Ryndor, A Campaign Setting

by kickash

Search GM Binder Visit User Profile

Welcome to Ryndor

Magic is not power. Magic is not strength. Magic is YOU. If you are weak, your magic is weak. If you are cruel, your magic is cruel. Let it control you, and you will nothing more than a leaf in a stream. Be true to yourself, and you will achieve greatness."

Enter the world of Ryndor, where the clash between ancient magic and advancing technology has created a realm of adventure and peril. Explore the rugged landscapes of this realm, where ancient gods still walk the earth and legendary warriors are remembered in song and story. Join the Sev'rinns in the pursuit of magical knowledge, or seek out your own destiny in the bustling city of Eveltoft. Brave treacherous seas and enchanted forests, battle fierce monsters and rival factions, and discover the secrets of the powerful magic that pervades this land. With its rich history and diverse cultures, Ryndor offers endless possibilities for daring adventurers and cunning strategists alike. Are you ready to embark on an epic quest that will shape the fate of this world?

Isle of Sorcerers

The Sev'rinns of Ryndor offer a unique opportunity to delve into the magical side of this world. As a Sev'rinn, players have the ability to manipulate and channel the natural magical energies of Ryndor, offering a wealth of options for creative spellcasting and problem-solving. The specialties of the Sev'rinn offer a wide range of choices for players looking to explore different aspects of magic, whether it be through manipulating time with Kala, controlling water with Muza, or summoning the spirits of the dead with Atmani.

Kala. time - Sev'rinns specializing in Kala have the ability to manipulate time itself. It is said that they can slow it down, speed it up, or even send people back or forward in time.

Sorash. Sky - Sev'rinns specializing in Sorash have the ability to control the weather, including the wind, rain, and lightning. They are also said to have the power to fly.

Atmani. Spirit - Sev'rinns specializing in Atmani have the ability to communicate with spirits and the dead. It is said that they can even bring back the dead, although this is considered taboo.

Huon. Fire - Sev'rinns specializing in Huon have the ability to control fire and heat. They are said to be able to start fires with just a thought and can control flames to a remarkable degree.

Muza. Water - Sev'rinns specializing in Muza have the ability to control water and ice. They can summon rain, create waves, and even freeze their enemies solid.

Ziran. Nature - Sev'rinns specializing in Ziran have the ability to communicate with and control animals and plants. They can also use their powers to heal wounds and cure diseases.

Ishin. Stone - Sev'rinns specializing in Ishin have the ability to control earth and stone. They can create walls and barriers, cause earthquakes, and even summon golems made of rock.

Keiton. Space - Sev'rinns specializing in Keiton have the ability to manipulate space itself. They can teleport themselves and others, create portals to other dimensions, and even alter the size and shape of objects.

Sev'rinns play a significant role in modern Ryndorian society as highly respected and sought-after magical practitioners. As the guardians of Ryndor' magical heritage, they are highly revered and play a key role in the political, social, and economic fabric of the land. Many Sev'rinns are employed by local governments, noble houses, and wealthy merchants to provide magical services and advice.

While Sev'rinns are often seen as wise and compassionate, their services come at a cost. The training required to become a Sev'rinn is long and difficult, and the journey to mastery is fraught with danger. As a result, their services are highly valued and can be expensive. However, Sev'rinns are also known to take on pro bono work, especially for those in need, and many consider it their duty to use their abilities to help others.

Sev'rinn Services
Cost Service
50-100 Healing and Restoration
100-200 Protection and Warding
200-300 Divination and Scrying
300-500 Enchantment and Charm
500-1000 Teleportation and Travel
1000-2000 Necromancy and Death Magic

Healing and Restoration The Sev'rinn uses their knowledge of magic and the healing arts to restore the health and vitality of their patient. Cost: 50-100 gold pieces, depending on the severity of the injury or illness.

Protection and Warding The Sev'rinn creates magical barriers and wards to protect their client from physical harm or magical attacks. Cost: 100-200 gold pieces, depending on the strength and duration of the wards.

Divination and Scrying The Sev'rinn uses their mystical abilities to gain insights into the future or to locate a specific person or object. Cost: 200-300 gold pieces, depending on the complexity of the request.

Enchantment and Charm The Sev'rinn imbues an item or person with magical properties, such as increased strength, heightened senses, or the ability to charm others. Cost: 300-500 gold pieces, depending on the strength and duration of the enchantment.

Teleportation and Travel The Sev'rinn can transport their client to a specific location or across great distances in an instant. Cost: 500-1000 gold pieces, depending on the distance and danger of the journey.

Necromancy and Death Magic The Sev'rinn can raise the dead, create undead minions, or inflict curses and plagues on their enemies. This is a highly taboo and dangerous practice, and few Sev'rinns are willing to offer these services. Cost: 1000-2000 gold pieces, or a steep and dangerous favor to be paid at a later date.

In addition to their role in society, Sev'rinns also have a rich history and mythology associated with their practice of magic. As players explore the lore of the Sev'rinn, they may uncover ancient texts, magical artifacts, and hidden knowledge that can aid them in their adventures. Whether through the study of ancient tomes or through personal experience in the field, Sev'rinns are always seeking to expand their knowledge of magic and to unlock new secrets of the world.

Rift to Nebernoria

The rift to Nebernoria is a mystical and mysterious gateway that connects Ryndor to a small part of the astral plane called Nebernoria. The rift is located in the center of Eveltoft, yet it remains a source of wonder and fear for many. The rift is guarded by powerful enchantments and mystical creatures, ensuring that only the most skilled and experienced travelers can pass through it safely. The rift itself is a shimmering, pulsating portal that seems to vibrate with otherworldly energy.

Despite the risks, the rift is a source of great significance for the people of Ryndor. It is a gateway to a world of incredible wonder and magic, where the laws of physics and reality as we know them do not apply. It is a place where dreams and nightmares come to life, and where the impossible becomes possible.

For those brave enough to venture into Nebernoria, the rewards can be great. Ancient relics and powerful artifacts lie hidden within its mystical landscapes, and the secrets of the universe itself can be unlocked by those with the knowledge and skill to uncover them.

But with great power comes great danger, and the dangers of the Netherverse are many. From malevolent spirits and dark entities to the ever-shifting terrain and the bizarre laws of physics that govern it, those who venture into Nebernoria must be prepared for anything.

Chapter 1: About Ryndor

Welcome to the comprehensive guide to Ryndor, a land steeped in history, shaped by its geography, and defined by its unique calendar system. From the bustling port city of Surreymouth to the floating island of Holmea, Ryndor is a place of adventure and wonder. But to truly appreciate the land and its people, one must understand its rich history and geography. The land of Ryndor was shaped by powerful magical forces, which created vast forests, towering mountains, and sprawling plains. Its many cities and townships are as diverse as the land itself, with their own unique cultures, histories, and traditions.

In addition to its geography, Ryndor is also home to a unique calendar system that tracks the movements of three moons. The complex calendar system plays a significant role in the lives of its inhabitants, from the timing of festivals to the planting of crops. This chapter will delve into the fascinating history of the land, explore its varied geography, and provide detailed descriptions of its many cities and townships. Whether you're a traveler seeking adventure or a scholar seeking knowledge, this guide to Ryndor is your key to unlocking the secrets of this magical land.

History of Ryndor

The Sev'rinns of Ryndor are like shamans, and are all descendants of the first Sev'rinn, Aldrin Shun. Some Sev'rinns exhibit strengths in certain Earth elements like water or wind, and some Sev'rinns seem to be able to commune with the dead, or see the future. Sev'rinns usually begin to exhibit their powers at a very young age. Their hair is usually the first indicator of which kind of power runs through their veins, as it will begin to grow in vibrant colors when they are about three or four years old. A young Sev'rinn will usually show an affinity for items or places that match their powers, like Ziran Sev'rinns will become overjoyed when surrounded by nature or animals, Sorash Sev'rinns will enjoy flying and being at great heights.

A young Sev'rinn will usually show an affinity for items or places that match their powers, like Ziran Sev'rinns will become overjoyed when surrounded by nature or animals, Sorash Sev'rinns will enjoy flying and being at great heights.

The Royal Sev'rinn Bloodline

The Sev'rinns were the rulers of Ryndor for three centuries, since Aldrin Shun became the first Sev'rinn after the Battle of Ardentor.

After years of torment and torture at the claws of the giant Fire Wyrm Ardentor, the armies of Ryndor marched upon his mountain lair and called him out to face them in battle. Thousands of men and women were lost in the Battle of Ardentor, and so it seemed that the nations of Ryndor would also be lost to Ardentor's fires.

Standing alone in an ashen field among the thousands of dead, Aldrin Shun stood and raised his arms aloft as the fearsome Ardentor released a final, massive fireball from his jaws. Instead of being consumed by the flames, Aldrin's skin glowed fiercely, and his hair stood upon its end, as the flames were absorbed into his body.

He swirled the flames around himself, and outstretched an arm to command Ardentor to submit to his will. Ardentor writhed and recoiled from Aldrin's command, and was engulfed in white fire. Ardentor screamed and swiped his massive claws at Aldrin. They fought this way for days, until the dawn of the tenth day when Ardentor finally bowed his head before Aldrin. And Aldrin collapsed in exhaustion upon the giant Fire Wyrm's snout. Ardentor carried him back to his dwelling in the city of Eveltoft, where Aldrin would be declared the Huon Sev'rinn.

He became a beloved ruler of Ryndor, and birthed a bloodline of magical progeny that would unite and rule over Ryndor for a prosperous and peaceful age. Aldrin took a wife named Kaida, who was a gifted healer. Some believe her to have possessed some magic of her own, although the truth of her gifts has been lost to time. Kaida and Aldrin had three children: the youngest were twin girls Miyu and Eira, and the eldest a boy named Destin. Miyu and Eira were both gentle and kind, but possessed no magical gift in their blood.

Destin, however, proved to be a powerful wielder of nature magics. He became the first Ziran Sev'rinn, and contributed much to the taming of wild beasts to use in Eveltoft as work beasts and magical familiars. Destin had two children with his wife Kari: Gyda the elder, and Einar the younger. Kari sadly passed during the birth of their third child, named Sylvi, who did not survive much longer than an hour. So saddened was he by the death of his wife and third child, Destin retreated to the woods with his closest companion, a giant male albino elk called Inge. Ten days passed before he returned, and he was never the same, but far more powerful than before. He started the Hilderturgy, a tradition by which the Elder Sev'rinn would teach and pass down their magical knowledge to their progeny. He taught Gyda and Einar rigorously, and both exhibited magically touched blood. Gyda would soon become the stronger. She possessed power over both water and wind, and became the Muza-Sorash Seidher when she was no more than 18.

The following decades were fruitful for the descendants of Aldrin Shun, and many beloved Sev'rinn would bring prosperity and knowledge to all of Ryndor:

  • Gyda's daughter Celestia, the Ishin Sev'rinn, who built most of the sanctuary city of Eveltoft.
  • Celestia's son Aethelric, the Atmani Sev'rinn, who ruled for only five years before his untimely death.
  • Aethelric's son Kenjiro, the Kala Sev'rinn, who ruled for more than 80 years.
  • Kenjiro 's daughter Runa, the HuonAtmani Sev'rinn, said to be the most powerful since Aldrin himself.
Sev'rinn Powers
Power Name Signature Spell
Fire Huon
Nature Ziran
Sky Sorash
Water Muza
Stone Ishin
Spirit Atmani
Time Kala
Space Keiton

Descent into Darkness

Runa, powerful as she was, birthed no magical children of her own. None of her seven progeny could pass the Hilderturgy, and she became desperate to pass her magic on to the next heir of Ryndor. She used her ability to commune with the dead to create the dark magic of necromancy, sacrificing the soul of her newest born child in an attempt to create the magical soul of a Sev'rinn. It was thought that this child died in the womb, and none but her eldest Knute knew the truth.

Runa birthed a grey skinned child that she named Torgar. He passed the Hilderturgy before the age of ten, and was a full blooded Sev'rinn by the time he was 15. Torgar was vicious, cruel, and greedy. He lacked the gentleness that was the hallmark of the previous Sev'rinns. He reveled in war and violence, and bred the strongest military Eveltoft had ever seen. He introduced crippling taxes on the surrounding cities in Ryndor, and marched his armies upon them when they couldn't pay.

The Torgarian War

A civil war was brewing against Torgar, led by his own brother Knute. Runa attempted to quell the rage in her son Torgar to save Ryndor and Knute. She told him he was birthed from the spirit of her own sacrificed child. Torgar was enraged and heartbroken, and took the life of his mother Runa, while Knute was watching, unknown to both of them. In that moment, Knute called the guerilla army to march against the army of Torgar, and their war tore the city of Eveltoft to shreds. It is said that the war raged for ten years, as the Atmani Sev'rinn Torgar resurrected his armies over and over.

Knute won only by brute force and determination. He marched nearly the entire population of Ryndor to their death to defeat Torgar, and the entire island was devastated for decades following the war. Eveltoft had been razed to the ground, and much of the history of the Sev'rinns was lost. Little is known about what became of the other six children of Runa. It is generally assumed that they were killed by Torgar before the Torgarian war.

The Ullac Regime

After the victory of Knute, he called his regime Ullac, named for law and order. The bylaws of Ryndors were drawn, and the oppressive nature of Knute’s regime began to reveal itself

The ruling class became more interested in accumulating wealth and power than in serving the people of Ryndors. Taxes were raised to exorbitant levels, and minor offenses were punished harshly, with many innocent people being imprisoned or even executed.

In addition, magical creatures and people were hunted down and killed ruthlessly, leading to a rebellion known as the Sev'rinn Rebellion. The Sev'rinns, who were descendants of the first Sev'rinn, Aldrin Shun, began to revive the old ways, and many people began to turn to them for guidance and protection.

The War of the Sev'rinns

Led by the powerful magical Sev'rinn, Praetor Oracle Ophelia, the Sev'rinn Rebellion fought against the Ullac Regime for years. The Sev'rinns, were on the brink of defeat when the rift to Nebernoria suddenly appeared in the heart of Ryndor.

At first, no one knew what to make of the strange portal, but it quickly became apparent that it was the key to the Sev'rinns' salvation. The rift opened up a pathway to Nebernoria, where the Sev'rinns discovered powerful magical artifacts and advanced technology that they used to turn the tide of the war.

The Sev'rinns' forces became augmented with new weapons and armor made from the strange materials found in Nebernoria, and their fighters were trained in powerful spells and magical abilities that gave them a decisive edge in combat. The Ullac Regime was caught off guard by the Sev'rinns' sudden shift in power, and they were unable to withstand the rebels' new arsenal.

In the end, the rift to Nebernoria was a key factor in the Sev'rinns' ultimate victory over the Ullac Regime. The rebels were able to use the resources they found in the Netherverse to improve their lives and the lives of their people, and the rift itself became a symbol of hope and freedom in Ryndor.

The Ullac Regime became increasingly desperate as the rebellion continued to gain momentum. They began to rely more heavily on brutality, which only served to further alienate them from the people of Ryndor. Eventually, their forces were weakened to the point where they could no longer resist the rebels.

In the end, the Sev'rinn Rebellion was victorious, and the Ullac Regime was overthrown. Praetor Oracle Ophelia emerged as a beloved leader and a symbol of hope for the people of Ryndors. She helped to establish a new system of governance that was fair and just for all, and she worked to rebuild the damaged relationships between the various nations that had been torn apart by the conflict.

A New Utopia

The Crystal Scholars is a relatively new political entity that emerged out of the ashes of the War of the Sev'rinns, which ravaged the land and left many of its inhabitants devastated. The idea of The Crystal Scholars was born out of a desire to create a society that is fair and just, where every individual has equal access to resources and opportunities. Under the leadership of its founder, a visionary Sev'rinn named Opherlia, The Crystal Scholars have made remarkable progress towards achieving these goals.

The Scholars were quick to recognize the potential benefits of exploring and exploiting the resources of the Netherverse. They have established a strong presence around the rift and have invested significant resources into studying and understanding it.

The Scholars have established a specialized academy for the study of the Netherverse, and have recruited some of the most brilliant minds and skilled magic-users to explore its depths. They believe that the Netherverse contains valuable insights into the nature of magic and the universe, as well as potent resources that can be harnessed for a wide range of purposes.

However, the Scholars also acknowledge the dangers of the Netherverse and the potential risks that come with exploring its depths. They have established strict protocols and safeguards to ensure that their expeditions to the Netherverse are safe and secure, and that the resources they bring back are properly controlled and utilized.

Today, Ryndor is a vibrant and prosperous society where the needs of the people are placed above all else. Its economy is strong and diverse, with a thriving agricultural sector that feeds the population and provides surplus for trade. Education and healthcare are universal and accessible to all, ensuring that every citizen has the opportunity to reach their full potential. The government is run by The Crystal Scholars, who are elected by the people and are responsible for making decisions that affect the entire society.

Ryndor is a society that values diversity and inclusivity, where everyone is welcome regardless of their race, gender, or beliefs. The Sev'rinns play a vital role in the society, using their magic to help maintain the delicate balance between the various elements that make up the world. They are respected and revered by the people, and their wisdom and guidance are sought out on matters both big and small. Despite its many achievements, Ryndor still faces challenges and struggles to maintain its utopian ideals. However, the people remain steadfast in their commitment to creating a better society for all.

Keepers of the Rift

The Keepers of the Rift to Nebernoria are a secretive order of scholars, mages, and warriors who have dedicated their lives to safeguarding the rift and ensuring its proper use. They are a small, elite group of individuals who are selected based on their intelligence, magical aptitude, and physical prowess. The Keepers are deeply respected by the pedocratic ruling body of the Crystal Scholars, who rely on them to protect the realm from the dangers that lurk beyond the rift.

The Keepers are divided into three branches: the scholars, the mages, and the warriors. The scholars are responsible for studying the properties of the rift and the Netherverse, and for documenting their findings in the Crystal Archives. The mages are skilled in the art of astral magic, and are tasked with maintaining the magical wards that protect the rift from malevolent entities.

The warriors are the defenders of the rift, trained in both armed and unarmed combat to protect the realm from any threats that may emerge from the Netherverse.

The Keepers operate in secrecy and are seldom seen by the general population of Ryndor. They reside in a hidden fortress located near the rift, and maintain constant vigilance to ensure that the rift remains secure. The Keepers are known to be fiercely loyal to the pedocratic ruling body of the Crystal Scholars, and are willing to do whatever it takes to protect the realm from any threats that may arise.

Nebernoria

Nebernoria is a strange and mysterious place, filled with creatures that are unlike anything found in Ryndor. The astral plane's unusual energies have caused the flora and fauna of the area around the rift to Nebernoria to mutate and evolve in bizarre and sometimes dangerous ways. Nebernoria is a place of shifting landscapes, strange creatures, and even stranger energies.

The inhabitants of Nebernoria are varied and mysterious. Some are native to the astral plane, while others are beings that have stumbled into Nebernoria from other realms. The most common creatures encountered in Nebernoria are the Astral Constructs - strange creatures that are formed from the very energies of the astral plane itself. These constructs take many forms, from hulking beasts to insubstantial entities that shift and change with every passing moment.

Traveling between Ryndor and Nebernoria is not an easy task. Those who wish to make the journey must first seek out the Keepers of the Rift, a mysterious group of individuals who guard and maintain the portal between the two planes. The Keepers are highly secretive and only allow those they deem worthy to pass through the rift. Even then, the journey is fraught with danger, and travelers must be prepared for the strange and unpredictable environment of Nebernoria.

Traveling to Nebernoria can be highly rewarding. The astral plane is home to many rare and powerful materials that can be used to craft magical items of great power. There are also rumors of ancient artifacts and hidden knowledge that can be found within the strange and shifting landscapes of Nebernoria.

However, there are also many dangers that lurk within Nebernoria. The mutated creatures that inhabit the astral plane are highly unpredictable and can be extremely dangerous. The energies of the plane can also have strange and unpredictable effects on magic and technology, making it difficult to rely on traditional methods of defense. Many who have ventured into Nebernoria have never returned, lost forever in the shifting, alien landscapes of the astral plane.

Life in Ryndor

Ryndor is a volcanic island, with over 10% of its land mass covered by glaciers. Due to its volcanic origin, the country's nature features gushing geysers, natural hot springs, as well as lava fields stretching as far as the eye can see.

Ryndor's landscapes are shaped by the forces of nature and vary from deep fjords to vast volcanic deserts. Through to black sand beaches, snow-capped mountains, and staggering waterfalls.

Ryndor’s numerous rivers and waterfalls are harnessed and used for energy by its inhabitants. Eveltoft sits amidst a wind tunell, at the base of two large mountains, and is the windiest city on Ryndor. Fortunately, the people have harnessed the power of the wind as well, and Eveltoft is wealthy with wind and water power.

Among renewable power from wind, water, and geothermal energy, Ryndor possesses several natural resources that keep the region self-sustaining. It is surrounded by a rich and prolific fishing ground on its southern coast. For centuries, the fishing ground off the coast of Surreymouth has provided near-inexhaustible food resources to the entire region of Ryndor.

There are two deep mineral veins that run the length of Ryndor. The mining and smelting of aluminum and iron has kept Ban Mynydd on the forefront of the economy for decades now, trailing only Eveltoft in its economic influence in the region.

While the sea has proved fertile around Ryndor, the earth has not. Wyrmbost has never been an especially prosperous city in comparison to Ban Mynydd and Surreymouth, but has existed under protection of Eveltoft since the days of Destin. It is overseer of the few crops that grow natively in Ryndor, but serves primarily as the breeding and training ground to the many beasts that live and work alongside the people of the four sister cities. This is includes a miniature hybrid Fire Wyrm that is a favorite of Ban Mynydd for help and protection in the mines.

Little is known of the geography and resources of the Holmea Islands. They were previously believed to be uninhabited due to their high elevation and inaccessibility by sea. The largest island is at least half a mile above sea level, with sheer and brutal black rock faces on all sides, and shrouded permanently in a deep grey mist. The other two smaller islands are flat, and covered simply in black sand and sea crabs.

Currency

In Ryndor, currency is an essential part of daily life. The economy is driven by the trade of goods and services, which are purchased with various denominations of coins. The most valuable of these coins is the Fimbulmynt, a large, golden coin that is highly sought after. The Hrafnmynt, a silver coin adorned with an image of a raven, is the second most valuable currency. The Kaldmynt, a small copper coin, is the most common form of currency and is used in everyday transactions.

In addition to the standard D&D 5e currencies, Ryndor also uses two unique denominations of coins. The Hrimmynt, or frost coin, is a platinum coin that is rarely seen and is considered a symbol of great wealth. The Sólmynt, or sun coin, is an electrum coin that is valued for its beauty and rarity. Both of these coins are often used in high-value transactions and are a sign of prestige and status.

Coin Name km hm sm fm em
Copper Kaldmynt (km) 1
Silver Hrafnmynt (hm) 10 1
Electrum Sólmynt (sm) 50 5 1
Gold Fimbulmynt (fm) 100 10 2 1
Platinum Eirmynt (em) 1,000 100 20 10 1

Natural Resources

Ryndor's numerous rivers and waterfalls are harnessed and used for energy. Eveltoft sits amidst a wind tunnel, at the base of two large mountains, and is the windiest city on Ryndor. Fortunately, the people of Eveltoft have harnessed the power of the wind as well, and Eveltoft is wealthy with wind and water power.

Among renewable power from wind, water, and geothermal energy, Ryndor possesses several natural resources that keep the region self-sustaining.

It is surrounded by a rich and prolific fishing ground on its southern coast. For centuries, the fishing ground off the coast of Surreymouth has provided near-inexhaustible food resources to the entire region of Ryndor.

There are two deep mineral veins that run the length of Ryndor. The mining and smelting of aluminum and iron has kept Ban Mynydd on the forefront of the economy for decades now, trailing only Eveltoft in its economic influence in the region.

While the sea has proved fertile around Ryndor, the earth sometimes has not. Wyrmbost has never been an especially prosperous city in comparison to Ban Mynydd and Surreymouth, but has existed under protection of Eveltoft since the days of Destin. It is overseer of the few crops that grow natively in Ryndor, but serves primarily as the breeding and training ground to the many beasts that live and work alongside the people of the four sister cities. This is includes a miniature hybrid Fire Wyrm that is a favorite of Ban Mynydd for help and protection in the mines.

The natural resources that can be recovered from Nebernoria are highly sought after and valuable to the people of Ryndor. One of the most prized resources is a rare mineral called nebernite, which is used in the production of powerful magical artifacts and potions. Nebernite is extremely hard to find and can only be mined from deep within the tunnels and caverns of Nebernoria.

Another valuable resource is a rare plant known as neberbloom. This plant is known for its unique ability to absorb and store magical energy, making it highly sought after by magic users and alchemists. Neberbloom can only be found growing in the harsh and mutated environments of Nebernoria, and its extraction requires careful handling and expertise.

Seasons and Celebrations

Winter's Requiem marks the beginning of the year in Ryndor. The first month of the calendar marks the arrival of winter, with the three moons visible in the night sky, each with its unique shape and color. The people of this place have learned to brace themselves for the harsh weather that accompanies the arrival of this month. The nights are long, and the temperatures drop dramatically, covering the land in a blanket of snow and ice. Most of the animals retreat to their burrows or hibernate during this time, making food scarce. The people light fires in their hearths, gather around to share stories and huddle together to keep warm. It is a month of survival, of conserving energy, and of preparing for the long winter ahead.

Frost's Grip The second month of winter is marked by the coldest and harshest weather of the year, with the sun barely visible on the horizon during the day. As the icy winds howl across the land, the people of Ryndor huddle close to their hearths and wrap themselves in thick furs. The harsh weather makes travel difficult and dangerous, and many choose to stay close to home during this month.

The mountains and forests are blanketed in snow and ice, creating a stunningly beautiful but treacherous landscape. Despite the hardships of this month, the people of Ryndor are a hardy and resilient people, and they take pride in their ability to weather even the harshest of winters.

Thaw's Promise As winter begins to lose its grip, the people of Ryndor look forward to the promise of spring, with the sun rising higher in the sky and the moons becoming more prominent. Thaw's Promise is the third month of the Ryndorian calendar, and it marks the time when winter begins to lose its grip on the land. The days start to grow longer, and the temperature slowly begins to rise. Although the snow and ice still cover the ground, signs of new life start to appear. The first buds on trees and bushes begin to appear, and the frozen streams and rivers start to thaw. The people of Ryndor feel a sense of hope and renewal as they anticipate the coming of spring. They start to prepare for the planting season, knowing that the promise of new growth and abundance is just around the corner.

Spring's Awakening The fourth month of the Ryndorian calendar is Spring's Awakening, which marks the arrival of spring in the land of Ryndor. As the snow melts away, the trees begin to bud, and the flowers start to bloom, filling the air with their sweet fragrances. Birds return to the forests and fields, and the animals that have been hibernating throughout the winter start to emerge from their burrows. The people of Ryndor celebrate the return of the sun and the promise of new life, eagerly preparing for the warmer months to come.

As for holidays, the most significant event in Ryndor is the Frostmoon Festival, which takes place in mid-winter, around the time of the winter solstice. It is a celebration of the changing of the seasons and the rebirth of the sun. People light bonfires and lanterns to symbolize the returning light, and they exchange gifts and feasts. Other holidays include the Harvest Festival in autumn and the Spring Equinox Festival in spring.

