Champions v3
Champions v3
SOULBLIGHT
CHAMPIONS OF LOTHORIAN
Champions, warriors, bravos, rogues, scholars and soldiers of fortune and fame! The people and
the realm of Lothorian have need of you, now more than ever! A malignant blight eats away at
our order and our lives, a deadly curse arisen by demons and monsters that hide deep beneath our
lands. Let it thus be known that King Jedovid will greatly reward any champion that steps forward
and presents him the heads of these seven, so-called Sovereign that hide and cower in the reaches
of our land: riches, titles, fiefdoms and a place in the hearts of the people and the annals of history.
Lothorian needs you.
Champions of Lothorian copyright 2022 by Laurin-David Weggen. All rights reserved. Permission
given to copy for personal use.
Shadowdark License. Soulblight is an independent product published under the Shadowdark RPG
Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © The Arcane
Library, LLC.
Spells from the Shadowdark RPG - Cursed Scroll Zine Volume 1: Diablerie reprinted in this
book with special permission from the author.
Special Thanks
To Kelsey Dionne of the Arcane Library for creating the amazing Shadowdark RPG,
Jake and Brian for giving input on the classes.
And the entirety of The Arcane Library discord for enduring my blathering madness.
CHAPTER 2:
Equipment, Weapons and Magic
Adventuring Gear������������������������������������������� 16
Weapons����������������������������������������������������������17
MAGIC ITEMS�������������������������������������������������� 18
CHAPTER 3:
THE FIRST ART�������������������������������������21
CASTING��������������������������������������������������������� 22
PYROMANCER SPELL LIST������������������������������24
STARSPEAKER SPELL LIST������������������������������24
WIZARD & CLERIC SPELL LIST����������������������� 25
FORGOTTEN HEXES����������������������������������������� 25
BLOOD RITES������������������������������������������������� 25
CHAPTER 5:
BESTIARIUM ��������������������������������������� 41
LEGENDS OF LOTHORIAN�������������������������������� 43
CREATURES OF LOTHORIAN ���������������������������46
CREATURES OF THE SOULBLIGHT�������������������� 47
EXTRAPLANARS����������������������������������������������49
CREDITS
Credits����������������������������������������������������������� 50
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LOTHORIAN CALLS FOR AID. Alongside these new classes, come two entirely new
spellcasting arts, new spells for the wizard and cleric
Warriors, scholars, rogues and heroes, bravos and classes, forgotten hexes and blood rites and a further
mercenaries from far and wide have followed the call expanded list of adventuring equipment, treasures
of Good King Jedovid, the rumours of the street, the and monsters to grace the stories you will forge in
portents of the stars, the call of the desert. the deserts of the Three-Eyed King’s once and former
kingdom.
Some of them wield the power of dreams and blood,
others channel stranger and wilder powers than the Finally, another addition is the inclusion of shrines and
sorcerers of ivory towers and university halls, or the boons - divine, arcane and other supernatural gifts that
priests of divinity, demonic or more eldritch truths. may grace the Crawlers and aid them on their journey.
And others again wield their own zeal like hammer and
shield or pick at the threads of the world with song and Lothorian calls for aid. Will you answer?
voice.
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CHAPTER I: CLASSES
“Open up your thrice-damned gates, witch! Open, “Please, forgive Lady Bena her temper!” the young
damn you!” The warhammer swung through the air and dwarf leapt between them, placing a hand on the
clashed against the nocturnal surface of the spire, causing knight’s warhammer, the other one he raised placatingly
nothing but a deep, droning ring like that of a church bell and towards the bemused face shimmering out of the dark
a stranger ripple went through the gate, as if it were made glass. “We travelled a long ways for days and nights
of solid water. uninterrupted by proper sleep, food or drink, fending
off monsters and bandits alike!”
The woman in the silvery-shining plate armour cursed up a
storm and shook her fist. “You cannot hide from me!” “Oh, I take no offence, young man. The ‘lady’ Bena
and I are quite well acquainted by now, aren’t we?”
