Kelodhros Ascendant OVERVIEW
THE SACRIFICE AWAITS OUR EMBRACE! THE WORLD In a campaign that faces Kelodhros Ascendant, your party
awaits our ascent! Our ritual—strong! Our fate—manifest! Our might travel to dark jungles, strange temples, and the
time—now! We are all and all is Kelodhros! remote lairs of terrible monsters. You’ll fight to overthrow
evil rituals, confront strange hybrids, discover insidi-
—Kelodhrosian Sacrificial Chant ous plots, and rally powerful forces to stem the tide of
Kelodhrosian invasion and assimilation.
S OMETHING TERRIBLE IS SPAWNING IN THE
Venom Abyss (p. 160). The Kelodhros people, new Your party may fight monstrosities by the light of the
to creation, arose from somewhere deep in the clanfire, the glow of jungle beetles, and the flickering of
jungle only in the last few generations. But in that ritual torches atop great ziggurats.
time, they have begun to build a powerful and
spreading empire, its influence gripping the jungle and Kelodhros Ascendant campaigns tend towards swash-
pushing outwards and upwards into the rest of Planegea. buckling and horror. They’re full of bold confrontations,
evil rituals, bizarre enemies, and exotic locations.
Kelodhros Ascendant is an empire built on ritual sacri-
fice. The Kelodhrosians have a mystical process which they THE EMBRACE
call the Embrace—an elaborate ceremony ending in the
slaughter of a victim. The Kelodhrosian who performs the The Kelodhrosians are not a powerful people by nature.
sacrifice steals part of the victim’s physical form, trans- They stand about five feet tall, with gaunt builds and pale
forming itself and becoming more powerful in the process. skin. They are hairless, and their faces are naturally almost
blank, like white masks in which the only visible feature
A Kelodhrosian in its natural state is slender, pale, and are their enormous blue eyes. Some say they were origi-
fragile. But by the rite of the Embrace, they take many nally mushroom folk, others that they emerged from the
forms—snake-people, apish monstrosities, half-dinosaurs, Nightmare World of Nod, still others that they are the
and more—and with the power stolen from their sacrifices newest creation of the Worldheart Dragon, the rightful—
they are strong, deadly, and relentlessly dedicated to the but unsettling—children of Planegea.
growth of their empire.
Whatever their origin, the Kelodhrosians have become
powerful by a certain trick of their kind: the ritual known
248 Chapter 11 | Factions & Threats
as the Embrace. Through an elaborate ceremony always souls of their people are sacred, and therefore do not kill
requiring a sacrificial captive, a Kelodhrosian can slaughter such creatures. Rather, they construct cages or labyrinths
their victim and steal some part of their physical being, to confine them, and use their aggression and mad power
adding it to their own body and becoming more powerful. for ritual and political purposes.
The Kelodhrosians hold the form of their birth in Infiltrators. The empire knows that the world outside
contempt, believing that the more they perform the the Abyss is wide and full of power. They therefore make
Embrace and adopt the bodies of other creatures, adding a regular practice of capturing humanoids and Embracing
them to their own physicality, the greater and more glori- them, giving Kelodhrosians their forms so that they can act
ous they grow. as spies—with only their blue eyes as clues to their nature.
EMPIRE RISING SACRIFICERS OF GODS
There is a clear hierarchy among Kelodhrosians, depending Deep in the jungles of the Venom Abyss, Kelodhros Ascen-
on how many times they have enacted the Embrace. dant builds great temples—but not for the worship of gods.
Kelodhrosian magic is drawn from the power of living
The unembraced. The lowest level of society are things—from the life-force of nature, which they embrace,
Kelodhrosians in their natural state—pale, mask-like faces, steal, and twist to their own purposes. The Kelodhrosians
slender bodies, weak and vulnerable. The unembraced act have little use for gods. They believe that all of Planegea
as servants and acolytes to their more powerful brethren. was created for their use, and the gods are simply one more
form of life to be taken in ritual Embrace.
Aspecters. Those who have enacted the Embrace once
or twice are called Aspecters. They typically still feature INFILTRATION
mostly Kelodhrosian bodies, but with some Embraced
aspect of their victim, such as scaled skin, more powerful Kelodhros Ascendant is taking every precaution. They
musculature, claws or fangs or feathers, or some other know the world awaits their Embrace, and will not hurry
physical marker that sets them apart. their conquest before the proper time. Instead, they send
out their spies into the world to learn about the kinships
Hybrid Priests. More powerful Kelodhrosians who have above the cliff walls of the Abyss—which they call the
performed the Embrace many times often steal aspects from Cradle—to discover who is strong, who is weak, and who is
different kinds of victims. These are called Hybrid Priests, ripe to be claimed by the ritual.
and they take on nearly infinite combinations of beast parts
in their quest for ascension. Hybrid Priests often serve as Since other humanoid kinships are similar in form, it
guards, soldiers, and overseers in the work of the empire. only takes a single Embrace for a Kelodhrosian to become
an Infiltrator. By their ritual, they can assume their
Monoform Priests. Some priests choose to be single- victim’s kinship, although their blue eyes remain regard-
minded in their Embrace of a particular form. These consider less of their shape—a telltale sign for those who have heard
it a great honor to be as close in physicality to their chosen the whispers. Some hide this by pretending to be blind,
creature type as possible, while keeping their own mask-like others blend by traveling among societies where such eyes
faces. Because they only Embrace a single type of creature, are not uncommon.
they typically pursue the form of particularly powerful
beasts. Monoform Priests often serve as high leaders of ritual Infiltrators usually travel in bands of three, relying
and ceremonial guards for the elite archpriests. on deception and the glow of the fire to slip into unwit-
ting clans. They serve as spies for nearby hidden nests of
Archpriests. These Kelodhrosians have achieved the unembraced acolytes, led by a priest. While the Infiltra-
highest level of ascent, stealing aspects from victims until tors gather knowledge of the clan, the nest finds a place
nothing remains of their original forms but their bright to create a ritual site. And when the moment is right, the
blue eyes. Archpriests may arise from Hybrids or Mono- Infiltrators bring their prey back to the nest for the rite of
forms (although the latter is more common), and they are the Embrace.
responsible for the expansion of the Empire, the pursuit of
new sacrifices, and the spiritual guidance of the Kelodhro- Clan by clan, sacrifice by sacrifice, Kelodhrosian colonies
sian people. are subtly spreading out from the Venom Abyss, welcoming
more of their kin from the cliffs and planning their next
Lost Souls. Sometimes priests go too far in their pursuit move. Pity the hapless wanderer who stumbles across a blue-
of power. It is possible for Kelodhrosians to lose themselves eyed clan erecting a strange ritual pyramid by firelight!
during a ceremony gone wrong, becoming mindless or
mad, fully monstrous in spirit and body. The Kelodhro-
sians consider such events a great tragedy, but believe the
I am shaman, not a seer—but I foresee terrible
trouble coming to our world in the form of these
creeping white creatures. Though they are small
in their natural bodies, this power they wield
is terrible, and not to be taken lightly.
Chapter 11 | Factions & Threats 249
ADVENTURES BY LEVEL RITUAL EMBRACE
d4 1st–4th level The sacrificial rite of the Embrace always follows a similar
pattern, although it can be adapted to the circumstances
1 Strange little elevated platforms have been popping up should Kelodhrosians have scant time or resources:
across the region. Investigate their source. • Selection: The chosen victim is identified and observed,
2 A clan hears terrible wailing at night, and the local to ensure they are worthy of the Embrace.
animals have been acting strangely. Find out why. • Preparation: The site is constructed. The ritual requires
3 A blue-eyed clan shelters the party from a storm, and a pyramid or ziggurat-shaped structure with at least
invites them to a festival that night. Survive. three levels and a flat platform at its top.
• Subduing: The victim is made harmless, usually
4 A bizarre, misshapen monster with blue eyes has been through drugging, magic, or a sneak attack rendering
seen in the area. Find it and kill it. them unconscious. Kelodhrosians almost never capture
their victims by open force.
d4 5th–10th level • Binding: The subdued victim is confined by ropes or
shackles.
1 A Kelodhrosian colony near Edgegather (p. 169) is • Presentation: The victim is brought to the ritual site, and
abducting people. Find their ziggurat and end their rituals. the ceremony begins with a call-and-response, offering
them to the Embracer, who waits on the platform at the
2 A giant raiding party was Embraced, and the priests are top of the structure.
using their newfound might to take victims by force. • Ascent: The victim is then carried, led, or dragged up
the stairs or ramp to the platform.
3 Kelodhros Infiltrators ask for your help to hunt down an • Escalation: The ceremony reaches fever-pitch as the
escaped Lost Soul too powerful for them to capture. Kelodhrosians raise their voices in keening wails that
can be heard at a great distance, drawing the life energy
4 Your party is drugged and dragged into the Venom of the sacrifice to the surface.
Abyss. A powerful priest desires your forms. Escape. • Sacrifice: At the moment of sacrifice, the Embracer
wraps itself around the victim in a literal embrace,
d4 11th–16th level crushing them with magical strength and transferring
their stolen essence into its own form.
1 Kelodhros has started Embracing dragons. Go into the • Embrace: The ritual complete, the Kelodhrosian releases
Venom Abyss and destroy the sect responsible.
the crushed body of its victim, immediately assum-
2 A huge colony has formed in the Icehook Peaks, ing the stolen aspects, reinvigorated with the
Embracing anything that moves. Put an end to it. strength and power of the life-energy it
just stole.
3 An archdruid disappeared in the
Venom Abyss trying to infiltrate the
Kelodhros. Rescue them.
4 You discover Kelodhrosians
have infiltrated every faction in a
worldwide conspiracy. Unmask
them.
d4 17th–20th level
1 Kelodhros has commenced its ascendance and is
swarming from the Venom Abyss. Save Planegea.
2 God after god is being Embraced by the
Archpriest Ascendant. Kill it before it consumes
all living things.
3 Kelodhros has infested both worlds of
Nod (p. 178), and are attacking from
everywhere in terrible, fey forms.
4 The stars themselves cry out for help!
They are battling Kelodhros, who have
found their way there.
250 Chapter 11 | Factions & Threats
Nazh-Agaa, the King of the Dead threshold. But casting the raise dead, reincarnation, resurrec-
tion, or true resurrection spells draws his ire.
“THEY SAY THAT DEATH LEADS TO A DARK DOOR,
across the threshold of which lies a black city without end. And over There is a 5% chance per level of these spells that Nazh-
it all, and after the end of the end, there is nothing... nothing but Agaa will take note of the resurrection magic and mark it
Him, waiting without life or passion or feeling, the final death.” as an infraction of his law. Use the table below to inspire
his wrath as the party casts such spells:
—Ush the Ranger
Infraction Reaction
I NEVITABILITY. ENTOMBMENT. THE UTTER END. 1st
Nazh-Agaa, the King of the Dead, is the final terminus Nearby ghosts are drawn to the spell’s target
of all life, all hope, all light. The great titan of death is 2nd for several days and, if inclined to be hostile,
neither god nor lich nor elemental. He is Death itself, a will focus their attacks on the target
fundamental law, the collective embodiment of entropy, 3rd or 4th
decay, and this single, simple fact: (must be 5th Nearby fanatics or death-aligned beasts
level+ spell) stalk the spell’s caster and target
In the end, everyone is forgotten. 5th (must be
9th level spell) Celestials are summoned and attack the
OVERVIEW spell’s caster and target
In a campaign gripped by Nazh-Agaa, your party might Summoned celestials and all mortal agents
travel to the hallows of powerful gods, into the gloom of of Nazh-Agaa within 10 miles attack the
the Nightmare World, to crypts and graveyards and past caster and the target
the edge of the world into the very Kingdom of the Dead.
You’ll fight to survive, confront the harbingers of the grave, Gravemark. Those who are restored to life by resurrec-
discover the limits of resurrection, and discover how much tion magic are not unaffected by their sojourn among the
you’re willing to lose along the way in your quest to over- dead. After being resurrected, whenever the spell’s target
throw death itself. completes a long rest, they must make a DC 12 Constitution
saving throw. On a failure, they do not gain the benefits
From shadowed caves to the World of Nightmares, from of the long rest, being plagued instead with visions of
crowded streets to desolate wastes, you’ll fight beasts and oblivion. This is called the gravemark, and it can only be
fanatics, celestials and elementals—but most of all, you’ll removed through a spell such as greater restoration or the
do battle with the finality of the grave, and the darkness blessing of a god.
that lies beyond it.
Beyond death’s grasp. The twin worlds of Nod are
Nazh-Agaa campaigns tend to favor mythic fantasy, and beyond Nazh-Agaa’s grasp, and resurrection magic can be
are full of gods and spirits, otherworldly journeys, visions cast there without attracting his ire. The nature of those
and oaths and voyages beyond reality’s edge. worlds warp such magic, however. When raise dead is cast
in the Dream World, it has the effects of reincarnation, and
DEATH EMBODIED when reincarnation is cast in the Nightmare World, it has
the effects of raise dead.
Just as all creation is spawned from the Worldheart Dragon,
all life eventually is subsumed into the King of the Dead. PUNITIVE RESURRECTION
He is her dark inverse, and his ability to consume is
infinite. He is dark and patient, having no experience of Not all tables will find Nazh-Agaa’s hatred of resurrection
time—he only detects reality at the moment a once-living and reincarnation adds to their game. Evaluate whether
thing joins his kingdom, in strobe-like flashes of existence. your players will enjoy the added degree of difficulty this
presents, and adjust Nazh-Agaa’s ire as suits your story.
Destroyer of undeath. Undeath is unforgivable to Nazh-
Agaa—it robs him of inevitability, reverses the natural THE INFINITE NECROPOLIS
flow of entropy, and upends the universe as it should be.
He especially loathes liches, vampires, and zombies, who Those who perish in Planegea have a vision of a great
not only defy his reign but spread their heretical state to black gateway, called the Dark Door. As they die, they
others. Nazh-Agaa is not troubled by ghosts who roam the step through it, and find themselves in an endless, light-
world, however, as they are partly in his domain already, less city—the Infinite Necropolis. The city is inhabited
and inevitably fade into his realm after their memory is by fading souls who wander its streets, towers, and walls.
forgotten in the living world. He uses them to spy on the There is no food or water, no sound, and no escape.
still-breathing, enacting his will through them.
Fading shades. Eventually, all shades who inhabit the
Enemy of the resurrected. Those who bring back dead Infinite Necropolis find themselves adding to it, building
souls from his domain are the targets of Nazh-Agaa’s wrath. new walls and towers, digging cellars and foundations,
The revivify spell is usually beneath his notice—the souls
snatched back to life by it have barely stepped on death’s
Chapter 11 | Factions & Threats 251
spreading its reach further into the void. The shades labor ment with the will of Nazh-Agaa, and can act as his agents
for unknowable time, wasting away until there is nothing should he require the use of living bodies.
left of them but the merest whisper of a soul—and then
that vanishes, and they are fully absorbed into Nazh-Agaa. Cats. Cats have a natural ability to slip between worlds,
and walk the line between immortality, serving the King
The Long Way. Sages say there is a way for living mortals of the Dead with multiple deaths in a single being. As such,
to enter the Kingdom of the Dead—a journey that seems cats often act as his messengers and portent-bringers.
to take years to traverse, in which the traveler must never
look back, or be trapped forever in death. This path is Fanatics. Some mortals worship Nazh-Agaa as a god,
called the Long Way, and no living soul knows where it although he is no such thing and does not desire or
begins. Some say its entrance is in the Sea of Stars, others respond to their worship. Still, their eagerness to please
that it’s deep beneath Blood Mountain, or somewhere him puts them in line with his will more often than not,
in the Everstorm or one of the World-Fangs. Many have and those who would work resurrection magic have fanat-
set out to find it, and who can say if any have traveled its ics to fear and contend with.
length?
Valkyries. To assassinate liches, hunt vampires, or eradi-
MINIONS OF MORTALITY cate zombies, Nazh-Agaa is capable of manifesting celestial
agents called valkyries. These angels of death are fragments
Nazh-Agaa does not traffic much in the mortal world. He of the King of Death himself. He speaks with their voice,
cares nothing for the breathing, except that living souls sees with their eyes, and slays by their hands.
not try to cheat him of their inevitable end. Still, there are
beings who are aligned with his will. THE COLD END
Carrion beasts. Ravens, moths, hyenas, giant insects, and If nothing changes, when all of life runs its course, every
other creatures that thrive on death and decay are in agree- god, every hero, every villain—every power that ever was
or will be will eventually be absorbed into Nazh-Agaa.
252 Chapter 11 | Factions & Threats
Looming menace. Because all the dead feed Nazh-Agaa, ADVENTURES BY LEVEL
the King of the Dead is growing in intelligence and power
each day. Even though the shades he consumes are long- d4 1st–4th level
dead and only whispers of their former strength, the power
he amasses has no outlet, and like a dark ocean he rises, out 1 A wounded hunt leader pleads for help getting back to
of sight and without an equal. his clan as scavengers and carrion beasts close in.
Splintered afterworlds. The most powerful and cunning 2 The party is asked to investigate a mysterious murder
of the gods recognize the threat that Nazh-Agaa poses. that leads back to fanatical death-worshipers.
To forestall his growth, some have begun to experiment
with creating shards of existence for certain souls of their 3 A shaman casts resurrection in a sacred cave, and is
choosing. The good and neutral-aligned deities make frag- then trapped inside by death’s minions. Rescue her.
mentary realities where they can bless and protect their
favorite shamans and followers, while powerful fiends 4 A god sends you on an astral journey into the Kingdom
have dreamed up eternal punishments for especially hated of the Dead, to spy and learn as much as you can.
rivals or transgressors. These small afterworlds have no
name, and as yet Nazh-Agaa does not seem to be aware of d4 5th–10th level
them. Dark will be the day when he discovers the divine
transgression of his law of utter inevitability. 1 The party breaks a clan’s law. The only way to reclaim
their honor is to retrieve an artifact from a sealed tomb.
DANGEROUS ALLY
2 A party member is bitten by a vampire. They must find a
For parties who oppose undeath, Nazh-Agaa or his faith- cure before they turn and Nazh-Agaa destroys them.
ful might play the curious role of patron. Although the
King of the Dead himself cares little for the fate of any 3 A noble chieftain perishes. The party is sent into Nod to
breathing mortal, his servants might reward those who seek help resurrecting or reincarnating them.
hunt down and destroyed zombies, vampires, liches, and
other beings causing undeath to spread in the land. Of 4 After the death of an ally, the minions of Nazh-Agaa
course, making bargains with Death is a dangerous game, tirelessly pursue the party. Survive their onslaught.
and the characters should only enter into such pacts
with the greatest of caution… d4 11th–16th level
1 The Brother gods are under siege from the forces of
Nazh-Agaa. Find a way to appease him or protect them.
2 Valkyries wrongly took an innocent life. Cast
reincarnate to lure them into a trap, and make them pay.
3 A region is threatened by the worship of a cult of
fanatics. Lead an all-out assault their stronghold.
4 When the Oracle of Seerfall is at Death’s Door,
challenge Nazh-Agaa to a contest for her life.
d4 17th–20th level
1 The party is slain, and awakes in the Infinite Necropolis.
Plunder it and escape by the Long Way.
2 Sail the edge of the world in search of the entrance to
the Long Way, raiding giants and genies to stay alive.
3 Nazh-Agaa offers a bargain—death for the party and
your nemeses. Do all you can before your time expires.
4 The only god who can stave off the apocalypse dies.
Find the Long Way and lead them back to life.
