a floating citadel. This citadel is known as the City of Brass.

Plane of Water

A vast ocean that has no end, and no bottom. The only structures here are massive coral spires that stretch forever from the unfathomable depths. This is the easiest plane to physically go to. There are a handful of places that lead directly to this plane. One of them being the whirlpool around the Tower of Morivander in Vounda.

Plane of Air

This plane resembles what our own sky looks like. In the center of this plane is small sun that provides light and warmth. There are clouds that float around, and some of these clouds are dense enough to hold structures for the denizens of the plane.

Plane of Earth

Formed of massive mountains that put those on the material planes to shame. This place is also riddled with caves. The most attractive quality of this plane are its vast caverns filled with beautiful gemstones.

Frostfell

A plane formed from a planar joining between the plane of air and the plane of water. This place is the source of all winter. The god Rime was born on this plane and from his birth the gateway for winter to this world was created.

Obliviar

A massive swamp caused by a planar joining of the plane of air and earth. This place is feared for its only denizens are purple worms. This place seems to be the birth plane for the purple worms. From here they burrow their way into other planes.

Conflagration

Known as the plane of ash. This was caused by a planar joining of the plane of fire and air.

Cratoria

The by product of a planar joining between the plane of earth and fire. Here are the fountains of creation. Great pillars of fire spewing stone. Some of the greatest artifacts in all of the planes were forged here.

Elysium

The plane that the gods call home. This is also home to the Plains of Elysium. The Plains of Elysium are the default afterlife for those who walked the middle path, for those who were neither good nor bad.

The Wilds

This plane is home to unending plains and forests and massive versions of beasts that dwell on our world. This plane is also known as Hunters Paradise. This is also the planar home of Miracon.

Limbo

A place of pure, unchecked chaos. Here fire turns to stone turns to hate turns to lead turns to darkness turns to words turns to luck turns to gold and so on. Nothing stagnates here, it is ever changing.

The Abyss

An endless pit that goes on forever into an inky darkness. The pit is home to a churning sea of liquid darkness that birthes the demons that are then released into the upper levels of the Abyss and then who knows from there.

Hades, The Nine Hells

The underworld, hell, or hades, these are all names given to the home plane of the devils. The place where souls are punished or rewarded.

Mechanus

The plane of order and law. Everything that has happened here and everything that will happen has been carefully planned since the very creation of this plane.

The Dream World

This is a plane of pure fantasy. What you think becomes reality here. This also the planar home of Erudima the god of dragons. This plane is the most easily accessed seeing as many creatures venture there when they slumber.

The Rift

A semiplane nestled in the folds of reality. Here the god Jibalor lives with all of those who earned this place in life. This plane is one of love, compassion, warmth, and light. Those who come here feel any hatred and evil leave them.

Shore of Time

An endless shoreline that stretches across the Astral Sea. This is the home plane of Dradent. Here the souls who have earned it wander the endless shoreline watching the reflections of time.

Farlands

As the name may reveal, this plane is located on the edge of the entire planar system. This place defies every law of reality and all who come here lose themselves. This place is native to titanic minds of terrible power.

The Astral Sea

The silvery waters that exist in the space between planes. Here gith dwell patrolling the waters and driving back any creatures that breach from the Farlands.

PART IV

Bestiary

Monsters

This is the section where you can find statblocks for the monsters that dwell on Kovaud.


Venomous Eel

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 27(5d8 + 15)
  • Speed 10ft., swim 40ft.

STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 16 (+3) 5 (-3) 7 (-2) 3 (-4)

  • Condition Immunities poisoned
  • Senses passive Perception 8
  • Languages ---
  • Challenge 2 (450 XP)

Amphibious. The venomous eel can breathe on land and in water.

Slippery. Any creature that attempts to grapple the venomous eel does so at disadvantage.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 8 (2d6 + 1) piercing damage and the target must make DC 13 Constitution saving throw taking 6 (2d6) poison damage on a failed save, and half as much on a successful one.

Venomous Eel

A subspecies of eel that lives in the Serpent Sea. A product of the serpent gods influence bleeding out from Ouroboros into the sea. It has the same shape and build as a moray eel, but they possess fangs as well.

Joganuri

They are commonly found in the Kovian Sea and the Kragyro Sea, and are sometimes seen in the few shallow areas of the Sleepless Ocean. They are predatory fish that dwell in the shallows. They like to attack the nets of fishermen. They got their name from a myth depicting their creation.


Joganuri

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 166 (11d8 + 33)
  • Speed 0ft., swim 60ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 8 (-1) 9 (-1) 1 (-5)

  • Condition Immunities Blinded
  • Senses blindsight 40ft., passive Perception 9
  • Languages ---
  • Challenge 6 (2,300 XP)

Water Breathing. The Joganuri can only breathe underwater.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 22 (3d10 + 6)

Dunkleostus

An ancient fish that is a remanent of a prehistoric era. It has a heavily armored body and due to this it is not easily pierced. Although it has a ferocious appearance, it is not usually a danger. It tends to only attack when provoked.

It is mainly found prowling the Hasifak Caverns that are located in the southwestern part of the Mesusuchus Sea.


Dunkleosteus

Huge beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 228 (12d12 + 36)
  • Speed 0ft., swim 60ft.

STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 16 (+3) 5 (-3) 7 (-2) 3 (-4)

  • Damage Resistances nonmagical piercing, slashing, and bludgeoning
  • Sensesblindsight 60ft., passive Perception 8
  • Languages None
  • Challenge 11 (7,200 XP)

Water Breathing. The Dunkleosteus can only breathe underwater.

Actions

Multiattack. Dunkleosteus makes 2 bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 34 (5d10 + 7)

Storm Dragon

These are powerful creatures born from dragon eggs exposed to the elemental powers of the elemental plane of air. Known as the "Rulers of the Storm" they have dominion over the sky. This has often been disputed by blue dragons and bronze dragons, who both have some power over lightning.


Storm Dragon

Large dragon (elemental), chaotic neutral


  • Armor Class 17 (natural armor)
  • Hit Points 240 (22d10 + 110)
  • Speed 43ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 14 (+2) 13 (+1) 16 (+3)

  • Saving Throws. Dex +4, Con +9, Cha +7
  • Skills. Perception +6, Arcana +6, Stealth +4
  • Damage Immunites. lightning
  • Damage Resistances. cold
  • Senses blindsight 60ft., darkvision 120ft., passive Perception 15
  • Languages Draconic, primordial
  • Challenge 13 (10,000 XP)

Storm Conduit. While a storm is active, all attacks made by the dragon deals an additional 1d10 lightning damage.

Tempest Form. The dragon can disguise itself as a storm. When it does so, it is indistinguishable from a regular storm.

Actions

Multiattack. The dragon makes 3 attacks: one with its bite and 2 with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Lightning Bolt. Ranged Weapon Attack: +7 to hit, range 150/600ft., one target. Hit: 16 (3d8 + 3) lightning damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Shadowling

Born from the eternal darkness of the Shadowfell. They are the most common type of soldier in any of the armies of the Shadowfell.


Shadowling

Medium elemental, chaotic evil


  • Armor Class 16
  • Hit Points 19(3d8+6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 8 (-1)

  • Saving Throws Strength +4
  • Skills Stealth +4, Athletics +4, Perception +2
  • Damage Vulnerabilities Radiant
  • Damage Resistances Necrotic
  • Senses Darkvision 120 ft., passive Perception 12
  • Languages Understands Common and Primordial but cannot speak
  • Challenge 2 (450 XP)

Living Shadow. While in dim light or darkness has resistance to damage that isn't force, psychic, and radiant.

Shadow Stealth. While in dim light or darkness can take the hide action as a bonus action.

Sunlight Sensitivity. While in sunlight has disadvantage on attack rolls, as well as on wisdom(perception) checks that rely on sight.


Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) slashing damage

Shadow Mark. As an action the shadowling can mark a target within 30 feet of it. The shadowling has advantage on its next attack against the target.

Earth Dragon

Born from the shifting sands of the desert. They are extremely attuned to the ways of the earth. They make lairs within sprawling stone structures they form from the earth. They lack an innate breath weapon and make up for it with their mastery of earth based magic.


Earth Dragon

Huge dragon, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points
  • Speed 25ft., fly 35ft., burrowing 45ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 26 (+8) 14 (+2) 18 (+4) 10 (+0)

  • Saving Throws Str +12, Dex +6, Con +13, Wis +9
  • Skills Insight +9, Stealth +6, Perception +9
  • Damage Resistances Lightning
  • Damage Immunities damage from nonmagical piercing and slashing weapons
  • Senses Blindsight 30ft., Darkvision 45ft., Tremorsense 120ft., passive Perception
  • Languages Common, Draconic, Primordial (Terran)
  • Challenge 16 (15,000)

Hold Breath. The earth dragon can hold its breath for up to 1 hour.