Next to her, a clean-shaven young dwarf in billowing garbs The glassen face leered at the half-orc knight, who
of blue, gold and red cleared his throat. answered with a gesture that was not at all befitting of
an ordained templar.
“Fairest, tumultuous Bena, all your strength in honours, I
don’t think calling the esteemed, ah, sorceress a ‘witch’ will “But to what do I owe the pleasure this time, noble
help us gain entry.” knight? Are you trying to arrest me again?”
“If she acts the wicked witch, then she will have to get used to “I wish,” the templar muttered under her breath.
being called one such!’’ the silver armoured woman barked
and raised the warhammer once again. The clean-shaven “Because we both know how that went last time
dwarf muttered something into his non-existent beard and around.”
wrung his hands at the world at large.
“Yes. If I remember correctly, you ran like a coward in
“My, my, o brave and noble knight,” a bemused voice a cloud of dust.”
sounded from within the shimmering black of the tower
surace. “Had I known how eager you were to see me, I’d “It was a nebula and it was a tactical retreat!” the glass
have put on my pointiest hat.” face snapped back, showing a first crack of irritation in
her smug armour.
A face emerged from or shaped itself from the black, glassy
substance of which the tower was made - elvish features, “O Layla of the Nocturne Spire, mighty sorceress!” the
an aquiline nose, a silver sickle smile and eyes like the young dwarf announced weightily and went down on
deepest gilt, a face that promised and lied at once and could his knees, bowing his head almost all the way toward
have toppled kingdoms with the right word at the right time. the ground. “We’ve come not to wage war, but instead
to beseech you for your wisdom and knowledge of the
“But I’m afraid, I’m not yet quite decent enough to greet the hidden arts! We…”
Hammer of Saint Terragnis.”
“The blight sweeping across the lands. What do you
“Decency is a foreign word to you in every sense,” the knight know of it?” Bena cut her companion off. The young
barked back at the glassen face, her fingers itching to raise dwarf rolled his eyes behind her and muttered under
the warhammer yet again. Instead, in a show of restraint, his breath. But the forward question seemed to have
she hung the weapon back on her belt and ripped the helmet an effect - the glassen face froze, the smug expression
off her head, revealing greying hairs, a curved nose and turned serious. Then it dissolved back into the black
orcish, needle-like teeth behind grey, snarling lips. “Open surface of the tower. A rim of light parted the obsidian
your blasted door, I need to have words with you.” substance and formed a glowing portal. The voice of
the sorceress emerged from beyond, a faint echoey
“Say the magic word.” whisper carrying… uncertainty.
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THE BARD
Long before the written word and well further into
its span, the people of the lands that would become
Lothorian carried their history and myths through oral
tradition on to the next generation. And when time has
swept away all witnesses and annals, the Bard’s songs
are all that remain.
Hit Dice: D4
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BARD SONGS
Song of the Splitting Earth (DC 13). As you sing, the earth
beneath you rumbles and splits, making the ground difficult
terrain for your enemies.
Song of the Conqueror (DC 14). When an ally reduces an
enemy to 0 hit points, he may make an immediate bonus attack
against an enemy within reach.
Song of the Iron Horde (DC 12). All allies may once per round
reduce damage from slashing, stabbing and bludgeoning
weapons by 1d4.
Song of the Concord. (DC14). Enemies and allies roll any
disadvantage or favour as normal checks.
Song of the Scorpion. (DC 10). A single allied creature has
their weapon laced with poison, dealing 1d4 additional damage.
Song of Peace. (DC 10). Choose an enemy or not-yet hostile
creature – you may reroll their Reaction Check towards you.
The change in Reaction lasts until combat is ended or you end
the song.
Song of the Dragon. (DC 15). One enemy of your choice is
afflicted with Doom. All attacks targeting them deal maximum
damage.
Song of Ascendance. (DC 15). Choose one ally to gain a
flying speed equal to their walking speed.
Song of Disruption (DC 13). Enemy spellcasters make their
spellcasting checks at disadvantage.