Chapter 11 | Factions & Threats 253
The Recusance TWISTING EVOLUTION
“WE ARE THE SAVIORS OF PLANEGEA, NOT ITS ENEMY. At first, the Recusance operated in the light, trying to win
We are the only ones willing to do whatever it takes to burn the over young spellskins to their cause. But it quickly became
Blind Heaven to the ground.” apparent that their means were unsettling, even evil, by
the morals of mortals, and they started to retreat and do
—Membrane the Vile their work in secret and hard-to-reach places where they
wouldn’t be bothered by lesser minds.
H IGH IN THE STARSTEP CLIFFS, WHERE THE sky
is so close it can almost be touched, a sanctum of Now, they work almost entirely in secret, asking neither
spellskins devoted to the destruction of the Hounds permission nor forgiveness. They are based in the Precipice
of the Blind Heaven plan and conduct terrible Laboratorium, an arcane fortress in the Starstep Cliffs (p.
arcane experiments. Led by brilliant leatherwing 166), but have nodes throughout the world—wherever
spellcasters, this cabal, called the Recusance, works tire- they choose to run an experiment, harvest raw magical
lessly to manipulate reality and break the bindings of the energy, or seek out clues that might help them in their
Black Taboos. The ripple effects of their experiments are ceaseless work.
felt throughout the world. They care nothing for the value
of life, safety, or justice. They are single-mindedly devoted Because of its brilliance, amorality, and secrecy, the
to their goal and nothing—not the Hounds or clans or gods Recusance has attracted more than its share of evil spell-
or heroes or the pleas of their innocent victims—nothing casters, and there are those in its ranks who use the guise
will dissuade them from their research. of opposing the Hounds to claim resources and protection
as they advance their own awful work, even when it has
OVERVIEW virtually nothing to do with the Recusance’s ultimate goal.
In a campaign twisted by the Recusance, your party might RESEARCH & NOTES
travel to arcane laboratories, strange pocket dimensions,
clifftop fortresses, and secret cysts of raw magic. You’ll fight The core work of the Recusance is always focused on
to stop evil experiments, confront horrific monstrosities, outwitting the Hounds. There are seven principal lines of
discover reality-warping plots, and turn the tides against experimentation they are following in hopes of finding a
those with no limits, no morals, and nothing to lose. crack in the Black Taboos:
In cities and mountains and deep underground, you’ll Undeath. Some believe that the Hounds might see the
fight oozes, the undead, monstrosities, and the amoral dead and living in different categories, and experiment
spellcasters who created them. with using zombies and spirits to slip past the Taboos.
Recusance campaigns tend to favor horror and sword & Aspect Notes
sorcery. They’re full of oozing experiments, twisted spell- Leadership
skins, corrupting magic, dangerous quests, and gray morality. Location Membrane the Vile (NE male leatherwing
Practices archmage), nearing lichdom
ORIGINS Observations
The Precipice Laboratorium
The Recusance began as a schism within the Sign of the Side effects
Hare. Certain spellskins, led by a cabal of leatherwings Reanimation, soul capture, spirit
from the Starstep Cliffs, believed that the Hares were too Further steps summoning, soul-binding, seance
timid, unwilling to get their hands dirty in ending the
reign of the Hounds. Mindless undead are difficult to teach, and
intelligent spirits are destroyed by the
Once it became clear their differences were irreconcil- Hounds when the Taboos are broken
able, the leatherwings split off into their own organization,
which they named the Recusance. They, unlike the passive Small-minded clans object to having their
and frightened Hares, were unwilling to accept the contin- burial sites disrupted and their loved ones
ued existence of the Hounds. They would do whatever killed and reanimated
must be done to break their authority.
Attempt reanimation of a dead god and/or
research into immortality through undeath
254 Chapter 11 | Factions & Threats
Monstrosity. Others think it’s not life and death that Ignorance. A fringe sect thinks that tricking the unwit-
matter, but some quality of the soul, and seek to push and ting into breaking the Taboos without knowing what
twist mortals into shapes and forms that the Hounds will they’re doing might not alert the Hounds.
find unrecognizable and forget about.
Aspect Notes
Aspect Notes Leadership
Leadership Location Krix'glak (CE male goblin archmage), who
Slemsha Coldwind (NE female dwarf Practices takes unsettling glee in his work
archmage), covered in icy crystals Observations
The Lastwater Laboratorium
Location The Ghostmire Laboratorium Side effects
Mind-control, enchantment, compulsion,
Practices Fleshwarping, transmutation, body fusion, Further steps illusion, lures, and temptations
slime creation, oozemancy
It's simple to get a simpleton to make a
Observations The Hounds seem indiscriminate about the wheel—and so far, the Hounds show no
types of bodies that break the Black Taboos distinction between secure fortresses and
so far—greater steps must be taken, forms crowded marketplaces.
pushed further.
No other laboratorium has as much insight
Side effects Useless experiments are too much on the precise methods in which the
trouble to eradicate and are released for Hounds hunt and kill their prey, thanks to
observation in case they become relevant extensive testing.
in the future.
Explore the effects of beasts and monsters
Further steps Seek a large population to manipulate en unwittingly breaking the Black Taboos—
masse, measure results. especially large ones, such as the kraken.
Evolution. A group is exploring the idea that endowing Exceptionality. There are those who kidnap outstanding
mortals with “gifts” and enhancing their natural strengths mortals and monsters and run them through arcane mazes
might allow them to exceed the limits of the Taboos. and tests, seeking to discover whether there is any preexis-
tent exceptional quality that bypasses the Hounds’ notice.
Aspect Notes
Leadership
Splitcrest (CE female leatherwing
archmage) with a bifurcated crest and Aspect Notes
an eye for detail, & Eu (LE male starling Leadership
archmage) in love with Splitcrest Location Halfwing the Flightless (NE male
Practices leatherwing archmage), badly scarred
Location The Thunderverge Laboratorium Observations
The Icehook Laboratorium
Practices Sorcerer-creation, spell-infusion, talent Side effects
exaggeration, body enhancement, eugenics Illusion, summoning, memory-alteration,
Further steps conjuration, confusion
Observations Those given sudden access to raw power
tend to die, go mad, or develop ego-driven The few test subjects that do complete the
hero complexes—which can be quite useful. mazes have yet to withstand any encounters
with the Hounds… which means the mazes
Side effects Local rumors are confused about the work, must be made more difficult.
some believing the laboratorium to be a
place of blessing and boon-granting … still, There has been some consternation about
the stream of supplicants gives easy access the sudden disappearance of famous
to new subjects. hunters, shamans, and so on—but nothing
to link it to the laboratorium at this time.
Further steps Inquire further into the nature and
development of gods. Cultivate exceptional heroes from birth as
prime candidates for the maze.
Chapter 11 | Factions & Threats 255
Multiplicity. Some think that perfect duplication of a soul ADVENTURES BY LEVEL
could confuse the Hounds, and experiment with copying
or splitting test subjects—often twisting or destroying d4 1st–4th level
them in the process.
1 Just as a strange spellskin arrives, a nearby burial
Aspect Notes site erupts with risen corpses—and they're hungry.
Leadership Defeat them.
Location The Four Greenbeaks (4 NE female
Practices leatherwing mages), originally the Six 2 An arcane trader asks for your protection as he travels
Observations into Ghostmire to collect rare, monstrous ingredients.
The Riverland Laboratorium
Side effects 3 People have been disappearing at a local shrine famous
Duplication, simulacra, doppelganger for bestowing both blessings and madness. Investigate.
Further steps creation, reincarnation
4 An old mentor broke a Taboo and was destroyed by the
So far efforts to confuse the Hounds by Hounds. Seek out clues from the site of their death.
having the same being break Taboos in
two places at once have not stymied the d4 5th–10th level
Hounds—more duplicates may be required.
1 People talk of a strange arcane maze near Icehook.
The escape of a large group of Locate it and find your way through it.
doppelgangers was unfortunate, but should
yield interesting field notes. 2 A party member's exact duplicate is committing
atrocities. Stop them and find out where they came from.
Release and study of duplicates unaware of
their original's existence. 3 Amoral spellskins opened a vault near your home and
destroyed those you love. Find and punish them.
Origin. It’s commonly agreed that the Hounds cannot be
defeated until they’re understood, so some delve into the 4 Ghosts are swarming the region, seeking their loved
most ancient, mysterious places they can find, hoping to ones. But they have a darker purpose than reunion…
discern the source and nature of the Blind Heaven.
d4 11th–16th level
Aspect Notes
Leadership 1 Gibbering horrors created by the Recusance are
Ta-Vur (LE male human archmage), an attacking from Ghostmire. Slay them and their makers.
Location ancient historian, and Gray Seht (CN female
Practices elf archmage), a law unto herself 2 A party member discovers the source of their
Observations sorcerous power is a secret laboratorium. Explore it.
Side effects No fixed location
3 A cult of the Hounds has arisen, dedicated to enforcing
Further steps Teleporation, immateriality, invisibility, the Black Taboos by brutal and horrifying means.
scrying, riddle-solving, time-travel
4 A legendary ascetic has been taken into a strange
Every clue about the origins of the Hounds arcane maze. Solve it and rescue them!
seems to contradict the one before it.
d4 17th–20th level
Innocents have been collateral damage in
the unsealing of various vaults and crypts… 1 The Recusance uses a powerful divine intervention to
but the truth must be close. create a copy of each living mortal—but the copies are
wild and murderous.
Interrogate the most ancient of genies.
2 By Grey Seht's magic, a shard of Planegea is sent hurling
through time to when the Hounds first appeared.
3 The Recusance's research has gotten out of control,
and a plague of undeath sweeps from empire to empire.
4 A blind being called the Herald offers the party a
secret to destroy the Recusance. Find a way to pay
the terrible price.
256 Chapter 11 | Factions & Threats
Throne of Nightmares BEYOND THE GRIP OF DEATH
“DID YOU HEAR SOMETHING?” Nod lies outside the grip of Nazh-Agaa, and his forbiddance
“No.” of undeath and resurrection have no hold in the Twin
“I think there’s something out there.” Worlds. The Dream World is a place of reincarnation and
“There isn’t.” half-life, while the Nightmare World is a place of undeath,
“How do you know?” where resurrection is possible for those who dare to travel
“Because it’s in here.” there to enact the rites. Skeletons, zombies, ghouls, and
ghosts—the Nightmare World is full of the living dead.
—The last words of Hakesh and Although these beings are driven by varied and selfish
That-Which-Was-Sura, on the motivations, many serve the Throne of Nightmares either
night of the Ape Clan massacre willingly or indirectly, through their dark instincts and the
fear they inspire.
W HEN YOU CLOSE YOUR EYES TIGHT, YOU
can see shapes swirling in the blackness. The SHADOW TEMPLATE
Throne of Nightmares is the reality behind
those shapes—amorphous forms of terror with Many creatures familiar from the waking world exist
the power to speak, curse, maim, and kill. The in the Nightmare World, but take on a shadowy aspect.
Throne of Nightmares, based in Nod’s dark world (p. 178), Such shadow creatures exist in abundance in the Night-
is built on the fear of mortals, and grows stronger through mare World, but occasionally traverse across the bound-
their dread. The Throne is unpredictable, illogical, and aries of Nod and enter the waking world.
ever-changing. Yet its power is real, and only grows stron-
ger as the shadows lengthen. When a waking creature is mirrored by a shadow, it
retains its statistics except as described below.
OVERVIEW
Amorphous. The shadow creature can move through
In a campaign overshadowed by the Throne of Nightmares, a space as narrow as 1 inch wide without squeezing.
your party might travel to crypts, battlefields, the Night-
mare World of Nod, and into their own pasts and secrets. Shadow Stealth. While in dim light or darkness, the
They’ll fight to maintain their sanity, confront their darkest shadow creature can take the Hide action as a bonus
dread, discover new spells and shadowy monsters, and action.
wield the power of light to combat fear and harm.
Sunlight Weakness. While in sunlight, the shadow
From underground to haunted ruins, from frozen nights creature has disadvantage on attack rolls, ability checks,
to gloomy swamps, you’ll battle the undead, creatures of and saving throws.
shadow, and all who thrive on chaos and fear.
Strength Drain. The first creature the shadow crea-
Throne of Nightmares campaigns are almost always ture hits with a melee attack on its turn has its Strength
driven by horror, full of anxiety, terror, and dread—and score reduced by 1. The target dies if this reduces its
the heroes who go into the darkness to dispel it. Strength to 0. Otherwise, the reduction lasts until the
target finishes a short or long rest.
THE THING ON THE THRONE
THE THRONE’S POWER
The Throne of Nightmares is not a person or faction, but
a position—the apex of power in Nod’s Nightmare World. Though it exists in another world, the Nightmare Throne’s
The Nightmare World and its inhabitants are dark, cold, influence spills over into the rest of Planegea—especially
colorless, and unemotional. They create fear and feed on it, during eclipses and new moons, when shadows are stron-
but do not feel it or understand it. To the shadowy crea- gest. Sometimes the Throne cares little to intrude on the
tures of Nightmare, fear is a taste, nothing more. waking world, but in other periods it sends out its agents in
great numbers to spread fear and terror.
That which rules. The Throne is ruled by whatever being
can occupy it. As long as they hold it, they have authority Shadows and the undead. The Throne of Nightmares
over the World of Nightmares, and can even influence does not command the things that haunt its world, but
the waking world. The creatures who try to hold it are as its desires are echoed in theirs. When the Thing on the
varied and strange as the nightmares of mortals. Throne wants to surge forward and feed on flesh, so do the
shadows and undead, and when it wants to lurk and sulk,
Chaotic claims. The Throne is sometimes fiercely so do its subjects.
contested, at other times left unoccupied without dispute
for years on end. The beings that vie for it seem to operate Dread elves. Few mortal souls survive in the Nightmare
apart from logic or desire—their motives and actions World, but the dark beings called dread elves (also known
cannot be predicted. as the drow) are native to its horrors. Many dread elves
act as willing creators of terror, increasing the fear in the
waking world to strengthen the Throne. Such spellcasters
Chapter 11 | Factions & Threats 257
gain intuitive access to certain spells, based on their talent The Child. The Child is always seen teetering on the edge
and what sits the Throne. of a cliff or the top of a structure; always precarious, in
danger of falling. It lures its victims into lunging to the
Mortal agents. The Throne sometimes sees fit to bend rescue, and then traps them in an endless nightmare of
mortals from the waking world to its will. Some souls will falling. It thrives on the fear of being out of control.
do anything to make their nightmares stop, and choose to
spread fear so that they don’t have to feel it any more. Spell level Name
1st Level
Shadow magic. The Thing on the Throne has the power 2nd Level feather fall, grease, jump, silent image
to reshape a fragment of reality in accordance with its will.
In the waking world, this is shown through the magic of 3rd Level blur, gust of wind, knock, levitate, rope trick,
the dread elves, and by cysts or storms of dark magic that spider climb
break through from Nod. These wild spells, unleashed at 5th Level
random, can occur anywhere the influence of the Throne fly, gaseous form, hypnotic pattern,
is strong—though what the spells are varies depending on wind wall
what occupies the Throne.
tilt*
Sleepless nights. When two powers are struggling for
the throne, dreams in the waking world are confused, The Clown. The Clown is heard before it is seen, its terri-
frantic, and sleep is lost. Such times are periods of insom- ble laughter omnipresent. It taunts its victims, stripping
nia for mortals, and it’s said that more wars, treaties, acci- away their protection, thriving on the fear of embarrass-
dents, and love affairs happen during these dark waking ment and humiliation. It rises in power when mortals fear
hours. mockery and exposure.
NIGHTMAR ES Spell level Name
1st Level
At different times, many different beings have occupied 2nd Level color spray, hideous laughter, unseen servant
the Throne. These beings tend to ascend in power based
on different types of mortal fear—hence, a year of famine 3rd Level gust of wind, hold person, levitate, see
might give rise to a different Thing on the Throne than 4th Level invisibility, suggestion, ridicule*
a year of war. Here is an incomplete list of some of those
creatures which have sat on the Throne, and which may sit counterspell, dispel magic
on it again, as well as the spells they endow to their dread
elves and that burst forth as raw magic in their reign. confusion
The Betrayer. The Betrayer takes on the appearance The Dancer. The Dancer is a fire-spirit that performs an
of the dreamer’s most beloved and trusted person, then enthralling dance while burning down everything of value
enacts vicious scenes of betrayal and abandonment, over to its victim. Its bright dance, while alluring, consumes
and over again. It gains power through the mortal fear of everything and everyone that the dreamer loves. It rises
broken or treacherous relationships. in power through fear of creative transformation and is, of
all the Things on the Throne, the least actively malicious
Spell level Name towards mortals.
1st Level
charm person, comprehend languages, Spell level Name
2nd Level disguise self 1st Level
2nd Level burning hands, color spray, identify, jump
3rd Level alter self, detect thoughts, mirror image,
suggestion 3rd Level continual flame, flaming sphere, scorching ray,
5th Level spider climb
clairvoyance, major image, tongues, vampiric 4th Level
touch clairvoyance, fireball, fly, hypnotic pattern,
lava leap*
traitor’s kiss*
freedom of movement
258 Chapter 11 | Factions & Threats
The Dotard. The Dotard manifests as a parody of an old The Pursuer. The Pursuer is a sinuous catlike beast with
man, an exaggerated pile of wrinkles and stringy white terrible breath that sometimes runs upright and some-
hair. It draws its victims near with shrieks, whispers, and times on its many, many legs. It thrives on the fear of being
babbled nonsense, then alarms them with its toothless chased. It rises in powerful mortals who are frustrated as
maw, aging them with its touch. It gains power based on they pursue a goal.
mortal fear of impotence and loss of influence.
Spell level Name
Spell level Name 1st Level
1st Level 2nd Level expeditious retreat, jump, longstrider
2nd Level bane
3rd Level blur, enlarge/reduce, misty step, spider climb,
3rd Level blindness/deafness, magic mouth, steal speed*
ray of enfeeblement, weight* 4th Level
4th Level blink, gaseous form, haste, phantom steed,
bestow curse, dispel magic, slow, slow
vampiric touch
passwall
contagion
The Siren. The Siren is an alluring presence that draws
The Enemy. The Enemy appears as a menacing figure with its victims into deep water. Once there, it seizes them
blades affixed to its body. It does not play tricks, but simply and refuses to let go, drowning them unendingly as they
assaults its victim, slashing at their flesh, leaving gaping struggle for air. The Siren gains power when mortals fear
wounds. It rises in power as mortals fear suffering or phys- confronting challenges that are beyond them.
ical peril, and although it does create spells, it also mani-
fests its magic by summoning or multiplying blades in its Spell level Name
sphere of influence. 1st Level
2nd Level charm person, false life
Spell level Name
1st Level 3rd Level alter self, enlarge/reduce, hold person,
2nd Level false life, mage armor, shield 4th Level suggestion
3rd Level
enlarge/reduce, magic weapon hypnotic pattern, slow, water breathing
4th Level
aggravate wounds*, bestow curse, glyph of compulsion
warding
The Servant. The Servant appears as a helpful figure at first,
phantasmal killer informing its victims that they must hurry; that they’re
going to be late. But as the dream darkens, the Servant’s
The Mummy. The Mummy is a motionless figure of undead warnings become more dire and menacing, the conse-
menace. It does not stagger towards its victims, but reveals quences for being late worse and worse. The Servant rises
itself motionless at the corner of their vision—and as in power when mortals fear making mistakes or missing
soon as it is seen, the dreamer realizes they are trapped, crucial opportunities.
entombed, buried with it. It thrives on the fear of entrap-
ment and claustrophobia. Spell level Name
1st Level
Spell level Name alarm, expeditious retreat, sleep, unseen
1st Level 2nd Level servant, time slip*
2nd Level mage armor, shield, sleep
3rd Level arcane lock, hold person, knock, locate object,
3rd Level arcane lock, darkness, hold person, knock, 5th Level suggestion, steal speed*
4th Level web
haste, phantom steed, sleet storm, slow
glyph of warding, nondetection, slow
dominate person
bury*
—
* These spells can be found in Chapter 8, p. 103.
