23
RASHEMEN RASHEMEN UNAPPROACHABLE EAST CAMPAIGN GUIDE UNAPPROACHABLE EAST CAMPAIGN GUIDE F F ORGOTTEN REALM ORGOTTEN REALM S S Sample file

FORGOTTEN REALMS - Dungeon Masters Guild -

Embed Size (px)

Citation preview

RASHEMENRASHEMENUNAPPROACHABLE EAST CAMPAIGN GUIDEUNAPPROACHABLE EAST CAMPAIGN GUIDE

FFORGOTTEN REALMORGOTTEN REALMSS

Sample

file

2 2

CreditsLead Designer: Joe RasoDesigners: Andrew Bishkinskyi, Blaise Wigglesworth, Bryan Holmes, Dorian Catz, Ed Greenwood, Emily Harmon, Florian Emmerich, Karl Resch, Lydia Van Hoy, Steve Fidler, V.J. HarrisEditor: Christopher WalzProofing: Lorraine RasoLayout Oversight: Steve FidlerCartography, Layout, & Art Direction: Joe RasoCover Art: Nastya LehnInterior Commissions: Brian Patterson, John Latta, Paul Paloma, Petar PenevInterior Stock Art: Adobe Stock, Bradley K. McDevitt, Bryan Syme, Colin C. Throm, Daniel Comerci, Dave Allsop, Dean Spencer, Design Cuts, Dyson Logos, Earl Geier, Eric Pommer, Eugene von Guérard, Felipe Gaona, Fez Inkwright, Gary Dupuis, Indi Martin, Jeremy Mohler, Joyce Maureira, Kiss Márton Gyula (Kimagu), Maciej Zagorski, Michael Scotta, Quico Vicens-Picatto, Rick Hershey, William McAusland

RASHEMENRASHEMENUNAPPROACHABLE EAST CAMPAIGN GUIDEUNAPPROACHABLE EAST CAMPAIGN GUIDE

FFORGOTTEN REALMORGOTTEN REALMSS

On the CoverNastya Lehn’s interpretation of Mishara Viadrova graces the cover. Mishara is a powerful Wychlaran Othlor with a dark

past, who struggles to decide how to best protect Rashemen from its foes. Designed by Emily Harmon, Mishara is one of

the NPCs who can be found in Chapter 11 - Personalities.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.All other original material in this work is copyright 2021 by Joe Raso and published under the Community Content Agreement for Dungeon Masters Guild.Some artwork by © Bradley K. McDevitt, © Brian Patterson, © Bryan Syme, © Daniel Comerci – danielcomerci.com, © Dave Allsop, © Dean Spencer, © Design Cuts, © Dyson Logos, © Earl Geier (Bald Ego Grafix), © Eric Pommer, © Gary Dupuis, © Indi Martin, © Jeremy Mohler (Outland Entertainment), © Joe Raso, © John Latta, ©Konstantin Gerasimov, © Kiss Márton Gyula (Kimagu), © Maciej Zagorski (The Forge Studios), Michael Scotta (Purple Duck Games), © Nastya Lehn, © Paul Paloma, ©Petar Penev, © Петр Костюк, © Quico Vicens-Picatto, © Rick Heshey (Fat Goblin Games),©Warmtail, ©William McAusland, 2021, used with permission. All rights reserved.

Nas

tya

Leh

n

Sample

file

3 3

“Rashemen, the Land of Witches.”So I first described it, in a tale I penned in

1966. Yes, before there was anything called D&D. The Realms was just my own private make-believe setting back then, the background for swords and sorcery tales I wrote for my own entertainment.

I thought of Rashemen as very like the place Fafhrd grew up, in the stories written by Fritz Leiber, in particular “The Snow Women” (usually found today in a reprint edition of Swords and Deviltry, chronologically the first collection of the Fahrd & the Gray Mouser saga): a snowbound, short-spring-and-summer, northerly cold windswept land of fur-clad barbarians ruled by their tribal matriarchs. Vaguely Scandinavian, but without the fjords; more like the endless, rolling, wooded-where-not-exposed-bedrock Canadian Shield country of the province of Ontario I grew up in. Good hunting and logging and monster territory, terrible farming country.

The matriarchs were the witches—not cackling hags with warty noses, black dresses, widows’ humps and pointy black hats, but witches more like Granny Weatherwax of (later) Discworld fame: women of iron-hard determination. The wider Realms might think of them as old, malevolent wise women, and that image was just fine with them, because it kept a lot of “outland troublemakers” away.

Except, of course, for those utter-pain-in-the-behind expansionist slavers next door, in Thay, who despite having said behinds handed to them often by the witches and the berserkers they commanded (“often” meaning every time they invaded, just as Aglarond to the south served Thay), kept stubbornly trying.

Thay was the ever-present thorn that kept the witches secretive, and suspicious of all outlanders,

and that kept them and other Rashemi busy with cabals of “secret agents” dedicated to spying on anyone coming near Rashemen, and preparing avalanche-traps and bargains with the many, many place-spirits (elementals of various unique forms who inhabited nigh every grove, well, sinkhole, brook, marsh, and deep, volcanic-vent-warmed cavern in the land) to defend Rashemen against all invaders.

And at the same time, inclined-to-be-rebellious Rashemi youth (particularly the young males) were encouraged to depart Rashemen and travel the world to see what other places were like, and “find themselves.” In part to get rid of individuals who’d chafe lifelong under the yoke of the matriarchs, and in part to gather valuable knowledge about distant knifemakers and caravan merchants and ox-breeders that Rashemen could trade with.

The howling winds, crags, and icy-cold, fast-flowing waterfalls, streams, and rivers of Rashemen encouraged defenders and discouraged invaders and in particular, would-be settlers—and so it proved when regular D&D Realmsplay came to the Realms: Rashemen was a place NPCs came from, and PCs avoided in favour of warmer, more hospitable adventuring territory.

And so, it was tailor-made for writers like Elaine Cunningham to have the freedom to bring the land to life as she saw it, and later game designers to turn all those place-spirits in my faded pencil notes into strong Feywild connections.

Yet Rashemen remains a place of mystery (not as much of a blank slate as, say, Sossal, but still a place that we know more about through its reputation, and a lot less from first-hand accounts written by wayfarers).

