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Argent Basin

The **Argent Basin** is the stretch of lands located in the valley between the Sentinels (to the south) and the Mogul Caí (to the north). It is mostly hilly grassland with several forests of dense evergreen trees such as Silverpine, particularly in the northern parts of the region. The western border of the valley leads onto the Mit'lhorn sea, with the Arlan archipelago stretching out westward into it.
Athelian Special Reconnaissance

The **Athelian Special Reconnaissance** division, whose members are known colloquially as *Irregulars*, are an offshoot of the Athelian Armed Forces serving as a special operations and intelligence unit for the crown. The specifics of their organisation and methods of operation are highly-guarded secrets, but their duties are rumoured to involve everything from information-gathering behind enemy lines, political assassinations, sabotage and other covert operations, and everything in between.
Hallowlands

The **Hallowlands** is an area of thick marshland stretching out into the ocean on a slender spit of land south of the Marble Vale. It is said to be the site of an ancient battle between hobgoblins and tritons, and is considered wildly dangerous to those that do not know its myriad hidden paths by heart.
The Sunspear

**Atemset, the Sunspear**, *known also as: Atemos (Thyrian),* is one of the Prime Deities of Ygdren, and resides in Iokanys in his divine realm of existence within The World Stream. He is typically depicted as a humanoid with the top half of an eagle who occasionally streaks through the sky in the form of a searing comet. He wields a flaming spear with which he is said to cut his path through the heavens and protect the suns against the tides of dark. In some cultures he is considered the creator god, using his spear to channel light into physical form.

Atemset is a popular figure of worship in various nations in Yuantica, granted various different titles, such as the Spear of the Heavens in Domar and Sumara, or the Eternal Flame in Kharos. In most of these cultures, the suns represent light, warmth, and growth, making Atemset the protector of a very important aspect of everyday life. His tenets are patience, redemption, and swift justice to those who are beyond saving.

Atemset's clergy, dressed in flowing robes in shades of orange and red, are a common sight around the majority of southern Yuantica. Every evening, they light fires and sing prayers outside their temples, asking him to bring back the dawn. Followers often gaze into flames in an effort to receive visions of the past, the present or the future.
Lament for the Fallen

## Translations

#### Beläri

*Dornise defe, solbör ste venwa.*
*Advanär, vír adan, lo tívol dé nara.*
*Eí sidis fírd, lo tíbär dé vadär.*
*Eí sidis cel, liśaíné.*
*Fér moris, meí né filaíné leídbör,*
*Ab aran dé sin’glaí.*
*Menaí svetis gíusdan.*
#### Common

*Day fades, and now your light is gone.*
*Come, far away, to the land of night.*
*One last journey, to the end of all things;*
*One last silence, to never forget.*
*In shadow, may you always find your way,*
*Through fields of silver grass.*
*Until we meet again.*
Myriad

The **Myriad** are an organised crime syndicate of unknown origins, with similarly unknown motives. They are known to be split into a number of sects individual to each location they try to take over. Their methodology involves secretly infiltrating positions of power and criminal underworlds until they hold the town or city in a stranglehold. Tracking the activities of the syndicate is nigh impossible due to their extreme precautions and highly secretive nature. They often take the guise of other guilds or organisations, exploiting the confusion to their advantage.

In 4E 776, the Myriad attempted a takeover of Stillwater through various intertwined plots, which were ultimately foiled thanks to a group of adventurers working in tandem with the Drowner Triads. They were later noted to have underground widespread operations in Edraxis, to unknown ends.
Skade

**Skade** was a travelling aasimar mercenary of little words and a stubborn silent disposition. She travelled with Keylie Greytook wherever business may take them. The party meets her in Ravnmark in 4E 103 where she warns Castiel about his Celestial heritage. She was hired by Lapu and joined the party on many of their fights against the dreadborn. She died during the Battle for Silverthorne in 4E 103.
Silfuren (constellation)

**Silfuren** (*Sceída:* "Silverwood"), commonly referred to as "the World Tree", is the largest and most detailed constellation in the night sky of Ygdren, depicting a towering tree with leafless branches. It is inarguably also one of the most important constellations, since its brightest star is also the North Star, indicating true north for the purposes of navigation. Aside from that, it is mythologically important in sceída culture, as it is said to represent the very binding of the world to the outer planes, an anchor of sorts to the worlds beyond, including (of particular importance) the afterlife.