Chapter 11 | Factions & Threats 259
HATED BY THE FEY Vyrkha the Shepherd
There is no power in any world that loathes the Throne “IN A WORLD OF GODS AND MONSTERS, THE POWER OF
of Dreams as much as the fey of the Dream World. They genius, ambition, and utter ruthlessness are easy to overlook.”
cannot travel directly to the Nightmare World from their
home, but must pass through the waking world to reach —Eddermas, early teacher of the boy Vyrkha
their enemies, and there are many wards and protections
to keep them away. But the archfey of the Court of Dreams O THER THREATS RELY ON MAGIC, ANCIENT
would gladly empower any mortal who was willing to knowledge, or immortal lifespans to shape Plane-
challenge the abomination of the Throne of Nightmares. gea to their will. Not Vyrkha the Shepherd. This
conquering warlord was born a mortal, and looks
ADVENTURES BY LEVEL forward to a mortal death, covered in as much
glory and power as he can get in his short lifespan. Vyrkha
d4 1st–4th level is only a man, but he is a brilliant tactician, as well as a
master of diplomacy, battle, rhetoric, and espionage. Other
1 A portal to the Nightmare World has been discovered. threats lurk in the darkness, plotting their eternal schemes.
Explore its threshold. Vyrkha the Shepherd marches into the light at the head of
an army and takes what he wants—which is everything.
2 A berserk clan, driven to a frenzy by unrelenting
nightmares, is assaulting innocents. Defeat them. OVERVIEW
3 Dread elves appear and demand tribute in furs and In a campaign dominated by Vyrkha the Shepherd, your
monster parts lest they unleash shadow creatures. party might travel from the heart of the Brother Clans,
Satisfy them. through the remote reaches of the Great Valley, into the
World-Fangs and beyond. You’ll fight to halt invading
4 An evil spirit has been appearing in the dreams of armies, confront master spies and skilled generals, discover
shamans. Investigate its source and pursue it. secret weapons and sudden betrayals, and rally an alliance
to keep Planegea from falling by the sword of one man’s
d4 5th–10th level boundless pride and endless conquest.
1 A clan has found a way south for the winter through the On the battlefield and banquet hall, in hidden crypts
Nightmare World. Guard them as they travel. with secret weapons, or among the elemental terrors
of the World-Fangs, your party may battle humanoids,
2 The Throne of Nightmares offers the party anything beasts, monstrosities, and elementals who have fallen
they want if they become waking agents of terror. under the sway of and serve under the all-consuming
banner of Vyrkha.
3 Dread elves reveal they have captured the party’s
hated enemy, and invite them to a fight to the death Vyrkha campaigns tend to favor heroic fantasy and
against them. intrigue, full of grand battles, political threats, agents and
counter-agents, sabotage, sieges, armies on the move, and
4 A tormented shaman sends the party into the Nightmare desperate last stands against overwhelming forces.
World to bring an offering that will appease the Throne.
THE SHEEP BOY
d4 11th–16th level
Vyrkha was born a common shepherd in the Fields of
1 A disease creates a panic in the Great Valley, sending Fargone, between the Soaring Stones and the Sea Empire.
untold waves of power to the Throne of Nightmares. Even as a child he showed great promise and all knew he
was destined to be chieftain of their little clan.
2 Trapped in the Nightmare World, the party must face a
staggering series of moral quandaries to survive. Then the Storm Giants raided their clan.
In a single night, Vyrkha lost everyone and everything
3 Undead hordes and shadow beasts are being loosed he knew. His father was captured, his mother crushed,
from a doorway to Nod. Assault it and seal them in. his flock scattered, his shaman, chieftain, and elders all
destroyed. Vyrkha, hiding in the shadows, was changed
4 Journey into the Dream World to gain the blessing of forever, and vowed to never be weak and helpless again. In
the Court of Dreams to fight against the Throne. that moment, the sheep boy died and the warlord was born.
d4 17th–20th level
1 An old mentor has been driven mad by nightmares.
Journey to the Throne itself to reclaim their sanity.
2 Travel to the Sea of Stars and gain the power of the
Day-Star to deal a killing blow to the dark Throne.
3 Secrets tell of a fell weapon buried at the foot of the
Throne of Nightmares. Dare to claim it.
4 Cysts of dark magic are erupting throughout the world,
empowering evil. Investigate and make them cease.
260 Chapter 11 | Factions & Threats
WARLORD RISING Tactically brilliant. Vyrkha always deploys his troops to
their best advantage, positioning mobile archers at long
Vyrkha spent the next twelve years traveling, learn- range, using foot soldiers, beasts, traps, and the terrain to
ing all he could from anyone who would teach him. He slow his enemies down and maneuver them into unfa-
studied worship at Seerfall, magic at Lake Littleblood, vorable conditions. He always has a surprise planned, and
and hunted with the Venomguard, where he heard the what looks like a mistake is always a ruse for a more clever
teachings of Kraia and first learned about Scavengers Vow. and devastating final blow.
He listened at the feet of the elders of the Brother Clans
as they sojourned in the Allhunt, then traveled north to Politically savvy. In parlay, feasting, council, and on the
spend time with the herders of the Dire Grazelands. It’s battlefield, Vyrkha is always looking to leverage advantages
rumored he even joined a Riverland cult for a time, before and allies to open up more opportunities for himself. Flat-
finally finding his place among the warlords of the Raiding tery, intimidation, seduction, blackmail, and bribery are all
Plains. From there, as he gathered followers and amassed tools in his hands to weaken his enemies and strengthen
successful raids and conquests, his powers only grew, until his own position for whatever he has planned next.
he became not just a warlord, but the warlord—and all of
Planegea started whispering his name. Curious & ambitious. Vyrkha always wants to know
more, see more, do more. He thirsts for knowledge that
AN ESCALATING THREAT can be used to his advantage, and takes every opportunity
to interact with traders, travelers, and sages to learn about
Vyrkha does not amass power all at once—he develops as the world around him. He paints a grand picture for his
a threat over time. Depending on the length and theme followers of a safer, better world, where dragons and giants
of your adventure or campaign and your party’s level, you serve mankind, not the other way around. He is seen as a
may choose to introduce him in any of the phases of his poet-warrior, and people are drawn to his mind as well as
grand campaign of conquest. his might.
THE WARLORD (1ST–4TH LEVELS) Determined to survive. Vyrkha is ruthless, ready to
At the beginning, Vyrkha is merely a successful and clever sacrifice an ally or deal the coup de grâce to an uncon-
warlord among other warlords in the Raiding Plains. The scious enemy. If threatened, he always has no less than
party might encounter him as an ally against a common five escapes planned, including such tactics as bodyguards,
monster or as a dangerous but even-handed enemy, and secret exits, plundered talismans, distractions, and traps to
find him charming and cunning, if a little grandiose. forestall those who would try to corner him.
Chapter 11 | Factions & Threats 261
THE KHAN (5TH–10TH LEVELS) Rival of giants. Thanks to abundant resources and divine
As Vyrkha amasses victories, he begins to consolidate allies, Vyrkha has become a menace even to the empires.
power, bringing warlords as generals under his banner Emissaries traveling from one empire to another to take
and subjugating clans. The party might encounter him war-council are often targeted by his strongest forces,
as a regional ruler or at the head of a conquering army and giant strongholds on the fringes of the empires have
sweeping out of the Raiding Plains into the Great Valley. started to fall. There are even dissatisfied storm and frost
His eye is on the Brother Clans, and his agents have begun giants who are starting to be tempted by his promises of
to spread into the distant corners of the world, sowing the power and a new Planegea, free of the shackles of the old
seeds of his great campaign. empires, remade by ambitious imagination.
Head of an army. Vyrkha’s tactical brilliance now extends Plunderer of ruins & dreams. The gods are not Vyrkha’s
to an army, with camps, supply lines, fronts, and fortresses. only source of newfound strength. As his grip on the Great
He has deep resources to draw upon, conquered clans who Valley becomes total, Vyrkha has been sending raiders into
hunt, gather, and pacify the gods for him, and is beginning ancient tombs, sealed vaults, and even across the threshold
his campaign of conquest into the heart of the Great Valley, into Nod, bringing back weapons, armor, and wondrous
with the Bear Clan as his first target. items to make himself and his armies more powerful than
ever before.
Ruler of a region. Although Vyrkha still commands his
troops, he is also occupied with the business of governing, Explorer of the Worldfangs. While his armies fight and
dealing with traders, treaties, spellcasters, and shamans. his monarchs reign, Vyrkha has been spending more and
He is a master of propaganda, and uses every means at his more time disappearing into the Worldfangs at the head of
disposal to feed and shelter those in his domain—as long as conquering expeditions. He has become obsessed with the
they remain subserviant to his absolute authority. idea of commanding the great powers of those regions, and
is hunting even such creatures as the kraken and tarrasque
Master of generals. With his army too large to oversee in hopes of bringing them under his control.
personally, Vyrkha has installed generals with command
over various aspects of his forces. These include Tu’ula THE TITAN (17TH–20TH LEVELS)
the Half-Giant, Keth of Spiderhill, Morkesh Once-Druid, In the end, even the empires of the giants fall. The
Shining Aia, and Flurgh Many-Skulls. God-Emperor Vyrkha, master of monsters and gods,
giants and elementals, wielder of legendary weapons and
King of spies. While his armies march and his subjects conquerer of all, is the most powerful being between Blood
serve, Vyrkha is perhaps most interested in the work of Mountain and the Sea of Stars. With his legions and magic,
his agents abroad. From the Living Lair of Scavengers monsters and wonders, Vyrkha must now choose between
Vow to the corners of the giant empires and beyond; from a final assault on Blood Mountain or an outward campaign
Seerfall to Scattersea and the Cult Riverlands, Vyrkha has to conquer Nod, Death, and the Sea of Stars… for one thing
sent crafty followers to learn all they can about the world’s is sure: he will never be content to merely rule the world.
powers and report back after finding the cracks in their
foundations that can be used to break them. Beyond mortality. Clothed in absolute power, blessed
by subservient gods, geared in the greatest of all legendary
THE EMPEROR (11TH–16TH LEVELS) artifacts, if Vyrkha is still mortal, his death seems all but
When the Bear Clan falls, it’s only a matter of time before unimaginable. He strides across the world, enacting his
Vyrkha uses the power of Urhosh to overwhelm the Ape will everywhere he goes without opposition, the shaper of
and Lion Clans. With all three Brothers under his control, reality and master of all.
Vyrkha strikes a dangerous bargain with Twr, allying
himself with good and evil gods alike, as long as they grant Guarded by gods. Vyrkha never travels without his
him more power. Now the undisputed ruler of the Great personal bodyguard, the most elite warriors and spellcast-
Valley and its surrounding regions, Vyrkha begins taming ers in the world, each of them godlike champions in their
the Dire Grazelands and pushing outwards… his goal no own right. He encamps in the hallows of gods, demanding
less than the subjugation of the giant empires. hospitality and protection from his divine subjects, and
uses the scrying eyes of his court to keep watch for any
Commander of gods. Once the Brothers and Twr are on potential threats—present or future.
his side, almost all the gods of the Great Valley must be
subject to Vyrkha’s will or be slain for their divine ivory. Corruption & conspiracy. Vyrkha does well to keep
With such divine magic at his command, Vyrkha’s armies watch, for he cannot be everywhere at once, and his empire
are shielded, blessed, and empowered far beyond the power is rotting from the inside. His monarchs and their heirs
of any previous mortal force. are fractured, dissolute, and scheme gainst each other, even
enacting minor wars between kingdoms. There are also
Kingmaker. The generals who have proven their loyalty rumors of an underground resistance, a rising tide of over-
to Vyrkha have been granted monarchies and rule huge throw within the empire, led by young fools who would
swaths of land. Their domains are not equally prosperous— dare to challenge Vyrkha’s absolute might.
some are better rulers than others—and Vyrkha is not slow
to behead even an old ally if he feels their reign is under- The final campaign. Vyrkha stands poised to strike
mining his authorirty. beyond the edges of the world, and is weighing his options.
For the first time in his life, he seems paralyzed with
262 Chapter 11 | Factions & Threats
indecision—whether to conquer the Worldheart Dragon, SILENCE REGARDING THE BLIND HEAVEN
subjugate the genies of the Elemental Wastes as a stepping
stone to the Sea of Stars, or bring Nod and the Kingdom of You may be surprised to reach the end of the threats
Death under his control. He knows that he must choose section and find no description of the Blind Heaven.
one—to try all three at once is beyond even his reach—and However, on some subjects, even this song dares not go
he will decide soon… maybe tomorrow… further. If you seek to integrate the Hounds of the Blind
Heaven into your campaign, you must do so on your own.
ADVENTURES BY LEVEL It would be better, however, to leave the Blind Heaven
alone, for inquiring into the Hounds is the work of fools
d4 1st–4th level and the obsessed.
1 A young warlord in the Raiding Plains (p. 164) lays siege If you refuse to heed this warning, there are a few
to your encampment. Defend it against the onslaught. ways of representing the Hounds in your campaign:
• Reskin. Find the most terrible monster your imagina-
2 Vyrkha's raiders attacked your patron. Chase them into
the wilderness and survive to take revenge. tion and research can conjure, and express it as the
Hounds in your campaign. If you use some other crea-
3 Vyrkha has left on a raid, leaving a skeleton crew at his ture for their stats and abilities, perhaps the Hounds
fortress. Lead an assault, to plunder the plunderer. will pass you by and not chase you down.
• Reframe. Instead of giving the Hounds stat blocks,
4 The warlord Vyrkha stands at the gates of a clan's you could express them as an effect, such as a curse
encampment. Challenge him to single combat. that grows in menace and power as fools break the
Black Taboos. This curse might be subtle at first, but
d4 5th–10th level terrible over time, playing more strongly to themes of
horror.
1 An old mentor has been imprisoned by Morkesh. • Remove. It might be best to pretend the Hounds
Smuggle a talisman to him which he can use to escape. were never there. The concept isn’t a fit for every
table—it was intended as a DM tool to help confine
2 You have been chosen to act as emissaries for the play to Stone Age norms. If you feel the Hounds are
Brother Clans (p. 163). Parlay with Vyrkha to stave unnecessary for your players, and want to explore
off invasion. the idea of inventing the wheel, writing, or currency,
you can simply choose to not use them in your game.
3 The tents of your loved ones are smoldering mounds, (See “Modifying Planegea” in Chapter 9, p. 153, for
razed by Flurgh. Raise an army to go to war against him. more on this.)
4 You find yourselves bound to the violent and dangerous But that’s enough talk of the Hounds. Even now, the
service of one of Vyrkha's generals. Plot your escape. sound of howling prickles the nape of the neck. No more
will be said on this.
d4 11th–16th level
v
1 A fire giant emissary has requested your aid in traveling
to the Stone Empire (p. 239). Protect them at all costs.
2 Rumors say that Vyrkha's agents have amassed a
hoard of secret weapons. Discover its location and
plunder it.
3 Vyrkha's tomb-raiders have unsealed an ancient,
undead horror. Save all you can from the devastation.
4 Someone you owe a great debt has been forced to lead
an expedition into the Worldfangs. Take their place.
d4 17th–20th level
1 It's said that Vyrkha has hidden a key to his power in the
Moon-Palace of Takash (p. 213). Find it and destroy it.
2 A ruined giant city lies shattered and haunted. Search
its dark depths for secrets to oppose Vyrkha.
3 There is no hope left in Planegea to fight Vyrkha.
Journey beyond the world's edge to find allies.
4 No living soul can stop Vyrkha. Journey into the
Kingdom of Death (p. 251) to bring back his loved
ones.
Chapter 11 | Factions & Threats 263
264 Chapter 12 | Treasures
CHAPTER 12
TREASURES
“You CAN’T carry all that back to the encampment, Ek-Sur!” NAMES & SCARS
“Watch me!” The dragonborn hauled on the giant’s helmet, muscles
Reputation goes a long way in Planegea—and a meaningful
straining to budge the spike-studded crest, still wet with blood from name or an impressive scar can be a form of passive wealth,
the recent battle. With a groan, he got it to pitch over and start rolling lowering the price of a bartered trade, and giving charac-
downhill towards their fire. “Ha! See?” ters access to environments and adventures where a less
impressive person might be unwelcome.
The elf rolled her eyes hugely. “Amazing. Yes. SO good. Are you
planning to roll their whole caravan downhill?” Names and scars can act as a kind of permanent wealth
in Planegea. Since the characters cannot hoard huge piles of
“It’s a WHOLE CARAVAN, Lemilith! Do you expect us to just currency, these badges of reputation act as a baseline added
LEAVE it!?” Ek-Sur was already tugging a ring the size of his waist value to any trade they might engage in. Much as a party
off a second corpse. of experienced adventurers in medieval fantasy tosses ten
gold around without thinking twice, a party of experienced
She held her hand against the sun, her translucent hand only adventurers in Planegea could expect quick service and
making its light watery and blue as it shone on her face. “I think you respect and basic goods offered to them on the strength of
should pick out three nice things for yourself and thank your personal their name and scars alone.
omens this plan worked.”
To offer this as a reward, communicate its value to
“Can’t you LEVITATE something?” your players when they win a new name or scar about its
“I could. But this is boring. And your appetite for barter has gotten value—not in material terms, but in terms of the respect
us in trouble more than once. We can’t show our faces in Swapshore and deference shown to them, as a wealthy person would
for at least four seasons.” expect deference in another era. Assign a value to the name
Ek-Sur puffed smoke from his nostrils angrily. Then a slow smile or scar, and let the player know their character won’t need
spread across his face. “All right, you know best. I guess we’ll just have to barter for items below the threshold of the combined
to leave the silks along with everything else.” value of their names and scars. Generally speaking, a name
Lemilith sat up. “Silks?” or scar should have an approximate value equivalent to
“Silks. Gems. Incense. All the fineries of the Air Empire. I saw it an item of loot a character might have won for a hard or
tumble out of the back when the mammoth toppled over. Must be deadly battle with a monster. 5th Edition materials have
under all that bulk, but there’s no way I can budge it by myself. Too random loot tables listed per monster CR, which make
bad I don’t have any magic to lift the carcass.” good guidelines for the value of a new name or scar.
Lemilith hopped off the pile of wreckage. “Fine. You win. I guess I
have a LITTLE magic left. Now shut up and show me these silks.” NAMES
Giving the characters new names tells their story, rein-
I N PLANEGEA, WEALTH IS NOT MEASURED BY coins forces their reputation, makes them recognizable, and
or gems, but by influence, reputation, length of life, anchors them more firmly in the world. Names can be
and the tools you have to stay alive and protect those individual (such as the Ram or Fire-Eater) or applied to
that you care about. Material goods are only valued so everyone in the group (such as the Monsterslayers or the
far as they enable you to exert your will in the world, Firstblood Five). Names are geographical, and dimin-
and the value of all things is relative, depending on who ish in value the farther from the place where they were
you’re bartering with and how desperate they are. awarded. To decide whether or not they’ve been heard of,
award a reputation DC to the name (higher for less famous
AWARDING LOOT names, lower for more famous names), and have NPCs
they encounter roll an Intelligence (History) check to see if
Given that Planegea has no coin or currency, conquering they’ve heard of them. This DC should increase the farther
enemies large and small comes with other rewards. Use the the characters are from where the name was awarded.