Song of Fortune’s Favour (DC 14). When an ally spends a
luck token, the DC for the check required is lowered by 1.
Song of the Winds (DC 10). You conjure a strong wind,
causing attacks with projectile weapons to be made at
disadvantage.
Song of Sleep (DC 13). You target one enemy creature. Until
you end the song or they are attacked, they fall into a deep
slumber. This does not work on undead or constructs.
Song of Time (DC 16). You target one enemy creature.It
has its movement slowed to half and all attacks are made at
disadvantage.
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THE DREAMWALKER
Dreamwalker Talents
Beyond the shores of earthly reality, there lies the vast
of the Dreaming Sea – that astral vague of a thousand
2d6 Effect
ever-branching paths and harbours and gates, that lead
to realms divine, demonic and distant beyond. And for 2 Your Nightmare Unbound may target a
those that know to channel it, the Dreaming Sea offers number of creatures up to half your level
power beyond the wildest imagination. (rounded down) within range. You roll against
the DC for each target individually.
Hit Dice: D8
3-6 +2 to STR, DEX or WIS score
Armour Proficiency: Leather armour, mithril 7-9 Attacks made before using your movement
to teleport have +1 to their roll, attacks made
Weapons Proficiency: All after using your movement to teleport have a
+1 bonus to damage. (caps at +3 on rerolls)
Move Without Boundaries. You channel the currents 10, 11 Move Without Boundaries allows you to trade
of the Dreaming Sea, allowing you to open rifts and places with one ally within Movement range.
portals to aid you in travel, in combat and in other
aspects of life. You may teleport to a space in sight up to 12 Choose one option from the table above.
Near, instead of your regular movement.
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THE PYROMANCER Pyromancer Spells Known by Tier
What is fire, if not life itself? Why else would we call Level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
it the spark of life, if we did not mean fire primaeval
and innate? True pyromancers are those capable of
1 2 - - - -
channelling the primordial flame into either nurturing
or destructive arts. 2 3 - - - -
Hit Dice: D6 3 3 1 - - -
4 3 2 - - -
Armour Proficiencies: Chainmail, leather, shield
• The Flame of Life. When you successfully cast or 3-6 (Life) You and your allies within Close gain a
concentrate on a Pyromancy spell, you or an ally bonus to AR equal to your Wisdom modifier.
Close to you may regain hit points equal to your WIS 7-9 +2 to Wisdom or Constitution score
modifier.
10, 11 +1 to spellcasting checks
Pyromancy Spellcasting. At Level 1, you know 10, 11 Melee attacks against you cause fire damage
two tier 1 pyromancy spells. You learn more spells as to be dealt against your enemies within Close
shown on the Pyromancer Spells Known table. Wisdom (Wisdom
is your spellcasting ability for pyromancy spells. 12 Choose one option from the table above.
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Per action, you can never use more than 1 Blood Die
at a time. You may utilize your Blood Dice Pool in the
following way:
Reaver Talents
2d6 Effect
2 You may spend 2 rather than 1 Blood Die per turn on your Transposition abilities. On repeat roll, increase
Blood Die Cap by 1.
Weapon Proficiency: Club, mace, longsword, flail, 10,11 When using Bulwark, you may reduce the
bastard sword, warhammer damage taken by 2 (stacks up to 6).
12 Choose any one talent from the table.
Bulwark. As an action during combat, instead of
attacking, the Templar may choose one ally within Close
of themselves – until the start of the Templar’s next
turn, or until the ally moves outside of the Templar’s
range, any attack made against the ally is instead forced
to target the Templar.
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LIST OF TEMPLAR MANTRAS
Mantra of Flaring Justice (Near). The Fire of
Truth shall raze all Evil. You set your own and your
allies’ melee weapons aflame, dealing an additional 1d4
damage on melee attacks.