Hence this book you hold in your hands. As Elminster has been known to say: “‘Tis high time.”

ForewordForewordBy Ed Greenwood

Sample

file

4 4

The following Forgotten Realms works were indispensable in crafting this volume.

Ed Greenwood, Jeff Grubb, and Karen S. Martin. Cyclopedia of the Realms. 1987.Steve Perrin. Dreams of the Red Wizards. 1988.David “Zeb” Cook. The Horde. 1990.Anthony Prior. Spellbound. 1995.Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo. Forgotten Realms Campaign Setting. 2001.Richard Baker, Matt Forbeck, and Sean K Reynolds. Unapproachable East. 2003.Eric L. Boyd, James Jacobes, and Matt Forbeck. Races of Faerûn. 2003.Elaine Cunningham. Windwalker. 2003Richard Baker, Ed Bonny, Travis Stout. Lost Empires of Faerûn. 2005. Jeff Crook, Will Upchurch, and Eric L. Boyd. Champions of Ruin. 2005.Brian R. James and Ed Greenwood. Grand History of the Realms. 2007.Bruce R. Cordell, Ed Greenwood, and Chris Sims. Forgotten Realms Campaign Guide. 2008.Teos Abadia. Living Forgotten Realms—CORE1-14 What Storms May Come. 2009Wizard’s RPG Team. Sword Coast Adventurer’s Guide. 2015.

Further InspirationFurther Inspiration

Mic

hae

l R

ayba

ck D

esig

n /

Des

ign

Cu

ts

Sample

file

5 5

Table of ContentsTable of Contents

Character Character OptionsOptions

1.Peoples 9Hagspawn 10Spirit Folk 12Taer 14Common Peoples 16

2.Classes 19Artificer 20Barbarian 22Bard 24Cleric 25Druid 25Fighter 25Monk 25Paladin 26Ranger 29Rogue 30Sorcerer 31Warlock 35Wizard 37Wychlaran 40

3.Backgrounds 50New Backgrounds 50Standard Backgrounds 56

4.Feats 60

5.Spells 62Spell Lists 62Spell Descriptions 66

Legends &Lore Legends &Lore

6.The Lands 71Map of Rashemen 72Rashemen 73The High Country 86The North Country 91Western Shore 94Neighboring Regions 96

7.History 102Age of Humanity 102The Present Age 106

8.Factions 110Organizations 110Deities of Rashemen 118

9.Items of Interest 122

10.Adventure Ideas 126

Friends &FoesFriends &Foes

11.Personalities 129Andar Silverbirch 129Bristlebeard 131Chaul 132Gevarra 134Mangan Uruk 135Mishara Viadrova 136Olek the Cursed 137Raustulph Urgannaun 138Tarhil 140Zasvor Temradi 141

12.Creatures 142Battle Horror 142Fell Troll 143Ice Dragon 144Hagspawn 146Hornclaw 147Living Healing Spirit 148Orglash 150Rusalka 151Shatjan 152Shrieking Hag 153Spirit Beast 154Spirit Folk 155Taer 156Telthor 157Thomil 158Uthraki 159Vodyanoi 160

13.Nonplayer Characters 161Rashemen Berserkers 161Wychlaran 162

AppendixAppendixA. Published Stat Blocks 164B. Monster Listing 169C. Contributors 170Index 172

Regional Map 174Sample

file

6 6

IntroductionIntroductionWelcome to Rashemen!This volume details many aspects of a wondrous region located in a remote corner of Faerûn—a land many refer to as the Unapproachable East.

It is a land filled with wonder, danger, and endless adventure. Newcomers have much to learn, but the following aspects summarize its key features.Cold and Rugged. Rashemen is a land of bitterly

cold winters and short, cool summers. Most of its population lives in the southern third, where pine forest-covered hills are dotted with icy lakes and frigid streams descending from snow-covered mountains. Few travel across the bleak, windswept steppe marking the northern extent of Rashemen.

Spirit Infused. Nature spirits are ubiquitous here, found within nearly every rock, stream, and wood. The veil separating the Feywild grows thin here, and many fey haunt the land. The Rashemi take great care to avoid offending spirits who can abruptly turn angry and dangerous. However, these same spirits have helped defend Rashemen, by extension all of Faerûn, from a seemingly never-ending series of invasions

Governed By Witches. Although an Iron Lord ostensibly rules Rashemen, the wychlaran, a society of witches, truly governs the nation. The witches are universally revered and respected, and to harm or disobey a witch is to invite death. They manipulate the land and its people to ensure Rashemen stays strong and united, ready to defend their sacred land from any threat.

A Land of Berserkers. Most peoples across Faerûn know Rashemen to be a land of berserkers. The nation’s warrior culture reveres martial skill but considers the ability to lose one’s self in the fury of battle as its highest ideal. Competitions of strength, endurance, and skill are common, helping to ensure its forces remain ready to defend the nation. The wychlaran select the Iron Lord, the nation’s leader, from among the most worthy warriors.

The Remains of Ancient Empires. The wychlaran are sworn caretakers of the arcane knowledge of Raumathar, an ancient nation of battle-wizards that collapsed after its mutually destructive war against the demon-binding empire of Narfell thousands of years ago. Numerous ruins dating back to the final Conflagration between the two nations still dot the land, many containing failing magics that precariously old fiends and other dangers at bay.

Perpetually Vigilant. Since its founding, Rashemen has been forced to defend itself from foreign invasions. Thus far, the combined might of its witches, berserkers and the spirits of the land have thrown back successive assaults by their archenemies to the south, the Red Wizards of Thay. Despite recent years of relative peace, the witches remain on guard for new threats against the nation.

Playing Witches of RashemenOne of the quintessential aspects of Rashemen are its witches, the wychlaran. The designers of this book have provided a variety of options for embodying this concept into PCs.

Players looking to play a Witch of Rashemen are encouraged to work with their DMs to find the best way to integrate this idea into their campaign.

Options provided within this book include:

Chapter 2 — Classes. Nearly any spellcasting class can represent a Rashemi witch. This chapter details new archetypes, including the bard college of apparitions, the sorcerer reborn origin, and the wizard traditions of paired witch and telthor companion. Additionally, a new wychlaran class is also available to craft such a character.