Currency Conversion table in Chapter 7, p. 97, for simple
conversion from gold. Loot can also take the form of magic Name table. Use the table on the next page as an example
items, finely crafted goods, or extraordinary raw materials to quickly lay out the value of name. You can offer a
(such as prized scales, feathers, blood, bones, teeth, etc). template like this to your characters for them to track their
These materials might be carried by the defeated creature names if it’s helpful.
or harvested from them.
Loot can also be claimed in the form of favors, gratitude,
and bonds. If the party defeats a creature that has menaced
an individual, a clan, or a region, they may now be owed
a debt of gratitude, which they can use to gain whatever
advantages they might seek.
Chapter 12 | Treasures 265
Name Hydra’s Bane 1d20 Scar Location 1d20 Scar Location
Worth in salt 250 ps 1 Head (roll on head 11 Fingers
Awarded in The Slumbering Forest scar table)
Reputation DC 16 2 Neck 12 Thumbs
3 Shoulders 13 Hips
Nameworthy deeds. Characters might earn names for 4 Chest 14 Thighs
any of the following heroic acts, among others: 5 Upper arms 15 Knees
6 Forearms 16 Calves
• Killing a monster 7 Trunk 17 Ankles
• Saving innocent lives 8 Belly 18 Feet
• Standing up to an intimidating foe 9 Wrist 19 Toes
• Averting a disaster 10 Hands 20 Roll twice, scar
• Stopping a plague
• Creating a landmark hits both
• Recovering a priceless item
• Discovering a wonder
SCARS 1d20 Head Scar Location 1d20 Head Scar Location
Like names, scars can offer passive wealth to a player, but 1 Crown 11 Forehead
without geographical limitation. As such, scars are more 2 Back of head 12 Left eye
inherently valuable than names. It’s important, however, to 3 Nape of neck 13 Right eye
discuss with players whether scars are part of their vision 4 Left temple 14 Nose
for their character. Some players might not want to their 5 Right temple 15 Upper lip
character bearing any scars, and some might want their 6 Right jaw 16 Lower lip
character to be heavily scarred from the beginning, which 7 Left jaw 17 Left cheek
would alter the balance of wealth in the party. Discuss 8 Left ear 18 Right cheek
whether using scars as a reward is a good fit for your group 9 Right ear 19 Chin
before your first adventure. If it works for your group, use 10 Throat 20 Roll twice, scar
it as an optional rule, and work with your players to grant hits both
scars that enhance their character’s aesthetic.
1d12 Scar Type 1d12 Scar Type
For random scars for players and NPCs, you can roll on 1 7
the tables on this page, with a scar size of 2d10 inches. Melted or mottled Pox scarring
2 (acid) 8 (necrotic)
HARVESTED PARTS
3 Discolorated 9 Punctured
Many monsters, once slain, can be harvested for valu- 4 (bludgeoning) 10 (piercing)
able parts. These parts can fetch a handsome value with 5 11
the right trader, although DMs should exercise caution 6 Frostbitten (cold) 12 Withered (poison)
in assigning prices to parts as a universal rule, as some
players may seek to exploit economies of scale if harvesting Burned (fire) Shiny (radiant)
is too reliable a source of income. It’s generally best to have
traders only interested in a limited supply of any given Bent or torn (force) Long scar (slashing)
monster part—or, if any given part is traded often, for the
value to diminish as the market is flooded. Branched scarring Banded scarring
(lightning) (thunder)
That said, harvesting parts can still provide opportunities
for adventure, barter, and crafting. Common parts include: Meat. Edible meat is always valuable, especially if its
flavor is good. The meat of a monster or dangerous beast
Teeth or claws. Teeth or claws are usually fairly easy is highly prized, and believed to endow those who eat it
to extract and transport, and of high value for crafting with might and prowess in hunting and other endeavors.
weapons or tools, or as decoration. If a creature is known Raw meat usually spoils quickly, and must be consumed or
for its many teeth (a shark, for example) its teeth may be preserved by smoking, packing in salt, or other means.
less valuable since they are more common.
Fur or hide. A creature’s fur or hide can command a high
Bones. Bones can be used to craft weapons or struc- value in a trade, depending on its size and quality. Fur or
tures, and usually require substantial effort to extract and hide can be difficult to extract, depending on the anatomy
clean. They generally command an average price for their of the creature, and is most useful in wide uninterrupted
utility, but unless they are curiously shaped or colored or sheets. Unusual colors or textures are greatly valued, espe-
have magical properties, they are hard to differentiate from cially if the fur or hide is especially warming or cooling
more commonly-found bones. (depending on the environment).
266 Chapter 12 | Treasures
Eyes or ears. The eyes, ears, or other delicate external MAGIC ITEM ORIGINS
organs of a creature can be of great value to spellcasters or
as trophies if well-preserved. Such organs are fragile and Magic items arise from many places in Planegea. Those
can perish easily if mishandled, and those interested in held by mortals tend to be crafted by shamans, spellskins,
them are less common, but more passionate when found, gnomes, or else created by the gods. Many divine hallows
and willing to pay handsomely for the parts they seek. act as de facto magic shops, as mortals give offerings to
the local deity in order to gain blessed items. Magic items
Head or paws. The head, paws, or other parts of a can also arise from nature, the giant empires, or stranger
creature can be taken in whole as a trophy. Such parts are provenance, such as the vault of aberrations, the elemen-
usually displayed as proof of conquest. Because of their size, tal wastes, Nod, or even the far depths of the Sea of Stars.
they are usually only desired by chieftains, shamans, or Consider how the item’s origin might affect its appearance
other persons of influence who can afford to transport or and nature:
display such prizes.
Shaman. This item was hand-crafted by a shaman and
Blood or venom. The natural fluids of creatures can be imbued with divine power. It is formed of natural materi-
highly valued by the right trader. Blood and any poisonous als, carved simply with stone tools, and possibly decorated
fluids are the easiest to barter, but certain acids, biles, or with beads, feathers, or colored shells.
other fluids might find an interested trader under the right
circumstances. Spellskin. This item was invented by a spellskin and
enchanted with arcane magic. It is minimal in nature,
Internal organs. The heart, liver, stomach, or other inter- with as few elements as possible, but has inked or carved
nal organs of creatures have varying values depending on patterns on its surface to show the way to activate the spell.
the nature of the creature and its natural or magical abili-
ties. Such organs are usually relatively easy to extract, but Gnome. This item is intricately created from reclaimed
hard to preserve, and must generally be used for whatever refuse and discarded materials, crafted with myriad tiny
their purpose is quickly before they perish. details of inventive and curious design.
Stone or pearl. Some creatures have a stone, jewel, pearl, God. This item is miraculously shaped, perfectly organic
or other artifact embedded in their physiology. Such stones or geometrical by the will of the god. It bears marks and
are highly prized and command great value in trades, often decorations pertaining to the god’s nature, such as a scale
sought out by collectors and powerful shamans or spell- pattern for a snake god or glittering gems for a stone
skins as spell components. god. An item given by an evil god tends to feature hooks,
twisted shapes, and alluring colors, while an item given by
PRECIOUS PLANTS a good god tends to be humble in appearance, yet elegant
when examined or wielded.
Some creatures guard magical or rare plants as treasured
items. Such plants might be seeds or bulbs, or sprouted and Giant. This item was created by the hands of giant arti-
worn in pouches or pots of soil, or they might be in hidden sans. It features strong geometric designs and is a little
gardens, tenderly transplanted when the creature relo- overlarge and heavy. It is decorated with materials natural
cates. Plants might be valuable in themselves, or their parts to the Empire from which it comes, such as gemstones,
might be able to be used as spell components, unusual obsidian, giant feathers, or shells.
flavoring, or other prized purposes. Some plants only
flower or produce fruit under certain circumstances, and Aberration. This item was reclaimed from a vault or
might have pictograms or enclosures that would suggest incursion of the alien minds known as aberrations (p.
such timing. 260). It features a strange combination of living and
artificial materials, and has a tendency to ooze, bead with
Magic Items condensation, or wriggle slightly when touched.
In Planegea, magic and the mundane are so interwoven Nod. This item is from one of the twin worlds of Nod (p.
that they have no real distinction in the minds of most 178). Items from the Dream World tend to have an insub-
people. Spells of divine and arcane nature are common- stantial, see-through quality to them, their outlines slightly
place, as are prayers, superstitions, and inexplicable amorphous, and to change slightly when you look away in
occurrences of all kinds. Weather events such as lightning small ways such as color or size. Items from the Nightmare
or windstorms are considered magical, fire is believed to World tend to feature scars and scratches, as if they were
be inherently magical, and so the appearance of a magical created through some traumatic event, and rattle or hiss
item is regarded with interest, but without undue amaze- when closely examined.
ment.
Dragons will hoard anything magical made
That said, magic is one more element beyond the control by anyone and call it all the same. Little do
of nonmagical mortals, and is regarded with as much they realize that little battles are being fought
guarded caution as a wild beast or dangerous river crossing. beneath their claws as holy items duel with
Spellcasters and those who carry magic items may be seen druidic ones, gnomecraft struggles with giant
as threats, targets for robbery, or helpful allies, depending magic, and nature and aberration seek to unmake
on those they encounter.
each other in subtle, unspeaking ways.
Chapter 12 | Treasures 267
Elemental Wastes. This item is an artifact of the elemen- Use this table to determine the spell’s attack bonus or
tal wastes, and is earth, air, fire, or water encapsulated. It’s spell save DC:
made of rough elemental shapes, or else genie-crafted with
mystical symbols and impossible artistry and whimsy. Spell Level Save DC Attack Bonus
Cantrip 13 +5
Stars. This item comes from the Sea of Stars, and gleams 1st 13 +5
with an inner glow, seeming to capture and hold any light 2nd 13 +5
source that shines upon it. When listened to closely, it 3rd 15 +7
appears to be faintly singing. 4th 15 +7
5th 17 +9
Nature. This item grew from nature itself, through some 6th 17 +9
magical quirk of the land. It might have blossomed as the 7th 18 +10
fruit or flower of an enchanted tree, or formed of its own 8th 18 +10
accord in the rock of a mountain or riverbed, or been 9th 19 +11
created through a natural event such as lightning striking
sand or the wind shaping a stone over countless years.
CONVERTING MAGIC ITEMS
Most magic items in Fifth Edition can be used in Planegea,
simply by converting any metal components to prehistoric
materials (stone, wood, bone, shell, etc.), with two obvious
exceptions:
Books become chants. Various books in 5E grant abili-
ties and unleash effects when read over time. These magic
items become chants, which must be memorized and
uttered from start to finish, requiring the same amount of
time as the time required to read the book.
Such chants could be leanred from a shaman, ghost, god,
ancestor, or spirit. Chants can also be recorded with magic
and placed within objects.
Spell scrolls become talismans. Talismans are small,
brittle trinkets, usually made of clay, fragile bones, string,
and the like. When used correctly, a talisman unravels to
cast its spell, and then disintegrates into dust. However, it
is possible to unravel a talisman clumsily, failing to activate
the magic. If a non-spellcaster breaks
the talisman, they must succeed on
a DC 10 Intelligence check or the spell
escapes without effect. On a natural 1, the
spell targets the non-spellcaster who
broke the talisman.
268 Chapter 12 | Treasures
Magic Masks Mask of the Ape (rare). This huge, glowering mask allows
you to hurl spectral boulders. When you expend a charge,
In the primal world of Planegea, there are many dangerous make a ranged weapon attack against a target you can see
secrets and menacing powers. The mortals of the world within 50 feet, or within 100 feet with disadvantage. This
have found countless ways to survive, but perhaps none attack is +9 to hit. On a hit, deal 7d6 + 6 bludgeoning damage.
are as unique to the world as the creation of magic masks,
imbued with the power of the creature they represent. Mask of the Balor (very rare). This red, ox-headed mask
When worn by a mortal attuned to the mask, a transfor- unleashes an aura of fire around you. When you expend
mation occurs as the mask comes to life at the will of the a charge, each creature within 5 feet of you takes 3d6 fire
wearer. damage, and flammable objects in the aura that aren’t being
worn or carried ignite. Until the start of your next turn, a
There are many masks in Planegea, of both divine and creature that touches you or hits you with a melee attack
arcane origin. This section lists 18 of them, as well as offer- while within 5 feet of you takes 3d6 fire damage.
ing guidance on how to create original masks for your own
table’s adventures. Mask of the Bat (uncommon). This crude mask with
oversized ears grants you the senses of the bat. When you
Magic Masks by Rarity expend a charge, you gain blindsight to a range of 60 feet
until the start of your next turn.
Rarity Magic Masks
Mask of the Blink Dog (rare). This mask of a sharp-eared
Uncommon Mask of the Bat canine allows you to teleport. When you expend a charge
as an action, you magically teleport, along with any
Uncommon Mask of the Eagle equipment you are wearing or carrying, up to 40 feet to
an unoccupied space you can see. This teleportation does
Uncommon Mask of the Cobra not provoke attacks of opportunity. As part of this action,
either before or after teleporting, you can make one attack.
Uncommon Mask of the Spider
Mask of the Cobra (uncommon). This fanged, hooded
Uncommon Mask of the Sprite mask gives you the power of a poisonous bite. When you
expend a charge, make a melee weapon attack against a
Uncommon Mask of the Toad target you can see within 10 feet. The attack is +6 to hit,
and deals 1d4 + 4 piercing damage. On a hit, the target
Uncommon Mask of the Lion must make a DC 11 Constitution saving throw, taking 3d6
poison damage on a failed save, or half as much damage on
Rare Mask of the Blink Dog a successful one.
Rare Mask of the Duergar Mask of the Dragon (legendary). This red, polished mask
of a great dragon grants you fiery breath. When you expend
Rare Mask of the Ape a charge, you exhale fire in a 30-foot cone. Each creature in
that area must make a DC 17 Dexterity saving throw, taking
Rare Mask of the Mimic 16d6 fire damage on a failed save, or half as much damage
on a successful one.
Rare Mask of the Wraith
Mask of the Duergar (rare). This gray, dwarvish mask
Very Rare Mask of the Balor grants you the power to enlarge your form. When you
expend a charge, you magically increase in size, along with
Very Rare Mask of the Treant anything you are wearing or carrying, for 1 minute, during
which time you cannot expend another charge with this
Very Rare Mask of the Unicorn mask. Your size category increases by 1. While enlarged,
you double your damage dice on Strength-based weapon
Very Rare Mask of the Vampire attacks, and make Strength checks and Strength saving
throws with advantage. If you lack the room to increase by
Legendary Mask of the Dragon 1 size, you attain the maximum size possible in the space
available.
Legendary Mask of the Storm Giant
Mask of the Eagle (uncommon). This mask features the
MAGIC MASK sharp hooked beak and yellow eyes of an eagle. When you
Wondrous item (mask), rarity by mask (requires attunement) expend a charge, you gain a fly speed equal to your walking
speed until the start of your next turn.
This mask is carved and decorated to resemble a specific
creature, and imbues its wearer with a measure of that Mask of the Lion (uncommon). This golden-maned mask
creature’s power. As a bonus action, you can put on or grants you the predator’s mighty pounce. If you move at
remove the mask. The mask has 5 charges. While wearing least 20 feet straight toward a creature and then hit it with
the mask, as an action you expend 1 of its charges and a melee attack on the same turn, you may expend a charge
immediately take the mask’s action. If the action uses an as part of your attack action. The target must succeed on a
item such as a weapon or other held object, the mask proj- DC 13 Strength saving throw or be knocked prone. If the
ects a spectral version of the object, which disappears when
the charge is expended.
The mask regains 1d4+1 expended charges daily at dawn.
If you expend the mask’s last charge, roll a d20. On a 1, the
mask’s magic fades and it becomes a mundane object.
There are many magic masks in the world, created by all
manner of spellcasters and magical beings for many differ-
ent purposes. Here are some of them:
Chapter 12 | Treasures 269
target is prone, you can make one additional melee attack than 120 feet from the tree; or until you take a bonus
against it as a bonus action. action to turn it back into an inanimate tree. The tree then
takes root if possible. You cannot expend another charge
Mask of the Mimic (rare). This amorphous mask allows with this mask while any tree is animated by its magic.
you to disguise yourself as an object. When you expend a
charge, you can turn into an object of approximately the Mask of the Unicorn (very rare). This mask of purest
same size as yourself. While you remain motionless, you white with a spiraling horn grants you a healing touch.
are indistinguishable from an ordinary object, although When you expend a charge, you can touch another creature
you still retain all your existing stats, abilities, proficien- with the mask’s horn. The target magically regains 2d8 + 2
cies, and requirements (such as food, air, and sleep). You hit points. In addition, the touch removes all diseases and
can use your bonus action to return to your own form. neutralizes all poisons afflicting the target.
Mask of the Spider (uncommon). This black, many-eyed Mask of the Vampire (very rare). This pale, fanged mask
mask gives you the power to shoot webbing. When you summons the children of the night at your command.
expend a charge, make a ranged weapon attack against When you expend a charge, you magically call 2d4 swarms
a creature you can see within 30 feet, or 60 feet with of bats or rats, provided that the sun isn’t up. While
disadvantage. The attack is +5 to hit. On a hit, the target is outdoors, you can call 3d6 wolves instead. The called crea-
restrained by webbing. As an action, the restrained target tures arrive in 1d4 rounds, acting as your allies and obeying
can make a DC 12 Strength check, bursting the webbing on your spoken commands. The beasts remain for 1 hour, until
a success. The webbing can also be attacked and destroyed you die, or until you dismiss them as a bonus action.
(AC 10; hp 5; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage). Mask of the Wraith (rare). This translucent, ghostly mask
grants you the power of incorporeal movement. When you
Mask of the Sprite (uncommon). This wide-eyed, glitter- expend a charge, until the start of your next turn, you can
ing mask grants the power to see into a creature’s heart. move through other creatures and objects as if they were
When you expend a charge, you can touch a creature and difficult terrain. Take 1d10 force damage if you end your
magically know the creature’s current emotional state. If turn inside an object.
the target fails a DC 10 Charisma saving throw, you also
know the creature’s alignment (if any). Celestials, fiends, CREATING MAGIC MASKS
and undead automatically fail the saving throw.
Magic masks are simple to design and powerful in play.
Mask of the Storm Giant (legendary). This frightening, To make your own magic mask, select a creature and
oversized mask allows you to wield the power of lightning. choose one of its actions or abilities to grant to the
When you expend a charge, you hurl a magical lightning attuned creature. (For balance purposes, Multiattack
bolt at a point you can see within 500 feet of it. Each crea- should not be chosen.) Rewrite the creature’s action in
ture within 10 feet of that point must make a DC 17 Dexter- player-facing langauge, and the mask is complete!
ity saving throw, taking 12d8 lightning damage on a failed
save, or half as much damage on a successful one. Timing. Some creatures have abilities that are only to
be used once or twice per day, or have ongoing effects.