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THE STARSPEAKER
Starspeaker Spells Known by Tier
Before the Dharapa, the Four or even Those That Were
Before, the people of the land that would become
Lothorian looked to the nightly stars for guidance and Level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
studied their cosmic paths and constellations – and 1 2 - - - -
those, whose understanding transcended beyond,
unlocked within them the power of the very stars. 2 3 - - - -
Hit Dice: D4 3 3 1 - - -
4 3 2 - - -
Weapon Proficiency: club, dagger, stave, quarterstaff
5 3 2 1 - -
Armour Proficiency: none
6 3 2 2 - -
Astral Current. Each rest, you may study the star 7 3 3 2 1 -
charts, the nightly sky or even the passage of the sun
itself and align yourself with the constellations, invisible 8 3 3 3 2 -
lines connecting the pattern. Roll a 1d6 and choose a
number of allied creatures within Near, equal to the
9 3 3 3 2 1
roll. You and these creatures will always know in which 10 3 3 3 2 2
distance you are to each other and in which direction
you are in relation, allowing for easier regrouping.
Starspeaker Talents
Portent of the Stars. You draw from the watchful
eyes of the cosmos and view the world through their
2d6 Effect
lofty eyes. You may pre-roll a d20 and mark the result
on your character sheet. You may replace the roll of 2 You gain 1 more use of Portent of the Stars
a d20 by yourself, an ally or foe with the pre-rolled per rest.
result. Afterwards, you will need to take a rest before 3-6 +2 to your Intelligence or Dexterity score.
you may use this ability again.
7-9 All falling damage is reduced by half for you.
Spellcasting. You can cast Astromancy spells. 10, 11 Ranged Weapon Attacks against you are done
You know 3 Tier 1 spells of your choice from the at disadvantage.
Starspeaker spell list (see p. xx).
12 Choose one option from the table above.
Each time you gain a level, you choose new astromancy
spells to learn according to the Starspeaker Spells
Known table.
Dreamwalker
Level Lawful Neutral Chaos
1-2 Channeler Sleeper Spurned
3-4 Gatewatcher Dreamer Frightener
5-6 Keymaster Lucid Nightmare
7-8 Oneiromant Wanderer Whisperer
9-10 Awakened Realmwalker Nightmare Lord
Pyromancer
Level Lawful Neutral Chaos
1-2 Enhearthed Enkindled Frenzied
3-4 Torchbearer Attendant Wicker Knight
5-6 Hearth Priest Flame Priest Fire Witch
7-8 Fire Keeper Bonfire Lord Desolator
9-10 Sunlord Elden Sage Ashmaker
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Reaver
Level Lawful Neutral Chaos
1-2 Mercenary Bravo Berserker
3-4 Sword Dancer Marauder Defiler
5-6 Charger Raider Harrower
7-8 Blood Knight Bladelord Omen
9-10 Warmaster Khan Destroyer
Starspeaker
Level Lawful Neutral Chaos
1-2 Charterer Atrologist Haunted
3-4 Star-Touched Night-Touched Void-Touched
5-6 Navigator Constellator Maddened
7-8 Cosmic Lunatic Engulfed
9-10 Astral Keeper Moon Priest Voidmaster
Templar
Level Lawful Neutral Chaos
1-2 Initiate Knave Indoctrinate
3-4 Warrior-Monk Knight-Errant Warmonger
5-6 Ordained Baronet Despoiler
7-8 Militant Justice Scourge
9-10 Mercy Killer Archon Overlord
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CHAPTER II:
Equipment, Weapons and Magic Treasures
Over the course of decades and centuries following But beware - it is not just the minds of mortals who
Xerxes’ conquest of the desert, the people of Lothorian have become crafty, for the Soulblight is a sentient
have become quite inventive when it comes to discovering force in of itself - and who’s to say, that it may infect
new ways of defending their homes and dealing with only flesh?
the many natural and supernatural that wander the land
- and the emergence of the Soulblight has caused their The following items are added to the Starting Gear
greatest and most devious minds to invent entirely new, available to 1st-level characters. These items may be
unforeseen items of power. used by any class and even 0th-level adventurers,
should they come across them.