Spellcasting. The earth dragon is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +9 to hit with spell attacks). The earth dragon has the following spells prepared:

  • Cantrips (at will): magic stone, mold earth
  • 1st level (3 slots): earth tremor, thunderwave
  • 2nd level (2 slots): earthbind, maximilian's earthen grasp
  • 3rd level (2 slots): erupting earth, wall of sand
  • 4th level (2 slots): hallucinatory terrain, stone shape
  • 5th level (1 slot): wall of stone, transmute rock

Actions

Multiattack. The earth dragon makes a bite attack and a claw attack.

Bite. Melee Weapon Attack: +12 to hit, 5ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, +5ft, one target. Hit: 14 (3d4 + 7) slashing damage.

Dragon Skull

A reanimated skull commonly used as sentries by those that reanimated it. They hover along quietly along the halls of wherever they are commanded to guard. The most recent use of them was seen by the vampire Aulfrin, who employed them in his floating castle in Pioret.


Dragon Skull

Medium und(h)ead, chaotic evil


  • Armor Class 15
  • Hit Points (3d8+)
  • Speed 0ft, fly 10ft (only hover)

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 8 (-1) 6 (-2) 6 (-2)

  • Saving Throws Con +7
  • Damage Resistances fire, necrotic
  • Senses darkvision 30ft., passive Perception 8
  • Languages Understand Draconic and Primordial but cannot speak.
  • Challenge 1 (100 XP)

Actions

Fireball. The dragon skull launches a fireball in a 5 by 30-foot line. Each creature in that line must make a DC 14 Dexterity saving throw, taking 6 (1d8+2) fire damage on a failed save, or half as much damage on a successful one.

Megalodon

Many thought this beast dead and gone, at least until the Hasifak Caverns opened up. Several of these creatures now freely swim the seas of Kovaud much to the terror of sailors across the world.


Megalodon

Gargantuan beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 332 (19d20 + 133)
  • Speed 0ft., swim 85ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 24 (+7) 2 (-4) 7 (-2) 4 (-3)

  • Skills Perception +10, Stealth +8
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses blindsight 60ft., darkvision 120ft., passive Perception 20
  • Languages ---
  • Challenge 18 (20,000)

Blood Frenzy. The megalodon has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The megalodon can only breathe underwater.

Actions

Multiattack. The megalodon makes 3 attacks: two with its bite and one with its ram.

Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 32 (4d12+6) piercing damage. If the target is a Large or smaller creature, it is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects from outside the megalodon, and it takes 14 (4d6) acid damage at the start of each of the megalodon's turns. If the megalodon takes 30 damage or more on a single turn from a creature inside it, the megalodon must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which exit prone in a space within 5 feet of the Megalodon's head. If the megalodon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

The megalodon can swallow up to 4 creatures at once.

Ram. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 25 (4d8+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or become stunned until the end of its next turn.

Liopleurodon

Another deadly beast of the sea that was released with the opening of the Hasifak Caverns. It instills fear in all creatures that come near it.


Liopleurodon

Huge beast, unaligned


  • Armor Class 21 (natural armors)
  • Hit Points 256 (11d12+185)
  • Speed 10ft., swim 70ft.

STR DEX CON INT WIS CHA
27 (+8) 19 (+4) 28 (+9) 6 (-2) 12 (+1) 9 (-1)

  • Saving Throws Str +13 , Dex +9
  • Skills Perception +6 , Stealth +9
  • Damage Resistances cold, fire
  • Condition Immunities terrified,
  • Senses blindsight 30ft., darkvision 60ft., passive Perception
  • Languages ---
  • Challenge 15 (13,000 XP)

Keen Sense. The liopleurodon has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.

Siege Monster. Liopleurodon deals double damage to objects and structures.

Water Breathing. The liopleurodon can only breathe underwater.

Fear Aura. Any creature hostile to the Liopleurodon that starts its tum within 20 feet of the Liopleurodon must make a DC 21 Wisdom saving throw, unless the Liopleurodon is incapacitated. On a failed save, the creature is frightened until the start of its next tum. If a creature's saving throw is successful, the creature is immune to the Liopleurodon's Fear Aura for the next 24 hours.

Actions

Multiattack. The liopleurodon makes 3 bite attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 33 (6d8 + 6) piercing damage.

Mosasaurus

A deadly pack creature that now dwell the seas of Kovaud thanks to the Hasifak Caverns opening up.


Mosasaurus

Huge beast, unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 188 (15d12 + 90)
  • Speed 0 ft., swim 50ft.

STR DEX CON INT WIS CHA
25 (+7) 20 (+5) 22 (+6) 12 (+1) 10 (+0) 6 (-2)

  • Skills Perception +15
  • Damage Resistances cold
  • Senses darkvision 120 ft., passive Perception
  • Languages ---
  • Challenge 15 (13,000 XP)

Pack Tactics. The mosasaurus has advantage on attack rolls against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn't incapacitated.

Water Breathing. The mosasaurus can only breath underwater, but can hold its breathe for up to 30 minutes outside of the water.

Siege Monster. The mosasaurus deals double damage to objects and structures.

Actions

Multiattack. The mosasaurus makes 2 bite attacks.

Bite. Attack Style: +12 to hit, reach 5ft., one target. Hit: 24 (5d6+7) piercing damage.

Lesser Lich

This type of lich is the result of a corrupted or botched ritual. This lich is nowhere near as deadly as a normal lich. First off their connection and knowledge of magic was ruined, and second off their rejuvenation isn't even guaranteed.


Lesser Lich

Medium undead, any evil alignment


  • Armor Class 15 (natural armor)
  • Hit Points
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 15 (+2) 18 (+4) 12 (+1) 14 (+2)

  • Saving Throws Int +
  • Skills Arcana +, Percetion +
  • Damage Vulnerabilities radiant
  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities Exhausted, Charmed, Poisoned
  • Senses Truesight 60ft., passive Perception
  • Languages Common plus up to two other languages
  • Challenge 10 (XP)

Faulty Rejuvenation. If it has a phylactery, a destroyed lesser lich gains a new body in 1d20 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. When the lesser lich dies, roll a d6. On a 1-3 the lesser lich permanently dies, and on a 4-6 the lesser lich reforms with no problem.

Spellcasting. The lesser lich is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC , + to hit with spell attacks). The lesser lich has the following wizard spells prepared:

• Cantrips (at will): prestidigitation, ray of frost

• 1st level (4 slots): detect magic, magic missile, shield

• 2nd level (3 slots): detect thoughts, acid arrow, mirror image

The Devourer

A massive serpent that slumbers underneath a temple in the Jungle of Scorn on Xyrno. A terrifying creature that was once worshipped as a god, and was said to be able to inflict madness on those who view it.


The Devourer

Gargantuan abberation, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 390 (20d20 + 180)
  • Speed 45ft., burrow 30ft.

STR DEX CON INT WIS CHA
30 (+10) 26 (+8) 29 (+9) 15 (+2) 12 (+1) 20 (+5)

  • Damage Resistances cold, psychic, acid, poison
  • Damage Immunities bludgeoning, slashing, and piercing damage from nonmagical weapons
  • Condition Immunities poisoned, frightened, charmed, paralyzed
  • Senses darkvision 120ft., passive Perception
  • Languages Draconic, Primordial, Abyssal, telepathy 120ft.
  • Challenge 19 (22,000)

Magic Resistance. The devourer has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devourer makes 3 attacks: 1 bite attack and 2 tail attacks.

Bite. Melee Weapon Attack: +18 to hit, reach 5ft., one target. Hit: 23(2d12 + 10) piercing damage and 5(2d4) psychic damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20ft., one target. Hit: 25(5d6 + 8) bludgeoning damage.

Paralytic Scream. The devourer sends out a scream that reaches directly into the minds of all creatures within 40ft of it. All creatures within this range must make a DC 19 Wisdom saving throw taking 14(4d6) psychic damage and being paralyzed on a failed save, and taking half as much on a successful save in addition to being immune to the paralyzed effect for the next 24 hours.

Dread Wyvern

This species wyvern is native to Drovakyr. Despite its reptilian nature it thrives in the cold climate of Drovakyr. There is a common rite of passage for the people of Drovakyr that deals with slaying one of these dreaded beasts.