Mask of the Toad (uncommon). This brown, goggle-eyed For these abilities, add a clause such as “until the start of
mask features an enormous bite. When you expend a your next turn,” or “you cannot expend another charge
charge, make a melee weapon attack against a target you until…” to keep the mask in line with the monster’s ability.
can see. The bite is +4 to hit. On a hit, deal 1d10 + 2 pierc-
ing damage plus 1d10 poison damage, and the target is Damage. Masks that deal damage should scale by
grappled (escape DC 13). Until this grapple ends, the target rarity. The ranges below are based on average player
is restrained, and you can’t bite another target. damage by tier of play, and should offer a good baseline:
• Uncommon: 10–20 damage per round
Mask of the Treant (very rare). This wooden, branched • Rare: 25–50 damage per round
mask allows you to animate trees. When you expend a • Very Rare: 35–75 damage per round
charge, you magically animate one or two trees you can • Legendary: 40–85 damage per round
see within 60 feet. These trees have the statistics of a
treant, except they have Intelligence and Charisma scores
of 1, they can’t speak, and they have only the Slam action
option. An animated tree acts as your ally. The tree remains
animate for 1 day or until it dies; until you die or are more
270 Chapter 12 | Treasures
Magic Item Descriptions I pass along word of these apparatuses because I’ve
heard it to be so, but who would possibly create
This is just a scattering of the magic items that can be such a preposterous object, let alone several?
found in strongholds, sanctums, vaults, and other secret And to what purpose? This seems very unlikely to
places throughout Planegea. Some are the prized posses-
sions of powerful heroes and villains, while others are used me... I’d consider this bit pure conjecture.
every day by unremarkable mortals.
APPARATUS OF THE HAWK LEVERS
AMULET OF THE ARENA
Wondrous item, rare Lever Up Down
1
While wearing this amulet, your size doubles in all Wings extend, allowing Wings retract, reducing
dimensions, and your weight is multiplied by eight. This the apparatus to fly. the apparatus’ flying
growth increases your size by one category—from Medium speed to 0 and making
to Large, for example. If there isn’t enough room to it unable to benefit from
double your size, you take 1d6 force damage per 5 feet of bonuses to speed.
constrained space, and are restrained until you remove
the amulet or are freed from the space. Until the amulet is 2 Forward window Forward window
removed, you also have advantage on Strength checks and shutter opens. shutter closes.
Strength saving throws. Your weapons also grow to match
your new size. 3 Floor and ceiling Floor and ceiling
APPARATUS OF THE HAWK window shutters open window shutters close
Wondrous item, legendary
(one above, one below). (one above, one below).
This item first appears to be a Large sealed stone cylinder
weighing 400 pounds. The cylinder has a hidden catch, 4 Two talons extend from The talons retract,
which can be found with a successful DC 20 Intelligence the underside side of the reducing the
(Investigation) check. Releasing the catch unlocks a hatch apparatus, raising it 5 ft. apparatus’s walking
at one end of the monument, allowing two Medium or and allowing it to walk. speed to 0 and making
smaller creatures to crawl inside. Ten levers are set in a it unable to benefit from
row at the far end, each in a neutral position, able to move bonuses to speed.
either up or down. When certain levers are used, the appa-
ratus transforms to resemble a giant hawk. 5 The apparatus walks or The apparatus walks or
The Apparatus of the Hawk is a Large object with the flies forward, if talons or flies backward, if talons or
following statistics:
wings are extended. wings are extended.
Armor Class: 20
Hit Points: 200 6 Each extended wing The talons make the
Speed: 10 ft., Fly 60 ft. (or 0 ft. if the talons or wings aren’t
makes the following following melee weapon
extended)
Damage Immunities: poison, psychic melee weapon attack: attack: +8 to hit, reach
To be used as a vehicle, the apparatus requires one pilot. +8 to hit, reach 20 ft. Hit: 5 ft., one target. Hit:
While the apparatus’ hatch is closed, the compartment is
airtight and warm. The compartment holds enough air for 7 (2d6) bludgeoning The target is grappled
10 hours of breathing, divided by the number of breathing
creatures inside. damage. (escape DC 15)
The apparatus is capable of flight unless it is submerged 7 The apparatus turns 90 The apparatus turns 90
in liquid or its wings are restrained or blocked by obstacles.
degrees left. degrees right.
A creature in the compartment can use an action to move
as many as two of the apparatus’ levers up or down. After 8 Lenses cover over the The lenses retract.
each use, a lever goes back to its neutral position. Each
lever, from left to right, functions as shown in the Appara- windows , magnifying
tus of the Hawk Levers table.
objects viewed through
them to twice their size.
9 The apparatus descends The apparatus rises up to
as much as 20 feet in air. 20 feet in air.
10 The rear hatch unseals The rear hatch closes and
and opens. seals.
Chapter 12 | Treasures 271
APPARATUS OF THE MAMMOTH ARCFIRE GLAIVE
Wondrous item, legendary Weapon (glaive), very rare (requires attunement)
This item first appears to be a Huge sealed stone monu- This ever-burning weapon can be spun in whirling attacks,
ment weighing 10,000 pounds, featuring the carved head threatening everyone around the wielder. You gain a +1
of a mammoth and two stone tusks. The monument has bonus to attack and damage rolls made with this magic
a hidden catch, which can be found with a successful DC weapon. When you hit with it, the target takes an addi-
20 Intelligence (Investigation) check. Releasing the catch tional 2d8 fire damage.
unlocks a hatch at one end of the monument, allowing six
Large or smaller creatures to crawl inside. Ten levers are As an action, you can use the glaive to make a whirling
set in a row at the far end, each in a neutral position, able attack in a 10-foot radius. Creatures within the radius must
to move either up or down. When certain levers are used, make a DC 15 Dexterity saving throw. On a failed save, they
the apparatus transforms to resemble a stone mammoth. take 2d8 fire damage. On a success, they take half as much.
Any flammable objects in the radius ignite.
The Apparatus of the Mammoth is a Huge object with the
following statistics: ASP OF PERFECTION
Wondrous item, legendary (requires attunement)
Armor Class: 30
Hit Points: 400 This armlet is fashioned of glittering gemweave, woven in
Speed: 30 ft., Swim 10 ft. (or 0 ft. if the legs aren’t the shape of a coiled serpent with bared fangs. Originally
worn by the Air Empress, the Asp enables utter perfection,
extended) but punishes weakness with death. While you are attuned
Damage Immunities: poison, psychic to the Asp, any attack roll, ability check, or saving throw
other than a 1 is treated as a natural 20.
To be used as a vehicle, the apparatus requires one pilot.
While the apparatus’s hatch is closed, the compartment is
airtight. The compartment holds enough air for 10 hours
of breathing, divided by the number of breathing
creatures inside.
The apparatus takes no penalty to speed
from difficult terrain.
A creature in the compartment can
use an action to move as many
as two of the apparatus’ levers
up or down. After each use, a
lever goes back to its neutral
position. Each lever, from
left to right, functions as
shown in the Appara-
tus of the Mammoth
Levers table (on
the opposite
page).
272 Chapter 12 | Treasures
If you roll a 1 on an ability check, attack roll, or saving ASPECTER’S FLUTE
throw while attuned to the Asp, you drop to 0 hit points, Weapon (blowgun), uncommon
automatically fail two death saving throws, and have
disadvantage on your next death saving throw, which is not This slender blowgun shoots tiny needles infused with
converted to a natural 20 by the Asp. batface venom. When you hit with the Aspecter’s Flute,
the target must make a DC 15 Wisdom saving throw. On
Curse. The Asp of Perfection is cursed, and becoming a failure, they take 1d8 poison damage of which they are
attuned to it extends the curse to you. While cursed, a unaware. On a success, they take half as much and are
creature may not willingly remove the Asp. If it is forcibly aware of the damage.
removed, the cursed creature dies.
BASIN OF DREAMING
APPARATUS OF THE MAMMOTH LEVERS Wondrous item, rare (requires attunement)
Lever Up Down This large stone basin has 5 charges and regains 1d3
1 expended charges daily at dawn. The basin is about 1 foot
Legs extend, allowing Legs retract, reducing in diameter and half as deep. It weighs 10 pounds and holds
the apparatus to walk. the apparatus’s speed to about 3 gallons. While the basin is filled with water, you
0 and making it unable can use an action to expend one of its charges to cast the
to benefit from bonuses dream spell.
to speed.
You can also use all 5 charges to cast planeshift.
2 Forward window Forward window
shutter opens. shutter closes. BEAD OF BREEZE
Wondrous item, common
3 Side window shutters Side window shutters
This fragile glass bead is chilly to the touch. You can use a
open (one per side). close (one per side). bonus action to crush the bead, releasing a cool breeze that
can be felt by creatures in a 50-foot sphere centered on you.
4 A trunklike appendage The trunk retracts. The breeze lasts for 1 minute.
uncurls from the front of
the apparatus. BEAD OF FROST
Wondrous item, common
5 The apparatus walks The apparatus walks
forward, if legs are backward, if legs are This small icy bead is kept in a specially-prepared pouch
already extended. already extended. until ready to be used. You can use an action to touch the
bead to an object no larger than a 5-foot cube. The object
6 The tusks make the The extended trunk becomes covered in a thin layer of magical frost. If the
object was on fire, the fire is extinguished, and the object
following melee makes the following is chilled. The bead melts after 6 seconds, after which the
object’s temperature returns to normal.
weapon attack: +8 to hit, melee weapon attack:
BLOOD SIPHON
reach 20 ft. Hit: 18 (4d8) +8 to hit, reach 20 ft., Wondrous item, rare (requires attunement)
bludgeoning damage. one target. Hit: The This pair of small ruby discs creates a magical link between
two creatures, drawing the life-force from one creature to
target is grappled another in a parasitic bond. One disc has an engraving of
a leech, and the other has an engraving of a flower. As an
(escape DC 15) action, you can place the leech disc on the skin of a human-
oid creature. That creature must make a DC 16 Constitu-
7 The apparatus turns 90 The apparatus turns 90 tion saving throw. On a failure, the leech disc attaches and
cannot be removed except by magic such as a remove curse
degrees left, if legs are degrees right, if legs are spell. The flower disc can be attached to the skin of another
creature as a bonus action, and removed as a bonus action.
extended. extended.
At the time that both discs are attached to living crea-
8 The trunk emits a loud The trunk emits a loud tures, the creature wearing the flower disc can choose one
trumpeting that can be trumpeting that can be of the following abilities to siphon: Strength, Dexterity,
heard clearly for 1 mile, heard clearly for 1 mile, Constitution, or Charisma. The ability cannot be changed
and faintly for 5 miles. and faintly for 5 miles. unless both discs are removed and re-attached. The
creature wearing the flower disc has advantage on ability
9 If the legs are extended, If the legs are extended, checks, attack rolls, and saving throws using the chosen
the apparatus rears the apparatus charges
on its hind legs briefly, forward up to 60 feet.
before slamming back Creatures in its path
down in a stomp attack: must make a DC 15
+8 to hit, reach 5 ft. Hit: Dexterity saving throw.
55 (10d10) bludgeoning On a failure, they take
damage. Creatures 7 (2d6) bludgeoning
in a 10 ft. radius must damage and are
succeed on a DC15 knocked prone. On a
Dexterity saving throw success, they take half
or be knocked prone. damage.
10 The rear hatch unseals The rear hatch closes
and opens. and seals.
Chapter 12 | Treasures 273
ability. The creature wearing the leech disc has disadvan- DAY-STAR PENDANT
tage with the same ability. Wondrous item, very rare
Every 24 hours, starting when both discs are attached, These ivory pendants are given to members of the Council
the creature wearing the leech disc must make a DC 16 of Day (p. 193). Each pendant is inset with four tiny
Constitution saving throw. On a failed save, they take one stones in the pattern of a diamond. When these stones are
level of exhaustion. pulled into the center, they glow brightly, emitting a dim
light in a 10 foot radius.
BLINDING WEAPON
Weapon (any), uncommon (requires attunement) DEEPSTONE
Wondrous item, legendary (requires attunement)
The first time you hit a creature with this weapon, they
must make a DC 13 Constitution saving throw or be Also called the Mountainheart, this legendary item was
blinded until the end of their turn. the prize of the Stone Empire. A large, egg-shaped stone
of strange, rough texture, the Deepstone grants power-
BRIGHTSHATTER JAR ful control over the element of earth. When touching the
Wondrous item, common Deepstone, you can cast the following spells at will with a
range of 1 mile: (at-will) mold earth, move earth, erupting earth,
This sealed, spherical jar, when broken, creates a magical stone shape, transmute rock, and (once per day) earthquake.
light for 1 hour. The light is centered on the place the jar
was broken, casting bright light in a 50-foot radius and dim Additionally, while you are attuned to the Deepstone, you
light for an additional 50 feet. gain the benefits of the investiture of stone spell, and can cast
clairvoyance once per day, locating its sensor within 1 mile
If the jar is broken in darkness, creatures within the of the Deepstone.
bright light must make a DC 10 Constitution saving throw.
On a failure, they have disadvantage on attack rolls and DIRESTAFF
Perception checks relying on sight until the end of their Weapon (quarterstaff), common
next turn.
This quarterstaff bears a minor enchantment. As a bonus
CORD OF ETHEREAL PROJECTION action, you can double the length of the staff up to 10 feet,
Wondrous item, very rare granting it the Reach property. When doubled in length,
attacks made with a direstaff have disadvantage. You can
This rope, woven from the fibers of magical seaweed, is 100 return the direstaff to its original length with a bonus
feet long, has 20 hit points, and can be burst with a DC 25 action.
Strength check.
DOWSING ROD
While touching the rope, you can use an action to cast Wondrous item, common
etherealness on yourself. The spell creates an ethereal
projection of the rope. You are unable to move the ethereal This enchanted forked stick is sensitive to the proximity of
rope, which occupies the same space as the original rope. hidden water. While walking and holding the stick, you are
The spell only lasts as long as you are touching the ethereal aware if you are moving closer to or further from potable water.
rope, and ends if the original rope or its ethereal projection
are severed. DURU’S CUDGEL
Weapon (greatclub), legendary (requires attunement by a druid,
Only one creature can use the rope in this way at a time. warlock, or guardian)
If a second creature uses an action to cast the spell while
touching the rope, the spell ends for the first creature. This enormous greatclub is a legendary bough from the
original tree that was Duru himself. You gain a +3 bonus to
CLOAK OF THE BEEKEPER attack and damage rolls made with this magic weapon. If a
Wondrous item, uncommon (requires attunement) creature makes an attack with this greatclub without being
attuned to it, they take 4d6 necrotic damage as tiny leaves
While attuned to this cloak, you have resistance to poison and flowers burst through their skin from the inside.
damage and advantage on saving throws against being
poisoned by the stings of bees, wasps, and other insects. While you are attuned to Duru’s Cudgel, creatures you
hit with this weapon must make a DC 18 Wisdom saving
CRAFTING HOOP throw. A creature that fails the save begins to turn into a
Wondrous item, common tree and is restrained. The restrained creature must repeat
the saving throw at the end of its next turn, transforming
This magical hoop of twigs or woven grasses offers a simple into a tree on a failure or ending the effect on a success.
enchantment which allows a closer look at small objects. The transformation lasts until the creature is freed by
Its grants advantage on any ability check made to appraise greater restoration or other magic. A creature that fails the
or inspect an item that is small or highly detailed. initial saving throw by 5 or more instantly transforms into
a tree.
274 Chapter 12 | Treasures
EMBRACING NET HALLOWED SOIL
Weapon (net), uncommon Wondrous item, very rare
This magical net is designed to squeeze the life out of its The small pot or satchel contains 1d4+6 handfuls of soil. You
victims. You can use a bonus action to magically constrict can use an action to sprinkle a handful of it on the ground. A
it, dealing 1d6 bludgeoning damage to a creature restrained handful can cover a circular area with a diameter of 30 feet,
by it. If the net is destroyed by slashing damage, it weaves on which the soil casts the hallow spell with a DC of 18.
itself back together at the next dawn.
Additionally, if you are familiar with the god from whose
EYES OF THE STORM hallow the soil originated, while standing on the soil, you
Wondrous item, uncommon can use an action to cast sending and speak to that god. The
god chooses whether or not to hear the message and can
These paired sapphires are attached by an ivory chain or ignore it or respond as they see fit.
cord of finely woven seaweed. While holding the Eyes of
the Storm, your vision is not obscured by rain, snow, fog, HARMLESS PIN
or other weather effects. As an action, you can throw the Wondrous item, common
Eyes up to 30 feet into the air. They hover at the apex of
your throw for up to 1 minute. While they remain in the As a bonus action, this pin can be used to prick a creature,
air, you can use your action to see through them until the creating an illusion of intense pain for 1 second. Once
end of your next turn. You are blind in regards to your a creature has been pricked with a harmless pin, it is
own sesnse of sight while using the Eyes in this way. You immune to the effects of that particular pin in the future.
can use your action on subsequent turns to maintain your
vision through the Eyes until the end of your next turn. HELM OF THE HOST
Wondrous item, very rare (requires attunement by a spellcaster)
FIREHIDE
Wondrous item, common This towering headpiece was worn by a Master of Cere-
monies at the Air Empire’s yearly Carnival of Exquisite
This heavy fur cloak, if ignited, burns perpetually with Agonies. It has 12 charges. While attuned to the Helm
intangible fire until deprived of air or submerged in water. of the Host, you can expend charges to cast any illusion
spell that you know without expending a spell slot, using
FLUTTERING MAIL one charge per level of the spell. The helm regains 1d4+2
Armor (any), uncommon charges daily at dawn.
This gauzy armor is enchanted with a permanent illusion HORN OF THE HERD-LORD
to look and feel like a gleaming, loosely-woven garment, Wondrous item, very rare (requires attunement)
while still offering its wearer protection. You can don or
doff this armor as an action. This enchanted horn has 7 charges. While attuned to the
horn, you can use an action to blow it, expending 4 to 7
GNOMEKNACK CROSSBOW charges to cast dominate beast with a DC of 17. The level at
Weapon (crossbow), uncommon which the spell is cast is equal to
the number of charges expended.
This ingenious device is three weapons in one. As a bonus The horn regains 1d4 + 3
action, you can speak the command word and transform expended charges daily
this weapon into any of its three forms: a hand cross- at dawn.
bow, a light crossbow, or a heavy crossbow.
GUTTER’S KNIFE
Weapon (dagger), common
This knife is ideal for harvesting a kill, and reduces the
time spent when making Wisdom (Medicine or Survival)
checks to harvest by half.
Chapter 12 | Treasures 275
ICEBITER PIKE LITTLE LIAR
Weapon (pike), very rare Weapon (dagger), rare
This frost giant pike was a prized weapon of the Stone This intricately designed knife brims with illusion magic.
Empire. While attuned to the Icebiter Pike, you gain a +2 Little Liar has 6 charges. When you hit with it, you can
bonus to attack and damage rolls made with this magic expend charges to cast one of the following spells without
weapon, and deal an additional 1d8 cold damage. expending a spell slot (spell save DC 14), centered on the
target:
As an action, you can use Icebiter Pike to cast cone of cold
with a save DC of 14. Once used, the cone of cold property • phantasmal force (2 charges)
can’t be used again for 24 hours. • fear (3 charges)
• phantasmal killer (4 charges)
KNOTPICK
Wondrous item, uncommon Little Liar regains 1d4 + 2 expended charges daily at dawn.
This enchanted bone tool carries subtle enchantments to MASK OF EXPRESSION
help ease apart magically secured locks and knots. When Wondrous item, common
making checks with thieves tools, the knotpick noiselessly
suppresses arcane lock as if with the knock spell, after which This carved mask, made of wood, ivory, or stone, shows the
the knotpick breaks. expressions chosen by its wearer. The wearer can change
the expression shown at will.
