Fighters in Esaria
Raindrops felt solid as they landed, each a tiny missile that thudded against his armor. Somehow, it felt as if the sky was reaching down to press him into the mud beneath his feet, to grind him into the world and take away that fragile hope. But his armor, the comfort of steel and craftsmanship, held him upright against the onslaught of that fear in his heart.
The screams of dying people echoed throughout the courtyard of the Keep. What was it called again? He couldn't remember. There had been so many, this war had gone on for so long. That thought stirred him to action.
His grip on his sword tightened, raising the blade slightly. He flexed his fingers that held his shield. He stepped forward. This Keep needed to be defended, he was as much a part of this as the people who were dying, and he owed them no less than they were giving.
Michael's feet slogged forward in the mud, and he strode purposefully toward the gate. Its thick wooden structure was splintered to near ruin, held together by the weakening bands of iron across its face. Michael strode toward it and his eyes never wavered. When the fire of a burning pot of oil flared bright over the side of the wall, his eyes never left the gate.
A massive arm reached through the remnants of the gate, reaching for a young soldier who was clutching his spear and screaming. With a lunge and a roar of battle, Michael leaped into the moment. His armor was heavy, but he no longer felt it. His well-honed muscles, and long experience, carried him.
His sword cut through the beast's arm and left it flopping on the ground, as the creature on the other side howled in agony. The young soldier at Michael's feet scrambled away with his life, and Michael stepped into his place. Another arm crashed through the remnants of the gate, and he hacked at it too. One more came, and this one wrapped a powerful fist around his thigh.
For the briefest instant, he marveled at the size of the fist that could wrap itself not just around his whole thigh but the heavy plate armor that protected it. But there was no time to think about things like that; if he stopped to think, the creature would likely rip his leg off entirely.
His sword angled the wrong way, Michael bashed his shield down onto the wrist of that massive arm. Once, twice, and a third time, he heard the bones splintering, and felt the creature's grip slack off his leg.
But now what was left of the gate came crashing down. He heard the screaming metal as it sheared off the stone supports that held it, and he knew that he had to drive this forward before the ogres came into the castle. With another roar, Michael charged through the gate himself and crashed into the first beast he encountered.
His attacks were precise and measured. An ogre's face met his shield, another's belly met his sword, and he pushed forward. There was no world outside this crush of monsters and steel, he knew nothing beyond this moment of this fight. One landed a heavy blow on his shoulder with a fist that was larger than his helmet, but it did not stop him.
Michael stepped up on the corpse of an ogre, and used it as leverage to vault himself in the air. He landed on the back of the nearest brute, and wrapped his shield against its face to hold himself in place. With his other arm, he hacked at the ogre's arms until they were useless, and then he used the creature as an unwilling mount. He shoved his armored knee into the ogre's kidneys, and it scrambled forward to escape.
The two of them thundered into another pair of ogres, and Michael's sword plunged into each of them in turn. From there, things only became a blur. He stabbed and slashed, he blocked one strike after another and endured those he couldn't avoid. His blade was soaked in the black blood of ogres, and his body screamed in protest. He did not know how long this went on, and he had no sense of himself.
Then, suddenly, it was over.
An ogre fell, with Michael's sword buried in its chest, and he found hismelf kneeling on top of it with no other enemies nearby. Someone was screaming his name, and he looked up to discover that he had fought his way at least twenty yards forward past the front gate of the Keep. Behind him, one guard's cry was picked up by another, and then another. There weren't many left, but those who remained were cheering him.
With a glance through the gate, Michael saw that two or three ogres had gotten past him into the courtyard. They'd been dealt with, but he also saw a number of young people lying in the mud. His heart clenched at the sight.
"Kelana blessed us with you, my boy!" Baron Falcrest came running out of the gate, his own armor bloody and bashed, his sword black with blood. "They told me you could do the impossible, but I didn't really believe it!"
Michael stood, suddenly very tired as the rush of battle fled from him. His breath was ragged, and his helmet stifling, so he pulled it off to let the rain wash cool across his face. "Almost enough," he said, half to himself and half to the Baron.
The Baron glanced at the dead soldiers inside, and gave a knowing nod of his head. When he turned back to Michael, he was the same wisened elder statesman who had met him yesterday. "I feel it too, Sir Knight. But as much as I feel their deaths, I feel the courage you bring them. The hope that you bring to all of us. Thank you."
Michael nodded, and he was glad the Baron and these soldiers could be grateful. Silently, he vowed to be better.
Fighter
Throughout every age, in every culture, in every corner of the world, there is call for fighters. Guarding the nobility, protecting the common folk, standing as a bulwark against the dangerous wilds, there is never a time or a place where fighters are not called for. The only question is; who needs fear them? Some terrorize the citizenry with iron-fisted enforcement of law; some frighten the ruling class when they stand up against injustice; others are feared by all as they stand for no one and nothing.
Fighters in Esaria
No one can possibly identify when the first fighters came to be, nor can anyone point to even the earliest fighters in history. Surely when humans were first created, fighters were among the very earliest heroes to step forward and protect their vulnerable settlements. Who's to say there weren't even fighters before that, among the dragons or the other early races? Only the gods can know.