As a circumpolar constellation, Silfuren is always visible in the night sky of the northern hemisphere.
Lords of the North • Prologue

## The North

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*The year is 4E 776.*
*In the north, there is only one truth: all things die someday.*
*The southlands enjoy the comforts of peace: trade, science, diplomacy; great nations shaking hands over gilded tables watching warily for the knife in their back, wondering when the thin veneer of civility will shatter and toss them back into chaos. After all, progress and upheaval go hand in hand in such times, as often the old must make way for the new. With progress comes challenge. Challenge leads to conquest. Conquest to strife. And from strife, comes strength. Through it all, the north endures.*
*In the continent of Wyldcrown, a handful of nations struggle for power and survival amidst the ice-bound peaks and frigid tundras of this harsh land. At its heart, the nation of Urskaya, home to the Ursine League of the Soundless Seas, stretches its influence from shore to shore, claiming dominion over the entire north and all the peoples within it. But, where the core of the Czardom stands tall and proud, at the fringes of its reach the League finds itself spread thin.*
*To the west, sea wolves descend from the sky on nimble wolfships, pillaging and burning scattered villages near the coast and beyond. Groups of Oruk braves struggle to take back their ancestral homelands, fighting beleaguered defenders along the shores of the Eldingar, just as they have done for generations.*
*To the south, by the foothills of the Mogul Caí, the Iron Lords of Kavavhik hold council of war, their borders sorely pressed under renewed assault by U.L.S.S forces, the famed strength of the Kavah grown desperate, and their list of allies grown thin.*
*Our tale, however, begins at the edges of this war-torn place, on the eastern front. Here in the barren wastes south of the Korolevski Mountains, the land is wild and untamed; home only to savage beasts, and those that dare to hunt them. Nomad tribes winter here every year, in scattered camps and villages, waiting for the ice to thaw so they can travel to richer pastures, preyed upon by beast and man alike.*
*Packs of wolves, lone sabre-tooths, and mammoth herds are a frequent danger. Wyverns swoop from rocky crags and gorges to tear away the unwary. Baradein dwarves venture regularly down from their holds, eager to gather slaves and riches for their mountain homes. And all the while a distant storm brews and rumbles in the far north, extending its reach slowly but surely southward, with death in its wake.*
*It is here, on the 13th of Maer, at the very beginning of summer, that a travelling warband trudges through the snow, under a cold wind from the east, some days north of Kazak Dôl, their prey not far behind. At their head is one Kalahan Krasnyalyy, who has returned now to his homeland to seek past and future, driven by a growing understanding that his fate is only what he makes of it.*
*All things die, but the names of those worth remembering live on.*
*This is their story.*

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The Jade Tyrant

**Ziakyr, the Jade Tyrant**, is one of the Prime Deities of Ygdren, and resides in the Jade Sea in his divine realm of existence within The World Stream. He is typically depicted as an ancient, powerful dragon, made entirely out of cracked stone and minerals, with a predominantly greenish hue. He is said to be the first son of the Skyweaver, and her greatest nemesis. Having tried before to usurp her, he was placed in an eternal sleep in his own domain after losing the same conflict that froze the storming oceans of his realm into jade.

Ziakyr holds domain over greed, envy, and hoarded wealth. He is typically said to be arrogant and vain, full of hate and spite even for those who worship him. He does not forget or forgive, and though he sleeps, he influences the world of Ygdren still, his subconscious reaching out to beguile new worshippers with promise of wealth and riches beyond compare. Those who follow him seek above all else to free him of his imprisonment.
Tieflings

**Tieflings** are an enigmatic race of humanoids whose exact origin remains a mystery. It is believed they were once human, but split off into a difference race due to outside influence, whether by fiendish pact, or by corrupted wild magic. Though rare, their numbers have grown steadily in Maíandir and they are most common in the lands of Varais.

## Properties

* ***Ability Score Increase.*** Your Charisma score increases by 2, and your Intelligence score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Darkvision.*** Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
* ***Hellish Resistance.*** You have resistance to fire damage.
* ***Infernal Legacy.*** You know the *thaumaturgy* cantrip. Starting at 3rd level, you can cast the *hellish rebuke* spell with this trait. Starting at 5th level, you can also cast the *darkness* spell with it. Once you cast *hellish rebuke* or *darkness* spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.

Note that variants of the bloodline from which a tiefling is descended do exist, giving them different properties. These variants can be found in *Mordenkainen's Tome of Foes*.
Stiorra

"*Horse chooses the rider, that’s what my Da always used to say, and I’ve never known him to be wrong.*"
 ― William Tanner

**Stiorra** (*Old Elvish:* "Star") is a blue roan mare, born of warhorse lineage and proclaimed as the fastest horse he's ever raised by William Tanner. She is purchased by Katrin in Anderrow, from the stable of William Tanner while they are helping the town with a goblin problem.