Dread Wyvern

Huge Wyvern, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 287 (20d12 + 100)
  • Speed 30ft., burrow 25ft., fly 60ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 5 (-3) 13 (+1) 8 (-1)

  • Saving Throws Wis +
  • Skills Perception +
  • Damage Resistances bludgeoning, piercing, and slashing damage from non magical weapons, cold
  • Condition Immunities charmed
  • Senses darkvision 120 ft., passive Perception
  • Languages ---
  • Challenge 14 (11,500)

Actions

Multiattack. The dread wyvern makes 3 attacks: 2 bite attacks, and either a claw attack or a tail attack.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 20 (4d6 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 27 (4d12 + 6) slashing damage.

Tail . Melee Weapon Attack: +6 to hit, reach 15 ft, one target. Hit: 25 (3d12 + 1) bludgeoning damage.

Guardian Serpent

The guardian serpent was specially bred to be a counter to spellcasters. They have the ability to sap the magical energies from their foes. If a foe proves to be too resilient to this ability however the serpent instead loses some of its life force.


Guardian Serpent

Large monstrosity, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 35ft., burrow 40 ft., swim 35 feet

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 17 (+3) 15 (+2) 16 (+3) 14 (+2)

  • Saving Throws Dex +10, Con +7, Wis +7
  • Skills skills
  • Damage Vulnerabilities thunder
  • Damage Resistances fire, cold
  • Damage Immunities poison
  • Condition Immunities poisoned, charmed
  • Senses darkvision 60ft., tremorsense 60ft., passive Perception 14
  • Languages Primordial, Common
  • Challenge 10 (5,900 XP)

Magic Resistance. The guardian serpent has advantage on saving throws against spells and other magical effects.

Magic Cancel (1/day). The guardian serpent casts Counterspell. Wisdom is their spellcasting ability for this spell.

Actions

Multiattack. The guardian naga makes three attacks:

Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, losing one of their highest available spell slots on a failed save. The guardian serpent regains hit points equal to the spell slots level. On a successful save however, the target regains one of their highest level spell slots and the guardian serpent loses hit points equal to the spell slots level.

This effect does not function if the target does not have the spellcasting class feature.

Seven Deadly Sins

The seven deadly sins each embody a sin that they committed in their lives. The sins being: Wrath, Pride, Sloth, Gluttony, Lust, Greed, and Envy. The vessels they inhabit were chosen as such for the sin they committed.

Wrath

Wrath is the sin one commits when they let loose the fury in their heart with reckless abandon. Wrath was chosen to be the vessel for this sin for the anger and ferocity they displayed in and out of combat.

Pride

Pride is committed when one believes that they are without flaw and above all others. Pride was chosen to be the vessel for this sin for their unwavering confidence and bravado.

Gluttony

The sin of Gluttony is committed when one revels in excess. They do not share what they have with others. Gluttony was chosen to be the vessel for this sin for their voracious appetite and want to consume.

Sloth

Sloth is committed when one has no drive to move and no will to do. Sloth was chosen to be the vessel for this sin due to their laziness.

Lust

Lust is committed by those who seduce and charm others to get what they want. Lust was chosen as a vessel for their silver tongue and quick wit.

Greed

Greed is committed when one seeks to take what others have and make it their own. Greed was chosen as a vessel for their vast hoard of valuables that even a dragon would be envious of.

Envy

Envy is committed when one covets what their neighbor has. Envy was chosen as a vessel for the ends their envy brought them. They took power from a king who once considered them a friend.


Wrath

Medium Humanoid, Neutral Evil


  • Armor Class 16 (scale mail)
  • Hit Points 454 (34d8+136)
  • Speed 35ft

STR DEX CON INT WIS CHA
24 (+7) 19 (+4) 18 (+4) 13 (+1) 12 (+1) 15 (+2)

  • Saving Throws Str +12, Cha +7
  • Skills Atheletics +12, Insight +6, Survival +6
  • Damage Resistances Radiant
  • Damage Immunities nonmagical damage from piercing, slashing, and bludgeoning weapons
  • Condition Immunities terrified
  • Senses darkvision 120ft., passive Perception 16
  • Languages Common, Primordial, Infernal
  • Challenge 15 (13,000)

Wrath State (3/per day.) As a bonus action Wrath can enter a rage for 1 minute. While raging Wrath gains the following benefits:

  • Wrath has advantage on Strength checks and Strength saving throws.

  • Wrath deals an additional 4 necrotic damage on attacks.

  • Any creature that comes within 5 feet of Wrath take 1 necrotic damage at the beginning of each turn they spend in this space.

Actions

Multiattack. Wrath makes 3 attacks: two with their longsword and one with their Wrathful Strike. Wrathful strike can be substituted for a longsword attack.

Longsword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 11(1d8 + 7) slashing damage.

Wrathful Strike. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 21 (4d6 + 7) psychic damage, and the target must make a DC 15 Wisdom saving throw. On a failed save the target becomes frightened for 1 minute, and on a successful save the target is not frightened and are immune to this attack for the next 24 hours.

Mark of Wrath (Recharge 5-6). Wrath marks a target within 60 feet of them as a bonus action. The target must make a DC 15 Wisdom saving throw. On a failed save the target is stricken with the curse of wrath for 1 minute. While cursed they are unable to distinguish friend from foe and attack the closest creatures to them. The target can repeat this saving throw at the beginning of each of their turns. On a successful save the target is unaffected.


Pride

Medium Humanoid, Neutral Evil


  • Armor Class 18 (plate mail)
  • Hit Points 391 (29d8+116)
  • Speed 30ft., fly 45ft.

STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 26 (+8) 12 (+1) 15 (+2) 14 (+2)

  • Saving Throws Str +12, Cha +6
  • Skills Athletics +12, Perception +7, Persuasion +7
  • Damage Resistances Radiant
  • Damage Immunities nonmagical damage from piercing, slashing, and bludgeoning weapons
  • Condition Immunities terrified, petrified, charmed,
  • Senses darkvision 120ft., truesight 60ft., passive Perception 17
  • Languages Common, Celestial, Infernal
  • Challenge 15 (13,000)

Prideful Stance (3/per day). As a bonus action Pride can emanate an aura of sunlight. For 1 minute, bright light shines from Pride in a 30-foot radius, and dim light shines 30 feet beyond that.

  • Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

  • In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Actions

Multiattack. Pride makes 3 attacks: two with their maul and one with their Strike of Pride. Strike of Pride can be substituted for a longsword attack.

Maul. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 14 (2d6 +7) bludgeoning damage.

Strike of Pride. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 20 (3d8 + 7) radiant damage, and the target must make a DC 15 Strength saving throw. On a failed save the target is knocked prone, and on a successful save the target is unaffected.

Mark of Pride (Recharge 5-6). Pride marks a target within 60 feet of them as a bonus action. The target must make a DC 15 Wisdom saving throw. On a failed save the target is struck by the curse of pride for 1 minute. Each time the target fails an attack roll or a check they take 7 (3d4) force damage. The target can repeat this saving throw at the beginning of each of their turns. On a successful save the target is unaffected.


Sloth

Medium Humanoid, Neutral Evil


  • Armor Class 17 (natural armor)
  • Hit Points 368 (35d8+210)
  • Speed 15ft., fly 25ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 22 (+6) 24 (+7) 26 (+8) 24 (+7)

  • Saving Throws Wis +13, Con +11
  • Skills Perception +13, Insight +13, Stealth +6
  • Damage Resistances Radiant
  • Damage Immunities nonmagical damage from piercing, slashing, and bludgeoning weapons
  • Condition Immunities prone, charmed, incapacitated
  • Senses darkvision 120ft., passive Perception 18
  • Languages Common, Draconic, Sylvan
  • Challenge 15 (13,000)

Snooze Fest (3/per day). As a bonus action Sloth can enter a state of conscious sleep for 1 minute. While in this state Sloth gains resistance to all damage.

Actions

Multiattack. Sloth makes three attacks: two with their pike, and one with their Restful Assault. Restfull Assault can be substituted for a pike attack.

Pike. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Restful Assault. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 29 (5d10 + 2) force damage, and the target must make a DC 21 Constitution saving throw. On a failed save the target is knocked unconscious for 1 minute, and on a successful save the target is not knocked unconscious and are immune to this attack for the next 24 hours.

Mark of the Sloth (Recharge 5-6). Sloth marks a target within 60 feet of them as a bonus action. The target must make a DC 21 Constitution saving throw, on a failed save the target us put under the Curse of the Sloth for 1 minute. While cursed the target is knocked unconscious and cannot be woken up by any means short of divine intervention. While the target slumbers, they take 10 (3d6) psychic damage and Sloth regains half of the damage dealt in hit points.



