Explorer's Guide to Wildemount - Flip eBook Pages 151-200 (2024)

MAP 3.10: BLIGHTSHORE ELECTRIC WIND The galvanic breezes of this supernatural gale are latticed with currents of lightning, which stab through the air with primordial fury. • Ranged attacks through electric wind are made with disadvantage. • Any creature that starts its turn surrounded by electric wind has a 5 percent chance of being struck by lightning. A creature struck by lightning must make a DC 15 Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. EMBER THICKET A dense grove of blackened, leafless trees perpetually smolders with the dull glow of arcane embers. This copse is choked by a cloud of ash and cinders, which constantly rain on the cremated forest floor. An ember thicket is a lightly obscured area. • Creatures gain one level of exhaustion for every 10 minutes spent inside an ember thicket without suitable protection from the heat, smoke, and ash. • Ranged attacks through an ember thicket are made with disadvantage. A ranged weapon attack made through or within an ember thicket automatically misses a target beyond the weapon's normal range. C HAPTER 3 I WILDEMOUNT GAZETTEER ETHERIC RIFT An etheric rift appears as a light fog or spectral haze. The interplanar tracts of this anomaly reach in and out of the Border Ethereal. Unseen trenches and invisible paths overlap throughout its vaporous expanse. An etheric rift is a lightly obscured area. • Any creature that enters an etheric rift or starts its turn there has a 33 percent chance of gaining the effect of the etherealness spell until the end of its next turn. GRAVITY FUNNEL This cylindrical area is affected by the unseen pull of heightened gravitational force. A typical gravity funnel is 3d10 x 10 feet tall and SdlO x 10 feet in diameter. • Strength checks made within a gravity funnel have disadvantage. • A ranged weapon attack made through or within a gravity funnel automatically misses a target beyond the weapon's normal range. • Creatures and objects that are fully contained within a gravity funnel have resistance against force damage. • The gravity funnel counts as difficult terrain.

PSYCHIC MIASMA A virtually imperceptible mist of preternatural psychotropic vapor hovers above the ground. This coruscating miasma corrupts the sanity of the living and fortifies the grim resolve of the undead. Creatures that are fully immersed in psychic miasma have vulnerability to psychic damage. • Any creature that enters a cloud of psychic miasma or starts its turn there must succeed on a DC 15 Constitution saving throw or become afflicted with a random form of long-term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide). Creatures that can't be poisoned automatically succeed on the saving throw. A creature that successfully saves against the psychic miasma is immune to its effects for 24 hours. An undead creature that spends at least 1 minute in a cloud of psychic miasma gains advantage on ability checks and saving throws for 24 hours. RUST RAIN This crimson precipitation is corrosive to ferrous metal and caustic to creatures. • Rust rain corrodes nonmagical, ferrous metal objects. If the object isn't being worn or carried, the rain destroys 1 cubic foot of it for every 10 minutes of exposure. An object must be covered to avoid exposure. If the exposed object is nonmagical metal armor, a nonmagical metal weapon, or a nonmagical metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to damage rolls or the AC it offers for every 10 minutes of exposure to rust rain. A weapon that drops to a -5 penalty, armor reduced to an AC of 10, or a shield that drops to a +O bonus is destroyed. • Any creature that starts it turn in rust rain and isn't covered by an umbrella, a shield, or some other form of rain protection takes ld4 acid damage. TOXIC FUNGUS COLONY A virulent expanse of malignant fungal growths blankets the landscape and fills the air above it with spores. Any non-plant creature within 20 feet of a toxic fungus colony is poisoned. A creature poisoned by the colony for 1 hour has a 20 percent chance of gaining a random form of short-term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide). A toxic fungus colony can be bioluminescent. A bioluminescent colony sheds dim light within its area and for an additional 20 feet beyond its outer edges. UNCANNY PHENOMENA The arcane fallout from the Calamity is so widespread throughout Blightshore that the very land, sea, and air have been subtly altered in strange and mysterious ways. As characters explore the post-Calamity Miskath Strand, roll on the Uncanny Phenomena table as frequently as you like to augment the world they encounter. If you roll something that doesn't make sense, roll again, choose a more appropriate entry, or use the result as inspiration to make up your own phenomenon. The magical effects of these phenomena can't be dispelled. U N CANNY PHENOMENA dlO Phenomenon It smells of death here. This area is permanently ridden with the stench of rot and decay. 2 I ncorporeal phantoms move in and out of reality here. These apparitions ignore any interaction with creatures. 3 Everything is a single color here. All physical matter in this area adopts the pigmentation o f o n e of the seven colors of the rain bow or the color black. 4 Nonmagical fire can't burn here. 5 Sources of light here appear kaleidoscopic. Empty air refracts light in this area, creating dazzl ing displays of prismatic colors. 6 Any character who sleeps here dreams of a different life on a different world in a different body. 7 There is no sound here. This area is permanently under the effects of the silence spel l. 8 This place is supernaturally unl ucky. Attack rolls, ability checks, and saving th rows cannot be rerolled in this area. 9 Water turns to acid here. Water introduced to this area becomes acid in ld4 days. 10 This place is hau nted by fragments of the Far Realm. Whenever the target of a Wisdom saving th row fails its save, that creature has a 5 percent chance of becoming afflicted by a random form of long-term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide). CAULDRON SEA A perpetual storm chokes the stony shores of this dark and brackish expanse, where aspects of the Elemental Plane of Water and the Abyss collide in constant entropic turmoil. Aquatic terrors lurk in its murky fathoms, which are rumored to hold everything from the ruined battlements of a sunken city to the haunted graveyard of a forgotten fleet. Although the waters of the Cauldron Sea present challenges to those who would tame its tides, a handful of unmapped (and often unnamed) villages are scattered along its savage shores. Some of these settlements offer safe havens to weary travelers of the northern Strand, prospectors and pirates alike, but most treat outsiders with disdain or even outright hostility. OBLIVION VORTEX Soothsayers claim that Tharizdun, the Chained Oblivion, created the Cauldron Sea to loosen the veil between worlds and warn that one day he will rend the very fabric of reality from the depths of its accursed waters. There are those who would see this mad prophecy fulfilled, but many more would do anything to prevent the Betrayer God's malevolent return. C HAPTER 3 I WILDEMOUNT GAZETTEER

CAULDRON SEA ADVENTURES The tumultuous waters of the Cauldron Sea breed all manner of creatures and crises for intrepid characters to overcome. Presage in a Bottle (Mid Level). Unlike the restorative essences of the Sorrowseep Waters, a draught of liquid from the Cauldron Sea is said to induce madness along with various other arcane effects. A world-class alchemist and chirurgeon, the eccentric Brannon Ven Brava, seeks to analyze the primordial liquid's supernatural essence firsthand and will pay handsomely for an escort through the wilds of Blightshore to secure it. EBONGLASS MAS SIF The sharp obsidian peaks of the Ebonglass Massif spell doom to those who would attempt to tame them, but BLIGHTSHORE CO NTRABAND The u nique environs of the post-Calamity M iskath Strand have produced a n umber of strange new substances that can be cultivated for both noble and illicit pu rposes. The regulation of these bizarre drugs proves difficult, however, as their exotic qual ities often confound those who would subvert their questionable usage. As such, supply and demand remain steady despite the inevitable hazards of production . Black Sap. This tarry substance harvested from the dark boughs of the death's head willow is a powerful i ntoxicant. It can be smoked as a concentrate or i njected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1 d6 hours. For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution savi ng throw or become poisoned for 2d4 hou rs-an effect that is cum u lative with m ultiple doses. Black sap is valued at 300 gp per dose. Blight lchor. This bitter chartreuse concoction is distilled from a fungus n ative to the Bl ightshore bad lands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of bl ight ichor gains advantage on I ntell igence and Wisdom checks, as well as vul nerabil ity to psychic damage, for 1 hour. For each dose of bl ight ichor consumed, the creature must succeed on a DC 15 Constitution saving th row or become poisoned for 1 d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of bl ight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour. Bl ight ichor is valued at 200 gp per dose. Soothsalts. Soothsalts are derived from a n aturally occurri ng crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the M iskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed oral ly in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature su bjected to a dose of soothsalts gai ns advantage on all I ntell igence checks for l d4 hours. For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion-an effect which is cumulative with mu ltiple doses. Soothsalts are valued at 1 50 gp per dose. C HAPTER 3 I WILDEMOUNT GAZETTEER many still try. This jagged range of lustrous volcanic rock divides northeastern Blightshore into two large peninsulas: Far Hharom to the north, and the Tooth of Zehir to the east. Expeditions to the Ebonglass Massif from the nations of Western Wynandir and beyond have been fraught with peril, and the craggy mountains are considered all but impassable by cautious outlanders, curious prospectors, and others who would explore their mysteries. Like many places in the Miskath Strand, the Massif is haunted by a dark past. Historians have unearthed tales of ancient dwarven strongholds that were utterly destroyed by the upheaval during the Calamity. Now, the only known denizens of the Ebonglass Massif are the birds of prey that scour its peaks for sustenance and a maniacal clan of gray-scaled kobolds that employs simple technology-hooks, cables, and gliders-to traverse the Massif's treacherous terrain. FANG OF THE WORM The kobolds of the Massif live in a subterranean sprawl on the southwestern edge of the Ebonglass foothills. Known as the Fangs of the Worm, they are led by a kobold queen whose eldritch magic is sustained by the clan's central religious totem-a powerful artifact from ancient Eiselcross, which has no doubt played a large part in the wayward sect's rapid evolution and questionable sanity. The kobolds of the Fangs of the Worm gather around this massive cylinder of metal and light to pay fealty to their queen and honor the visions she receives from beyond. This columnar artifact is actually a cryogenic containment unit that houses and preserves a fetid tissue sample from the festering body of Quajath, the Undermaw, and what the kobolds of the Ebonglass Massif mistake for divine visions are actually the abhorrent murmurs of Quajath, who telepathically guides the clan's erratic actions. PHANTOM WARDENS The dwarves of the Ebonglass Massif persist as incorporeal caretakers in their hidden subterranean halls, where they carve the volcanic glass with psionic powers like an artist moves paint on canvas. These forlorn specters preside over an empire of impeccable craft and staggering natural wealth, but their physical tombs have no entrances from the outside world, much to the chagrin of would-be burglars. EBONGLASS MASSIF ADVENTURES Adventurers who find themselves near the peaks of the Ebonglass Massif have strayed very far indeed from the political turmoil of Wildemount. The nigh impassable mountains hide strange creatures and even stranger secrets. Lost Xagonstar (Low Level). The adventurers travel to Ebonglass Massif by airship to join a well-funded archaeological expedition mounted by Duurek Kronst, a wealthy dwarf who is determined to find the dwarven stronghold of Xagonstar, lost and buried since the Calamity. An unnatural storm sweeping across Blightshore causes the airship to crash, but the characters survive. Once they reach the dig site, they see that great progress

has already been made. The first great hall of Xagonstar has been discovered! Unfortunately, the archaeologists are missing and the site has been abandoned. Were the diggers captured by the Fang of the Worm or carried off by a hungry gloomstalker (as described in chapter 7), or did something slip out of Xagonstar to devour them? FAR HHAROM Beyond the Ebonglass Massif's hyaline peaks, a lonely expanse of moorland stretches northward toward the icy waters of the Frigid Depths. Though the landscape is drab and featureless, the peninsula known as Far Hharom is littered with the barrows of a long-forgotten barbarian people, who vanished centuries before the Calamity ravaged the Miskath Strand. Here and there, gelid bogs home to bizarre flora and fauna dot the landscape. And all around, an obstinate air of doom lingers among the peninsula's perpetual howling winds. Far Hharom is a dangerous realm, even by Blightshore's standards, and many suggest that the impasse formed by the Ebonglass Massif is actually a blessing in disguise. The only charted settlement in Far Hharom is an abandoned village on the rocky island west of the peninsula, known as Ole Skerry (described later in this chapter). Travelers have been known to camp amid the stony ruins-but these interlopers leave as soon as their affairs allow, typically preferring the haunted expanse of Far Hharom's open fells over the eerie isolation of Ole Skerry's craggy shores. BARROWS OF THE BETRAYERS The ancient burial mounds scattered across Far Hharom are rumored to be haunted by restless undead that were animated just as the arcane meddling of the Betrayer Gods reached its abominable zenith. Though the antiquities buried withill Far Hharom's ancient barrows promise considerable wealth to those who would plunder their lightless depths, few excavators of these accursed places actually live to tell the tale. DOMAINS OF THE DEEP ONES There are rumors of a frightening clan of amphibious humanoids who dwell along the icy northern shores of Far Hharom. The stories speak of a hoary clan of pale, degenerate folk who pay fealty to dark, arctic demigods in the form of warm-blooded sacrifices. Some believe the Ebonglass Massif was erected by the Betrayer Gods to keep these strange and sinister people at bay, while others report to have seen raiding parties of scaly Far Hharom monstrosities as far south as the Cauldron Sea. FAR HHAROM ADVENTURES The northern peninsula of Blightshore is a remote and unwelcoming place, but characters in search of secret histories and treasured lore will find it most inviting. Deep Ones of Far Hharom (Low Level). A coastal storm causes the characters' ship to run aground on the northern shore of Far Hharom. As they take stock of the damage and make plans to head inland, waves of kuotoa converge on the ship and attack them. C HAPTER 3 I WILDEMOUNT GAZETTEER r53

1 54 It Kills at Night (Mid Level). While exploring a Far Hharom barrow, the characters are surprised to discover a group of spooked travelers who have taken shelter within. Instead of the subterranean wights and poltergeists of legend, these survivors fear an even greater threat that stalks the moorland at night-something so supernaturally horrible, they must huddle in darkness every evening to evade it as they wearily cross the accursed landscape. GHOR VELES The ruined keep at the heart of this crumbling city once served as an arcane repository and research facility for the Betrayer Gods during their pre-Calamity ascent to power. Artifacts and wondrous items from the Age of Arcanum are rumored to linger within its shadow-haunted vaults, lying in wait for those brave or foolish enough to challenge the citadel's timeless guardians. Now, its decaying battlements stand as a stark monument to the Calamity's unstoppable devastation. The name Ghor Veles means "Vault of Shadows," and a vast dungeon indeed lurks below the ruins of the city. These catacombs were home to the aberrant and undead minions of the dracolich Oracs the Enduring. Countless adventuring parties and would-be tomb robbers have attempted to lay siege to the vaults below Ghor Veles, only to perish at the clawed hands and creeping doom of the keep's fearsome inhabitants. But a destiny worse than death awaits them: most of these ill-fated interlopers become undead minions themselves, bound to Oracs in unending servitude. As this army grows, so does Oracs's hold over the Miskath Strand. LAND OF REFUGEES AND HERMITS Ghor Veles is pockmarked by crumbling houses and dilapidated fortresses, and countless people displaced from elsewhere in Xhorhas by war or exile have made this blighted battlefield their home. A notable resident of the ruins surrounding Ghor Veles is a dranassar survivor named Liv-Burrath. She uses magic to disguise herself as a dark elf to avoid attracting attention, but is covertly collecting arcane relics from Ghor Veles with the hope that she can one day reunite with other dranassar and retake their ancient home of Ghor Dranas. She pays a fair sum for any artifacts that adventurers gather from the ruins. CHOR VELES ADVENTURES Only the undead horrors beneath Ghor Veles rival the cutthroat grave robbers that characters might encounter among the crumbling ruins. Shadow Essence (Mid Level). The characters are hired by Cerberus Assembly sages in New Haxon to gather a rare magical ingredient-shadow essencethat can be collected from dead gloomstalkers (see chapter 7). As gloomstalkers are known to circle above Ghor Veles like vultures, the sages ask the characters to travel there, slay a gloomstalker, and collect its shadow essence in a specially made flask. The sages warn the characters not to linger near Ghor Veles, lest they fall prey to the terrible creatures lurking in its haunted fortress. C HAPTER 3 I WILDEMOUNT GAZETTEER Of Vaults and Vengeance (High Level). One or more of the characters are kidnapped by minions of Oracs the Enduring (chaotic evil, male, ancient black dracolich) and are carried away to the vaults below Ghor Veles for indoctrination and necromantic experimentation. With the help of a core spawn seer (see chapter 7) from the Miskath Pit, the dracolich and his minions are weaponizing their mortal enemies to gruesome effect. As one half of the party struggles to survive captivity, the rest of the characters must plot their harrowing rescue. lNCANTER's REST This Calamity-era battlefield is now a massive graveyard haunted by the undead spirits of unnameable horrors and their cruel, unending vengeance. Named after the unknown mage who brought this region's struggle to its devastating conclusion, Incanter's Rest has few landmarks other than the gigantic skeletal remains of three monstrous titans, which reverently tower above the area's dusty steppes. Howling winds perpetually sweep the Rest with ghostly ardor, while ramshackle monuments of rusted weapons and armor sporadically mark the graves of the fallen. Some historians speculate that Incanter's Rest is actually the amalgamated site of multiple conflicts, while others claim that it was the most massive battlefield Wildemount has ever seen. No matter the cause, the grave-strewn fields of Incanter's Rest are seeded with powerful necromantic energies that many unscrupulous mages seek to exploit. MISKATH PIT This geographical anomaly is an arcane sinkhole of unknown depth and origin. Its oblong opening measures roughly 120 feet in diameter and plunges endlessly into the planet's surface. Few survivors have returned from the pit's staggering subterranean expanse, and those who have appear maddened and deranged with fear. Whatever precipitated the advent of the pit is ultimately inconsequential compared to the sheer devastation it causes in the surrounding Blightshore wilds. Despite its astounding depth, the Miskath Pit's twisting tunnels are far from lightless. A melange of psychedelic sights and sounds are found throughout its bizarre subterranean landscapes, where strange, sporadic lights can be just as terrifying as the darkness. The cloying presence of something ancient and evil is unmistakable to anyone who seeks firsthand to understand the pit's harrowing phenomena. This area is an appalling fusion of the Underdark and the alien quasi-geometries of the Far Realm. SPAWN OF THE CORE Travelers have recently reported sightings of a new variety of horrific aberrations in the vicinity of the Miskath Pit. Known as core spawn, these creatures embody the chaotic nature of Blightshore itself with every tenebrous fiber of their eldritch being. Hordes of lesser core spawn are presided over by core spawn seers-corrupted magic users whose loathsome agendas are one of Blightshore's greatest (and most troubling) mysteries. See chapter 7 for more information about core spawn.