KRAKENHUNT TRIDENT
Weapon (trident), uncommon (requires attunement) MASK OF THE ARBITER
Wondrous item, legendary (requires attunement)
This trident can create a spectral echo of itself, allowing its
wielder to both throw it and stab with it. While attuned to The Arbiter of Seerfall traditionally wears this unadorned
this weapon, you can use a bonus action to create a magical wooden mask. Within a 30-foot radius of the mask, crea-
duplicate of the weapon in your hand. The duplicate feels tures are affected by the zone of truth spell as if they had
identical to the original trident, but has a shimmering, failed the save.
translucent quality. The duplicate disappears after you
make an attack with it. You can only have one such dupli- While attuned to the mask, the wearer has truesight up
cate at any time. to 30 feet.
LANCE OF THE LODGE MARBLE OF NOD
Weapon (lance), legendary (requires attunement) Wondrous item, common
This blood-red lance is the ultimate prize for the Redguard This translucent purple stone is smooth and cool to the
of Edgegather, famed for its ability to summon an entire touch. As a bonus action, you can place it in your mouth.
hunting party out of thin air. The lance has 10 charges. When you do so, you instantly fall asleep and begin to
While attuned to the lance of the lodge, you can expend 1 dream. Creatures that cannot sleep are unaffected.
charge and use an action to cast find steed. The summoned
steed appears underneath you in red bone armor, granting MIDNIGHT STAR
+1 to its AC, and you are automatically riding it. Weapon (morningstar), legendary (requires attunement)
Also, while attuned to the lance, you can expend 2 This legendary storm giant weapon was wielded by none
charges and use an action to cast conjure animals at 3rd level. other than the Sea Emperor himself. When you attune to
You cannot use the lance to cast this spell again until all this weapon, you and up to 6 creatures you choose within
beasts previously conjured by this spell have dropped to 0 line of sight gain truesight up to 60 feet as long as you are
hit points or disappeared. attuned to Midnight Star. You gain a +3 bonus to attack and
damage rolls made with this magic weapon while attuned
Finally, while attuned to the lance, you can cast find famil- to it. When you hit with Midnight Star, it deals an addi-
iar. You can only summon creatures with a fly speed using tional 2d8 thunder damage.
this spell, and the range for telepathy with your familiar is
extended to 500 feet. Additionally, as an action, while attuned to Midnight Star
you can cast foresight without expending a spell slot. This
LIGHTNING BRANCH property can’t be used again for 24 hours.
Weapon (club), uncommon
This enchanted branch was prepared by a spellcaster and
then struck by lightning, which it captured in its wood.
When you hit with this club, it deals an additional 1d6
lightning damage.
276 Chapter 12 | Treasures
MINDFANG PIPE OF SMOKE-SUMMONING
Ring, very rare (requires attunement) Wondrous item, rare
This black wooden ring is carved in the shape of a snake, This black pipe has a long, twisted stem. As an action, you
its fangs poised over its wearer’s finger. While attuned can smoke the pipe to cast conjure minor elementals at 4th
to Mindfang, you can use an action to cast detect thoughts level without expending a spell slot. Summoned elementals
without expending a spell slot (spell save DC 20), taking must be at least partly comprised of fire or air. You can’t
1d4 psychic damage as Mindfang sinks its fangs into your use this feature again until the next dawn.
finger. Each time you use an action or a bonus action using
the spell, you take psychic damage, with the size of the die If you smoke this pipe using costly supplies, you can
increasing by one size to 1d6, then 1d8, 1d10, and finally use its spellcasting feature at higher levels. When you
reaching its maximum at 1d12. The die size resets when smoke this pipe using materials worth 500 ps, which the
you take a short or long rest. pipe consumes, you can cast the spell at 6th level. You can
cast it at 8th level with materials worth 1,000 ps, which it
While using Mindfang, you can continue to push into consumes.
a target’s mind, repeatedly probing deeper as an action
without ending the spell. PLATTER OF ENDLESS DELIGHT
Wondrous item, uncommon
Cursed. Mindfang is cursed and cannot be removed
once worn except by magic such as the remove curse spell. This elegant wooden platter is carved in the pattern of a
It speaks telepathically to the wearer, urging them to use blooming flower, and offers a limitless bounty of delicious
it and goading them to go deeper into their target’s mind, food, such as fruits and vegetables, meats and cheeses, nuts
promising valuable information from its victims if they and berries, or more complex offer-
probe a little more. ings. As an action, you can change the
type of food the platter presents. The
MONSTERTOOTH CLUB food looks, feels, and tastes real, but
Weapon (club), uncommon offers no physical benefit, and you
cannot satisfy your hunger by eating
This club is adorned with the teeth of monsters. When you from it.
hit with this club, it deals an additional 1d4 damage. The
DM chooses the type or determines it randomly from the RING OF UNDERSTANDING
table below: Ring, rare (requires attunement)
d8 Damage Type d8 Damage Type This white coral ring gives the
gift of deeper knowledge of
1 Acid (ooze, beast) 5 Necrotic (undead, fiend) secret matters. While attuned
to this ring, you have
2 Cold (elemental) 6 Poison (beast, plant) advantage on Intelli-
gence (Arcana, History,
3 Fire (dragon, fiend) 7 Psychic (aberration, fey) and Nature) checks,
and can understand
4 Lightning (beast, fey) 8 Radiant (celestial) any language that you
hear spoken for at least 10
OBSIDIAN ARMOR minutes.
Armor (any), rare (requires attunement)
You have a +1 bonus to your AC while wearing this armor.
Additionally, you gain resistance to fire damage.
PEAKSHATTER GAUNTLETS
Wondrous item, very rare
While wearing these gauntlets, you gain a +2 bonus to
attack and damage rolls of unarmed strikes made with
these gauntlets. When you hit with these gauntlets, you
deal an additional 1d4 thunder damage. Any damage you
deal to objects or structures with this unarmed strike is
doubled.
Additionally, if you damage an object or structure using
an unarmed strike with these gauntlets, you can use your
bonus action to make another unarmed strike against the
same target.
Chapter 12 | Treasures 277
ROCKTURNER RUMBLEGLOW PAINT
Wondrous item, uncommon Wondrous item, common
This diamond-shaped tool bears an old enchantment from Typically found in a clay pot (weighing 1 pound in total),
deep within the Quakewaste. As an action, you can touch it this drab paint has a gooey consistency and a gray-brown
to a stone object of Medium size or smaller, or a section of color that blends in with most rocks, wood, and earth.
stone no more than 5 feet in any dimension, and command Each pot of paint is sufficient to cover 1,000 square feet of
it to form into any shape that suits your purpose, such as a a surface, and it takes 10 minutes to cover 100 square feet
doorway, weapon, or container. The shape cannot have fine with paint.
mechanical detail.
Once dry, the paint glows in response to vibration. Faint
Over the course of 24 hours, as long as the Rockturner sounds and tremors cause it to shed dim light for 5 feet,
is touching the stone, the stone slowly shifts into your with louder sounds or stronger tremors causing the light
commanded shape. If the Rockturner ceases touching the to glow brighter. The color of the light alters with the pitch
stone, the effect ends, and the stone remains in the shape it of the vibration, with low-pitched sounds causing cool-col-
was when it lost contact with the Rockturner. ored light such as blues, purples, and greens, and high-
pitched sounds causing warm-colored light such as reds,
REMORHAZ ARMOR oranges, and yellows, with shrill noises causing the paint
Armor (any), rare (requires attunement) to glow white.
This chitinous armor is made from the plates and spines of SCIMITAR OF THE DANCER
the remorhaz. While wearing this armor, you have resis- Weapon (scimitar), uncommon (requires attunement)
tance to cold damage. When a creature touches you or hits
you with an unarmed strike or natural weapon, you can This elegant weapon grants its wielder preternatural grace.
use your reaction to sear the creature with the innate heat While attuned to the Scimitar of the Dancer, you have
of the remorhaz’s plates, dealing 1d6 fire damage. advantage on Dexterity saving throws, Dexterity (Acrobat-
ics) checks and Charisma (Performance) checks to dance.
278 Chapter 12 | Treasures
SCOUTING HOOP STONEARROW
Wondrous item, common Weapon (arrow), rare
This magical hoop of small bones and leather straps offers This terrible arrow of the Stone Empire is feared by all,
a simple enchantment. Objects and creatures viewed transforming into a hurtling boulder in mid-flight. When
through this hoop are magnified to twice their size. you use a bow to hit on a ranged attack with this arrow,
deal 4d10 bludgeoning damage. The target must make a DC
SCOUTING HOOP, NIGHTWATCH 17 Strength saving throw or be knocked prone. Creatures
Wondrous item, uncommon within a 10-foot radius of the target must make a DC 10
Strength saving throw. On a failure, they take the same
Objects and creatures viewed through this enchanted damage and are knocked prone. On a success, they take
hoop are magnified to twice their size. Additionally, when half damage.
looking through this hoop, you can see with darkvision.
STONEBOW
SHIELD-AXE OF USH Weapon (shortbow), uncommon
Armor (shield), rare
This enchanted bow fires arrows that transform into large
This heavy bone shield is formed of the skull of a powerful stones in midair. When you hit on a ranged attack with
dinosaur, and marked with divine enchantment. While this bow, the target takes 1d10 bludgeoning damage and
wearing the shield, you can use a bonus action to strike must succeed on a DC 11 Strength saving throw or be
it, causing it to transform into a bone greataxe with a brief knocked prone.
burst of ivory-colored smoke. You can also use a bonus
action to strike the greataxe, transforming it back into a SUNGLOBE
shield, which you instantly don without using an action. Wondrous item, uncommon
SICKLE OF SACRIFICE Upon uttering a command word, this small ivory sphere
Weapon, very rare will levitate 6 feet into the air and emanate light similar
to a daylight spell for 1 hour. Unlike a normal daylight spell,
This necromantic blade is a tool of dark spellskins, and the light from the sunglobe is equivalent to sunlight. If the
features strange marks and carvings along its curved blade. sunglobe is moved, it both the light and levitation effects
If you target a humanoid who has at least one hand for an immediately end.
attack with this sickle and roll a critical hit, in addition to
dealing damage, you sever one of the target’s hands of your Once it has been used, the sunglobe cannot be used again
choosing. The severed hand immediately reanimates as until the next dawn.
a Crawling Claw, which acts on your initiative and obeys
your commands. These orbs are often used by cave-dwelling or
dungeon-exploring dreas who require daily sunlight for
If the hand was holding an item or bore a magic ring their photosynthesis. They can also be effective against
that the target was attuned to, the item is dropped and the vampires and other creatures sensitive to sunlight.
attunement is broken.
THREEHORN HALBERD
SPEAKER’S TONGUE Weapon (halberd), rare
Wondrous item, common
This halberd was made by giants from the sliced skull of a
This small chalk token is the size and shape of a human triceratops. You gain a +1 bonus to attack and damage rolls
tongue. Crushing the token activates a stored enchantment made with this magic weapon. When you deal damage
in the chalk. For one minute, you can be understood by all using this halberd, you can release a bellow from the bone
creatures who know at least one language, as if you were that targets the damaged creature. The target must make a
speaking in the language with which they are most famil- DC 13 Constitution saving throw or be incapacitated until
iar. You hear yourself speaking in your own language. the start of its next turn.
STARCOUNCIL DIADEM Additionally, you can use the halberd to parry. As a
Wondrous item, very rare reaction, when you would take damage from a melee attack,
you can increase your AC by 1.
This gleaming circlet is fashioned of glittering gems inset
on an ivory lattice. While wearing the Starcouncil Diadem,
you can cast contact other plane without expending a spell
slot. You cannot use the diadem to cast this spell again
until the next dawn.
Chapter 12 | Treasures 279
VICTORY’S COST Curse. This crown is cursed, and becoming attuned
Wondrous item, legendary (requires attunement) to it extends the curse to you. Until the curse is broken
with remove curse or similar magic, you are unwilling to
This charred crown of bone and fang commands the atten- part with the crown, keeping it within reach at all times.
tion of those viewing it, and seems to burn with an inner In addition, the flaming sword demands to be fed. Once
flame. When summoned, the living flame from the crown summoned, it cannot be dismissed until damage dealt by
forms a writhing blade of immolation that hungrily burns the sword brings a creature to 0 hit points.
at any that draw near. While attuned to this item, you can
use a bonus action to speak a command word and cause WAND OF RADIANCE
a living flame that functions as a magical longsword to Wand, uncommon
appear in your hands. You are considered proficient with
the sword, and gain a +3 to attack and damage rolls made This short wand is made of a smooth material like the
with this weapon. It has the finesse and light properties, shell of a turtle. The wand has 6 charges. As an action, you
and deals fire damage instead of slashing damage. You can can spend a charge to make a ranged spell attack against
dismiss the sword with a bonus action. a target you can see within 120 feet. Before you make an
attack with this wand, you can determine whether or not
Whenever you use the sword to hit a creature or a flam- any damage dealt is nonlethal. On a hit, deal 2d10 radiant
mable object, it ignites. Until a creature takes an action to damage. If you roll a 1 on an attack roll with the wand, it
douse the fire, the target takes 1d10 fire damage at the start emits smoke and bright sparks and cannot be used again
of each of its turns. until repaired with magic such as mending.
While the blade persists, you are the center of an immo- The wand regains all expended charges daily at dawn.
lation that burns those around you. When a creature starts
their turn within 10 feet of you, or enters that space for
the first time on a turn, they take 2d6 fire damage. You are
affected by this aura.
The fire damage caused by this sword ignores resistance
to fire damage, and treats immunity to fire damage as
resistance.
280 Chapter 12 | Treasures
WELL OF ENTRAPMENT WOLFSKULL HOOD
Wondrous item, uncommon Armor, rare
This large enchanted stone is a flat square 5 feet across and This hood, fashioned from the enchanted skull of a wolf,
6 inches thick, which weighs 200 pounds. You can use was worn by the Pack, a secretive band of giant-hunters
an action to place the well of entrapment flat on the ground, from the Fields of Fargone. While wearing this hood, you
whereupon the well of entrapment creates an extradimen- have advantage on an attack roll against a creature if at least
sional hole 15 feet deep. The space within the hole exists on one of your allies is within 5 feet of the creature and the
a different plane, so it can’t be used to open passages. The ally isn’t incapacitated. Additionally, you have advantage on
stone can be lifted to reveal the hole, which remains as Wisdom (Perception) checks that rely on hearing or smell.
long as the stone keeps at least one edge or corner touching
the ground. If the stone loses contact with the ground, all WRITHING FLAIL
creatures or objects within the hole remain in the extradi- Weapon (flail), very rare
mensional hole with no exit, and begin to suffocate within
10 minutes. This flail was originally recovered from a vault of aberra-
tions, and features 8 short rubbery tendrils with hooks and
The floor of the hole is covered in a half inch of cold salt- barbs at the end. The tendrils writhe slightly when the flail
water, and the sides of the hole are covered in slick spikes is touched.
made of shell fragments. A creature attempting to climb
must make a DC 18 Dexterity or Strength (Athletics) check. When you hit a creature with the writhing flail, instead
On a failure, they take 1d6 slashing damage and fall prone. of doing damage, you can choose to attempt to grapple the
On a success, they take half damage. creature using the flail’s Dexterity bonus, which is +1. If
the flail successfully grapples the creature, it wraps its
The top of the hole is magically weighted, and cannot be tendrils around the creature’s head. The creature is blinded
opened from the inside without a DC 25 Strength check or and cannot breathe while grappled by the flail. While grap-
magic capable of lifting 2,000 pounds. pling a creature in this way, the writhing flail cannot be
used to attack another creature.
WHIP OF BOSA
Weapon (whip), legendary If the flail has a creature grappled at the start of your
turn, it will attempt to extract the creature’s brain. The
This efreeti weapon was once lost in the ruined giant city creature must make a DC 13 Constitution saving throw
of Bosa. The long black thong of the whip crackles with or take 2d10 piercing damage. If this damage reduces the
flame. You have a +2 bonus to attack and damage rolls creature’s health to 0, the flail extracts the creature’s brain
made with this weapon, which has a reach of 30 feet and (if any), and releases the grapple.
deals 4d6 fire damage on a hit. When you hit a creature
with the whip of Bosa, if another creature is within 30 feet g e
of the target, you may make an attack roll against them, on
using the whip. If that attack hits, you may target another as
creature within 30 feet, and so on, continuing until you
miss a target. You cannot target the same creature more
than once in a single attack with the whip of Bosa.
WHISPERSHELL
Wondrous item, common
This smooth green shell was once the home of a fey
sea creature, and can be used to leave messages. When
someone puts their mouth to the shell’s opening, any
message they speak up to 1 minute in length will be
remembered by the shell. When they or anyone else holds
the shell to their ear, they can hear the last message spoken
into it.
b 5b b
Chapter 12 | Treasures 281
282 Chapter 13 | Gods & Monsters
CHAPTER 13
GODS & MONSTERS
“So there I was, alone in the forest, still dripping from the rainstorm Reskin boldly. DMs are encouraged to play fast and loose
that had separated me from the rest of the hunters. And out of the with the stat blocks of monsters in Planegea. A harpy might
brush sprints a frilled farloper, racing straight at me!” become a flapping, cursed saurian. A gorgon could be a
stone-feathered rhinoceros. A cockatrice might be a wicked
“No!” jungle-fey from the Venom Abyss. By using existing stat
“Well, it was just a farloper. I’ve seen worse. I jumped aside, but fell blocks and reskinning them as you see fit, you’ll introduce
into a nest of writhing manylegs, including the biggest ku-zug you’ve fresh and primal flavor to your game, while still retaining
ever seen, all clacking claws and buzzing feelers.” the tools for combat balance in the published materials.
“How did you get out?”
“Pah, it was just some bugs. I stood up, and was about to head back (The easiest way to do this is to simply change the skin.
out when something grabbed me—a stickymouth, all black-eyed and Make furry creatures scaly, smooth creatures feathered,
oozing, and let me tell you, it reeked of death. It dragged me through add stripes or bristles or other cosmetic details to create a
the brush and bracken towards a lake.” new visual aspect.)
“To drown you!?”
“I assume. Too bad for the stickymouth the water was brimming Alter monsters. Whenever you’re able, add or remove
with squidshrimp. They grabbed it and made short work of it, I tell aspects to make monsters unique and surprising. This is
you. Chunks flying everywhere.” the beginning of the world—there will be millennia for
“So you were safe!” nature to find its final form for these creatures. For now,
“Safe? Ha! Not likely. That’s when the tricerataurs jumped me!” all is new and wild and deadly. Use the monster templates
“The WHAT!?” section to get started.
P LANEGEA IS A LIVING WORLD, BRISTLING MONSTER TEMPLATES
with potential allies and enemies, from the most
powerful god to the smallest stinging insect. This These templates are a quick way of altering existing
chapter begins with ways to transform monsters monsters, giving them properties your players will find
from the lore of 5E into primordial monsters that unusual and unnerving. To use a template, simply choose
your players will find strange and challenging. a 5E monster and add the features listed. Note that doing
so may increase the CR of the monster in unpredictable
It then discusses gods—what they are, how to create ways—applying any of these templates will make the fight
your own gods for use in your game, and what makes a god more difficult for your players.
more or less powerful over time.