The only verifiable facts of the history of fighters can be seen in their stalwart defense of settlements throughout those early centuries. As nations began to emerge, and cultures took form, fighters took on more identities more readily udnerstandable to later sensibilities. Knightly Orders, Samurai in service to their Lords, Hoplites standing at the gates of their cities, and more.
Many of the great heroes throughout history have been fighters. Serketh, the progenitor of an entire race, was among the greatest fighters to ever live. Gatan, the Uniter, for all his great power, was no wielder of magic; his strength was in his shield arm. Maggaline Thatcher, late in the Age of Chaos, is a deadly fighter who leads the knights of the Order of Light. There are too many great fighters to name in one document.
No Mere Warriors
There are countless warriors to be found in the ranks of any army, along the battlements of any settlement, and among the roads of civilization, but there are few fighters. Fighters are a cut above warriors; they are heroes. They are better trained and have a greater natural talent for it. They are touched by destiny, and in turn have a chance to shape it.
Each fighter is at the center of their own story, just as every hero class. They are the people who make the legends that inspire common warriors. Many can be said to have come from the ranks of warriors, earning their place by blood and deed, but other fighters have that something special that sets them apart from an early age.
In fact, in the dangerous world of Esaria, legends tend to build around fighters like fear around wizards, obedience around clerics, and adoration around bards. Nearly every fighter in Esaria has the chance to build their own legend, and they tend to draw followers. Warriors who hear the tale of a great fighter are likely to seek them out and offer their service. This is a tradition that dates back to the earliest days of the world, and it is the origin of many great Orders.
Fighters in Different Cultures
Different types of fighters can vary greatly even within one culture, and there are many more still when you account for
cultural variations. In fact, there are far too many to go into here, but there are some broad ideals among them.
Described below are some of the most iconic types of fighters throughout the world. These are not the end-all be-all types available in the Divine Lands. A fighter is anyone who has the appropriate training and uses it in battle; these are just the most famous archetypes.
Dwarves. Dwarven fighters are often thought to be nearly unkillable, unstoppalbe tanks. Their common warriors fight in groups of battle lines that bash through enemy defensees, but dwarven fighters—such as kodor Blutsteinritter, or "blood stone knights"—each stand as a battle line all their own.
Eastern City-States. Hoplites wielding spear and shield, and centurions with their great shields and razor-sharp gladii, stand as the most iconic warriors in this part of the world. Both of these styles are traditions among most warriors in the culture, but fighters take each to its full potential.
Elves. Elven fighters are mobile and agile, as lethal as they are difficult to pin down. Wild elves value ranged skirmish combat, mountain elves value their traditions of mobile melee skirmishers who wield long blades, and high elves are famous for their fighters wielding elegant but unbreakable great shields.
Far Lands. Samurai are feared and revered by all who know the sight of their armor, and in many areas of the far lands they either serve the ruling nobility or are rulers as well.
Gnomes. Clad in mechanized armor powered by the torment of living goblin fuel, gnomish fighters are one of the core parts of their terrifying legends. A gnome fighter in full armor is the size of any larger enemy, and usually stronger.
Merfolk. Legendary Coral Knights are those undersea fighters who ride sharks into battle, and wield tridents with the same precision that surface warriors use swords. They are fierce and fast, often striking with deadly effect before the enemy can understand what is happening, and renowned for their use of three-dimensional tactics.
Northern Empires. The Malhativ Order are known for their whirling two-weapon fighting style that resembles a dance. This is also a place where powerful fighters wield great scimitars with terrifying precision.
Orog. Some orog fighters seek the old orcish traditions, and choose to wield spell and steel. Others actively avoid that dark past, and follow other traditions. In either case, orog fighters are always a sight to behold.
Serkethians. Although serkethians do not have a culture distinct from humans, serkethian fighters are a theme unto themselves. The serkethian love of self-control lends them to a particular brand of combat. They stand, physically and otherwise, as truly iconic on any field of battle.
Southern Kingdoms. Southern fighters carry the weight of reputation with them, and the sight of their ships on the horizon can instill panic. They are known not only for ferocity, but a love of battle for its own sake.
Upper Lands. Fighters from the Miyon Empire wield spear and macuahuitl to survive an inhospitable landscape. Braves who live in the nomadic kingdoms fight with passionate ferocity, and are known for their battle-cries.
Western Kingdoms. Knights in shining armor are members of the nobility, part of the ruling class and in many ways the enforcers of feudal structure. Whether they are servants of specific monarchs, or knights errant with no Lord, they are an icon of the culture.
Class Features
As a fighter in Esaria, use the class features of the fighter in the Player's Handbook.
Fighter Legend
More than any other class, fighters build personal legends in Esaria. Most cultures revere them as defenders of civilization, and there are so many stories that anyone who meets a fighter is hopeful that the hero they met will become a legend in their own right. So they talk about that fighter, spreading the word about them to their friends and family, helping in their own small way to make the legend happen.
Building Your Legend
Your Fighter Legend is equal to your fighter level + your Charisma modifier. Your actions can also have an impact on your Legend, as detailed below. In addition, your DM may grant you a bonus increase to your Legend when appropriate.