Ryndorian Calendar
Month Name
1 Winter's Requiem. The first month of the calendar marks the arrival of winter.
2 Frost's Grip. The second month of winter is marked by the coldest and harshest weather of the year.
3 Thaw's Promise. As winter begins to lose its grip, the people of Ryndor look forward to the promise of spring.
4 Spring's Awakening. The arrival of spring is marked by the blooming of flowers and the return of birds to the forests and fields.
5 Rain's Blessing. The fifth month of the calendar is marked by the arrival of heavy rains, which bring new life and vitality to the land.
6 Harvest's Bounty. As the summer wears on, the people of Ryndor begin to harvest the fruits of their labor.
7 Autumn's Ember . The arrival of autumn is marked by the changing of the leaves and the cooler temperatures that herald the approach of winter.
8 Hunter's Moon. The eighth month of the calendar is marked by the arrival of the Hunter's Moon, which signals the beginning of the hunting season.
9 The Long Night. The final month of the year marks the arrival of winter and the longest nights of the year.

Holidays

In Ryndor, there are several major holidays throughout the year that are celebrated by its people. These holidays are an important part of the cultural fabric of Ryndor, and they are celebrated by people of all backgrounds and faiths.

New Year's Day. This is the first day of the year, and it is celebrated with feasting and fireworks. Many people also make New Year's resolutions to improve their lives in the coming year.

Spring Equinox. This marks the first day of spring, and it is celebrated with the planting of seeds and the beginning of new projects. Many people also hold bonfires and feasts to welcome the return of the warmer weather.

Summer Solstice. This is the longest day of the year, and it is celebrated with outdoor festivities and games. Many people also hold large feasts to celebrate the abundance of crops and fruits that come with the summer months.

Autumn Equinox. This marks the first day of fall, and it is celebrated with the harvesting of crops and the preparation for the long winter ahead. Many people also hold feasts and bonfires to celebrate the changing of the seasons.

Frostmoon Festival. This is a three-day festival that celebrates the first snowfall of the year. Many people hold feasts and bonfires, and there are often competitions and games held to mark the occasion. It is also a time when

people honor their ancestors and loved ones who have passed away, and many visit graveyards to leave offerings of food and drink.

Winter Solstice. This is the shortest day of the year, and it is celebrated with the lighting of candles and fires to symbolize the return of the light. Many people also exchange gifts and hold feasts to celebrate the end of the old year and the beginning of the new.

Religion

The world of Ryndor is rich in culture and religion. The people of Ryndor have developed a variety of faiths and traditions, each with their own set of beliefs and practices. Religion plays a significant role in the daily lives of many individuals, providing comfort, guidance, and a sense of purpose. In this section, we will explore some of the primary religions of Ryndor, including their beliefs, practices, and associated cleric domains.

While there is great diversity in the religions of Ryndor, there is also a strong sense of tolerance and respect among the people. Religious differences are rarely a source of conflict, and many festivals and traditions are celebrated across different faiths. However, there are occasional tensions between different religious groups, particularly in areas where different faiths compete for influence or resources.

In Ryndor, there are a variety of people and creatures who do not have a formal religion or belief system. Some of these individuals may be atheists or agnostics who simply do not believe in the existence of gods or higher powers. Others may have been raised in a culture or community that does not place a strong emphasis on religion, and as such they may not have a personal belief system.

There are several organized major religions throughout Ryndor. It is common for Clerics of these religions to proselytize and evangelize their churches by going on faith missions or serving in communities in the name of their faith.

The Cult of the New Moon

The Cult of the New Moon venerates the goddess of the night and the moon. They believe that darkness is a source of power and that the moon's phases represent the ever-changing nature of existence.

Common prayer: "Embrace the darkness within to unlock the power of the moon."

Domains: Trickery and Death

The Order of the Iron Sun

The Order of the Iron Sun worships the god of strength, battle, and craftsmanship. They believe in the power of the forge and the transformative nature of fire.

Common prayer: "Through the forge of battle, we are tempered and made strong."

Domains: War and Forge

The Church of the Golden Harvest

The Church of the Golden Harvest venerates the goddess of agriculture, fertility, and the harvest. They believe in the importance of living in harmony with the natural world and respecting the cycles of growth and decay.

Common prayer: "Bless the soil and the seeds, may the harvest be bountiful."

Domains: Life and Nature

The Brotherhood of the Shattered Mind

The Brotherhood of the Shattered Mind follows the teachings of a deity of secrets, knowledge, and madness. They believe in the pursuit of hidden knowledge and unlocking the mysteries of the universe.

Common prayer: "Unravel the mysteries of the universe and let madness guide our way."

Domains: Knowledge and Madness

The Order of the Everburning Flame

The Order of the Everburning Flame worships a deity of light, truth, and protection. They believe that their deity's light illuminates the darkness and that their protective power shields the innocent from harm.

Common prayer: "May the light guide us through darkness and the flame shield us from harm."

Domains: Light and Protection

Disciples of the Nether

The Disciples of the Nether believe that the rift to Nebernoria is a gift from the deity of the underworld, a powerful being who oversees the flow of souls from the material world to the afterlife.

Common prayer: "Through the Rift we are blessed, in the Nether we find truth."

Domains: Death

Culture

Ryndorian culture is diverse and varied, with different regions having their own unique traditions and customs. However, there are some common threads that tie all Ryndorians together.

Family is highly valued in Ryndorian culture, with close-knit extended families often living together in multi-generational households. Marriage is also an important institution, with arranged marriages being common in some regions. Respect for elders and ancestors is another key aspect of Ryndorian culture, with many rituals and festivals dedicated to honoring those who have come before.

Art and music are highly valued in Ryndorian culture, with many communities having their own distinct styles of music and dance. Storytelling is also a revered tradition, with many myths and legends passed down through generations.

Hard work and perseverance are highly valued in Ryndorian culture, with many communities being self-sufficient and relying on agriculture or artisanal crafts for their livelihoods. Craftspeople and artisans are highly respected for their skills and creativity.

Magic

Magic in Ryndor is a deeply ingrained part of the culture, with many individuals having the ability to perform magical feats to varying degrees. Magic is respected and revered, but also feared, as it is known to have the potential to cause great harm if not wielded responsibly.

Many people in Ryndor view magic as a gift, with those who are born with magical abilities often seen as chosen by the gods. As a result, those with magical abilities are often held in high regard, with some even being seen as spiritual leaders or advisers to rulers. However, there is also a great deal of superstition surrounding magic, with some people believing that those who possess magical abilities are cursed or possessed by demons.

There are also many different types of magic in Ryndor, each with its own set of practitioners and traditions. Some types of magic, such as healing magic, are widely accepted and even encouraged, while others, such as dark magic, are feared and often outlawed. Despite this, many practitioners of dark magic still exist, often operating in secret or under the guise of other professions.

Sev'rinns

In Ryndor, Sev'rinns hold great cultural significance as powerful magic wielders and spiritual leaders. They are respected members of society, often sought out for their advice and guidance on matters both mundane and mystical. Sev'rinns are known for their ability to communicate with the spirits of the natural world and the ancestors, and are often called upon to perform rituals and ceremonies to honor these spirits.

The training of a Sev'rinn is a long and arduous process, requiring both natural talent and extensive study of magical theory and practice. Sev'rinns are expected to adhere to a strict code of ethics, which emphasizes the responsible use of their powers and a deep respect for the spirits and the natural world. As such, Sev'rinns are often seen as stewards of the land and the keepers of ancient wisdom, and play a vital role in maintaining the balance between the physical and spiritual realms in Ryndor.

The Rite of the Open Hand

In some regions, it is customary for individuals to greet each other by extending their right hand palm-upward. This is seen as a sign of trust and respect, indicating that they are not holding any weapons or harmful intentions. Refusing to offer an open hand is considered a grave insult and could lead to mistrust or even violence. After the Rite is completed, it is customary for the participants to engage in the Whispered Promise.

The Rite of the Open Hand also serves as a way to foster peaceful relations between neighboring communities. It is common for representatives from different towns or villages to participate in the Rite together as a means of strengthening ties and establishing trade agreements. It is said that in the past, wars and conflicts between Ryndorian communities were often resolved through the completion of a Rite of the Open Hand followed by the Whispered Promise, as the act of coming together and making the sacred pledge of nonviolence was seen as a powerful way to end hostilities and forge a lasting peace.

The Whispered Promise

In many regions of Ryndor, it is customary to make a whispered promise when greeting someone for the first time. This promise is usually a commitment to aid the other person in some way if they ever need help. The act of making the promise is seen as a way to establish trust and build a bond of friendship between strangers.

Another aspect of the Whispered Promise is that it is meant to be kept secret between the two individuals who made it. It is not to be shared with anyone else, not even close friends or family members. Breaking this trust is considered a grave offense and could result in social ostracism.

In some communities, the Whispered Promise is seen as a spiritual practice, a way of connecting with the divine through the act of making a commitment to another person. It is believed that the sincerity and purity of the promise will be rewarded by the gods, and that those who keep their promises will receive blessings and good fortune in their lives. As such, the Whispered Promise is not taken lightly, and is considered a sacred bond between two people.

Giving Grove

Many villages and towns in Ryndor have communal gardens known as Giving Groves. Members of the community are encouraged to plant and tend to these gardens, with the understanding that the bounty will be shared with anyone in need. This practice promotes a sense of community and generosity, and helps to ensure that everyone has access to fresh produce.

The Giving Grove is a sacred site that is usually protected by the druids of the area. They believe that the trees in the grove have a spiritual connection to the land and all living beings. As such, the druids consider it their duty to care for the trees and ensure their continued health and vitality. They also believe that the grove has healing properties, and many sick or injured individuals have been brought to the grove to be healed.

The druids of Ryndor have a tradition of holding ceremonies in their Giving Groves during the changing of the seasons. These ceremonies involve offerings of food, flowers, and other gifts to the trees. The druids believe that by making these offerings, they are strengthening their bond with the trees and showing their gratitude for the gifts the trees provide. The ceremonies are also seen as a way to renew the energy of the grove and ensure its continued health and fertility for future generations.

Farewell Vigil

In many regions of Ryndor, it is customary to perform a ritual after the death of a loved one. This ritual involves creating a small effigy of the deceased out of straw, wood, or other natural materials. The effigy is then placed on a small raft or boat, and set adrift in a nearby body of water.

The act of releasing the effigy into the water is seen as a way of symbolically releasing the spirit of the deceased, allowing them to move on to the afterlife. The family and friends of the deceased will often gather together to watch the effigy float away, offering prayers and words of farewell to the departed.

Another common practice after a loved one's death is to create a memorial shrine in their honor. The shrine may be placed in the family home or in a public space, and often includes items that were important to the deceased.

New Life

In many regions of Ryndor, the birth of a new child is celebrated with a special ceremony. This ceremony typically takes place several days after the birth and involves close family and friends of the new parents. The practices are often different based on the race of the child and their family.

Hatching

Drakarim When a new Drakarim child is born, the clan elder breathes a fiery breath onto the child's forehead, marking them with the clan's symbol. The child is then given a name that represents a virtue that the clan values.

Nesting

Leoporin Upon the birth of a new Leoporin child, the family gathers together and creates a special piece of clothing for the baby. This garment is embroidered with symbols that represent the child's ancestry and future potential.

Fledging

Aviari Aviari parents typically perform a ceremonial flight around their nesting area with their newborn child, introducing them to the spirits of the air and asking for their protection and guidance.

Rooting

Cerver When a Cervar child is born, the family carves a wooden figurine that represents the child's spirit animal. This figurine is then placed above the child's crib and is believed to provide protection and guidance throughout their life.

Welcoming

Elf Upon the birth of an Elven child, the family creates a tapestry that tells the story of the child's ancestry and the events that led up to their birth. This tapestry is then displayed prominently in the family's home as a reminder of the child's heritage and potential.

Forging

Dwarf Dwarven parents create a special hammer for their newborn child, which is believed to represent their strength and potential. This hammer is then passed down through the generations as a symbol of the family's legacy.

Blossoming

Human Human parents traditionally plant a special tree upon the birth of their child, which is then cared for and nurtured as the child grows. The tree represents the child's connection to their ancestry and the family's hopes for their future. Most Elves become very attached to their birth tree and protect it for centuries to come.

Sports

Ryndor is a land steeped in tradition, and one of its most enduring traditions is the love of sports. From the thrill of magical competition to the thrill of physical prowess, the people of Ryndor have a deep passion for all types of sporting events.

In this chapter, we delve into the world of Ryndor sports, exploring the various games and competitions that have captivated the hearts and minds of its people for generations. Whether you are a seasoned athlete or a casual observer, there is something for everyone in the world of Ryndor sports.

Kigan Uldar

Kigan Uldar is a popular sport in Ryndor that combines elements of magic and physical prowess. This sport is played on a large open field or arena, where two teams of four players each compete to score goals by launching a magical orb through a series of floating rings using only their magical or physical abilities. The orb, which is enchanted to emit a fiery glow, is fiercely contested by both teams, and players are allowed to use spells and other magical abilities to try to steal or intercept the orb from their opponents.

The game is played in a fast-paced, high-energy style, with players constantly on the move and employing a wide variety of tactics and strategies to gain an advantage over their opponents. The use of magic adds an exciting and unpredictable element to the game, as players can create illusions, conjure barriers, and perform other feats of wizardry to outmaneuver their opponents.

Kigan Uldar is a highly competitive and physically demanding sport, requiring both speed and agility as well as quick thinking and strategic planning. It is popular among both wizards and non-magical folk in Ryndor, and has become a staple of many local festivals and sporting events.

Rules

Kigan Uldar is a team sport played with two teams of four players each. The objective is to score goals by launching a magical orb through a series of floating rings using only their magical or physical abilities. The game is played on a large open field or arena, which is divided into two halves, with each team defending their own half and attacking the other team's half.

At the start of the game, the orb is placed in the center of the field, and players from both teams rush forward to try and take possession of it. Players are not allowed to touch the orb with their hands or any other body part, and must instead use magical or physical abilities to control it. Non-magic users often use bats, nets, or other tools to take possession of the orb.

The game is played in two halves, each lasting for 30 minutes, with a 10-minute break in between. The team with the most goals at the end of the game wins.

Players are allowed to use a wide range of magical and physical abilities to control the orb and try to score goals. However, there are some rules and limitations to these abilities. For example, players are not allowed to use any spells or abilities that directly harm or injure their opponents. Players are also not allowed to fly or levitate more than three feet off the ground while in possession of the orb.

The game is overseen by a referee, who is responsible for enforcing the rules and making sure that players are playing safely and fairly.

Skyfire League

The name of the league that plays Kigan Uldar professionally is the Skyfire League.

Blaze Brigade This team is known for their aggressive playstyle and their ability to use powerful offensive spells to dominate their opponents.

Frost Giants The Frost Giants are known for their defensive prowess, often using their magic to create icy barriers to protect their goal.

Thunderbolts This team is known for their lightning-fast speed and quick reflexes, often scoring goals before their opponents even know what happened.

Shadow Strikers The Shadow Strikers are a mysterious team, often cloaked in darkness and using illusion spells to confuse their opponents.

Ironclads The Ironclads are a physically imposing team that relies on their brute strength and toughness to push their way through their opponents' defenses.

Utfordring

Utfordring s a team sport played in the shallow waters near the coast, and is popular among fishermen and sailors.

In this sport, teams of 6 players compete to collect as many magical pearls as possible from the bottom of the ocean floor within a set time limit. The pearls are scattered throughout a designated area and are guarded by a variety of dangerous sea creatures, both magical and mundane.

Players wear enchanted diving suits that provide them with enhanced mobility and protection against the dangers of the deep, and they are allowed to use spells and magical items to fend off any hostile sea creatures they encounter. Each player on the team has a specific role, such as the diver, the navigator, and the collector, and they must work together to overcome the obstacles and gather as many pearls as possible.

The team with the most pearls at the end of the game is declared the winner, and they are awarded a prize that could include anything from magical treasures to a feast of exotic and fresh seafood. The Reef's Challenge is a thrilling and unpredictable sport that combines strategy, skill, and bravery, and is a beloved pastime for many coastal communities in Ryndor.

Rules

Utfordring is a team water sport in which teams of 6 players compete to collect as many magical pearls as possible from the bottom of the ocean floor within a set time limit. The game takes place in a designated area of the ocean, which is marked off by buoys and is typically several acres in size. The pearls are scattered throughout this area and are guarded by a variety of dangerous sea creatures, both magical and mundane.

Before the game begins, each team selects one player to act as the diver, one player to act as the navigator, and four players to act as the collectors. The diver is responsible for swimming to the bottom of the ocean to retrieve the pearls, while the navigator directs the team from the surface, using a magical compass to locate the pearls. The collectors work to fend off any hostile sea creatures that may try to attack the diver and gather any pearls that the diver retrieves.

Each player on the team wears an enchanted diving suit that provides them with enhanced mobility and protection against the dangers of the deep. They are also allowed to use spells and magical items to fend off any hostile sea creatures they encounter. However, players must be careful not to damage the pearls, as any pearls that are damaged will not count towards the team's final score.

The game typically lasts for one hour, and the team with the most pearls at the end of the game is declared the winner. In the event of a tie, the team that retrieved the largest pearl is declared the winner. The winning team is awarded a prize that could include anything from magical treasures to a feast of fresh seafood.

Utfordring is a thrilling and unpredictable sport that combines strategy, skill, and bravery. It requires players to work together as a team to overcome the obstacles and gather as many pearls as possible. It is a beloved pastime for many coastal communities in Ryndor and is often played as part of local festivals and celebrations.

League of the Deep

The name of the league that plays Utfordring professionally is the League of the Deep.

Storm Surge Hailing from the northern coast, this team is known for their fearless approach to the game and their ability to navigate especially treacherous waters.

Reef Raiders This team is renowned for their exceptional teamwork and coordination, allowing them to collect pearls quickly and efficiently.

Leviathan's Reach Based in the depths of the ocean, this team is known for their physical strength and ability to overpower even the toughest of sea creatures.

Ocean's Chosen This team from the western coast of Ryndor is revered for their magical prowess and their ability to manipulate the tides and sea creatures to their advantage.

Kraken's Grasp This team from the southern coast is feared for their aggressive play style and their willingness to take risks to secure the win, often resulting in high-scoring games.

Chapter 2: Towns & Cities

In this chapter, we will explore the many diverse settlements that make up the kingdom of Ryndor. From bustling cities to remote villages, each place has its own unique history, culture, and way of life. Some towns have been around for centuries, while others are newly founded and still establishing their place in the kingdom.

As you journey through Ryndor, you'll encounter all manner of people and places. This guide will provide you with a glimpse into the daily life, customs, and traditions of the different settlements in the kingdom. Whether you're a traveler seeking adventure, a merchant in search of trade opportunities, or a curious scholar looking to expand your knowledge of the world, this chapter has something for everyone.

Ardal Plains

The plains between Wyrmbost and Leighmore are known as Ardal. According to legend, the Fen, or elves, once made their home in these plains, which were considered a sacred and magical place. The Fen were believed to be guardians of the natural world, and many travelers passing through the area would leave offerings in hopes of receiving their protection and blessings. Ardal Plains are a popular site for Kigan Uldar games.

Abernnusker Lake, which runs through the heart of Ardal, was said to be created by the tears of an Fen princess who was forbidden to marry her true love. The lake was believed to possess powerful healing properties, and pilgrims would often make the journey to drink from its waters and seek the blessings of the Fen.

Despite the area's magical reputation, it was not immune to conflict and tragedy. Ardal was the site of many battles between rival clans, and the plains were said to be haunted by the ghosts of those who fell in combat. Even today, travelers passing through Ardal report feeling a sense of unease and hearing whispers on the wind, as if the ghosts of the past are still watching over the land.

Life on Ardal Plains

Life on the largely unpopulated Ardal Plains is harsh and unforgiving, as the environment is dominated by windswept grasslands and jagged rocks. Despite its natural beauty and rich history, few settlements exist in the area, and those that do are small and isolated. The people who call Ardal home are rugged and self-reliant, accustomed to living off the land and braving the elements.

Most of the inhabitants are hunters, farmers, or herders, and their way of life is heavily influenced by the cycles of the seasons. The harsh winters can be especially brutal, and many families must stockpile supplies and hunker down in their homes to survive. Despite the challenges, however, the people of Ardal are fiercely proud of their heritage and deeply connected to the land they call home.

Annual Kigan Uldar Crown

The Annual Kigan Uldar Crown championship is one of the most anticipated events of the year on Ardal Plains. The championship takes place over three days and involves intense games between the best teams across the land.

Holmea

The Misty Island

Off the North Eastern coast of Ryndor, in the shadow of the Bannockwyrm Mountains, is a string of three islands. The largest of these islands is called Holmea. The mystery that shrouds this mountain is as thick as the mist itself, constantly circling the violent fjords of the Holmea coast. Holmea, the once formidable stronghold of the Sev'rinn Rebellion, has now become a haven for magical beings and practitioners. After the Sev'rinns successfully defeated the Ullac Regime, they established a council on the island to oversee the governing of magic in Ryndor.

The council, composed of powerful Sev'rinns from all over Ryndor, established a school of magic on the island to teach young magical beings how to harness their abilities and use them for the greater good. The island's natural defenses and enchantments have made it an ideal location for the school, which has become one of the most prestigious magical institutions in all of Ryndor.

Holmea has also become a sanctuary for magical creatures, who have been hunted and persecuted for centuries. The council has established a preserve on the island where these creatures can live freely and without fear of persecution. The preserve is managed by skilled Sev'rinns, who ensure that the creatures' natural habitats are preserved and protected.

As a result of these developments, Holmea has become a thriving community of magical beings and practitioners. It has become a symbol of hope for those who have long been marginalized and oppressed because of their magical abilities. The island's influence has spread throughout Ryndor, and its people have become some of the most respected and influential figures in the region.

Life on Holmea

Life on the floating island of Holmea is both magical and mysterious. The island's natural defenses and enchantments create a sense of wonder and awe, and the mist that constantly shrouds the island adds to its mystical atmosphere. The island is home to a thriving community of magical beings and practitioners, who have come together to learn, grow, and protect their way of life.

The island's council of Sev'rinns oversee the governing of magic in Ryndor, and their school of magic is one of the most prestigious in the region. Young magical beings from all over Ryndor come to Holmea to learn how to harness their abilities and use them for the greater good. The Sev'rinns who teach at the school are respected and revered, and their students have gone on to become some of the most powerful and influential magical practitioners in the region.

In addition to the school, Holmea is home to a preserve for magical creatures, which is managed by skilled Sev'rinns. The preserve is a safe haven for creatures that have been hunted and persecuted for centuries, and it is a place where they can live freely and without fear. The Sev'rinns who manage the preserve ensure that the creatures' natural habitats are preserved and protected, and they work tirelessly to promote peaceful coexistence between magical beings and humans.

Life on Holmea is not without its challenges, however. The island's isolation from the rest of Ryndor means that its people must be self-sufficient, and they must work together to ensure the island's continued prosperity. The mist that shrouds the island also makes navigation difficult, and many visitors have been known to become lost in its thick fog. Despite these challenges, however, life on Holmea is a magical and rewarding experience for those who call it home.

Arvanthwaite Woods

The forest on the northwestern coast of Ryndor is known as the Arvanthwaite Woods. The forest is said to have been a gift from the elven gods themselves to the people of Ryndor. The Arvanthwaite Woods are home to some of the oldest and most powerful trees in the land, which have been standing for centuries.

The elves of Ryndor are deeply connected to the Arvanthwaite Woods, and many of their traditions and rituals are centered around the forest. The elves believe that the forest is a sacred place, filled with magic and ancient power. They have sworn to protect it at all costs, and they fiercely defend it from anyone who seeks to harm it.

The Arvanthwaite Woods are also home to many other creatures, both good and evil. Some say that the forest is haunted by spirits, while others claim that there are powerful druids who live deep within its borders. Still others believe that the forest is home to a race of ancient fey, who have lived there since the beginning of time.

Despite its beauty and power, the Arvanthwaite Woods are a dangerous place. The trees are so old and powerful that they have become sentient, and they have been known to attack those who would seek to harm them. The elves of Ryndor warn travelers to stay away from the forest, unless they are accompanied by someone who knows its secrets and ways.

Overall, the Arvanthwaite Woods are a place of mystery and power, steeped in history and lore. The elves of Ryndor view it as a sacred place, and they will do whatever it takes to protect it from those who would seek to harm it.

Life in Arvanthwaite Woods

Life in the Arvanthwaite Woods is not for the faint of heart. The forest is home to many dangerous creatures, and travelers who venture into its depths risk getting lost or encountering hostile beasts. However, for those who are skilled in the ways of the forest, life in the Arvanthwaite Woods can be rewarding and fulfilling.

The elves who call the Arvanthwaite Woods home have learned to live in harmony with the forest and its inhabitants. They have developed a deep understanding of the forest's secrets and have learned to communicate with the sentient trees and other creatures.

They live in small communities scattered throughout the forest, and they work together to protect the forest from outside threats while also preserving its natural beauty and power.

Wulfricton

The Traveller’s Rest

The last stop before ascending the hilltops to Eveltoft, Wulfricton is named after the legendary warrior Wulfric, who was said to have defended the town from invading armies long ago. Wulfric’s Trading Post is a hub of activity, with merchants from all over the region selling goods ranging from furs and pelts to weapons and jewelry. The market is always alive with the sound of bargaining, laughter, and the clink of coins. The town is also home to many craftsmen, who specialize in woodworking, metalworking, and leatherworking.

Wulfricton is a small but thriving town, nestled in a valley surrounded by rolling hills and lush forests. The town is built around a large central square, where festivals and celebrations are held throughout the year. In the spring, the square is decorated with brightly colored flowers and ribbons to celebrate the renewal of life. During the harvest season, it is transformed into a bustling marketplace, filled with the bounty of the land.

In addition to the trading post and craftspeople, Wulfricton is also home to a number of farmers and ranchers who tend to the surrounding lands. They raise cattle, sheep, and other livestock, and grow crops such as wheat, barley, and vegetables. The town's taverns and inns are known for serving hearty meals made from local ingredients, including stews, roasts, and fresh-baked bread.

Life in Wulfricton

Life in Wulfricton is simple and peaceful, with a strong sense of community and tradition. The townspeople are friendly and welcoming to visitors, and take pride in their heritage and way of life. Many families have lived in Wulfricton for generations, and their stories and traditions are woven into the fabric of the town's history. Despite the occasional hardships of living in a remote location, the people of Wulfricton are resilient and resourceful, and they take pride in their ability to thrive in a rugged and beautiful land.

Wenport

The Seabreeze Harbor

The primary industries in Wenport are fishing and shipping. The town has a small fleet of fishing boats that venture out into the nearby seas to catch fish and other seafood. The catch is then sold at the local market, as well as shipped to other towns and cities along the coast. Wenport is situated on the coast, surrounded by rugged cliffs and lush green forests. The town's most striking feature is its picturesque harbor, where brightly colored fishing boats bob up and down on the gentle waves. A historic lighthouse stands sentinel over the harbor, guiding ships safely into port.

In addition to fishing, Wenport also serves as a hub for shipping goods between other coastal towns and cities. The town has a small port and a few warehouses where goods are stored before being shipped out. Many merchants and traders pass through Wenport on their way to other ports, and the town benefits from the fees and taxes charged for the use of its port and warehouses.

Finally, Wenport has a small tourist industry, with visitors attracted to its picturesque harbor, historic lighthouse, and charming old town. The town has a few small inns and restaurants catering to visitors, and local artisans sell their crafts to tourists at the market.