## Description

A slight, but long-legged mare, with a blue roan coat and a long flowing mane. She is extremely fast on her feet, and can outpace almost any other horse on open ground.
The Allfather

**The Allfather** is one of the Prime Deities of Ygdren, and resides in the Ardent Citadel in his divine realm of existence within The World Stream. He is typically depicted as a powerful humanoid, dressed in a white cloak fashioned from pure sunlight and in regal clothing inlaid with gold. Instead of a head burns a mote of starlight, in the vague shape of a wizened male face with a long braided beard and a mane of hair. He is served by a legion of Solari, some of which, like Flamekeeper Aerisa, are sent to Ygdren to watch over the mortal races.

The Allfather's tenets are justice, truth, honour, and discipline. It is said that those scant few who walk his halls can never return to a mortal existence, for to do so would drive them mad given the wonders they have seen. He is worshipped broadly across many nations of Ygdren, in particular in Maíandir and Wyldcrown, where religious sects in his worship were amongst the first to begin to spring up following the collapse of the planar barriers in 4E 103. He is in general a very popular deity, greatly beloved by the common-folk, who see him as a benevolent guiding figure.

The Allfather's clergy are often sturdy, caring, and nurturing folk, but are firm and unbending in the face of injustice. As a result, they are often turned to in matters of law when no higher authority is available. Such clerics congregate around various temples, forming religious orders. These orders tend to vary in their practices, but for the most part the clergy is tasked with healing the sick, blessing crops, helping the needy, and balancing injustice. In certain countries, orders have banded together to form more unified organisations with more widespread influence.
The Kindred

**The Kindred** are one of the Prime Deities of Ygdren, and reside in the Thornwood in their divine realm of existence within The World Stream. They are depicted as a collection of independent wisps of light that share consciousness, coming together into different forms and breaking apart, flickering in and out in the thorny tangled woods of their home. Neither benevolent nor malicious, these wisps are said to sometimes lure unfortunate travellers into small tears in the planar boundaries where they are lost forever in the endless maze of brambles and thorns, or alternatively to guide lost souls out of swamps and mires to safety.

The Kindred have domain over the lost and forgotten, and are typically seen as mischievous and childlike in their pursuits. They are rarely worshipped to the extent of clergy, but in some cultures it is customary to leave gifts and offerings during a new moon when the wisps are said to roam the realm of the living, so as to not anger them and draw their ire in future journeys.
Mit'lhorn

The **Mit'lhorn** *(in common: "White Water")* is the large sea between Scedon to the west, the Argent Basin to the east, the Mogul Caí to the north, and the Warring States to the south. It is therefore enclosed by land except for a gap on its western edge, and a smaller gap on the east which leads to the Sunken Strait (the eastern branch of the sea).
Maeren (constellation)

**Maeren** (*Old Elvish:* "Maiden"), commonly referred to as "the Maiden", is a constellation in the night sky of Ygdren, depicting a dancing maiden. It is said to represent excess and hedonism, though some cultures see it as a symbol of youthfulness and joy, and others yet believe that the two are much one and the same. People born under this sign are said to be wilful and carefree spirits.

As a seasonal constellation, Maeren is only visible in the northern hemisphere during the spring.
The Plaguebringer

**Ixiolitztli, the Plaguebringer** is one of the Prime Deities of Ygdren, and resides in Colizticuatl in its divine realm of existence within The World Stream. It is said to take the form of a giant, many-headed, feathered serpent that can both burrow through water and earth and fly through air. Its scaled skin is covered in layers of thick viscous slime that corrupts and desiccates any living thing it touches, and its many fangs drip poison and sickness that can corrupt even the most pure of beings.

Ixiolitztli's domain is over plague, pestilence, serpents, and poison. It is considered animalistic in nature, devouring and corrupting anything in reach and growing larger with every meal. In some cultures, the end times are said to come about when the serpent grows large enough to devour the sun, and cults that worship it will often offer it diseased sacrifices in an effort to feed such growth.
Serpent's Kiss

The **Serpent's Kiss** is a wealthy establishment for female pleasures in Stillwater, located near the main square of the Clays district. As of 4E 776, it is owned by Charles Morgan, and seemingly operates as a public front for the local Myriad operation.

## Description

A large two-storeyed brick building with faint green shingled roof. A coiled serpent carved in marble sits atop the front door, looking down at any who enter. The inside is lavishly decorated, with thick carpet and a maze of plush chairs and sofas in dim mood lighting.
Marsilio Di Angeli

**Marsilio Di Angeli** is a human nobleman from Lavente, head of the Di Angeli Family. He is also heavily involved with an order that seeks to supplant the gods of Ygdren and replace them with a single god that he believes would work only for the betterment of mortal kind, and cleanse all sin or evil from the world. It is implied he has ties with the Magisterial Court.