SALT OF THE ARCANE EARTH Despite its unique perils, the Miskath Pit is a darkly alluring place that seems to beckon travelers with a proclivity for eldritch magic or a taste for trouble. The bizarre arcane phenomena that plague the Miskath Pit are also responsible for an array of enchanted minerals and precious elements. Profiteers from Rotthold and beyond risk madness, and even death, in an attempt to mine the pit's supernatural resources. NEW HAXON Population: 1,250 (70% humans, 20% dragonborn, 10% other races) Government: The Cerberus Assembly works in tandem with allied mercenaries to maintain a stratocracy of lawful military power. Defense: Satyana Vorvexis, an adult copper dragon, commands a garrison of over two hundred active duty soldiers, and each citizen of New Haxon is enlisted for reserve military duty. Commerce: Common goods and services are available via the city's vast network of enterprising military merchants. Meanwhile, the Cerberus Assembly strives to subvert New Haxon's thriving and profitable black market for rare arcane antiquities. Organizations: Although the Cerberus Assembly's sages hold power here, various mercenary guilds from remote corners of Wildemount have also made New Haxon their base of operations. The city has become an unlikely haven for esoteric cults of the Betrayer Gods and other dark entities. Whatever disaster befell Old Haxon is a tale lost to time and the Calamity. In its place, a fair-weather confederation of humans and dragonborn have erected this lone bastion. The stalwart outpost of New Haxon is garrisoned by agents of the Cerberus Assembly, along with a contingent of allied mercenaries from nearby Draconia. An amalgam of crumbling ruins and modern battlements, New Haxon serves as the Dwendalian Empire's only trusted waypoint for "civilized" exploration throughout Blightshore's savage badlands. The adult copper dragon Satyana Vorvexis commands New Haxon's threadbare legion of soldiers with a healthy measure of cunning and inventiveness. In addition to her military prowess, Satyana's draconic predilections and experience in the field have earned her a reputation as one of Wynandir's foremost curators and collectors of arcane relics. Some members of the assembly (and their imperial patrons) question the chaotic dragon's true intentions, but the people of New Haxon would be hard pressed to find a more competent leader to navigate the region's tumultuous history and enduring threats. LOST VAULTS Among its other mysteries, Old Haxon is rumored to be the site of one of the lost vaults of Veen a, where the lich hid countless magic items of awesome power and ill intent. Whether or not this arcane storehouse is merely the stuff of legend remains to be seen, but its presence would certainly explain the Cerberus Assembly's keen interest in Haxon's wayward history. GHOR VELES

NEW HAXON ADVENTURES Characters who adventure in New Haxon are likely conscripts, volunteers, or opponents of the local stratocracy's oppressive military force. Right Side of Wrong (Low Level). As dutiful servants of the Cerberus Assembly, the characters are tasked with ridding a local safe house of cult activity. But the operation doesn't go according to plan: one of the cultists is the teenage son of a prominent assembly official, and the characters must decide whether they will shine a light on his indiscretion or bury it at the potential cost of becoming accomplices themselves. Plunder the Crypt (Mid Level). A high elf mastermind, Drahir Baiegn, hires the characters to masquerade as Cerberus Assembly agents and plunder a notorious vault below New Haxon: the Amethyst Crypt. When they infiltrate the vault, however, the characters discover they've been duped by Baiegn, who sacrifices his disposable agents to feed an abhorrent arcane construct deep within the inescapable tomb. Eater of Worlds (High Level). The characters are summoned to a meeting with Satyana Vorvexis. One of the dragon's spies managed to infiltrate a cult operating within the city and determined that its leaders are preparing a ritual to summon Shothotugg, the Eater of Worlds (see the "Elder Evils of Exandria" sidebar in chapter 7). Shothotugg's arrival would almost certainly place New Haxon in jeopardy. The cult controls a crumbling dungeon complex below the ruins of Old Haxon. The cult's leaders are a pair of vampires aided by a small conclave of cloakers, but most of the cult members are nihilistic humanoids and vampire spawn. 0LC SKERRY Legends say the people of Ole Skerry were either slaughtered by outlanders or claimed by a virulent contagion. Learned sages, however, suggest that the inhabitants of this island hamlet abandoned it long ago and journeyed into the mainlands of the Far Hharom peninsula. The nature of this exodus remains a mystery, but relics found scattered among Ole Skerry's crumbling wooden hovels and tenebrous seaside caves suggest the people of the village revered an unnamed pantheon of forgotten entities from the Far Realm. Modern explorers who return from expeditions to Ole Skerry tell stories of pernicious phantoms who poison the mind with madness, and blood-hungry wolves that lurk among the island's dark and craggy woodlands. 0LC SKERRY ADVENTURES Ole Skerry is a spooky, abandoned settlement sure to raise the hackles of even the most jaded explorer. OJ' Bucket Helm (Low Level). Flocks of black gulls haunt the lonely north shores of the island, congregating around a seaside cave that attracts ordinary crabs and a few giant crabs as well. Just outside the cave mouth, someone has planted a grim scarecrow with a rusted bucket helm for a head, and anyone who tampers with the helm causes the black gulls to form into three hostile swarms (use the swarm of ravens stat block in appendix A of the Monster Manual). The gulls also gather into swarms at the command of the cave's reclusive C HAPTER 3 I WILDEMO UNT GAZETTEER occupant, Peggy Silva, a sea hag with snails in her hair who wears an old fishing net as a shawl. A deranged kuo-toa whip named Plookoolp is the only company Peggy Silva tolerates. Black Sap (Mid Level). Visitors to Ole Skerry can't help but notice an old stone windmill perched atop a rocky hill just south of town, its four spindly vanes stripped to their wooden bones. Behind the crumbling, desolate structure grows a large death's head willow, from which characters can extract 20 doses of black sap (see the "Blightshore Contraband" sidebar earlier in this chapter). The black sap is worth a small fortune in the black markets of Rotthold. However, the windmill is home to an oni that doesn't take kindly to the sap's theft. ROTTHOLD Population: 8,800 (30% humans, 1 5% dark elves, 1 5% goblins, 15% tieflings, 5% hollow ones, 20% other races) Government: Rotthold has no official governing body but is held together by a consortium of local guild leaders, merchants, and veteran adventurers who meet in secret once a week to discuss current affairs, shared interests, and potential threats. Defense: The small but precious amount of sanctuary Rotthold provides from the Blightshore wastes is upheld by a militia of battle-hardened locals and dutifully concerned citizens. Other fortune-seekers often join this militia simply for the opportunities and information the alliance provides. Commerce: Almost anything can be bought or sold in Rotthold, where the merchants are just as unscrupulous as in the surrounding Blightshore wilderness. Rotthold is the center of black market trade in Eastern Wynandir, and perhaps in all ofWildemount. Organizations: In addition to the city's handful of merchants and thieves' guilds, a confederacy of agents representing the mercantile interests of the Myriad and the Revelry operate in public throughout Rotthold, while a covert sect of the Cerberus Assembly carries out their own clandestine business. Some say this lawless harbor city is as dangerous as the arcane wilds of Blightshore that surround it. But whether or not visitors enjoy its chaotic disposition, Rotthold is an unmistakable center of travel and commerce in eastern Wildemount. The decayed stone dwellings and wooden tenements that line Rotthold's ramshackle streets are enveloped by a luminous, rust-colored moss that bathes the city's evenings in a sick crimson glow. Many outlanders view this crime-ridden settlement as little more than a collection of degenerate safe houses and slums, while others see it as a raw jewel-full of potential-that shines bright among the dusky shadows of the poisoned east. GOVERNMENT Multiple factions operate in and around Rotthold, including covert agents of the Cerberus Assembly and a tenuous coalition between members of the Myriad and the Revelry. While the Plank King's remote forces maintain the southern waterways and oversee the export of Blightshore's esoteric resources, Myriad spies monitor

and manipulate the exchange of goods and services inside the city limits, and the fragile alliance between these two is the closest thing this unruly corner of the Miskath Strand has to a governing body. CRIME The open trade of illicit goods and services is the lifeblood of Rotthold's mossy streets. All manner of pleasures are available for those willing enough to pay the price, which can be quite steep. Many of Rotthold's denizens owe the Myriad one favor or another, and the constant exchange of these debts keeps the city full of new faces. Crime is a way of life in Rotthold, where the Dwendalian Empire and Kryn Dynasty have no sway over its opportunistic, unethical inhabitants. GEOGRAPHY No walls protect Rotthold from the surrounding Blightshore wastes, but eleven watchtowers serve as a line of defense. The city is roughly divided into four quarters: North Rotthold, East Rotthold, Dockside, and Cairn Hill. North Rotthold houses the city's most impoverished denizens, who encounter the Miskath Strand's impinging monstrous wildlife on a regular basis. Most of the city's trade is conducted in East Rotthold, where a bazaar known as the Red Market takes up a majority of the quarter. On the south side of the city, Dockside is the purview of the Revelry and houses Rotthold's most affluent citizens, who no doubt believe they are safest when located as far away from Blightshore's savage interior as possible. On the west end of the city, the quarter known as Cairn Hill rests above a mysterious lattice of pre-Calamity catacombs. Here in Rotthold's graveyard, furtive agents meet in cemeteries to carry out their agendas. ROTTHOLD ADVENTURES The moss-lit streets of Rotthold are ripe with adventure for characters with a taste for small-city mystery or black market mayhem. Rough Times in Rotthold (Low Level). A moment of respite goes south in one of North Rotthold's taverns, where the characters-along with the proprietors and other patrons-become targets of an impromptu shakedown by an upstart gang with ties to a prominent thieves' guild. Successfully thwarting the thugs could very well earn the characters the ire (or the respect) of the guild, which operates under the clandestine guidance of a mysterious cabal of enlightened nothics. The Cairn Hill Horror (Mid Level). A serial killer cultist stalks the streets of western Rotthold from his catacomb lair beneath Cairn Hill, where the viscera of a hundred victims have been offered to summon his otherworldly patron: a glabrezu named Vrath. This demon is a cruel, immortal deceiver that promises its acolytes unrivaled power in the wake of its awful arrival-and only the characters can stop it. The Krakenwhacker (High Level). Captain Veluna Samarshan of the galley Krakenwhacker has decided to retire in Rotthold. Having heard about the adventurers' exploits, she offers to sell the Krakenwhacker to them for one gold piece, though they'll need to find their own crew. The ship is in excellent condition and has a magical figurehead carved in the likeness of Bahamut that grants the vessel immunity to fire, lightning, and thunder damage. The ship is the envy of several other Revelry captains, and the characters might have to fend off their advances to keep it. Captain Samarshan also warns them about an adult bronze dragon named Walarkus. Corrupted by the magic of Blightshore, this once-noble dragon has become a coastal menace consumed by greed. It would like nothing more than to add the ship's magical figurehead to its undersea trove. Chapter 5 of the Dungeon Master's Guide has rules and statistics for ships, as well as information about hiring a crew and making ship repairs. TOOTH OF ZEHIR This eastern arm of Blightshore is a mist-shrouded peninsula, the northernmost swath of which is covered by the stone forest of Strathfell (described below). The lower region of the Tooth is marked by craggy basalt beaches covered in black sand, and the ocean is full of hazardous, fossilized coral reefs. Exotic fey creatures are said to congregate among the Tooth's darker dominions, which are rumored to skirt the Shadowfell via the Border Ethereal.

STRATHFELL This petrified woodland is the domain of an ancient silver shadow dragon named Karkethzerethzerus, the Sable Despoiler (Karketh for short). Before his malign reign, this region of the Miskath Strand was a verdant haven for a long-lost nation of wood elves and centaurs. For reasons unknown, Karkethzerethzerus plotted to annihilate the woodland nation, killing it off with energies from the Shadowfell. Since doing exactly that, the Sable Despoiler has ruled Strathfell with equal measures of gleeful arrogance and baleful suspicion. The shadow dragon's lair, like his motives, remain hidden. Etheric rifts run throughout Strathfell's gloomy expanse, allowing denizens such as darklings and meenlocks to travel to and from the Shadowfell with unsettling regularity. Most of these interplanar paths are invisible to the naked eye-but minions of Karkethzerethzerus know all too well where the veil grows thin. The future of Strathfell is not without hope, for goodaligned centaurs continue to patrol the woods as their ancestors did in ages past, battling the evil forces of the shadow dragon at every turn. The centaurs could use some help, however, as they are few in number. CHOSEN OF ZEHIR The southern tip of the peninsula abuts the Mordant Isle, a smaller land mass separated from the mainland by the reef-laden waters of the Venom Strait. On this island, an aberrant enclave of winged serpentkin dwell i58 C HAPTER 3 I WILDEMOUNT GAZETTEER within the ruins of Sariss, the Jade City, where they have erected foul monuments to the Cloaked Serpent himself. These abhorrent snake folk plot a terrible doom for denizens of the Miskath Strand from their horrid lairs. No warm-blooded creature has ever been to Sariss and survived-or so the story goes. DI STANT LANDS OF EXANDRIA Wildemount is a vast and war-torn continent where many legends of Exandria are forged, but it is just one of many remarkable lands across this vibrant world. Many other regions have been referenced throughout this book, including the majestic realm of Marquet and the neighboring continent of Tal'Dorei, while others still remain undiscovered. This section outlines known regions of Exandria beyond the continent of Wildemount. TAL'DOREI The continent ofTal'Dorei lies west ofWildemount, nearly connected by a land bridge that stands sundered by the Shearing Channel. The independent city-state of Whitestone lords over the northeastern reaches of Tal'Dorei from deep within the chilled woods of the Parchwood Timberland. Farther west, the endless, green fields and forests of the Dividing Plains form a landscape of farmland, rivers, and untamed wilderness.

To the north, the Cliffkeep Mountains shelter hidden valleys, swift and deadly predators, and the mighty dwarven stronghold city of Kraghammer, beneath which . lie mines and caverns that connect to the Underdark. To the south of the Dividing Plains, travelers might find themselves traversing the rocky spires of the Stormcrest Mountains or attempting to navigate the vast forest known as the Verdant Expanse, home to the beautiful elven city of Syngorn. Beyond the Verdant Expanse lies the southernmost peninsula of Tal'Dorei, a land enveloped by the volatile Rifenmist jungle. Along the eastern shore of Tal'Dorei stands the capital city of Emon, a glorious metropolis and the political nexus of the continent. Within Emon, the governing oligarchy known as the Council of Tal'Dorei maintains law and order across the many territories of the republic, partnering with the governing bodies of Kraghammer, Syngorn, and Whitestone to help maintain the safety and wellbeing of all who call this land their home. MARQUET Beyond the winds and waves to the far southwest of Wildemount, across the Lucidian Ocean and the Ozmit Sea, one can find the chain of islands called the Hespet Archipelago, and, farther still, the shores of the continent of Marquet. The pebble beaches of the Bay of Gifts greet weary travelers, where the port city of Shammel offers gambling and extravagance to the traders who travel from afar. Beyond the port lie the rocky Aggrad Mountains, which spread for hundreds of miles, filled with deep chasms and endless caves housing predators lying in wait. The mountains eventually give way to the immense Marquesian Desert, whose scorching sands stretch from horizon to horizon. The overwhelming heat, deadly sandstorms, and ravenous denizens of the dunes threaten any caravan that attempts to cross these arid lands in search of any oasis of civilization. Near the center of this harsh desert, surrounded by a sprawling network of small villages, is the grand city of Ank'Harel, the center of culture, history, and power for Marquet. Ruled by the mysteriously undying]'mon Sa Ord, the streets of Ank'Harel are safe and rich with music and culture, a sharp contrast to the desolate lands that surround this metropolis. The Hands of Ord, the internal guard of the city, are guardians of the nearby villages and townships, but they can only reach so far. Farther south, the blistering sands give way to scrubland and marshes tangled with the rugged mountains that surround the smoking Suuthan Volcano and the dangerous clans that worship it. The deserts of Marquet echo a once lush landscape that housed a prominent civilization during the Age of Arcanum, one that ended in terrible conflict between warring nations during the early years of the Calamity. The battles that raged here reduced the verdant lands to sand and ash, burying a multitude of secrets that factions across Exandria are willing to go to any lengths to claim. lSSYLRA Far northwest of Wildemount, beyond Tal'Dorei and across the freezing waters of the Frigid Depths and the Ozmit Sea, lies the oldest continent in known Exandrian history. Issylra is thought to be the land where all civilization once emerged and spread in the time of the Founding, making it the focal point of historical study and the epicenter of many faiths. The territory known as Othanzia encompasses a majority of the continent's developed regions, keeping most domains protected and governed by the might of the theocracy of Vasselheim. Nestled among eastern taiga forests of the Vasper Timberland, the city ofVasselheim is the oldest known seed of civilization and religion, and the only city to withstand every catastrophe that has rocked Exandria since the gods brought life to the world. Beyond the walls ofVasselheim lie chilly and savage wilds formed by the ancient and magically potent nature of the area. Small camps, communities, and townships are scattered across the landscape, and the denizens of Othanzia are a tough, hardened people who persist in this harsh land through duty, faith, or the need to protect their communities. Beyond the Othanzian region, there are a handful of lesser republics, but the ferocious creatures that stalk the jagged Utesspire Mountains prevent Othanzia from expanding too far beyond its borders. SHATTERED �������������- TEETH Should one wish to brave the perilous waters far south of Wildemount, past the dangerous, perpetual fog bank called the Fool's Curtain, they might discover themselves adrift among a cluster of forty-three islands known as the Shattered Teeth. Varying in size from small, mile-wide reef-toppers to large islands like Ruukva that hold entire cities, this archipelago is largely governed by two contentious societies. The Ossended Host is a culture of fishing folk dedicated to isolationism and enlightenment through the worship of dreams and nightmares. The Wanderman Assembly, a centuries-old trade company from the Menagerie Coast that formed after its members were stranded across the Shattered Teeth by a hurricane, is a capitalistic society that barely conceals its ruthlessness under the banner of honor and brotherhood. Tension between these societies has led to bloodshed in recent years, with each group convinced that the other is bent on the destruction of its way of life. CHAPTER 3 I WILDEMOUNT GAZETTEER 1 59