Life in Wenport

Despite its small size, Wenport has a tight-knit community that takes pride in its traditions and heritage. The locals are known for their warmth and hospitality, and visitors are often welcomed with open arms. Fishing is not just a job, but a way of life in Wenport, and the fishermen take great pride in their catch.

The town also has a rich cultural heritage, with many festivals and celebrations throughout the year. One of the most popular is the annual Seabreeze Festival, which celebrates the town's maritime history and features a variety of activities such as fishing competitions, boat races, and seafood tastings. In addition, there are many historic landmarks and cultural institutions in and around Wenport, including a maritime museum and an art gallery featuring the works of local artists. Life in Wenport is simple and relaxed, with a strong sense of community and a deep appreciation for the natural beauty of the town and its surroundings.

Wyrmbost

Home of the Dragon Farms

Wyrmbost has never been an especially prosperous city in comparison to Eveltoft and Surreymouth, but has existed under protection of Eveltoft since the days of Destin. It is overseer of the few crops that grow natively in Wyrmbost, but serves primarily as the breeding and training ground to the many beasts that live and work alongside the people of the four sister cities. This is includes a miniature hybrid Fire Wyrm that is a favorite of for help and protection in the mines.

Wyrmbost is home to many beasts of burden and animal companions used all across Ryndor's minor cities. Breeders from Norwycke and Leighmore visit often to retrieve bear cubs and thick haired horses, both suited well for labor in the northern reaches. Ban Mynydd funds the breeding of miniature sized Fire Wyrms, as they are well suited to companionship, protection, and labor in the mines.

Wyrmbost is also known for its Dragon Farms, where they breed and raise dragons for various purposes. These dragons are used as companions, protectors, and in some cases, even as mounts. The people of Wyrmbost have a deep respect for these majestic creatures and consider them to be an important part of their culture and history.

Aside from the Dragon Farms, Wyrmbost is also known for its skilled artisans who create beautiful handcrafted items using materials such as leather, fur, and wool. These artisans create everything from clothing and accessories to furniture and decorative items. Many of their creations are sold in markets and shops throughout the four sister cities.

Despite its small size, Wyrmbost has a rich history and is home to several historic landmarks. The town's main square is dominated by a large statue of Destin, the legendary founder of the four sister cities. There is also an ancient stone bridge that dates back to the early days of the town, which is still in use today.

Life in Wyrmbost

Daily life in Wyrmbost is centered around the Dragon Farms, where the people work and interact with the dragons on a daily basis. Many families have their own personal dragons, which they raise and train as companions and protectors. The town also has a strong agricultural industry, with crops such as wheat, barley, and root vegetables being grown in the surrounding fields.

In addition to farming and dragon breeding, Wyrmbost has a thriving artisan community. The town's craftsmen and women create beautiful handcrafted items, which are sold in markets and shops throughout the four sister cities. The town also has a few small inns and taverns, which cater to visitors and travelers passing through.

Despite its relative isolation, Wyrmbost is a close-knit community with a strong sense of tradition and history. The people take great pride in their work and their relationships with their dragons, and they are fiercely protective of their town and way of life. Visitors are always welcome, but they are expected to respect the town's customs and traditions.

Inverlinn Coast

The desolate volcanic area on the southeastern coast of Ryndor is known as Inverlinn. Its name comes from the ancient Nordica words for fire and mountain, which aptly describe the region's landscape. Inverlinn was once a site of great importance to the ancient Nordica people, who believed that the region was home to powerful spirits and magical forces. The area was used for various ceremonies, including rituals to appease the spirits and harness their power.

Today, Inverlinn is largely abandoned, with only a few small communities of hardy and reclusive people living in the shadow of the great volcano. The region is home to a wide variety of magical creatures, including fire elementals, magma drakes, and lava spiders. The local people are said to possess powerful magic of their own, which they use to survive in the harsh and unforgiving environment of Inverlinn. Despite its dangers, Inverlinn remains a place of great mystery and wonder, and many adventurers and scholars come to study its secrets and unravel its mysteries.

Benard Peak

The towering rock across from the highest peak of Mt. Bannockwyrm is steeped in legend and mystery. Known as Benard Peak, or "Firehouse Neck," it is said to have been formed in a great battle between the giants and the gods.

Legend has it that the giant chief hurled a massive boulder at the god Thor, but the thunder god struck it with his mighty hammer, shattering it into a thousand pieces. The fragments rained down across the land, forming the towering rock and the deep canyon below. The canyon is said to be home to many magical creatures, including mischievous gnomes and elusive sprites. The towering rock is revered by the locals as a sacred site, and many make pilgrimages to Benard Peak to leave offerings and seek the blessings of the gods.

Eveltoft

The Crystal Capitol

After the Sev'rinn Rebellion toppled the Ullac Regime, Eveltoft became a center for rebuilding and reconciliation. The Sev'rinn Council established a new government in the city, and over time, the city began to prosper once again. With the help of the Sev'rinn's magic, the city was rebuilt and made more beautiful than ever before. The city's new rulers sought to create a more egalitarian society, where all races and backgrounds were treated fairly and equally. The city became a beacon of progress and innovation, with new technologies and ideas being developed by its citizens. Despite the scars of the war, the people of Eveltoft persevered and created a new era of peace and prosperity for all.

Eveltoft is a sprawling metropolis with a population of over a million inhabitants. The city is built on a series of hills and valleys, with numerous bridges and canals connecting its various districts. The city's architecture is a mix of old and new, with ancient stone buildings standing alongside modern skyscrapers. The city is renowned for its beautiful parks, gardens, and public spaces, which provide a respite from the hustle and bustle of city life.

The economy of Eveltoft is diverse and robust, with industries ranging from technology and finance to arts and culture. The city is home to numerous universities, research institutions, and think tanks, which attract the brightest minds from across the world. Eveltoft's ports and airports are among the busiest in the region, facilitating trade and commerce with other cities and nations.

The city's cultural scene is vibrant and diverse, with museums, galleries, and theaters showcasing the work of artists from all over the world. The city is also home to numerous festivals and celebrations, which bring together people from different backgrounds and cultures. Food is a major part of the city's culture, with countless restaurants, cafes, and food stalls serving up a diverse range of cuisines.

Despite its size and prosperity, Eveltoft is not without its problems. The city has a high crime rate, particularly in its poorer neighborhoods, and there are ongoing issues with inequality and social exclusion. The city's government has launched numerous initiatives to address these problems, including increased investment in education, healthcare, and affordable housing.

Despite its challenges, Eveltoft remains a beacon of hope and progress for the people of Ryndor. Its citizens are proud of their city's rich history and vibrant culture, and they are committed to building a better future for all.

Life in the City

Eveltoft is the largest metropolitan city in Ryndor and the economic heart of the isles. The city is built on the ruins of an ancient civilization and boasts an impressive array of towering buildings, winding streets, and busy marketplaces. The bustling streets are filled with merchants, traders, and craftsmen from all over Ryndor, making it a hub for commerce, culture, and innovation. Despite its size, the city is well-organized and is divided into distinct districts, each with its unique character and history.

The city's people are a diverse mix of races and cultures, with humans being the most numerous. The city is ruled by a council of elected officials, with a lord mayor serving as the head of the council. Law enforcement is handled by a dedicated city guard, who keep the peace and maintain order in the streets. The city is also home to several powerful guilds, such as the Merchants Guild and the Craftsmen's Guild, which play a significant role in the city's economy and politics.

Life in Eveltoft is fast-paced and exciting, with endless opportunities for adventure and prosperity. The city's many taverns, theaters, and festivals offer entertainment and excitement for all. However, the city's prosperity also attracts its fair share of danger and intrigue, with rival factions vying for power and control. Despite these challenges, the people of Eveltoft remain resilient and proud of their city, which they view as a beacon of hope and progress in Ryndor.

Dogun District

In addition to its commercial appeal, the Dogun District is also known for its vibrant cultural scene, with a number of festivals and events held throughout the year. The district is home to many artists, musicians, and performers, who have helped to establish it as a center of creative expression and innovation.

The Dogun District of Eveltoft has a long and fascinating history that has made it one of the most popular destinations in the city. It was originally established as a small fishing village by a group of immigrants from the eastern lands, who settled in the area due to its abundance of fish and fertile soil.

Over time, the village grew and became a bustling trade hub, with merchants from all over the region coming to buy and sell goods. This led to the development of a vibrant marketplace in the center of the district, which still thrives to this day.

As the city of Eveltoft grew and expanded, the Dogun District remained an important center of commerce and trade. It is now home to some of the city's most popular restaurants, shops, and entertainment venues, drawing in visitors from all over the region.

In addition to its commercial appeal, the Dogun District is also known for its vibrant cultural scene, with a number of festivals and events held throughout the year. The district is home to many artists, musicians, and performers, who have helped to establish it as a center of creative expression and innovation.

Despite the many changes and transformations that have taken place over the years, the Dogun District remains an important part of Eveltoft's history and culture, and a popular destination for locals and visitors alike.

Heibury District

This district is named after the great shield wall that once stood in defense of the city. Heibury is home to the city's military barracks, armories, and training grounds. Visitors can witness the training of Eveltoft's fierce warriors or take part in a mock battle themselves.

Heibury is a district that is steeped in history and tradition. The people here take great pride in the city's military history, and they honor their brave warriors through various cultural events and festivals. Many of the streets and buildings in Heibury are named after famous warriors and battles from the past. Visitors can immerse themselves in the district's rich history by visiting the museums and galleries that showcase the city's military heritage.

The district is also home to many blacksmiths and weapon makers who create the finest swords, shields, and armor in all of Ryndor. The workshops here are renowned for their craftsmanship and attention to detail. Heibury's weapon makers take great pride in their work and are happy to give visitors a tour of their workshops and demonstrate their techniques.

Heibury is also a popular destination for adventurers and mercenaries who seek to hire themselves out to those in need of their services. The district is full of bounty boards and job postings, and adventurers can find work ranging from escorting caravans to hunting down dangerous beasts. Those who are new to the city can also find guides and mentors here who can help them navigate the dangerous and unpredictable world of adventuring.

Despite its military focus, Heibury is also a lively and vibrant district that is full of shops, restaurants, and taverns. Visitors can sample some of the city's finest cuisine or relax in one of the many cozy taverns that line the district's streets. In the evenings, the district comes alive with music and entertainment, with many talented performers taking to the streets to showcase their skills.

Fiskmark District

The district of Fiskmark is known for its bustling fish markets and seafood restaurants. Visitors can stroll along the docks and watch fishermen unload their daily catch, or sample the freshest seafood dishes in the city.

Fiskmark is a vibrant and colorful district of Eveltoft, filled with the sounds of seagulls and the salty smell of the sea. It is a bustling hub of activity, where fishermen and merchants come together to sell and trade their wares. The fish markets are the heart of the district, with vendors selling everything from cod and haddock to shrimp and lobster. The fish are caught by local fishermen in the nearby waters, ensuring that they are always fresh and of the highest quality.

Apart from the fish markets, Fiskmark is also known for its seafood restaurants. The district is home to some of the best seafood establishments in the city, where visitors can sample a wide variety of dishes made from the freshest ingredients. From fish and chips to grilled seafood platters, the restaurants in Fiskmark offer something for everyone.

In addition to the fish markets and restaurants, Fiskmark is also a popular spot for leisure activities. Visitors can take a leisurely stroll along the docks, watching the boats come and go, or even book a fishing trip with one of the local fishermen. For those looking for a more laid-back experience, there are plenty of cafes and bars where one can relax with a cup of coffee or a refreshing beer.

Fiskmark is not just a place for visitors; it is also a vibrant community where locals live, work, and play. The district has its own unique charm, with narrow cobblestone streets, colorful houses, and lively street performers. The residents are friendly and welcoming, always happy to share their love of the sea and their community with visitors.

Chipping-Gong District

Named after the great bear that once roamed the nearby forests, Chipping-Gong is home to Eveltoft's lumber mills and carpentry shops. Visitors can observe the skilled craftsmen at work or purchase handmade wooden goods, from furniture to souvenirs.

Chipping-Gong is one of the most important districts in Eveltoft, as it is responsible for supplying the city with much of its lumber and wooden goods. The district is located on the outskirts of the city, where the forests are abundant and the air is fresh. Visitors can take a stroll through the lush woods and witness the beauty of nature, as well as the hardworking lumberjacks who harvest the timber.

The sound of axes chopping wood and the whirring of saws can be heard throughout Chipping-Gong, as the skilled carpenters and woodworkers go about their business. The district is home to some of the finest craftsmen in the city, and visitors can purchase high-quality wooden goods, ranging from furniture to decorative items. The wooden items produced in Chipping-Gong are known for their durability, beauty, and intricate designs.

Chipping-Gong is also known for its innovative use of wood in architecture. Many of the buildings in the district are made entirely of wood, including some of the tallest structures in the city. The wooden buildings are designed to be both beautiful and functional, with intricate carvings and decorations that reflect the unique style of the district. Visitors can take a guided tour of the district and learn about the history of the buildings and the techniques used in their construction.

Finally, Chipping-Gong is a hub of activity and commerce, with merchants and traders coming from all over the city to purchase lumber and wooden goods. The district has its own market, where vendors sell everything from fresh produce to handmade wooden toys. The market is always alive with the sounds of bargaining, laughter, and the clink of coins, and visitors can get a taste of the vibrant culture of the district by mingling with the locals and trying some of the delicious food and drink on offer.

Gullborg District

This district is named after the golden palace that once stood here, home to the wealthiest and most powerful families in the city. Today, Gullborg is home to upscale shops, boutiques, and art galleries. Visitors can peruse the latest fashions and artworks, or dine at the finest restaurants in the city.

Gullborg is the epitome of luxury and opulence in Eveltoft. The streets are lined with high-end fashion boutiques, designer jewelry stores, and luxurious art galleries, displaying the finest works of local and international artists. The district is bustling with fashion-conscious locals and tourists, all looking for the latest trends in the fashion world.

The restaurants in Gullborg are some of the most renowned in the city, offering exquisite cuisine made with the freshest and highest quality ingredients. The district boasts a variety of culinary styles, ranging from traditional local dishes to exotic and innovative fusion cuisine, all crafted by renowned chefs.

One of the most popular attractions in Gullborg is the Palace Museum, which showcases the history and grandeur of the former golden palace. Visitors can explore the opulent halls, ornate ballrooms, and lavish gardens, and learn about the lives of the wealthy families who once lived there. The museum also features a collection of historical artifacts, paintings, and sculptures, providing a glimpse into the rich cultural heritage of the city.

Gullborg is also known for its vibrant nightlife, with a variety of bars, lounges, and clubs offering a fun and sophisticated atmosphere. From trendy rooftop bars with stunning city views to cozy and intimate wine bars, there is something for everyone in this district. The nightlife scene in Gullborg attracts locals and tourists alike, all looking to enjoy a night out in style.

Rift to Nebernoria

When the rift to Nebernoria first appeared in Gullborg, the district was a run-down and impoverished area of Eveltoft. The sudden appearance of exotic resources from the strange and mysterious realm of Nebernoria changed everything. Wealthy merchants and nobles rushed to establish trading relationships with the inhabitants of the new realm, importing exotic and valuable goods to sell in the markets of Gullborg.

The Gullborg District soon became a hub for trade, with merchants and nobles flocking to the district to buy and sell the latest goods from Nebernoria. The district's fortunes grew exponentially, and it became the epitome of luxury and opulence in Eveltoft. The rift to Nebernoria became the district's primary source of wealth and power, and the merchants and nobles who controlled the trade routes became some of the wealthiest and most influential individuals in all of Ryndor.

The influence of the rift to Nebernoria is felt throughout the district, from the exotic goods sold in the markets to the unusual architecture of the buildings. Many buildings incorporate strange and mystical symbols that are thought to represent the magical energies of the rift. Even the fashion in Gullborg is heavily influenced by the exotic styles and designs of Nebernoria, with many boutiques specializing in imported fabrics and jewelry from the realm beyond the rift. The inhabitants of Gullborg view the rift as a source of great power and wealth, and they go to great lengths to protect it and maintain their dominance over the lucrative trade routes.

Kieferden District

Kieferden district is an idyllic oasis within the bustling city of Eveltoft.

It is a popular destination for locals and visitors alike who are seeking a peaceful escape from the hectic city life. The Ferden Pool, the centerpiece of the district, is a natural hot spring surrounded by lush greenery, creating a serene and calming environment. The pool is believed to have healing properties due to the high concentration of minerals, making it a popular spot for therapeutic dips.

The district is also home to several spas and wellness centers, offering various treatments and services to promote relaxation, rejuvenation, and overall well-being. These establishments range from luxurious and upscale to cozy and intimate, catering to different preferences and budgets. Visitors can indulge in massages, facials, body treatments, aromatherapy, and other services, provided by skilled professionals in a tranquil setting.

In addition to its hot springs and spas, Kieferden is also known for its herb shops and apothecaries, which sell natural remedies and potions made from local herbs and plants. The district's fertile soil and favorable climate make it an ideal location for growing medicinal plants, such as chamomile, lavender, and peppermint. Visitors can learn about the different herbs and their uses, and purchase products such as teas, tinctures, salves, and oils.

Aside from its natural and wellness offerings, Kieferden also has a vibrant arts and culture scene. The district is home to several art galleries, showcasing the works of local and international artists.

There are also music venues, theaters, and performance spaces, hosting a variety of shows and events throughout the year. Visitors can immerse themselves in the district's creative energy and discover new talents and forms of expression.

Ferden Pool

The Ferden Pool was once a small, natural pond located in the heart of Eveltoft. According to local legends, the pool was created by a powerful Sev'rinn who used his magic to summon a spring from the ground. Over time, the pool grew larger as rainwater and runoff from nearby streams filled it up.

As the city grew, the Ferden Pool became an increasingly popular destination for locals seeking relief from the hot summer sun. Families would pack picnic baskets and spend the day lounging by the water's edge, while children splashed and played in the cool, refreshing pool.

Over time, the city built up around the Ferden Pool, and it became a central hub for commerce and social gatherings. Merchants would set up shop nearby, selling everything from food and drink to clothing and jewelry. Musicians and performers would entertain the crowds, and political rallies and protests would often be held in the surrounding streets.

Despite its popularity, the Ferden Pool has also been the site of some darker events in Eveltoft's history. Rumors abound of secret societies and cults meeting in the dark of night, and some say that the pool itself holds mysterious powers that have yet to be fully understood. Nonetheless, the Ferden Pool remains a beloved landmark and a testament to the resilience and enduring spirit of the people of Eveltoft.

Kohlenbeck District

The district of Kohlenbeck is an industrial hub of the city of Eveltoft, buzzing with the sound of clanging metal and the roar of forges. The skilled blacksmiths and metalworkers of Kohlenbeck are renowned for their craftsmanship, producing everything from swords and armor to intricate jewelry and

decorative items. Visitors can observe the ancient art of forging or even participate in a blacksmithing workshop to learn the trade themselves.

Aside from blacksmithing and metalworking, Kohlenbeck is also home to several mines, where precious ores and minerals are extracted from the earth. The district is filled with tunnels and caverns, where miners work tirelessly to unearth valuable resources. Visitors can take a tour of the mines to witness the process of mining or even try their hand at panning for gold in the nearby streams.

In addition to its industrial offerings, Kohlenbeck also boasts several unique attractions. The district is home to a museum of ancient weapons and armor, showcasing the evolution of warfare over the centuries. Visitors can also explore the ruins of an old fortress that once stood guard over the city, providing a glimpse into the city's history and culture.

For those looking to unwind after a day of exploring the industrial and historical offerings of Kohlenbeck, there are several taverns and pubs where locals and visitors alike gather to share stories and drinks. Many of these establishments feature live music or performances, adding to the vibrant atmosphere of the district. Overall, Kohlenbeck is a must-visit for those interested in the rich history and industry of Eveltoft.

Aurora District

The district of Aurora is named after the Northern Lights, which can often be seen dancing in the night sky here. Aurora is home to many theaters, concert halls, and art galleries, showcasing the city's vibrant cultural scene. Visitors can attend a play, concert, or exhibition and experience the best of Eveltoft's arts and culture.

The Aurora district of Eveltoft is an artistic and cultural hub that attracts visitors from all over Ryndor. The district boasts a wide range of cultural attractions, including theaters, concert halls, and art galleries. It is home to some of the most talented artists, musicians, and performers in the city, who showcase their work in a variety of venues.

The district's theaters are some of the most popular in the city, showcasing a variety of plays and performances throughout the year. From classic dramas to contemporary comedies, there is always something to see in Aurora's theaters. The district also boasts several concert halls, where visitors can enjoy performances by some of the most talented musicians in Ryndor.

Art enthusiasts will love exploring the many galleries in Aurora, which feature works by local and international artists. From contemporary paintings and sculptures to traditional tapestries and pottery, there is something for everyone in the galleries of Aurora. Visitors can also attend art exhibitions and meet the artists behind the works.

One of the most popular cultural events in Aurora is the annual Aurora Festival, a week-long celebration of arts and culture. The festival features concerts, art exhibitions, theater performances, and more, showcasing the best of Eveltoft's artistic scene. Visitors can also participate in workshops and masterclasses, learning from some of the most talented artists in the city.

Beyond the cultural attractions, Aurora is also home to many charming cafes, restaurants, and bars. Visitors can enjoy a meal or a drink while taking in the district's artistic ambiance. The district is especially popular at night, when the lights from the theaters and galleries illuminate the streets, creating a magical atmosphere that is not to be missed.

Eveltoft Gates

The four gates of Eveltoft are the first line of defense for the city, protecting its citizens from any threats that may come from outside. Each gate is a marvel of engineering and design, built to withstand the harshest attacks from raiders and monsters alike. Sólarljós Gate, Lunarfoss Gate, Eldingu Gate, and þruma Gate are the guardians of Eveltoft, standing tall and proud, ready to defend the city with their strength and might.

Sólarljós Gate, which translates to "Sunlight Gate" in the common tongue, is the eastern gate of Eveltoft. It is named for the way the morning light streams through the archway when the sun rises. The gate is made of sturdy wood and reinforced with metal bars. On either side of the gate, there are tall stone towers where archers can take aim at approaching enemies. There is also a deep moat that runs along the outer perimeter of the gate, making it difficult for attackers to approach.

Lunarfoss Gate, which translates to "Moonfall Gate," is located on the western side of the city. The gate is named for the way the moonlight falls through the archway at night. It is made of thick stone blocks, with iron gates that can be lowered to prevent entry. On either side of the gate, there are watchtowers that give guards a clear view of the surrounding area. A narrow stone bridge spans the moat leading to the gate, and the walls on either side are lined with deadly traps and spikes to deter attackers.

Eldingu Gate, which means "Fire Gate," is located on the southern side of the city. The gate is named for the large braziers that flank the entrance, which are always kept lit. The gate is made of bronze and is protected by two towering statues of fierce-looking dragons. The gate is heavily guarded, with archers stationed on the walls above and guards patrolling the surrounding area. The gate is also protected by powerful magical wards that can detect and repel any hostile spells or magical creatures.

þruma Gate, which is located on the eastern side of the city and faces towards the sea. It is known as the "Gate of Thunder" because of the loud crashing sounds that the waves make against the rocks nearby. The gate is protected by a series of high walls that are reinforced with sturdy stones, making it virtually impregnable. Guards patrol the walls and gate day and night, armed with crossbows and spears.

Abernnusker Lake

The lake at the base of Mt. Bannockwyrm is known in Furjoles folklore as Abernnusker, which means "Obsidian Peak." It is said to be the birthplace of the great dragon Fafnir, who guards a vast treasure hoard deep within the mountain.

The waters of Abernnusker are frigid and dark, and many believe they are home to all manner of dangerous creatures. Local legends tell of a giant serpent that lives in the depths of the lake, its scales as black as the obsidian for which the mountain is named. Others say that strange lights can sometimes be seen glowing beneath the surface, and that those who venture too close risk being dragged down into the icy depths by malevolent water spirits known as nixes.

Despite these dangers, the lake is a popular destination for adventurous travelers seeking to glimpse the rugged beauty of the surrounding mountains. Some even come in search of the dragon's treasure, hoping to win riches beyond their wildest dreams - but few return to tell the tale.

Innerstifla Sound

The sound that separates Leighmore from Hurstwold forest and Norwycke is known as the Innerstifla Sound, named after the ice that forms on its surface during the winter months. According to legend, the sound was created by the great frost giant, Hrimnir, who was said to have wielded a mighty staff that he used to smash the ice and carve out the deep channel that now runs through the sea.

The waters of the Innerstifla Sound are home to a variety of magical creatures, including mermaids and sea serpents. The mermaids are said to be guardians of the sound, keeping a watchful eye on those who venture too close to their domain. They are known to be both beautiful and dangerous, luring unwary sailors to their doom with their enchanting songs.

The sea serpents, on the other hand, are feared by sailors who travel through the sound. They are said to be enormous creatures, with scales as black as night and eyes that glow like embers in the dark. Many tales speak of entire ships being swallowed whole by these fearsome beasts.

Despite the dangers, the Innerstifla Sound is an important shipping route for those who travel between Leighmore and Hurstwold forest and Norwycke. Many traders brave the treacherous waters in order to bring goods and resources between the two regions.

Surreymouth

The Current of the Isle

Surreymouth is the trade hub of Ryndor. Water travel around the island is easier than land travel, given the unpredictable weather conditions and rough terrain. All major trade routes begin and end in Surreymouth. A strong bureaucratic arm of Surreymouth in the form of the Port Authority of Surreymouth oversees all legal trade routes through the city. There is a strong black market, however, and many organized crime families operate in the city’s seedy underbelly.

Surreymouth is a bustling port town that never sleeps. As soon as the sun rises, ships from all over Ryndor and beyond can be seen making their way to the docks, carrying all sorts of goods and cargo. The town's quayside is always crowded with sailors, traders, and merchants, loading and unloading their wares. The air is filled with the sounds of shouting, laughing, and haggling as the lively trade takes place.

In addition to its thriving trade industry, Surreymouth is also a popular destination for tourists. The town's picturesque harbor, with its colorful boats bobbing up and down in the water, is a sight to behold. The town's charming streets are lined with shops selling everything from local handicrafts to exotic spices and textiles. There are also numerous taverns and inns, offering weary travelers a place to rest and relax.

Surreymouth's strategic location on the coast makes it an important military stronghold as well. The town is heavily fortified, with high walls and watchtowers guarding the entrance to the harbor. The port is also home to a formidable navy, tasked with protecting the island's waters from pirates and other threats. Many young men and women from Surreymouth serve in the navy, proudly defending their homeland.

Despite its many strengths, Surreymouth is not without its challenges. The town's rapid growth has led to issues with overpopulation, and housing shortages are becoming increasingly common. There are also concerns about pollution and waste management, as the town generates a significant amount of garbage and sewage. Nevertheless, the people of Surreymouth are resilient and resourceful, and they continue to work hard to make their town a better place for all who call it home.

Life in Surreymouth

Daily life in Surreymouth is bustling and vibrant, reflecting the city's status as the trade hub of Ryndor. The city's streets are always filled with a diverse mix of people, from wealthy merchants to hardworking sailors and fishermen. The air is filled with the sound of merchants haggling over prices, the calls of seagulls circling above, and the smell of saltwater from the nearby port.