Chapter 3 — Backgrounds. A relatively easy way to add a Rashemi witch spin on a PC is to use the new Wychlaran background.

Chapter 4 — Feats. A pair of new feats make it easy to style an existing character as a Rashemi witch: Magic Initiate (Wychlaran) and Rashemi Elemental Summoning.

Sample

file

7 7

About This BookThis Rashemen campaign guide provides a wealth of material to run Dungeons & Dragons campaigns in this region of Faerûn. The book is organized as follows:

Part One: Character Options. This section provides players with options for customizing their characters to integrate with the history, lore, and cultures in and around Rashemen.

Chapter 1 — Peoples. Introduces three new character races and provides an overview of the other common peoples found in the region.

Chapter 2 — Classes. Details how different character classes might be integrated in this region, while also providing a number of new class archetypes and a new full character class.

Chapter 3 — Backgrounds. Outlines how character backgrounds found in the Player’s Handbook translate to Rashemen. Two new backgrounds are also detailed herein.

Chapter 4 — Feats. A sampling of new feats for players to consider.

Chapter 5 — Spells. A host of new spells available for characters or NPCs to use.

Part Two: Legends and LoreThis section describes the land and its people, and is intended to inspire the creation of adventures in Rashemen.Chapter 6 — The Lands. An overview of

Rashemen’s geography, including descriptions of regions, settlements, and places of interest.

Chapter 7 — History. A brief summary of some of the key events that have affected Rashemen.

Chapter 8 — Factions. Overviews of select groups that have a significant influence over the region and the deities revered within.

Chapter 9 — Items of Interest. A sampling of mundane and magical items with a tie to the region.

Chapter 10 — Adventure Ideas. A few adventure ideas for DMs to craft their own adventures in Rashemen.

Parth Three: Friends and FoesThis section includes a collection of personalities, creatures, and NPCs to add to adventures in Rashemen.Chapter 11 — Personalities. Detailed overviews

of interesting individuals who can be allies or adversaries found in the region.

Chapter 12 — Creatures. A number of new threats to challenge players.

Chapter 13 — NonPlayer Characters. A selection of humanoid NPCs from the region.

On Dates and NamingThroughout this volume, Dale Reckoning (DR) has been used whenever years are specified in the text. In general, this is consistent with most of the inhabitants of the Great Dale and surrounding areas.

Wherever possible, naming from the roll of years has been given, derived from the prognostications of Augathra the Mad and Alaundo the Seer.

Rumors have surfaced that a new roll of years was revealed to the servants of Shar, called the Shadow Roll. However, no references to such a roll have been included within.

AbbreviationsThe designers have assumed readers have access to the three core rulebooks for Dungeons & Dragons: Dungeon Master’s Guide (DMG), Monster Manual (MM), and the Player’s Handbook (PHB). For material referencing other publications, wherever possible, they have been included within this text. The following abbreviations are used to reference these other sources.

CM - Candlekeep MysteriesDMG - Dungeon Master’s GuideGoS - Ghosts of SaltmarshMM - Monster ManualMOoT - Mythic Odyssey of TherosMToF - Mordenkainen’s Tome of FoesPH - Player’s HandbookSCAG - Sword Coast Adventurer’s GuideTCoE - Tasha’s Cauldron of EverythingVGtM - Volo’s Guide to MonstersXGtE - Xanthar’s Guide to Everything

Sample

file

PART ONEPART ONE

Character Character OptionsOptions

Eric

Po

mm

er

Sample

file

9 9

For the most part, Rashemen is a land of humans, largely dominated by those of Rashemi heritage who are descendants of

the ancient Raumathar Empire. The land also includes a few peoples not

commonly found elsewhere in the realms. This chapter details three of these: the Hagspawn, Spirit Folk, and Taer.

It’s important to note that Rashemen is crossed by the Golden Way, a merchant path joining Faerûn with the lands in the distant East. The route brings people from every corner of the realms and thus nearly any race may be found traveling through this mystical land.

New RacesThree new character race options are detailed in this chapter:

Hagspawn. Shunned by many, these rare individuals must decide how their troubling origins will shape their nature.

Spirit Folk. A people at home in the lands of their ancestors and who possess strong ties to either its mountainous heights or flowing waters.

Taer. Fierce giank-kin who have learned to thrive in the remote and unforgiving regions of the north.

1.1.PeoplesPeoples

Racial, Legacy and Cultural TraitsThe race descriptions provided in this chapter are presented to easily allow players to use the character customization optional rules given in Tasha’s Cauldron of Everything.

Racial Traits. These characteristics represent the racial characteristics common to all individuals of this race.

Legacy & Cultural Traits. These attributes represent the archetypical attributes common to adventurers of this racial background. They represent aspects of the character that have developed from being raised by this culture.

Publ

ic D

om

ain

/ Fa

nta

sy C

oll

ecti

on

/ F

at G

obl

in G

ames

Sample

file

10 10 1.Peoples1.Peoples

Character Options Character Options

HagspawnHagspawnThere is no fury that is beyond those of my kin. There is no hatred greater than that which has been heaped upon my people. There is no injustice more vile than those of my kind. You call us monsters, but it is our mothers and our own human kin who have been inhuman to us.

— Indomitable of The Endless Wastes

Of the great evils that the hags perpetrate upon the humans of Rashemen, hagspawn rank among the most vile. The offspring of hags and humans, hagspawn are ill-favored children discarded by hags, forced to make their own way in the world as creatures hated by their hag parents, and feared by most who lay eyes upon them. Hagspawn that survive their childhood grow into powerful, though largely despised people. Through sheer physical might, doughtiness, and resilience, these beings are full of potential.

Suspicious But DaringHagspawn have every reason to be resentful and angry. Considered unworthy by their hag parents and looked upon with fear by their human kin, it is unsurprising that after a life of abandonment and abuse they are quick to anger, slow to trust, and thoroughly pessimistic. In a world that treats them as monsters, hagspawn seek their own path. Since few opportunities exist for hagspawn to succeed in human society, they must blaze their own trail. This makes most hagspawn hardworking, relentless, and fiercely independent. If given good reason to strive for a goal, few creatures can match the relentlessness of a hagspawn.