You can also choose a template randomly by rolling on
Finally, it concludes in a bestiary of stat blocks for gods, the table below.
monsters, and NPCs both friendly and hostile.
d20 Template d20 Template
Primordial Monsters 1 Armored 11 Many-Eyed
2 Amphibious 12 Multi-Headed
The primal nature of Planegea means that there need be 3 Berserk 13 Sailed
no such thing as a “normal monster.” Although classic 4 Climbing 14 Slimy
monsters can exist, keeping the creatures that the players 5 Elemental 15 Spiny
encounter a little wilder and more unexpected than normal 6 Frilled 16 Tentacled
will reinforce the feeling of the unknown in Planegea. A 7 Fungal 17 Tunneling
couple of considerations: 8 Horned 18 Undead
9 Magical 19 Winged
Avoid names. When describing monsters, avoid using 10 Massive 20 Roll twice and use
their names as long as possible, describing their appear-
ance, their behavior, their smell, and the sounds they make. both results
It’s very possible this is the first or only monster of its kind.
Chapter 13 | Gods & Monsters 283
ARMORED CLIMBING
In a dangerous world, many crea-
tures have developed natural There are creatures who develop gripping feet or claws, the
defenses against large predators, better to hunt their prey or escape from predators. Such
including shells, incredibly thick creatures can often be harvested for their long gripping
hides, or armor plating. Such crea- claws or special skin that enables them to move across
tures can often be harvested for vertical surfaces.
components to make heavy armor.
When a creature is climbing, it retains its statistics except
When a creature is armored, as described below.
it retains its statistics except as
described below. Spider Climb. The climbing creature can climb diffi-
cult surfaces, including upside down on ceilings, without
Armor Class. The armored crea- needing to make an ability check.
ture gains a +2 to its AC.
Bulky. The armored creature has
disadvantage on Dexterity checks.
BERSERK
Some creatures are driven by a primordial bloodlust and
madness, often brought on by an encounter with a para-
site or poison, but sometimes inherent to a bloodline
of the creature long since forgotten. Such creatures are
often harvested for their teeth, which can make excellent
daggers or cutting implements, or for their blood, which
can be used to create certain toxins inducing madness.
When a creature is berserk, it retains its statistics except
as described below.
New Action: Bite. If the berserk creature did not already
have a bite action, it gains the following: As an action, a
berserk creature can make a melee attack against a single
target within 5 feet. On a hit, it deals piercing damage
based on the creature’s size: Tiny, 1; Small or Medium, 1d6;
Large, 2d6; Huge: 3d6; or Gargantuan: 6d6. If the creature
has multiattack, this bite attack is added to their multiat-
tack action.
Reckless. At the start of its turn, the berserk creature
can gain advantage on all melee weapon attack rolls it
makes during that turn, but attack rolls against it have
advantage until the start of its next turn.
Rampage. When the berserk creature reduces a creature
to 0 hit points with a melee attack on its turn, the berserk
creature can take a bonus action to move up to half its
speed and make a bite attack.
284 Chapter 13 | Gods & Monsters
ELEMENTAL FINNED
Various creatures adapt to the water, or never really left it,
Some creatures preferring to remain able to hunt or hide above and below
are tied closely to its surface. Such creatures can often be harvested for their
the four elements, gills and fins, which can help with water-breathing magic
with dust, lightning, fire, and enable faster swimming.
or frost leaking from their
eyes and mouth and cracks in their skin. Such creatures When a creature is finned, it retains its statistics except
can often be harvested for internal fluids that can imbue as described below.
elemental power into objects, or for teeth and claws where
elemental energy lingers. Speed. If the finned creature did not already have a
swimming speed, it gains one equal to its base walking
When a creature is elemental, it retains its statistics speed.
except as described below.
Amphibious. The finned creature can breathe both air
Elemental Nature. Choose one of the four elements to and water.
associate with this creature:
FRILLED
Element Damage Type There are creatures who rely on the element of surprise
Earth Bludgeoning and intimidation to survive, deploying large, colorful
Air Lightning frills to startle and bewilder both predator and prey. Such
Fire Fire creatures can often be harvested for their brightly-colored
Water Cold frills, which are prized for crafting ceremonial attire.
Damage Resistances. The elemental creature gains When a creature is frilled, it retains its statistics except
resistance to its damage type. as described below.
New Action: Elemental Burst (Recharge 5–6). The Intimidating. The frilled creature adds its proficiency
elemental creature emits a burst of natural power in a bonus to Charisma (Intimidation) checks. If it already had
10-foot radius. Each creature in that area must make a proficiency on these checks, the proficiency bonus is
Constitution saving throw (DC 8 + elemental creature’s doubled.
Charisma modifier + proficiency bonus). On a failure, a
creature takes damage of its damage type based on the New Bonus Action: Startling Display. As a bonus action,
creature’s size: Tiny, 1; Small or Medium, 1d6; Large, 2d6; the frilled creature can expand its frill, displaying its
Huge: 3d6; or Gargantuan: 6d6. On a success, it takes bright colors with a sudden show. When it uses this
half damage. feature, creatures that can see it must make a Wisdom
saving throw (DC 8 + frilled creature’s Charisma modifier
+ proficiency bonus). On a failure, they cannot take attacks
of opportunity against the frilled creature for the rest of
its turn. Creatures cannot be affected by the same crea-
ture’s Startling Display more than once.
Chapter 13 | Gods & Monsters 285
FUNGAL New Action: Charge. If the horned creature moves at
least 20 feet straight toward a target and then hits it with
Some creatures are naturally formed of fungus, while a gore attack on the same turn, the target takes an extra
others are the victims of a fungal infestation that alters 9 (2d8) piercing damage. If the target is a creature, it
their very nature. Such creatures can often be harvested must succeed on a Strength saving throw (DC 8 + horned
for their spores, which can have a number of illusory or creature’s Strength modifier + proficiency bonus) or be
enchanting effects, or grant extrasensory perception. knocked prone.
Plant Type. The fungal creature’s type is Plant.
False Appearance. While the fungal creature remains
motionless, it is indistinguishable from ordinary fungus.
Senses. The fungal creature senses the world around it
using spores. Its senses become the following: blindsight
30 ft. (blind beyond this radius).
New Action or Reaction: Hallucinogenic Spores. As
an action or a reaction when hit with a melee weapon
attack, the fungal creature can release a cloud of halluci-
nogenic spores in a radius of 15 feet, which casts confusion
on all creatures in range (Wisdom save DC 8 + fungal crea-
ture’s Charisma modifier + proficiency bonus).
New Action: Spore Speech. The fungal creature can use
an action to touch a creature and attempt to infest it with
telepathic spores. The target must make a Wisdom saving
throw (DC 8 + fungal creature’s Charisma modifier + profi-
ciency bonus). On a failure, it is infested. Once linked by
these spores, the infested creature and the fungal creature
can exchange simple ideas, emotions, and images within
30 feet. An infested creature can repeat the saving throw
once per minute to end the effect of this feature.
HORNED
This creature has large horns as a natural defense, which
it can use to gore its enemies. Such creatures are often
harvested for their horns, which can make excellent
weapons or tools.
When a creature is horned, it retains its statistics except
as described below.
New Action: Gore. If the horned creature did not already
have a gore action, it gains the following: As an action, a
horned creature can make a melee attack against a single
target within 5 feet. On a hit, it deals piercing damage
based on the creature’s size: Tiny, 1; Small or Medium, 1d6;
Large, 2d6; Huge: 3d6; or Gargantuan: 6d6.
286 Chapter 13 | Gods & Monsters
MAGICAL SHADOW TEMPLATE
Whether inherently arcane, touched by some divine pres- Some creatures from Nod are made of the shadowy
ence, or altered by an encounter with a cyst of raw magic, stuff of nightmares. These beings are usually in league
some creatures carry natural spells in their very bones. with, or controlled by, the Throne of Nightmares. For
Such creatures are often harvested for their magic-rich more information on this threat and the monster tem-
organs, which are prized by certain spellskins and druids plate, see Throne of Nightmares in Chapter 11, p. 257.
for crafting original spells.
MASSIVE
When a creature is magical, it retains its statistics except Planegea is a world of immense beings, and it’s not uncom-
as described below. mon for a creature to grow out of all proportion to its kind,
especially in the Dire Grazelands. Such massive creatures
Damage Resistances. The magical creature gains resis- are often harvested for their outsize meat, skin, claws, and
tance to bludgeoning, piercing, and slashing from nonmag- so on, which can be used for all manner of purposes in
ical attacks. their scale and abundance.
Magic Weapons. This creature’s weapon attacks are magical. When a creature is massive, it retains its statistics except
Innate Spellcasting. The magical creature’s spellcasting as described below.
ability is Charisma (spell save DC 8 + magical creature’s
Intelligence, Wisdom, or Charisma modifier (whichever Size. The massive creature increases by 1 size category.
is highest) + proficiency bonus). It can innately cast the Hit Points. The creature’s size increase also increases the
following spells, requiring only verbal components: die type of its hit dice: Small, d6; Medium, d8; Large, d10;
At will: 1d6 cantrips or 1st-level spells of your choice Huge, d12; Gargantuan, d20. Recalculate their hit points
3/day each: 1d4 2nd-level spells of your choice accordingly.
1/day: 1 3rd-level spell of your choice Brute Force. The massive creature doubles its damage
dice on Strength-based weapon attacks and makes Strength
checks and Strength saving throws with advantage.
Chapter 13 | Gods & Monsters 287
MANY-EYED
Some creatures develop additional eyes as a defense or
hunting mechanism, always watching for predators or prey.
Such creatures are often harvested for their eyes, which
can be prepared to grant unusual types of vision.
When a creature is many-eyed, it retains its statistics
except as described below.
Strange Eyes. If the creature did not already have darkvi-
sion, it gains darkvision out to 120 feet.
Always Watching. The many-eyed creature cannot be
surprised, even when sleeping, and has advantage on
Wisdom (Perception) checks that rely on sight.
MULTI-HEADED
There are creatures who, through magic or mutation
or some quirk of natural defense, have two or more
heads with which to attack or defend themselves. Such
creatures are often harvested for their extra teeth and
horns, or occasionally for internal fluids and organs which
can be used to cast multiplying magic.
When a creature is multi-headed, it retains its statistics
except as described below.
Multiple Heads. The multi-headed creature has at least
one additional head. While it has more than one head, the
multi-headed creature has advantage on saving throws
against being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious.
Whenever a multi-headed creature that has more than
one head takes damage equal to a quarter of its maximum
hit points in a single turn, one of its heads dies. If all its
heads die, the multi-headed creature dies.
New Action: Multi-Attack. If the multi-
headed creature has any attack actions
associated with its heads, such
as Bite or Gore, it makes as many
attacks of that kind as it has heads.
288 Chapter 13 | Gods & Monsters
SAILED saving throw (DC 8 + slimy creature’s Dexterity modifier +
Some creatures sport high natural sails along their backs proficiency bonus) or fall prone. A creature that enters the
or the edges of their limbs, drawing strength from the slimy area or ends its turn there must also succeed on a
warm rays of the Day-Star. Such creatures are often Dexterity saving throw or fall prone.
harvested for their sails, which are tough and flexible and SPINY
useful for crafting, and can sometimes be used to draw
power from light. Some creatures develop long quills or spines as natural
weapons. Such creatures are often harvested for their
When a creature is sailed, it retains its statistics except as spines, which can be used for weapons or tools.
described below.
When a creature is spiny, it retains its statistics except as
Light-Powered. While in direct sunlight, the sailed crea- described below.
ture has advantage on attack rolls and ability checks.
Natural Defense. The spiny creature gains a +1 to its AC.
SLIMY Spiny Body. A creature that touches the spiny creature
There are creatures that survive by exuding a sticky or or hits it with a melee attack while within 5 feet of it takes
slippery slime. Such creatures are often harvested for their piercing damage based on the creature’s size: Tiny, 1; Small
slime and slime organs, which—while usually toxic—can
generally be used as bonding agents or Medium, 1d4; Large, Huge
or lubricants. or Gargantuan, 2d4.
When a creature is slimy, it
retains its statistics except as
described below.
Slime Trail. The DC for Wisdom
(Survival) checks to track a slimy creature
is reduced by 5.
Slime Coating. The slimy creature
has advantage on Dexterity checks
made to squeeze through narrow
spaces, escape bindings, and avoid
or end grapples.
New Action: Slough. As an
action, the slimy creature can shed a
massive amount of slime. The ground
in a 10-foot radius is covered in slime
and becomes difficult terrain for 1
minute. Each creature standing in the
slimy area must succeed on a Dexterity
Chapter 13 | Gods & Monsters 289
TENTACLED TUNNELING
Some creatures burrow through the earth, leaving behind
Whether by aberrant influence or natural selection, some tunnels through which they can escape or drag their prey.
creatures develop tentacles which can be used to ensnare Such creatures are often harvested for their powerful
and entangle. Such creatures are often harvested for their digging claws.
tentacles, which can be used as cords, whips, or other craft-
ing components. When a creature is tunneling, it retains its statistics
except as described below.
When a creature is tentacled, it retains its statistics
except as described below. Speed. If the tunneling creature did not already have
a burrowing speed, it gains one equal to its base walking
Grasping Tendrils. The tentacled creature can have up to speed.
six tendrils at a time. Each tendril can be attacked (AC 20; 5
(1d10) hit points; immunity to poison and psychic damage). Tunneler. The tunneling creature can burrow through
Destroying a tendril deals no damage to the tentacled solid rock at half its burrow speed and leaves a tunnel of its
creature. A tendril can also be broken if a creature takes an own size in its wake.
action and succeeds on a DC 15 Strength check against it.
I do NOT care for tunneling beasts. Stars were
New Action: Multi-Attack. The tentacled creature makes certainly never made to be beneath the ground. Even
as many Tendril attacks as it has tendrils.
my beloved Seerfall gives me the chills if I do not
New Action: Tendril. As an action, the tentacled creature
can make a melee weapon attack against one creature it can emerge every few hours to glimpse the sky.
see within 25 feet. On a hit, the target is grappled (escape
DC 15). Until the grapple ends, the target is restrained and
has disadvantage on Strength checks and Strength saving
throws, and the tentacled creature can’t use the same
tendril on another target.
New Action: Reel. The tentacled creature pulls each crea-
ture grappled by it up to 25 feet straight toward it.
290 Chapter 13 | Gods & Monsters
UNDEAD
Through dark magic, especially near doorways to the
Nightmare World of Nod, some creatures can lurch back
into a fearful semblance of life after death. Such creatures
are rarely harvested, except for components for dark spells
and evil curses.
When a creature is undead, it retains its statistics except
as described below.
Undead Nature. The creature gains the
undead type and doesn’t require air, food, drink,
or sleep.
Toxic. The undead creature gains immu-
nity to poison damage and the Poisoned
condition.
Undead Fortitude. If damage reduces
the undead creature to 0 hit points, it
must make a Constitution saving
throw with a DC of 5 + the damage
taken, unless the damage is radiant or
from a critical hit. On a success, the undead crea-
ture drops to 1 hit point instead.
WINGED
Flight is a great advantage, and one
that many creatures develop as a means of
survival. Winged creatures are often harvested
for their plumage or membranes, both of which are useful
for decoration and crafting.
When a creature is winged, it retains its statistics except
as described below.
Flight. The winged creature gains a flying speed equal to
its base walking speed.
Chapter 13 | Gods & Monsters 291
GODS ORIGINS
B EFORE THE GREAT GODS OF CLASSIC FANTASY Nobody—perhaps not even the gods—knows what partic-
—dwelling in Upper Planes, surrounded by hosts ular moment or effect sets off the divine spike of transfor-
of celestials—the proto-gods of prehistory rule mation, raising a creature or thing into divinity. As such,
the lands where mortals dwell. These gods are not gods can develop from almost anywhere. Strangely, no gods
abstractions, nor the personified expression of have arisen from a humanoid background… at least, not yet.
universal forces. They are beasts, plants, places, or elements
that have—through some combination of longevity, power, Some of the most common divine origins are:
and reverence—acquired divine authority. Beasts. A great bear. A massive swarm of rats. An ancient
whale. Many of the most powerful gods of Planegea were
These gods are local, tied to their environments. They originally beasts who developed divine attributes over time,
dwell in holy places called hallows. They draw magic from and are now tied integrally to the land and their hallow.
the surrounding region and glory from its inhabitants. Mammals, birds, fish, reptiles, even creeping creatures—
any beast can become a god, given sufficient time and glory.
Although some Planegea adventures may be little entan- Plants. A mighty oak. A hushed grove. A grassy battlefield.
gled with divine politics, most campaigns are likely to Plants may grow unnoticed, drinking in the magic of
cross the paths of the gods, especially in central ring of the world through their leaves and roots until they are
land known as the Great Valley. no longer mere plants. Or they may be anointed by some
significant event and acquire divine power abruptly.
This section explores the nature and powers of the gods, Places. An eerie cave. An empty road. A towering statue.
and gives you guidance to create your own gods. Later in Sometimes places themselves are mystical and significant
the chapter, stat blocks are given for a number of known enough to take on godhood, with the power of the land
gods from the world of Planegea. flowing through them and their boundaries becoming
sacred hallows in their own right.
DIVINE MAGIC & THE GODS Elements. An endless fog. A floating flame. A shaft of light.
Some effects that are neither living beings nor locations
All magic in Planegea flows from the Worldheart Dragon in can grow in power until they become divine. Examples
her eternal dwelling place at the center of Blood Mountain. include:
Some of her magic erupts in fire, sparks, and smoke, rising • Weather: From a storm to a wind to a burning heat,
into the heavens where it mingles with stars and moons weather that does not diminish, but grows in strength
and dreams. This far-flung power is called arcane magic. and remains in one place can become divine over time.
It is magic of power, inspiration, and destruction and it • Stone: Boulders, mud pits, and sand dunes can become
affects the minds and bodies of all those who learn or draw divine, imbued with the power of the surrounding
magic from their minds or by force of will. region and sufficient glory.
• Water: From pools and marshes to streams and water-
The Worldheart has another, subtler magic—one which falls, water easily takes on divine power.
flows in the magma and water running through the foun- • Fire: Whether contained or spreading, when a flame
dations of the world, seeping through rock and stone and does not die but lives on to continually consume, it can
rising upward from the soil. This is the magic of creation, become godlike.
healing, and change, and it is called divine magic. This • Light: A beam of moonlight with no moon to cast it, a
divine magic, as it flows through the world, gets caught or glow in the heart of a cave, a glimmer at the bottom of
hooked or pooled on certain creatures, places, and things. a well—such lights inspire curiosity and reverence, and
Over time, these hooks or pools of magic, if allowed to can acquire divine natures.
grow, can develop into what we call gods—powerful beings
with the ability to command great reserves of divine magic, To create your own god randomly, roll on the following
to the point where they become indistinguishable from table to inspire a divine origin:
the magic itself. Their power is drawn from the magic of
the land or water in which they live, concentrated in a d8 Divine Origin
single small area (their divine hallow) but extending great
distances, as far as they can draw and exert power, based on 1 Beast. Roll 1d4: 1. Mammal; 2. Bird; 3. Reptile; 4. Manylegs
their greatness.
2 Plant. Roll 1d4: 1. Tree; 2. Grass; 3. Flower; 4. Fungus
Ah, now we come to it at last!