## Description

A tall, proud man, probably in his early forties, with broad shoulders and a regal posture. Not overtly muscular or athletic, but straight-backed and oozing a confident presence. He has a square jaw, clean-shaven, with sharp angular features, high cheekbones and smooth cheeks unmarked by disease. Some wrinkles line his face, but they serve to add a distinction and maturity to his stoic expression. Keen eyes, brown hazel tinted with green, pensively gaze out through the windows across the moonlit ocean. His hair is quite long, coming down to just above his shoulders, raven black peppered with white and grey, slick and neatly tucked behind his ears.

Unlike what you would expect from someone who is very evidently rich and powerful, he is dressed relatively simply, though you note that his clothing is of a very high quality. He has a simple long tunic of patterned black cloth and metal clasps, tied at the waist by a belt studded with silver. Underneath, he is wearing a long-sleeved doublet, lined with crimson embroidery. You can see elegant golden cuff links on the hems of a white shirt that peek out from beneath. He has a single silver ring on his ring finger, sporting a sizeable ruby surrounded by smaller gems inlaid into the metal.
Linsey Waters

**Linsey Waters** is a human villager from Stillwater who Lionel and Roland see getting hanged for her crimes shortly after arriving in town. She is said to have been consorting with devils in order to bring back her deceased husband and child.

## Description

A frail, mousy looking woman with short, curled, blond hair and brown eyes. Very pale skin, pockmarked and streaked with tears and grime. She's looking down, head hanging so it's difficult to make out more features.

## Background

She and her husband, Renald Waters, had been recently married and expecting a child. The child was born stillborn and bearing the marks of the Stillrot. Both people took it very hard, and Renald could not cope and wandered, distraught, into the marsh, and had not returned. Linsey, now alone, and wracked with grief, had gone mad and tried to summon a devil and bring back her child/husband. She had tried various superstitions, but was thought to not have succeeded. She was found, awake but unresponsive, in her house amidst a summoning circle, and was sentenced to death per the laws of Atheldael. She was executed on the 12th of Waehn, 4E 776 in the town of Stillwater.
Harald Bales

**Harald Bales** was a simple villager from Baleden, the village under the care of An Rath in 4E 102. As quartermaster for the keep, he was in charge of collecting and distributing taxes to the thanes that have ownership of the land. He died during the dreadborn invasion of the Elvedel Crownlands in 4E 103.
Mogul Caí

The **Mogul Caí** *(in common: "Howling Mountains")* is a mountain range that stretches from Scedon by the sea to the northern corner of the Argent Basin. It is home to communities of hill dwarves, along with a network of tunnels that provide access to the Tarnished Wastes via the Wolfsroad by going under the mountain at the elven city of Ironstone.
Sporelings

**Sporelings** are desiccated corpse-like humanoids with withered grey skin, jagged teeth, and clawed fingernails. They serve as the grunts of Salakai’s dreadborn forces, and while they are relatively mindless and weak individually, they can be overwhelming in numbers.

They attack with clawed fists and teeth, with little strategy outside of rushing at their targets and trying to tear them down. They are immune to fears, charms, and poison. Often they can be noticed due to their shambling forms and loud screeches and wails. Like any dreadborn, they give off a smell of rust that seems to hang on the air.
Fenris (constellation)

**Fenris**, commonly referred to as "the Great Wolf", is a constellation in the night sky of Ygdren, depicting a great wolf chasing the moon through the night sky. It is said to represent ill omens: imminent ruin or death, failure of one's goals, and malicious deeds. People born under this sign are said to be cursed with bad luck.

As a seasonal constellation, Fenris is only visible in the northern hemisphere during the winter.
Stillrot

**Stillrot** is a strange disease that originated in Stillwater around the year 4E 776. The symptoms commonly manifested in pregnant women and older folk. In the former, it generally caused miscarriages in which the unborn child was stillborn and petrified in stone. In the latter case, it caused death over a longer period of time, with the deceased showing signs of stone-like rashes particularly around the eyes and mouth, and internally around primary organs (heart, lungs, and frontal brain). Symptoms sometimes manifested in younger generations as well, and in such causes also caused death.

A potential cause of the disease was discovered by a group of adventurers working with the Drowner Triads chapter in Stillwater, wherein a strange aberrant creature resembling a large misshapen fetus was being harvested as part of an alchemical process that would later be distributed into the town's water supply by the Myriad. Having killed the creature, the hope was that the disease would cease its spread.
Satyrs

**Satyrs**, native to the grasslands of eastern Almeras, are humanoid creatures with lower halves akin to that of upright goats. They are nimble, wily, and devious. Satyrs are often considered hedonistic, having an innate love for leisure and spontaneity that puts them at odds with more stoic peoples. When left untroubled, they dedicate their lives to achieving blissful peace mingled with the freedom to enjoy life's pleasures, but if challenged they are quick to defend their way of life with stubbornness and ferocity.