GChapter 4 CHARACTER OPTIONS HAT MAKES A HERO?" I ASK. IS IT ARMS and a will to use them? Is it a certain heritage, a certain disposition? Is it a divine right to victory? I know this to be not true. I have killed many heroes on the battlefield, and I've respected every one. They have many different faces, and deserve remembrance. What makes a hero is their willingness to sacrifice for something they believe in. Anyone can be a hero, once they find something worth dying for. -Sunbreaker Olomon The sprawling lands and endless challenges of Exandria forge heroes and villains of many different stripes. The myriad dangers of this wild continent constantly encroach upon innocents in need of protection, even as the legends and the magic of the past challenge those brave enough to reshape the world-for good or ill. The material in this chapter offers a number of new options for player characters to define who they are and what they wish to become. The character options in this book are useful for players and Dungeon Masters alike, allowing adventurers and NPCs to take starring and supporting roles in your Wildemount D&D campaign. In this chapter, you'll find stories and statistics that tie the races of the Player's Handbook and the broader world of D&D to the lands of Wildemount, as well as new subclasses, new backgrounds, and new spells focused on an esoteric study of magic known as dunamancy. The races, classes, and magic presented in this chapter might have different origins or defy the expectations established in other D&D books. The information in this chapter is specific to Wildemount, and in some cases, to the wider world of Exandria. If something in this book differs from what's presented in the Player's Handbook, this material takes precedence in a Wildemount campaign. RACES The nations of Wildemount are populated by people of many different races. All the races present in the Player's Handbook, as well as many of the other races of the D&D game, have a home in Wildemount. However, some of those races have cultures that differ from those of their kin elsewhere in the multiverse. This chapter provides cultural information about the common races ofWildemount, plus several subraces not found in the Player's Handbook. This section also includes information on what a typical character from each of the major regions of Wildemount-the Dwendalian Empire, the Menagerie Coast, and Xhorhas-might think of the members of each race. Although some of these accounts are accurate, others represent skewed perceptions or stereotypes. Many such perceptions have some basis in truth, but that truth has often been distorted by hearsay, prejudice, propaganda, or cultural misunderstandings. In addition to the races of the Player's Handbook, Wildemount is home to many other races, including the following: Aarakocra, bird-like humanoids who roost on isolated mountaintops Aasimar, beings who gain supernatural power from the angelic spark in their souls Firbolgs, forest guardians who engage in peaceful methods to protect their homes Genasi, humanoids imbued with elemental power as a result of their birth Goblins, outcast scavengers descended from the experiments of a dark god Goliaths, hulking wanderers who dwell atop the highest mountains Kenku, accursed corvine humanoids who can speak only using mimicry Tortles, tortoise-like humanoids with an innate connection to the sea The dominant races of Wildemount-dwarves, elves, halflings, and humans-are presented first in this section, followed by the less common races in alphabetical order. C HAPTER 4 I CHARACTER OPTIONS 161

DWARVES Dwarves' long memories give them uncommon insight into the world of the past. However, this connection to the past can make their societies resistant to change, even when change is desperately needed. DWARVES IN THE DWENDALIAN EMPIRE Most folk in the Dwendalian Empire think of dwarves as greedy, cave-dwelling hermits with a passion only for jewelry, drinking, and fighting. Most dwarves in the empire come from the city-state of Grimgolir and its settlements under the Dunrock Mountains, whose miners, jewelers, and warriors are some of the finest in the empire. Imperial beer, particularly smooth, sweet Trost ale from Trostenwald, is a delicacy among Grimgol dwarves. The people who lived beneath the mountains never grew wheat or hops, and so never brewed beer. Until the dwarves began trading with humans from the long-fallenjulous Dominion, dwarven liquor was a potent, ugly-smelling spirit called riitga, distilled from heavy root vegetables. DWARVES ON THE MENAGERIE COAST Along the Menagerie Coast, most folk see dwarves as foreigners possessed of fiery passions and an eagerness for action. Dwarves are uncommon visitors on the coast, with most coming from the distant realms of Tal'Dorei and Marquet as sailors or travelers, as pirates from the notorious Revelry, or as soldiers from the Dwendalian Empire. Ancient legends tell of dwarves living in mountaintop citadels in the ominous Cyrios Mountains, performing strange rituals that call upon the power of the Storm Lord. Along the coast, stories of the strong passion and swift judgment of the dwarves are often a product of the legends of these religious zealots. But these beliefs have been strengthened in modern times by the clear-eyed marquis of Port Zoon, Ala mads Haddou, who lays down laws in plain language and enacts swift justice by the letter of those laws. DWARVES IN XHORHAS Dwarves are few and far between in Xhorhas, and those few who remain are known as duergar, or "deep dwarves." Though some duergar have joined with the Kryn Dynasty and dwell on the surface, most live in the ancient tunnels of the Underdark and harbor a deepseated enmity for the drow. Duergar insurgents, striking Kryn settlements or seeking hidden paths toward the surface from perhaps a dozen small outposts in the Underdark, are trying to carve out their own underground dominion. Kryn forces have been successful in holding onto their underground territories so far, but many generals fear that the war in the west is drawing more and more soldiers from their fortifications in the Underdark. If duergar aggression is left unchecked, territory might inevitably have to be ceded to the insurgents. CHAPTER 4 I C HARACTER OPTIONS ELVES When Exandria trembled at the gods' footfalls, the ancient elves of the north pleaded with the Arch Heart to save them from the world's ending. Corellon did not respond, for it is said that their divine ears still rang with pain after their duel to the death with Gruumsh, the Ruiner. Desperate and panicked, the greatest mages of the elves performed a ritual powerful enough to encase their entire civilization in ice, in hopes of protecting it from the wrath of the warring gods while the elves escaped into the Feywild. It is said that the ashes of the Calamity still blew upon the breeze when, centuries later, the barriers of ice melted and the elves of Wildemount emerged from the Feywild once more. On their return to the world, they found that their ritual had not held fast. The Calamity had wiped almost all traces of elven civilization from Exandria. With only the ruined husks of their mighty cities still standing, the elves began to rebuild. Even though the human-majority civilizations of the Dwendalian Empire and the Clovis Concord view elves as reclusive relics of the ancient past, most elves view themselves as newcomers to the world, for their return to Wildemount is only a generation or two removed from the present day. The notable exception are the dark elves of Xhorhas, who have lived in Eastern Wynandir since time immemorial. Still, it is only in the past few centuries that they have abandoned the labyrinthine caverns of the Underdark and emerged to live on the surface. ELVES IN THE DWENDALIAN EMPIRE Though the dark elves of Xhorhas are the subject of imperial propaganda and widespread prejudice, elves of other kinds living within the empire are generally treated as friends and allies. Imperial humans love to revere elves as ethereal, flawless beings, and to express shock when elves reveal the ways that they are all-to similar to humans. Elves who maintain their "exotic mystique" are most likely to become respected members of society, and many hold great social power within cities such as Zadash and Rexxentrum. ELVES ON THE MENAGERIE C OAST Elves are commonplace in the Clovis Concord and among the pirates of the Revelry, and people living on this part of the continent most often laugh at tales of elven grace and beauty. "An elf bleeds just like everyone else" is a common saying on the Menagerie Coast, used to dismiss the fanciful sense of wonder common in the Empire-and the saying has evolved into a dismissal of all overwrought tales, even if the idiom doesn't quite fit. Savvy buyers of curios and souvenirs might say, "Your wares bleed, just like everyone else's" to a merchant who has exaggerated the quality of their goods. Most elves on the Menagerie Coast are descended from travelers from the desert continent of Marquet, but this area is also home to two rare subraces of elf. The seas off the coast are inhabited by secluded civilizations of water-breathing sea elves, who trade with underwater enclaves of merfolk. All but the most idealistic

FROM LEFT TO R IGHT: PALLID E LF, LOTUSDEN HALFLING, DRACONBLOOD DRAGONBORN, AND RAVENITE DRAGONBORN or mercenary of these ocean dwellers see the petty squabbles of the "boat-riders" of the surface world as beneath their notice. At another geographic extreme, the moon-worshiping pallid elves of the Cyrios Mountains are new to the world, and are generally viewed with cordial curiosity by the denizens of the Concord's cities. ELVES IN XHORHAS The largest elf-majority civilization in Wildemount is the Kryn Dynasty of Xhorhas, which is made up primarily of dark elves. The drow of Xhorhas are respectful toward people of all races-including other elves-as they believe that their holy cycle of rebirth allows them to be reborn into non-drow bodies. The empathy to be gained by experiencing life in another body is crucial to their religion and their culture. Elves who live outside the Luxon's cycle of rebirth are viewed with pity, for they have not yet seen the true path. Elves who dwell within the Dwendalian Empire are a notable exception, their imperial allegiance earning them only the cold bite of a blade. ELF SUBRACES At the DM's discretion, players have access to the pallid elf and sea elf subraces described below, in addition to the elf subraces in the Player's Handbook. Height and Weight. Here's how to randomly determine the height and weight of a pallid elf or sea elf, starting with rolling a size modifier: Size modifier = 2dl0 Height = 4 feet + 6 inches + your size modifier in i nches Weight in pounds = 90 + (ld4 x your size modifier) PALLID ELF The pallid elves are a mystical and insightful people with skin as pale as the surface of Exandria's largest moon. They emerged from the Pallid Grove this century and wander the world with childlike curiosity. Ability Score Increase. Your Wisdom score increases by 1. Incisive Sense. You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks. Blessing of the Moon Weaver. You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells. SEA ELF Sea elves are a reclusive and deeply territorial people who have as much in common with merfolk as they do with other elves. Most sea elves view the people of the Clovis Concord-even other elves-with mistrust. Ability Score Increase. Your Constitution score increases by 1. C HAPTER 4 J CHARACTER O PTIONS

Sea ElfTraining. You have proficiency with the spear, trident, light crossbow, and net. Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water. Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. Languages. You can speak, read, and write Aquan. HALFLINGS Nearly every race in Exandria has an origin myth or two. The stories vary from realm to realm, but it's clear that Corellon the Arch Heart wove the elves from grass, Moradin the All-Hammer carved the dwarves from earth, and so on. Halflings across Wildemount have no such stories, and no faiths tell of their god creating the small folk. Some speculate that Avandra the Change Bringer placed halflings in the world, but despite some of Ioun's most devout priests petitioning their god to reveal the truth of the halflings' creation, the Knowing Mentor has remained infuriatingly coy on the topic. For their part, halflings in the Dwendalian Empire and the Menagerie Coast don't much care where they came from. All they know is that they walked out of a hole in the ground one day to find a beautiful world spread out before them. Some longed to explore to that world's farthest horizons, while others were content to gaze upon the beauty of the same sunrise each morning. Plenty of halflings have joined the Cobalt Soul over the years in desperate search of answers to the world's big questions-where did we come from, and where are we going? But most halflings are content to leave the questions of past and future well enough alone, simply living in the present. HALFLINGS IN THE DWENDALIAN EMPIRE Generations ago, the halflings of the Felder clan established a settlement now known as Felderwin Tillage, and discovered in time that they had inadvertently created an agricultural powerhouse. The word "halfiing" has been synonymous with a simple, rural lifestyle ever since. The dutiful, orderly people of the Dwendalian Empire most often think of halflings as carefree country bumpkins. In a nation obsessed with its heritage and its legacy, the stereotypical halfling philosophy of living life in the moment is viewed as pathetically unambitious. HALFLINGS ON THE MENAGERIE C OAST People in this part of the world have no real assumptions about halflings. Most perceive them on a level with humans, having similar ambitions, virtues, and vices. The only difference is that halflings are a wee bit smaller from prow to stern and a fair bit bigger from port to starboard. Halflings are common enough in the Clovis Concord that just about every vessel, shop, tavern, coffee house, and brothel has been designed with halflings and r64 C HAPTER 4 I CHARACTER OPTI ONS gnomes in mind. Stairs often have shallow steps for small legs, stools feature hand-cranks to adjust their height up or down, and most restaurants have utensils sized for small hands. HALFLINGS IN XHORHAS Few Xhorhasians have ever seen a halfling except for the occasional halfling soldier in Dwendalian armor. Because of this, most Kryn citizens view halflings as icons of the empire and are quick to distrust them. Only the Lotusden halflings, a reclusive and insular clan native to the Lotusden Greenwood, call Xhorhas home. HALFLING SUBRACES At the DM's discretion, players have access to the lotusden halfling subrace described below, in addition to the halfiing subraces in the Player's Handbook. LOTUSDEN HALFLING Long tied to the natural heart of the Lotusden Greenwood, these halflings have adapted to live synergistically with the chaotic laws of the wilds. Ability Score Increase. Your Wisdom score increases by 1. Child of the Wood. You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells. Timberwalk. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement. HUMANS The most populous race in Wildemount, humans define common culture across the continent. Their unrelenting ambition creates societies that aggressively pursue productivity while valuing leisure, and their short life spans often lead humans to romanticize the ugly past and fear the unknown future. HUMANS IN THE DWENDALIAN EMPIRE In the Dwendalian Empire, humans are everywhere and occupy every walk of imperial life. Humans recoil from the unknown in ways that longer-lived folk do not, and nations dominated by a nonhuman majority are a tremendous source of fear and suspicion to human-majority nations. Human survival instinct stokes the flames of fear, especially when those flames are amply fueled by nationalistic propaganda. Such is the relationship between the Dwendalian Empire and the draw-majority Kryn Dynasty of Xhorhas. Other societies-including Uthodurn's pluralistic society of elves and dwarves-are less maligned. However,

this is because the average citizen of the empire knows nothing about those societies, reducing them to objects of curiosity for imperial scholars. HUMANS ON THE MENAGERIE C OAST Within the Clovis Concord, humans are seen as adept diplomats, nation builders, and loyal soldiers. They are the most populous people of the Menagerie Coast, but ever since the founding of the Clovis Concord, that nation has been one defined by its diversity. Although other nations of Wildemount and the world might consider humans to be the definitive, adaptable jacks-of-alltrades, the people of the Concord know that all folk have this capacity. --HUMANS ------ IN XHORHAS Humans are rare in Xhorhas, and those found within that land typically belong to wandering clans or are soldiers of the Dwendalian Empire. Aside from such soldiers, humans are not viewed with inherent suspicion by most Xhorhasians, but the war between the Kryn Dynasty and the Dwendalian Empire has made Xhorhas an even more dangerous land for all human travelers. Dark elves and monsters that might treat a wandering human with caution elsewhere are likely to attack on sight in Xhorhas, because they know that an imperial human will do the same to them. AARAKOCRA Many people across Wildemount consider the winged aarakocra to be a myth, so infrequently do they descend from their lofty aeries to deal with wingless folk. Where they are known, the aarakocra rarely engage with the land-bound societies of Wildemount, though some take great pleasure in traveling on the open ocean with Concord sailors and Revelry pirates. Some legends say that Melora the Wild Mother created the aarakocra as storm herders who drive the clouds across the sky, and some aarakocra tribes play a sport called h 'aara-shie, or "cloud chasing," that reflects this ancient tale. AARAKOCRA IN THE DWENDALIAN EMPIRE Within the empire, most aarakocra keep to the hidden settlement of Vol'antim in the Cyrios Mountains. The appearance of an aarakocra is seen as a blessing in the settlements of the Truscan Vale and the Marrow Valley-often much to the aarakocra's embarrassment. Most rural folk consider the aarakocra to be angels of Erathis the Law Bearer, no matter how diligently the aarakocra explain otherwise. AARAKOCRA ON THE MENAGERIE C OAST The few aarakocra who descend from the Cyrios Mountains or emerge from the canopy of the Quoraska ] ungle for longer than a day or two are often swept up in the beauty of the sea. Thus enamored, many join a ship's crew and set out to explore the Lucidian Ocean with their new allies. The common people of the Menagerie Coast look upon the aarakocra's bright wings with awe and dream about taking to the sky, but are often baffled by their seemingly nonsensical idioms and figures of speech. AARAKOCRA IN XHORHAS Aarakocra are native to the mountains and jungles of western Wildemount, and have precious few settlements in the mountains surrounding Xhorhas. The average Kryn dark elf would react to the sight of an aarakocra with shock, for they have neither stories nor experience with such creatures. AARAKOCRA NAMES As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names. Aarakocra Names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed C HAPTER 4 I C HARACTER OPTI ONS