ADVENTURING GEAR
Item Description Price Quantity/Slots
Blightmask Based on the masks used for mining in the depths of the Carbuncle 5 Gold 1
Mountains; supposedly wards off the Soulblight. (first one free to carry)
Saddle A heavy, all-purpose saddle with multiple straps for easy 5 silver 1
adjustment, for horse-back or any other suitable steed.
Canary in a A bright yellow, live bird in a small iron cage - reacts loudly to gas 2 silver 1
Cage clouds and toxic vampours.
Manacles Iron-cast, interlocking, outfitted with a single key to twist open. 1 silver 1
Strong and sturdy.
Ram, A heavy, wooden log with iron fittings and handle, used to break 5 gold 1 (requires 2 slots)
portable down doors, windows and walls.
Firebomb A mixture of chemicals and blackpowder in a brittle vessel. 5 gold 5
Deals 1d8 damage on impact.
Blackice Crushed shards of raw elemental ice, stirring in a ceramic vessel. 10 gold 5
Grenade Deals 1d6 damage on impact and spreads freezing fog up to Close.
Blessed Urn Blessed ashes of ancient warriors. Deals 1d6 damage on impact 15 gold 5
and turns undead of LV 4 and lower.
Chaotic Bones etched with runes rend into existence by the chaos god 20 gold 5
Talisman Memnon. Deals 1d6 damage on impact and causes creatures in
Close range of impact to use their movement to run into a random
direction.
Sparkstone Round, pebble-like, but glinting with an innate light. When thrown, 5 silver 10
causes a flash that may briefly illuminate an area of up to Near
with Dim light. Breaks after use.
Blade Small amulet, made of welded together sword shards. Worn by 20 gold 1
Talisman worshippers of the Dharapa. Can be used to grant brief magical
aptitude to weapon damage for 1d4 rounds. Breaks afterwards.
Saint’s Desiccated finger of a long dead saint, meant to protect against 30 gold 1
Fingerbone the unholy and heretical. Causes undead within Close to have
disadvantage on Morale checks.
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ADVENTURING GEAR CONT.
Item Description Price Quantity/Slots
Sling Bullet Round or ovoid projectile made from stone or clay. 5 silver 15
WEAPONS
In addition to the weapons found in the Shadowdark RPG Core Rulebook and the Monk Weapons found in the core
setting book for Soulblight, the following weapon proficiencies are added for the classes:
Armourbreaker (A). Deals +1 bonus damage to armoured and shield carrying opponents.
Silent (S). This weapon causes only minimal noise when used, allowing one to stay hidden instead of revealing their
location.
Trap (Tr). Reduces movement of enemy creature by one distance category. Only works against humanoid and human-
sized enemies.
Piercing (P). Deals +1 bonus damage against unarmoured and shieldless opponents.
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MAGIC ITEMS Crystallised Dream
Colourful essence of a peaceful dream, hardened into
a crystalline shape.
Astral Chart
A leather scroll case containing a sheet of black, glassy Benefit. Crushing the crystal dream between your
parchment shimmering with the distant constellations. hands grants you the immediate benefits of a Rest.
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Flame Priest’s Sceptre Meteorite Staff
A staff of bronze, its tip fashioned after the wings of Wrought from metal found in the corpse of a fallen star,
the phoenix, immortal bird of flame and ash. During this staff allows its wielder to reach even deeper into
the Three-Eyed King’s reign, the phoenix was one of the ebb and flow of the arcane currents.
many symbols that would glow upon his Red Warriors’
banners. Bonus. You gain a +2 bonus to spellcasting checks.
Benefit. You may reroll any 1 on the damage die of a Benefit. Once per rest, you may point at a creature
pyromancy spell you cast, but must use the new roll. within Near and dislodge them from gravity, forcing
them to become suspended in the air for 3 rounds.
Flame Priest’s Veil
Linked copper and bronze dangling from a headdress Poet’s Panache
fashioned after the Twinned Flame of Life and Ruin. A very fine, wide-brimmed, plumed example of
haberdashery, brimming with style and self-
Benefit. You can speak and understand Primordial, if assertiveness.
you couldn’t before. While wearing this crown, you take
no damage from fire or extreme heat and regain 1 Hit Bonus. +1 bonus to CHA checks.