- Increase Legend by 1 when you complete a personal quest, defeat a legendary creature of challenge 10 or lower, or inspire a bard you don't know to write a song or story
- Increase Legend by 2 when you complete a major quest, or defeat a legendary creature of challenge 11-20
- Increase legend by 3 when you complete a campaign, or defeat a legendary creature of challenge 21 or higher
Legend Benefits
Whenever you the Ability Score Improvement feature, you can forgo taking that feature to take a legend benefit of your choice instead. You can take any benefit for which you have a high enough Legend.
Landed Nobility (Legend 6). You are granted the title of nobility, and gain the Position of Privilege background feature. In addition, you are granted Lordship over a particular valley, forest, plain, or other area. You may collect taxes, build a fortress, and issue laws pertaining to that land.
If you are already a noble—such as the background, previously selecting this benefit, or earning it through roleplay—then your status among the nobility increases. Your rank of nobility increases by a step, you are granted Lordship over more land, or both.
As a landed noble, you have responsibilities. You owe taxes to the monarch who gave it to you, and you are expected to defend the land and its inhabitants from all threats.
Loyal Retainer (Legend 9). You attract the service of an NPC. This NPC will obey your orders, go on adventures with you, and will fight by your side. If you mistreat your retainer, they will leave your service or betray you.
Your loyal retainer has their own stat block and takes their own actions, and you can give them any equipment you wish. Work with your DM to select an NPC from the Monster Manual: the NPC must be a humanoid with hit dice equal to or fewer than your fighter level. The NPC does not gain experience points, but every other time you gain a fighter level your loyal retainer gains one hit die.
You can only have one loyal retainer. If your loyal retainer dies, you must select this benefit again to gain a new one.
Fortress Solid (Legend 12). You are granted ownership of a castle, or given the funds to build one on land that you own.
OOC: That Seems Broken (But Fun)
The rules for Legend Benefits are not built with game balance in mind. There is no way to properly balance the use of a castle, or especially an army, in any way that is both fair and fun.
Instead, these rules exist strictly for roleplaying. It's fun to become a noble, build a castle, and have an army. In earlier versions of D&D this was built into the fighter class, and it was essentially the fighter's way of being as cool as a wizard who could bend reality, or a cleric who could literally talk to gods.
In the Divine Lands, I like giving fighters that same option. I've always loved this idea, but I credit Matthew Colville with more recently inspiring me to go all out with it (you should check out his YouTube videos). While other classes are having fun with their own cool stuff, a fighter can be the group's anchor to the world. The group has a home in the fighter's castle, and adventures can be about defending the castle or the countryside.
If you already have a castle, you are given enough funding to make it bigger or stronger.
Personal Army (Legend 15). You can only select this benefit if you own a castle. You gain the service of a small army. Your army will not accompany you on your adventures, remaining instead at your castle, but they will follow your orders and you can lead them into battle. If you mistreat or kill any of your soldiers, they and others will leave your service. Your soldiers also expect pay—usually 3, 5, or 10 stl per day, or more for powerful soldiers—and will leave your service if they go without pay for too long.
This army consists of guards, knights, scouts, spies, and other similar humanoid NPCs. Your DM will help you determine who comes to fight for you; the army's total sum of hit dice cannot exceed your fighter level x 20, and no individual member of your army can have more hit dice than your fighter level.
Your army can also contain a handful of mythical beasts; giants, griffons, even dragons, or even angels and demons! Work with your DM to decide if this is appropriate or feasible for your army, always keeping the hit dice limitations in mind.
Martial Archetypes
The various martial archetypes available to fighters often define their place in Esaria. The place of each in this setting is described below, as is a new martial archetype: warlord.
Arcane Archer
The magic of the elves has always favored swords and bows, and nowhere is this more evident than in their tradition of arcane archers. Most arcane archers tend to be elves or elfkin, and anyone else who practices this style of combat is often looked upon with some distaste. Being tied to the focused use of bows and martial prowess, the magic wielded by arcane archers is not subject to the usual dangers.
Battle Master
More than simple warriors, battle masters are viewed as true students of the art of combat. Tradition holds that a battle master knows as much about their sword as a wizard knows about their spellbook or a cleric knows about their deity. They are seen as experts, whose knowledge spans the breadth of offense, defense, and the flow of combat.
Cavalier
Among the most uncommon of fighters in the Divine Lands, cavaliers are the stuff of legend. Many are the tales of knights in shining armor, charging into battle atop their trusted steed. Ironically, it is for this reason that they are limited; so great is their legend, that only a select few are honored with the training and equipment necessary.
Champion
Champions are among the oldest traditions of fighters in Esaria. They are the delvers in the dark, who clear out lands for peaceful people to live. They are the shield against the dangerous world. Many fighters are called "Champion" regardless of their actual archetype; nearly every settlement usually designates a Champion, upon the death of the fighter who previously held that title.