Over the years, some hagspawn have proven themselves capable of overcoming the irredeemably evil nature of their mothers through heroic feats and good deeds. Tales of stoic, unflinching hagspawn heroes, standing their ground when others have fled, are legend in the tales of Rashemen. It is thanks to the deeds of hagspawn past that their descendants experience some small level of acceptance among those few humans broad-minded enough to give them a chance to prove themselves. And given the chance, hagspawn often live up to these high expectations.

Cursed Blood, Hearts of FireHagspawn inherit features from their hag parentage that make many humans feel uncomfortable. Often taller than most humans, hagspawn have long, powerful limbs and large hands. Their eyes are like those of their mothers, gleaming red. Humans assume they can only hold malice for all they behold, yet this tells us more about human fearfulness than the truth about hagspawn. Hagspawn skin tone varies as much as humans’, however there are distinct tinges to hagspawn that do not occur in most humans; the offspring of an annis hag is a pallid blue whereas that of green hag is unsurprisingly green. Even with these distinctive features, hagspawn sometimes pass for humans in lands where hags are rare—in Rashemen, hagspawn are known immediately upon sight.

Peta

r Pe

nev

Sample

file

11 11 1.Peoples1.Peoples

Character Options Character Options

Accepted Among OutsidersThough acceptance of hagspawn is slowly growing, most humans still cannot bear the sight of them. Long-held prejudices poison the minds of humans, and tales of crimes, depravity, and inherently violent natures are still common in closed-minded human populations.

However, there are those who see past the hagspawn’s appearance and look to their deeds instead. Unsurprisingly, half-orcs and tieflings relate to the trails caused by the fear of others. Increasingly, other non-human races such as dwarves, half-elves, elves, and halflings consider hagspawn innocent of the crimes of their birth and are likely to let hagspawn prove themselves through their deeds.

The reluctance of humans to accept hagspawn is complex, and based on their hatred and mistrust of hags themselves. The hagspawn is a reminder of the evil hags are capable of, and of their great power. Shame and hate of hags follows hagspawn into human society, though there is growing hope that as the other races accept hagspawn, humans may too be able to shake off their distrust and see these beings as individuals rather than emblems of defeat.

Hagspawn NamesHagspawn have among the most diverse names in all of Rashemen. All hagspawn begin their lives as orphans, simply abandoned in the wild by their mothers. Should an elf stumble upon a hagspawn, they may give the hagspawn an Elvish name. Though hagspawn accept their given names, it is increasingly common for them to choose their own name as well. Some hagspawn honor their adoptive parents by going by their own name, but using their adoptive parents’ tongue. In the past, hagspawn took on human names, some even choosing the surname “Hagblood” showing acceptance of their heritage and disdain for the hatred of others. In recent years, it has become increasingly common for hagspawn to choose their own names. Further, hagspawn take last names based on where they were born, for example a hagspawn may call himself, “Rager of Iceborn River.” Hagspawn names are often gender neutral and chosen by the individual.

First names (gender neutral): Bellow, Fury, Grip, Longstrider, Rager, Steadfast, Trusty, Whirlwind

Hagspawn TraitsRacial Traits

Age. Hagspawn are considered adults at 18 years old and can live up to 120 years.

Size. Medium ○ Random height: base 5’0’’ + 2d10 inches ○ Random weight: base 125 × (2d4) lbs.

Speed. Your base walking speed is 30 feet.Darkvision. You inherit the fiendish sight of your

mother’s red, avaricious eyes. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fiendish Heritage. Hagspawn have enough of their mother’s heritage to make them immune to spell effects that only affect humanoids.

Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Legacy & Cultural TraitsAbility Score Increase. Your Strength and

Constitution scores increase by 2.Alignment. Hagspawn tend toward chaotic

evil, though when raised in societies where they are judged by their deeds rather than their heritage, hagspawn alignment varies.

Languages. Hagspawn speak Common, the language of their adoptive parents, and the language of their native region. Hagspawn who spend their early years within a community of hags also speak Giant.

. D

esig

n C

utsSam

ple file

12 12 1.Peoples1.Peoples

Character Options Character Options

Spirit FolkSpirit FolkYou’ll know when you’re in their presence; their calm demeanor, their peaceful aura, not to mention their uncanny beauty. Being near spirit folk is one of the great pleasures of travelling to the quiet, out of the way towns in Rashmen. It is clear why they are considered to be among the very wise of this realm. Seek them if you have time, you will not regret the extra effort required to gain their trust, for the gifts of serenity they can bestow is an experience not to be missed.

— Valitor Brightblade, traveling paladin of TyrSpirit folk are the descendants of the guardian spirits of Rashemen and the humans that inhabit this rugged land. A rare people, they are most often found in Rashemen itself, but are also native to Thesk and eastern lands of Kara-Tur. Spirit folk have two main familial lines: mountain spirits and river spirits.

Serene and IntrospectiveSpirit folk feel at home in the lands of their ancestors and experience a deep sense of peace with the natural world. Their ancestry provides them with a connection to the spirit world, yet because of their complementary relationship with nature, they do not seek to interfere with the natural balance through the use of magic. Most humans look at spirit folk with envy for their inherent, nearly unshakable love for life.

Diverse and StrikingThough appearing much like humans, spirit folk possess highly-refined and attractive features. Appearing in all the diversity that humans display, spirit folk embody the natural beauty of their human and spirit ancestries. With complexions that range from delicately pale to a golden-sheened mahogany, spirit folk have luxurious heads of hair, thin eyebrows, but a complete lack of body hair otherwise. They are famously considered strikingly beautiful.

Venerated VisitorsSpirit folk feel at home in human society though they most often only remain for one human generation, this to keep themselves from standing out as long-lived beings within a tight knit community. They try to integrate wholly into the society they have chosen and accept the local human rules. Though most humans who interact with spirit folk do not wholly understand their ancestry, they regard spirit folk with reverence, referring to them as “wise ones” who possess a deeper understanding of the natural world than most other beings can only hope to achieve. Spirit folk thrive in human society, but also enjoy the company of elves and fey creatures of all sorts, in addition to the spirit guardians that live within Rashemen.