## Description

Satyrs resemble stout humans with the fur-covered lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. The males typically sport facial hair, and often have thick hair covering their arms and chest, while females typically have long hair on their heads braided into an assortment of designs, but are less hairy otherwise.

## Culture & Society

Satyrs prefer to celebrate their love for life with others of their kind whenever possible. As a result, they tend to live in tight-knit communities and tribes, carving a living from the land and living in peace unless threatened. Different tribes will often collaborate and trade with each other, and it is common for large scale festivities to gather together several tribes in one place on multiple occasions throughout the year.

Culturally, satyrs have a reputation for eccentricities, and it is quite common for every satyr to have their own unique quirks, fashion, and behaviours that set them apart from the rest. For satyrs, there is no shame in being different from the rest. They simply are as they are, feeling no need to be exactly like others, and in fact celebrating these differences as the spice of life.

## Properties

* ***Ability Score Increase.*** Your Charisma score increases by 2, and your Dexterity score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 35 feet.
* ***Ram.*** You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
* ***Satyr Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against spells and magical effects.
* ***Mirthful Leaps.*** Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
* ***Reveler.*** From a rich culture of revelry and song, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
The Curator

**The Curator** is one of the Prime Deities of Ygdren, and resides in the Endless Athenaeum in his divine realm of existence within The World Stream. He is typically depicted as an elderly man with weathered, wrinkled skin. He has long, neatly tied back silver hair, and knowing purple eyes behind a complex set of spectacles with a myriad of lenses. He wears a cordial green and velvet vest with pockets that seem bottomless, producing scrolls, tomes, and artefacts at will from the vast archive that he watches over.

The Curator's tenets are knowledge, understanding, foresight, and skill. In his domain, there are no secrets or lies, only truth. It is said that lies cannot be spoken in his great library without terrible cost. He is worshipped by those who seek knowledge above all else, often by scholars or arcanists who devote their life to learning the truths of the universe.
Three Brothers

The riddle of the **Three Brothers** is a riddle encountered by the party in a roadside crypt holding three mysterious pots of clay which needed to be labelled appropriately to lift their enchantment.

## Translations

### Common

*Three brothers identical,*
*one holds silver, one gold, one both,*
*but all wear the disguise of another.*
*Take one from one, but not more,*
*and give them the name*
*that matches their core.*
## Context

The riddle was found inscribed on an altar between three identical clay pots. The clay pots were labelled with removable slates, and were seemingly empty when their interior was observed.

### The Puzzle

The three pots had a slate each. Each slate had writing on it that differed between the pots, and seemingly described what the pot held.

From left to right:
Renna Hammer

**Renna Hammer** is a gruff firstborn smith, that seems to live in a mysterious smithy that moves from place to place at its own volition. She does not like strangers, and is impatient and short-tempered, but seems to have a degree of understanding in the blacksmithing of magical weaponry and armaments.
Sahuagin

**Sahuagin** are an amphibious humanoid species native to the Vastenean Ocean, and usually live in underwater communities close to shorelines where they occasionally raid and hunt for goods that are not available in the sea.

## Description

Sahuagin are humanoid fish-like creatures, with webbed feet and hands, gills, and a finned tail. They tend to have additional webbing down the back, at the elbows and, notably, also where human ears would be. They are usually green-skinned; darker on the back and lighter on the belly. Many have dark stripes, bands, or spots when they are born, but these tend to fade with age. Females develop specks of yellow on their tails, which grow in number until the whole tail is of a deep yellow colour. At that point, the female is no longer considered fit for mating.

A small percentage of male sahuagin are born with a genetic mutation that makes them grow larger and gives them four functional arms. These sahuagin generally become "barons", rising to higher positions as part of the savage nature of sahuagin society.
Iron Academy

The **Iron Academy**, formerly the *Iron Stylus Headquarters*, is an institution of educational and arcane learning, based in Silverthorne City. Paid for by the crown, it is free for entry but extremely strict on performance and behaviour. Only the most accomplished students are allowed to progress past the first year of study. It is also home to the largest and most extensive library in the west, with vaults of texts stretching deep under the earth. The library houses the Living Map of Ygdren in its main chamber.
The Mournsinger

**Sút, the Mournsinger** is one of the Prime Deities of Ygdren, and resides in Hel in her divine realm of existence within The World Stream. She is depicted as a ghostly wraith dressed in ethereal rags that flicker with the souls of those whose sorrow fuels her own. Her face, though shrouded by the same tattered cloth, is pale-skinned and marked with black tear scars that descend from empty eye sockets. She is said to constantly be singing an otherworldly lament while traversing the barren wastes of her domain, drawing those souls lost to despair towards her to join in the song.