166 AARAKOCRA TRAITS Being able to fly at high speed at 1st level is exceptionally effective in certain circ*mstances and exceedingly dangerous in others. Keep this in mind before allowing your players to choose this race. An aarakocra character has the following traits. Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Age. Aarakocra reach maturity by age 3. They don't usually live longer than 30 years. Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic. Size. Aarakocra average 5 feet tall and have slender, lightweight bodies. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d8 Height = 4 feet + 3 i nches + your size modifier in i nches Weight in pounds = 70 + (ld4 x your size modifier) Speed. Your base walking speed is 25 feet. Flight. You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor. Talons. Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Languages. You can speak, read, and write Aarakocra, Auran, and Common. AAS I MAR The light of the gods still shines upon Exandria, even from behind the Divine Gate. Aasimar are the purest expression of that divine light as it burns within every mortal soul, for the souls of those blessed with an angelic ancestor blaze brighter than any other. Even rarer than the tieflings with whom they share a commonality of ancestry, aasimar are mortal, and yet are understood to be destined for a grander cosmic purpose than others around them. In every culture across the continent of Wildemount, the birth of an aasimar is seen as a blessing and a portent. Aasimar who can bear the burden of their destiny become champions of noble causes, and encourage others to walk always in the light. More often than not, however, an aasimar saddled with a vague destiny and the grand aspirations of their clan ultimately falls from grace, their inner light succumbing to shadow. AASIMAR IN THE DWENDALIAN EMPIRE To a law-abiding family worshiping state-approved gods, the birth of an aasimar child is nothing short of a miracle. Such a child is not only promised a charmed life, but elevates the social status of their family. However, to a family that secretly worships gods outlawed by the empire, the birth of a child touched by an angel of such C HAPTER 4 I C HARACTER O PTIONS deities is a mixed blessing. If the event draws the scrutiny of a settlement's idolmaster and their cronies, it might force family members to flee their homes for the Greying Wild lands or the Menagerie Coast. AASIMAR ON THE MENAGERIE C OAST In the Clovis Concord, the cosmopolitan melting pot of Wildemount, most folk are inured to the sight of unusual and remarkable people. Even so, aasimar are a sight to behold, and there are many who don't mind being rude if it means spending a few extra seconds staring at a radiant aasimar as they pass by. AASIMAR IN XHORHAS Those in the Kryn Dynasty who study dunamancy see aasimar as brimming with near-limitless potential. As such, aasimar are often sought out from birth to be trained as dunamancers and echo knights. The tribesfolk who wander Xhorhas see the birth of an aasimar as a message from the gods, and their shamans ascribe meaning to that birth by the conditions of the world. An aasimar born during a raging storm might be a word of warning from Kord the Storm Lord, whereas an aasimar whose mother gave birth in a field of flowers could be a vow of protection from Melora the Wild Mother. AASIMAR GUIDES An aasimar, except for one who has turned evil, has a link to an angelic being. That being-usually a devaprovides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide and Angelic Nature tables offer names and natures that you can use to flesh out your character's guide. ANGELIC GUIDE d6 Name d6 Name l Tadriel 4 Galladia 2 Myl landra 5 Mykiel 3 Seraphina 6 Valandras ANGELIC NATURE d6 Nature l Bookish and lecturing 2 Compassionate and hopeful 3 Practical and lighthearted 4 Fierce and vengeful 5 Stern and judgmental 6 Kind and parental

AASIMAR NAMES Most aasimar are born from human parents. They use the same naming conventions as their native culture. AASIMAR TRAITS An aasimar character has the following racial traits. Ability Score Increase. Your Charisma score increases by 2. Age. Aasimar mature at the same rate as humans, but they can live up to 160 years. Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil. Size. Aasimar have the same range of height and weight as humans. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2dl0 Height = 4 feet + 8 i nches + your size modifier in inches Weight in pounds = 110 + (2d4 x your size modifier) Speed. Your base walking speed is 30 feet. Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Celestial Resistance. You have resistance to necrotic damage and radiant damage. Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it. Languages. You can speak, read, and write Common and Celestial. Subrace. Three subraces for aasimar exist: protector aasimar, scourge aasimar, and fallen aasimar. Choose one of them for your character. PROTECTOR AASIMAR Protector aasimar are charged by the powers of good to protect the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge them to stand against evil. Ability Score Increase. Your Wisdom score increases by 1. Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. SCOURGE AASIMAR Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle. Ability Score Increase. Your Constitution score increases by 1. Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pouring out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

FALLEN AA SIMAR An aasimar who was touched by dark powers as a youth or who turns evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow. Ability Score Increase. Your Strength score increases by 1. Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. DRAGONBORN Wildemount was the cradle from which all dragonborn civilization grew. The city-state of Draconia rose in the Dreemoth Ravine along the southern edge of the continent, when foreign dragonkin fleeing the gods' wrath during the Calamity forged an alliance with native dragonborn already dwelling there. The colonizing dragonborn, who called themselves draconbloods, worked with the native dragonborn, called ravenites, to build a society that could withstand the wandering monsters of Xhorhas. However, Draconia swiftly descended into corruption and bigotry, and the draconblood ruling class betrayed and enslaved their ravenite kin. Twenty years ago, Draconia was destroyed by the ire of the mighty Chroma Conclave, and the city-state's ruins were occupied by an ancient white dragon named Vorugal. The chaos of the attack upended draconblood civilization, and the ravenite slaves rose up and drove their former masters from the Dreemoth Ravine. Now masters of their own fate, the ravenite dragonborn have rebuilt their home within the ravine and have begun to spread out across the world. DRAGONBORN VARIANTS You can allow a player to choose one of the following dragonborn variants. DRAGONBORN VARIANT: DRACONBLOOD Draconbloods possess long tails and a knack for social manipulation. They remember the days when they were once mighty conquerors. A draconblood uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Damage Resistance traits. Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1. 168 C HAPTER 4 I C HARACTER OPTIONS Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Forceful Presence. You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest. DRAGONBORN VARIANT: RAVENITE Ravenites have no tails and a hearty physique. They remember the days when they were slaves to the draconblood, as well as the day when they overthrew their masters. A ravenite uses the dragon born traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Damage Resistance traits. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest. DRAGONBORN IN THE DWENDALIAN EMPIRE The Dwendalian Empire has seen a massive influx of dragonborn since the fall of Draconia. Most of the draconblood nobles who fled into the empire tried to use their grandiloquent names and titles to earn favors and prestige. But without the power of a nation-state behind them, many of those former slave owners were forced into lives of farming or hard labor. Some in the empire speak in awed whispers of the "former dragonborn princes" who now live as paupers, while others scoff at these haughty dragonborn's delusions of grandeur. Many ravenites have journeyed to the Dwendalian Empire in the years since the death ofVorugal, but the first of those found a colder reception than was given their former masters. The empire had no desire to grant asylum to revolutionaries, and would have turned the ravenites away had the Cerberus Assembly not intervened. For reasons unknown, the Assembly created the shantytown of Talonstadt for displaced ravenites, allowing them to trade labor for lodging there. DRAGONBORN ON THE MENAGERIE C OAST Many of the draconbloods fleeing their ruined city-state settled among the people of the Clovis Concord. Some had beach homes and private villas to flee to, and were

able to establish businesses with the money they had stashed away there. Others were not so fortunate, and were forced to take menial jobs to make ends meet. Many residents of the Clovis Concord feel a twinge of sympathy for the draconblood exiles, but most commoners who have any knowledge of the ravenite uprising see this life of servitude as just punishment. Many of the ravenites who travel to the warm sands of the coast are merchants or wealthy generals or politicians on vacation. As such, all ravenites on the Menagerie Coast are assumed to have wealth-even exiles or penniless adventurers. Any tailless dragonborn who wanders through the cities of the Clovis Concord must constantly fend off hucksters, peddlers, and thieves. DRAGONBORN IN XHORHAS Countless draconbloods fled into the wastes of Xhorhas in search of asylum, and some even dared approach the intimidating walls of Rosohna. The dark elves of the Kryn Dynasty were eager to welcome these formerly isolated people into their ranks-though their reasons for doing so were less than altruistic. More dragonborn living within range of the Luxon's beacons deepens the well of experiences that drow engaged in anamnesis can draw from, bringing their people closer to true enlightenment. The dark elves have no interest in the rift between the draconbloods and the ravenites, and treat both peoples as equals. F1RBOLG FIRBOLGS Firbolgs are a forest-dwelling race native to the Greying Wildlands, particularly the mysterious Savalirwood. Their bodies are covered with thick fur ranging from tones of earthen brown and ruddy red to cool grays and blues, and even to wild hues of pink and green. Their bodies are bovine or camelid in appearance, with floppy, pointed ears and broad, pink noses, but they are bipedal and have hands that can manipulate weapons and objects. Most firbolgs live in extended family units, and it is unusual to find one living alone. However, they are introverted to the point where they seldom engage with other firbolgs outside the family unit, and firbolgs rarely form their own cities, villages, or even large tribes. Despite this, many firbolgs enjoy visiting other nations' settlements for a short time for trade, sightseeing, and to visit friends. FIRBOLGS IN THE DWENDALIAN EMPIRE Most imperial citizens have never even heard of firbolgs. Stories involving these folk are rare, and typically liken them to the giants, depicting firbolgs as hulking humanoid warriors rather than fur-covered nature lovers. People living in the great crossroads city of Zadash might be familiar with one firbolg in particular: the jolly, eccentric enchanter known as Pumat Sol. This familiarity means that many warm quickly to new firbolgs, albeit after some initial surprise. FIRBOLGS ON THE MENAGERIE C OAST Since firbolgs are neither prone to travel nor native to the Menagerie Coast, their numbers along Wildemount's western shores are vanishingly small. The people of the Clovis Concord share the same folk tales of giant-like humanoid firbolgs as the folk of the Dwendalian Empire, and are likewise surprised by their gentle nature when they meet them. FIRBOLGS IN XHORHAS Firbolgs who travel southeast from the Greying Wildlands and cross the Dunrock Mountains might find themselves wandering the wastes of Xhorhas. The territorial monsters that prowl the wastes show no pity to unprepared wanderers, and most firbolg families know better than to undertake such a dangerous journey. CHAPTER 4 I C HARACTER O PTIONS

170 With northern Xhorhas firmly under the control of the Kryn Dynasty, the dark elves have saved a number of firbolg travelers from monsters over the years. Enough of those have remained in the wastes for small firbolg communities to develop in Rosohna and other major Kryn cities. FIRBOLG C LASSES Most firbolgs are druids, rangers, or fighters. Among their kind, these vocations are passed down from one generation to the next. The firbolgs' magical heritage also expresses itself in other ways; those who become bards preserve the clan's lore, and firbolg sorcerers defend their communities. Firbolg wizards arise when a clan becomes friendly with elves. Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements. Firbolg barbarians are rare except among clans that face constant threats from evil humanoids and other invaders. Firbolg clerics and paladins are usually dedicated to nature gods, enforcing their will. Firbolg warlocks are rare, but some clans forge alliances and arcane pacts with powerful fey beings. Firbolg monks are almost entirely unheard of, though a monastery might take in the young survivors of a devastated firbolg clan. FIRBOLG NAMES Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions. By the same token, their clan names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it "home." Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish. FIRBOLG TRAITS --- A firbolg character has the following racial traits. Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1. Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years. Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind. Size. Firbolg stand between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier: C HAPTER 4 I CHARACTER OPTIONS Size modifier = 2dl2 Height = 6 feet + 2 inches + your size modifier in i nches Weight in pounds = 1 75 + (2d6 x your size modifier) Speed. Your base walking speed is 30 feet. Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. Languages. You can speak, read, and write Common, Elvish, and Giant. GENAS! Genasi are exceedingly rare on Exandria, as befits their unique origins. Most live among the elementally attuned Ashari tribes of Tal'Dorei or on the Elemental Planes. However, there are no major rifts to the Elemental Planes in Wildemount, and thus no Ashari to safeguard them. The few genasi who dwell on this continent are often created as the result of a powerful elemental influence at the moment of their birth. A baby born within the eye of a hurricane might become an air genasi, while a fire genasi might be born in the midst of a raging forest fire. Some genasi are more attuned to their native element than others. A genasi with a powerful connection to elemental fire might have their head covered by crackling flames rather than hair. A genasi with a connection to elemental water might have blue-tinged skin and appear to sweat profusely at all times. GENASI IN THE DwENDALIAN EMPIRE ���������- Genasi are so visually distinctive and uncommon that they are treated with equal amounts of surprise and wonder in all the nations of Wildemount. The authoritarian regime of the Dwendalian Empire reacts the most harshly to the unique power of genasi, and the Cerberus Assembly takes the greatest interest in them. Genasi are often press-ganged into joining the assembly under threat of death or exile, and most accept the offer. Those who refuse-and who survive-often take refuge in the empire's criminal underworld, with many finding acceptance in the Myriad crime syndicate.

FROM LEFT TO RIGHT: EARTH GENAS I, WATER GENAS!, FIRE GENAS I, AND AIR: GENAS I GENASI ON THE MENAGERIE C OAST Even the cosmopolitan people of the Clovis Concord react to the sight of a genasi with wonder. Sailors and pirates alike take special interest in genasi, for the power to harness the elements is a gift from the gods on the open sea. GENASI IN XHORHAS Powerful storms wrack the flat plains of Xhorhas, and many who live beyond the walls of the Kryn Dynasty's cities pray to Kord the Storm Lord to win blessings and protection from his wrath. Air, fire, and water genasi are often born under Kord's auspices, and many become shamans serving the folk of Xhorhas. Few earth genasi roam the wastes, though some are said to dwell within the Vermaloc Wildwood. The Kryn know little about the genasi and are eager to rectify that. Their scouts have orders to bring back any genasi they encounter to Rosohna. GENAS! NAMES Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx. GENASI TRAITS A genasi character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2. Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. Alignment. Independent and self-reliant, genasi tend toward a neutral alignment. Size. Genasi are as varied as their mortal parents but are generally built like humans. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2dl0 Height = 4 feet + 8 inches + your size modifier in inches Weight in pounds = 110 + (2d4 x your size modifier) Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. Subraces. There are four major subraces of genasi: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces. AIR GENAS! As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. CHAPTER 4 I CHARACTER OPTIONS

172 Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh. Ability Score Increase. Your Dexterity score increases by 1. Unending Breath. You can hold your breath indefinitely while you're not incapacitated. Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. EARTH GENASI As an earth genasi, you are descended from the cruel and greedy dao, though you aren't necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action. Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. Ability Score Increase. Your Strength score increases by 1. Earth Walk. You can move across difficult terrain made of earth and stone without expending extra movement. Pass without Trace. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. FIRE GENAS! As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens spot actual flames dancing on their heads. Fire genasi voices sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone. Ability Score Increase. Your Intelligence score increases by 1. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is a shade of red. C HAPTER 4 I CHARACTER OPTIONS Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the produce flame cantrip. When you reach 3rd level, you can cast burning hands as a 1st-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. WATER GENAS! The lapping of waves, the spray of sea foam on the wind, the ocean depths-these things call to your heart as a descendant of the turbulent marids. You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi's hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams. Ability Score Increase. Your Wisdom score increases by 1. Acid Resistance. You have resistance to acid damage. Amphibious. You can breathe air and water. Swim. You have a swimming speed of 30 feet. Call to the Wave. You know the shape water cantrip (see below). When you reach 3rd level, you can cast create or destroy water as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. SHAPE WATER Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. • You cause the water to form into simple shapes and animate at your discretion. This change lasts for 1 hour. You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