Dan

iel

Co

mer

ci

Sample

file

13 13 1.Peoples1.Peoples

Character Options Character Options

Spirit Folk NamesAs in all things, spirit folk model their names on those of their Rashemen descendants and so their names are most often Rashemi.

Male Adult Names: Andar, Chevik, Daumar, Hladislak, Ilvik, Olke, Pergaur;

Female Adult Names: Ayvarra, Belmith, Emmezel, Gevarra, Iseldra, Karra, Ranya;

Gender Neutral Adult Names: Aydar, Ayvake, Daura, Hladiszel, Iselvik,Oyar, Perke, Yaevik

Spirit Folk TraitsRacial TraitsThere are two branches of spirit folk: mountain spirit folk and river spirit folk. Your spirit folk character has a number of traits that are common to all of their race.

Age. Spirit folk are long-lived people, reaching a maximum of 400 years old. They are considered adult upon reaching 55 years old.

Size. Spirit folk vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of this range, spirit folk are size medium

○ Random height: 4’8’’ + 2d8 ○ Random weight: 105 lb. + (height roll) × (2d4)

Speed. Your base walking speed is 30 feet.Darkvision. Descended from the guardian

spirits of Rashemen that forever traverse the land, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Mountain Spirit folkExpert Climber. Mountain spirit folk have a base

climb speed of 30 feet and have advantage on all Strength checks made while climbing.

Daring Athlete. Mountain spirit folk are at home with heights and have advantage on Dexterity and Strength checks while on steep slopes, sheer edges, or narrow paths or other mountainous or treacherous terrain.

Bird Whisperer. Once per day, a mountain spirit folk can cast speak with animals to speak with birds only.

River Spirit FolkExpert Swimmer. River spirit folk have a base

swim speed of 30 feet and have advantage on all Strength checks made while swimming.

Amphibious. River spirit folk can breathe on land and in water.

Water Affinity. River spirit folk have advantage on saving throws against water-based spells and other magical effects. The DM determines if a spell is water based.

Fish Whisperer. Once per day, a river spirit folk can cast speak with animals to speak with fish.

Legacy & Cultural TraitsAbility Score Increase. Your spirit guardian

ancestry manifests as an otherworldly, serene grace. Your Wisdom score increases by 2. Additionally, your Charisma or Dexterity score increases by 1.

Alignment. Due to their sense of balance and benevolence when it comes to nature and the sentient creatures that live within it, most spirit folk tend toward neutral good alignment.

Languages. Common and Sylvan. Mountain spirit folk speak Terran. River spirit folk speak Aquan.

Sample

file

14 14 1.Peoples1.Peoples

Character Options Character Options

TaerTaerLoremaster Teudatlan warned me the taer were nothing but two-legged beasts eager to gnaw your bones. Well, those “beasts” just saved me from a pack of wolves, tended my wounds, and pointed me in the direction of the ancient Raumanthari ruin I’ve sought for years. My loremaster was an idiot!

— Traveling Sage TapasztatWhile the mountain ranges north of Rashemen and all across the northern regions of Faerûn are unforgiving, some have found ways to thrive. The taer are one such people: blue-haired mountain giants, towering over the tallest humans but diminutive among their own kind. Their fur fully covers their bulky frame, only leaving exposed skin on their hands, feet, and faces.

They have a strict cultural code, designed to share resources and allow their young to thrive. Taer young are well cared for, and once they come of age, they raise their own young. The elder taer do all in their power to protect and shelter their young—even going so far as to enter long periods of hibernation when food is particularly scarce.

This lifestyle is not enough for some taer, who seek the comforts and bounty of warmer regions. These rebellious groups are often the subject of cautionary tales throughout Rashemen. They are seen as raiders from the north who steal into farmland and small settlements in the coldest winter nights, stealing livestock, stores, and other raw materials. These taer are ever willing to fight and die for what they believe to be theirs.

Not All TaerTo most Rashemi and others who live nearby, taer are usually the antagonists in stories told around campfires. However, there are some taer individuals who leave their homes in search of more and are not willing to meet their needs by simply taking from others. These are the most frequently the taer who become adventurers.

The reasons for leaving their home vary. Some leave on pilgrimages, hoping to become adepts to better serve their families. Others are souls who survived a tragedy that struck thier pod, leaving them homeless and forced to seek their destiny alone.

Whatever the reason, the capacity of both good and evil exist in all creatures and while these taer might face challenges in the realms of others, their wanderlust will guide them through.

Ind

i Mar

tin Sam

ple file

15 15 1.Peoples1.Peoples

Character Options Character Options

Taer NamesTaer favor names that are short and easily heard over far distances; so harsh sounds are used and most names are no longer than two syllables

Names: Grrunk, Braask, Koort, Arkt, Hernt, Qerrk, Poord, Yeert.

Taer TraitsRacial Traits

Age. Taer reach adulthood at aged 12 and live up to 60 years, though few live past 40 years, particularly in the harsh North Country of Rashemen.

Size. Taer stand an impressive 8 feet tall. Your size is Medium.

○ Random height: 7’0’’ + 2d6 inchs ○ Random weight: 180 lb. + (4 x height roll) lb.

Speed. Your base walking speed is 30 feet.Arctic Heart. You have resistance to cold

damage.Giantblood. Your creature type is giant, instead

of humanoid.Powerful Build. You count as one size larger

when determining your carrying capacity and the weight you can push, drag, or lift.

Legacy & Cultural TraitsAbility Score Increase. Your taer ancestry

manifests in your powerful build. Your Constitution score increases by 2, and your Strength score increases by 1.

Alignment. Taer clans live according to a strict cultural rules but value individual freedoms resulting in a view that is neither lawful nor chaotic. Many clans survive in the harsh north by preying on the weak resulting in evil tendancies. Most individuals follow their own moral compass and are often of neutral alignment.

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

Hurler. You have proficiency with improvised weapons. When you throw an improvised weapon, you can use your Strength or Dexterity modifier for the attack and damage rolls and can roll one of the weapon’s damage dice one additional time and add it to the damage dealt.