Point every minute you are under the light of the open
sun. Benefit. You may once per day reroll a Reaction check
of a creature approaching you for the first time. You
Forgemaster’s Ring must use the new roll.
A triple band wrought from three iron nails, gifted from
master to apprentice as part of his graduation ceremony. Petrified Dragonheart
A lump of dark, petrified flesh, pulled aeons ago from
Benefit. You have favour on checks related to the chest of a dragon-like being. The true dragons rose
metalworking and repairing broken weapons and from the Sarpathaka, who were once human and so the
armour. heart that would beat in their new draconic shape, was
of human likeness, too.
Hungering Mask
Red-stretched, tanned hide of dubious origin, it depicts Benefit. Consuming a dragonheart transforms your
the tusk-bearing visage of Naramala, God of Blood. The PC into a Sarpathaka and thus a potential vessel for True
priests of the Pale City would wear them to impersonate Dragonhood.
their God on Days of Sacrifice.
Bonus. A Sarpathaka consuming a dragonheart gains a
Benefit. While wearing this mask, you have favour on +1 bonus to one of his ability modifiers.
checks when interacting with vampires and creatures
of Naramala. Boons of Naramala last twice as long. Curse. If a Sarpathaka consumes more than three
dragon hearts and then slays a True Dragon, they
Curse. You have a craving for blood and raw flesh that transform into a True Dragon themselves, and ruin
must be sated. Regular rations no longer satisfy your befalls the realm.
hunger.
Potion of the Radiant Soul
Sunlight distilled - a rare skill guarded by the sun-
Martyr’s Charred Bone worshipping beetlefolk.
Black-scorched bone, etched with sanctic verse,
belonging once to a mendicant priest who allowed Benefit. You glow with an innate light that spreads out
himself to be burnt alive and allow the Queen ascension. in a Close range that lasts for 1 hour. Undead suffer
disadvantage on attack rolls against you.
Benefit. While carrying this item, blessings of the Four
Lord last twice as long. All Templar Mantras have their
DC lowered by 1. Redwood Oud
A masterfully crafted oud, made from the wood of the
red trees found along the shores of the Eye.
The sounds of the oud are a constant companion in the
streets of Cathedra.
Bonus. You have a +1 bonus to attack and damage rolls Benefit. Once per day, you may take a phantom shape,
against Chaotic creatures. allowing you to walk through walls, locked doors and
other creatures as if you were but mist. Magically
Benefit. Creatures of Chaotic alignment cannot gain sealed passages may still block your path. This spectral
favour on attack rolls against you, as long as you wield form lasts for 5 rounds. You cannot harm anyone while
this flail in combat. in this form.
Speaker’s Sceptre Curse. When using the cloak’s benefit, you are
A simple, long staff, free of any notion of magic, and considered undead and can be affected spells and
yet imbued with the potential of rhythm, beating against abilities that target them.
the ground and granting the speaker a steady metre.
Stardust
Benefit. You have favour on checks when interacting Lingering essence of a dead star. Silver sand glinting
with large crowds of people and creatures you mean to with all the colours of the fractured night.
inspire, demoralise, or persuade.
Benefit. Consumption of Stardust increases your
chance of rolling a critical success on spellcasting
checks by 2. Lasts for 1 hour.
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CHAPTER III:
THE FIRST ART
“A primordial flame.” across the world draw upon the same background
source to channel their art!”
“Indeed.”
“‘And from the ebb and flow of All-Seeing Ord and the
“Literal or metaphorical?” Defiler Shune willful duels, spring forth the currents
from which our minds would partake and create the
“A little bit of both.” art of the First Arcana.’,” quoth Teppail with a solemn
sing-song warble and cocked their head to the side. The
old orc just smiled his sharp-toothed smile and spread
Raif muttered something incongruent as he jotted down his hands to the side, casting the ashes staining his
this new information on a scroll of parchment, while fingertips back upon the burning charcoal.