Gluttony

Medium Humanoid, Neutral Evil


  • Armor Class 17 (natural armor)
  • Hit Points 473 (35d8+315)
  • Speed 25ft

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 28 (+9) 13 (+2) 16 (+3) 21 (+5)

  • Saving Throws Con +14, Cha +10
  • Skills Survival +8, Nature +7, Perception +8
  • Damage Resistances Radiant
  • Damage Immunities nonmagical damage from piercing, slashing, and bludgeoning weapons
  • Condition Immunities stunned, grappled
  • Senses darkvision 120ft., passive Perception 18
  • Languages Common, Infernal, Abyssal
  • Challenge 15 (13,000)

Endless Hunger (3/per day). As a bonus action Gluttony can enter a state of endless hunger for 1 minute. While in this state Gluttony can consume any nonmagical, inanimate object. When Gluttony does so they regain a number of hit points equal to their Constitution score.

Actions

Multiattack. Gluttony makes 3 Gluttonous Bite attacks.

Gluttonous Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 22 (4d8 + 4) piercing damage, and the target must make a DC 16 Constitution saving throw. On a failed save the target is swallowed by Gluttony. While swallowed, the creature is Blinded and Restrained, it has total cover against attacks and other effects outside Gluttony, and it takes 20 (8d4) acid damage at the start of each of Gluttony's turns. If Gluttony takes 40 damage or more on a single turn from a creature inside it, Gluttony must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which fall prone in a space within 10 feet of Gluttony. If Gluttony dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 5 feet of Movement, exiting prone. On a successful save the target is unaffected.

Mark of Gluttony (Recharge 5-6). Gluttony marks a target within 60 feet of them as a bonus action. The target must make a DC 16 Constitution saving throw, on a failed save the target is put under the Curse of Gluttony for 1 minute. While cursed the target is put at 4 levels of exhaustion. While under this curse your exhaustion level cannot be increased or decreased by any means short of divine intervention. On a successful save the target is unaffected.



Lust

Medium Humanoid, Neutral Evil


  • Armor Class 16 (natural armor)
  • Hit Points 304 (32d8+160)
  • Speed 35ft

STR DEX CON INT WIS CHA
16 (+3) 26 (+8) 20 (+5) 27 (+3) 15 (+2) 29 (+9)

  • Saving Throws Dex +13, Cha +14
  • Skills Deception +14, Persuasion +14, Intimidation +14
  • Damage Resistances Radiant
  • Damage Immunities nonmagical damage from piercing, slashing, and bludgeoning weapons
  • Condition Immunities Charmed, Stunned, Fatigued
  • Senses darkvision 120ft., passive Perception 12
  • Languages Common, Infernal, Abyssal
  • Challenge 15 (13,000)

Lustful Frenzy (3/per day). As a bonus action Lust can enter a state of hysterical lust. While in this state all creatures that come within 5 feet of Lust are charmed by Lust.

Actions

Multiattack. Lust makes 3 attacks: two attacks with their scimitar and one with their Devoting Blow

Scimitar. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 11 (1d6 + 8) slashing damage.

Devoting Blow. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 26 (4d8 + 8) radiant damage, and the target must make a DC 22 Charisma saving throw. On a failed save the target is charmed and blinded for 1 minute, and on a successful save the target is unaffected and is immune to this attack for the next 24 hours.

Mark of Lust. Lust marks a target within 60 feet of them as a bonus action. The target must make a DC 22 Charisma saving throw, on a failed save the target is put under the Curse of Lust for 1 minute. While cursed the target is compelled to follow every command that Lust gives them. The target can repeat this saving throw at the beginning of each of their turns. On a successful save the target is unaffected.


Greed

Medium Humanoid, Neutral Evil


  • Armor Class 17 (natural armor)
  • Hit Points 338 (27d8+216)
  • Speed 35ft., fly 40ft

STR DEX CON INT WIS CHA
19 (+4) 28 (+9) 26 (+8) 18 (+4) 20 (+5) 24 (+7)

  • Saving Throws Dex +14, Cha +12
  • Skills Slight of Hand +14, Stealth +14, Perception +10
  • Damage Resistances Radiant
  • Damage Immunities nonmagical damage from piercing, slashing, and bludgeoning weapons
  • Condition Immunities charmed, petrified, paralyzed
  • Senses darkvision 120ft., passive Perception 20
  • Languages Common, Draconic, Infernal
  • Challenge 15 (13,000)

Avarition Drive (3/per day). As a bonus action Greed can enter a state of extreme avarice for 1 minute. While in this state Greed gains the following benefits:

  • When Greed attacks they steal the life force from those they around them. All creatures within 10 feet of Greed take 1d8 necrotic damage at the beginning of their turn. Greed regains the damage these creatures took in hit points.

  • Greed is unable to be stolen from. Greed is immune to attempts to steal objects from them.

Actions

Multiattack. Greed makes 3 attacks; two with their war pick and one with their Grasping Greed.

War Pick. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Grasping Greed. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: (4d6 + 9) force damage, and the target must make a DC 20 Dexterity saving throw. On a failed save Greed steals an object of their choosing from the target, and on a successful save the target is unaffected and is immune to this attack for the next 24 hours.

Mark of Greed. Greed marks a target within 60 feet of them as a bonus action. The target must make a DC 20 Wisdom saving throw, on a failed save the target is put under the Curse of Greed for 1 minute. While cursed the target is unable to do anything besides steal from everyone and everything around them. The target can repeat this saving throw at the beginning of each of their turns. On a successful save the target is unaffected.


Envy

Medium Humanoid, Neutral Evil


  • Armor Class 16 (natural armor)
  • Hit Points 300 (24d8+192)
  • Speed 35ft

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 26 (+7) 28 (+9) 20 (+5) 20 (+5)

  • Saving Throws Dex + 9, Int +14
  • Skills Arcana +14, Perception +10
  • Damage Resistances Radiant
  • Damage Immunities nonmagical damage from piercing, slashing, and bludgeoning weapons
  • Condition Immunities charmed, paralyzed, stunned
  • Senses darkvision 120ft., passive Perception 20
  • Languages Common, Infernal, Primordial
  • Challenge 15 (13,000)

Needing Want (3/per day). As a bonus action Envy can enter a state of rampant jealousy for 1 minute. While in this state Envy is immune to cold damage and deals an additional 1d8 cold damage on all attacks.

Actions

Multiattack. Envy makes 3 attacks: two with their longbow and one with their Covetous Strike.

Longbow. Ranged Weapon Attack: +9 to hit, range 150/600, one target. Hit: 8 (1d8 + 4) piercing damage.

Covetous Strike. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 25 (6d6 + 4) cold damage and the target must make a DC 22 Intelligence saving throw. On a failed save the target is turned invisible and is stunned for 1 minute, and on a successful save the target is unaffected and is immune to this attack for the next 24 hours.

Mark of Envy. Envy marks a target within 60 feet of them as a bonus action. The target must make a DC 22 Intelligence saving throw, on a failed save the target is put under the Curse of Envy for 1 minute. While cursed the target is lost in an illusion of their greatest desires. While in this illusion the target is semi-transparent and cannot be harmed nor can they harm.

PART V

Magical Items

Items

Demon Fist

Unarmed.

The screams of the damned and the hammering of metal rings out in your ears as you look upon this weapon.

Does an additional 1d4 fire damage with unarmed attacks. +1 AC if equipped with two of them. This AC does not affect unarmored defense.

Feybrand

Simple. Finesse. Requires a wisdom of 13 or higher to wield.

In the blade of this weapon one can see images of slain demons.

Glows when fiends are near. Does 1d8 slashing, and and an extra 3d6 against fiends.

Mask of Thorns

A dark green mask with a texture that is rough to the touch

The wearer is granted the ability use their reaction when getting hit to deal 1d8 magical piercing damage to those that deal melee damage to them.

Vampiric Lenses of Night Sight

A pair of crimson lenses, framed in black iron frames.

The lenses of these goggles are a shade of blood red. They gift the wearer with darkvision of up to 60ft. While wearing these goggles everything you see is tinted red.

Gauntlets of the Elements

A pair of gauntlets that have designs depicting the four elements on them.

As a reaction you can take in a spell such as fireball and cause it to do only half damage to yourself, and you have resistance to that spell’s damage type until your next turn. Your first unarmed melee attack after absorbing the spell adds a 1d4 of that spell’s damage type to the attack.

Mask of Shadows

The mask is made of the blackest material ever known, and even seems to draw light into it.

The wearer is granted darkvision up to 60ft. If the wearer already has darkvision it is increased to a maximum of 120ft.

Mask of The Crimson Tongue

A mask that bears the visage a devilishly handsome fiend.