Flask of Taer Stench Grease (page 125 )Flask of Taer Stench Grease (page 125 )

Ric

k H

ersh

ey/F

at G

obl

in G

amesSam

ple file

16 16 1.Peoples1.Peoples

Character Options Character Options

Common Common PeoplesPeoples

The harsh winters and wild frontier of Rashemen make it challenging for most to survive. However, hardy souls of any background can find a land filled with adventure.

DragonbornIn most parts of Rashemen, dragonborn are still an unusual sight. Most are encountered as part of merchant groups traveling along the Golden Way or supporting traders in Rashemen’s larger cities. In recent years, a vibrant dragonborn community has grown in Mulptan’s Western Quarter, descendants of a trader from Tymanther who chose to make a home there some fifty-odd years ago.

DwarvesA small community of shield dwarves (mountain dwarves) settled in Shevel over one hundred years ago. The local Rashemi welcomed them after recognizing their forging skills and their love of fighting and drinking. Small clans of shield dwarves survive in the Icerim Mountains, living in strongholds burrowed deep inside where the warmth of the depths keeps the cold of the north at bay.

Some thirty years ago, a clan of gray dwarves established the trading post of Viseyuer, east of Lake Mulsantir in the foothills of the Sunrise Mountains. This has done little to quell tensions between Rashemi miners and the duergar. Higher ranking Wychlaran are aware a larger duergar city exists beneath the Sunrise Mountains’ eastern slopes, likely connected to this trading post. The hathrans continue to urge for patience, hoping trade will lessen tensions and minimize bloodshed. However, the Iron Lord is being pressured by various fyrras of southern villages to take action and remove the gray dwarven threat.

Few other dwarven settlements exist within Rashemen. Any other dwarves are likely rare individuals who have made a home in the region or travelers passing along the Golden Way.

ElvesElves tend to be a rare sight in Rashemen. Unlike western Faerûn, where numerous large elven civilizations flourished, the Unapproachable East has seen few elven settlers. However, the Forest of Lethyr in the Great Dale still supports communities of wood elves, who may occasionally travel to Rashemen.

Of some concern to the wychlaran are the frequent sightings of dark elves in and around the Running Rocks. Whispers persist of a drow conclave somewhere in the Underdark beneath the region, though no Rashemi knows where it may be.

The witches are also interested in a group of elves who have taken up residence within Erech Forest. These isolationists include both moon and gold elves. The hathran fear they are associated with the Eldreth Veluuthra, an elvish cult seeking to eradicate humanity from the realms.

Ric

k H

ersh

ey/F

at G

obl

in G

amesSam

ple file

17 17 1.Peoples1.Peoples

Character Options Character Options

GnomesThough no gnome settlements exist within Rashemen, there are several small gnomish enclaves in Immilmar, Mulptan, and Mulsantir. A good number of gnome traders from Thesk regularly travel the Golden Way. Additionally, stories continue to circulate of a hidden gnome kingdom in the southeastern extent of the Sunrise Mountains. Occasionally, Rashemi bards sing tales of Songfarla, a mystical gnomish realm said to exist within a golden cavern illuminated by countless gems. Most gnomes laugh off such fanciful tales, but it’s not unusual for traveling gnomes to quickly change the subject when directly asked about the realm’s existence.

HalflingsThe harsh cold of Rashemen has not attracted many halflings to the region. Most who live here are lightfoots living in the larger cities like Mulsantir or part of the merchant trade arriving from Thesk, who visit villages along the Golden Way. However, the friendly and practical nature of most halflings makes them welcome in villages across Rashemen.

Half-OrcsThe regions surrounding Thesk have a more tolerant view of half-orcs than most places in Faerûn. Orc patrols brought in by the Zhentarim to help stop the Tuigan Horde over a century ago, and the people of the region still remember. Communities of half-orcs live throughout Thesk and are a common sight traveling along the Golden Way as mercenaries and traders.

HumansHumans are by far the most predominant people of Rashemen. Various human ethnicities make their home in this cold, remote part of Faerûn.

Chondathan. Over a thousand years ago, waves of Chondathan settlers arrived in the Great Dale, and a large portion of current farmsteads in eastern parts of the dale identify with this heritage. Chondathans typically have olive-colored skin with light brown to black hair. Most have brown eyes, though green eyes are not uncommon.

Damaran. In the last two hundred years, waves of Impilturan settlers arrived in Thesk and the Great Dale. Damarans have brown or black hair, and their skin can range from fair to tawny. This heritage showcases a variety of eye colors, though brown is most common.

Nar. Descendants of the fallen empire of Narfell, the majority of Nar currently exist as horse-riding nomads ranging across Narfell and Rashemen’s North Country. A great annual gathering of Nar tribes at Bildoobaris features a ten-day-long event of trade and merriment. Nar typically have dark eyes, tan complexions, and black or brown hair.

Rashemi. This human heritage comprises the bulk of Rashemen’s population, and they also account for large portions of Thay. Rashemi have lived in this region for thousands of years. They are closely tied to the Raumvirans who built the Raumanthar empire over much of modern-day Rashemen, Thay, and the Endless Waste. Rashemi tend to be shorter and stockier than other human ethnicities, blessed with thick black hair. The Rashemi from Rashemen invariably wear their hair long, while those of Thay shave their heads mimicking their Mulan masters.

Shou. This heritage originated far to the east in Kara-Tur. Large numbers of Shou arrived during the Tuigan invasions of the 1300’s, building communities throughout Thesk and the more cosmopolitan cities of Rashemen. Shou tend to have bronze complexions, with most having black hair and dark eyes.

Tuigan. The Tuigan are descendants of the nomadic horde that nearly conquered eastern Faerûn under Horselord Yamun Khahan nearly 150 years ago. Today, most Tuigans are found in the Endless Waste, with traders and isolated individuals living throughout the eastern Realms. Tuigan skin is typically bronze-colored, and they possess black hair.

TieflingsThere’s a significant population of tieflings in Thay, a legacy of that nation’s frequent dealings with fiendish entities. As a result, tieflings in Rashemen can expect a cold reception from most residents, given many associate their appearance with the nation’s perennial enemies to the south.

Sample

file

18 18 1.Peoples1.Peoples

Character Options Character Options

OthersAlthough Rashemi primarily populate Rashemen, other humanoids can be found within, particularly at the fringes of civilized lands.