The city's marketplaces are a central part of daily life in Surreymouth. Here, vendors from all over the island gather to sell their wares, from fresh seafood to exotic spices and rare gems. The market is always crowded, with buyers and sellers haggling over prices and negotiating deals. The market is also a social hub, where locals come to catch up on the latest news and gossip.

Another important aspect of daily life in Surreymouth is the city's many taverns and inns. These establishments cater to travelers and locals alike, offering hearty meals, strong drinks, and a place to rest after a long day. The taverns also serve as meeting places for various organizations, such as trade guilds and secret societies, who conduct their business behind closed doors. Despite the city's reputation for seedy dealings, the taverns are generally safe places, with the proprietors keeping a watchful eye over their patrons to ensure that no trouble breaks out.

Surreymouth Port Authority

The Surreymouth Port Authority is a powerful bureaucratic organization that oversees all legal trade routes and commerce through the city of Surreymouth. The authority controls everything from customs inspections to the issuance of permits, and its jurisdiction extends over the entire harbor, docks, and warehouses.

The Port Authority is responsible for ensuring that all cargo entering and leaving Surreymouth complies with local laws and regulations. It employs a large number of inspectors and customs officials who inspect shipments of goods for contraband, illegal substances, or hazardous materials. The Authority also enforces strict regulations on trade practices, such as fair pricing and quality control measures.

One of the key roles of the Surreymouth Port Authority is to maintain the safety and security of the harbor and its surrounding areas. It operates its own police force and Coast Guard, with patrols on land and water to prevent piracy, smuggling, and other criminal activities. The Authority also has close ties with the military and intelligence agencies, exchanging information and coordinating efforts to protect the city from external threats.

Despite its vast power and reach, the Port Authority has been accused of corruption and collusion with criminal organizations operating in Surreymouth. It is rumored that some members of the authority receive bribes from black market traders and organized crime families in exchange for turning a blind eye to their activities. Nevertheless, the Authority remains one of the most important institutions in Surreymouth, and its decisions have a significant impact on the economy and politics of Ryndor as a whole.

The Deep League in Surreymouth

Surreymouth is a bustling port city located on the southern coast of Ryndor. It is the seat of the Deep League, a prestigious organization that governs the underwater game of Utfordring. The Deep League of Surreymouth is one of the most prestigious and competitive leagues in all of Ryndor, attracting the best and brightest merfolk athletes from across the land. The league is known for its intense training regimens, rigorous competitions, and glamorous events, which draw crowds of spectators and fans from all over. To win in the Deep League of Utfordring is to earn the respect and admiration of all who play and follow the game, and to secure a place in the annals of Ryndor' rich sporting history.

Lake Polshaw

Lake Polshaw is a desolate and eerie place, its dark and murky waters appearing more like a bottomless pit. The stillness of the lake is often interrupted by the haunting caws of overgrown ravens and the hissing of poisonous snakes lurking beneath the surface. The surrounding forest of gnarled trees seems to be closing in on the lake, casting an ominous shadow on the already foreboding waters.

Amidst the murky depths of the lake, there lies a long-abandoned house that appears to be suspended on rickety stilts. The house is shrouded in mystery and has long been the subject of local folklore and horror stories. It is said that the house was once inhabited by a family that met a gruesome fate, leaving behind only the haunting memories of their tormented souls.

Those brave enough to venture close to the lake can feel the heavy weight of unease that permeates the air. The oppressive atmosphere seems to be a warning for those who dare to approach the abandoned house, as though the lake itself wants to discourage visitors from getting too close. Few have dared to enter the house, and those who have emerged with terrifying tales of ghostly apparitions and malevolent spirits that haunt the desolate rooms.

It is rumored that the League of the Deep has been scouting Lake Polshaw as the next location of the annual Utfordring Championship.

Ban Mynydd

Forge of Ryndor

A bit of mysticism surrounds the walled city of the Ban Mynydd. Aside from Eveltoft, it is the most populace city in all of Ryndor, but those who live there rarely leave. And those who go there rarely return. Nearly the entire population of lives below the surface of Ryndor, in the deep mines. The rest of the population lives in the enclosed city proper, on the western coast, just north of the entrance to the mines. The Custodians of Prosperity, the central bank of , is actually housed in Ban Mynydd, behind the thickest walls known to Ryndor.

Ban Mynydd's mining tunnels are extensive and labyrinthine, filled with dangerous beasts and treacherous caverns. The miners who work there are highly skilled and well-equipped, using powerful explosives and advanced drilling technology to extract precious minerals and gems from the earth. The city's economy depends entirely on mining, with most of its wealth coming from the sale of rare and valuable minerals.

Despite the danger and isolation of Ban Mynydd, it is a highly sought-after destination for adventurers and treasure hunters. Many believe that the mines hold ancient artifacts and treasures from a long-forgotten civilization, and countless expeditions have been launched in search of these fabled riches. However, most who venture into the mines never return, either lost to the dangers of the tunnels or killed by the fiercely territorial inhabitants that dwell there.

The city itself is a marvel of engineering, built into the side of a mountain and protected by towering walls and heavy gates. Its architecture is a blend of traditional Ryndorian style and the practical needs of underground living, with high ceilings and wide, well-lit corridors. The city is self-sufficient, with its own farms, water sources, and waste management systems. The air is thick with the smell of smelting furnaces and the constant rumble of mining equipment.

Despite its wealth and power, Ban Mynydd is a secretive and insular society. Visitors are not welcome without a special permit from the Custodians of Prosperity, and even then, they are heavily scrutinized and monitored. Rumors abound of dark dealings and secret experiments carried out within the city's walls, but no one knows for sure what really goes on in the depths of the mines.

The Custodians of Prosperity. The Custodians of Prosperity is the modern name for the central bank of Ryndor, previously known as the Empyreal Bank. It was rebranded after the fall of the Ullac Regime, as part of a larger effort to distance the new government from the corruption and tyranny of the previous rulers.

The Custodians of Prosperity plays a critical role in the economy of Ryndor, as it is responsible for maintaining the stability of the country's currency, the Frostmark. It also serves as a lender of last resort to commercial banks and other financial institutions, and manages the government's foreign exchange reserves.

The bank is led by a board of governors, appointed by the ruling government, and a chairman who serves as its chief executive officer. It operates independently of political influence and makes decisions based on economic data and analysis.

In addition to its monetary policy responsibilities, the Custodians of Prosperity also has a mandate to promote financial stability and consumer protection. It oversees the country's banking system and works to ensure that financial institutions operate safely and soundly. It also has the authority to regulate certain non-bank financial institutions and to enforce laws related to banking and finance.

The Custodians of Prosperity plays a vital role in the economy of Ryndor, helping to ensure the stability and growth of the country's financial system and the prosperity of its citizens.

Hurstwold Forest

Hurstwold forest is an enigmatic and mystical place, shrouded in mystery and legend. It is said that those who enter the forest without pure intentions may never return, and that those who do return often have stories of encounters with magical creatures and unexplainable events.

The forest is dense and lush, with towering trees and an underbrush so thick it can be hard to navigate. The air is often filled with a faint mist, adding to the otherworldly atmosphere of the forest. Despite its density, the forest floor is covered in soft, springy moss that seems to cushion each step.

Many believe that Hurstwold is inhabited by a variety of magical creatures, including faeries, sprites, and even unicorns. These creatures are said to be elusive and hard to spot, but they are known to be mischievous and playful, often luring unsuspecting travelers deeper into the forest with tricks and illusions. Some legends even claim that there is a tribe of powerful witches who reside deep within Hurstwold's heart, practicing ancient and powerful magic that is both dangerous and fascinating.

There are also rumors of a hidden grove within the forest, where a powerful sorcerer once lived. According to legend, the sorcerer was so skilled in the ways of magic that he was able to summon and control the elements themselves. It is said that he created a secret portal within the grove that could transport him to any corner of the world in an instant. Some say that the grove is still there, hidden away from the eyes of mortal men, and that it can only be found by those with the purest of intentions and the strongest of wills.

Despite the allure of its magic, Hurstwold forest is also known to be a dangerous place, with many hidden pitfalls and traps lurking beneath the surface. Legend has it that the forest is cursed, and that those who enter it without permission are doomed to suffer a terrible fate. Some locals believe that the forest is home to vengeful spirits, and that those who cross them will never be seen again.

Hurstwold forest remains a fascinating and mysterious place, full of secrets and wonder, but also danger and risk.

Mt. Bannockwyrm

Mt. Bannockwyrm, also known as the "Mountain of Dragons," is a majestic mountain located on the northeastern coast of Ryndor, near the island of Holmea. The mountain has long been a significant landmark for the local inhabitants and is steeped in cultural and magical significance.

The mountain's rugged terrain and imposing presence make it a breathtaking sight to behold. The summit of Mt. Bannockwyrm towers over the surrounding landscape, and the steep cliffs make it nearly impossible to climb. The mountain is home to a variety of flora and fauna, including rare magical creatures such as the elusive Thunderbird and the elusive Alpine Unicorn.

Mt. Bannockwyrm's cultural significance can be traced back to ancient times, when the mountain was revered by the Sev'rinn as a source of magic and spiritual energy. Local legend has it that the mountain is home to a hidden cave system, where the Sev'rinn held secret rituals to harness the mountain's mystical energy. The cave system is said to be guarded by powerful magical creatures, making it nearly impossible for outsiders to access.

Over the centuries, the Sev'rinn established a school on the nearby island of Holmea to preserve the ways of their kind and teach them to future generations. The descendants of Runa's children established the Skola, which holds the most comprehensive archive of the history of Ryndor anywhere. The Skola has become a mecca for aspiring Sev'rinns, who come from all over Ryndor to learn the ways of magic.

In addition to its cultural significance, Mt. Bannockwyrm is also home to a variety of magical inhabitants. The mountain's summit is said to be the domain of the Wind Witches, who use their powers to control the winds and weather patterns of the region. The mountain is also home to powerful fire elementals, who are said to dwell deep within its caverns.

Despite its natural beauty and magical significance, Mt. Bannockwyrm remains shrouded in mystery and intrigue. The mountain is said to be riddled with secret passages and hidden chambers, which have been used by smugglers and criminals for centuries. Local rumors suggest that an ancient treasure is hidden somewhere within the mountain's labyrinthine caves, waiting to be discovered by a brave adventurer.

Mt. Bannockwyrm is a mountain of great cultural and magical significance, steeped in history and legend. Its rugged terrain and imposing presence make it a breathtaking sight, while its mystical inhabitants and hidden secrets make it a place of intrigue and mystery.

Vallfirth Wood

The forested area on the eastern coast of Ryndor, across the sound from Hurstwold Forest, is known as Vallfirth Wood. It is said that the wood was once home to a powerful clan of Nordic wizards, who used the magic of the forest to protect and preserve the land. Some say that the spirits of these ancient wizards still reside within the trees, watching over the creatures of the wood and keeping them safe from harm.

Vallfirth Wood is home to a variety of magical creatures, including mischievous faeries, elusive unicorns, and majestic griffins. Deep within the heart of the wood lies a sacred grove, where the oldest and wisest of the trees stand watch over the surrounding forest. Those who enter the grove are said to be blessed with great knowledge and insight, but also warned to tread carefully, lest they offend the spirits that dwell within.

Dollow Canyon

The canyon between Mt. Bannockwyrm and Benard Peak is known as Dollow, named after the mythological Norns who were said to weave the fates of men. According to legend, Dollow was formed during a great battle between the giants and the gods, when the earth shook and split apart. The canyon is said to be home to a variety of magical creatures, including trolls and hidden underground springs with healing properties. The area is also known for its treacherous and unpredictable weather patterns, with sudden gusts of wind and storms appearing out of nowhere. Despite the dangers, Dollow remains a popular destination for adventurers and thrill-seekers.

Norwycke

Gateway to the Sea

Norwycke is a small and remote coastal town, known for its rugged beauty and its connection to the mystical Hurstwold forest. The town is situated on a small bay and surrounded by steep cliffs and rolling hills. The economy of Norwycke is largely based on fishing and agriculture, with a few small businesses catering to visitors who come to explore the forest.

The people of Norwycke are hardy and self-sufficient, accustomed to living in a harsh and isolated environment. They are proud of their connection to the land and sea, and are fiercely independent. Despite their isolation, the people of Norwycke are welcoming to visitors who respect their way of life.

Norwycke has a long and storied history, dating back to the time of the Viking settlers who first arrived in Ryndor. The town was once an important center for trade and commerce, and was home to a thriving market where merchants from all over the region would come to buy and sell goods. Today, the market is smaller and more focused on local products, but it remains an important part of the town's identity.

The Hurstwold forest that surrounds Norwycke is said to be enchanted, with mystical powers that have been rumored for generations. The locals believe that the forest is home to fairies, elves, and other magical creatures, and that it holds secrets that have been lost to time. Many visitors come to Norwycke specifically to explore the forest and discover its secrets, and some even claim to have had encounters with the supernatural.

Despite its remote location, Norwycke has a strong sense of community and a close-knit population. The town is small enough that everyone knows each other, and there is a sense of camaraderie and shared purpose among the residents. They take care of each other, and work together to ensure that the town remains a safe and welcoming place for all who visit.

Life in Norwycke

Daily life in Norwycke is simple and focused on the necessities of living in a remote coastal town. Fishing and agriculture are the main sources of food and income for the people, with most families relying on their own gardens and livestock for sustenance. The town has a few small businesses catering to visitors, but most residents work in the fishing industry or on local farms.

The people of Norwycke are close-knit and reliant on each other for support. Community events such as festivals and town meetings are important for maintaining a sense of unity and camaraderie among the residents. Despite the harsh and isolated environment, the people are generally happy and content with their way of life.

Outdoor activities such as hiking in the nearby Hurstwold forest or fishing in the bay are popular pastimes in Norwycke. The town is also home to a few small shops and cafes where residents can socialize and gather supplies. While modern amenities such as internet and cell phone service are limited, the people of Norwycke find joy in the simple pleasures of life and the beauty of their surroundings.

Innistreath Sound

The small sound south of Lake Polshaw is known as Innistreath. According to legend, it was once a popular location for mermaids to gather and sing their enchanting melodies, drawing sailors to their deaths in the depths below. However, after a group of sailors managed to escape the mermaids' clutches and warn the nearby villages, the area has been avoided by most sailors and fishermen.

Despite its dangerous reputation, Innistreath Sound is also said to be home to some magical creatures of a more benevolent nature. The waters are said to be filled with shimmering schools of fish that can cure any illness or ailment, and sea turtles that are said to be able to grant wishes to those who are pure of heart.

The local fishermen tell tales of seeing glowing lights and hearing beautiful songs emanating from the waters at night, leading many to believe that the mermaids still gather there under the cover of darkness. However, few dare to venture into the sound after sunset, fearing the allure of the mermaids' songs.

Skogpant Forest

Deep in the heart of the northern mountains lies a dark and enchanted forest known as Skogpant. Legends say that the forest was once home to a powerful coven of witches who worshipped the ancient spirits of the land, and that their magic still lingers in the trees and stones to this day.

The forest is shrouded in darkness, even in the height of day, and the air is heavy with the scent of damp earth and wildflowers. The trees are tall and twisted, their roots snaking through the underbrush like the tentacles of some great beast. Few dare to enter Skogpant, for it is said that those who do risk being lost forever, trapped in the forest's dark embrace.

Despite its eerie reputation, Skogpant is home to many magical creatures, including mischievous fairies, elusive wood nymphs, and fearsome werewolves. The forest is also said to be home to a powerful druid who possesses the ability to control the very elements themselves. Some whisper that the druid is the last surviving member of the witch coven that once called Skogpant home, and that she guards the forest fiercely, determined to keep its secrets hidden from the outside world.

Leighmore

Leighmore sits at the base of the Hurstwold Mountains, and in the shadow of the massive capitol city of Eveltoft.

Being the last stop before Eveltoft for Wyrmbost, Bannockwyrm, and Norwycke, Leighmore actually has a fairly lively trade community. Established as a free state before the rule of the Ullac, Leighmore has always upheld its’ own independence from other governing states, even if those states didn’t agree.

Leighmore is a town that is well-known for its mining industry. The Hurstwold Mountains are rich in minerals, and Leighmore is one of the few towns that has managed to extract these resources successfully. The town's economy is heavily dependent on mining, and many of its residents work in the mines. The mines are dangerous, and accidents are not uncommon, but the people of Leighmore are proud of their mining heritage and see it as a symbol of their resilience and resourcefulness.

Despite its isolation and rugged terrain, Leighmore is a town that values culture and art. The town has a small but thriving arts community, with artists, musicians, and writers flocking to the town to draw inspiration from its natural beauty and rugged landscape. Leighmore hosts an annual arts festival that draws visitors from all over Ryndor, and the town's art galleries and studios are popular with tourists.

The people of Leighmore are known for their independent spirit and self-reliance. They are a tight-knit community, and they look out for one another. Life in Leighmore can be challenging, with harsh winters and difficult living conditions, but the people of the town are resilient and resourceful, and they take pride in their ability to survive in even the harshest conditions.

Life in Leighmore

Daily life in Leighmore is heavily influenced by its location at the base of the Hurstwold Mountains and as the last stop before the massive capital city of Eveltoft. The town is small but lively, with a strong sense of community among its residents. The people of Leighmore are known for their ruggedness and self-sufficiency, much like their counterparts in other remote towns in Ryndor.

The economy of Leighmore is largely based on agriculture and trade. The town serves as a stopping point for merchants and travelers heading to Eveltoft and other larger cities, and many businesses cater to these visitors. However, the town is also known for its small but thriving agricultural sector, with many residents growing their own crops and raising livestock.

Life in Leighmore is simple and traditional, with many residents adhering to the customs and practices of their ancestors. The town has a rich cultural heritage that is celebrated through various festivals and events throughout the year. Family and community are highly valued, and many social gatherings and activities revolve around these concepts. Overall, daily life in Leighmore is characterized by a strong sense of community, ruggedness, and tradition.

Undiscovered Ryndor

There are many undiscovered places in Ryndor that are hinted at or described in lore and song across the isle. These places are shrouded in mystery, and many adventurers have set out to find them, but few have returned. Some of these places are rumored to be places of great power or treasure, while others are said to be cursed or haunted.

One such place is the Lost City of the Skaal, an ancient city that was once home to a powerful civilization that worshipped the gods of ice and snow. The city was said to be built entirely of ice and was protected by powerful magic. According to legend, the city was destroyed by a great blizzard, and the survivors were forced to flee to the south. Many adventurers have sought out the lost city, hoping to find its treasures or unlock its secrets, but none have returned.

Where will your adventures take you?!

Chapter 3: Character Creation

The Player's Handbook describes a step-by-step process of character creation. when you create a character for a Ryndor campaign, follow all the steps in the Player's Handbook for character creation, with the added steps in this section.

The most important part of any campaign is the heroes who take part in it. The first step in playing a Ryndor game is deciding what kind of hero you want to be! This chapter will go over the steps required to create a character. Some information you may need – such as details on Races – are contained in later chapters. While creating your character, you may need to refer to these later chapters.

Character Creation in a Ryndor game happens in a number of steps, listed below:

  1. Choose a Sev'rinn Specialty in the Sev'rinn Class section. You'll be able to choose an advancement option at higher levels.
  2. Follow the steps in the Player's Handbook: Choose a race.

Choosing a Sev'rinn Specialty

Chapter 2 describes the 8 Sev'rinn specialties in detail. How do you decides which specialty you want your character to belong to? You can choose one of these approaches

Non-Sev'rinn Characters

You can play a character that isn't a Sev'rinn. Follow the steps in the Player's Handbook to build your character. Feel free to use any of the backgrounds, ideals, personalities traits, and races outlined in this book at your DM's discretion.

Race and Class

Choosing your race and class is one of the most important decisions you'll make when creating your character in the Ryndor campaign setting. Each race and class has its own unique abilities and strengths, so it's important to consider your playstyle and the role you want to fill within the party before making your choice.

In Ryndor, you can choose from a variety of classic races like humans, dwarves, elves, and halflings, as well as some more unique races like the rabbit-like Leoporin or the bird-like Aviari. Each race has its own set of abilities and traits that can help shape your character's backstory and personality.

Similarly, choosing your class will determine your character's abilities and skills in combat and non-combat situations. Whether you want to be a sneaky rogue, a powerful wizard, or a steadfast paladin, there's a class for every playstyle. In addition to the classic classes from the player's handbook, Ryndor introduces new Sev'rinn specialties that add unique abilities and twists to existing classes.

When choosing your race and class, it's important to consider how they complement each other and your party makeup. A party with a mix of races and classes can be more versatile and effective in combat and non-combat situations. For example, a party with a mix of melee fighters and ranged attackers can cover more ground in battle and take on different types of enemies.

It's also important to consider the lore and backstory of your chosen race and class. How does your character fit into the world of Ryndor, and how do their abilities and traits reflect their culture and upbringing? Thinking about these aspects can add depth and complexity to your character, making them more than just a set of numbers on a character sheet.

Ultimately, the choice of race and class should be driven by your own preferences and playstyle. Whether you want to be a charismatic bard or a stoic cleric, Ryndor offers a wide range of options to create the character of your dreams.

Building a Party

When creating a party for your Ryndor campaign, it's important to consider the diverse strengths and weaknesses of each race and class. A balanced party will have a mix of combat-focused characters, support characters, and characters who can handle social situations and exploration.

Starting with combat-focused characters, the Sev'rinn Class offers a variety of specialties that can excel in different roles. A Sev'rinn with the Huon specialty makes an excellent front-line fighter, while a Sev'rinn with the Muza specialty can excel at ranged combat. A Barbarian can also be a great addition to a party for their sheer brute strength and ability to take and deal out damage.

Support characters are just as important in a party as combat-focused characters. A Cleric can provide healing and protection spells, while a Bard can use their music and charisma to buff the party and debuff enemies. A Wizard can provide crowd control and damage spells, and a Druid can offer both healing and battlefield control. A Sev'rinn with the Atmani specialty can deal necrotic damage or heal the party of damage.

Finally, characters who can handle social situations and exploration can be invaluable to a party. A Rogue can pick locks and disarm traps, while a Ranger can track and navigate through difficult terrain. A Paladin can use their divine powers to persuade or intimidate others, and a Sorcerer can use their magic to solve problems in creative ways. A Sev'rinn with the Keiton ability can teleport short distances and help with exploration in tight spaces.

Overall, a balanced party in Ryndor should have a mix of combat-focused characters, support characters, and characters who can handle social situations and exploration. By considering the strengths and weaknesses of each race and class, you can create a party that can handle any challenge that the world of Ryndor throws their way.

d6 Party Makeup
1 Balanced Party A group of adventurers with a mix of classes, including an Ishin Sev'rinn who can provide utility and defensive capabilities.
2 Arcane Party A party composed of primarily spellcasting classes, including a Kala Sev'rinn who specializes in manipulating the battlefield.
3 Stealth Party A group of stealthy adventurers, including a Keiton Sev'rinn who specializes in illusions and manipulation of reality.
4 Combat Party A party focused on physical combat, including a Huon Sev'rinn who specializes in big damage magic, using their elemental magic to enhance their physical prowess.
5 Support Party A party composed primarily of support classes, including an Atmani Sev'rinn, specializing in healing and lifeforce magic.
6 Exploration Party A group of adventurers focused on exploration and discovery, including a Ziran Sev'rinn ranger specializes in nature magic to aid in tracking and scouting.

Races

Drakarim. In Ryndor, Drakarim are a rare and enigmatic race, known for their strength, resilience, and deep connection to dragonkind.

Leporin. In Ryndor, Leoporin are a race of rabbit-like humanoids known for their speed and agility. They are skilled hunters and gatherers, and often live in small, tight-knit communities in the forest.

Aviari. Aviari in Ryndor are a rare sight, known for their aerial prowess and their deep connection to the sky. They have a bird-like appearance with wings on their back, talons on their feet, and beaks for their mouths.

Cervar. In Ryndor, Cervar are tall, slender, and graceful humanoids with deer-like features. They are are wise and gentle race, with a deep connection to the natural world.

Nebernorian. Hailing from behind the rift, Nebernorians are a mysterious and otherwordly race. Humanoid in appearance, they have elongated limbs and large kaleidescope eyes.

Humans. Humans are the most numerous and diverse race in Ryndor, with a wide range of physical appearances, cultures, and traditions.

Dwarves. Dwarves are a short, sturdy race known for their skill in crafting and metalworking. They are often found in mines and mountain strongholds, and they have a reputation for being tough, reliable, and stubborn. Dwarves played a key role in the construction of the great underground cities of Ryndor, and they are known for their expert craftsmanship in weapons, armor, and other goods. Common names for dwarves include Balin, Drogan, and Thrain. Subraces of dwarves include hill dwarves, mountain dwarves, and duergar.

Elves. Elves are tall, graceful beings with a close connection to nature and magic. They are often found in secluded forests and groves, and they have a reputation for being wise, mysterious, and aloof. Elves played a key role in the founding of the Sev'rinn Rebellion, and they are known for their mastery of magic and archery. Common names for elves include Arwen, Legolas, and Galadriel. Subraces of elves include high elves, wood elves, and drown.

Drakarim

In Ryndor, Drakarim are a rare and enigmatic race, known for their strength, resilience, and deep connection to dragonkind. They are humanoid in form, with reptilian features such as scales, tails, and sharp teeth. Their skin can range in color from deep red to metallic gold, and their eyes are often slit-pupiled and glow with an inner fire.

Drakarim have a long and storied history in Ryndor, with many legends and myths surrounding their origins. Some say that they were created by the ancient dragons as their loyal servants and guardians, while others believe that they are the descendants of humans who made pacts with dragon deities.

Despite their mysterious origins, Drakarim have made significant contributions to the history and culture of Ryndor. They are known for their bravery and skill in battle, as well as their reverence for dragons and their power. Many Drakarim have become powerful warriors, wizards, and leaders in their communities, using their strength and intellect to defend their people and uphold their traditions.

Drakarim communities are often small and tightly-knit, with strong bonds of loyalty and respect between members. They value honor, courage, and wisdom above all else, and seek to live their lives in accordance with these ideals. Drakarim leaders are often chosen for their strength and wisdom, and are expected to serve their communities with honor and integrity.

Drakarim Subraces

There are two common subraces of Drakarim: chromatic and metallic. Like the dragonfolk from which they descend, Drakarim have some of the physical characteristics that are the hallmarks of their subrace.

Chromatic Drakarim are typically associated with evil or chaotic alignments and have breath weapons that deal damage based on their element (such as fire, acid, or poison).

Metallic Drakarim, on the other hand, are often associated with good or lawful alignments and have breath weapons that deal damage based on their element (such as cold, lightning, or thunder).

Drakarim Names

The Drakarim people of Ryndor take great pride in their dragon heritage, and their names reflect this. Drakarim names are often a combination of fierce-sounding syllables and references to dragons or their attributes, such as scales, fire, or wings. Some Drakarim may also take on names that reflect their accomplishments or deeds, adding to their legend and reputation among their people. The use of clan names is also common among Drakarim, with each clan having its own unique naming conventions and history. Overall, Drakarim names serve as a powerful symbol of their proud dragon ancestry and warrior culture. Common names for Drakarim in Ryndor include Drakar, Sarenthar, Kethar, Nidhogg, and Vaxal.

Drakarim Traits

The Drakarim are a proud and powerful race of dragon-like humanoids in the world of Ryndor. They possess many unique abilities and traits that set them apart from other races, and they have a long and storied history in the land.

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

Age. Drakarim mature at the same rate as humans, but can live up to 120 years.