The wearer has advantage on persuasion checks. They can temporarily reduce their maximum hit points by 20 to temporarily gain a +2 to their charisma score until the start of their next long rest.

Pocket Watch

Consumable Item. 1 use only. Very Rare.

An intricately carved pocket watch, that seems immune to the ravages of time.

You can use it to cast time stop. After you do so it crumbles into sand.

Krakeblade

Weapon (Greatsword), Very Rare, Requires Attunement

A massive sword that has a tentacle wrapping along the hilt and blade.

A massive sword that is able to be wielded fluidly despite its size and weight, much like the kraken itself. It draws its power from the domain of the kraken.

While within 15 feet of a pool of water it glows in a blue-green color and casts dim light in this color out to 10 feet.

The wielder while holding the sword, gains a swim speed of 30ft., and can breathe underwater. Additionally, once per day the wielder can cast Wall of Water.

Crown of Thorns

Wondrous Item, very rare (requires attunement)

An untarnished crown formed from thorny vines.

While worn the wearer has their hit point maximum reduced by a number equal to their Wisdom modifier. When the crown is removed the wearers hit point maximum is returned to normal. While worn the crown has 4 charges. Each charge can be used to cast Bless at 2nd level, Crown of Madness, or Prayer of Healing.

The crown regains any and all expended charges at dawn.

Artifacts of Heroes

The Artifacts were wielded by a great band of adventurers long ago. In the hands of those heroes they were powerful but in recent times they have fallen into disrepair and now only hold a fraction of their original power. Additionally, if these items are destroyed they reform a day later in the most convenient location to the creature attuned to it. If nothing is attuned, they instead reform at the nearest temple to the gods.

Only three of these artifacts can be attuned to at any time. This is to prevent abusing them through multi-classing. A cleric can attune to all three cleric items, but if they multiclass, they then have to choose what 3 of the 6 items they want to attune to.

Hunters Rags

Artifact of Heroes. Ranger.

To most people it seems like a regular ol' bundle of torn clothes. But to those who appreciate simplicity and are used to living with just the bare minimum see the true potential the clothes hold.

No benefits if not a Ranger.

While being worn the wearer doubles their initiative bonus.

The Splinter

Artifact of Heroes. Ranger

A longbow crafted by necromantic powers for a hero of old. Made of bones, and with tendons as the bowstring.

Does 1d10 piercing damage + 2d4 necrotic damage.

Lantern of Hidden Light

Artifact of Heroes. Ranger.

An iron lantern that gives of 15 feet of bright light and 10 feet of dim.

No benefits if not a Ranger.

This light is only visible to the wielder of the lantern.

Baneful Mace

Artifact of Heroes. Cleric.

A mace given to a hero long ago by his god. The head of the mace is inscribed with runes from a long forgotten holy text.

Does 1d8 bludgeoning, and an additional 3d6 radiant damage.

Amulet of Divinity

Artifact of Heroes. Cleric.

An amulet dedicated to the soul, and the path of following divinity. The chain is made of purified silver and attached to it is a gold circle inscribed in runes similar to that of the baneful mace.

Gives resistance to radiant damage, and grants the wearer an additional use of their Channel Divinity feature.

Shield of Skhalbeyn

Artifact of Heroes. Cleric.

A masterwork produced by the dwarven smiths of ancient times. It has intricate carvings that seem to tell the story of a simple man sent on a holy quest to achieve greatness.

No extra benefits if not a cleric.

Grants a +2 to AC like all shields. While wielding this shield the wielder can use an action to draw out a blast of divine power from the front of the shield. The wielder sends out a blast of power in a 5 by 15 foot line. All creatures in this line must make a Dexterity saving throw against the wielders spell save DC. On a failed save they are knocked back 10 ft. and take 2d4 radiant damage, and on a successful save, they take half damage and are not knocked back.

Ring of Sorcery

Artifact of Heroes. Sorceror.

Forged by a legendary blacksmith for a powerful sorceror long ago. Made of iron with a blue gem embedded into it.

No benefits if not a Sorceror.

Grants the wearer three additional sorcery points.

Cloak of the Arcane

Artifact of Heroes. Sorceror.

Enchanted by thrusting an ordinary cloak into a font of raw magic. The color of the cloak shifts randomly.

No benefits if not a Sorceror.

When the wearer drops to 0 hit points the cloak releases a storm of arcane fury. All creatures within 10 feet of the wearer take 4d8 force damage. The wearer is of course unnaffected by the force damage.

This cannot be used again until the wearer finishes their next long rest.

Bracers of Spell Shielding

Artifact of Heroes. Sorceror.

Worn by a mage hero of old. Over time it developed a resistance to magic due to its close proximity to the caster. Their design is simple, worn leather.

No benefits if not a Sorceror.

As a reaction the wearer can block the effects of a single oncoming spell by expending a spell slot equal to the spell slot level of the oncoming spell.

Baton of Conduction

Artifact of Heroes. Bard.

Used by a bard hero of old to keep armies marching to a beat.

No benefits if not a Bard.

The wielder can cast any of their spells without expending a slot twice per day.

Book of Mythical Music

Artifact of Heroes. Bard.

Contains every song that the bard hero of old ever composed and performed.

No benefits if not a Bard.

The wielder gains an additional 2 uses of their Bardic Inspiration feature.

Performers Gloves

Artifact of Heroes. Bard.

A pair of gloves used to perform and compose many musical pieces.

No benefits if not a Bard.

The wearer has advantage on Performance checks. Additionally the wearer can add +8 to one roll of their choice, once a day.

Tunic of the Nightwalker

Artifact of Heroes. Rogue.

A tunic with an emblem sown onto the chest, it also has a hood sown onto the collar.

No benefits if not a Rogue.

The wearer can cast the spell Invisibility twice per day while wearing this tunic.

Boots of the Shroud

Artifact of Heroes. Rogue.

Boots worn by an infamous rogue. Made of a leather that is black as night.

No benefits if not a rogue.

Gives a +4 bonus to stealth rolls, and +1 to AC.

Key of Starlight

Artifact of Heroes. Rogue.

A key that seems to shimmer and glow in darkness.

No benefits if not a Rogue.

The wielder can cast Darkness 3 times a day.

Wandering Medallion

Artifact of Heroes. Monk.

A simple metal medallion made of iron with minor ornate carvings upon it.

No benefits if not a Monk.

The wearer increases their pool of ki by 4, and can cast the Remove Curse spell by spending 3 ki points.

Robe of the Monastery

Artifact of Heroes. Monk.

A jade colored robe with gold trim, and geometric shapes.

No benefits if not a Monk.

The wearer when being targeted by an attack roll, can spend 4 ki points as a reaction to subtract 3 from the roll.

Eye of the Fates

Artifact of Heroes. Monk.

A crystalline eye that shows flashes of possible outcomes to situations.

No benefits if not a Monk.

The wielder during a long rest can roll a d20, they can use what they rolled once anytime before their next long rest. If they have not used their roll before taking a long rest, it get replaced by their new roll.

Berserker's Helm

Artifact of Heroes. Barbarian.

A crimson helm that when worn causes the fires of rage to flicker within the eyes of the wearer.

No benefits if not a Barbarian.

The wearer gains an additional use of their rage.

Axe of the Ancestors

Artifact of Heroes. Barbarian.

A greataxe imbued with the power and fury of those that came before.

No benefits if not a Barbarian.

The wielder deals an additional 2d4 force damage on attacks made with this greataxe.

Bracer of Turmoil

Artifact of Heroes. Barbarian.

A single bracer with a single ruby set into it.

No benefits if not a Barbarian.

The wearer deals an additional die of damage when using their Brutal Critical feature.

Coat of the Shifter

Artifact of Heroes. Druid.

A coat that seems to move as if alive.

No benefits if not a Druid.

Allows the wearer to wild shape into a CR 3 creature once per long rest without expending a use of wild shape.

Staff of Primal Nature

Artifact of Heroes. Druid.

A staff with vines wrapping around it.

No benefits if not a Druid.

The staff has 2 charges. Each charge can be expended to cast Plant Growth. Once expended these charges must be recovered by taking a long rest.

Bell of Soothing

Artifact of Heroes. Druid.

A bell made of a seashell.

No benefits if not a Druid.

The wielder gains a +5 on all animal handling checks.

Arsenal

Artifact of Heroes. Fighter.

A steel rod that has runes carved on it that are depictions of every weapon made.

No benefits if not a Fighter.

The wielder can as a bonus action transform the rod into any weapon they are proficient in.

Amulet of the Breathless

Artifact of Heroes. Fighter.

A pendant that tends to swing in a non-existent breeze.

No benefits if not a Fighter.