Goblinoids. The wild mountainous regions surrounding Rashemen support a host of goblinoid tribes. The Nanraak’s remain a persistent threat in the northern end of the Sunrise Mountains. The dark citadel of Omvudurth houses a militant clan of the same name. Both clans are wary of the Rashemi, fearing the wrath of the wychlaran and their berserker forces.

Firbolg. A few scattered firbolg villages hide in the forested valleys of the Running Rocks and along the coast of Lake Ashane near Ashenwood and the Erech Forest. Farther abroad, small communities reside in the Forest of Lethyr where they actively support the druids of the Circle of Leth.

Goliath. Several goliath tribes reside within the mountainous peaks of the Sunrise and Icerim Mountains. They are typically nomadic living in temporary encampments for short periods. They are generally reclusive but will reluctantly receive wychlaran envoys who visit their temporary villages.

Kobolds. The Brood of Kashaan obediently serve the white dragon Kissethkashaan within a tunnel-riddled section of the Sunrise Mountains.

1 The Volodni player character race can be found in the Great Dale Campaign Guide, now available on the DMsGuild.

Though ever cautious, they occasionally raid settlements in the western foothills or rob poorly guarded travelers passing along the Golden Way as it winds through the High Country

Orcs. Two very different orc groups are found around Rashemen. In Thesk, descendants of the Zhentarim’s orcish forces who helped throwback the Tuigan Horde are a rowdy but accepted part of society there.

In contrast, small remote villages of grey orcs hide within the foothills of the High Country. These are descendants of the hordes that arrived during the Orcgate Wars nearly three millennia ago. They live a simple ascetic existence, avoiding contact with all while aggressively defending their secluded villages.

Volodni.1 These cold and dispassionate plant-folk reside in isolated villages in the forests of the Great Dale and Rashemen. They are one of the few humanoids that hathrans allow inside of Urlingwood. These pine folk work closely with the wychlaran to protect their forest homes across the region.

Warforged. Although warforged are a race beholden to Eberron, the ancient Raumanthar Empire was known to create mechanical devices infused with arcane energy. Perhaps a humanoid mechanical construct remains buried in an old Raumanthari ruin awaiting reanimation.

Sample

file

19 19 2.Classes2.Classes

Character Options Character Options

This chapter provides a brief description of how each character class might be portrayed in Rashemen, including suggestions on

how to thematically integrate a given class into this region.

Also included are new character archetypes and a new character class, The Wychlaran, presented as options for players to choose when making characters for campaigns in Rashemen.

New Class Options

Class New Option

Artificer Subclass - Vremyonni

Barbarian Subclass - Path of the Runescarred

Bard Subclass - College of Apparitions

Paladins Subclass - Oath of Nydeshka

Rangers Subclass - Pledge Bonded Conclave

Sorcerers Subclass - Raumanthari BattlemageSubclass - Reborn

Warlock Invocation Options

Wizard Subclass - Paired WitchSubclass - Telthor Companion

Wychlaran NEW CLASSSubclass - Praxis of TraditionSubclass - Praxis of Power

2.2.ClassesClasses

Ric

k H

ersh

ey/F

at G

obl

in G

ames

Dan

iel

Co

mer

ci

Sample

file

20 20 2.Classes2.Classes

Character Options Character Options

Vremyonni Features

Artificer Level Feature

3rd Tool Proficiency, Bonus Spells, Battle Binding

5th Battle Caster

9th Power Bound

15th Potential Unbound

Tool Proficiency3rd-level Vremyonni featureYou gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice

Dan

iel

Co

mer

ci

ArtificerArtificerMany in the western portions of the realms view Rashemen as a nation of backwards people, shunning the trappings of civilization for berserkers and witches. Many are unaware of the arcane artifice long practiced in this region. The vremyonni, or Old Ones, are arcane casters skilled at crafting magic items for the Witches of Rashemen.

Additionally, the region is steeped in lore of arcane spellcasters known to imbue their creations with magical powers. The ancient empire of Imaskari called their wizards Artificers, for they worked might magics to create gates and potent items of power. The Raumvirans used long-lost Imaskari lore to craft spells and magical constructs to battle their enemies.

Whatever the source of knowledge, artificer characters seamlessly fit into adventures in Rashemen.

VremyonniLost family, like leaves carried on a distant wind. The vremyonni use magic we dare not touch, and hopefully, never need to use. But I know that should we call them, they will willingly appear and bind themselves to our will. — Othlor Qualnetha, speaking to new hathrans.

Spellcasters who can’t join the hathran are often exiled from their communities. The safety of their community members largely depends on knowing that spellcasters can be responsible for their actions, that they understand the full weight of their powers.

While exiled, most spellcasting Rashemi fall into one of two groups: those who exile themselves, leaving Rashemen forever, or those who join the vremyonni: an elite group of spellcasters who use their powers to enhance magic items for their allies. The hathrans aren’t going to let such a powerful resource go to waste either; in times of need, the vremyonni are bound to the witches where their powers can be more purposefully directed.Sam

ple file

21 21 2.Classes2.Classes

Character Options Character Options

Bonus Spells3rd level Vremyonni featureYou always have specific spells prepared after you reach certain levels in this class, as shown in the Vremyonni Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Vremyonni SpellsArtificer Level Spells

3rd bane, bless

5th magic weapon, nystul’s magic aura

9th gylph of warding, magic circle

13th Modenkainen’s private sanctum, stoneskin

17th anti-life aura, creation

Battle Binding3rd level Vremyonni featureYou craft a new tool known as a battle wrap using a ritual known only to the vremyonni. This wrap can be placed around mundane items to grant them magical fortifications or to bind to another spellcaster, allowing you to fight as a pair.

If the wrap is lost or destroyed, you can craft a new one as part of a short rest with 100gp worth of materials, or as part of a long rest (requiring no gold). The wrap’s AC is equal to the AC of the individual holding the bonded item or 10 if the item is not held. The wrap has hit points equal to 5 x your artificer level and gains resistance to all damage starting at 10th level.