Eldritch Knight
In the Divine Lands, this archetype represents study in the arcane magic of wizards. Many eldritch knights serve as bodyguards for wizards and sorcerers, or even stand guard at the gates of their strongholds. The limited scope of their magic, its focused application, and their martial ideals make the magic of eldritch knights easier to control, and as such a fighter who follows this archetype is not subject to the dangers of channeling magic.
Samurai
One would think that the Samurai would be an archetype unique to the Far Lands, but that is no longer so. Once, in ancient times, they were exclusive to that region of the unbroken world. But they became so famous that, whenever one traveled, they found young warriors eager to learn their ways and willing to do what was necessary to earn that education. Very slowly, the tradition became one which can be found throughout the world, albeit rarely.
Samurai are still very rare outside the Far Lands, but there are a few here and there who seek to honor the code of the
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Samurai even in distant lands. In the Far Lands themselves, Samurai are among the members of nobility. They serve and rule the people, or control them with iron fists, depending on the regions from which they hail.
Warlord
Warlords are accomplished and competent battle leaders. They stand on the front line issuing commands and bolstering their allies, and lead the battle with weapon in hand. Warlords know how to rally a team to win a fight. They are seen as champions of civilization, a rallying point against the onslaught of chaos and the encroaching wilds.
Warlord Features
| Fighter Level | Feature |
|---|---|
| 3rd | Inspiring Word, Battlefield Command |
| 7th | Inspiring Presence, 5 Command Dice |
| 10th | Improved Battlefield Command (d10s) |
| 15th | Seasoned Commander, 6 Command Dice |
| 18th | Improved Battlefield Command (d12s) |
Inspiring Word
When you choose this archetype at 3rd level, your words can carry people through battle. As an action, you can speak to one ally within 20 feet who can see and hear you. That ally gains temporary hit points. If the ally is at or below half their maximum hit points they are bloodied, otherwise they are unbloodied. This determines how many temporary hit points they gain when you use this feature.
You can use this feature two times, but only once per turn. After you have used it two times, you must finish a short or long rest before you can use your Inspiring Word again.
Inspiring Word
| Fighter Level |
Bloodied Target | Unbloodied Target |
|---|---|---|
| 3rd | 1d8 + your Cha mod | 1d4 + your Cha mod |
| 7th | 3d8 + your Cha mod | 2d6 + your Cha mod |
| 10th | 4d8 + your Cha mod | 3d6 + your Cha mod |
| 15th | 7d8 + your Cha mod | 6d6 + your Cha mod |
| 18th | 8d8 + your Cha mod | 7d6 + your Cha mod |
Battlefield Command
At 3rd level, you learn commands that are fueled by special dice called command dice.
Commands. You learn three commands of your choice, which are detailed under "Commands" below. Many commands enhance an attack in some way. You can use only one command per action.
You learn two additional commands of your choice at 7th 10th, and 15th level. Each time you learn new commands, you can replace one command you know with a different one.
Command Dice. You have four command dice, which are d8s. A command die is expended when you use it. You regain all of your expended command dice when you finish a short or long rest.
You gain another command die at 7th level and one more at 15th level.
Saving Throws. Some of your commands require your target to make a saving throw to resist the command's
effects. The saving throw DC is calculated as follows:
Command Save DC
Inspiring Presence
Starting at 7th level, your inspiration gives allies the strength to carry on. Each ally within 20 feet who can see and hear you has advantage on their initiative checks. In addition, when any ally within 20 feet of you scores a critical hit, if they can see you they gain temporary hit points equal to your Charisma modifier (minimum of 1).
Improved Battlefield Command
At 10th level, your command dice turn into d10s. At 18th level, they turn into d12s.
Seasoned Commander
Starting at 15th level, when you roll initiative and have no command dice remaining, you regain 1 command die.
Commands
The commands are presented in alphabetical order.
Boon. On your turn, you can use a bonus action and expend one command die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the command die + your Charisma modifier.
Captain's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one command die. That creature can immediately use its reaction to make one weapon attack, adding the command die to the attack's damage roll.
Inspire the Dying. As an action, you speak to one ally that you can touch who is at 0 hit points. Roll your command die; if the roll is 6 or higher, the ally regains 1 hit point. If the rolls is 5 or lower, the ally stabilizes.
Knight's Move. As a bonus action on your turn, you can expend a command die to move an ally into a more advantageous position. Choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed, and adds your command die to its AC against opportunity attacks provoked by this movement.
Leading Attack. When you hit a creature with a weapon attack, you can expend one command die to maneuver one of your comrades into a more avantageous position. You add the command die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the targt of your attack.
Rallying Formation. When you hit a creature with a melee weapon attack while you are using a shield, you can expend one command die to inspire your nearby allies. Each friendly creature within 5 feet of you gains temporary hit points equal to your command die + your Charisma modifier.
Reckless Opportunity. As an action, you can spend a command die to spur reckless action for yourself or an ally. This can apply to you, or a friendly creature that can see and hear you. The selected creature, as well as one enemy creature that can see and hear you, make opposed initiative
checks. Add your command die to the initiative check of you or your ally. Whichever creature wins the contest has advantage on their first attack against the other creature before the end of its next turn.