Alignment. Drakarim tend to be strong-willed and individualistic, but their alignment can vary widely depending on their upbringing and personal beliefs.

Size. Drakarim are medium-sized creatures, standing between 6 and 7 feet tall and weighing between 200 and 300 pounds.

Speed. Your base walking speed is 30 feet.

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

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table in the Player’s Handbook. You gain a breath weapon and resistance to a damage type associated with your dragon ancestry.

Draconic Resistance. You have resistance to the damage type associated with your draconic ancestry.

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. Once you use your breath weapon, you can't use it again until you complete a short or long rest.

Tail Swipe. You can use your tail to make a melee attack against a creature within 5 feet of you. The attack deals 1d6 + your Strength modifier bludgeoning damage.

Leoporin

In Ryndor, Leoporin are a race of rabbit-like humanoids known for their speed and agility. They are skilled hunters and gatherers, and often live in small, tight-knit communities in the forest.

Leoporin are known for their quick reflexes, and are often sought after as messengers or scouts. They have excellent hearing and vision, making them skilled at tracking prey and detecting danger. They also have a natural ability to burrow, which they use to create underground homes and tunnels for their communities.

In historical events, Leoporin have been known to play a crucial role in helping their allies win battles by relaying vital information and providing support. Some Leoporin tribes have even been known to create underground tunnels and traps to defend their communities against invaders.

Leoporin Names

The Leoporin have a naming tradition that is heavily influenced by nature. Leoporin names often have references to plants, animals, and natural phenomena. They value creativity and uniqueness in names, as well as a connection to their natural surroundings. Leoporin also often have both a given name and a clan name, representing their individual identity and their connection to their family and community. Common Leoporin names are often inspired by nature, such as Briar, Clover, or Thistle.

Leoporin Traits

The Leoporin are a unique race in Ryndor, known for their quickness and agility. They are a small, furry humanoid race that have adapted to their environment by developing powerful legs that allow them to run at incredible speeds.

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

Age. Leoporin reach maturity at the age of 15 and can live up to 60 years.

Alignment. Leoporin have a tendency towards neutrality but can be of any alignment.

Size. Leoporin stand between 4 and 5 feet tall, and they have a slender build. Your size is Small.

Speed. Your base walking speed is 35 feet.

Languages. You can speak, read, and write Common and Leoporin. Leoporin is a language of soft, melodic tones and has a musical quality to it.

Swift Feet. Your long, powerful hind legs make you incredibly fast. When you take the Dash action, your speed is tripled instead of doubled.

Keen Senses. You have proficiency in the Perception skill.

Burst of Speed. As a bonus action, you can move an additional 10 feet. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after finishing a long rest.

Aviari

Aviari in Ryndor are a rare sight, known for their aerial prowess and their deep connection to the sky. They have a bird-like appearance with wings on their back, talons on their feet, and beaks for their mouths. The Aviari are commonly seen as scouts, patrolling the skies to keep an eye on the lands below. Their sharp vision and agility make them excellent hunters, and they are respected for their role as the eyes of their community.

Aviari are typically a solitary people, with only small, close-knit communities in mountainous areas or remote cliffs. They are known for their complex vocalizations, which allow them to communicate intricate messages over great distances. Despite their independent nature, Aviari are known to form alliances with other races, particularly those who share their love of the sky and adventure.

In Ryndor, Aviari have played a vital role in the defense of the region. During the War of Benard Peak, a group of Aviari scouts provided vital intelligence to the allied forces, which helped them plan their successful assault on the enemy stronghold. Their contribution to the war effort was acknowledged by the leaders of the allied forces, who granted them a place of honor in the victory celebration.

Aviari Names

Aviari names are based on the sounds of nature, often resembling the calls and songs of birds or other flying creatures. As the Aviari do not have a written language, their names are passed down orally from generation to generation. Aviari names are chosen based on the individual's vocalizations as a newborn, with parents selecting a name that reflects the unique sounds made by their child.

Aviari Traits

Aviari are bird-like humanoids, with feathers covering their bodies and wings that enable them to glide through the air. They are agile and dexterous, but often suffer from social stigma and discrimination due to their appearance.

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

Age. Aviari mature quickly, reaching adulthood around age 3, and can live up to 30 years.

Alignment. Aviari tend towards chaotic alignments, but can vary widely based on their individual experiences.

Size. Aviari are about the same size as humans, ranging from 5 to 6 feet tall on average. Your size is Medium.

Speed. Your base walking speed is 30 feet. You also have a flying speed of 30 feet, but you cannot fly if you are wearing medium or heavy armor, or if you are encumbered.

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

Flightless. You cannot use your wings to fly until you reach 5th level, at which point you gain the ability to fly for short periods of time. You must land at the end of your turn if you are flying, unless you are able to hover.

Keen Sight. You have proficiency in the Perception skill.

Mimicry. You can mimic sounds you have heard, such as voices, animal sounds, or environmental sounds. You must have heard the sound for at least 1 minute to mimic it accurately.

Cervar

Cervar are tall, slender, and graceful humanoids with deer-like features. They have slender legs ending in cloven hooves, and their arms are more delicate than humans', with long, nimble fingers. Cervar have long, slender necks and elegant heads with deer-like features such as large, expressive eyes, and pointed ears. Their hair is usually thick and wavy, and they tend to have a variety of natural colors, including brown, blonde, white, and even silver.

Cervar are a wise and gentle race, with a deep connection to the natural world. They have a natural talent for magic and often use their abilities to heal and protect the forests and animals of Ryndor. Cervar have a strong affinity for the natural world, and their society revolves around their connection to it. They are peaceful beings who seek to live in harmony with nature and avoid conflict whenever possible.

The Cervar's unique physiology provides them with a few special abilities. They have keen senses that allow them to detect things that are far away, and their hooves make them fast runners and agile jumpers. Additionally, their natural magic abilities allow them to cast spells that protect and heal themselves and their allies, making them valuable allies in any adventuring party.

Cervar Names

The Cervar people take great pride in their names and heritage, with family names passed down from generation to generation. Their naming conventions often feature names with strong, earthy meanings that are inspired by nature, and they frequently add suffixes such as "thorn" or "branch" to their names to further emphasize this connection.

Additionally, they may also take on a new name later in life to reflect their current achievements or significant life events. Some examples of Cervar names include Eryndor Thornbough, Nenethiel Greenleaf, Aranelle Lightfoot, and Faunthor Hornweaver.

Cervar Traits

The Cervar's magical healing ability, Healing Touch, draws upon their connection to the natural world, allowing them to channel the life energy of the forests and meadows to heal others. Their long lifespan and appreciation for balance and harmony reflect their affinity for the natural world, and their ability to move swiftly through it is reflected in their fast speed. With their Fey Ancestry and proficiency in the Nature skill, Cervar are well-suited to navigating the wilderness and dealing with the fey creatures that often inhabit it.

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

Age. Cervar mature at a rate similar to humans but live longer, up to 250 years.

Alignment. Cervar tend to be neutral or good, valuing balance and harmony.

Size. Cervar are medium-sized creatures, typically standing between 5 and 6 feet tall and weighing between 150 and 200 pounds.

Speed. Your base walking speed is 35 feet.

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

Healing Touch. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level + your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it after a long rest.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Nature's Blessing. You have proficiency in the Nature skill.

Nebornorian

The Nebernorians are a mysterious race that originated from the astral plane known as Nebernoria. They are humanoid in shape, with slender bodies and elongated limbs. Their skin is a pale blue or gray color, and their hair is often white or silver. Their eyes are large and luminous, with a kaleidoscope of colors that seem to shift and change with their mood.

Nebernorian society is shrouded in secrecy, and little is known about their culture or history. They are a reclusive race, preferring to keep to themselves and avoid interaction with other races. They are known to possess powerful psionic abilities, which they use to communicate with each other and to manipulate the world around them.

Nebornorian Names

Nebernorian names are often complex and difficult for non-Nebernorians to pronounce, consisting of a combination of guttural and melodic sounds. Some examples of Nebernorian names include Xilthor, Vyraxia, and Zaelendra.

Nebornorian Traits

As a playable race, Nebernorians have the following racial traits:

Ability Score Increase Nebernorians have a +2 Intelligence and a +1 Dexterity increase.

Psionic Resilience Nebernorians have resistance to psychic damage.

Psionic Potential Nebernorians can use their psionic abilities to cast the cantrip Mage Hand at will. At 3rd level, they can cast the spell Detect Thoughts once per day, and at 5th level, they can cast the spell Levitate once per day. Intelligence is their spellcasting ability for these spells.

Astral Step Once per long rest, Nebernorians can use their psionic abilities to teleport up to 30 feet to an unoccupied space they can see.

Nebernorian characters would be a rare sight in Ryndor, and those who encounter them would likely be both fascinated and wary of their psionic abilities and mysterious origins.

Humans

Humans are one of the most widespread and diverse races on Ryndor, inhabiting nearly every corner of the world. They are known for their adaptability, creativity, and resourcefulness, which has allowed them to thrive in almost any environment. As a result, human cultures are incredibly varied, with each region boasting its own traditions, customs, and way of life.

Humans on Ryndor have an average lifespan of 70-80 years, although some have been known to live well into their 90s. They reach maturity in their late teens and are capable of reproducing shortly thereafter. Humans have a wide range of skin tones, hair colors, and eye colors, which vary depending on the region they come from. In terms of height and build, humans are similarly diverse, with some being tall and muscular, while others are shorter and more slight of build.

Humans on Ryndor are generally pragmatic and driven by their desire to succeed and improve their station in life. They are often seen as ambitious and hardworking, with a strong entrepreneurial spirit. Many humans are merchants, traders, or craftsmen, but there are also many who are farmers, fishers, or hunters, depending on the region they come from. Humans are known for their ability to quickly learn new skills and adapt to changing circumstances, which has allowed them to thrive in a variety of industries.

While humans are generally accepted throughout Ryndor, there are some who view them with suspicion or hostility. This is particularly true in areas where humans have come into conflict with other races, such as orcs, goblins, or dwarves. Nevertheless, humans continue to be one of the most influential and widespread races on the continent, shaping the course of history with their ingenuity and determination.

Human Names

In Ryndor, human names typically have meanings that reflect the values or beliefs of the parents, or the circumstances of the child's birth. Many names are derived from nature, animals, or plants, while others are based on virtues, professions, or historical figures.

The surname is often derived from the father's first name, and may include a suffix that signifies a familial or regional association. For example, the suffix "-son" may indicate the son of a person with the base name, while "-dottir" may indicate the daughter of the base name.

It is also common for parents to consult with a Sev'rinn or other spiritual leader to choose a name for their child, based on astrological or divinatory readings. In some regions, it is believed that a person's name can have a profound influence on their destiny and life path, so choosing the right name is a matter of great importance.

Additionally, some human cultures in Ryndor have naming ceremonies or rituals that are performed shortly after a child's birth. These ceremonies may involve the blessing of the child by religious or community leaders, the exchange of gifts, or the recitation of prayers or poems.

Overall, the tradition of human names in Ryndor is rich and diverse, reflecting the unique cultural and spiritual beliefs of the various regions and communities throughout the land.

Male Names. Rurik, Leif, Gunnar, Sven, Bjorn, Magnus, Lars, Arvid, Eirik, Olaf, Ivar, Anders, Nils, Thorsten, Valdemar, Henrik, Oskar, Gustav, Axel, Ragnar.

Female Names. Miyu, Astrid, Ingrid, Sigrid, Kaida, Gudrun, Elsa, Anika, Dagny, Birgit, Liv, Linnea, Lovisa, Agnetha, Karin, Elin, Ylva, Hilda, Thyra, Ulrika.

Surnames. Eriksson, Johansson, Andersson, Lindberg, Svensson, Pettersson, Gustafsson, Nilsson, Larsson, Olofsson, Magnusson, Björk, Holm, Lundqvist, Lindström, Persson, Carlsson, Bergström, Ekström, Ahlström.

Dwarves

Dwarves in Ryndor are a proud and hardy race, known for their skill in metalworking, stonemasonry, and engineering. They are a deeply traditional people, with a strong sense of honor and loyalty to their clans and ancestors.

Dwarves played a critical role in the construction of many of the great fortresses and strongholds of Ryndor, including the walls of The Custodians of Prosperity central bank, and the underground city of Ban Mynydd. During the Great Orcish War, they played a key role in crafting the weapons and armor that helped turn the tide of battle.

Dwarves have a strong sense of community, and their clans are the foundation of their society. Each clan is headed by a Thane, who is responsible for the well-being of their people and for upholding the clan's honor. Dwarven culture values hard work, craftsmanship, and loyalty above all else, and those who live up to these ideals are greatly respected.

Common dwarven names include Balin, Dain, Durin, Thorin, and Gimli, among others. Dwarves also have several subraces, including Hill Dwarves, Mountain Dwarves, and Duergar (or Gray Dwarves).

Elves

Elves in Ryndor are a graceful and magical race known for their long lives and deep connection to nature. They are slender and tall, with pointed ears and sharp features that give them a regal appearance. Elves are divided into two subraces in Ryndor: the High Elves and the Wood Elves.

The High Elves are known for their mastery of magic and their strong connection to the arcane. They are often found in positions of power, serving as advisers to royalty and high-ranking officials. The Wood Elves, on the other hand, are more connected to the natural world and are skilled hunters and archers. They are often found living in the forests and wilds of Ryndor, protecting the land and its creatures from harm.

Elves played a significant role in Ryndor' history, serving as keepers of knowledge and wisdom. They were instrumental in the formation of the Council of Sev'rinns and the establishment of the school of magic on Holmea. Elves have also been known to form powerful alliances with other races, using their magical abilities and diplomatic skills to broker peace and establish beneficial trade agreements.

Some common elven names in Ryndor include Althaea, Calantha, Eirlys, Finley, Galadriel, Halcyon, Lyra, and Orion.

Races by Sev'rinn Specialty

Drakarim. Atmani (Spirit) - Given their connection to the spirits of their ancestors and their reverence for the dead, it would make sense for Drakarim to have a natural affinity for magic in communicating with spirits and the dead.

Leoporin. Ziran (Nature), Ishin (Stone) - As creatures that are deeply connected to nature, it makes sense for Leoporin to specialize in manipulating the natural world. Additionally, given their underground dwellings and their abilities to burrow through the earth, Leoporin may also have an affinity for magic that specializes in controlling stone and earth.

Aviari. Sorash (Sky), Huon (Fire) - As beings who can fly and have a bird-like appearance, Aviari may have a natural affinity for controlling the weather and the wind. Additionally, given their feathered appearance, they may also have an affinity for controlling fire.

Cervar. Ziran (Nature), Huon (Fire) - As creatures with a connection to the natural world and with antlers that are often seen as a symbol of nature, Cervar are naturally gifted in manipulating plants and animals. Additionally, given their association with fire and healing, Sev'rinns who specialize in fire could be a good match for the Cervar race as well.

Nebornorian. Nebornorians are not known to practice the same magic as those native to Ryndor.

Humans. Kala (Time), Keiton (Space) - As one of the most adaptable and versatile races on Ryndor, humans can develop a natural affinity for any number of Sev'rinn specialties. However, given their desire to explore and understand the world around them, they may have a natural affinity for manipulating time and space.

Dwarves. Muza (Water), Ishin (Stone) - As creatures that are often associated with mining and underground dwellings, it would make sense for Dwarves to be paired with Sev'rinns who specialize in controlling water and stone.

Elves. Ziran (Nature), Keiton (Space) - As creatures that are deeply connected to the natural world, it makes sense for Elves to be paired with Sev'rinns who specialize in manipulating plants and animals. Additionally, given their association with magic and their desire for knowledge and understanding, Sev'rinns who specialize in space could be a good match for Elves as well.

Chapter 4: Sev'rinn

Welcome to the Sev'rinn class, a unique and powerful class in the world of Ryndor. Sev'rinns are those who have been born with an innate connection to the elemental forces of the world. Through rigorous training and practice, they have learned to harness and control these forces, using them to perform incredible feats that are beyond the abilities of most mortals. In this chapter, we will guide you through the process of creating a Sev'rinn character, including choosing your Sev'rinn specialty, selecting spells and abilities, and creating your backstory. Whether you seek to control the elements, communicate with spirits, or manipulate time itself, the Sev'rinn class is an exciting and versatile option for any player looking for a unique and powerful character.

Adored and Revered

The Sev'rinns are respected and revered by many in Ryndor, particularly those who live close to nature and rely on the land for their livelihoods. They are known for their wisdom and their ability to heal both physical and spiritual ailments. Many people seek out the Sev'rinns for guidance and counsel, and their advice is often sought on matters of agriculture, hunting, and other aspects of life that are closely tied to the natural world.

However, the Sev'rinns are also viewed with suspicion and fear by some, particularly those who do not share their beliefs or who view them as a threat to their own power. In the past, the Sev'rinns have been persecuted and driven underground, and they still face occasional harassment and persecution from those who view them as heretics or witches. Despite this, the Sev'rinns continue to practice their ancient traditions and to spread their message of harmony with nature and spiritual enlightenment.

The backgrounds associated with Sev'rinn Classs and their specialties in this chapter work like those in the Player's Handbook, giving you proficiencies, languages, equipment, and suggested characteristics (personality traits, ideals, bonds, and flaws). Each Sev'rinn class can also provide suggestions for your alignment, base class, and race; and a list of spells that you can add to your spell list of spells known.

Bloodcasters of Arcane

Sev'rinns have a unique ability to harness the raw power of the elements through their own life force. Sev'rinns are known for their deep connection to the natural world, and are often called upon to use their elemental magic to aid in times of crisis. However, the use of such powerful magic comes at a cost, as Sev'rinns must be careful not to drain themselves too much, lest they succumb to the very elements they seek to control. Despite this danger, many Sev'rinns embrace their role as protectors of nature and wielders of arcane power, and are respected and revered by those who understand the magnitude of their abilities.

Creating a Sev'rinn

Creating a Sev'rinn is a journey of self-discovery and connection to the primal elements that shape the world of Ryndor. As a Sev'rinn, you have the ability to tap into the power of the elements and bend them to your will, shaping the world around you. One of the most critical choices you'll make when creating your Sev'rinn is selecting your specialty area, which determines your focus and abilities within the elements. In this section, we'll explore the process of creating a Sev'rinn character and the different specialty areas available to you, so you can begin your journey as a master of the elements.

Sev'rinn Specialties

Choosing your Sev'rinn specialty is a binding decision for your character, and should be considered carefully. Each Sev'rinn specialty comes with its own unique set of spells that are thematically linked to the specialty. Sev'rinn spells are powerful and can be used in a variety of situations, from combat to exploration to social encounters. When choosing your spells, consider your playstyle and the role you want to fill in your party. Remember that Sev'rinn spells are not limited to combat, so think outside the box and consider creative uses for your spells. As you level up, you'll gain access to higher level Sev'rinn spells, allowing you to do even more impressive feats.

Class Features

As a Sev'rinn, you gain the following class features.

Hit Points

Hit Dice 1d8

Hit Points at 1st Level 8 + your Constitution modifier

Hit Points at Higher Levels 1d8 (or 5) + your Constitution modifier per Sev'rinn level after 1st

Proficiencies

Armor Light armor

Weapons Simple weapons

Saving Throws Constitution, Wisdom

Skills Choose two from Arcana, Athletics, Insight, Intimidation, Nature, Perception, and Survival.

Equipment

You gain the equipment granted by your background, and the following:

  • (a) a quarterstaff or (b) a dagger
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor, any simple weapon, and two daggers

Spellcasting

For Sev'rinns, your spellcasting ability is drawn from your connection to the elements of the world. Through intense training and attunement to the natural forces of Ryndor, you have learned to harness the magical energy that flows through all things. You are able to sense the elemental energies around you, and channel those energies into powerful spells and abilities.

Whether through focused meditation or intense emotional states, you are able to tap into the elemental energies and shape them to your will. This connection to the elements is at the core of the Sev'rinn's spellcasting ability and is what makes you such formidable magic-users.

Raw Power

Unlike other spellcasting classes, Sev'rinns do not have a number of spell slots or spells known. Instead, the specialty chosen by the Sev'rinn determines the entire list of spells available for the class. Each spell on the specialty list indicates the number of times it can be cast per long rest. Sev'rinns are unique in that they cannot choose spells from any other sources besides their specialty spell list. Therefore, it is essential for Sev'rinns to choose their specialty wisely, as it will determine the full range of spells available to them throughout their adventuring career.

Spellcasting Ability

The Sev'rinn's spellcasting ability is based on their deep connection to the elements and the natural world, which grants them a profound understanding of the forces that govern the universe. A Sev'rinn's wisdom allows them to attune themselves to these elemental energies, channeling them through their body to cast powerful spells. The more in tune a Sev'rinn is with the elements, the greater their spellcasting ability becomes, allowing them to harness the full power of nature to achieve their goals. Whether calling upon the fury of a thunderstorm or tapping into the serenity of a calm breeze, a Sev'rinn's spells are a testament to their mastery over the elements.You use your Wisdom whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Sev'rinn Specialty

There are 8 areas of specialty that you can choose from for your Sev'rinn character. Each of these will be detailed at the end of the class description.

Name Specialty
Kala Time
Sorash Sky
Atmani Spirit
Huon Fire
Name Specialty
Muza Water
Sleja Nature
Ishin Earth
Keiton Space

Sev'rinn's Mark

At 2nd level, you gain the ability to mark a single target as your quarry. You deal extra damage to this target equal to your proficiency bonus on all spell attacks and spell damage rolls. You can mark a new target as your quarry as a bonus action, but you can only have one target marked at a time. The mark remains until the target dies or you mark a new target.

Special Attunement

At 6th level, your bond with your chosen specialty deepens, and you gain access to new spells and abilities based on your specialty. See the specialty section for more details.

Special Mastery

At 14th level, you gain the ability to tap into the full power of your chosen element. When you cast a spell that deals damage of your chosen element, you can choose to deal additional damage equal to your proficiency bonus. This extra damage can be used a number of times equal to your Wisdom modifier (minimum of 1) before requiring a long rest to recharge.

Kala Sev'rinn Specialty

For most, Time is an unseen, unbending force that exerts its will against even the most powerful creatures. For Kala Sev'rinns, Time is simply a string that they may tug, loosen, or unravel however they see fit. Kala Sev'rinns have mastered the very fabric of progress, and use it to exert their will on their enemies, and sometimes their friends. Kala Sev'rinns use their magic to start and stop time as they see fit, undo certain actions, or let others borrow from their timeline.

Kala Sev'rinns see time for what it truly is: a constant ebb and flow that may be manipulated, just like the ocean tide. It can be diverted, flooded, slowed, and sometimes with great power, stopped all-together. For the Kala Sev'rinn, the future is chaotic, and fate is a laughable thought.

Kala Sev'rinn Spells

For you, the spells on the the Kala Sev'rinn Spells table are added to your list of spells known.

Level Spells
1st Time Warp
2nd Phase Shift
3rd Chrono Blast
4th Time Loop
5th Temporal Rift
6th Chronal Jaunt
7th Echo Reversal
8th Rift Conduit
9th Temporal Distortion
10th Causality Inversion

Momentary Stop

At 1st level, you can freeze time for a brief moment, allowing you to take an additional action or bonus action during your turn. This ability can be used once per short rest, and you must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier. If the saving throw fails, you are unable to use Momentary Stop until you finish a long rest.

Precognition

Starting at 3rd level, you can tap into the fabric of time to gain glimpses of possible future events. As an action, you can cast the augury spell without expending a spell slot, or using any somatic components. Once you use this feature, you can't use it again until you finish a short or long rest.

Delay

Starting at 5th level, you can manipulate time around a creature or object, causing it to move or act more slowly than normal. As an action, you can choose one creature or object within 30 feet of you and force it to make a Constitution saving throw against your spell save DC. If it fails, its speed is halved, and it can't take reactions until the start of its next turn. Additionally, it can only take either an action or a bonus action on its next turn, not both.

Time Echoes

At 7th level, you can create echoes of yourself that repeat your actions from a few seconds ago. These echoes can be used to distract enemies, perform multiple actions at once, or create fake targets. You must concentrate to maintain the echoes, which last for a number of rounds equal to the your Wisdom modifier (minimum of 1 round). You can create up to three echoes at a time, and each echo has the same stats as the Sev'rinn. You must make a Wisdom check (DC 23) to successfully create the echoes.

Echo Reversal

At 7th level, oyu reverse the flow of time around you, allowing you to undo recent events. When you cast this spell, you can choose to reverse time by up to 6 seconds. Any actions you took or effects you created during that time are undone, as if they never happened. You can choose to reverse time by up to 6 seconds once per round as a bonus action. Each time you reverse time in this way, the spell's duration is reduced by 1 round.

Entropic Field

At 11th level, you can create a field of entropic energy that rapidly accelerates the decay and breakdown of any non-living object within its area of effect. This ability can be used to devastate entire areas, or weaken enemy defenses. However, you must be careful not to be caught in the field themselves, as it can be extremely dangerous. To use this ability, you must make a Wisdom check against a DC determined by the DM, based on the size and complexity of the area being targeted.

Chronal Mastery

18th level, you have mastered the tides of time. You can use an action to cast the Time Stop spell without expending any resources. Once you use this feature, you can't use it again until you finish a long rest. In addition, when you cast a spell that has a duration of 1 minute or longer, you can use a bonus action to extend the duration of the spell by 1 minute, up to a maximum of 10 minutes. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of this feature when you finish a long rest.

Sorash Sev'rinn Specialty

Sorash Sev'rinns are masters of the skies, harnessing the power of wind and air to soar through the heavens with ease. Their spells and abilities allow them to control the weather and manipulate the air around them, making them a formidable force to be reckoned with in both combat and exploration. Whether they're summoning gusts of wind to knock their foes off balance or using their mastery of the elements to create a powerful storm, Sorash Sev'rinns are a force to be reckoned with.

In addition to their mastery of the skies, Sorash Sev'rinns also have a deep connection to the natural world. They are attuned to the wind and the weather, and their spells and abilities reflect this connection. Sorash Sev'rinns can use their magic to calm storms, summon gentle breezes, and even communicate with the spirits of the air. They are also able to navigate treacherous weather conditions with ease, making them valuable allies for anyone who must travel through the skies. With their knowledge of the elements and their mastery of the air, Sorash Sev'rinns are truly a force to be reckoned with.

Sorash Sev'rinn Spells

For you, the spells on the the Sorash Sev'rinn Spells table are added to your list of spells known.

Level Spells
1st Wind Wall
2nd Thunderstorm
3rd Feather Fall
4th Tornado Blast
5th Gust of Wind
6th Lightning Bolt
7th Sky Shield
8th Levitate
9th Chain Lightning
10th Cyclone

Skybound

At 1st level, you gain the ability to channel the wind to increase your mobility. As a bonus action, you can gain a flying speed equal to your walking speed until the end of your turn. Once you use this ability, you can't use it again until you finish a short or long rest. Additionally, while flying using this ability, you can move through non-magical difficult terrain without penalty and can move past other creatures and objects as if they were difficult terrain, but you cannot end your turn in their spaces.

Airborne Agility

At 3rd level, you have learned to harness the power of the air to enhance your mobility. You gain proficiency in the Acrobatics skill, and your jump distance is doubled. Additionally, you can cast the feather fall spell twice per long rest.

Stormcaller

At 5th level, you gain the ability to summon a powerful storm to aid you in combat. As an action, you can create a storm cloud centered on a point you can see within 120 feet of you. The storm cloud has a radius of 20 feet and lasts for 1 minute.