GNOMES Gnomes are not native to Wildemount, and are relatively uncommon even in an age of swift boats from Marquet and flying airships from Tal'Dorei. They hail from the distant continent of Issylra and were largely content to remain there after the Calamity. In lands inhabited by people taller and stronger than them, gnomes often resort to living exclusively among other gnomes for their own security. This attitude has kept the gnomes of Wildemount safe for generations, but it has also instilled many gnomish societies with a pernicious strain of xenophobia. GNOMES IN THE DWENDALIAN EMPIRE Two major gnome ethnic groups exist within the Dwendalian Empire, one centered in the mountain-city of Hupperdook and the other in the wooded Velvin Thicket. The rock gnomes of Hupperdook originally settled the Silberquel Ridge, and formed their enclave as a defense against bandits and brigands who hunted their kind for sport. This settlement predated the rise of the empire, and after a long and unprecedented period of imperial diplomacy-rather than conquest-the Hupperdook gnomes were finally convinced to add their cultural knack for invention to the empire's might. The forest gnomes of the Velvin Thicket have resisted imperial takeover for decades. As a result, though most people in the empire see gnomes as their loyal friends and allies, many folk in the empire's western reaches view gnomes as obstinate, backcountry hicks. GNOMES ON THE MENAGERIE C OAST Large numbers of gnomes live within the Clovis Concord, primarily in the city of Gwardan, where a group of gnomes who seceded from Hupperdook settled before the Concord's founding. Just as the elves of Gwardan were the metaphorical architects of the original concordance that founded the nation of city-states, the gnomes of Gwardan were the literal architects of the Clovis Concord's magnificent cities and halls of governance. A rock gnome by the name of Ionia Marbleweaver is revered as the grandmother of Concordian art and architecture for her innovative use of columns, frescoes, and friezes, all of which feature prominently in the great buildings of the Menagerie Coast's cities. GNOMES IN XHORHAS Most Xhorhasians' only contact with gnomes is a brief glimpse of a deep gnome scurrying about the Underdark carrying armfuls of gems. The deep gnomes have little interest in surface politics, and even try to stay neutral in the underground war between the Kryn Dynasty and the duergar rebels. For the most part, the deep gnomes and their settlements are small enough to remain unnoticed by larger folk. GOBLINKIN The civilized people of the world consider goblins to be nothing more than monsters-and in many ways, they're right. Goblins and their cousins, the hobgoblins and bugbears, were first created by Bane, the Strife Emperor, as foot soldiers for his unholy army. Eons ago, when the flames of the Calamity burned across Exandria, the Betrayer Gods gathered in the realm that would eventually become Xhorhas. There, they found a people known as the dranassar. An ancestor race to the goblinoids, the dranassar were tall and beautiful, strong of body and mind, and fleet of foot. Their hair was thick and black, and their skin gleamed like gold. Most of the dranassar willingly served the divine beings that descended upon their land, but a few fought back against the Betrayer Gods' rule. Bane, a cruel tyrant even among the Betrayer Gods, smote the rebellious dranassar and twisted them into the goblinkin. When the armies of the Betrayer Gods wanted for skirmishers, Bane twisted the dranassar into goblins. When he was in need of loyal soldiers, he made them into hobgoblins. And when brute force was required, he sculpted them into bugbears. As the war of gods and mortals raged on, Bane corrupted even those dranassar who remained loyal to him. The Betrayer Gods are long since defeated, but the goblinkin survived-leaderless, lost, and fallen into chaos. It is said that the voice of Bane still whispers into the minds of the goblinkin, goading them to commit senseless acts of cruelty against all they see. Few goblins can steel their will against Bane's foul whispers, but those who do live peaceful lives free of the god's influence. Likewise, people who are transfigured into goblins or reborn as goblins do not hear the voice of Bane, and are free from his curse of strife. GOBLINKIN IN THE DWENDALIAN EMPIRE Goblins living in Western Wynandir form small tribal groups and do their best to evade the vigilant eye of the imperial army. The fearsome soldiers of the Righteous Brand, known to the goblins as drohurror or "terrorfolk," are the greatest threat to the tribes. But with goblins treated as little better than vermin throughout the empire, any imperial citizen strong enough to wield a pitchfork can be a threat in their own right. With most goblins in the empire tormented by Bane's homicidal whispers, the people of the empire are just as fearful of goblinkin as the goblins are of them. Farmers and folk in rural regions such as the southern Marrow Valley take special precautions against goblin raids, and kill goblins on sight as if they were marauding animals. Even goblins who manage to free themselves of Bane's influence are hard-pressed to overcome the fears of the empire's rural folk. By contrast, city dwellers are rarely exposed to goblin raiders, and though they might react with suspicion and fear when seeing a goblin on the street, most are more accepting of the notion that not all goblins are evil. C HAPTER 4 I C HARACTER OPTIONS 1 73

r74 GoBLINKIN ON THE MENAGERIE C OAST Goblins are a rare sight on the Menagerie Coast, so most folk who live there know of them only through folklore and stories told by travelers. With visitors from the Dwendalian Empire, the realms of Tal'Dorei, and Marquet common on the coast, most of those stories are tales of the vicious goblins of the Ravager horde of Tal'Dorei or the fearsome Duneburrow goblins of the far-off Marquesian deserts, painting a deeply unwholesome picture of goblinkin. People living along the northern Menagerie Coast, in cities such as Gwardan, have firsthand accounts of the goblins and bugbears who have recently settled in the Lushgut Forest. Those who worship the Wild Mother in Gwardan have long seen the forest as one of her most sacred places, and initially reacted with fear to the forest's "monstrous invaders." But with the bugbears and goblins having freed themselves of Bane's corrupting influence through druidic meditation, they are slowly fostering friendship with the people of Gwardan. GOBLI N KIN AND THE CURSE OF STR I FE The term "goblinkin" refers to three types of related peoples: goblins, hobgoblins, and bugbears. All three are affected by Bane's curse of strife, allowing his foul voice to prey upon their minds from beyond the Divine Gate. Gobl inkin who manage to overcome Bane's curse are freed from the com pulsion that leads them to evi l. Unless the goblinkin was freed near birth, however, they have likely i nternal ized their bias toward law, chaos, or neutral ity, and might retain that aspect of their al ignment even after the curse is broken. It is nearly impossible for a goblin kin to break Bane's curse on their own. Only those who undergo particularly traumatic events or are shown exceptional compassion typically find the inner strength to do so. Whenever a gobl in kin returns to consciousness after being reduced to 0 hit points, they can make a DC 20 Wisdom saving th row, with advantage if they were brought back to life. On a success, the gobl inkin breaks free from the curse of strife. A gobl inkin ta rgeted by remove curse can also make this saving throw, with advantage on the save if the caster is a trusted companion. Many bugbears are cleansed of the curse from birth by a d ruidic order of bugbears who managed to break free from Bane's i nfl uence decades ago. These bugbears never develop a chaotic, isolationist nature, and readily band together with druids and other defenders of the wilderness. Goblins who suffer from the curse of strife are typically neutral evil, goaded by Bane to comm it acts of wanton destruction and mal ice among the folk of the mortal races that opposed him in the Calamity. Hobgoblins afflicted by the curse of strife are almost exclusively lawful evi l, and are urged toward acts of conquest. Their societies are regimented like military dictatorships, and hobgoblin despots are the scourges of whole nations. Bugbears who suffer under Bane's influence are typically chaotic evil, and are commanded to isolate themselves from all bonds and ties of camaraderie so as to maximize the suffering of those they brutalize. C HAPTER 4 I C HARACTER OPTIONS GOBLINKIN IN XHORHAS Goblins, hobgoblins, and bugbears are a common sight in Xhorhas, especially around Rosohna-for it was here that Bane first created the goblinkin from the noble dranassar. The people of the Kryn Dynasty have made efforts to forge close ties with the goblinkin who have made their home in the region, and have even managed to subvert the curse of strife by the power of the Luxon. Any creature reborn into a goblinkin body is born without the curse, and any natural-born goblin born within one hundred miles of a Luxon beacon is likewise shielded from Bane's seed of corruption. BUGBEAR RACIAL TRAITS A bugbear character has the following racial traits. Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1. Age. Bugbears reach adulthood at age 16 and live up to 80 years. Alignment. Bugbears value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders. Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2dl2 Height = 6 feet + your size modifier in inches Weight in pounds = 200 + (2d6 x your size modifier) Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Sneaky. You are proficient in the Stealth skill. Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. Languages. You can speak, read, and write Common and Goblin. GOBLIN RACIAL TRAITS A goblin character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Goblins reach adulthood at age 8 and live up to 60 years. Alignment. Goblins tend to look out for themselves, preferably without drawing unwanted attention from any larger and more powerful people. Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Here's

how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d4 Height = 3 feet + 5 i nches + your size modifier in i nches Weight in pounds = 35 + your size modifier Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Languages. You can speak, read, and write Common and Goblin. HOBGOBLIN RACIAL TRAITS A hobgoblin character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1. Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs. Alignment. Hobgoblins adhere to a strict code of honor and a rigid idea of martial discipline. Most are lawful, tending toward harsh enforcement of their laws. Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2dl 0 Height = 4 feet + 8 i nches + your size modifier in inches Weight in pounds = 110 + (2d4 x your size modifier) Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Martial Training. You are proficient with two martial weapons of your choice and with light armor. Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. Languages. You can speak, read, and write Common and Goblin. GOLIATHS The goliaths of Exandria are a mighty people with stone giant blood running in their veins. Most stand well over seven feet tall and are blessed with a naturally powerful physique. Like their stone giant progenitors, goliaths are GOLIATHS a rare sight in Wildemount. Most live on isolated peaks in the Cyrios Mountains, the Penumbra Range, and on the isolated land of Eiselcross. Those few goliaths who are exiled from their herds and wander into more densely peopled lands are uniformly greeted with fear and confusion. Goliaths have a compulsion to compete and keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills. Above all else, they are driven to outdo their past efforts. Few goliaths reach old age, as most die attempting to surpass their past achievements. Among goliaths, any adult who can't or won't contribute to the herd is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play. GOLIATH NAMES Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname assigned by the herd's chief, and a family or herd name. CHAPTER 4 I CHARACTER OPTIONS 175

Goliath Birth Names: Aukan, Eglath, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak Goliath Nicknames: Bearkiller, Fearless, Horncarver, Keeneye, Lonehunter, Rootsmasher, Steadyhand, Twice-Orphaned, Twistedlimb, Wordpainter Goliath Herds: Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga GOLIATH TRAITS A goliath character has the following racial traits. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. Alignment. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality. Size. Goliaths stand between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2dl0 Height = 6 feet + 2 inches + your size modifier in inches Weight in pounds = 200 + (2d6 x your size modifier) Speed. Your base walking speed is 30 feet. Natural Athlete. You have proficiency in the Athletics skill. Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Languages. You can speak, read, and write Common and Giant. ROLEPLAYING A KEN KU If you're playi ng a kenku, constant attempts to mimic voices can come across as confusing or i rritating rather than entertaini ng. You can just as easily describe the sounds your character makes and what they mean. Be clear about your character's intentions unless you're deliberately aiming for inscrutable or mysterious. You might say, "Snapper makes the noise of a hammer slowly and rhythmically tapping a stone to show how bored he is. He plays with his dagger and studies the Cobalt Soul agent sitting at the bar." Creating a vocabulary of noises for the other players to decode might sound like fu n, but it can prove distracting and could slow down the game. C HAPTER 4 I C HARACTER OPTIONS HALF-ELVES Half-elves occupy all lands where humans and elves gather. In ancient times, the appearance of half-elves was a cause for alarm in elven society, for prejudiced elves saw the union between elves and humans as a symptom of impurity in their blood and culture. Such attitudes have cooled across the continent in recent centuries, and most elven societies now feature a diverse array of people-notably the pluralistic union of dwarves and elves in the city-state of Uthodurn and the diverse peoples of the Kryn Dynasty. HALF-ELVES IN THE DWENDALIAN EMPIRE The Dwendalian Empire sees half-elves as a sign that imperial rule is healthy, and that people are traveling across and strengthening the bonds of its disparate provinces. However, this belief is less pervasive in the elven enclave of Bysaes Tyl, which was coerced into joining the empire decades ago. The elves of Bysaes Tyl are dedicated to maintaining a tenuous grasp on their lost realm of Molaesmyr, and any elf who bears a non-elf child is considered a traitor to their ancient culture. HALF-ELVES ON THE MENAGERIE C OAST In some ways, the Clovis Concord can be considered a half-elf nation, founded as it was by the native human Ki'Nau people and by elf and human settlers from Marquet. Half-elves are also a common sight arriving on passenger ships from Tal'Dorei. The elves of Syngorn, the center of elven culture in Tal'Dorei, still hold a shameful and outdated view of their half-elf children, many of whom seek passage or stow away on ships to the Menagerie Coast to start new lives. HALF-ELVES IN XHORHAS Half-elves of all different ancestries dwell within the lands of the Kryn, with most having one dark elf parent. The idea of elves forming relationships and even having children with people of other humanoid races has long since been accepted throughout Kryn lands-so much so that it seems somewhat unnatural when people outside the culture express surprise at half-elves with small, minotaur-like horns, or with the tufted ears and yellow eyes of a bugbear. KEN KU In ancient times, kenku were black-winged angels-ambassadors who served the Raven Queen as her emissaries of death. Their voices were once heard across entire planes, calling the dead to the Raven Queen's embrace. The kenku likewise served as her loyal warriors in the Calamity, and even saved her from a near-fatal encounter with the Betrayer God known as Tharizdun. Though the kenku saved the Raven Queen from oblivion, all of her black-winged emissaries were consumed by Tharizdun's infinite void. For long years, the kenku were thought to have been annihilated, and it was only

when Tharizdun was defeated and chained by the god Ioun near the Calamity's end that they were freed. When the gods sealed themselves behind the Divine Gate, the Raven Queen realized what her emissaries had sacrificed to save her. Though the kenku survived oblivion, they returned as mortals, stripped of all the divine gifts their god had bestowed on them: their voices, their wings, and all memories of their past existence. Bearing Tharizdun's curse of oblivion, the kenku were reduced to squat beings that could speak only by mimicking the words of others. Kenku exist across Wildemount in small numbers. Considered by most to be monsters, they keep to themselves as a result, always longing for something they can neither ask for nor explain. Something in a kenku's mind stirs when it looks to the sky and see birds flying freely-an ancient longing, and a memory trapped within oblivion. KENKU NAMES Kenku names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names. Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Sample names include Smasher, Clanger, Slicer, and Basher. Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler. Some kenku are law-abiding and pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter. KENKU TRAITS A kenku character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60. Alignment. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook. Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d8 Height = 4 feet + 4 inches + your size modifier in inches Weight in pounds = 50 + (ld6 x your size modifier) Speed. Your base walking speed is 30 feet. Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects. Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand. Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check. Languages. You can read and write Auran and Common, but you can speak only by using your Mimicry trait. 0RC S AND HALF- 0RC S The first half-ores in Wildemount were born of a union between human warriors and ore traitors in the final days of the Calamity. Ores are one of Exandria's youngest races, and are said to have been born from elves seared by the blood of Gruumsh, the Ruiner, when Corell on pierced the ore god's eye on the field of battle. For long years, ores were feared as mindless abominations, drawn to slaughter like moths to flame. Stories tell of how the blood of the Ruiner flows in the veins of all ores, driving them to commit acts of terrible violence and anger. Ores call this fury hgar'Gruum, or the curse of ruin, and use it to refer to everything from battle rage to a bad temper. Half-ores are said to have C HAPTER 4 I CHARACTER OPTIONS 177

inherited the blood of the Ruiner, and to carry the same bloodlust and fury that ores do. Ores and half-ores do feel a certain pull toward violence and anger. But the simple truth is that there is no curse of ruin. No supernatural power drives ores to kill. Rather, they are simply victims of the same selfish, violent impulses that corrupt all mortal beings. HALF-0RCS IN THE DWENDALIAN EMPIRE The orcish settlement of Bladegarden was incorporated into the Dwendalian Empire after the fall of the Julous Dominion, nearly three hundred years ago. Ores are now renowned as some of the empire's most accomplished soldiers, though many folk still fear the ancient legends of the curse of ruin. Half-ores are proud of their heritage, though many are wary of the wrathful curse that supposedly drives them to violence. Those who embrace this gift of fury often enlist in the Righteous Brand to focus their rage against the enemies of the empire. Other half-ores reject the idea that they are destined for violence, and rely on faith, meditation, and friendship to live peaceful lives. HALF-0RCS ON THE MENAGERIE C OAST The folk of the Clovis Concord welcome people of all kinds to their shores, yet ores and half-ores are uncommon in Concordian cities. Most half-ores on the Menagerie Coast come from the continent of Tal'Dorei as visitors, merchants, or mercenaries, and rarely settle. Half-ore children in the settlements of the coast are often bullied for their unusual teeth. Only the Concordian city of Othe has a significant half-ore population. Originally established as a spiritual site for the Ki'Nau people, the city has long attracted ores and half-ores who believe that the curse of ruin has caused them to lash out at those they love. In Othe, they find peace through spiritualism-and a place to belong. HALF-0RCS IN XHORHAS The ores of Xhorhas are a predominantly nomadic people, living in mixed clans of ores, humans, and bugbears. They wander the wastes, taming the indigenous beasts and trading with Kryn settlements. The relationship between the ores and the Kryn is relatively peaceful, though many nomadic ores are angered when Kryn souls are reborn in ore bodies. These ores nonetheless readily accept Kryn into their roving clans, seeing it as a point of pride that a city dweller has been drawn to a more exciting life in the chaos of the wastes. Most half-ores in Xhorhas have human or drow blood. In the culture of the Xhorhasian nomads, the union of ores and goblinkin is strictly taboo, for the clans' elders fear the uncontrolled madness of a soul afflicted by both Gruumsh's curse of ruin and Bane's curse of strife. 0RC TRAITS Exandrian ores are not bound to commit acts of evil by nature. An ore character has the following racial traits. C HAPTER 4 \ C HARACTER OPTIONS Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Ores reach adulthood at age 16, and live up to 80 years. Alignment. Ores fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law (rejecting it). Size. Ores stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier= 2d8 Height = 5 feet + 4 i nches + your size modifier in inches Weight in pounds = 1 75 + (2d6 x your size modifier) Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Primal Intuition. You have proficiency in two skills of your choice from the following list: Animal Handling, Insight, Intimidation, Medicine, Perception, and Survival. Languages. You can speak, read, and write Common and Ore. TABAXI The catlike tabaxi are an agile, witty, and playful folk who have long lived among the indigenous Ki'Nau people of the Menagerie Coast and in the cold northern forests of the Greying Wildlands. Said to have been born from the dreams of Melora within the jungles of Wildemount's more temperate regions, they are natural hunters with keen senses and predatory instincts. The tabaxi of Exandria are also well known for their social guile. Many are taken with a love of wordplay and debate, often engaging travelers in philosophical conversations meant to challenge the intellect and to subtly gauge the disposition of strangers. Tabaxi can be found in small numbers throughout Wildemount and are generally well thought of. Some make up small clans in the wilderness beyond the boundaries of Wildemount's major societies. Others are content to stand out among the other folk of those larger nations. Deft at crafts, hunting, and commercial enterprises, many tabaxi find themselves drawn toward an entrepreneurial existence, while some fall naturally into the more dangerous pursuits of an adventurer's lifestyle. Politics hold a conversational curiosity for some, but only a few tabaxi are driven enough to ascend to positions of political power, most commonly along the Menagerie Coast. Even so, most catfolk are happier away from the limelight, slyly convincing others to visibly take the risks for them.