Shake It Off. When a friendy creature that can see or hear you makes a saving throw, you can expend one command die as a reaction to inspire that ally. The creature adds your command die to its saving throw.
Shifting Tide. When you hit a creature with a melee weapon attack, you can expend one command die to drive the target of your attack into a different position. Add the command die to the attack's damage roll, and then you or an ally that is within 5 feet of the target swaps places with the target.
Fighter Legends
The number of legendary fighters throughout Esarian history is too great to ever measure, let alone describe each one. Collected here is a very small number; these are fighters whose names stand out as icons from the Ages in which they lived, fought, and eventually died.
Comte Louis Renaud Aramis Dubois
Count of Ambre d'Hiver, First Guardian, Knight of the Song
In the earliest, most frightening days of the Age of Chaos, Comte Louis Dubois stands as a legendary figure. He was among the first true fighters—far more than a warrior, he went on many adventures with his friends and even slew the great fire dragon Vaeroskarr—but his legend was not actually built until very late in his life.
Long after his adventures were over, the Comte built a small castle on the southern end of the Blue Mountains—a region now believed to be destroyed. Louis settled down in his castle, overseeing the small community that grew around his little castle, and he would have been happy to spend the rest of his life there in contended peace. Then, into this peaceful existence, came the Witch King Isidor Klippenrand.
Among the most powerful of the warlords in that time, and easily one of the most vicious, Isidor had conquered or burned every settlement he came across. The Age was filled with warlords of his ilk, and he arrived with his army demanding submission or blood. His conquest over the course of eight years had been unstoppable thus far.
Comte Dubois was as perplexed as the people who had taken to living near his little castle for protection. He had specifically built it in an area that had no strategic value; it was a small plateau up in the mountains, cold and distant, valuable only for its beautiful autumns and its protective isolation. But Isidor had come anyway.
So, Louis strode out onto the lone bridge that extended to the settlement around Ambre d'Hiver, and he requested a parlé. He did not look the part of a hero; aged beyond his years of adventuring, his armor no longer fit properly, and his sword looked heavy in his hand. King Isidor and his men laughed at what they saw to be a doddering annoyance. They sent skirmishers to deal with him.
Louis sang his song. He swung his sword. The skirmishers fell to his blade as if he were still twenty years old, and he kicked their bodies into the chasm over which his bridge spanned. He again requested a parlé.
Aggravated, King Isidor sent a group of knights to defeat the impudent old man. Again Louis sang his song, and he swung his sword, and these invaders fell just as badly. From here, you know how the story goes. Isidor sent more soldiers, and more after that. Louis kept singing, and he kept killing. He was visibly exhausted, pushed far beyond his limits, but he held his ground on that bridge until the bodies piled around him served as defensive barriers.
The hill giant in King Isidor's thrall finally finished the job. Louis sang his song right up until the last moment, he was still singing when the giant crushed his skull. But his song did not end there. The people of Ambre d'Hiver, who had safely escaped during Louis' brave last stand, were singing his song as they wound their way up the mountain. The song echoed until it shook the mountainside, and it brought the mountain down on the Witch King's army, collapsed the bridge to Ambre d'Hiver, and killed most of Isidor's soldiers.
But Louis' legend did not stem only from his brave sacrifice. The people of his settlement took to singing their beloved Comte's song whenever they needed courage. Through their travels, the song spread, and it became intertwined with the notion that people didn't need to let dictators like Isidor have their way through force of might. The more people began to stand up to people like the Witch King, and form civilized societies based on cooperation and support, the more they sang Louis' song.
In various forms, the song that Comte Louis Dubois sang that day is still known even in the broken world. No one knows all of its original lyrics, but the tune is used for a number of famous pieces, and some of its few known lines are used in various other songs. Louis' bravery, and his sacrifice, helped spawn the courage that people needed to stand up to those who would conquer and destroy.
Lothur Reiner Ironheart
The Iron Heart, Gnomeslayer, Silver Hammer
Born into the Silverheart clan, Lothur was initially a promising blacksmith late in what would be called the Age of Gatan. He was born just before the midpoint of the Age, and served as one of many blacksmiths in Clan Silverheart for many decades. But the reemergence of gnomes—and especially the discovery that they were once dwarves—was the catalyst for a great deal of change.
Horrified beyond measure, as were most of his kin, Lothur fell into a depression at the mere thought that dwarves could fall so far and become so horridly evil. The stories of gnomish atrocities were too awful to accept, and the rumors of their terrible machines were even worse. Lothur couldn't work, and he decided that the only way to overcome his depression was to face the source of it.
Enlisting in the army as a soldier, he proved himself far more capable than anyone had expected. He was rapidly assigned to the Blutsteinritter, given further training, and set out to defend against the gnomish onslaught. By the time he saw the front lines, things were already going badly. Although humans and serkethians would join the battle later and turn the tide, at this point the dwarves were alone, and they were not doing well.
Dwarven heroes, chief among them young Lothur, were the only light holding back the darkness. But although Lothur
fought with distinction and valor, heroes were not enough to win the day against gnomish ferocity and technology. The battle looked to be lost, and felt utterly hopeless.