Sút's domain is over grief, sorrow, despair, and heartbreak. She is rarely worshipped and is sometimes called *The Forgotten Goddess*, but is said to visit the nightmares of those who are going through extreme loss or pain, guiding them to either peace and acceptance, or the liberation of death.
Geoffrey Grant

**Geoffrey Grant** is a human man believed to be associated with the Myriad. He was said to be a graduated member of the Iron Academy by William Stavenger, although the verity of this claim has not been confirmed. Curiously for a mage, his tongue seems to have been cut out at some point.

## Description

A relatively short, stout human man, with straw blond hair in a haggard heap on his head. He has a few paltry hairs growing on his chin, and his nose is crooked, like it had been broken at some point. His eyes are also brown, but lighter in shade, and he is similarly dressed in academy robes, though a bit more unkempt than his companion.
Seidr (constellation)

**Seidr** (*Sceída:* "Magic"), commonly referred to as "the Veiled Priestess", is a constellation in the night sky of Ygdren, depicting a priestess in the midst of a mystical ritual. It is said to represent prophetic events or magical disturbances in the arcana. People born under this sign are said to be great prophets or magically talented.

As a seasonal constellation, Seidr is only visible in the northern hemisphere during the winter.
Paragons

**Paragons**, known also as *Godchosen* or *Valanar*, are mortal individuals who, either at birth or later in life, were chosen by a patron deity to represent them, and given deistic powers. There are various reasons for why, although the most common reasons involve extending a god's influence over mortals, with the intention to grow that god's worship; thereby growing their deistic power. In other cases, a Paragon might be chosen to perform a task on Ygdren which a deity is unable to do themselves or through their clergy.

Paragons tend to eventually ascend to their patron deity's divine realm when their duty is done, although not all might do so; depending on whether they served their patron deity well and completed their god-given tasks. Paragons are few and far in-between, as their selection involves a substantial investment of power from the deity in questions, which comes with a great degree of risk. Not all Paragons are equally powerful and many don't know their purpose, as their gods don't always grace them with the knowledge. This sometimes leads to some Paragons rejecting the gods who chose them, whilst others might do the reverse and become fanatics to their gods in an attempt to earn enough favour to learn the truth of their selection.
Sven Tyrsson

**Sven Tyrsson** aws a warrior merchant from Scedon who happened to be in Leftbridge when half of it was overrun by Separatists in 4E 102. He and his twin brother Leif helped the party in retaking and destroying the bridge, but his brother died in the fighting. He swore to always fight for the party if they needed him again. He died during the Second Dread War in 4E 103.
Precursors

Symbol found next to most Precursor ruins and remains.

**Precursors** are an ancient, extinct race about whom little is known aside from myths and half-forgotten stories. Traces of their existence are scattered all throughout Maíandir, but any remnants of the race disappeared long before the first written recordings of history. It is theorised in some circles that they were fledgling gods native to Ygdren, but this matter is hotly debated by arcanists and theologists alike.
Illvidri (constellation)

**Illvidri** (*Sceída:* "Storm"), commonly referred to as "the Storm's Descent", is a constellation in the night sky of Ygdren, depicting a branching bolt of lightning as it descends to earth. It is said to represent feats of great strength or terrible rage and ferocity. People born under this sign are said to be spirited, fierce, and quick to anger.

As a seasonal constellation, Illvidri is only visible in the northern hemisphere during the autumn.
The Skyweaver

**Zephra, the Skyweaver**, is one of the Prime Deities of Ygdren, and resides in the Vault of Glass in her divine realm of existence within The World Stream. She is typically depicted as an extremely ancient, gargantuan dragon, made entirely out of crystalline glass and diamond that reflects and refracts the light into a myriad of spectral colours. She is often considered the oldest of the Prime Deities, and is said to have birthed the ancient drakes that roamed Almeras and beyond, which some say still sleep beneath the mountains to this day.

Zephra is a broadly worshipped deity by law-abiding folk in Almeras and Anterra, particularly in the nations of Radenstadt and Coreleao, where lineages of Spellscales are more common. Unlike some of her more chaotic children, she values order and perfection above all things, and those who follow her most strictly are usually very rigid in their view of the world, choosing to seek out inbalance and correct it with extreme prejudice.
Lapu

**Lapu** is a strange and eccentric illithid who is the founder and head executive of the Black Kraken Company. He is apparently quite long-lived, has a fondness for exotic soups, and a keen interest in adventurers. He also shares at least some psionic abilities with other illithids, particularly the ability to read minds, which he often uses to navigate conversations to his advantage.