FLEETING FANCIES Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets. A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might even take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare. TABAXI NAMES Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to all genders, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan's territory. The following list of sample tabaxi names includes nicknames in parentheses. Tabaxi Names: Cloud on the Mountaintop (Cloud), Five Timber (Timber), Flask of Wine (Flask), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke) Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain Tree, Red Butterfly, Rumbling River, Snoring Mountain TABAXI TRAITS A tabaxi character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1. Age. Tabaxi have lifespans equivalent to humans. Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed and other dark impulses. Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2dl0 Height = 4 feet + 10 inches + your size modifier in inches Weight in pounds = 90 + (2d4 x your size modifier) Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Cat's Talent. You have proficiency in the Perception and Stealth skills. Languages. You can speak, read, and write Common and one other language of your choice. TIEFLINGS Centuries have passed since the tieflings first faced persecution for their fiendish heritage in the Age of Arcanum. Although a certain mystique still surrounds their kind, most people in Wildemount grew up alongside tieflings, and the tides of war have brought tiefling soldiers, merchants, and entertainers into even the most rural and isolated regions of the continent. For the most part, only overzealously devout paladins and folk raised on the dark tales of an ancient age might actively wish harm on tieflings. Exandrian tieflings have a wide array of skin tones, all of them vibrant and colorful. The most common hue is a deep crimson, but shades of purple, blue, green, and even yellow and pink have been seen throughout the world. It's not known what causes these variations, as even tiefling parents with the same skin tone can have children of wildly different colors. C HAPTER 4 I C HARACTER OPTIONS 1 79

180 TIEFLINGS IN THE DWENDALIAN EMPIRE Most imperial tiefiings live in the cities of the empire or in small communes in the countryside. Many are encouraged by their parents to join the Crownsguard or the Righteous Brand to valiantly serve the empire, and a direct connection can be drawn between the tieflings' ancient persecution and their focus on military service. Centuries ago, countless tieflings joined the armies of the Julous Dominion in hopes of winning glory and proving themselves the equals of their oppressors. Over time, many found acceptance in the eyes of the Julous people and its government, eventually becoming hardline loyalists of the Julous Dominion. Their spirits were thus crushed when the dominion fell to the mighty armies of the invading Dwendalian Empire. Three generations have passed since the fall of the dominion, and many adult tieflings still remember the war stories their grandparents told them as children. The empire's propagandists have been quick to capitalize on this, stoking a hunger for glory that sees the lives of eager tiefiings fuel the imperial war machine. C HAPTER 4 I C HARACTER OPTIONS TIEFLINGS ON THE MENAGERIE C OAST Tiefiings' extravagant skin tones and striking horns are considered attractive in the culture of the Clovis Concord, and many tiefiings have capitalized on this reaction to become entertainers. Some of the best-known tiefiing actors, gladiators, and musicians found their start on the Menagerie Coast-as have innumerable entertainers of the bawdier sort, including the prominent Nicodranas courtesan known as Ruby of the Sea. Many such performers have gone on to perform at the court of King Bertrand Dwendal, or to tour the distant lands of Tal'Dorei and Marquet. TIEFLINGS IN XHORHAS Some legends talk of how the first tieflings were born in Ghor Dranas. Asmodeus, Lord of the Nine Hells, is said to have tempted a number of that city's original inhabitants into tying their bloodlines to his own infernal power in exchange for magical knowledge. Though the truth of the tale is impossible to confirm, Rosohna maintains a significant tiefiing population, and tiefiings are a common sight in Kryn society. TORTLES For centuries, the people of Xhorhas and the Dwendalian Empire believed tortles to be a hoax concocted by Concordian hucksters. In truth, tortles are an ancient and long-lived people who dwell within the jungles and along the beaches of the Menagerie Coast. Most tortles who journey far from the coast begin to feel pangs of homesickness, which can develop into a depression. Tortles are almost unheard of beyond the sunny shores of the Menagerie Coast. LIFE OF A TORTLE A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own. A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an urge to see more of the world. It gathers up its gear and travels, returning months or years later with stories of its exploits. When a tortle nears the end of its lifespan, it seeks out a mate. Tortles lay their eggs (numbering as few as one or as many as a dozen) in a fortified compound. If no such compound exists, they build one. The parents spend the remainder of their lives guarding it, defending their offspring, and sharing their knowledge. When the children grow up, they pick up whatever weapons and tools their parents left behind and set out on their own.

TORTLE NAMES Tortles prefer non-gender-specific names that are usually no more than two syllables. Tortles don't have surnames or family names. Male and Female Names: Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog TORTLE TRAITS A tortle character has the following racial traits. Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1. Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years. Alignment. Tortles tend to lead orderly, ritualistic lives. They develop routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos. Size. Tortle adults stand 5 to 6 feet tall and average about 450 pounds. Their shells account for roughly onethird of their weight. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d8 Height = 4 feet + 10 inches + your size modifier in inches Weight in pounds = 400 + (2d4 x your size modifier) Speed. Your base walking speed is 30 feet. Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air. Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell. Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts. Languages. You can speak, read, and write Aquan and Common. HOLLOW ONE The eastern coast of Xhorhas, known to the Kryn as Blightshore, is a land scarred by evil magic. Among the creations of that foul place are the Hollow Ones, beings whose souls have left for the afterlife, yet whose bodies still retain a fragment of their former selves. The magic that sustains Hollow Ones is a mystery. Most Hollow Ones are reborn after dying in Blightshore, suggesting that the spell-scarred nature of the land brought them back for an unknown purpose. Yet some beings find that, days after they died, they awaken, clutching to life, with only a terrible emptiness inside to remind them of their death. In Blightshore, Hollow Ones are seen as a people like any other. They seem strange, but the adventurous and hardy folk of Blightshore are used to making allies with strange creatures. Elsewhere, Hollow Ones are indistinguishable from living creatures, save for the faint stench of necromancy that lingers about them. The transition from life to becoming a Hollow One affects different people to different degrees. Some let their anger and regret consume them. Others use their second chance to become a brighter force in the world. However, all Hollow Ones are marked by their new existence: feelings of unease, dread or sadness cling to them like tattered rags of their past life. C HAPTER 4 I CHARACTER O PTIONS i8r

� - ·- liOLLOW ONE SUPERNATURAL GIFT: HOLLOW ONE The Dungeon Master has the option to allow a character created in a Wildemount campaign to be a Hollow One. Alternatively, a character who perishes in the course of a campaign might return as a Hollow One, created by the mysterious forces that scar the land. As a Hollow One, the void left behind by your departed soul is filled with the strange magic of Blightshore. Becoming a Hollow One is a supernatural gift (see "Supernatural Gifts" in chapter 7 of the Dungeon Master's Guide) that bestows upon you the following traits. Ageless. You don't age, and effects that would cause you to age don't work on you. Cling to Life. When you make a death saving throw and roll 16 or higher, you regain 1 hit point. Revenance. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type. Unsettling Presence. As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest. I8'.2 C HAPTER 4 I CHARACTER OPTIONS SUBC LASSES This section includes three new subclass options: the Echo Knight for the fighter and Chronurgy Magic and Graviturgy Magic for the wizard. DUNAMIS AND DUNAMANCY Dunamis is the primal magical energy of potentiality and actuality, an anticipatory arcane force that helps shape the multiverse and might very well be what holds its elements together, like an infinite web of unseen tethers. Manifesting as a translucent gray energy that shimmers and drifts like an ethereal cloud of mist when gathered, dunamis darkens as it vibrates and condenses to the moment of action or invocation, manipulating fundamental aspects of reality. Those who study to control and tap into this near-invisible power can subtly bend the flow of time and space by controlling the forces of localized gravity, peering into possible timelines to shift fate in their favor, and scattering the potential energy of their enemies to rob them of their potency. Dunamancy is an ancient, esoteric study of magic almost unknown across Exandria. Facets of dunamancy have quietly bled into the more common applications of spellcraft like an unrealized glimpse behind the curtain of creation. Mages who pursue the study of this strange and complex force call themselves dunamancers, and their interest in learning to alter the fabric of gravity, potential, and time often coincides with a hunger to understand the oldest mysteries of the cosmos. BEYOND THE KRYN DYNASTY Although the Kryn Dynasty is responsible for the carefully guarded development and refining of dunamancy, the mysteries of this magical art have long since spread beyond the dynasty's borders. The hidden secrets of harnessing dunamis eventually found their way into the hands of the Cerberus Assembly and have continued to slowly disseminate across all Wildemount as a result. If you are considering a character pursuing a path involving the manipulation of dunamis, you can easily tie your story into the Kryn Dynasty and the ready access to dunamancy it provides. But you can also consider where else in the world dunamancy might have spread, and how its secrets have influenced your character's path. You might have stumbled into a cabal of defecting Kryn expatriates who teach you their ways, or you might have been entrusted with learning such secrets as a means of fighting the Kryn with their own power. Work with your Dungeon Master and figure out a fun and logical way that your character and the mysterious power of dunamancy might have crossed paths. In campaigns outside Wildemount, there is no factional control of dunamancy, so the implementation of this arcane discipline is entirely open. Talk to your Dungeon Master about how dunamancy might fit into their campaign, and how your character's story could be woven into that lore.

DuNAMIS AS A MARTIAL Focus Life is an extended series of choices. Every crossroads offers paths to different possibilities. The reality of each possible choice begins to coalesce as you approach the moment of decision, with multiple timelines humming with opportunity. Once a choice is made, one path sparks to life and continues while others fade, their energy of potentiality diffusing into the multiverse. A rare few characters learn to invoke and harness this released dunamis in the throes of battle to enhance their martial capabilities-and such warriors are uniformly feared. FIGHTER The fighter takes many forms in Wildemount, from the grizzled mercenary who earns their keep by the might of their blade, to the dedicated soldier who fights for the banner of their homeland, to the hearty treasure hunter whose skill with a weapon is their finest asset. At 3rd level, a fighter gains the Martial Archetype class feature described in the Player's Handbook. The Echo Knight is a new option for that feature. ECHO KNIGHT A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes. MANIFEST ECHO 3rd-level Echo Knight feature You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. ECHO K N IGHT UNLEASH INCARNATION 3rd-level Echo Knight feature You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. ECHO AVATAR 7th-level Echo Knight feature You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1 ,000 feet away from you without being destroyed. SHADOW MARTYR 10th-level Echo Knight feature You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo. Once you use this feature, you can't use it again until you finish a short or long rest. C HAPTER 4 I C HARACTER OPTIONS

RECLAIM POTENTIAL 15th-level Echo Knight feature You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. LEGION OF ONE 18th-level Echo Knight feature You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead. In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature. CHRONURGV W11.ARO C HAPTER 4 I C HARACTER OPTIONS WIZARD The brightest minds of Wildemount often find themselves gravitating to the ancient and dangerous study of magic. Some train for decades within the halls and towers of academies, while others learn their craft in the shadows, keeping their discoveries to themselves. At 2nd level, a wizard gains the Arcane Tradition class feature described in the Player's Handbook. Chronurgy Magic and Graviturgy Magic are two new traditions available to wizards. CHRONURGY MAGIC Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye. CHRONAL SHIFT 2nd-level Chronurgy Magic feature You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. You can use this ability twice, and you regain any expended uses when you finish a long rest. TEMPORAL AWARENESS 2nd-level Chronurgy Magic feature You can add your Intelligence modifier to your initiative rolls. MOMENTARY STASIS 6th-level Chronurgy Magic feature As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. ARCANE ABEYANCE 10th-level Chronurgy Magic feature When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny

object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost. A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes. Once you create a bead with this feature, you can't do so again until you finish a short or long rest. CONVERGENT FUTURE 14th-level Chronurgy Magic feature You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way. GRAVITURGY MAGIC Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies. ADJUST DENSITY 2nd-level Graviturgy Magic feature As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws. Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller. GRAVITY WELL 6th-level Graviturgy Magic feature You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell. ' " . .,, GRAVITU RGY W1-iARD ... •. . .. •• VIOLENT ATTRACTION 1 0th-level Graviturgy Magic feature ' • • When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra ldlO damage of the weapon's type. Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2dl0. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. EVENT HORIZON 14th-level Graviturgy Magic feature As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement. Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it. C HAPTER 4 I C HARACTER OPTIONS •

r86 DUNAMANCY SPELLS This section presents a sampling of spells developed through the manipulation of dunamis. These spells are available to the wizard subclasses previously mentioned in this chapter, as well as other spellcasting classes with the Dungeon Master's consent (see the "Dunamancy for Non-Dunamancers" sidebar). DUNAMANCY SPELL LIST (AN TRIPS sapping sting (necromancy) LEVEL 1 gift of alacrity"' (divination) magnify gravit("'' (transmutation) LEVEL 2 fortune's favor (divination) immovable object'""' (tra nsmutation) wristpocket (conjuration, ritual) LEVEL 3 pulse wave (evocation) LEVEL 5 temporal shunt* (transmutation) LEVEL 6 gravity fissure'"'' (evocation) LEVEL 7 tether essence (necromancy) LEVEL 8 dark star""" (evocation) reality break''' (conjuration) LEVEL 9 ravenous void""" (evocation) time ravage''' (necromancy) LEVEL 4 "' chronurgy spell gravity sinkhole""' (evocation) ,.,,., gravitu rgy spell SPELL DESCRIPTIONS The spells are presented in alphabetical order. DARK STAR 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes) Duration: Concentration, up to 1 minute This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force. For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a CHAPTER 4 I C HARACTER OPTIONS 0UNAM AN CY FOR NoN-0UNAMANCERS The esoteric powers developed and harnessed through the use of dunamis are sti ll very much a rare and carefully guarded feature of the Kryn Dynasty in Wildemount. However, such arcana is hard to keep h idden, especially in times of war. Spies and defectors have long smuggled out the secrets of this obscure magical practice, and even now it slowly disseminates beyond Xhorhas. Dunamancy spells are readily available to the wizard subclasses in this chapter and should not be simply added to the fu ll spell lists of other spel lcasting classes. However, the Dungeon Master can consider al lowing other spellcasting classes opportunities throughout the campaign to learn a handfu l of dunamancy-themed spells as rewards. Perhaps the characters uncover a cache of magical contraband, among which is a couple of spell scrolls, or a traveling acolyte takes some downtime with a friendly cleric character and opens their mind to some of the stranger secrets of the u n iverse, u nlocking a spell or two. There are many unique ways to bring these spells into your game without requiring any specific du namis-wielding subclasses to be present in the adventuring party. successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. FORTUNE'S FAVOR 2nd-level divination Casting Time: 1 minute Range: 60 feet Components: V, S, M (a white pearl worth at least 100 gp, which the spell consumes) Duration: 1 hour You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. GIFT OF ALACRITY 1st-level divination Casting Time: 1 minute Range: Touch Components: V, S Duration: 8 hours You touch a willing creature. For the duration, the target can add ld8 to its initiative rolls.

DARK STAR GRAVITY FISSURE 6th-level evocation Casting Time: 1 action Range: Self ( 100-foot line) Components: V, S, M (a fistful of iron filings) Duration: Instantaneous You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by ld8 for each slot level above 6th. GRAVITY SINKHOLE 4th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a black marble) Duration: Instantaneous A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes SdlO force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by ldlO for each slot level above 4th. IMMOVABLE OBJECT 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration: 1 hour You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet. C HAPTER 4 I C HARACTER OPTIONS

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled. MAGNIFY GRAVITY 1st-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 round The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by ld8 for each slot level above 1 st. REALITY B REAK PULSE WAVE 3rd-level evocation Casting Time: 1 action Range: Self (30-foot cone) Components: V, S Duration: Instantaneous You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or have as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by ld6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd. RAVENOUS Vorn 9th-level evocation Casting Time: 1 action Range: 1 ,000 feet Components: V, S, M (a small, nine-pointed star made of iron) Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried. When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying. REALITY BREAK 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a crystal prism) Duration: Concentration, up to 1 minute You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a dlO at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success. REALITY BREAK EFFECTS dl O Effect 1 -2 Vision of the Far Realm. The target takes 6dl2 psychic damage, and it is stunned until the end of the turn. 3-5 Rending Rift. The target must make a Dexterity saving th row, taking 8dl2 force damage on a failed save, or half as much damage on a successful one. 6-8 Wormhole. The target is teleported, along with everything it is weari ng and carryi ng, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes l Odl 2 force damage and is knocked prone. 9-1 0 Chill of the Dark Void. The target takes l Odl 2 cold damage, and it is blinded until the end of the turn. SAPPING STING Necromancy can trip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take ld4 necrotic damage and fall prone. This spell's damage increases by ld4 when you reach 5th level (2d4), 1 1th level (3d4), and 17th level (4d4). TEMPORAL SHUNT 5th-level transmutation Casting Time: 1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell Range: 1 20 feet Components: V, S Duration: 1 round You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other. TETHER ESSENCE 7th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes) Duration: Concentration, up to 1 hour Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both. TIME RAVAGE 9th-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes) Duration: Instantaneous CHAPTER 4 I C HARACTER OPTIONS