The wearer gains an additional use of their Second Wind feature.

Gauntlets of 100 Heroes

Artifact of Heroes. Fighter.

A pair of gauntlets said to be worn by 100 of the greatest fighters in the world.

No benefits if not a Fighter,

The wearer gains an additional fighting style of their choice.

Well of Restoration

Artifact of Heroes. Paladin.

An empty goblet made of a golden material.

No benefits if not a Paladin.

The wielders Lay on Hands pool goes from 5 x their paladin level to 6 x their paladin level.

Bracers of Divine Might

Artifact of Heroes. Paladin.

A pair of bracers with depictions of the gods carved into them.

No benefits if not a Paladin.

You add your proficiency bonus to cleansing touch. Meaning you can use that feature a number of times equal to your Charisma Modifier + your proficiency bonus.

Epitome

Artifact of Heroes. Paladin.

A longsword imbued with divine energy.

No benefits if not a Paladin.

Deals an additional 1d6 radiant damage.

Hellborn

Artifact of Heroes. Warlock.

A gauntlet made of materials mined from Dispater.

No benefits if not a Warlock.

Adds 1d6 fire damage to all unarmed attacks made using it, and allows the wielder to cast Hellish Rebuke once per long rest.

Wand of Twilight

Artifact of Heroes. Warlock.

A wand made of darkened wood that glows with the light of the Feywild.

No benefits if not a Warlock.

The wand has 2 charges. Each of these charges can be spent to cast Enthrall. Once both of these charges have been expended, the wielder must take long rest to restore them.

Eye of the Cosmos

Artifact of Heroes. Warlock.

A crystalline orb that shines with light from beyond the stars.

No benefits if not a Warlock.

The wielder can cast Crown of Stars once per long rest, the duration of the Crown of Stars is reduced to 20 minutes, and there are only 3 motes.

Scarf of the Weave

Artifact of Heroes. Wizard.

A scarf that seems to shimmer and enthrall those who see it.

No benefits if not a Wizard.

The wearer can cast Charm Person a number of times equal to their Intelligence modifier per long rest.

Pendant of Arcana

Artifact of Heroes. Wizard.

A pendant that dimly glows blue when within 30 feet of a book.

No benefits if not a Wizard.

The wearer gains advantage on all Arcana checks.

Robe of the Adept

Artifact of Heroes. Wizard.

A purple robe covered in silver stars.

No benefits if not a Wizard.

Once per long rest you can force a creature you have subjected to a saving throw to have disadvantage on the roll.

Artifacts of Legend

These items are extremely powerful. Some were forged on far off worlds where the act of forging shattered the world they was made on, others were created to house powerful spirits and harness the spirits power, a few made to shape reality itself, and a handful made to kill gods. Many seek to claim these artifacts for themselves.

These items are intended for higher level players and are also meant to be a large part of any plot involving them.

Tempest (+3)

Weapon (Warhammer)

Legendary (Requires attunement by a creature of good aligment.)

A powerful weapon housing an elder tempest air elemental within it. The thunder it creates makes the very foundation of the world tremble, and the lightning it summons put even the brightest stars to shame. One one side of Tempest is a hammer head which when striking booms with thunder and the other side is an axe head which strikes swift like lightning.

It deals 1d8 bludgeoning or slashing damage while being wielded with one-hand, and 1d10 bludgeoning or slashing damage when wielded with two hands.

It has the thrown property with a normal range of 30 feet and a long range of 60 feet. Immediately after making a ranged attack, Tempest magically flies back to your hand.

When you make a successful attack using this weapon, it deals an additional 2d6 lightning damage.

The wielder can summon Tempest, and it will fly to their grasp from any distance, even across dimensions. The hammer navigates to you at a speed of 120 feet per round, taking the fastest route possible. If the hammer deems the fastest route back to your hand is through a wall or creature, the DM may have it do so, to their discretion.

Additionally, the wielder is immune to lightning damage and resistance to thunder damage. Also, they can cast Shocking Grasp at will.

The hammer has 3 charges, each of which can be spent to cast Call Lightning as an action or Thunderous Smite as a bonus action on your turn. The weapon regains one spent charge on a short rest, and all spent charges on a long rest.

Additionally, should this weapon be used to harm an innocent person, who has never taken another life, the wielder is deemed unworthy to wield this hammer until they complete a task to regain their worthiness that the DM deems appropriate.

Trials

The hammer has more powers and abilities that the wielder must unlock through trials and hurdles that the DM determines. Keep in mind these do not all need to be unlocked in order, or even given out at all. You could possibly have the player wielding the hammer go retrieve related artifacts, doing deeds for a deity of storms, bringing rain to a droughted land, or whatever else you can come up with! DC for any of the following abilities is 8 + the wielders proficiency + the wielders Strength modifier.

Stormbreaker

The wielder of Tempest can expend all of the hammers charges to cast the spell Control Weather.

Eye of the Storm

The wielder of Tempest can expend two charges to conjure forth an aura of tempestuous energy to surround you that lasts for 1 minute. This aura has a range of 30 feet and is centered on you and moves with you. All enemy creatures that enter this aura on their turn or start their turn within it must make a Constitution saving throw. On a failed save taking 5d6 lightning damage, and half as much on a failed save.

Stormchaser

The wielder of Tempest, gains a fly speed of 60 feet. But in order to fly they must maintain their grip on the hammer. If the hammer leaves their grip during their turn, they begin to fall at the end of their turn if it has not returned to their hand.

Earthshaker

The wielder can slam the hammer against the ground in front of them and expend a charge to cast Thunderwave at 3rd level.

Bifrost

The wielder can raise the hammer to the sky summoning down a beam of primsatic light. This beam forms a 15-foot circle and transports all willing creatures in the space to the location of the wielders choosing. This location has to be somewhere the wielder has seen or been to. This also allows for interplanar travel.

God of Thunder

The wielder of Tempest can as an action spend all charges to take upon themselves the power of a god of thunder. For 1 minute you gain the following benefits:

  • You can cast Call Lightning at will.
  • You gain 50 temporary hit points for the duration.
  • You gain immunity to all nonmagical slashing, piercing, and bludgeoning damage.

Clockwork Gauntlet of Temporal Control

Forged by a group of ancient, chronomancer smiths using their knowledge of every form of metalwork and enchantment.It has the power to alter the very fabric of time and in the wrong hands could do unimaginable damage to everything that was, that is, and will be. The gauntlet is nearly indestructible and is immune to the ravages of time.

This item has 15 charges and can be used to cast numerous spells.

Slow: 1 charge The wielder slows time to a crawl for multiple targets.

Haste: 2 charges The wielder can stimulate the flow of time for themselves to go faster through time.

Hold Person: 3 charges The wielder causes a creature to be frozen in time.

Time Stop: 4 charges The wield pulls upon the reigns of time to cause it to halt in its place. Additionally, time stop lasts as long as the wielder wants.

Power Word Kill: 8 charges The wielder of the gauntlet unleashes the ravages of time upon a target killing them.

Wish: 15 charges, and the gauntlet cannot be used until the next dawn. The wielder has access to all the gifts and powers of time. They can remove anything or anyone from any period of time. If they wish for an ocean to be a desert, they could cause a rift to the plane of fire to open thousands of years ago, boiling the ocean away and over time becoming a desert in the present.

Eye of Muspel

An amulet forged in the very heart of the plane of fire and has the capability to fully harness the entirety of the energy of that plane.

The amulet grants its wearer immunity to fire damage and the ill effects of extremely hot environments.

This item has 10 charges and can be used to cast numerous spells.

# of Charges Spell Name
1 Burning Hands, Hellish Rebuke
2 Flame Blade, Flaming Sphere
3 Fireball, Flame Arrows
4 Wall of Fire, Conjure Minor Elementals

Maelstrom (+1)

Weapon(requires attunement), anchor, legendary

Forged by the cyclopes out of adamantite and the essence of the sea god Thyr. It has been passed down through the generations of atlantean royalty. Since the destruction of Atlantis, none now know where it lies.

When a creature attunes to the anchor, they can cast Shape Water at will. Additionally, they gain a swim speed of 30 feet, and can breathe underwater. Also, the anchor does not weigh the wielder down when they are flying or in water. They can as a free action activate the anchor and have it weigh them down, and deactivate it as a bonus action.

This anchor deals 1d8 bludgeoning damage and has a range of 10 feet. The anchor also deals an additional 1d4 cold damage.

If the anchor is not in the hands of the creature attuned to it at the end of the creature attuned to its turn, it dissolves into water and reforms back in the attuned creatures hand.

The anchor has 6 charges.