## Description

A figure with a thin, almost fragile form, spindly, gangly limbs, a pointed and ridged, cone-shaped head with four thick tentacles in place of its mouth, and beady, clever golden eyes. He has deep, oily black skin that is patterned in some places with white marbling, particularly around the eyes. He's wearing spectacles that seem to have been custom-designed to rest properly on the top of their tentacles, where a nose would be if they had one. He's dressed neatly, but simply, in an elegant, patterned waistcoat and suit.
Istituto Alti Studi di Lavente

The **Istituto Alti Studi di Lavente** (*Edraxan:* "Institute of Higher Studies of Lavente"), is an educational institution based in Lavente. Though comparatively small in stature and fame compared to the Iron Academy in Atheldael and the University of Varais, it has in recent years made great strides in improving its position amid the leading researches of the continent, due in no small part to extensive funding by the Di Angeli Family. The university houses fourfaculties: the Faculty of Experimental Theology, the Faculty of Law, the Faculty of Architecture, and the Faculty of Economics.
Stillwater

**Stillwater** is a small port town built the amidst sprawling marshland and maze of lazy rivers that feed into the Sloughbrine at the northern edge of the Adrean Coast. It is a dreary place of ramshackle houses, wooden walkways sinking into the mud, borderline uncomfortable humidity and warmth, unfriendly wildlife, and unfriendlier people.

Once a fiercely contested trade stop with access to the Vastenean Ocean, its importance has long since diminished, and now it sits at the edges of civilisation away from the attention of most, little more than a cheap port for ships passing by to wealthier places, and a quiet haven for those on the shadier walks of life.
Marcella Roccaforte

**Marcella Roccaforte** is a half-tiefling woman who used to be an innkeep in Lavente before she met Kalahan and the two fell in love. When Kalahan left Lavente to return north and find his father, Marcella went with him, leaving behind her old life. She travels with Kalahan and his warband for the extend of their travels.

## Description

A young woman, in her late twenties or early thirties. She has deeply tanned skin and olive green eyes, her hair is a mess of auburn curls, and through it one can see the tips of small horns poking out. Her features are strange, a mix between the sharp angularity of a tiefling and the softness of a human, but there is no denying she is very pretty. One of her incisors is longer and more pointed than the other.
Coreleao

Emblem of the Kingdom of Coreleao in 4E 776

**Coreleao** is a large political territory on the eastern coast of Anterra, formed through a series of political marriages, alliances, expansion into unclaimed territory, and conquest between traditional leonin prides and loxodon herds that originate from the region.

## Trivia

* Coreleao is based on real-world imperial Spain following the unification of Castille and Aragon, with a focus on trade, culture, and heritage. Society is chiefly traditional, putting great value on respect, pride, and honour. Corelean art, architecture, cuisine, and music have all been shaped from an amalgamation of cultures from the original prides and herds. Less urban regions of the nation instead borrow traditions and theme from various African and Moorish cultures.
Siriso (river)

The **Siriso** is a river in the Marble Vale, in the northern parts of modern day Edraxis. It flows from a small cluster of hills and low mountains and feeds directly into three distributaries on the Adrean Coast. The city of Adrea, a major port, is built just north of the river's northernmost distributary.
Ogres

**Ogres** are a race of giantkin that are common throughout much of Maíandir and Wyldcrown. They are foul, inbred, brutish creatures that are typically savage beyond words and find mirth in the most shocking acts of cruelty.

## Description

Inbred mountains of monstrous muscles, ogres are terrifying in their appearance. Even the smallest of these hulking brutes stands at least nine feet tall, while some legends put the largest ogres at over twelve feet tall. They are humanoid in form, and their bodies seem hideously distorted and unpleasant as measured by almost any standard of beauty.

Ogre legs are too stumpy for their massive forms, resulting in a ridiculous hobble which unfortunately does not diminish their speed. Their upper torso is well-muscled and covered in matted, sweaty body hair. They possess disproportionately long arms compared to humans, giving them an ape-like appearance. Their faces appear puffy and bloated, with eyes far too small for their swollen countenances. They have large mouths lined with broken teeth and lopsided tusks on the lower jaw that are nonetheless capable of tearing raw flesh from bone. Thanks to countless generations of inbreeding, each ogre possesses its own unique deformities. These degenerate mutations only increase the ogre's already terrifying visage.
South Arlia

**South Arlia** is one of the constituent regions of the Free Arlan Republic, and is located in the Argent Basin, just south of the Elvedel Crownlands. It was once part of the original kingdom of Arlia before the northern half was absorbed into the crownlands during the unification campaign that formed the Elven Empire. South Arlia fell soon after North Arlia when Athelvad the Conqueror laid siege to Fort Vhale. The area became part of the territory of Arlia after the collapse of the Elven Empire.
House of Hollows

The **House of Hollows** is a judiciary guild sponsored by the crown of Atheldael that has the jurisdiction to issue bounties for dangerous criminals and wanted men within the Commonwealth and its territories, as well as issuing recompense to those that fulfil said bounties. The name of the guild derives from the tradition of placing a scroll detailing your request and justification for a placement of bounty inside a public wall of enchanted alcoves, known as a Wall of Hollows, doing so anonymously. Once a scroll is placed, the alcove is sealed and cannot be reopened save by members of the House. These scrolls are collected at last light daily, and then processed in due course.