Divine lore. This is where I truly shine, 3 Place. Roll 1d4: 1. Height; 2. Depth; 3. Void; 4. Landmark
if you’ll pardon the expression. 4 Weather. Roll 1d4: 1. Storm; 2. Fog; 3. Wind; 4. Calm
5 Stone. Roll 1d4: 1. Boulder; 2. Mud; 3. Dune; 4. Crystal
6 Water. Roll 1d4: 1. Running; 2. Still; 3. Ice; 4. Steam
7 Fire. Roll 1d4: 1. Blaze; 2. Ember; 3. Heat; 4. Smoke
8 Light. Roll 1d4: 1. Bright; 2. Dim; 3. Colorful; 4. Pale
292 Chapter 13 | Gods & Monsters
MANIFESTATION Gods who share at least one domain are able to commu-
nicate at any distance, and there are often loose alliances
Gods are always found in their hallows, and can appear in or a kind of family relationship between gods with shared
all shapes, sizes, and visual expressions. It is almost always domains.
readily apparent what their divine origins were—unless
the god is actively seeking to deceive those who enter its Single Domain. Some gods operate only in a single
hallow. Many gods have a greater and lesser form, using domain, either because they are newly divine and lack
their lesser form to interact with mortals on a daily basis power, or because they are narrowly focused on certain
and their greater form for ceremony, intimidation, or concerns. Such gods are only able to commune with their
combat. Their greater form usually appears as a larger and neighboring gods and other gods who share their domains,
more obviously magical expression of their divine origin. and are seen as somewhat lesser, reclusive, or obsessive by
other gods. However, a god with only one domain is often
Size. Most gods appear at least one size category larger able to hone their gifts, gathering more focused and dedi-
than the size category of their origin, even in their lesser cated followers.
forms. For example, a wolf god might be Large, a bear god
might be Huge, and a tree god might be Gargantuan. Size Multiple Domains. Most established gods operate in more
is easily changed, however, and it is a minor feat for most than one domain, expressing their personality through
gods to alter their size category at will. multiple areas of interest. Shamans of these gods generally
choose one domain with which they align their particular
Appearance. The appearance of gods varies wildly. Some worship, serving the god’s needs and wishes in a focused
choose to conceal any outward manifestation of magic, area with expertise and dedication. These gods are able
seeming like a larger version of a natural entity. Others are to speak to their neighbors as well as any other god who
constantly surrounded by swirls of magic or summoned shares one or more of their domains, making them hubs of
creatures in attendance to the god’s needs and desires. communication in the divine network.
These appearances can vary depending on the god’s will,
mood, and power. BEFORE PANTHEONS
Unseen qualities. Most gods have unseen qualities In Planegea, gods are solitary entities and pantheons
that are felt, rather than seen. This might be sensed as an are a thing scarce conceived. But in the city of Seerfall
emotion, an impression of immensity or claustrophobia, a (p. 209), where the hallows of many gods are clus-
skin-prickling current of magic, or a feeling of confusion tered within the holy caves, there may be something
or unusual clarity, for example. Although gods can increase like a proto-pantheon beginning to form. Or, at least, the
or dampen these effects, they are generally inherent to the potential for such. If you want your Planegean campaign
god’s hallow, and rarely disappear altogether. To inspire to explore a new era of godhood, that might be the place
your god’s unseen qualities, roll 1d4 times on this table: to begin!
d4 Unseen Qualities ALIGNMENT
1 Emotion. Roll 1d6: 1. Joy; 2. Fear; 3. Sadness; As they express their power and will, gods fall into certain
4. Disgust; 5. Anger; 6. Calm. alignments. A god may change its alignment through
its actions, but gods are slow to change, and the cycle
2 Sense of scale. Roll 1d4: 1. Vertigo; 2. Immensity; of worship and glory tends to cement them into certain
3. Claustrophobia; 4. Crowded behaviors and beliefs that correspond with one of the three
basic moral alignments:
3 Physical effect. Roll 1d4: 1. Chills; 2. Warmth; 3. Pain;
4. Relief Good (Celestial). A good god has the celestial creature
type, and beings that it summons or magic items it creates
4 Mental effect. Roll 1d4: 1. Confusion; 2. Clarity; have a celestial appearance and nature. Good gods are
3. Obsession; 4. Distraction chiefly concerned with the wellbeing of others—although
their ideas of wellbeing and the creatures they choose to
DOMAINS & ABSTRACTIONS care about can vary greatly from god to god.
Planegea exists long before the time of gods who embody Neutral (Choose type). A neutral god can have any of
universal abstractions, such as the God of Love or the the following creature types: Beast, Construct, Dragon,
Goddess of War. Instead, proto-gods begin as entities that Elemental, Fey, Monstrosity, Ooze, Plant, or Undead. Beings
accrue divine magic, and though they may develop repu- and objects summoned or created by its power reflect its
tations as being focused on certain aspects, they are often type. Neutral gods are chiefly concerned with survival and
known by their names and attributes, rather than a partic- balance—though who survives or where the balance lies is
ular concept that they might someday come to represent. a different question altogether.
That said, there are recognizable manifestations of divine Evil (Fiend). An evil god is of the fiend creature type,
influence, called domains, which the shamans of Seerfall and summoned or created objects and creatures are of the
have categorized. These domains are the same as those
found in the rules of 5E. Gods may have only one domain
or multiple domains, depending on their age, power, and
personality.
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same nature. An evil god can be demonically chaotic or own type into existence to serve their will. To do so, they
devilishly lawful, but in either case they are selfish and must divest some of their divine magic into the summoned
cruel—but even an evil god can give great gifts if it serves creature, which is known as a visitant. Most gods only
their own interests. summon weak visitants, who sap less of their power,
although occasionally a god will create a mighty visitant to
DIVINE HALLOWS enact judgment outside its hallow.
An octopus-god’s undersea grotto; a jackal-god’s echoing Once summoned, visitants may leave the hallow, and are
cave; a cricket-god’s grassy field—a divine hallow is a god’s usually—but not always—faithful servants of the god who
home, its throne room, its seat of power. It is the part of summoned them. A visitant in a hallow can be reabsorbed
the world most affected by the god’s will, personality, and into the god, restoring its divine magic. For this reason,
magic. Gods are unable to leave their hallows, which serve visitants almost never enter the hallow of a god other than
as their anchor to the divine magic of the world. Hallows their summoner, for fear of being absorbed and empower-
shape and define the god even as the god shapes the ing the other god with their summoner’s magic.
hallow—the one is a reflection of the other.
When creating a hallow, use this table to inspire the visi-
Sacred ground. Hallows are usually confined, roughly tants that inhabit it:
spherical areas with defined edges. When you cross over
the border of a hallow, you can feel a change in the world d100 Visitants
around you as you enter the lair of the god. The god can
usually be found roughly at the center of the hallow, 1–20 No visitants
although some gods prowl at the edges like a tiger in a cage.
21–50 4d10 visitants no greater than CR 1/2
The hallow serves as the god’s lair, and the area of the
hallow is permanently affected by the hallow spell, cast by 51–70 2d8 CR 1 visitants
the god. The effects of that spell cannot be dispelled except
by the wish spell. If the god is killed, the hallow spell fades 71–85 1d6+1 CR 2 visitants
after 6d10 days. Regional effects caused by the god fade
slowly over the same amount of time. 86–90 1d4 CR 3 visitants
Use this table to randomly choose an effect of the hallow 91–95 1 CR 4 or greater visitant
spell on your god’s hallow:
96–100 Roll twice on this table and use both results
d10 Hallow Effect d10 Hallow Effect
1 Courage 6 Everlasting Rest NAMES & TITLES
2 Darkness 7 Extradimensional
Interference A god’s name is powerful, inspiring fear and awe in the
3 Daylight 8 Fear hearts of those who hear it. Gods are usually known by a
4 Energy Protection 9 Silence proper name and a title, although some only go by one or
5 Energy Vulnerability 10 Tongues the other. Their proper name is often a remnant of the time
before they reached godhood.
Divine demiplanes. Planegea is a world in which the
planes have not yet separated, and a creature can walk from A god’s title is usually more closely associated with their
one plane of existence into another. A hallow is not only a divine qualities. Use this table to inspire your god’s title:
physical location, but also a divine demiplane aligned with
the god’s domain or domains. d6 Unseen Qualities
It is through these divine demiplanes that gods of the 1 Status. Above-All. Exalted One. The Forgotten. Status
same domain are able to communicate over any distance, titles refer to the god’s relationship with others.
and willing gods of the same domain are able to link their
hallows, allowing quick travel for their favored mortals— 2 Condition. She-Who-Burns. Echoing One. The Invisible.
although gods are far too proud to allow their sacred Condition titles refer to the physical state of the god.
ground to become a common doorway for everyday travel.
If a creature knows spells such as plane shift or demiplane, 3 Ability. Wind-Caller. Giver of Salt. Death-For-Eyes.
they can transport themselves directly to a god’s hallow— Ability titles refer to the god’s signature show of power.
at their own risk, should the god prove hostile.
4 Demeanor. Merciful. The Angered. Sorrowful One.
Visitants. Some gods are solitary beings, but most prefer Demeanor titles refer to the god’s mood or outlook.
attendants to serve their will and bring them news of the
world. Shamans and acolytes can often be found at the 5 Paradox. Undying Death. The White Dark. Fire Swimmer.
edges of divine hallows, offering worship or communing Paradox titles refer to an inherent contradiction in the
with the god. Gods can also summon creatures of their god’s nature.
6 None. Some gods have been given no title, or have no
need of one.
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SPIRITUAL FORMS ing within their range. They must choose where to focus
their attention, and rely on shamans and other servants to
Gods are both physical and spiritual. What mortals see keep them abreast of the news across their range.
of them is only an aspect of their true nature. Through
certain ceremonies, gods can reveal their spiritual being to Lesser gods might only be able to influence the land they
mortal creatures; usually to their trusted shamans through can see from their hallow (which is why so many hallows
elaborate and costly ceremonies. Their spiritual being is are first formed in high places), while greater gods can
how gods see each other, and it can be difficult for one extend their reach to a local or regional area. The most
god to describe another to a mortal, unless one of their powerful gods can see and exert power to distant places,
shamans or visitants have explained how the other god but do so only sparingly, aware that acting in the range of
appears to mortal eyes. other gods will arouse their ire. Additionally, if a willing
creature with which the god is familiar casts the hallow
Should a god be slain, its spiritual being is always spell, the god can extend its range into the area affected by
revealed in its death throes, usually in a final burst of the spell.
power as the barrier between physical and spiritual is
broken. Such a revelation is incredibly dangerous for all Spell level limit. The gods of Planegea are not the all-pow-
creatures in the god’s hallow. erful beings of later epochs—many know fewer spells
than the great chanters and spellskins. A god may only
Aspects of the god’s spiritual form can include: cast spells up to the level limit of its strata. However, gods
Scale. A god’s spiritual form is almost always larger are beings formed of magic, and have unlimited spell slots,
than its physical form, sometimes by several size catego- casting any spells they know at-will, making the wrath
ries. On rare occasions it can be smaller, but in that case of even lesser gods truly terrible. As for gods of the 4th
it is usually much more intense, as it is a concentration of strata—which are exceedingly rare—there seem to be
the god’s essence. no limits to their magic, and they are able to improvise
Emphasis. The spiritual form of a god emphasizes and wonders at-will within their spheres of influence.
exaggerates what is most essential to the god’s physical
nature. A bull god might become a storm of horns and Gifts. To create a magical item is a small thing to a
hooves, a fire god could become a blast of pure heat and god, and many of the magic items in the world were first
light, and a bird god might transform into a whirlwind of created in the hallow of a god. The higher a god’s strata,
flying feathers and piercing song. the more rare and powerful its gifts. In addition, gods can
Unseen qualities. A god’s spiritual form makes its bless those with whom they are pleased, gifting them with
unseen qualities manifest, through swirls and shards of summoned nonmagical items and even the bestowing of
magic giving shape, color, and force to the feelings and boons in the form of feats. Some gods of the 2nd or higher
impressions that, previously, mortals could only intuit. strata even use the reincarnate spell to transform those
Emotion. In its spiritual form, and especially in its final with whom they are truly pleased into their own image—a
revelation at death, a god manifests as its most concen- chosen godmarked, shown by the god as forever favored.
trated, focused emotion. Whatever a god’s primary concern
is becomes all-consuming in its death, and many gods Visitants. The more powerful a god is, the more divine
perish with a final burst of rage or woe or joy unconnected magic it can spare to siphon into visitants. Gods of differ-
to their actual demise. ent strata can only create visitants whose total CR does not
exceed their strata’s visitant max CR. For example, a god
STRATA of the 3rd strata could summon 1 CR 12 visitant, 6 CR 2
visitants, or 12 CR 1 visitants.
The sages of Seerfall have categorized the gods into four
levels of might, called strata. Not to be self-aggrandizing, but I may have
had something to do with introducing the
Strata Range Spell Gifts Vistitant concept of strata. Bear in mind these ranks
1st Level Limit Max CR are only approximations—if there’s one
2nd thing to remember with gods, it’s that they
3rd Sight 3rd-level Uncommon 2
4th can and will always surprise you.
Local 6th-level Rare 6
Regional 9th-level Very Rare 12
Remote — Legendary 18
These strata are not precise, but serve as a rough guide
to the different power levels that a god can occupy. The
elements that make up each strata are:
Range. The greater a god is, the farther it can stretch its
influence. A god’s range defines the extent of its regional
effects. A god can see, hear, and cast spells within its range,
but most gods are not actively aware of all that is happen-
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SUBSTRATA GODS work for the good of clans or individuals who increase
their glory, creating special bonds with shamans who lead
There are some gods who are so minor that they hardly others into their glorification and service.
even qualify as divine—although they are tied to a
hallow and have some godlike qualities. Such gods are GLORY POINTS
only powerful within their own hallow (usually no larger The glory a god gains or loses depends on the acts of
than a radius of 25 feet), can only cast spells up to 2nd mortals within its reach. When characters or NPCs take
level, are only able to offer common magical gifts, and actions to affect the glory of a god, you can assign it a value
can only create up to three CR 0 visitants. of up to 100 glory points.
These lesser gods, though tiny compared to their Generally, for a god to change strata, they must gain or
kin, are nonetheless capable of growing into mightier lose glory equal to their strata level × 1,000 glory points.
powers over time, and should be carefully dealt with, However, this is flexible, and should you choose to alter a
lest their wrath be kindled against future generations. god’s strata based on a single action, that is entirely within
the bounds of your storytelling as a DM.
GLORY
AFFECTING GLORY
All creatures require sustenance, and gods are no exception. When a god is honored by mortals within its range, it
Rather than food or water, however, gods need glory to receives glory. If mortals within its range honor another god,
thrive. Glory arises from mortals, primarily in the form of it loses glory. (The other god does not automatically gain the
worship and reverence. glory. Glory must be given within a god’s range in order to
affect the god’s strata.) Most gods are aware of glory won or
A god with more glory is more powerful—their reach lost, feeling it in the same way that mortals feel hunger or
extends farther, they have more access to divine magic, and satiety, but any single act must be very significant for the
they are able to grant greater boons. god to be aware of its direct affect on its glory.
Some gods are content to linger in hidden places with The most common ways for a god to receive glory are
little to no glory. But most hunger for it, and will actively listed here—but the gods are greatly varied, and there may
be acts particular to your god’s worship that fall outside
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these categories. To design such an act, simply assign a and if one god consumes the ivory of another, it usually
rough amount of glory you deem appropriate. That said, gains glory equal to the consumed god’s strata × 100.
here are the ways god usually receive glory:
When a god consumes divine ivory, its appearance
Thanksgiving. The most common means of giving a god changes, becoming a hybrid its original form and that of
glory is by giving it thanks for its bounty, protection, guid- the god it devoured. Strangely, this hybrid form is always
ance, etc. slightly more humanoid in shape than what came before
it. However, this act of divine cannibalism is considered a
Storytelling. Telling tales of a god’s history, feats, virtues, wicked act by most gods, and the allied gods of a dead deity
or favored servants brings glory to that god. Likewise, will often unite their followers to punish any god who trans-
telling stories about a god’s foibles, weakness, mistakes, or gresses in such a way.
enemies drains a god’s glory.
MILESTONE GLORY
Offerings. Gifts of a god’s favorite foods, goods, or objects
of great value increase its glory. Likewise, offerings made Divine glory is an abstract system meant to help DMs
to other gods within its range diminish its glory. decide what impact mortal actions might have on the
gods, if any. Generally, a particular act will not alter a
Shrines. Constructing a permanent structure, called a god’s strata, and therefore glory need not be precisely
shrine, gives a god glory. Likewise, destroying its shrines or tracked—rather, these values are given to suggest how
building shrines dedicated to another god inside of its range important an act may or may not be to gods in the area.
lessens its glory. Shrines can range from simple stacked If you want to prepare an adventure where glory makes
stones to elaborate totems, statues, monuments, or temples. a difference to the story, consider either having the god
on the verge of changing strata or else use what we like
Rites. Rites are acts particular to the worship of a god, to call Milestone Glory—deciding glory not by individual
and usually refer to its unique nature, personality, or acts, but rather by major achievements that shift the
proclivities. These rites can be as simple as planting a tree balance of awe in a particular god’s favor.
or hunting a creature hated by the god. They can also be
elaborate, such as undergoing an ordeal, holding a vigil, or NEGOTIATING WITH A GOD
winning a competition. Such rites vary greatly in potency;
determine their worth by considering their difficulty and The relationship between a shaman and a god is often
how time-consuming or expensive they are to enact. transactional, particularly if they are merely negotiat-
ing with the god for safe passage. Use the ideas below as
Ceremonies. Ceremonies do not give gods glory in and inspiration for what a god might ask of a shaman or other
of themselves. Rather, they serve to amplify the amount supplicant.
of glory given during the performance of the ceremony,
through focus, pageantry, and tradition. Any glory earned d12 What the God Wants
or lost during a ceremony is usually doubled, but can 1 Slay a nearby druid or capture a rogue visitant
be multiplied even further if the ceremony takes place 2 Craft a shrine, altar, or memorial in an elevated or
on a day of great significance, has a long duration, or is magical place
performed under other special circumstances. 3 Destroy the shrine of a rival god
4 Retrieve a magic item the god desires
Druids. Druids leech divine magic from the land, and 5 Resolve a conflict or soothe a dispute with an
are hated by the gods. When a druid casts a spell within a aggrieved party
god’s range, the god loses glory points equal to the spell’s 6 Prepare a feast for the god, either symbolic or literal
level. When a druid is killed within a god’s range, the god 7 Slay a beast in their honor or to protect their faithful
gains glory. For this reason, hunting druids is one of the chief 8 Alter the landscape in a way that pleases the god
duties of a god’s guardians. 9 Slay a rival god and bring back the divine ivory
10 Make a personal sacrifice of something the character
Visitants. When a god creates visitants, it loses glory holds dear
points equal to the created visitants’ total CR. If the god 11 Endure a harrowing mystical vigil or vision
reabsorbs the visitants, the glory points are restored. 12 Convince local mortals to swear their fealty to the
Powerful visitants are rare indeed—if they should die god
or turn against the god, that glory could be lost forever,
perhaps representing enough of a loss to drop the god to a
lower strata. For this reason, gods will only form power-
ful visitants on occasion, usually for a single mission, and
order them strictly to return directly to the hallow once
their work is done.
Divine ivory. The greatest single act that can affect a
god’s glory is the consumption of another god’s divine
ivory. Divine ivory is the core of a god’s essence. For gods
with beasts’ origins, it is part or all of their skeleton, but
for other gods it might be a delicate lattice, a handful of
fine particles, or a geometric solid. Regardless of its shape,
divine ivory is the strongest material known in Planegea,
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