While the storm cloud is active, it creates the following effects:

  • The area is heavily obscured by rain, wind, and lightning. Any creature that starts its turn in the area must make a Constitution saving throw or take 2d6 lightning damage and be blinded until the end of their next turn.
  • The wind and rain make ranged attacks impossible, and any creature attempting to make a ranged attack from inside or into the area of the storm cloud has disadvantage on their attack roll.
  • The storm cloud's lightning can be harnessed by your spells. Any spell you cast that deals lightning damage within the area of the storm cloud deals additional damage equal to your Wisdom modifier.

You can use this ability once per long rest.

Winds of Change

At 7th level, you have learned to manipulate the winds to your advantage. As an action, you can create a strong gust of wind that blows in a direction of your choice, up to 60 feet long and 10 feet wide. Each creature in the line must make a Strength saving throw or be pushed 15 feet away from you, in the direction of the wind. Additionally, you can choose to either grant yourself or a willing creature within 30 feet of you advantage on Dexterity (Acrobatics) checks made to jump or Dexterity (Stealth) checks made to hide, until the end of your next turn. Once you use this feature, you cannot use it again until you finish a short or long rest.

Stormlord's Fury

At 11th level, you can channel the power of the storm to augment your spells. When you cast a spell that deals elemental damage, you can choose to increase the damage by 2d10. If you do so, you also gain resistance to that elemental damage until the end of your next turn. You can use this ability twice per long rest.

Sky Sovereign

At 18th level, you gain the ability to transform into a powerful elemental being of air. As an action, you can use this ability to transform into a Sky Sovereign for 1 hour. While in this form, you gain the following benefits:

  • Your movement speed increases by 30 feet.
  • You gain a fly speed equal to your walking speed.
  • You can move through non-magical difficult terrain without penalty.
  • You gain resistance to lightning and thunder damage.
  • You can use a bonus action to create a 60-foot line of powerful winds that push creatures away from you. Each creature in the line must make a Strength saving throw against your spell save DC or be pushed 20 feet away from you.
  • You can use your action to create a thunderstorm in a 100-foot radius around you. The storm lasts for 1 minute and causes heavy rain, strong winds, and lightning strikes that deal 10d6 lightning damage to all creatures in the area at the end of each of your turns. A creature can make a Dexterity saving throw against your spell save DC to take half damage. You can use this ability once per long rest.

Once you use this ability, you can't use it again until you finish a long rest.

Atmani Sev'rinn Specialty

Atmani Sev'rinns use their magic to raise the dead, and summon and control various creatures for their purposes. They are also the arbiters of the soul, able to exchange one creature's life force for another. None doubt the power of Atmani Sev'rinns, for it is the stuff of nightmares. For Atmani, the line between life and death is perpetually blurred. Not even death is an escape from a Atmani enemy, as they have the power and will to summon your spirit from beyond the grave. Though Atmanih Sev'rinns are not always masters of beyond the grave, they also have the ability to restore the body and vitality of a disembodied soul.

Atmani Sev'rinn Spells

For you, the spells on the the Atmani Sev'rinn Spells table are added to your list of spells known.

Level Spell
1st Deathwatch
2nd Give Life
3rd Siphon Life
4th Soul Ribbon
5th Circle of Necormancy
6th Accelerated Aging
7th Wither, Undead Servant
8th Soul Assimilation
9th
10th

Soul Siphon

At 1st level, as an action, you can use your magic to drain the life force of a creature within 30 feet of you. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 1d6 necrotic damage, and you gain temporary hit points equal to the damage dealt. The damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after finishing a long rest.

Lifeforce Exchange

At 3rd level, you gain the ability to exchange the life force of two creatures. As an action, you can choose two willing creatures within 30 feet of you and swap their current hit points. If either creature is reduced to 0 hit points within the next minute, the other creature also drops to 0 hit points. You can use this ability once and regain the ability to use it again after finishing a short or long rest.

Deathly Minions

At 5th level, you gain the ability to summon undead creatures to do your bidding. As an action, you can summon a number of undead creatures with a combined challenge rating no greater than 1/2 your level (rounded up). The summoned creatures appear within 30 feet of you and obey your verbal commands. They remain under your control for a number of hours equal to your proficiency bonus, after which they crumble to dust. You can use this ability once per long rest.

Soul Harvest

At 7th level, you gain the ability to harvest the life force of creatures around you. As an action, you can target all creatures within a 30-foot radius sphere centered on yourself, and each creature must make a Wisdom saving throw against your spell save DC. On a failed save, a creature takes necrotic damage equal to 2d6 plus your Wisdom modifier, and you regain hit points equal to the necrotic damage dealt. On a successful save, a creature takes half damage, and you do not regain any hit points. You can use this ability once per long rest.

Puppeteer

At 11th level, you gain the ability to control the life force of creatures with greater ease. When you cast a spell that would reduce a creature to 0 hit points or less, you can choose to instead capture its soul, storing it within a gemstone of your choice. The gemstone becomes an animated soul puppet under your control, and you can issue mental commands to it as a bonus action on each of your turns. The soul puppet uses the creature's statistics from before it was captured, but it is under your control and has the same alignment as you. The soul puppet lasts for 24 hours, or until it is reduced to 0 hit points, at which point the soul is released from the gemstone. You can only have one soul puppet at a time, and if you capture the soul of a new creature while you already have one, the previous soul puppet is immediately released.

Deathly Exchange

At 18th level, you have gained mastery over the souls of others. You can now use your magic to transfer the life force of one creature into another, effectively swapping their hit point totals. You must be within 30 feet of both creatures, and they must both be willing. This ability can also be used to restore a soul that has been destroyed, as long as a portion of the soul remains intact. Once you use this ability, you must finish a long rest before you can use it again. Additionally, undead creatures that you control through your magic now gain a bonus to their hit points equal to your proficiency bonus.

Huon Sev'rinn Specialty

Before man mastered fire, man was ruled by darkness, and overcome with fear. When man became the harbinger of fire, man lost that fear. Huon Sev'rinns are fearless, fierce, and adventerous. Many Huon Sev'rinns believe that freedom cannot belong to those subject to any law, and that order tends inevitably towards chaos. Huon Sev'rinns generally fill the role as the front-line and damage dealer in battle, and serve well as the intimidation or muscle outside of battle. Huon Sev'rinns can be charismatic, tending towards fiery passion, often igniting that passion in others and rallying followers wherever they go.

Huon Sev'rinn Spells

For you, the spells on the the Huon Sev'rinn Spells table are added to your list of spells known.

Huon Sev'rinn Spells
Spell Level Spells
1st Blaze Strike
2nd Ember Blast
3rd Inferno Aura
4th Flash Fire
5th Flame Shield
6th Firestorm
7th Ignite
8th Phoenix Flight
9th Smoldering Presence
10th Volcanic Eruption

Blaze

As an action, you can conjure a small flame in your hand that sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to hurl the flame at a creature within 30 feet, making a ranged spell attack. On a hit, the target takes 1d6 fire damage. The flame can also be used to ignite flammable objects. The flame lasts for 1 minute or until dismissed as a bonus action. You can use this ability a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after finishing a long rest.

Fiery Presence

As a bonus action, you can release an intense burst of fiery energy, creating an aura of heat and flames around you. For the next minute, any creature within 10 feet of you that starts its turn or enters the aura for the first time on a turn must make a Dexterity saving throw. On a failed save, it takes 1d6 fire damage and its clothing, hair, or other flammable objects ignite, causing it to take an additional 1d6 fire damage at the start of each of its turns until the fire is extinguished. A creature can use an action to douse the fire or reduce the amount of flames on its body. Once you use this ability, you can't use it again until you finish a short or long rest.

Burning Blast

At 5th level, you gain the ability to unleash a blast of searing flames at your enemies. As an action, you can unleash a 20-foot cone of fire originating from yourself. Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage, or half as much on a successful save. You can use this ability once per long rest.

Inferno Strike

At 7th level, you can imbue your weapon with the power of flames and unleash a devastating strike. As an action, you can make a melee weapon attack with advantage. If the attack hits, the target takes an extra 3d10 fire damage. Additionally, if the target is a creature or object that can catch fire, it takes fire damage equal to half the extra damage dealt by this ability at the start of each of its turns until the fire is extinguished. You can use this ability once per long rest.

Fury of the Inferno

At 11th level, a Huon Sev'rinn can channel their fiery rage into a powerful blast of flames. As an action, you can unleash a blast of fire in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any flammable object in the area that isn't being worn or carried catches fire. This ability can be used once per long rest.

As you level up, the damage of Fury of the Inferno increases. At 13th level, it deals 9d6 fire damage; at 15th level, it deals 10d6 fire damage; at 17th level, it deals 11d6 fire damage; and at 19th level, it deals 12d6 fire damage.

Inferno Form

At 18th level, you gain the ability to transform into a being of pure flame. As an action, you can assume your Inferno Form, which lasts for 1 minute. While in this form, you gain the following benefits:

  • Your size increases by one category, and you gain resistance to fire damage.
  • Any creature that starts its turn within 10 feet of you takes fire damage equal to your proficiency bonus.
  • As a bonus action on each of your turns, you can deal fire damage equal to your proficiency bonus to any creature within 5 feet of you.
  • You can move through a space as narrow as 1 inch wide without squeezing, and you can move through any nonmagical difficult terrain without penalty.
  • Once during your Inferno Form, you can use your action to create a fiery explosion in a 30-foot radius centered on yourself, dealing fire damage to all creatures within the area equal to your proficiency bonus. After you use this feature, your Inferno Form immediately ends.

Once you use this ability, you can't use it again until you finish a long rest.

Muza Sev'rinn Specialty

Muza Sev'rinns are the masters of the seas, the guardians of the tides, and the rulers of the currents. They command the power of water with grace and ease. Before man learned to navigate the oceans, man was at the mercy of the waves, and often perished in the turbulent waters. Muza Sev'rinns bring order to the chaos of the sea, and with their power, they protect those who travel the world's waterways. They are known for their calm demeanor and their ability to find solutions to even the most difficult of problems.

Muza Sev'rinn Spells
Spell Level Spells
1st Aqua Strike
2nd Torrential Wave
3rd Water Breathing
4th Aquatic Servant
5th Whirlpool
6th Bubble Shield
7th Ice Wall
8th Drown
9th Aqua Chain
10th Maelstrom

Call of the Sea

At 1st level, you can use your magic to summon a sea creature to aid you. The sea creature is friendly to you and will follow your commands for up to 10 minutes before disappearing. The sea creature can carry small items or messages, and can also be used to distract or attack enemies.

Watery Grasp

At 3rd level, the Muza Sev'rinn can summon a powerful watery grasp to immobilize an enemy. The Sev'rinn points at a target within range, and a long, sinewy tentacle of water reaches out from the nearest body of water to grab the target. The target must make a Strength saving throw against the Sev'rinn's spell save DC or be restrained by the watery grasp for up to one minute. The target can make another Strength saving throw at the end of each of its turns to break free of the grasp. While restrained, the target cannot move, attack, or cast spells with somatic components. The Sev'rinn can use its action on subsequent turns to maintain the grasp, preventing the target from breaking free, or can release the grasp as a bonus action. If the target is underwater, the tentacle can also drag the target underwater, potentially drowning them.

Tidal Wave

At 5th level, you can summon a powerful wave that crashes down on all creatures within a 30-foot long, 10-foot wide area. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then recedes, leaving the area difficult terrain until the end of your next turn.

You can use this ability once per long rest.

Seahorse Cavalry

At 7th leve, as an action, you can summon a group of seahorses from the nearby water to serve as mounts for you and your allies. You can summon one seahorse for each level you have in this class, and each seahorse can carry one Medium or smaller creature. The seahorses remain for up to 1 hour or until they are killed, dismissed as a bonus action, or you lose concentration. While riding a seahorse, you and your allies have a swimming speed equal to the seahorse's speed

and can breathe underwater. In addition, you can make a trident attack as part of the same action you used to summon the seahorses. The trident deals 1d6 piercing damage plus your spellcasting modifier, and you can make one attack for each seahorse you summoned.

Aquatic Army

At 11th level, you call forth a horde of aquatic creatures to fight alongside you in battle. You can summon up to ten creatures with a challenge rating of 1 or lower, or up to five creatures with a challenge rating of 2 or lower. These creatures appear within 30 feet of you and act immediately after you in initiative. They obey your verbal commands, and you can use a bonus action on subsequent turns to issue new commands to them. The creatures disappear when reduced to 0 hit points or when the spell ends. The spell lasts for 1 hour, and you can dismiss it at any time as an action.

Ocean's Fury

At 18th level, you channel the wrath of the ocean, becoming a force of nature to be reckoned with. Your skin turns blue and your hair and clothes ripple as if underwater. Until the spell ends, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You gain a swim speed equal to your walking speed, and you can breathe underwater.
  • Your melee weapon attacks deal an extra 1d8 cold damage on a hit.
  • When you are hit by a melee attack, you can use your reaction to create a burst of water around you. The attacker must succeed on a Strength saving throw against your spell save DC or be pushed back 10 feet and knocked prone.

In addition, once during the spell's duration, as an action, you can summon a massive wave to crash down on your enemies. Each creature within a 30-foot cone must make a Dexterity saving throw, taking 10d10 bludgeoning damage and being knocked prone on a failed save, or half as much damage and not being knocked prone on a successful one. The wave also extinguishes any nonmagical flames in its area and makes the area difficult terrain until the end of your next turn.

Ishin Sev'rinn Specialty

Capable of commanding the stones and earth around them, a Ishin Sev'rinn needs no forge, save the rock below their feet. Powerful Ishin Sev'rinns are not only capable of shaping stone to produce their weapons, but also of wielding the landscape itself in combat. In addition to their stone-shaping abilities, Ishin Sev'rinns possess an innate understanding of the earth and its movements. They can sense vibrations through the ground, enabling them to locate hidden structures, detect approaching enemies, and even predict natural disasters. Some of the most powerful Ishin Sev'rinns can even manipulate the earth to cause earthquakes or create massive fissures in the ground, making them a force to be reckoned with on the battlefield.

Ishin Sev'rinn Spells
Spell Level Spells
1st Stonefist
2nd Earthquake
3rd Rock Armor
4th Stone Shaping
5th Earthstrike
6th Tremorsense
7th Stone Golem
8th Earthen Grasp
9th Stone Wall
10th Petrify

Stone Strike

You infuse your weapon with the power of stone, allowing it to strike with greater force. As a bonus action, you can channel your Sev'rinn magic into your weapon and gain a +1 bonus to your next weapon attack roll with a melee weapon you are holding. If the attack hits, it deals an additional 1d6 bludgeoning damage as the target is pummeled by the force of the strike. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Stone Shaper's Arsenal

At 3rd level, a Ishin Sev'rinn gains the ability to shape the stones around them into weapons, even in the heat of battle. As a bonus action, the Ishin Sev'rinn can create a weapon made of stone in their hand. The weapon disappears at the end of the Ishin Sev'rinn's next turn or when it leaves their hand. The weapon can take the form of a club, mace, spear, or any other simple melee weapon with the "stone" descriptor. The weapon has a +1 bonus to attack and damage rolls, and the bonus increases to +2 at 9th level and +3 at 15th level. The Ishin Sev'rinn can use this ability a number of times equal to their proficiency bonus, and they regain all expended uses after finishing a long rest.

Earthen Shell

At 5th level, a Ishin Sev'rinn can call upon the earth to create a temporary protective shell around themselves or a willing creature they touch. The shell provides temporary hit points equal to the Ishin Sev'rinn's level + their Wisdom modifier (minimum of 1). The shell also grants resistance to bludgeoning, piercing, and slashing damage for the duration, which lasts for 1 minute or until the temporary hit points are depleted. Once used, this ability cannot be used again until the Ishin Sev'rinn finishes a short or long rest.

Stone Fortress

At 7th level, a Ishin Sev'rinn can create a fortress of stone around themselves and up to five willing creatures within 30 feet. The fortress is a 20-foot cube of solid stone, with a door on one side that can be opened or closed at will. The fortress provides full cover to those inside and has a number of hit points equal to the Ishin Sev'rinn's level plus their Constitution modifier.

While inside the fortress, the Ishin Sev'rinn and their allies have advantage on all saving throws against spells and other magical effects. In addition, the fortress protects them from physical attacks, as any attacks made against the fortress are first made against its hit points.

The Ishin Sev'rinn can maintain concentration on the fortress for up to 10 minutes, or until it is destroyed. Once the spell ends or the fortress is destroyed, the stone crumbles into rubble and is scattered. The Ishin Sev'rinn can use this ability once per long rest.

Stone Guardian

At 11th level, as an action, you summon a massive stone creature from the ground to fight alongside you. The creature is Large, and takes up a space adjacent to you. It has an AC of 18, 200 hit points, and its attacks deal 2d10 bludgeoning damage. The creature follows your commands and acts on your turn in combat. It remains for 1 minute, until it is reduced to 0 hit points, or until you dismiss it as a bonus action. Once you use this ability, you can't use it again until you finish a long rest.

Lithoform

At 18th level, a Ishin Sev'rinn can temporarily transform themselves into living stone. As an action, they can enter a state of Stoneform, which lasts for 1 minute. While in this form, the Ishin Sev'rinn gains the following benefits:

  • Resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • Immunity to poison damage and the poisoned condition.
  • They become immune to being charmed, frightened, paralyzed, petrified, or restrained.
  • They gain a burrowing speed of 30 feet and can move through solid stone, leaving no trace of their passage.

Once the Lithoform ends, the Ishin Sev'rinn returns to their normal form and gains one level of exhaustion. The Ishin Sev'rinn can use this ability once per long rest.

Ziran Sev'rinn Specialty

Ziran Sev'rinns are the caretakers of nature and the guardians of all living things. They draw their magic from the earth itself, and from the animals and plants that call it home. Ziran Sev'rinns have a deep connection to the natural world, and are able to channel the power of living creatures and plants to achieve great feats of magic. They are known for their ability to heal and nurture, and for their uncanny ability to communicate with the animals around them. Ziran Sev'rinns are often seen as the stewards of the land, and are greatly respected by those who value nature and its inhabitants.

Ziran Sev'rinn Spells

For you, the spells on the the Huon Sev'rinn Spells table are added to your list of spells known.

Ziran Sev'rinn Spells
Level Spell
1st Blossoming Growth
2nd Call of the Wild
3rd Healing Roots
4th Entangling Vines
5th Venomous Thorns
6th Fungal Infestation
7th Solar Flare
8th Lashing Roots
9th Arboreal Guardian
10th Gaia's Wrath

Nature's Mend

At 1st level, the Ziran Sev'rinn channels the healing energy of nature to mend a wound. As an action, the Sev'rinn touches a willing creature, restoring 1d8 hit points. The healing increases to 2d8 at higher levels (3rd level: 2d8, 5th level: 3d8, 7th level: 4d8, 9th level: 5d8, 11th level: 6d8, 13th level: 7d8, 15th level: 8d8, 17th level: 9d8, 19th level: 10d8). This ability can be used a number of times equal to the Ziran Sev'rinn's Wisdom modifier (minimum of 1), and all uses are restored after finishing a long rest.

Nature's Embrace

At 3rd level, you have a deep connection to the natural world. You can use your magic to wrap yourself or an ally in a protective embrace of vines and foliage, granting them temporary hit points equal to your spellcasting ability modifier (minimum of 1). Additionally, the target gains resistance to bludgeoning, piercing, and slashing damage for the duration of the spell, which lasts for 1 minute. Once you use this ability, you must finish a short or long rest before you can use it again.

Gaia's Boon

At 5th level, you draw upon the power of nature to imbue yourself with its strength and vitality. For the duration of the spell, you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • You gain temporary hit points equal to your spellcasting ability modifier + your level in this class.
  • You have advantage on Constitution saving throws and you are immune to the poisoned condition.

Living Conduit

At 7th level, you have the ability to call forth the protective power of nature itself. As an action, you can summon a powerful creature to aid you in combat. The creature must be a beast or fey with a CR no higher than your level divided by 2 (rounded up). The creature appears within 30 feet of you and acts immediately after your turn in the initiative order. The creature obeys your verbal commands and lasts for 1 minute or until it or you are reduced to 0 hit points. Once you use this ability, you can't use it again until you finish a long rest.

Seed of Life

At 11th level, the Ziran Sev'rinn gains the ability to create a powerful seed that contains the essence of life itself. This seed can be implanted into a willing or unconscious creature, granting them temporary regeneration. The target regains 1d10 + the Ziran Sev'rinn's Wisdom modifier hit points at the start of each of their turns for the next minute. Once used, this ability cannot be used again until the Ziran Sev'rinn finishes a long rest.

Life Bond

At 18th level, as a master of life and nature, the Ziran Sev'rinn has the ability to forge a deep bond with a willing living creature. By spending 1 hour in meditation with the creature, the Sev'rinn can create a magical link between themselves and the creature. As long as the creature remains within 1 mile of the Sev'rinn, they gain the following benefits:

  • The creature gains resistance to all damage types except psychic damage.
  • If the creature dies while within 1 mile of the Sev'rinn, the Sev'rinn can spend 1 hour performing a ritual to bring the creature back to life, as if by the raise dead spell. This ability can be used once per long rest.

This bond lasts until it is ended by the Ziran Sev'rinn or the creature, or until the creature dies permanently. While the bond is active, the Ziran Sev'rinn can sense the general direction and distance to the creature, as long as they are on the same plane of existence.

Keiton Sev'rinn Specialty

Your power exerts its might over the fabric of reality itself. You can bend and shape reality to your will, creating illusions that stretch the very limits of your imagination. Keiton Sev'rinns are a rare breed of magic users, feared and respected in equal measure. Their power to manipulate reality is not to be taken lightly, and many a foe has been defeated before even realizing the true extent of a Keiton's abilities. With their mastery of illusions, they can create entire alternate realities, able to deceive even the sharpest of minds. And yet, Keiton Sev'rinns know that their power comes with a price, and many have been lost to the very illusions they wield, consumed by their own minds. As such, those who are successful in mastering this magic are truly exceptional beings, capable of feats that would seem impossible to the average person.

Keiton Sev'rinn Spells

For you, the spells on the the Keiton Sev'rinn Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Keiton Sev'rinn Spells
Level Spells
1st Mirage
2nd Illusionary Wall
3rd Hallucination
4th Mirror Maze
5th Shimmering Field
6th Reality Distortion
7th Illusory Army
8th Euphoric Illusion
9th Phantasmal Terrain
10th Reality Warp

Reality Ripple

At 1st level, you can bend the fabric of reality around you, causing ripples that can confuse and disorient your enemies. As an action, you can create a burst of energy that extends out in a 10-foot radius around you. Each creature in that area must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is stunned until the end of its next turn. On a successful save, the creature is not affected. Once you use this ability, you cannot use it again until you finish a short or long rest.

Illusory Weaponry

At 3rd level, you can create illusory copies of weapons that you or your allies can wield. As an action, you can create one illusory weapon of your choice within 30 feet of you. The weapon lasts for 1 minute per level, or until you use this ability again. The illusory weapon looks and sounds like a real weapon, but it has no physical substance and cannot cause real damage. However, it can still be used to distract or intimidate enemies. When you create an illusory weapon, you can choose to make it visible or invisible to creatures of your choice.

Reality Weave

At 5th level, as an action, you can weave strands of reality to create a tangible object or creature of your choice within 30 feet of you. The object or creature can be no larger than a 5-foot cube and must be composed of nonliving material. The object or creature remains for 1 hour or until you dismiss it as a bonus action. If the object or creature takes any damage, it disappears. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after a long rest.

For example, you could create a bridge to cross a chasm, a ladder to reach a high place, or a weapon to use in combat. The object or creature you create can be purely functional or decorative, and you have complete control over its appearance and properties. This ability allows you to quickly adapt to new situations and create temporary solutions to problems that arise.

Phantasmic Shift

At 7th level, you can bend the fabric of reality around you, causing it to twist and distort in a 30-foot radius centered on yourself. For the next minute, all creatures within the area have disadvantage on attack rolls, ability checks, and saving throws, except for you. Additionally, you can use your action

each round to cause the area to shift and change, altering the terrain and environmental conditions in ways that are advantageous to you and your allies. This effect lasts until the end of your next turn. Once you use this ability, you cannot use it again until you complete a short or long rest.

Confluence Flux

At 11th leve, you have mastered the art of manipulating reality. With this ability, you can create an intense flux in the space-time continuum around you, causing your enemies to temporarily phase out of existence. When you use this ability, you can choose up to three creatures within 60 feet of you. Those creatures must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be removed from the current reality for one round. While removed, they are incapacitated and unaware of their surroundings, and they cannot take any actions or reactions. At the end of their next turn, they reappear in the same space they occupied before they were removed from reality, and they are stunned until the end of their next turn. Once you use this ability, you cannot use it again until you finish a long rest.

Unravelling Fate

As a Keiton Sev'rinn reaches the pinnacle of their power at 18th level, they gain the ability to unravel the threads of fate that bind the world together. With a wave of their hand, they can cause a catastrophic chain reaction that alters the course of destiny itself. When this ability is used, the Keiton Sev'rinn chooses a target and rolls a d20. Depending on the result of the roll, different effects occur. On a 1-10, the target is cursed with misfortune, causing them to suffer disadvantage on all rolls for a duration determined by the Sev'rinn. On an 11-15, the target's fate is rerouted, causing them to experience a major setback or failure in their current endeavors. On a 16-19, the target's fate is rewritten, causing them to experience a significant change in their life trajectory. On a 20, the target's fate is completely unraveled, causing them to disappear from existence as though they never existed at all. This ability can only be used once per long rest.

Sev'rinns at Higher Levels

Running games with Sev'rinns at higher levels, specifically between level 15-20, can be an incredibly rewarding experience for players. By this point, Sev'rinns will have honed their abilities and will have access to some of the most powerful spells and abilities in the game. As a result, they will feel like masters of their chosen art, capable of bending reality, controlling the elements, manipulating the minds of others, or whatever other path they have chosen.

From a player perspective, it is important to remember that with great power comes great responsibility. Sev'rinns at this level can easily tip the balance of power in their favor, but they must also be careful not to become overconfident. Their abilities may make them powerful, but they are not invincible. It is important for players to continue to work together as a team and to utilize their abilities in a strategic and thoughtful way.

Running games at higher levels also opens up new opportunities for storytelling and world-building. Sev'rinns will have amassed significant influence and power in their respective worlds, and this can lead to exciting and challenging adventures. The stakes can be higher, the enemies more formidable, and the rewards even greater. Players can work with their DM to craft intricate storylines that test their skills and abilities and provide a satisfying conclusion to their characters' journeys.

In summary, playing Sev'rinns at higher levels can be an incredibly fun and rewarding experience for players. It allows them to fully explore the breadth and depth of their abilities, while also providing new opportunities for storytelling and world-building. As always, players must remain vigilant and work together as a team to overcome the challenges that lie ahead, but with the right mindset, they can achieve great things and leave a lasting impact on their world.

Mythic Characters

As a character with powers rivaling the gods, the world is your playground. You are no longer just an adventurer, but a being with the ability to shape reality itself. You can bend time and space to your will, and call upon the forces of the universe to aid you in your endeavors. The challenges you face are no longer just those of mere mortals, but of divine beings and otherworldly entities.