As part of a short rest, you can bind your battle wrap around a single weapon or part of a suit of armor. Weapons wrapped in this way deal 1d6 extra damage of the weapon’s damage type. Each time your proficiency modifier increases, the weapon deals an extra die of damage (up to 5d6 with a proficiency modifier of +6). Armor wrapped in this way provides resistance against your choice of the following: bludgeoning, piercing, or slashing damage.

You can create an additional wrap at levels 9 and 14.

Battle Caster5th level Vremyonni featureIf you cast an artificer cantrip, you can use your bonus action to cast a second artificer cantrip you know.

Power Bound9th level Vremyonni featureYou can use your battle wrap to attach yourself to another willing creature who can cast spells. This process takes 10 minutes and can only be ended as part of a short or long rest, or if either of you die.

While bound in this way, either of you can use your action to gain the following benefits:

• If one of you moves (on their own volition or by using magic), the other immediately teleports to an open space within 5 feet of the bound partner. If the creature is unwilling to teleport, the other has their speed reduced to 0 until the end of turn.

• You both have resistance to all damage except psychic. Whenever one bound partner takes damage, the other takes the same amount of damage.

• You both have advantage on saving throws.These benefits last 10 minutes or until a creature no longer consents to the binding, ending the effect immediately.

Potential Unbound15th level Vremyonni featureAs an action, you cause your battle binding to flare brightly with energy. For 10 minutes, the following changes apply to your binding and whatever it is bound upon:

• Weapons grant +3 to attack.• Armor grants resistance to bludgeoning,

piercing, and slashing damage, as well as granting +2 to AC.

• If you are bound to a willing spellcaster, if either of you tries to cast a spell, they can use a spell slot from the other bound creature if the other creature consents.

After the 10 minutes elapses, the binding burns away to ashes.Sample

file

22 22 2.Classes2.Classes

Character Options Character Options

Runescars3rd-level Runescarred featureRunescarred berserkers are infused with limited magical aptitude from their hathran patron. This magic takes the form of runescars, which are temporary magical sigils and glyphs on the host’s body, which tap into the bearer’s internal strength to fuel the magic. You know a specific set of spells based on your barbarian level, as shown in the Runescarred Spells table below. During a long rest, you inscribe a number of these spells that you know onto your body in the form of magical runes, up to your proficiency bonus.

You cast any spell you have inscribed at its lowest level. You can cast and concentrate on these spells while raging. Your rage doesn’t end early if you cast a spell on your turn. Spells you cast in this way have a range of self if they didn’t already. You must finish a short or long rest before using this feature again.

BarbarianBarbarianBarbarians are a great fit for characters from Rashemen and its surrounding regions.

The Rashemi. The people of Rashemen are known for their berserker warriors that have fought against the Red Wizards of Thay for ages. They have a tradition of drinking Jhuild to enhance their berserker rage (see Chapter 9 – Items of Interest). A typical Rashemi would take the Path of the Berserker. However, because the Rashemi have an affinity for the spirits of the land, both Path of the Ancestral GuardianXGtE

and Path of the Totem Warrior are good thematic choices as well. A new primal path practiced within Rashemen, the Runescarred, is described below.

The Nar. The Nar are survivors of the ancient Narfell Empire. They are fierce nomadic barbarians who traverse the cold northern plains on their hardy horses. A typical Nar barbarian would likely be proficient in Animal Handling and Survival, and choose the Path of the Berserker.

Path of the RunescarredRunescarred berserkers are a fearsome combatant on the battlefield. Blessed with patronage from the Wychlaran, their bodies are infused with magic, ready to be unleashed: a living weapon, with enhanced capabilities and potential. While sometimes actual scars are created during the runescarring ritual, the practice is not required to bond the magic to the body. All that is required is an indomitable will, an unwavering conviction, and the constitution to hold raw magic back from its natural urge to burst forth.

Path of the Runescarred Features

Barbarian Level

Feature

3rd Runescars

6th Runic Power

10th Witch Strength

14th Reckless Wards

Peta

r Pe

nev

Sample

file

23 23 2.Classes2.Classes

Character Options Character Options

At 6th level, you gain an additional use of this feature, and can replace two inscribed runescar spells with two other spells of your choice during a short rest.Runescar Ability. Constitution is your spellcasting ability for spells you cast with your Runescars feature. You use your Constitution whenever a spell refers to your spellcasting ability.

Runescarred SpellsBarbarian

LevelSpells

3rd absorb elementsXGE, cure wounds, divine favor

7th darkvision, enhance ability, invisibility

13th crusader’s mantle, fly, protection from energy

19th death ward, freedom of movement, stoneskin

Runic Power6th-level Runescarred featureWhile benefiting from the effects of a spell cast with your Runescars feature, your weapon attacks are considered magical for the purposes of overcoming resistances.

Witch Strength10th-level Runescarred featureWhile raging, you can use your bonus action to make a melee spell attack against a creature you can see within 10 feet of you, as you allow raw magic to lash out from your body. On a hit, the target takes 1d12 + your Constitution modifier force damage. If the target is Large or smaller, they are pulled to the nearest unoccupied space within 5 feet of you.

Reckless Wards14th-level Runescarred feature

When you are forced to make a saving throw against a spell or magical effect and fail, you can use your reaction to choose to succeed instead. When you do, roll on the Reckless Magic table to determine a magical effect to be produced.

You can use this feature a number of times equal to your proficiency bonus. You regain expended uses after completing a long rest.

Reckless Magic

2d4 Magical Effect

2 The runes on your body sunder, causing you to lose one use of your Runescars feature. If no uses are remaining, you take 2d10 psychic damage.

3 Magical feedback from the runes on your body causes you to become stunned until the end of your next turn.

4 You must succeed on a DC 15 Constitution saving throw or your rage ends.

5 You can speak only in animal noises until the end of your next turn, but this does not affect any of your Runescarred features.

6 You gain resistance to the damage dealt by the originating effect, if any.

7 Magical energy spewing from the runes coalesces around the originating effect and disperse it, turning the failed saving throw into a success

8 The runes on your body surge, allowing you to regain an expended use of your Runescar feature. If this would bring you above your maximum number of uses, you instead gain 2d10 temporary hit points.

R

ick

Her

shey

/Fat

Go

blin

Gam

esSample

file