In desperation, Lothur turned again to his skill as a blacksmith. He forged a great artifact, which he called the Ironheart, and into it he put his entire heart and soul as a craftsman, a warrior, and a kodor. Stories of the artifact itself, and the crafting of it, vary widely. Information from that period is scattered and often contradictory.
What is known is that Lothur gave his life in the creation of the Ironheart, and it was the only thing that stemmed the tide. Some say that he lives on in the artifact, but that is pure speculation. With it, the dwarves of Tiefhalle held the gnomish invaders at bay. The Ironheart, by itself, stopped the onslaught of one of the most devastating offensive forces the world has ever seen.
When human and serkethian allies entered the fray, they joined a battle that had held steady for six months. It had been a grinding, grueling fight, the power of the Ironheart alone had kept it from getting worse. With the influx of fresh new blood, the tide finally turned. Gnomes were pushed back and eventually routed, and then driven back into darkness. The Earthwar came to an end, and the Ironheart was locked away beneath the Hall of the Deep Lords.
Unfortunately, all knowledge of the Ironheart has been lost. No records exist of exactly what it was or how it worked, only the measure of its success and the sacrifice of its creator. Its truly lasting legacy was the change of Lothur's clan from Silverheart into Ironheart; a change that lasted until the end of the world.
Manaaki
Savior of the Sea, Great Pathfinder, Windchild
Late in the Age of Gatan, mighty Manaaki was born to warrior parents in the island culture of the Mohare people. He was raised as a warrior and a pathfinder, guiding his people as they traveled the ocean from island to island, protecting them whenever necessasry. This was a simple and beautiful life, one in which Manaaki was very happy.
When came the Age of Light, the Mohare took little notice. They'd never cared anything for the empires of the world, and that included the World Empire built by Gatan and his armies. So when Lord Emperor Naren declared a new Age, the Mohare shrugged and went about their business (when they eventually heard the news in passing).
It was not until the Age of Sin, a mere fifteen years later, that the Mohare took notice of the doings of the world's Imperial nations. When they saw those who were escaping persecution on stolen ships, they took it upon themselves to protect the innocent and guide those ships to safety. Manaaki was at the forefront of that effort.
Ships came after the escaping vessels, filled to the brim with hate-mad zealots who wanted to punish their own kin for not betraying their creators. While Mohare ships guided the escaping vessels away, Manaaki and his warriors put themselves in the line of danger. They knew their ships were not built for war like the ones they engaged, so instead they leaped directly onto the decks and into the throng of hate.
Manaaki fought as he never had. He wielded his Taiaha with expert precision, experienced from many battles through
the oceans of the world. Though his armor was minimal, he was battle-hardened and tougher than the hateful mob that tried to rip him apart. He fought his way through the crowd to the other side of the ship, and then he fought his way back.
Manaaki crossed the deck of that ship eight times, some say even more. His fellow Mohare warriors fought together on the decks of other ships but Manaaki took an entire ship by himself that day. When it was over, he stood bloody and weak in the center of the ship, but he was victorious.
As quickly as they could, the brave Mohare returned to their own ships. When they caught up to the escaping caravan, they joined in the journey. Eventually the escaping ships decided they wanted to head farther out to sea, against the advice of the Mohare who had rescued them. Manaaki let them go, and cursed them for fools.
When the world exploded, the Mohare were spared just as were the people they had rescued. But the Mohare were not stranded in the middle of the ocean when that happened. Safe on a series of islands, they continued during the thousand years of the Age of Punishment just as they had for generations before.
Manaaki protected innocent people that day, and in so doing he saved his entire culture. The Mohare exist in the broken world just as they did when it was whole. They sail the oceans from island to island, and sometimes they sail the clouds in the sky from one land fragment to another. Theirs is the oldest continuing culture in Esaria, unbroken from the old world to the new, thanks to Manaaki.
Sigrid Ingersdottir of Ainheim
Terror of the Never, Spirit Raider, The Southblade
"Sigrid is a singular warrior, a champion the likes of whom this world hasn't seen for centuries. If she'd lived in any other time, I dare say she'd have become a hero beyond compare."
Born in the village of Áinheim in 168 AR, Sigrid was destined for a life of blood and war. Some legends say her mother birthed Sigrid on the battlefield and then kept fighting. Others say she was born during a raid on Áinheim, after which Inger got up and joined the defense. There are other — equally extreme — tales about Sigrid's birth, but they are even less verifiable and more difficult to believe.
From the time she could walk, Sigrid's mother began preparing her for war. As she grew into a woman, she could wield sword and shield as easily as most people breathe. She joined her first raid at the age of 14, but even by then she was already blooded. As she grew, and joined more raids, her renown as a shieldmaiden grew. She eventually attracted the attention, and affection, of the swordmaiden Eira Frejasdottir.
The two women fought and lived side by side, and were never apart for more than a day. In time, they grew weary of Gorath's meaningless demand for blood and carnage. They sought battle with more purpose, glory with reason and honor. So they set out with their own ship of raiders, and they made a name for themselves among the people of other cultures. It was during this time that Sigrid acquired Fjülnir, the sword on which her legend would be built.