In a mythic game, the stakes are higher than ever before. The fate of entire worlds may be at stake, and you are the only ones who can save them. Your actions have far-reaching consequences, and your decisions can have the power to create or destroy entire civilizations. The power you wield is matched only by the responsibility that comes with it.

As a mythic character, you are not bound by the rules of mortal beings. You can traverse the planes of existence, commune with the gods, and wield powers that are beyond mortal comprehension. But with great power comes great responsibility, and the choices you make will determine the fate of the multiverse. You must be careful not to let your power corrupt you, lest you become a threat to the very world you seek to protect.

Chapter 5: Creating Adventures

This chapter is designed to assist Dungeon Masters in crafting exciting and engaging adventures for their players. In this chapter, you will find a variety of tools and resources to help you build adventures set in the unique and fantastical world of Ryndor.

Whether you're a seasoned Dungeon Master or a newcomer to the craft, the resources in this chapter will help you create memorable and exciting experiences for your players. From world-building tools and tips to adventure outlines and location-based quests, this chapter has everything you need to craft adventures that will transport your players to the magical realm of Ryndor. So, grab your dice, gather your players, and let's dive into the exciting world of adventure-building in Ryndor!

Location-Based Adventures

Ryndor is a world of wonder and adventure, filled with countless locations that are ripe for exploration and discovery. From the towering peaks of the Bannockwyrm mountains to the sprawling forests of the Hurstwold, the world is full of iconic locations that are as diverse as they are captivating.

The location-based adventures section is designed to help Dungeon Masters create exciting and engaging adventures that are centered around these iconic locations. Whether you're a seasoned DM or a novice, the tools and resources in this section will help you bring these locations to life and create memorable experiences for your players. So grab your map and your dice, and get ready to embark on a journey of discovery and adventure in the world of Ryndor.

City Locations

Nestled among the rugged mountains and sprawling forests of Ryndor are the bustling cities, each with its unique culture and history. As a hub of commerce, politics, and culture, the cities of Ryndor offer countless opportunities for adventurers seeking excitement and fortune. Whether you're searching for hidden treasures, investigating dark conspiracies, or protecting the city from nefarious threats, each city presents a wealth of challenges and rewards. The winding streets, towering spires, and bustling markets of the cities of Ryndor are just waiting to be explored by brave and adventurous souls.

Eveltoft

Eveltoft is a bustling metropolis, the largest city in all of Ryndor. It's home to people from all walks of life, from wealthy merchants to destitute refugees. The city is divided into several districts, each with its own unique character and challenges. Adventurers who come to Eveltoft will find themselves embroiled in a city teeming with political intrigue, criminal organizations, and ancient mysteries waiting to be uncovered. With so much happening in this vibrant city, adventurers are sure to find excitement, danger, and riches at every turn.

Eveltoft Adventure Goals
d8 Adventure Goal
1 Retrieve stolen merchandise from a notorious thief's hideout in the Trade District.
2 Investigate a string of disappearances in the Red Light District and uncover a dark plot.
3 Escort a noble's daughter through the dangerous streets of the Docks District to reach her fiancé's estate.
4 Hunt down a dangerous criminal who has taken refuge in the crumbling ruins of the Old City.
5 Infiltrate the secretive Mage's Tower to recover a powerful magic artifact before it falls into the wrong hands.
6 Protect a group of refugees from raiders in the Industrial District and help them find safe passage out of the city.
7 Solve a murder mystery in the wealthy Merchant District and bring the killer to justice.
8 Discover the truth behind a haunted house in the prestigious Academy District and put the ghosts to rest.
Eveltoft Villainous Activities
d6 Villainous Activity
1 Assassination attempts on a prominent city official or merchant by a rival faction.
2 A powerful criminal organization is using illegal means to take control of the city's underground and extend their influence into the government.
3 A cult has formed within the city, worshipping a dark deity and using illegal means to gain power and influence.
4 A band of thieves is targeting wealthy individuals and merchants, causing chaos in the city.
5 An evil wizard is using his magic to manipulate the city's leaders and gain control over the populace.
6 A group of mercenaries has been hired to carry out illegal activities within the city, including theft, espionage, and assassination.

Holmea

The floating island of Holmea is a unique and mysterious location that offers a wealth of possibilities for adventurers seeking fame, fortune, or knowledge. As a floating island, it is subject to the whims of the winds, which can make it difficult to reach and navigate. Once on the island, adventurers will find themselves in a place of great beauty and strange wonders. The island is covered in lush vegetation and dotted with numerous waterfalls and lakes that feed into a central river system. There are also many hidden caves and tunnels that adventurers can explore, some of which are said to lead to ancient ruins and lost cities.

Despite its natural beauty, Holmea is not without its dangers. The island is home to a number of dangerous creatures, including giant spiders, venomous snakes, and aggressive primates. In addition, there are said to be several hostile tribes of humans that inhabit the island, who are fiercely territorial and will attack outsiders on sight. However, for those willing to take on the risks, Holmea offers numerous opportunities for adventure and exploration, from uncovering lost treasures and ancient artifacts to discovering the secrets of the island's strange magical properties.

Holmea Adventure Goals
d8 Adventure Goal
1 Retrieve a stolen artifact from a rival floating island that has landed in the nearby cloud sea.
2 Investigate a string of disappearances on the island and uncover a secret society that has been kidnapping residents for their own purposes.
3 Protect the island from an impending storm that threatens to knock it out of the sky and crash it into the mountains below.
4 Explore the ruins of an ancient civilization that crashed onto the island centuries ago and uncover their secrets.
5 Assist the island's inhabitants in fending off an attack by a rival faction that seeks to take control of Holmea.
6 Investigate the mysterious illness that is affecting the island's inhabitants and find a cure before it spreads further.
7 Retrieve a magical crystal that is necessary to keep the island afloat, which was stolen by a group of thieves who have fled to the nearby cloud sea.
8 Discover the source of a strange energy that is emanating from deep within the island and stop it from causing further harm to the island's ecosystem.
Holmea Villainous Activities
d6 Adventure Goal
1 A group of airship raiders have been attacking and plundering airships that pass through Holmea's airspace.
2 A villainous organization has infiltrated Holmea and is working to sabotage the floating island's infrastructure, putting the lives of its inhabitants at risk.
3 A powerful figure in Holmea's ruling council is secretly working against the city's interests, and has made a deal with a neighboring nation that threatens to destabilize the region.
4 A wealthy citizen of Holmea has been kidnapped and held for ransom by a group of criminals.
5 A group of rogue scientists have set up a secret laboratory on Holmea, where they are conducting illegal experiments on living beings.
6 A powerful public figure in Holmea is being targeted for assassination by a group of hired killers.

Ban Mynydd

Ban Mynydd is a sprawling underground city, built by the dwarves in the heart of the mountain range. Adventurers can expect to find plenty of opportunity for exploration and combat, as the city is home to a wide variety of creatures, from troglodytes and goblins to fire elementals and other underground denizens. The dwarves themselves are a tough and hardy lot, but they are also fiercely protective of their city, and outsiders will need to earn their trust if they hope to be welcomed as anything other than guests.

One of the most important features of Ban Mynydd is the vast network of mines and tunnels that stretches throughout the mountain. There are rumors of rare and valuable minerals to be found deep within the earth, and many adventurers come to the city hoping to strike it rich. However, the mines are also dangerous, and there are many hazards to be faced underground, from cave-ins and gas pockets to more sinister threats like underground rivers and subterranean monsters. Those who are brave and skilled enough to explore the mines may find themselves richly rewarded, but they must also be prepared to face the many dangers that lurk in the darkness.

Ban Mynydd Adventure Goals
d8 Adventure Goal
1 Clear out a section of the mines from a dangerous monster or group of monsters, to secure a new resource for the city.
2 Investigate a series of strange cave-ins that have occurred in the mines, possibly caused by a saboteur or a supernatural force.
3 Escort a group of miners to a previously unexplored section of the mines, in search of valuable minerals or rare gems.
4 Locate a group of missing miners who were last seen heading towards a dangerous part of the mines, possibly taken by hostile creatures or trapped in a cave-in.
5 Stop a rival mining company from gaining access to a particularly rich section of the mines, possibly through sabotage or violence.
6 Protect the city from an underground invasion of hostile creatures, possibly coordinated by a malicious entity or a powerful monster.
7 Discover the cause of a mysterious illness that has been afflicting the miners, possibly caused by exposure to a toxic substance or a magical curse.
8 Retrieve an important artifact that has been lost in the depths of the mines for generations, possibly guarded by dangerous creatures or supernatural traps.
Ban Mynydd Villainous Activities
d6 Villainous Activity
1 A rival mining company or a group of disgruntled miners might be sabotaging Ban Mynydd's mining operations, causing dangerous cave-ins or stealing valuable resources.
2 Ban Mynydd is known for its abundant deposits of precious gems, and thieves may be targeting the city to steal these valuable resources.
3 Powerful mining families or company leaders may be targeted by kidnappers seeking to ransom them or use them as leverage in business dealings.
4 Unscrupulous wizards or cultists may be using Ban Mynydd's underground tunnels to conduct dangerous experiments with dark magic, potentially unleashing deadly creatures or otherworldly forces.
5 The city's isolated location and underground tunnels make it an ideal location for smugglers to transport illegal goods, such as weapons or drugs.
6 Rival mining companies or factions within Ban Mynydd's government may be engaging in political intrigue, vying for power and influence in the city's lucrative mining industry.

Wyrmbost

Adventuring in Wyrmbost can be a thrilling and unique experience. The city is home to many beasts of burden and animal companions, and adventurers may find themselves assisting breeders in the process of capturing, taming, and training these creatures. Some of the more exotic creatures bred in Wyrmbost include miniature Fire Wyrms, which can serve as protectors or even mounts, as well as thick-haired horses and bear cubs, which are well-suited for labor in the rugged northern reaches.

The Dragon Farms are another draw for adventurers. The majestic creatures raised here can serve as valuable companions, protectors, and even mounts. However, the process of raising these dragons is not without danger, and adventurers may find themselves called upon to protect the farms from outside threats. There are also rumors of rare and powerful dragon eggs hidden in the area, which could prove a valuable prize for those brave enough to seek them out.

Wyrmbost is also known to be a dangerous place, especially for those who do not respect the dragons bred and raised in the city. While the people of Wyrmbost treat these creatures with reverence and care, outsiders may not be so cautious. Dragons roam the city freely, and adventurers must be careful not to draw their ire. Those who do may find themselves facing the wrath of these powerful creatures, and the consequences can be dire. However, for those who show respect and reverence to the dragons, they may find themselves with powerful allies that can aid them in their adventures.

Despite the natural beauty and unique opportunities for adventure in Wyrmbost, the city is not without its challenges. Its relative isolation from other major cities can make trade and travel difficult, and the city's residents can be fiercely independent and distrustful of outsiders. Additionally, the rugged terrain and harsh weather conditions can be a challenge to even the most experienced adventurers. Those who succeed in overcoming these obstacles, however, will find themselves richly rewarded with unique experiences and valuable treasures.

Wyrmbost Adventure Goals
d8 Adventure Goal
1 The players are tasked with assisting the dragon breeders in hatching and raising a new batch of dragons.
2 The annual dragon race is coming up and the players have been hired to train a young dragon and its rider for the competition.
3 A group of dragon rustlers have been stealing dragons from the farms in Wyrmbost and selling them on the black market.
4 A mysterious illness is spreading through the dragon farms of Wyrmbost, causing dragons to become weak and lethargic.
5 A group of wild dragons have been causing havoc in the nearby countryside, attacking farms and terrorizing villagers.
6 A wealthy collector of exotic creatures has offered a large sum of money for a rare and valuable dragon egg that is currently being held in Wyrmbost.
7 A group of radical dragon rights activists are protesting the treatment of dragons in Wyrmbost, claiming that they should be free to roam and not be kept in captivity.
8 A group of rogue dragon breeders have been experimenting with dark magic, attempting to reanimate dead dragons and create an army of undead dragons.
Wyrmbost Villainous Activities
d6 Villainous Activity
1 Thieves are stealing prized dragon eggs or young dragons for sale on the black market.
2 A group of arsonists are setting fire to dragon farms or other valuable property for their own purposes.
3 Someone is poisoning the dragon feed or water supply, causing illness or death to the dragons.
4 A gang of smugglers are using the dragon farms to hide their contraband and are willing to do anything to keep their operation a secret.
5 Someone is blackmailing the dragon farmers for money or favors, and the PCs must find out who and stop them.
6 A rival dragon farm is trying to sabotage the competition by destroying crops or killing dragons.

Surreymouth

Surreymouth is a bustling port city located at the mouth of a large river, where it meets the sea. Its strategic location has made it an important trade hub for Ryndor, as ships from all over the world dock at its busy ports. Surreymouth is known for its thriving fish markets, where fishermen bring in the day's catch, and the fresh seafood can be purchased by locals and visitors alike. The city is also famous for its shipbuilding industry, and skilled shipwrights ply their trade in the many shipyards along the riverbanks.

Adventuring in Surreymouth can take many forms. The city is a melting pot of different cultures, and adventurers may find themselves embroiled in political intrigue or factional disputes. The city is also home to many criminal organizations, and it is not uncommon for adventurers to be hired to track down a wanted criminal or to uncover a smuggling ring. The surrounding countryside is filled with ruins and ancient tombs, and adventurers may be hired to explore these sites and recover lost treasures. The sea is also a dangerous place, and adventurers may be hired to defend against pirates or to retrieve lost cargo from a shipwreck.

In addition to its reputation as a trading hub, Surreymouth is also known for its bustling underworld. Criminal organizations operate openly in certain parts of the city, offering illicit goods and services to those who know where to look. The city guard tries to keep a lid on these activities, but corruption is rife, and many guards can be bribed to look the other way. As a result, adventurers who find themselves on the wrong side of the law might find some unlikely allies among the criminal elements of Surreymouth. However, they will also need to be wary of betrayal and double-crosses, as trust is a rare commodity in the city's seedy underbelly.

Surreymouth Adventure Goals
d8 Adventure Goals
1 Rescue a kidnapped merchant from a notorious pirate gang that operates in the harbor.
2 Retrieve a powerful artifact from the ruins of an ancient temple hidden in the nearby mountains.
3 Investigate a series of disappearances of fishermen and merchants along the coast.
4 Escort a diplomatic envoy to negotiate a treaty between Surreymouth and a neighboring city-state.
5 Prevent a group of smugglers from bringing a dangerous substance into the city that could cause a catastrophe.
6 Help defend the city from an attack by a raiding party of goblins and their allies.
7 Solve a murder mystery involving a prominent member of the city council.
8 Locate a lost city buried beneath the ice and snow of the surrounding mountains and claim its treasures.

Township Locations

Townships in Ryndor are small, self-contained communities that dot the landscape outside of the major cities. These townships are often overlooked by adventurers who are drawn to the excitement and danger of the larger cities, but they can be just as interesting and rewarding to explore. Each township has its own unique history, culture, and challenges, and adventurers who take the time to get to know the locals and explore the surrounding countryside can find themselves embroiled in thrilling adventures. Whether it's protecting a small farming community from marauding goblins, investigating a series of disappearances in a remote logging camp, or uncovering a hidden treasure trove in a forgotten mining town, there is no shortage of adventure to be had in the townships of Ryndor.

Here are some ideas for adventuring in the townships of Ryndor:

Wulfricton The town's main source of income, a rare flower that only grows in the surrounding hills, has stopped blooming. The players must investigate why and find a way to restore the flower's growth.

Wenport The town is plagued by a series of mysterious disappearances. The players must uncover the cause of the abductions and rescue the townsfolk.

Norwycke The town is holding its annual council meeting, but tensions are high between rival factions. The players are hired to keep the peace and prevent any violence from breaking out.

Leighmore The town is suffering from a severe drought and its crops are dying. The players must find a way to bring rain to the region and save the town from starvation.

Wulfricton A group of bandits has taken over the town's mines and is stealing valuable resources. The players must infiltrate the mines and take out the bandits.

Wenport The town is being terrorized by a group of goblins who have taken up residence in a nearby cave system. The players must venture into the caves and defeat the goblins.

Norwycke A powerful wizard has set up shop in the town and is using his magic to extort the townsfolk. The players must confront the wizard and put a stop to his schemes.

Leighmore A giant sea monster is attacking the town's fishing boats and causing widespread destruction. The players must hunt down the monster and defeat it before it can do any more damage.

Wulfricton The town's mayor has gone missing and the players are hired to find him. They soon discover that he has been kidnapped by a cult who plan to sacrifice him in a dark ritual.

Wenport A series of gruesome murders has occurred in the town and the players must investigate. They soon discover that the murderer is a werewolf who is hiding among the townsfolk.

Rural Locations

The rural locations of Ryndor offer endless opportunities for adventure, with their vast and untamed landscapes, mysterious forests, and treacherous mountain peaks. Adventurers who venture into these areas will face challenges such as dangerous creatures, harsh weather conditions, and ancient ruins filled with deadly traps. They may also encounter reclusive tribes, powerful wizards, and secretive druids who guard the secrets of the land. The rural locations of Ryndor are not for the faint of heart, but for those willing to brave the unknown, they offer the chance to uncover hidden treasures and ancient mysteries, and to explore the untamed beauty of the land.

Arvanthwaite Woods A group of bandits has taken over an abandoned fort in the Arvanthwaite Woods and is terrorizing the nearby villages. The adventurers are hired to put an end to their activities.

Inverlinn Coast A powerful hag has taken up residence in the Inverlinn Coast and is causing trouble for the local fishermen. The adventurers must find a way to defeat her before she can do any more harm.

Hurstwold Forest A pack of werewolves has been spotted in the Hurstwold Forest, and the local farmers are afraid to go outside at night. The adventurers are hired to track down and eliminate the threat.

Vallfirth Wood A mysterious illness has been spreading through the Vallfirth Wood, affecting both humans and animals. The adventurers are hired to find the cause of the illness and stop it from spreading.

Abernnusker Lake A group of dwarves have uncovered a rich vein of ore in the Abernnusker Lake, but they have been driven away by a tribe of hostile goblins. The adventurers are hired to help the dwarves reclaim their mine.

Skogpant Forest A group of cultists has taken up residence in the Skogpant Forest, and rumors say that they are planning a ritual to summon a powerful demon. The adventurers are hired to stop them before it's too late.

Dollow Canyon A giant creature has been spotted in the Dollow Canyon, causing landslides and flooding in nearby villages. The adventurers are hired to investigate and deal with the creature.

Benard Peak A group of hunters have gone missing in the Benard Peak, and their families are offering a large reward for their safe return. The adventurers are hired to find them and bring them back.

Innistreath Sound A powerful wizard has taken over an abandoned tower in the Innistreath Sound and is using it to conduct dangerous experiments. The adventurers are hired to stop him before he causes any more harm.

Ardal Plains A group of gnomes have been working on a new invention in the Ardal Plains, but they have run into trouble with a group of mischievous fey. The adventurers are hired to help them recover their stolen equipment.

Innerstifla Sound A swarm of giant bees has taken up residence in a nearby village in the Innerstifla Sound, causing chaos and destruction. The adventurers are hired to find the hive and deal with the problem.

Hurstwold Forest A young dragon has been spotted in the Hurstwold Forest, and local legends say that it guards a hoard of treasure. The adventurers are hired to either defeat the dragon or negotiate a peaceful solution.

Arvanthwaite Woods A group of trolls has been causing trouble in the Arvanthwaite Woods, attacking travelers and raiding nearby farms. The adventurers are hired to deal with the trolls and put an end to their activities.

Lake Polshaw A powerful artifact has been discovered in the Lake Polshaw, but it is guarded by a powerful water elemental. The adventurers are hired to retrieve the artifact and bring it back safely.

Mt. Bannockwyrm The players are hired to escort a group of miners to Mt. Bannockwyrm to extract rare minerals from deep within the mountain. Along the way, they encounter a group of dwarves who are also interested in the minerals and are willing to do whatever it takes to get them. The players must fend off the dwarves and their hired mercenaries and ensure the safety of the miners, all while navigating the treacherous tunnels of Mt. Bannockwyrm.

Inverlinn Coast A group of hunters has been killing off the wildlife in the Inverlinn Coast, upsetting the delicate balance of nature. The adventurers are hired to stop them and restore the natural order.

Vallfirth Wood A tribe of nomads has set up camp in the Vallfirth Wood, and they are rumored to be hiding a valuable treasure. The adventurers are hired to retrieve the treasure and deal with the nomads.

Skogpant Forest A powerful druid has been causing trouble in the Skogpant Forest, attacking loggers and destroying their equipment. The adventurers are hired to either negotiate a peaceful solution or defeat the druid.

Mt. Bannockwyrm For years, rumors have circulated about a black dragon living on the slopes of Mt. Bannockwyrm. Recently, the dragon has become more aggressive, attacking nearby settlements and terrorizing the countryside. The players are hired to track down and slay the dragon, but the journey to its lair is treacherous, and the dragon is a fierce foe.

Chapter 6: Artifacts & Treasure

The world of Ryndor is home to an abundance of treasures, both common and wondrous, that adventurers can discover during their travels. Some of these treasures have been passed down through generations, while others were created by ancient civilizations that no longer exist. Whatever their origin, these treasures hold great power and value that can change the course of an adventurer's journey.

The treasures of Ryndor come in many forms - gold, gems, magical artifacts, and more. Some of them are simply objects of beauty, while others have practical uses or possess mystical properties. However, they all have one thing in common: they are highly sought after by adventurers, treasure hunters, and villains alike. This chapter will explore the many treasures that can be found in Ryndor, from the smallest trinkets to the most powerful artifacts, and provide insights into their histories and significance in the world of Ryndor.

Magic Items

The world of Ryndor is filled with magic, and many of its ancient civilizations have left behind powerful items that still hold mystical properties. These artifacts range from simple trinkets to legendary weapons, each with its own unique history and power. Adventurers who seek to uncover the secrets of Ryndor will find that magic items are essential tools in their journeys. They provide aid in battle, protection from harm, and even the ability to traverse great distances. However, these items are not easily found, and many are fiercely guarded by powerful creatures and ancient guardians.

Uncommon Items

These magical treasures are not as legendary as the artifacts of Ryndor, but they are still highly sought after by adventurers and collectors alike. These items possess unique properties and abilities that can give adventurers an edge in their journeys, or unlock new paths to power. From enchanted weapons to magical trinkets, each of these items has its own story and history, waiting to be discovered by those brave enough to seek them out. In this section, we will explore a few of the many uncommon magic items that can be found in the world of Ryndor.

Ichor of Runes

Uncommon Potion

This viscous, greenish liquid contains the essence of ancient runes, imbuing the drinker with a powerful connection to magic.

Drinking the Ichor of Runes grants the following benefits for one hour:

  • The drinker has advantage on all Intelligence (Arcana) checks.
  • The drinker can cast one 1st-level spell of their choice that they do not have prepared, using their spellcasting ability. Once this spell is cast, this feature can't be used again until the next dawn.

Additionally, when the effects of the potion end, the drinker must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

Spite Mantle

Uncommon item, requires attunement

The Spite Mantle is a cloak made of a black, rough fabric that seems to repel light. When worn, the user gains resistance to necrotic damage.

Additionally, once per short rest, the user can use the cloak to cast the spell Hex (save DC 14) on a creature they can see within 60 feet. The spell lasts for 1 hour or until the target drops to 0 hit points.

Finally, while attuned to the Spite Mantle, the user has disadvantage on all Wisdom (Insight) checks as the cloak seems to feed on negative emotions and thrives on causing strife.

Jar of Invocation

Uncommon magical item

This small glass jar is filled with a swirling mist that seems to glow with an inner light. When opened, the mist pours out and takes the form of a humanoid figure made of pure energy.

While the figure is present, it can be commanded to perform a single task or action, such as delivering a message or attacking an enemy. Once the task is completed, the figure dissipates and the mist returns to the jar.

The jar can be used once per day, and the figure has a duration of 1 hour or until the task is completed.

Properties:

  • As an action, the jar can be opened to release the mist, which takes the form of a humanoid figure made of pure energy.
  • The figure can be commanded to perform a single task or action.
  • The figure has a duration of 1 hour or until the task is completed.
  • The jar can be used once per day.

Weight: 1 lb.

Azure Urn

Uncommon Item

This small azure-colored urn is made of a rare crystal and is adorned with intricate silver engravings.

When the urn is filled with any type of liquid, the liquid will never spill, no matter how the urn is tilted or shaken, and the urn will always remain cool to the touch.

Once per day, the urn can be used to cast the spell Purify Food and Drink on up to one gallon of liquid inside.

Fruit of Nightmares

Uncommon item

The Fruit of Nightmares appears as an unassuming piece of fruit, resembling an apple or pear, but with a sickly grayish-purple hue.

Once consumed, however, the fruit transforms into a writhing, tentacled creature, resembling something out of a Lovecraftian horror. This creature is loyal to its consumer and will follow their commands to the best of its ability.

While the creature is alive inside the body of the consumer, the consumer gains advantage on Intimidation checks. However, the creature has a limited lifespan and will eventually dissolve into a sticky, acidic residue, leaving behind only the pit of the fruit. The pit can be passed and then re-planted to produce more Fruit of Nightmares.

Neberbloom

Uncommon plant

This rare and valuable plant is known for its ability to absorb and store magical energy. When consumed or used in alchemical concoctions, it can enhance the potency of spells and imbue the user with magical power. However, due to the difficulty of extracting and handling it, neberbloom is a highly prized and expensive commodity.

Effects: When consumed, the user gains advantage on their next spell attack or spell save DC. When used in an alchemical concoction, the user can add an additional 1d4 to the spell's damage or healing. Neberbloom can be used to craft potions of magic absorption, which grant temporary resistance to magic damage.

Drawbacks: The extraction process is dangerous and requires specialized knowledge, with a risk of failing and losing the plant's magical properties. Overuse can lead to magical instability and unpredictable results, including wild magic surges or spell failures. Neberbloom is highly addictive, and prolonged use can lead to physical and mental deterioration.

Rare Items

The rare magic items of Ryndor are whispered about in hushed tones and legends of their power have spread far and wide. These are items of immense power, coveted by adventurers and rulers alike, and their histories are often shrouded in mystery and danger. Only the most courageous and cunning of adventurers can hope to obtain these treasures and unlock their full potential. From ancient artifacts to powerful relics, each of these rare items holds immense power and potential. In this section, we will delve into the world of rare magic items, and explore the stories and legends behind some of the most powerful treasures in all of Ryndor.

Tranquility Feather

Rare magical item, requires attunement

This feather is a calming and peaceful presence, seemingly imbued with the gentle breeze of the world. When held, the feather gives a feeling of serenity and tranquility to the user.

While attuned to the Tranquility Feather, the user gains the following benefits:

  • The user gains advantage on Wisdom (Insight) checks.
  • The user gains resistance to psychic damage.
  • The user can cast the spell Calm Emotions (without expending a spell slot) once per long rest.

In addition, the Tranquility Feather has 3 charges. The user can spend 1 charge to cast the spell Sleep (without expending a spell slot) targeting a single creature. The spell has a range of 60 feet and does not require concentration. The spell does not affect creatures with an Intelligence of 4 or less, constructs, or undead. The Tranquility Feather regains all charges at dawn.

This rare magical item is often sought after by healers, diplomats, and anyone who seeks peace and serenity in their lives. It is said that the feather was once owned by a powerful druid who had the ability to calm even the wildest of beasts.