The wielder can expend these charges to cast the spells below. The wielder cannot cast these spells if the anchor is not in hand. The anchor regains expended charges at the dawn of each day.

Spells
# of Charges Spell(s)
1 Create or Destroy Water, Earth Tremor
2 Gust of Wind, Warding Wind
3 Call Lightning, Wall of Water
4 Watery Sphere, Control Water
5 Maelstrom, Control Winds

Trials

The anchor has more powers and abilities that the wielder must unlock through trials and hurdles that the DM determines. Keep in mind these do not all need to be unlocked in order, or even given out at all. You could possibly have the player wielding the anchor go retrieve related artifacts, doing deeds for a sea god, bringing rain to a droughted land, or whatever else you can come up with!

Eye of the Storm

The wielder of Maelstrom can expend three charges to cast the spell Storm Sphere centered on them, the effect moves with the wielder. The wielder is immune to the effects of Storm Sphere.

Stormchaser

The wielder of Maelstrom, gains a fly speed of 60 feet. But in order to fly they must maintain their grip on the anchor. If the anchor isn't in their grip at the end of their turn, they begin to fall.

Fish Whisperer

The wielder can telepathically converse with any creature that has an innate swimming speed.

Winters Breath (+1)

Weapon (Battleaxe)

(requires attunement)

The sibling weapon of Tempest. It harnesses the power of Rime the god of winter. Within this weapon is a shard of pure winter. The metal was mined from the plane Frostfell and forged at the Fountains of Creation.

When a creature attunes to the battleaxe, they can cast Ray of Frost at will. Additionally, they gain resistance to cold damage and are immune to the ill effects of cold environments.

This battleaxe deals 1d8 slashing damage while being wielding in one-hand, and 1d10 slashing damage when wielded with two hands. The battleaxe also deals an additional 1d4 cold damage.

It has the thrown property with a normal range of 30 feet and a long range of 60 feet.

When you make a successful ranged attack using this weapon, it deals an additional 1d4 cold damage. Immediately after the attack, Winters Breath magically flies back to your hand.

The wielder can summon Winters Breath, and it will fly to their grasp from any distance, even across dimensions. The axe navigates to you at a speed of 60 feet per round, taking the fastest route possible. If the axe deems the fastest route back to your hand is through a wall or creature, the DM may have it do so, to their discretion. Additionally, this weapon cannot be wielded unless the god Rime deems the creature attempting to wield it worthy enough to do so. If the creature is not deemed worthy, then the axe cannot be moved from wherever it rests.

The axe has 6 charges.

The wielder can expend these charges to cast the spells below. The wielder cannot cast these spells if the axe is not in hand. The axe regains all expended charges on the dawn of each day.

Spells
# of Charges Spell(s)
1 Armor of Agathys, Fog Cloud
2 Snilloc's Snowball Swarm, Warding Wind
3 Sleet Storm, Elemental Weapon (Cold Only)
4 Ice Storm, Elemental Bane (Cold Only)
5 Cone of Cold, Control Winds

Trials

The battleaxe has more powers and abilities that the wielder must unlock through trials and hurdles that the DM determines. Keep in mind these do not all need to be unlocked in order, or even given out at all. You could possibly have the player wielding the battleaxe go retrieve related artifacts, doing deeds for Rime, surviving a blizzard, or whatever else you can come up with! DC for any of the following abilities is 8 + the wielders proficiency + the wielders Strength modifier.

Ymir's Breath

The wielder of Winters Breath can expend 3 charges and slam the axe into the ground. This causes a burst of icy air to strike creatures out to 30 feet centered on the axe. All creatures other than the wielder in this range must make a Constitution saving throw. On a failed save they take 3d6 cold damage and are knocked prone, and on a successful save they only take half as much and are not knocked prone.

Heart of Frostfell

The wielder unleashes a blast of winter from the very heart of Frostfell. The wielder can as an action spend 3 charges and make a ranged attack against a single target within 120 feet. On a hit the target takes 8d6 cold damage.

Hail Storm Strikes

The wielder can spend 4 charges to make a flurry of attacks against a single target near them. The wielder makes 3 melee attacks against a single target within 5 feet of them.

Earth's Fury (+2)

Weapon (war pick), two-handed, heavy, legendary (requires attunement)

A powerful weapon forged out of the very heart of the elemental plane of earth itself. It is said to have the power to shake the strongest foundations and too rip the earth asunder. The weapon is

It deals 1d8 piercing while being wielded and an additional 1d4 thunder damage.

While attuned to this weapon you can cast the "Mold Earth" cantrip at will.

The war pick has 4 charges, each of which can be spent to cast "Erupting Earth" as an action or "Wrathful Smite" as a bonus action on your turn. The weapon regains one spent charge on a short rest, and all spent charges on a long rest.

Earth's Fury cannot be lifted or moved by anyone other than the creature attuned to it. Additionally, while the war pick is in the attuned creatures hands, that creature cannot be moved against their will.

Trials

The war pick has more powers and abilities that the wielder must unlock through trials and hurdles that the DM determines. Keep in mind these do not all need to be unlocked in order, or even given out at all. You could possibly have the player wielding the war pick go retrieve related artifacts, doing deeds for a deity of the earth, bringing aid to the survivors of an earthquake, or whatever else you can come up with!

DC for any of the following spells and abilities is 8 + the wielders proficiency bonus + the wielders Strength modifer.

Heart of the Mountain

The wielder of Earth's Fury can expend two charges to cast the spell "Bones of the Earth" once per long rest.

Avatar of the Earth

The wielder of Earth's Fury, while holding the hammer can cast the spell "Investiture of Stone" on themselves expending no charges.

Wrath of Gaia

The wielder of Earth's Fury can expend all 4 charges to cast "Earthquake" once per long rest.

Earthshaker

The wielder can slam the warpick against the ground in front of them and expend a charge to cast "Thunderwave" at 2nd level.

Stoneshaper

The wielder can expend a charge and cast the spell "Wall of Stone".

Talisman of the World Breaker

Wondrous item, artifact (requires attunement)

An artifact that was unearthed on a small island to the south of Magmarin. Its use was quickly discovered after a diviner used the talisman to view the source of its power. Before them stood the sleeping visage of the Tarrasque. From the fear that this creature instilled the Brotherhood of the World Breaker was founded.

Random Properties. The Talisman of the World Breaker has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 minor detrimental property

Properties of the Talisman. You gain the following benefits:

  • You deal double damage to objects and structures.
  • Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 3 you are affected as normal, on a 4 and 5, you're unaffected. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.
  • Your Strength score becomes 22, unless it is already higher.
  • The talisman can as an action be used to summon forth the Tarrasque from its slumber. The Tarrasque then makes its to wherever the talisman was used

PART VI

Kovaud Spellbook

Spells

Arrow of a Thousand Suns

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (1 arrow)
  • Duration: Instantaneous
  • Classes: Ranger, Druid, Paladin, Cleric.

You launch an arrow from your hand and it bursts into three smaller arrows made of pure solar energy. Make a ranged spell attack against three targets. On a hit they take 7d6 radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of arrows and therefore targets increases by 1 for each slot spent.

Orb of Chaos

6th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard, Warlock,

Choose a target within range. That target must make a wisdom saving throw or be temporarily transported into a rift in space filled with nothing but void. While in the rift they orbit around a massive black orb that discharges magical energy similar to solar winds. The target stays here for one minute and takes 1d4 psychic damage for each turn spent there, after which they are returned to their previous location.

Crimson Veil

1st-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Sorceror, Druid.

You form a red cloak around a target of your choice. The target must make a strength saving throw, on a failed save the target is restrained. The target may repeat this saving throw once at the beginning of their turn.

Hell's Maw

6th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V
  • Duration: Instantaneous
  • Classes: Warlock, Sorceror, Wizard.

An infernal gash forms in the earth. This gash creates a 10 by 40 foot line starting and ending at two points of your choice within range. All targets in this line must make a constitution saving throw taking 6d6 fire damage or half on a successful save.

Eclipse

3rd-level Illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 10 minutes.
  • Classes: Cleric, Wizard, Sorceror, Druid.

Upon casting this spell a great shadow begins to blot out the sun. An area of 120 feet around the target area is covered in shadow, making all who enter it have disadvantage on perception checks and investigation checks. They also gain advantage on all stealth checks made.

From The Depths

4th-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (seashell worth at least 25gp.)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Warlock, Cleric (Tempest Domain)

Choose a target within range. They must make a dexterity saving throw or be swallowed up by a small vortex of water that replaces whatever substance is in a 5 feet wide area you have summoned below them. While in this vortex they are treated as being restrained and take 1d6 cold damage per turn spent trapped in the vortex. They can repeat this saving throw once at the beginning of their turn.