Quilbim and Teppail sat quietly and listened with open
minds and curiously glinting eyes, while the elderly orc
tapered his fingertips against one another, then formed “That’s something the two of you still have to learn to
a bowl by pressing his palms side-by-side, thumbs accept,” Quilbim said. Of the three, he had been the
outstretched and a singular spark from the campfire only one to not even blink at the orc’s heretical claims.
between them froze in place above, before swelling into “There are powers beyond the doctrine of the Four
a brilliant orb of multicoloured, licking tongues of fire. Lords or the Threefold of Chaos. Look at the blight that
has befallen this land. The Sovereign, who wield power
equally untethered to any divine force or the whims of
“As our world possesses a core of molten flame and chaos. Or at, well, our new friends, here. And don’t you
rock and metal, and the sun possesses a form of brilliant yourself dabble in heretical power, Raif?”
flame, so does dance within my chest a flame that
swells and flickers with my love, my rage, my sadness,
my hate, with my being. Pyromancers learn to grasp The scholar threw up his hands in frustration.
that flame that exists within and without and channel
it into forms of ruin and life alike. Of course, it is not “Maybe so, but it still follows the established Theorems
without its risks…” of the Currents! The ebb and flow, just like Teppail said.
The brilliant orb of flame cracked apart like an egg and “I apologise if my claims caused offence to your beliefs,”
rose into wings uncurling, the form of a dragon rising, the orc lowered his head in Teppail’s direction, but the
before collapsing into a hush of smoke and cinders. ravenfolk raised a pacifying talon and shook their heads.
“A flame remains a flame in any shape or form and “Not at all. Ord’s domain is knowledge, and if there is
if you do not respect it as such and learn to temper it a new branch of the Arts that I never heard of before,
accordingly, it will flare up and devour you.” then it is my duty to record this new information. But,
tell me, where did you learn this art?”
Wood cracked in the dancing flames and for but a
moment, their glow grew in intensity, from orange “Why, the same as Xerxes did. From a dragon, of course.”
to bright yellow to the colour of white-hot iron and
Raif yelped, as he saw the tip of his quill catch fire by Raif dropped the quill he was holding.
proximity alone. Immediately, the heat drew away and
the glare of the flame returned to a homely flicker. “A dragon?! Now you have to be pulling my leg! An
actual dragon?!”
“But through my tending of that flame, drawing and
channelling it into soft and vicious forms alike, I have “Indeed.”
attained a state unreliant upon the workings of greater
will or the currents of magic.” “How on earth did you meet, let alone survive a dragon?”
“The way anyone who has their wits about them does.
“What?” Raif’s head jerked up, his eyes growing to twice At just the right moment, I looked up.”
their size. “That doesn’t make any sense! All arcanists
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Laurin-David Weggen (Order #38619508)
The First Art. Magic, Arcana, the Current, there
are as many terms for the invisible forces that affect Burning Effigy
Lothorian and beyond as there are disciplines devoted to Ceaseless remnants of the primaeval flame,
the differing strands of channelling those exact powers. wildfire unchecked that exists only to burn until
This chapter introduces two new strands of magic that nothing else remains.
exist right next besides the spellcasting of wizards and
clerics: pyromancy and astromancy. AR 10 + highest pyromancer spell tier LV equal to
Pyromancer level ATK 2 flame touch (2d6), attack
Pyromancy. is the art of channelling the primaeval bonus equal to Pyromancer level MV Near (flying)
spark of one’s inner flame into rending infernos or S +4, D +0, C +4, I -4 W +4, Ch -4 FA C
soothing warmth. It is said, the first pyromancers
learned their Art from the True Dragons - and much like Ravaging Flame. The burning effigy adds its WIS
them, it is one of volatile temper. modifier to spell damage.
Astromancy. is the study of the stars, the cosmic Unstable Pyromancies. The burning effigy
energies and the dark matter that fills the space knows up to 4 random pyromancy spells from
between and drawing power from them. But a strong every tier the PC had access to before death.
will is required to withstand the eldritch truth that
may lurk beyond and few find themselves capable of
withstanding it.