Inevitably, they became involved in a number of wars. They fought in the north, alongside Pasha Ihmed ibn Abid ibn
Nasim al-Rasheed, as he fought to depose the Mad Shah. They became briefly involved in a handful of other conflicts after that, but it was in the west where they met their destiny.
As Bria Vel marched her army undefeated across the westlands, it was clear that no one could stop her. The wizard's army crushed entire kingdoms, and left none of her enemies standing. Once she had marched from the western break to the eastern fall, she turned north to continue her bloody conquest.
Sigrid and Eira, traveling south toward their homeland, found themselves in Bria's path. Their ship was attacked on sight, and fell from the sky with few survivors. Sigrid, Eira, Brandt Ulfsson, and Torvald Olufsson survived. They joined the meager forces arrayed against Bria's unstoppable army. Battle after battle, for two years, they fought. Sigrid's legend grew, now, more than it ever had. She and Eira stood fast against Bria's forces with a strength that no one else had ever managed. Sigrid herself, shield held high, became a symbol of hope for those who were terrified of Bria Vel.
Late in the second winter of her time fighting the wizard's army, Sigrid came closer to killing Bria Vel than anyone else ever would. Her valiant charge was as glorious as it was doomed, inspiring songs, poems, and tales for generations.
When Sigrid's newly built longship landed, the Battle of Eirik's Fall was already well underway. The beleagured army of Kuland cheered and rallied when they saw Sigrid's flag. Before the ship had even stopped, Sigrid launched her attack. She, Eira, Brandt, and Torvald leapt their horses over the ship's railing and were charging at a gallop across the docks.
As she thundered onto the blood-soaked snow, they say that Sigrid's eyes never left Bria Vel. Even when the four of them plunged into a cluster of Bria's soldiers, cutting a swathe through the other side, Sigrid's gaze never wavered. When a line of ogres and hill giants crushed Torvald, and threw Brandt toward the mountains, Sigrid's eyes never wavered. When lightning struck Eira from her horse, Sigrid screamed with her whole heart, but her eyes did not waver.
Unstoppable, Sigrid crashed through Bria's final line of defenders without breaking her horse's stride. When the horse was disintegrated underneath her, she rolled onto her feet and continued her charge. Bria's defensive spells seemed to collapse under the might of Fjülnir. The bodyguards who had stood at Bria's side for eight years fell under Sigrid's onslaught, and she didn't even slow down.
When Bria's spell cut Sigrid in half, Fjülnir was buried halfway through the wizard's abdomen. She was forced to retreat, and it took her months to recover from the grievous wound. She almost didn't survive it.
Eira survived the battle, though horrendously scarred, and she mourned her lost love until the day she died. Years later, when she got word that Bria Vel had vanished, she only spit on the ground, and wouldn't speak of it.
Some historians have lamented that Sigrid was born during the time of Bria Vel's march of destruction. It was inevitable that the world's greatest warrior face the world's greatest conquerer, but if Bria had not led her terrible campaign then Sigrid's life would have been very long and distinguished.
Other historians note that Sigrid's death only solidified her legend. She might have done much if she had never met Bria Vel, but the story of Sigrid's Charge will be remembered until the end of the world. For some, that's what matters.
Fighter Miscellanea
Presented here are various elements that are relevant to fighters in general, but that don't fit within the other parts of this document.
Weapons
There are plenty of weapons available in the Player's Handbook, and included here are some variant options.
Double. When you take the Attack action and attack with a double weapon that you're holding in two hands, you can use a bonus action to attack again with the same weapon. The weapon's damage value for this bonus attack is listed in parenthesis, and you don't add your ability modifier to the damage of the bonus attack unless that modifier is negative.
Impact. If you score a critical hit with an impact weapon, you can double your ability modifier when you apply it to the damage roll, if the modifier is a positive value.
Varied Ammunition. You can use a weapon that has the varied ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you are carrying different
variants of ammunition, you can choose which type of ammunition to fire with each attack. You cannot use ammunition for a varied ammunition weapon that is not listed beneath its entry on the weapon table.
If you use a weapon that has the variant ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" in the Player's Handbook).
Variant Range. Ammunition which can be fired with a weapon that has the variant ammunition property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Variant: Chopping Weapons
With this variant all axe weapons deal chopping damage instead of slashing damage. This includes battleaxes, double axes, greataxes, halberds, and handaxes.
A creature or object which has immunity or resistance to both bludgeoning and slashing damage has resistance to chopping damage. Immunity or resistance to bludgeoning or slashing alone is no deterrence to chopping damage.
If a trait, feature, feat, or effect grants a benefit when attacking with either a bludgeoning or slashing weapon, it also applies to attacks made with chopping weapons.
Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Ranged Weapons | ||||
| Crossbow, light | 25 stl | — | 5 lb. | Loading, two-handed, varied ammunition |
| Heavy bolt | — | 1d10 piercing | — | Variant range 65/255 |
| Light bolt | — | 1d8 piercing | — | Variant range 80/320 |
| Shortbow | 25 stl | — | 2 lb. | Two-handed, varied ammunition |
| Light arrow | — | 1d4 piercing | — | Variant range 90/350 |
| Medium arrow | — | 1d6 piercing | — | Variant range 80/320 |
| Martial Melee Weapons | ||||
| Great scimitar | 75 stl | 1d10 slashing | 5 lb. | Finesse, heavy, two-handed |
| Greatflail | 35 stl | 1d12 bludgeoning | 5 lb. | Heavy, impact, two-handed |
| Martial Ranged Weapons | ||||
| Crossbow, heavy | 50 stl | — | 18 lb. | Heavy, loading, two-handed, varied ammunition |
| Heavy bolt | — | 1d12 piercing | — | Variant range 80/320 |
| Light bolt | — | 1d10 piercing | — | Variant range 100/400 |
| Longbow | 50 stl | — | 2 lb. | Heavy, two-handed, varied ammunition |
| Heavy arrow | — | 1d10 piercing | — | Variant range 120/480 |
| Light arrow | — | 1d6 piercing | — | Variant range 165/660 |
| Medium arrow | — | 1d8 piercing | — | Variant range 150/600 |
| Exotic Melee Weapons | ||||
| Double axe | 60 stl | 1d8 slashing | 15 lb. | Double (1d8 slashing), heavy, two-handed |
| Dire flail | 90 stl | 1d8 bludgeoning | 10 lb. | Double (1d8 bludgeoning), heavy, two-handed |
| Dwarven urgrosh | 50 stl | 1d6 slashing | 12 lb. | Double (1d6 piercing), heavy, two-handed |
| Spiked chain | 25 stl | 2d4 slashing | 10 lb. | Double (2d4 slashing), finesse, heavy, two-handed |
| Two-bladed sword | 100 stl | 1d8 slashing | 10 lb. | Double (1d8 slashing), heavy, two-handed |
Feat: Double Weapon Mastery
You know how to maximize the use of double-ended weapons. While you are wielding a double weapon in two hands, you gain the following benefits:
- You gain a +1 bonus to AC.
- You can add your ability modifier to the damage of the bonus attack.
- If your regular or bonus attack misses, you can use your reaction to make an attack with the weapon's other end.
Feat: Exceptional Strength
Whether you trained extensively or you were simply born mighty, you are capable of greater acts of physical strength than it seems you would be. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- Gain a +2 bonus to damage rolls made with Strength-based attacks.
- When calculating your lifting and carrying values, encumbrance values, or any other variant your campaign uses, each category is increased by 20%.
- When you make an ability check, attack roll, or saving throw that uses Strength, you can choose to gain advantage. Once you do so, you must complete a short rest or a long rest before you can use this feature again.
Feat: One-Handed Greatwielder
Prerequisite: Strength 16 or higher
Whether just through your considerable strength, or unique training, you can wield a two-handed melee weapon in one hand. While you do so, apply a -2 penalty to damage rolls made with the weapon.
Magic Items
These magic items are unique to Esarian culture, or fit one or more of the themes of this setting. Each should prove particularly useful to fighters of one stripe or another.
Fallen Armor
Armor (heavy), very rare (requires attunement)
This armor is said to have once been worn by an angel during the Age of Punishment. Whether that is true, or if it was simply enchanted with angelic properties, it remains a potent defense against evil and all who wield darkness.
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Celestial. In addition, whenever you fall from a dangerous height, the armor sprouts magical wings to catch your weight, and you take no falling damage.
As an action, you can utter a command word. The armor sprouts large feathery wings, and you gain a flying speed equal to your walking speed. This effect lasts for 1 hour, and you can hover. If you're in the air when the effect ends, you fall from the sky and land safely below. Once you activate this effect, you cannot do so again until the next dawn.
Shield of the People
Armor (shield), rare (requires attunement)
Forged in the east, this shield is emblazoned with the symbol and colors of one of the eastern city-states.
While holding this shield, you have a +1 bonus to AC. In addition, you have advantage on all ability checks and saving throws made to resist forced movement. If an effect that would move you against your will does not allow a check or saving throw to resist it, make a DC 15 Strength saving throw to resist the effect anyway.
Winterblade
Weapon (any sword), legendary (requires attunement)
Forged in lands ruled by the deity Sariss, these blades are feared for their capacity to strike at a creature's mind as well as their flesh. Every winterblade is cold to the touch, no matter its condition or environment, and usually bears the imagery of winter on it in one form or another.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.
A creature struck by this weapon enough times can risk losing all connection to reality. Keep a tally of the amount of damage that a creature has taken from this or any other winterblade. If the tally is equal to or greater than the creature's Charisma score, then every time it is hit by a winterblade it must make a DC 15 Charisma saving throw. This tally cannot be reduced by any effect, even if the damage itself is healed.
On a failed save, the creature begins to slowly lose all knowledge of people, places, and even self; the effect takes hold over the course of 3d6 days. Once this effect has taken hold, the target must make another save or the effect is permanent. A permanent effect can only be removed by a wish or similar effect, whereas an impermanent effect can be removed by greater restoration or a similar effect.
The damage that a winterblade does to a creature's mind is permanent, even if the debilitating effects are removed; they will never quite be who they were before. The physical scar is forever cold.