Silver Shards

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (silver shavings)
  • Duration: Instantaneous.
  • Classes: Druid, Wizard, Cleric.

You throw the silver shavings at a target in range. Make a ranged spell attack. In mid air they change into 3 long diamond shaped shards of silver. Upon a hit these deal 7d6 magical piercing damage. If the target is within 5 feet of a wall, they are pinned and are counted as restrained. This only affects creatures of large size or smaller. The target or another creature can remove the shards as an action. The shards vanish after the target is unpinned.

Solar Wind

Evocation Cantrip


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Cleric, Sorceror.

You whip up a glowing wind and launch it at a target in range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 radiant damage.

This spells damage increase by 1d4 when you reach 5th level (3d4), 11th level (4d4), and 17th level (5d4).

Goodberry Fireball

3rd-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (one goodberry)
  • Duration: Instantaneous
  • Classes: Druid, Cleric.

A glowing goodberry is conjured into your hand and can be thrown to a point you choose within range and then blossoms with a low roar into an explosion of solar energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The light spreads around corners.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Plague of The Goodberry

5th-level conjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (one goodberry)
  • Duration: Concentration, up to ten minutes.
  • Classes: Druid, Cleric (Nature Domain only).

A 30 foot pile of goodberries materializes within range that emit a poisonous gas that causes all targets to make a constitution saving throw taking 4d10 on a failed save and half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above the 5th.

Stormbolt

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous.
  • Classes: Druid, Wizard, Cleric, Warlock.

You conjure a bolt of lightning into an empty hand and hurl it with a thunderous might. Make a ranged spell attack against a target within range. On a successful hit the target takes 1d8 lightning damage, and must make a Dexterity saving throw. On a failed save the target is knocked prone.

Forgemaster's Hands

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a steel ingot)
  • Duration: Instantaneous
  • Classes: Cleric, Wizard, Sorcerer

The caster creates a dagger, mace, spear, or shortsword in their hand consuming the ingredients.

Wyrmlings Breath

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Warlock, Wizard, Sorcerer, Druid

You draw in breath and exhale draconic energy at a creature in range. Choose acid, cold, fire, lightning, cold, or poison, this is the damage the spell deals. You must make a ranged spell attack against the target. On a hit, the target takes 1d6 of the chosen damage type.

At Higher Levels. The spells damage increases as you reach higher levels: 2d6 at 5th, 3d6 at 11th, and 4d6 at 17th.

PART V

People of Kovaud

Windrek Vauldane

High elf, lawful good


  • Armor Class 10 (natural armor)
  • Hit Points (15d8+15)
  • Speed 30ft
  • Size Medium, 5'9", 180lbs.

STR DEX CON INT WIS CHA
17 (+3) 11 (0) 12 (+1) 17 (+3) 24 (+7) 18 (+4)

Traits

High Priest. Windrek is the leader of the Acolytes Guild. They have +5 to Charisma checks made to interact with other members of their guild.

Cleric. Windrek is a 15th level spellcaster.

Light Domain. Windrek worships mainly Arcetice.


Kasnan Shattersword

Halfling, chaotic good


  • Armor Class 18 (plate mail)
  • Hit Points (12d8+48)
  • Speed 30ft.
  • Size Small, 4'1", 120lbs.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 18 (+4) 12 (+1) 20 (+5) 10 (0)

Traits

War Priest. Kasnan is a war priest of the Acolytes guild. They have +3 to Intimidation checks made to interact with others.

Cleric. Kasnan is a 12th level spellcaster.

War Domain. Kasnan worships Yibrealvto.


Krevalt Torug

Orc, neutral good


  • Armor Class
  • Hit Points (8d8+16)
  • Speed 30ft
  • Size Medium, 6'1", 210lbs.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 11 (0) 20 (+5) 13 (+1)

Traits

Healer. Krevalt is a healer of the Acolytes Guild. They can cast Cure Wounds at will as a 1st level spell without expending a spell slot.

Cleric. Krevalt is an 8th level spellcaster.

Life Domain. They worship Jibalor.


Vartyr Malinken

Human, lawful neutral


  • Armor Class
  • Hit Points (13d8+52)
  • Speed 30ft
  • Size Medium, 5'7", 190lbs.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 19 (+4) 10 (0) 26 (+8) 14 (+2)

Traits

Oracle. Vartyr knows the Guidance cantrip. Vartyr can once per day recieve a vision from the gods.

Cleric. Vartyr is a 13th level spellcaster.

Knowledge Domain. They worship Dradent.


Vandaur Syklair

Dragontouched elf, neutral good


  • Armor Class
  • Hit Points (20d6+)
  • Speed 30ft., fly 25ft.
  • Size Medium, 6'1", 147lbs.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 15 (+2) 24 (+7) 16 (+3) 13 (+1)

Traits

Grand Mage. Vandaur is the leader of the Wizards Guild of Science. She has +10 to Arcana checks.

Wizard. Vandaur is a 20th level spellcaster.

Conjuration School. Creatures that Vandaur summon or create with a conjuration spell have 30 temporary hit points.


Ashenven Katari

Fire genasi, chaotic good


  • Armor Class 13 (natural armor)
  • Hit Points (12d8+24)
  • Speed 30ft
  • Size Medium, 6'1", 197lbs.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 10 (0) 11 (0) 22 (+6)

Traits

Warlock of Tuselr. Ashenven is a 12th level warlock.

Planar Traveler. Ashenven is immune to the ill effects and conditions caused by other planes.

Beguiling Defense. Ashenven is immune to being charmed.


Gueraden Ledyr

Sandfolk, neutral good


  • Armor Class 11 (natural armor)
  • Hit Points (11d6+22)
  • Speed 30ft
  • Size Medium, 4'11", 142lbs.

STR DEX CON INT WIS CHA
10 (0) 13 (+1) 15 (+2) 21 (+5) 14 (+2) 12 (+1)

Traits

Abjurer. Gueraden is an 11th level wizard.

Monstrologist. Gueraden gets a +5 bonus to all skill checks relating to monsters.


Barry Arnain

Red dragonborn, chaotic neutral


  • Armor Class 18 (plate mail)
  • Hit Points (14d10+42)
  • Speed 30ft
  • Size Medium, 5'4", 203lbs.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 17 (+3) 12 (+1) 14 (+2) 16 (+3)

Traits

Dragon Rider. Barry is 14th level fighter and has a young red dragon companion named Dirnais.


Neibji Heinvr

Cloud dragonborn, chaotic neutral


  • Armor Class 19 (leather armor)
  • Hit Points (20d8+60)
  • Speed Speed
  • Size Medium, 5'10", 164lbs.

STR DEX CON INT WIS CHA
12 (+1) 24 (+6) 17 (+3) 15 (+2) 13 (+1) 18 (+4)

Traits

Thief. Neibji is a 20th level rogue.

Master Rogue. Neibji has +10 to Sleight of Hand and Stealth checks.


Canter Byrek

Hoard dwarf, neutral good


  • Armor Class 18 (dragonplate mail)
  • Hit Points (20d10+80)
  • Speed 25ft
  • Size Medium, 4'10", 207lbs.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 19 (+4) 16 (+3) 18 (+4) 12 (+1)

Traits

Samurai. Canter is a 20th level fighter.

Mastersmith. Canter gains +10 to all skill checks related to creating armor and weaponry.

Dragonplate Mail. Canter has advantage on all saving throws made against breath weapons.


Fu'gran Kerisces II

Orc, neutral good


  • Armor Class
  • Hit Points (d8+)
  • Speed Speed
  • Size Size category, height, weight

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

Traits

Forge Cleric. Fu'gran is a 16th level cleric.

Birth of Kovaud

For a very long time I searched for a group to play D&D with, and when none could be found I started my own. There were five of us. Sitting in a dimly lit living room ready to begin our adventure, we made one crucial mistake. We hadn't assigned someone to be the Dungeon Master! So I dug my heels in and took up the reigns of Dungeon Master. That night a world was born. The party was made up of a dwarven cleric, a wood elf ranger, a wood elf rogue, and an orc fighter. They went on many adventures, and here in this book I set out to tell the story of Kovaud and the things that dwell there.

Resources!

Below are links to homebrew documents that I make use of in my world and in this document.

Resources

Below are things I use in this setting. Mostly monster stat blocks.

Monster Module A-C

Imaginary Statblocks

Aedia Monster Manual

Monster A Day Compendium

Vatnagedda

Middle Finger of Vecna

Compendium of Forgotten Secrets

MFoV Gunslinger

MFoV Warmage