Insanity Mirror

Rare magical item, requires attunement

This small hand mirror has a silver frame and a polished obsidian surface. When you gaze into it, you see your own reflection but with subtle distortions and shadows that seem to flicker and twist unnaturally.

While attuned to the Insanity Mirror, you gain the following benefits:

Distorted Reflection When you take the Dodge action on your turn, you can choose to shift your reflection into an alternate dimension, gaining partial concealment until the start of your next turn. You have advantage on Dexterity (Stealth) checks and gain resistance to non-magical damage from ranged attacks.

Invisible Box

Very Rare, artifact

This small, unassuming wooden box is completely invisible, even to detect magic spells. It weighs 1 pound and measures 6 inches in length, 4 inches in width, and 2 inches in height. The Invisible Box has the following properties:

Invisibility. The Invisible Box is completely invisible and cannot be detected by any means, including detect magic and true sight.

Storage Space. Despite its small size, the Invisible Box can store up to 100 pounds of material, or up to 20 cubic feet of material.

Opening and Closing. To open or close the Invisible Box, the user must speak the command word "Aethis" in Dwarvish. Once the command word is spoken, the Invisible Box will become visible for 1 minute, allowing the user to open or close it. After 1 minute, it will become invisible again.

While the Invisible Box is a powerful item for storing and transporting valuable items, its invisibility also makes it easy to lose or forget. Additionally, it cannot be used to hide living creatures, as any creature inside the box will suffocate due to lack of air.

Nebernite

Wondrous item, rare

This rare, glowing blue mineral can only be found in the otherworldly realm of Nebernoria. Nebernite is highly sought after by mages and enchanters for its powerful magical properties. When properly attuned, it can enhance the abilities of magical items and imbue them with additional enchantments.

While holding or wearing a magical item that is not already attuned to Nebernite, you can spend 8 hours attuning it to

this rare mineral. Once attuned, the magical item gains a +1 bonus to its magical properties. Additionally, you can expend a spell slot of 2nd level or higher to imbue the item with an additional enchantment of your choice from the following list:

Elemental Fury The item deals an additional 1d6 damage of a chosen elemental type (acid, cold, fire, lightning, or thunder) on a hit.

Forceful Impact The item grants the wielder the ability to knock back an opponent they hit with it. The target must make a Strength saving throw (DC = 8 + your proficiency bonus + your spellcasting ability modifier) or be pushed back 10 feet.

Empowering Presence The item grants the wielder advantage on Charisma-based checks and saving throws.

Once you have expended a spell slot to imbue the item, you cannot do so again until the next dawn. Additionally, Nebernite attunement lasts for 30 days, after which it fades and the item loses the bonus and additional enchantment.

Legendary Items

The legendary magic items of Ryndor are the stuff of legends, whispered about in awe and wonder by adventurers and common folk alike. These are items of unparalleled power and enchantment, capable of feats beyond the imaginations of mortals. They are objects of great beauty, imbued with arcane energies that sing through their every fiber. Each wondrous item is unique and remarkable, bearing the stamp of the ancient wizards and artisans who created them. In this section, we will explore the world of wondrous magic items, and delve into the legends and stories behind these mystical treasures.

The Everlasting Quill

Legendary, artifact

The Everlasting Quill is an ancient artifact with a gold and silver feathered body and a nib made of a rare gemstone that constantly shimmers and changes color. The quill is imbued with powerful magic that allows its user to create and manipulate reality through the written word. Its ink never runs dry, and it is said that the quill has the power to write the destiny of those who wield it.

Reality Shaping The user can use the Everlasting Quill to write new realities into existence. This can include creating new creatures, objects, or even entire locations. The effects of the writing are immediate and permanent, but the user must have a clear idea of what they wish to create, as vague or incomplete ideas will not work.

Destiny Writing The quill has the power to write the destiny of a creature or object. When the user writes the destiny of a creature or object, it becomes a self-fulfilling prophecy, and the written destiny will come to pass. The user must be careful with this power, as the destiny they write may not always be what they intend.

Ink of Power The ink used by the Everlasting Quill is infused with powerful magic. The user can use the ink to cast spells, as long as they have the appropriate components and the spell is written down.

Limited Use The Everlasting Quill has limited charges, and once its charges are expended, it becomes a mundane quill until its charges are restored.

Cursed The Everlasting Quill is a powerful artifact, but it also comes with a terrible curse. The user of the quill is forever bound to it, and their destiny becomes entwined with that of the quill. The quill will always call to its user, and they will feel a constant urge to write with it. If the user ever loses the quill or tries to destroy it, they will suffer from terrible nightmares and visions until they are reunited with the quill. Additionally, the quill will corrupt the user over time, slowly turning them into a being of pure magic.

Soulstone of the Ancients

Legendary Item, requires attunement

This small, polished stone emits a soft glow and seems to pulse with an otherworldly energy. The Soulstone of the Ancients is said to contain the souls of ancient and powerful beings from a time long forgotten.

While attuned to the Soulstone of the Ancients, the user gains the following benefits:

  • The user gains proficiency in Arcana and History if they don't already have it.
  • The user can communicate telepathically with any creature within 60 feet of them, as long as the creature understands a language.
  • The user can cast one 9th-level spell of their choice once per day. The spell must be a divination or enchantment spell and cannot be changed once chosen.

Additionally, the user can choose to release the souls within the Soulstone of the Ancients to perform a powerful magical effect. Doing so requires the user to spend an action and make a DC 25 Wisdom saving throw. On a success, the souls within the stone are released, causing the following effects:

  • All creatures within 60 feet of the user must make a DC 25 Wisdom saving throw. On a failure, they are stunned for 1 minute.
  • The user can cast one 9th-level spell of their choice as part of this action. The spell must be a divination or enchantment spell and cannot be changed once chosen.
  • The user's maximum hit points are doubled for 1 hour.

The souls within the Soulstone of the Ancients take time to recharge after being released, and the user must wait 1 week before being able to use this effect again. If the user dies while attuned to the Soulstone of the Ancients, their soul is absorbed into the stone, and they cannot be resurrected by any means.

Chapter 7: Creatures

The land of Ryndor is teeming with creatures of all shapes and sizes, many of which cannot be found anywhere else in the world. From the icy mountains to the dense forests and everything in between, these creatures have adapted to their environment in a variety of fascinating ways.

Harimfaxi

The Harimfaxi is a majestic and rare creature, with a pure white coat and a single horn on its forehead. It was said to be an elusive and magical creature, known to appear only in the most remote and untouched parts of the Glacial Glen. It was said that encountering one was a sign of good luck and fortune, but that the creature was also fiercely protective of its territory and would defend it against any intruders.

The horn of the Harimfaxi is highly valued for its potent magical properties. When ground into a fine powder and ingested, it is said to have powerful healing properties, capable of curing even the most deadly of ailments. Due to these properties, the horn is highly prized in the black market, with poachers willing to risk the ire of the Crystal Scholars to obtain it.

Frost Gem Once per day, the Harimfaxi can produce a Frost Gem from its horn. The gem is worth 50 gp and has the power to cast the ray of frost cantrip as well as the frostbite and ice knife spells (spell save DC 13).


Harimfaxi

Medium fey, neutral good


  • Armor Class 13
  • Hit Points 68 (8d8+ 32)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 4 (+2) 8 (+4) 20 (+5)

  • Skills Stealth +6, passive Perception 15
  • Damage Resistance Radiance
  • Immunities Charmed, Exhaustion, Frightened
  • Challenge 2 (450 XP)

Hooves Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Hraunvarp

The Hraunvarp is a ferocious creature that dwells in the volcanic regions of Ryndor. It has a bulky body covered in tough, dark-red scales, with large, muscular legs that end in clawed feet. Its head is wide and flat, with two small, glowing eyes and a pair of long, curved horns. From its mouth, the Hraunvarp can shoot globs of molten lava at its enemies, causing severe burns.


Hraunvarp

Large monstrosity, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 105 (14d10 + 28)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 14 (+2) 5 (-3) 10 (+0) 6 (-2)

  • Skills Athletics +8, Perception +2
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Draconic but can't speak
  • Challenge 5 (1,800 XP)

Lava Throw Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d8) fire damage. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) additional fire damage from the splash.

Multiattack The Hraunvarp can make two attacks: one with its claws and one with its lava throw.

Claws Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

The Hraunvarp possesses fearsome claws resemble obsidian shards. Along its back, rows of bony protrusions jut out, forming a menacing ridge that adds to its intimidating appearance. The Hraunvarp's presence in the volcanic regions is a testament to its affinity for extreme heat and its mastery over the fiery elements. Its fiery breath and ability to withstand scorching temperatures make it a formidable predator, instilling terror in any who dare to challenge its domain.

Galdrafell Vorpal

The Galdrafell Vorpals are a strange and chaotic creature that hails from the deep oceans of Ryndor. They are unlike any other creature in the land, and their appearance is both mesmerizing and terrifying.

Despite their chaotic nature, the Galdrafell Vorpals are a delicacy in Ryndor, and many fishermen brave the treacherous depths to catch them. Their flesh is said to be sweet and tender, with a texture similar to that of squid. However, those who seek to catch them must be careful, as the Vorpals are known to swarm and attack in large numbers when threatened, and their screams can cause permanent hearing damage to those who are not prepared.


Galdrafel Vorpal

Large monstrosity, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 112 (15d10 + 30)
  • Speed swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 6 (-2) 12 >(+1) 6 (-2)

Skills Stealth +6 Senses darkvision 60 ft., passive Perception 11 Languages understands Deep Speech but can't speak Challenge 6 (2,300 XP)


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

Multiattack. The vorpal makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) acid damage. If the target is a creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, and the vorpal can't use its tentacles on another target.

Ink Cloud (1/Day). A 20-foot-radius cloud of ink extends all around the vorpal if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. A creature within 5 feet of the vorpal can use an action to make a DC 15 Dexterity check, avoiding the cloud on a success.

Abyssalrend, Eldritch Stallion

The Abyssalrend is a nightmarish amalgamation, blending the formidable presence of a Clydesdale horse with the grotesque features of a tentacled monster. Towering at an immense height, it stands at over 12 feet tall, with a muscular and elongated body covered in coarse, mottled black flesh. Its four legs are thick and powerful, ending in cloven hooves that gleam with an eerie, otherworldly sheen.

This eldritch creature exudes an aura of darkness and malevolence, with a vile energy emanating from its very being. Its form is a grotesque fusion of equine majesty and otherworldly horror, an aberration that strikes fear into the hearts of those unfortunate enough to witness its presence.


Abyssalrend, Eldritch Stallion

Large aberration, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 130 (16d10 + 48)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 8 (-1)

  • Saving Throws Dex +4, Con +7
  • Skills Perception +4
  • Damage Resistances Cold, Lightning
  • Condition Immunities Frightened
  • Senses Darkvision 120 ft., passive Perception 14
  • Challenge 7 (2,900 XP)

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

Multiattack Abyssalrend makes two Tentacle Slam attacks.

Tentacle Slam Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage and the target must make a DC 15 Constitution saving throw or be stunned until the end of their next turn.

Eldritch Tendrils Abyssalrend has 4 Eldritch Tendrils. It can use its bonus action to make a melee attack with each tendril. Each tendril has a reach of 15 ft., deals 1d8+5 bludgeoning damage, and the target must make a DC 15 Strength saving throw or be grappled (escape DC 15).

























From its equine form, a cluster of writhing, barbed tentacles sprout, their slimy appendages undulating and twitching in a disturbing manner. These tentacles writhe and lash out, possessing a sickening flexibility that defies the laws of nature. They possess sharp, jagged hooks and pulsating suckers, ready to ensnare and entangle anything unlucky enough to cross its path.

The Abyssalrend head resembles that of a nightmarish equine nightmare, its features twisted and deformed. Its eyes, glowing with an unholy purple radiance, exude an aura of dread. Rows of needle-like teeth line its massive maw, giving a glimpse of its insatiable appetite for flesh and terror.

Chapter 8: Notable Figures

The Notable Figures chapter is a compendium of some of the most important individuals and organizations in the world of Ryndor. These figures have shaped the history of Ryndor in countless ways, from influencing political alliances and shaping magical research to founding powerful institutions that shape the world today. You will learn about the Crystal Scholars, a group of mage-scholars who serve as the pedocratic leaders of the government; the Keepers of the Rift, an order of guardians who defend against riftspawn and ensure the safety of the world; and the Sev'rinns, powerful mages who offer their services at a cost.

In addition to these figures, readers will also discover information about the Skyfire League, the professional league of Kigan Uldar players who are hugely influential in Ryndor; the League of the Deep, the mysterious league of professional Utfordring teams; and the Surreymouth Port Authority, a powerful organization that manages the bustling port city of Surreymouth and ensures that the flow of goods and people in and out of the city remains constant. Each of these figures and organizations has played a significant role in shaping the world of Ryndor, and their stories are sure to capture the imagination of any player.

The Crystal Scholars

The Crystal Scholars are a powerful and influential organization that has emerged as a beacon of hope for the people of Ryndor. Born out of the chaos and devastation of the War of the Sev'rinns, this organization was founded with the noble goal of creating a society that is fair, just, and equitable. Led by the visionary Sev'rinn, Ophelia, The Crystal Scholars have worked tirelessly to make this goal a reality, and have made remarkable progress towards achieving it.

As the seat of The Crystal Scholars, Eveltoft is a hub of political power and influence. Here, the twelve members of The Crystal Scholars meet regularly to discuss and debate the issues that affect the people of Ryndor. Each of these members is equal in power and authority, and all decisions require a unanimous agreement among all twelve seats. In the following section, we will take a closer look at these influential figures and learn more about their roles in shaping the future of Ryndor. Ophelia - Founder and leader of The Crystal Scholars, Ophelia is a Sev'rinn known for her wisdom and compassion. She is a driving force behind the organization's mission to create a fair and just society.

The 12 Seats

The 12 seats of the Crystal Scholars are elected by a process of nomination and unanimous agreement. When a seat becomes vacant due to death, retirement, resignation, or impeachment, any individual or group can nominate a replacement candidate. However, the nomination must be seconded by at least one of the remaining 11 members of the Crystal Scholars. Once a nomination is seconded, the candidate must undergo a rigorous evaluation process that includes a comprehensive background check and an interview with each of the current members.

The candidate must demonstrate their commitment to the values that their seat represents and show their ability to contribute meaningfully to the work of the Crystal Scholars. If all 11 members agree that the candidate is suitable, the candidate is elected to the vacant seat. This process ensures that only the most qualified and dedicated individuals are elected to the Crystal Scholars.

Seat of Justice This seat represents the value of fairness and impartiality in law and governance. A wise and fair-minded human who is head of the Crystal Scholars' Council of Justice, Celia Gray is dedicated to ensuring that the laws of the realm are justly and fairly applied.

Seat of Wisdom This seat represents the value of knowledge, learning, and education. A fierce advocate for education and access to knowledge, Agatha Raine is the head of the Crystal Scholars' School of Magical Arts and champion of the underprivileged.

Seat of Compassion This seat represents the value of empathy, kindness, and concern for others. Amara Moonflower is a kind and empathetic healer who dedicates her life to caring for the sick and injured, and works tirelessly to ensure that all members of society have access to quality healthcare.

Seat of Innovation This seat represents the value of creativity, progress, and new ideas. Zephyr Ironsmith is brilliant and innovative dwarf who leads the realm's efforts in developing new technologies and harnessing magical energies for the betterment of all. Zephyr is known for his unconventional approaches to problem-solving and his willingness to take risks in pursuit of new discoveries.

Seat of Faith This seat represents the value of spirituality, devotion, and belief in a higher power. Sister Althea is a wise and devout dwarf who holds the Seat of Faith, providing spiritual guidance to the Crystal Scholars and the people of Ryndor, and ensuring that the realm remains true to its moral and ethical principles.

Seat of Harmony This seat represents the value of peace, cooperation, and diplomacy. A noble and just human who is head of the Crystal Scholars' Council of Elders, Lysandra Dawnstar is responsible for overseeing the realm's laws and policies and ensuring that the interests of all citizens are represented.

Seat of Nature This seat represents the value of the natural world and its preservation. A gentle and compassionate half-elf who leads the Crystal Scholars' Department of Nature and Environmental Studies, Jasper Windwhisper is dedicated to preserving the realm's natural beauty.

Seat of Industry This seat represents the value of hard work, productivity, and economic growth. A charismatic and bold Sev'rinn who heads the Crystal Scholars' Department of Trade and Commerce, Bartholomew Solis is known for his shrewd negotiations and business acumen.

Seat of Courage This seat represents the value of bravery, determination, and resilience. Galen Stormbreaker is a fearless and skilled warrior who leads the charge against any threats to the realm, and inspires others to stand strong and face adversity with bravery and determination.

Seat of Artistry This seat represents the value of beauty, creativity, and expression. A graceful and eloquent tiefling who heads the Crystal Scholars' Department of the Arts and Humanities, Kiara Nightingale is dedicated to promoting the creative and intellectual pursuits of Ryndor's citizens.

Seat of Honor This seat represents the value of integrity, respect, and dignity. An honorable and respected knight, Cedric Blackwood, who upholds the ancient code of chivalry and promotes integrity, respect, and fairness in all aspects of Crystal Scholar society.

Seat of Unity This seat represents the value of togetherness, community, and solidarity. Lirien Starweaver is a wise and charismatic spiritual leader who promotes unity and harmony among all peoples, and works to bridge the divides between different cultures and beliefs within the realm.

The Keepers of the Rift

The Keepers of the Rift are led by a High Keeper, who is appointed by the pedocratic ruling body of the Crystal Scholars. The High Keeper is responsible for overseeing the operations of the three branches of the Keepers, and for ensuring that the rift remains secure. Beneath the High Keeper are the branch leaders, who oversee the scholars, mages, and warriors respectively.

The appointment process for becoming a Keeper is highly selective and rigorous. Candidates must possess exceptional magical aptitude, physical prowess, and intelligence. They are chosen by the High Keeper and the branch leaders based on their qualifications, and undergo a rigorous training program to prepare them for their duties as Keepers.

Once appointed, Keepers serve for life, unless they are dismissed by the High Keeper for failure to fulfill their duties or for violating the code of conduct. The Keepers of the Rift are a highly respected and revered order in Ryndor, and their dedication and sacrifice in safeguarding the realm from the dangers of the Netherverse is widely recognized and appreciated.

The High Keeper The High Keeper of the Rift is named Arcturus Grim. He was born into a family of scholars and grew up with a deep fascination for magic and the Netherverse. He studied at the Crystal Archives and quickly rose through the ranks to become one of the youngest Keepers in history.

Scholar Branch Leader The Scholars Branch Leader of the Keepers of the Rift is named Lyra Dawnbringer. She was born into a family of scholars and researchers, and her parents were among the first to study the rift and the Netherverse. Lyra inherited her parents' passion for knowledge, and at a young age she began studying the Crystal Archives and delving into the mysteries of the Netherverse.

Mage Branch Leader The Mage Branch Leader of the Keepers of the Rift is a powerful and enigmatic figure known only as Selene. Little is known about Selene's past, as she keeps her personal history closely guarded. However, her reputation as a skilled and knowledgeable mage is widely recognized throughout Ryndor.

Warrior Branch Leader The Warrior Branch Leader is Kaelin Ironheart. Kaelin joined the Keepers of the Rift at a young age, and quickly rose through the ranks thanks to his natural leadership skills and his unparalleled combat prowess. He has led numerous successful missions to repel Netherverse entities attempting to breach the rift, and has become known as one of the most fearsome warriors in all of Ryndor.

Holmean Magical Creature Sanctuary

The organization that runs the animal preserve on Holmea is called the Holmean Magical Creature Sanctuary (HMCS). It is headed by a director who oversees the day-to-day operations of the sanctuary, and is assisted by a team of skilled Sev'rinns who manage the care and well-being of the magical creatures.

The sanctuary serves a functional purpose of providing a safe haven for magical creatures who have been hunted and persecuted for centuries. The HMCS is dedicated to preserving the natural habitats of these creatures and ensuring that they can live freely without fear of persecution. The sanctuary is home to a wide variety of magical creatures, including unicorns, griffins, dragons, and other mythical beasts.

The sanctuary is also responsible for research and study of magical creatures, seeking to understand their biology, behavior, and magical properties. The organization works closely with the Council of Holmea to ensure that the creatures remain protected and the island maintains its reputation as a sanctuary for magical beings. The HMCS also works to educate the public about magical creatures and their importance in the ecosystem, seeking to dispel misconceptions and promote peaceful coexistence between magical and non-magical beings.

Appendix A: Sev'rinn Spells

Kala Spells

Time Warp

1st-level transmutation

Casting Time 1 action

Range Self

Components V, S

Duration Concentration, up to 1 minute

You bend time around yourself, allowing you to move faster and act more quickly. For the duration of the spell, your movement speed increases by 10 feet and you gain an additional action on each of your turns that can be used to take the Attack (one weapon attack only), Dash, Disengage, Help, or Use an Object action. You cannot use this additional action to cast another spell.

You can cast this spell a number of times equal to your wisdom modifier +2 per long rest.

Phase Shift

2nd-level transmutation

Casting Time 1 action

Range Self

Components V, S

Duration Concentration, up to 1 minute

You shift your phase in time, becoming partially out of sync with the present moment. For the duration, you gain the following benefits:

  • You have advantage on Dexterity (Stealth) checks as you become harder to see and hear.

  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks, as your partially phased body is harder to hit.

  • You can move through objects and creatures as if they were difficult terrain, but take 1d10 force damage if you end your turn inside an object or creature.

Additionally, you can use your action on each of your turns to further manipulate your phase, gaining one of the following abilities:

  • Phase Strike You can make a melee spell attack against a creature within 5 feet of you, dealing 2d6 force damage on a hit. This attack counts as a magical attack.

  • Phase Step You can teleport up to 30 feet to an unoccupied space you can see, as long as you end this movement on solid ground.

Once you use any of these abilities, you can't use it again until you complete a short or long rest. At the end of the spell's duration, you are shunted back into sync with the present moment and take 2d4 force damage as your body adjusts to the sudden change in temporal state.

You can cast this spell a number of times equal to your wisdom modifier per long rest.

Time Loop

4th-level transmutation

Casting Time 1 action

Range Self

Components V, S

Duration Concentration, up to 1 minute

You temporarily manipulate the fabric of time, causing the next 6 seconds to repeat themselves. At the end of your turn, you return to the position and state you were in at the beginning of your turn, and all other creatures and objects return to the positions and states they were in 6 seconds ago. However, you retain knowledge of what happened during the previous iteration of the 6 seconds, and can take different actions during the repeated time loop.

During the spell's duration, you can cast spells, attack, move, or perform any other actions as normal. Any damage, spell slots, or other resources you used during the first iteration of the time loop are restored when the loop ends. Additionally, any spell effects that were active at the start of the loop continue to affect their targets during the repeated time loop, and their durations are extended by 6 seconds.

You can cast this spell a number of times equal to your wisdom modifier per long rest.

Temporal Rift

5th-level transmutation

Casting Time 1 action

Range 60 feet

Components V, S

Duration Concentration, up to 1 minute

You create a 10-foot diameter rift in the fabric of time that lingers at a point you can see within range for the duration. The rift remains in place and grows in size by 10 feet at the end of each of your turns as long as you maintain concentration.

Any creature that enters the rift or starts its turn in the rift must make a Dexterity saving throw. On a failed save, the creature takes 10d8 force damage and is pushed to the nearest unoccupied space outside the rift. On a successful save, the creature takes half damage and is not pushed.

You can cast this spell a number of times equal to your wisdom modifier +2 per long rest.

Chronal Jaunt

6th-level transmutation

Casting Time 1 action

Range Self

Components V, S

Duration Concentration, up to 1 minute

You manipulate time to move yourself and up to eight creatures of your choice that you can see within range. You all vanish from your current location and reappear up to 120 feet away in any direction. The spell ends if you or any of the affected creatures take damage or if you end your concentration before the duration expires.

You can cast this spell a number of times equal to your wisdom modifier per long rest.

Echo Reversal

7th-level transmutation

Casting Time 1 action

Range Self

Components V, S

Duration Concentration, up to 1 minute

You create a temporal echo of yourself, which moves alongside you and mirrors your every action.

For the duration of the spell, you gain an additional action on each of your turns that can only be used to take the Dodge, Dash, Disengage, or Help action. At the end of each turn, the echo you created repeats the actions you took that turn, as if in reverse, effectively undoing them. This allows you to, for example, move through a dangerous area, trigger a trap, and then undo the action taken to trigger the trap, making it harmless. The echo remains in place for the duration of the spell and can be targeted by spells and effects that would normally target you, but it cannot move more than 30 feet away from you. Additionally, you cannot use your echo to take the Attack action or any other action that would require making an attack roll.

You can cast this spell a number of times equal to your wisdom modifier +1 per long rest.

Rift Conduit

8th-level conjuration

Casting Time 1 action

Range Self

Components V, S

Duration Concentration, up to 1 hour

You create a conduit to a temporal rift, allowing you to manipulate time within a 30-foot radius around you. While you concentrate on this spell, you can use an action on each of your turns to choose one of the following effects:

  • Hasten Time You can grant up to five creatures of your choice within the radius an extra action on their next turn. They can use this action to take the Attack, Dash, Disengage, Help, Hide, or Use an Object action.

  • Slow Time You can cause time to slow down for up to five creatures of your choice within the radius. They have disadvantage on attack rolls, ability checks, and saving throws until the end of their next turn.

  • Rewind Time You can turn back time for one creature within the radius, allowing them to redo their last turn. The creature can take a new set of actions and movement for that turn.

  • Accelerate Time You can cause time to accelerate for one creature within the radius, causing them to age 1d10 years. The target must make a Constitution saving throw. On a failed save, they take 10d10 necrotic damage, or half as much on a successful save.

You can cast this spell twice per long rest.

Temporal Distortion

9th-level transmutation

Casting Time 1 action

Range Self (30-foot radius)

Components V, S

Duration Concentration, up to 1 minute

You manipulate the flow of time within a 30-foot radius centered on yourself. For the duration, time within the affected area becomes distorted, causing all creatures and objects to move at different rates relative to each other.

Each creature within the area must make a Wisdom saving throw or become disoriented, taking 10d10 psychic damage and having their movement speed reduced to 0 for the duration of the spell. A successful saving throw halves the damage and negates the movement speed reduction.

Additionally, any spells or effects that would normally last for a specific duration within the affected area have their duration randomly altered. Roll a d6 at the start of each affected creature or object's turn to determine the new duration: 1-2 (duration is halved), 3-4 (duration is unchanged), 5-6 (duration is doubled).

You can cast this spell a number of times equal to your wisdom modifier per long rest.

Casuality Inversion

10th-level transmutation

Casting Time 1 action

Range Self

Components V, S

Duration Concentration, up to 1 hour

You bend the strands of fate and time to your will, reversing the causal effects of events in your immediate vicinity. While this spell is active, you can use your reaction to reverse the effects of any single event that occurs within a 30-foot radius of you. For example, if an enemy attacks you and deals damage, you can use your reaction to instead heal that amount of damage. Or if a friendly ally falls unconscious, you can use your reaction to immediately revive them with 1 hit point.

Once you use this feature, you cannot use it again until the start of your next turn. You must also maintain concentration on the spell for the duration in order to use this feature.

Additionally, while the spell is active, you gain resistance to all damage types, as well as advantage on all saving throws. Finally, you gain a +5 bonus to your AC.

You can cast this spell a number of times equal to your wisdom modifier per long rest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.