You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10dl2 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age. WRISTPOCKET 2nd-level conjuration (ritual) Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 hour You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet. SOCIAL STATUS RE LATIONSHIPS d20 Background Clovis Concord Acolyte 1 ally 2 Acolyte (Luxonborn) 3 Charlatan l ally 4 Criminal l rival 5 Criminal (Myriad operative) l rival 6 Entertainer 1 ally 7 Fol k Hero 1 ally 8 G rinner 1 ally 9 Guild Artisan 1 rival 10 Hermit 11 Noble 1 ally 12 Outlander 13 Sage 1 rival 14 Sage (Cobalt Scholar) 1 ally 15 Sailor l ally and l rival 16 Sailor (Revelry pirate) 1 ally and l rival 17 Soldier l ally 18 Spy (Augen Trust) 19 U rchin l ally 20 Volstrucker Agent CHAPTER 4 I C HARACTER OPTIONS HEROIC CHRONICLE The heroic chronicle is a system that allows players and Dungeon Masters to work together to build a compelling character story. It even allows characters to gain additional proficiencies, magic items, spells, or feats before the campaign begins. This section assumes that the player is starting from scratch-without having chosen a race, class, or background for their character. The events that occur as a result of these random rolls inform what kind of character the player has. A player who already has a character concept in mind can choose options from the tables instead of rolling randomly, ignoring anything that doesn't fit their character concept. If you're a player using these tables, don't be surprised if creating a backstory inspires you to change some aspect of your character concept. Let this tool inspire your imagination rather than limit it. The "Backstory" section of the chronicle roots a character's history in the land of Wildemount by helping the player determine the character's nation, home settlement, and relationships with family members, allies, and rivals. It helps establish major events that happened to the character before the campaign began. Options for determining a character's favorite food and mysterious secrets can help further define a character's relationship to their homeland and the other party members. The "Prophecy" section of the chronicle sets out three aspirations or goals that the player has for their character. Prophecy goals can help players and DMs create engaging stories that make the game more interesting. Each time a goal is met, it takes on a prophetic tone as Dwendalian Empire 1 ally (legal faith) or 1 rival (illegal faith) l rival l rival 1 rival l ally 1 ally 1 rival 1 rival 1 ally 1 rival 1 ally and 1 rival 1 rival 1 ally and 1 rival l ally and l rival l ally l rival l ally Greying Wildlands 1 rival l ally 1 ally l rival 1 rival 1 rival 1 ally 1 rival 1 ally 1 ally l rival l ally l rival l rival Kryn Dynasty l ally 1 ally l rival l rival 1 ally 1 ally 1 ally l ally 1 ally and 1 rival 1 ally l rival l ally l ally and l rival l rival l rival 1 rival

a character achieves something they were driven or destined to do. Completing a prophecy goal grants the character a mechanical benefit as a reward. Dungeon Masters can also use the heroic chronicle process to generate villains with histories and motivations grounded in the dangerous lands of Wildemount. BACKSTORY A character's story begins with determining the region where they were born, the job they had before becoming an adventurer, their social status, the settlement where they grew up, and their family relationships. As this backstory develops, the character will gain allies and rivals, as well as learn some of the fateful moments that set them on the path of adventure. HOMELAND The known lands of Wildemount are divided into four major geographic regions, each of which is described in chapter 3. From west to east, these regions are the Menagerie Coast, Western Wynandir (which is further divided into the Marrow Valley and the Zemni Fields), the Greying Wildlands, and Eastern Wynandir. The northernmost reaches of the continent-the forgotten lands of Eiselcross-are not included in this section. Roll a d lOO and consult the Homelands table to determine which region you were born in. If you were born in one region but grew up in another, roll twice on the table to determine your place of birth and the region you eventually settled in. HOM ELANDS dlOO Region (Government) 01-21 Menagerie Coast (choose either the Clovis Concord or Revelry pirates) 22-40 M arrow Valley in Western Wynandir (Dwendalian Empire) 41-72 Zemni Fields in Western Wynandir (Dwendalian Empire) 73-77 G reyi ng Wild lands (choose either the Tribes of Shadycreek Run or Uthodu rn) 78-00 Xhorhas in Eastern Wynandir (choose either the Kryn Dynasty or Xarzith Kitril) BACKGROUND In addition to granting you items, gold, and proficiencies, your background gives you a sense of belonging in the world. You can roll on the Backgrounds table to randomly determine your character's background, or you can choose one that fits your character concept. This table includes new backgrounds and adapted backgrounds from this book (EGW) as well as the backgrounds from the Player's Handbook (PH). New and adapted backgrounds are described later in this chapter. BACKGROUNDS d20 Background Reference Acolyte PH 2 Acolyte (Luxonborn) EGW 3 Charlatan PH 4 Criminal PH 5 Criminal (Myriad operative) EGW 6 Entertainer PH 7 Folk Hero PH 8 Grinner EGW 9 Guild Artisan PH 10 Hermit PH 11 Noble PH 12 Outlander PH 13 Sage PH 14 Sage (Cobalt Scholar) EGW 15 Sailor PH 16 Sailor (Revelry pirate) EGW 17 Soldier PH 18 Spy (Augen Trust) EGW 19 U rchin PH 20 Volstrucker Agent EGW SOCIAL STATUS Your background determines your place in the world. Within the strict hierarchy of the Dwendalian Empire, a family with a poor social status is worth less than the soil they till, while a family of great renown enjoys all the privileges of high society. Most folk toil in the same profession from the day they're old enough to work until the day they die, and few families ever rise to glory from obscurity. That's just the way of things. You, however, are an adventurer. Though your social status is determined by your background and your country of origin, you have the power to rebel against the hierarchies of your land and change your fate. Your background doesn't change, nor do the proficiencies and other benefits you gain because of it. But the social status associated with your background might shift over the course of your backstory-and over the course of your adventures. Each nation in Wildemount views people's backgrounds according to its cultural values. Based on your character's background, think about your social status within the context of the details of your homeland presented below. Then use the Social Status Relationships table to determine how many allies and rivals you'll roll for later on in this section. Menagerie Coast. Both the Clovis Concord and their hated nemesis, the Revelry pirates, prize personal freedom over all other things. The Revelry simply takes this ideology one bloody step further. People of the Concord celebrate folk heroes and entertainers, and all other people who might become celebrities, iconoclasts, and figures of legend. C HAPTER 4 \ C HARACTER OPTIONS

At the same time, the common working-class sailor is a symbol of the Concord's strength. As with the crew of a well-run ship, the small actions of individuals can have a huge impact when all are working toward common goals. Common sailors despise the Revelry, and noteworthy sailors might even have a rival within the Revelry. Western Wynandir. The Dwendalian Empire prizes king and country over personal freedoms-at least as far as the freedoms of the poor are concerned. For the wealthy noble class, most laws are mere guidelines, since bribery and political favors can make almost any problem go away. In the Dwendalian Empire, rural folk are seen as honest, hardworking, and pious, while the wealthy ruling class are viewed as beneficent patricians-or as miserly tyrants. Patriotism is a core virtue, and enlisting in the Righteous Brand and adhering to the empire's strict religious laws are the most patriotic acts of all. Greying Wildlands. The Greying Wildlands and the settlement of Shadycreek Run are lawless. Crime is a virtue here, mercy a vice. Only strength rules in the land run by the coalition of criminals known as "the Tribes." Anyone who doesn't have the personal strength to defend themself is treated with contempt, and those who represent the iron fist of the empire are utterly despised. CHAPTER 4 I CHARACTER OPTIONS Travel farther north, however, and one reaches the Diarchy of Uthodurn, a stable and ancient city ruled by elves and dwarves. Here, order and art are prized over chaos and personal enrichment. If your character is from Uthodurn rather than Shadycreek Run, replace any rival you gain from the Social Status Relationships table with an ally, and vice-versa. Eastern Wynandir. Accumulating knowledge and achieving spiritual enlightenment are the virtues of the Kryn Dynasty, whose society is built around the tenets of the Luxon. Artists, entertainers, artisans, and all people who create are well-valued in Kryn society. Yet in this age of war, people whose skills allow them to destroy are paradoxically prized just as highly. To the Kryn, a person's background is less important than the experiences they've accumulated-particularly for those who have begun walking the sacred path known as consecution. Nonetheless, even the most enlightened society can't help but look down upon its lowest citizens and sneer at its haughty elite. Once all beings are beloved by the Luxon, perhaps these ills of society will be purged once and for all. HOME SETTLEMENT Once you've determined your nation and considered your social status within that realm, roll on the appropriate table in this section to determine which settlement you grew up in. If your character is a traveler-a child of soldiers, a nomad, a traveling performer, and so forthyou can roll for up to three settlements that you've visited often and have some connections in. Each home settlement is detailed in chapter 3. If your home settlement doesn't make sense for your social status, you can either roll for a different settlement or think about ways to make a contradiction work for your backstory. For example, if you have the Noble background but rolled a village as a home settlement, perhaps you were raised there to protect you from your family's enemies. M ENAGERIE COAST SETTLEM E NTS dl 00 Settlement Name Type 01 Broken bank Town 02 Dark tow Town 03-09 Feolinn City 10-1 9 Gwardan City 20-36 Nicodranas City 37-40 Othe City 41 Palma Flora Town 42-84 Port Damali City 85-93 Port Zoon City 94-00 Tussoa City MAR ROW VALLEY S ETTLEM E NTS dl OO Settlement Name Type 01 -02 Alfield Town 03-05 Ashguard Garrison Mil itary outpost 06-07 Berleben Town 08-1 2 Bladegarden City

dlOO Settlement Name Type 1 3-1 8 Deastok City 19-22 Felderwin City 23-32 G rimgol ir City 33-40 Hupperdook City 41-44 Kamordah City 45 Talonstadt Town 46-50 Trostenwald City 51-52 Vol 'antim Town 53-00 Zadash City ZEMNI FI E LDS SETTLEMENTS dlOO Settlement Name Type 01 Blumenthal Town 02-07 Bysaes Tyl City 08-11 Druvenlode City 1 2-1 3 lcehaven Town 1 4-1 8 N ogvurot City 1 9-20 Odessloe City 21-26 Pride's Call City 27-96 Rexxentrum City 97-98 Rockguard Garrison Mil itary outpost 99 Velvin Th icket Nomadic diaspora 00 Yrrosa Town G R EYI NG WI LDLANDS SETTLEME NTS dlOO Settlement Name Type 01-03 Boroftkrah Town 04-06 Palebank Village Vil lage 07-30 Shadycreek Run City 31 -00 Uthodurn City EASTERN WYNAN DIR SETTLEM E NTS dlOO Settlement Name Type 01 -20 Asari us City 21 Bazzoxan Town 22 Charis Vil lage 23-30 lgrathad Seven vil lages 31-36 Jigow City 37 N ew Haxon Military outpost 38-89 Rosohna (Ghor Dranas) City 90-93 Rotthold City 94-96 Urzin Town 97-00 Xarzith Kitril City RACE You can determine your character's race by consulting the section for your home settlement in chapter 3. Each settlement's description includes a percentile breakdown of its racial demographics. You can roll a dlOO to determine your character's race, or simply choose whichever race you wish to play. If your roll indicates "other races," you can choose any race that isn't already represented in the settlement's demographics. FAMILY The size of your home settlement plays a part in the size of your family. Villages in Wildemount are predominantly rural, and families need children to tend their farms and perform household duties. By contrast, land and commodities are expensive in the cities, making it difficult for many people to afford a large family. Families with at least three children often encourage one child, typically the eldest, to continue the family trade. The other children are encouraged to travel so as to learn a new trade, become a scholar, become apprenticed to a master guild artisan, or similar activities. Imperial families who can afford to do so might even send one or more children to Rexxentrum, where they can learn magic at the Soltryce Academy. Roll twice on the appropriate Family Size table-once to determine how many living parents you have, and once to determine your living siblings. The state of your family might change over the course of your backstory, just as it might change over the course of the campaign. FAMILY SIZE (VI L LAG E) dlOO Number of Parents 01-10 3 or more 11-50 2 51 -89 1 90-00 0 FAMILY SIZE (CITY) dlOO Number of Parents 01-05 3 or more 06-60 2 61-80 1 81 -00 0 Number of Siblings 2d4 + 2 2d4 l d4 0 Number of Siblings 2d4 + 2 2d4 ld4 0 Parents. You might have been blessed with two loving parents, or you might have helped your single parent take care of the rest of your family. You might have been raised by three or more parents, whether because those parents engage in a polyamorous relationship, one or both parents had multiple spouses, or you were raised communally. Or you might have no parents, whether you were orphaned early in life or have outlived the parents you did have. Siblings. Your siblings can include your parents' other children, half-siblings from your parents' other marriages or affairs, cousins who are as close as siblings, or beloved friends who became siblings by bond rather than by blood. FAMILY MEMBER TRAITS Once you've determined the size of your family, choose the gender and age of each family member. CHAPTER 4 I C HARACTER OPTIONS 193

194 POWERFUL FAMILY RELATIONSHIPS Even before your adventuring career began, you had allies who supported you and rivals who sought to thwart your success. In some cases, your allies might be so devoted that they are indispensable companions, while your rivals are hateful enough to make them nothing short of mortal enemies. Your first allies and rivals are your family. Sometimes your family members are your closest friends. Sometimes you hate their guts. Roll a d3. This is the number of powerful relationships you have within your family. Roll once on the Family Relationships table for each powerful relationship you have within your family, to determine the setup of your friendship or rivalry. FAMILY RE LATIONS HIPS dlOO Relationship 01-10 You thought you killed this family member, whether by accident or otherwise. You never expected to see them again-but now they're out for your blood. You gain one rival. 11-20 You insulted this family member so gravely that they l eft your life forever. If they ever return, it will be to settle the score. You gain one rival. 21-30 You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival. 31 -40 You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret. You gain one rival. 41-50 You and this family member have a friendly rivalry, and are constantly trying to best each other in an activity, craft, or other pursuit. You visit occasionally to test each other's skills. You gain one rival. 51-60 This family member owes you a debt, and they don't like it. They'll help you out when you need it, but only to clear the slate. You gain one al ly. 61-70 This family member loves you, but you were never that close. They'll do anything to help you-as long as they won't be at risk of injury or death. You gain one al ly. 71-80 This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they wou ld do anything to assuage. You gain one al ly. 81-90 This family member left long ago for reasons you don't understand or won't ta lk about. Before they left, they promised you that they wou ld return in your hour of greatest need. You gain one al ly. 91 -00 This family member has always loved you with all their heart, and wou ld do anyth ing for you. You gain one al ly. C HAPTER 4 I CHARACTER OPTIONS ACQU IRED ALLIES AND RIVALS If you gained allies or rivals based on your background and your homeland, this section allows you to establish your relationship with those allies and rivals, as well as the broad strokes of their identities. Start by rolling once on the Ally Relationships or Rival Relationships table for each of those allies and rivals. Alternatively, you and your DM can work together to create ally or rival relationships that enhance your character's story. When you've determined the relationships between you and your acquired allies and rivals, roll for each one on the Ally and Rival Identities table to determine their game statistics. This table includes monsters and NPCs in this book (EGW) and in the Monster Manual (MM). If you roll a particularly powerful ally or rival on this table, their involvement in your life causes a fateful moment to occur in your backstory, as determined in the next section. ALLY RE LATIONSHIPS dl 00 Relationship 01 -1 0 This ally is a loyal pet. Rather than rol ling on the Ally and Rival identities table, choose one beast of CR 1/8 or lower as your pet. 11-20 This person once lost a bet to you and is still trying to scrounge up the cash to pay you back. They've decided you'd both be better off if they put you in their debt instead. 21-30 This person was once a beggar to whom you gave a large sum of money. They have transformed their life thanks to you, and now want to repay your generosity. 31-40 You were this person's favorite drinking buddy, and their home is always open to you and your friends. 41 -50 This person was once you r mentor, but you left before you could complete your training. You are welcome to return and fi nish what you started, but only when you are ready. 51 -60 You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to aid you. 61 -70 You and this person share a terrible secret, and you have sworn to never reveal it to anyone. They will help you keep this secret if it is ever in danger of being revealed. 71 -80 This person fell in love with you. If you reciprocated, they always stand at your side. If you didn't, they took it wel l, and sti ll consider you their closest friend. 81 -90 You and this person were affected by powerful magic, and now you both share a telepathic connection that fu nctions while you are within 1 mile of each other. 91 -00 This person owes you their life. Even ifthey can't follow you everywhere you go, they will do anything they can to protect you.