Any citizen of the Commonwealth can request a bounty to be placed on any individual within the Commonwealth's jurisdiction, though only those that the House deems correct are issued to townships and villages. The sole exemption is bounties placed by the crown itself. A bounty, if marked for death, once issued by the House of Hollows can, by law, suspend the fugitive's right to legal counsel, right to trial in a court of law, and right to verdict by a jury of peers. In short, it issues the right to kill the fugitive without fear of penalty in the eyes of the law.
Theobald Ainsley

**Theobald Ainsley** is a tiefling citizen of Stillwater, and one of the three town council members that oversee the governance of the town.

## Description

A bald, portly man, frequently out of breath. He has charcoal grey skin with short curled horns, red eyes, with a waxed moustache and a small goatee. A merchant's smile is perpetually on his face, but you get the sense it's not always genuine. He always smells of perfume, with the slight undertone of sweat that makes it a bit of a sickly sweet smell.
Sewer Rats

The **Sewer Rats** are a small gang local to the sewers of Silverthorne. They comprise mostly of street urchins, thugs, and other lower class criminals, and typically are associated with an assortment of petty crimes, such as thievery and muggings. Their main value however is in secrets and secretive information, which they readily gather through their network of members and sell to the highest bidders. The person leading the gang is given the title of The Rat King.
Smidur (constellation)

**Smidur** (*Sceída:* "Smith"), commonly referred to as "Yohr's Hammer", is a constellation in the night sky of Ygdren, depicting a smith's hammer. It is said to represent successful works of great skill or craftsmanship, and some cultures believe it a good omen for beginning such great projects. People born under this sign are said to be talented craftsmen and skilled artisans.

As a seasonal constellation, Smidur is only visible in the northern hemisphere during the autumn.
The Tidecaller

**The Tidecaller** is one of the Prime Deities of Ygdren, and resides in the Everseas in his divine realm of existence within The World Stream. He is typically depicted as a humanoid entity with scaled skin and gills, dressed in simple rough-spun robes fashioned out of kelp and the bones of the drowned. Barnacles and limpets encrust his body, and his hair hangs in braided dreadlocks that seem to float of their own volition as if submerged. He is served by a legion of Syreen, some of which are sent to the ocean depths of Ygdren to guard his domain.

The Tidecaller's domain is over the sea and any who dwell in or on it. It is said that sometimes his divine realm bleeds into the material plane, and that mortals lost in the barren wastes of the ocean can wander into it. He is worshipped broadly across many seafaring nations of Ygdren, such as Ravnmark where he is the leading deity of the traditionally sea-based Sceída. In Corlantis, he is known as the Drowned God, and worshipped almost exclusively by the tritons living there.

The Tidecaller's clergy varies from place to place. Many take the law of the sea to heart, following harsh and unforgiving doctrine, but a fair few prioritise instead the vibrant, life-giving aspect of the wide ocean. Drowning and resurrection feature prominently in the prayers and rituals of The Tidecaller. Sacrificial drowning is considered a holy act and the most faithful have no fear of it. Newborns are "drowned" shortly after birth, being submerged into or anointed with saltwater, committing their bodies to the sea. Clergymen are drowned a second time in earnest and brought back to life with a crude form of resurrection magic or physical resuscitation. Not all are successfully revived. In cultures where this worship is prominent, the dead are nearly always given back to the sea in some shape or form. Libations for those who have died are poured into the sea by the living. Marriages are typically performed on ships.
Tabaxi

**Tabaxi**, native to the grasslands of western Yuantica, are graceful feline humanoids that share many traits with their lesser cousins, cats. They are driven by curiosity and wonder, and often treasure knowledge rather than material wealth. Those gifted with curiosity are compelled to wander far and wide, gathering and sharing stories as they go.

## Description

Tabaxi are shorter and lither than most humans. Their bodies are slender and often covered in spotted or striped fur. Like most felines, they have long tails and sharp, retractable claws. Their fur colour ranges through a wide range of shades and patterns, and their eyes are slit-pupilled and usually green, blue, or yellow.

## Properties

* ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Charisma score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Darkvision.*** You have a cat's keen senses, especially in the dark. 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 colour in darkness, only shades of grey.
* ***Feline Agility.*** Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
* ***Cat's Claws.*** Because of your claws, you have a climbing speed equal to your walking speed. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
* ***Cat's Talent.*** You have proficiency in the Perception and Stealth skills.