RIVAL RE LATIONSHIPS dlOO Relationship 01-10 This person bel ieves that you murdered their sibling. Regardless of your guilt or i nnocence, they are out for your blood. 11-20 You bested this person in combat, but they believe you cheated to defeat them. They long to prove that they are the superior warrior. 21-30 You broke a promise to this person, and it caused them to suffer greatly. N ow they conspire to make someone else break a val uable promise to you. 31 -40 You once loved this person, but broke their heart. They are now obsessed with making you feel the same pain they felt. 41-50 This person was ordered to arrest you, and doggedly hunts you wherever you go. 51-60 This person thinks that you were replaced by a doppelganger or possessed by a spirit or monster. They are now trying to defeat you, so as to find or free the original you. 61-70 You fled from your home under mysterious circ*mstances. This person is obsessed with finding out the truth of what caused you to leave. 71 -80 You and this person tried to harness power beyond your control, and it left them disfigured and in constant pai n. Having si nce mastered the power that nearly destroyed them, they now seek to turn it upon you. 81-90 You helped this person out once when they were down on their l uck, and now they go to you whenever they need help. 91 -00 This person wants to be your friend, but their help has always made your life harder. Secret Identities. Some of these allies and rivals might keep their true identity secret from your character. The DM can decide to make one or more of the rolls on the Ally and Rival Identities table to keep the secret intact. Stat blocks appear in either appendix B of the Monster Manual (MM) or chapter 7 of this book (EGW). ALLY AND RIVAL IDE NTITIES dl 00 Stat Block 01-05 06-10 11-15 1 6-20 21-25 26-30 31-35 36-40 41-45 46-50 51 -55 56-60 61-65 66-70 71-75 76-80 81 -84 85-88 89-92 93-94 95-96 Commoner (MM) Acolyte (MM) Bandit (MM) Bandit captain (MM) Berserker (MM) Cultist (MM) Cult fanatic (MM); gain one fateful moment Druid (MM) Gladiator (MM); gain one fatefu l moment Guard (MM) Knight (MM) Priest (MM) Scout (MM) Spy (MM) Tribal warrior (MM) Veteran (MM) Mage (MM); gai n one fateful moment Noble (MM); gain one fateful moment Assassin (MM); gain one fateful moment Blood hunter (EGW); gain one fateful moment Good or neutral werebear or weretiger (DM's choice; M M); gain one fateful moment 97-98 Evil wereboar, wererat, or werewolf (DM's choice; M M); gain one fateful moment 99 Archmage (MM); gain one fateful moment 00 Adult gold dragon or adult red dragon (DM's choice; M M); gain one fatefu l moment FATEFUL MOMENTS No one decides to go adventuring without a reason. Some might set out from home in the name of vengeance, seeking retribution for themselves or their kin. Some might be looking for wealth or glory. Others might seek only a change from their dreary lives, never realizing that they'll soon be caught up in events beyond their understanding along the open road. Fateful moments are the turning points in your character's life. The weight of these joyous or destructive occasions provided some of the talents, skills, and equipment you bring into your life as an adventurer. Roll once on the Fateful Moments table for each such moment you accrued in the previous section, courtesy of the allies and rivals that are part of your backstory. If a fateful moment grants you a proficiency that you already had, choose any proficiency of the same type (armor, skill, language, tool, or weapon). If a fateful moment doesn't make sense for your character (for example, if your siblings perished but you don't have any siblings), roll a new event or work with your DM to change up the details. You can also forego rolling for fateful moments entirely, instead working with your DM to create moments specifically attuned to your character's story. CHAPTER 4 I C HARACTER O PTIONS 195

FATEFUL MOM ENTS d20 Event Your parents were murdered in front of you. Roll on the Ally and Rival I dentities table to determine the type of creature that killed them. You have proficiency in the Stealth and Survival skills. 2 You met a dark elf dying in the wilderness. Around their neck was a si lver talisman contai ning a cameo oftheir child and the name "ll 'viranya." It is an amulet of proof against detection and location. 3 A mysterious stranger gave you a gift that saved your life while you were lost in the wilderness. Roll on the Ally and Rival Identities table to determine the identity of the stranger. Then roll on Magic Item Table B in the Dungeon Master's Guide to determine the item. If you roll a consumable item from the table, roll again. 4 You were caught in a terrible storm but miraculously su rvived. Now your dreams contain visions sent by a mysterious god or demigod. You have proficiency in the Arcana or Religion skill (your choice). 5 A famous warrior trained you with what has become your signature weapon. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in chapter 7 of the Dungeon Master's Guide. You also have the Martial Adept feat from the Player's Handbook. 6 You were the sole survivor when a horde of rampagi ng monsters raided your village or your neighborhood. You have proficiency in the Stealth skill or proficiency with martial weapons (your choice). 7 A famous mage saw potential in you and tutored you in the arcane arts. You have a spell book and the Magic I n itiate feat from the Player's Handbook. 8 While on a long journey, you were picked up by a traveling circus, spending a year with them before retu rning to your home. You have proficiency in the Acrobatics or Performance skill (your choice) and proficiency with the disguise kit. 9 You were transformed into a bear by mysterious magic, and l ived for a year as an animal before you were saved by a druid. Magic sti ll lingers with in you, though, and you can cast speak with animals at will. 10 You were press-ganged into mi litary service, and were left shaken by what you saw on the battlefield. You have proficiency with medium armor, shields, and martial weapons. You also have a random form of indefinite madness, determined by rol ling on the I ndefinite Madness table in chapter 8 of the Dungeon Master's Guide. r96 C HAPTER 4 I C HARACTER OPTIONS d20 11 12 13 14 15 16 17 18 19 20 Event You were kidnapped by bandits while traveling between towns. While captured, you met an old thief who helped you escape. You have proficiency with thieves' tools and proficiency in the Stealth skill. You were visited by a demon lord in a dream. You awakened knowing the find familiar spell and are now able to cast it as a ritual, but your familiar always takes the form of a quasit. You also have a random form of indefinite madness, determined by rolling on the I ndefi nite Madness table in chapter 8 of the Dungeon Master's Guide. While exploring a remote forest, you were attacked by evil lycanthropes but escaped before being kil led. You are cursed with wereboar, wererat, or werewolf lycanthropy (DM's choice). While lost in a remote forest or jungle, you were saved by a werebear or weretiger (DM's choice). The lycanthrope believed you were destined for greatness and granted you the gift of lycanthropy with your consent. You saved a pseudodragon from being eaten by a giant spider in a dark forest. The pseudodragon now loyally follows you wherever you go, even if you'd rather it stay hidden. It is controlled by the DM but obeys your commands if treated wel l. You nearly died from a virulent disease (the DM's choice of cackle fever, sewer plague, or sight rot; see chapter 8 of the Dungeon Master's Guide). Your life was saved by an agent of the Cobalt Soul, who could not cure the disease, but who gave you a periapt of health that suppresses it. You were accused of a crime and were exiled or imprisoned, regardless of whether or not you were gui lty. Having spent time among criminals, you have proficiency in the I ntimidation skill and you know thieves' cant. You saved a riderless horse wearing full tack and harness from wolves. You own a riding horse and a saddle, and you have proficiency in the Animal Handling skill. While reading through a mysterious tome once owned by your parent, you found a treasure map that points toward a place in Wildemount of the DM's choice. You received a letter revealing that you were the secret child of a wealthy noble family living in Rexxentrum within the Dwendalian Empire. They enclosed 1 00 gp to ensure your safe passage to the imperial capital, and a signet ring beari ng your true family's seal.

FAVORITE FOOD Each region of Wildemount favors different cuisine based on climate and culture. Depending on where you grew up, you probably have a favorite local food. You can roll on the appropriate table for your homeland, or select or create a favorite option of your own. Menagerie Coast. The sea and the freewheeling culture of the Menagerie Coast makes its people favor seafood with bold spices, as well as drinks and salads with powerful fruity flavors. Indigenous ingredients have been married with Marquesian and Tal'Dorei recipes, creating a unique and vibrant culinary culture. Concordian brewers are known for a potent and sweet brandy called silvertooth, distilled from the starchy palm lily root, and sweetened with fermented pineapple and sugarcane. Pirates favor rum, which is cheaper to produce. Tropical fruits and pods not used for brewing make luxurious desserts, and are eaten raw, cooked, dried, and baked into breads and cakes. Western Wynandir. The austere lifestyle of the Dwendalian Empire and the dour climate of its territories makes the people of the empire favor hearty dishes made of root vegetables and red meat. Poorer households often eat feet, tongue, ears, and tripe, while the best cuts are reserved for noble tables. Imperial cuisine uses few spices, but still contains plenty of flavor from butter and herbs, or from fermentation. Heavily fermented and pickled vegetables feature prominently in the cuisine of both rich and poor households alike. Wealthy imperial families drink imported wine, but the empire is best known for its potent spirits, distilled from root vegetables and enjoyed by rural folk. Greying Wild/ands. Fresh game and foraged roots and berries are the primary food of the hunters of the Greying Wildlands. People who are particularly well connected within the Tribes of Shadycreek Run also enjoy exotic foods smuggled across the continent by the Myriad. Local drinks are made from fermented berries, but consumption of alcohol in the Wildlands was historically limited to ritual purposes. That changed with the arrival of the Myriad, and the overconsumption of illicit alcohol is now seen as a symbol of status and wealth. Eastern Wynandir. Much of the territory of Xhorhas is wasteland, and the most edible plants in Eastern Wynandir are hearty tubers, roots, and grasses. The marshes and bogs of this land are also known for producing vast quantities of rice and cranberries. Most folk Jiving here are hunters who band together to take down the mammoths and other massive beasts that roam the wastelands, one of which can provide enough food to feed a tribe for weeks. The luxurious cuisine of the Kryn court makes heavy use of mushrooms and rare meats found only in the dangerous caverns of the Underdark. The aboveground regions of Xhorhas are known for their fiery plum spirits, whereas working-class drow traditionally drink an earthy, mushroom-based beer. FAVORITE FOODS (MENAGERIE COAST) d8 Food Paella-a working-class dish made with rice, white beans, and seafood 2 Plantain cups-a sweet and savory dish of fried plantains stuffed with meat and rice 3 Gazpacho-a cold soup served on hot days, made from pounded vegetables and fruit 4 Honeyflame bread-a fried dessert soaked in honey and coated in Marquesian spices 5 Fusaka fish-seafood cutlets smothered in Marquesian fusaka spice and fried in oil 6 Snakelocks noodles-sea anemone tendrils coated in honey batter and delicately fried 7 Queen's water-a soft d rink made from syrup, honey, guava, and tamarind 8 Blacksand coffee-a tiny shot of coffee, brewed atop red-hot sand, Marquet-style FAVOR ITE Fooos (WESTE RN WYNAN DIR) d8 Food Dumpli ngs-a steamed potato bread that can be served with any meal 2 Sauerbraten-a Zemnian peasant dish of pickled horse meat served with cabbage 3 Brawn, also known as head cheese-a meat jelly made from boiled calf's head 4 Schweins haxe-a Zemnian peasant dish of long-mari nated roasted pork knuckle 5 Dampfnudel-a regal steamed roll served in sweet custard or with savory potatoes 6 Spanferkel-an expensive dish of suckling pig, roasted and served at royal parties 7 Trost-a sweet, dark ale brewed in Trostenwald 8 Radler-a sweet, expensive drink made from imported lemonade mixed with beer FAVORITE Fooos (G R EYI NG WILDLAN DS) d8 Food Imperial pickled plums, smuggled from the Dwendalian Empire by Myriad agents 2 Charred venison and roasted potatoes, prepared with local game and local tubers 3 Raw venison sti ll dripping with blood 4 5 6 7 Elf-mash-a creamy dish made from overripe cloudberries Dwarven rootbake-a hearty casserole of roots and tubers wrapped in seaweed jam porridge-made from Xhorhasian rice and topped with salmon berry jam Blazing tea-a beverage blended from fermented fireroot and mouth-scalding spices 8 Sbiten-a drink made from honey and spices, best enjoyed hot on snowy days C HAPTER 4 I CHARACTER OPTIONS i 97

198 FAVOR ITE Fooos (EASTERN WYNANDIR) d8 2 3 4 5 6 7 8 Food Rzukaal-a dish made from sauteed rice noodles, hearty mushrooms, and giant spider legs Yuyandl-grilled yuyo (a zucchini-l ike vegetable that grows in Rosoh na's su nless gardens) spiced and served with rice Mastodon kor'ru ndl-gri lled mastodon served with sunless kor'run (a squash-like vegetable that grows in Rosohna's sunless gardens) and rice Kinespaji spaaldl-soup made from mushrooms or vegetables and the boiled spit of a horizon back turtle U marindaly-a dessert akin to rice pudding, topped with spiced gooseberry jam Keltaly-heavy cream mixed with pu lverized black currants and frozen into a fluffy, sweet, creamy dessert Erzfaalyu-a potent spirit made from fermented rice Yunfaalyu-a fragrant plum liquor served at frigid temperatures and garnished with currants MYSTERIOUS SECRET You saw something you weren't supposed to. A note came into your possession by mysterious means. A childhood friend spoke to you of a cryptic message. Whatever its source, a secret has haunted you your entire life. What is it? You can roll on the Mysterious Secrets table or work with your DM to create a secret. MYSTERIOUS SECRETS d20 2 3 4 5 6 Secret Years ago, my best friend came to me in the middle of the night and gave me a key that glowed with an icy blue light. I never saw that friend again. I was the only witness to a cold-blooded murder. In the aftermath, I saw the killer take a gold coin with a ruby inlaid at its center from the victim's body. I once had a d ream where an old stranger looked me dead in the eye, screamed "Scourger!" at the top of their lu ngs, and then exploded into a column of flame. While explori ng near my home, I found a cliff with a bunch of caverns dug out of it, all of them large enough for people to hide with in. I once saw a cat that seemed to be moving with a strange sense of purpose. I followed it to the dwelling of an important local elder, where it gazed through the window for an hour. Then it suddenly shook itself and raced away, as though a spell had been broken. O n e o f my parents left home in the middle of a storm, in the middle of the night. They had their sword and shield. They came back a week later, with the shield practically in pieces. They never tal ked about that night. C HAPTER 4 I CHARACTER OPTIONS d20 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Secret I had a friend who was a farmer. Every week, their crops dou bled in size until they had pumpkins as big as houses. Then the next week, the friend was gone and their fields were torched. I never heard from them again. I once saw an enormous figure walking through the clouds on a stormy night. At one point, they looked at me, and then kept walking. I woke up one n ight to find one of my sibli ngs perched on my chest, staring i nto my eyes. They said, "The time is soon," and then giggled and ran off. When I asked them, they had no memory of the event. I once saw a giant bird soar past overhead. It croaked out a cry that sounded like my name, then disappeared beyond the clouds. I ate a fruit whose seeds spelled out a magic word where I'd cast them onto the ground. Years later, I saw the same word spelled out within a slice of bread. A warrior friend of mine died. But every so often, I swear I see that friend in their old armor, at the corner of my vision. An old seer once touched my forehead and gave me a vision of a flaming bird chained beneath a mountain, squirming and wailing in the darkness. Once while on a boat, I heard a voice rumbling around me. I looked down below the water, and I swear I saw golden eyes looking up at me. While I was eating, a whole potato exploded into worms, and I suffered a vision of a gigantic worm eating the world like a giant apple. While picking flowers, I saw a tall figure with red skin and horns wanderi ng the meadow. The flowers grew taller where they walked, but I fled in fear and never saw the figure again. I was attacked by wolves in the woods one day, and was saved by a stranger with a bandage over their eyes. This person shone with si lver light and was covered with scars-and I think I m ight have seen black wings tucked in at their back. While trying to forge a sword, I accidentally burned myself with the red-hot blade. A strange vision then came to me, of powerful weapons calling out for me to wield them. I once met someone fleeing through the woods who said they had escaped from some evil place. I asked what that meant, but the stranger fell dead on the spot. When I returned with help to collect the body, it was gone. I once caught a falling star. It looked up from my hands and smiled, then told me to look for it on the day when fire erupts from the earth.

PROPHECY A prophecy influences your character's future. Write down three aspirations or goals you have for your character, and which you want to achieve over the course of the campaign. A prophecy goal should have two parts. First is the goal that your character wants to attain. Second is a sense of what complication might ensue once the goal is met-for good or for ill. One of your prophecy goals should be an immediate goal, one should be long term, and one should be a goal that concludes your character arc at the end of the campaign. You don't have to decide on all three goals at the start. You can choose your immediate goal now and think about the other two while you get a feel for the tone of the campaign. These prophecy goals can help your character stay motivated, but they'll also help your Dungeon Master create interesting stories that relate directly to your character. Your three prophecy goals can help the DM shape the campaign by determining what challenges or rewards to put in your character's way. (If you rolled for a mysterious secret in the last section, that secret is a great thing to link to a goal.) Alternatively, you and your DM can work together to create goals that help link your character goals to an existing story the DM wants to tell. Each time you complete a prophecy goal, your character gains a mechanical benefit as a reward. If you're looking for prophecy goals for your character, you can roll on the Prophecy Inspirations table for a random goal and a consequence of that goal. If this goal isn't a perfect fit for your character, you can fine-tune it or roll again to find one that works better. PROPH ECY I NSPI RATIONS d20 2 3 4 Prophecy I will defeat the creature that killed my parents. Its defeat might make me question my purpose in life. I wi ll uncover the reason that the Cerberus Assembly took my sibling away. Finding my sibling will set political events beyond my control into motion. I will save my vil lage from the gnoll tribe that has raided us for the past year. Their defeat will inspire me to perform even greater feats of heroism. I will un lock the secrets of consecution that the Kryn are hiding. This knowledge will open my mind to a terrifying truth. d20 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Prophecy I will join a blood hunter order. My new comradesi n-arms will make me powerful, but I must pay a steep price for that power. I will steal a king's ransom from a Revelry pirate. That wealth will make me happy, but it will also d raw unsavory characters to me. I will become a hero of the war between the Dwendalian Empire and the Kryn. I will be haunted by the atrocities I witness on the battlefield. I will cleanse the Savalirwood of its corruption while welcoming that corruption into my own body. I will infiltrate the Myriad, but doing so will compel me to commit evil acts. I will uncover a relic from Eiselcross and become famous, but the rel ic will exact a terrible cost. I will speak to a dragon, live to tell the tale, and provoke the dragon's everlasting wrath. I will steal a holy relic of the Kryn Dynasty, making me a target for anyone who desires its power. I will hesitate at an important moment. Another person will suffer for it. I will stumble by accident into the arms of the Golden Grin. Though I will reject their call at first, something will draw me back. I will befriend a flying beast and ride it through the skies. Others will envy me for the bond I have with this creature. I will kneel before Bright Queen Leylas Kryn without knowing who she is. This moment of uncertainty will lead to danger. I will stand before Princess Suria Dwendal and briefly hold the fate of the empire in my hand. I won't real ize the gravity of my decision until it is too late. My actions will lead to the death of a marquis of the Clovis Concord. I will know exactly who killed them, but no one in power will bel ieve me. I will anger one of the Tribes of Shadycreek Run. As its members hunt me in retribution, others will suffer and I wi ll pay the price. I will meet my birth parents. Doing so reveals a secret about my birth that will change the way I look at the world. C HAPTER 4 I CHARACTER OPTIONS l99


Explorer's Guide to Wildemount - Flip eBook Pages 151-200 (2024)

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