CASTING
To cast a pyromancy spell you know, make a
spellcasting check by rolling a d20 + your Wisdom
modifier.
CRITICAL FAILURE
If you roll a natural 1 on your spellcasting check, the
spell does not take effect. If it was a concentration spell,
the spell immediately ceases.
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Astral Madness Tier 3-4
d6 Effect
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PYROMANCER SPELL LIST STARSPEAKER SPELL LIST
Tier 1 Tier 1
Burning Hands Anchor/Lift
Conversion Feather Fall
Flame Whip Lunacy
Heatshield Moonarrow
Light Photokeratitis
Spark of Life Stargaze
Telekinetic Thrust
Weight of the World
Tier 2
Ashcloud
Combustion Tier 2
Flamewalk Augury*
Flashsweat Levitate
Mindblaze Enhance Mass
Wyrm Talons Mask of Day and Night
Nebula
The Red Star
Tier 3 Total Stop
Ash Elemental Weal and Woe
Bonfire
Fata Morgana
Fireball Tier 3
Flying Comet Shard
Glass Barrage Cosmic Guidance
Protection from Energy Flying
Ruin
Sentinel Star
Tier 4 Solar Pulse
Control Flame Vacuum
Dragonbreath Void Stare*
Flame Strike Void Touch
Lifespring
Wrath of Xerxes
Tier 4
Anti-Matter Beam
Tier 5 Dark Matter
Dawn Divination*
Dragonclaw Telekinesis
Heart of the Desert Ungravity
Inferno
Incantation of the Phoenix
Tier 5
Meteor
Singularity
Scrying*
Plane Shift
Supernova
Teleport
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ADDITIONS TO BLOOD RITES
WIZARD & CLERIC Tier 1
SPELL LIST Vampiric Drain
Glare of Naramala
Blood Poisoning
Tier 1
Addled Arrow
Purification Tier 2
Withering Touch Hand of Naramala
Red Bond
Summon Ghoul
Tier 2
Conjure Serpent Tier 3
Drain Liquid Butcher’s Blade
Infectious Venom Call of Naramala
Communion
Tier 3
Conjure Lesser Demon Tier 4
Mists of Sur Bloodhaste
Whispers of Cehual Sacrifice
Thirst
Tier 4
Conjure Greater Demon Tier 5
Dance of the Cobra Hunger of Naramala
Spring of Life Rain of Blood
Mass Domination
Tier 5
Dark Plague
Nightserpent’s Servant
FORGOTTEN HEXES
Tier 1
Frenzy
Torment
Silence of the Void
Tier 2
Armour of the Night
Terror
Baleful Resurrection
Tier 3
Eclipse
Locusts
Litany of KHA-NUPRA
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Laurin-David Weggen (Order #38619508)
SPELLS, HEXES AND BLOOD Ash Elemental
Tier 3, pyromancy
RITES Duration: 10 rounds
Range: Near
Transformed ammunition cannot be recovered. The ash bites at the eyes and lungs, making breathing
difficult and blinding the victim for one round.
One creature or object you touch is dislodged from the You channel the power of the Soulblight, resurrecting a
forces of gravity, causing one of the following effects corpse that has been dead for no longer than 3 days. The
of your choice: creature is brought back at 1 hit point, but their alignment
becomes Chaotic if it wasn’t previously already and they
become infected with the Soulblight at Stage 1 (roll d8,
• The target cannot be moved against your will by
1. Envy, 2. Gluttony, 3. Gluttony, 4. Pride, 5. Sloth, 6.
outside forces.
Pride, 7. Wrath, 8. Hatred).
• The target floats up a Near distance and is suspended
in the air for the duration.
Bloodhaste
Tier 4, blood rite
Anti-Matter Sphere Duration: 5 rounds
Tier 5, astromancy
Range: Self
Duration: 5 rounds
Range: Far
You sacrifice 1 LV of your maximum hit points to
push your physical body beyond its usual capabilities,
You create a stationary, hovering sphere of pure anti-
allowing you to take an additional action on your turn.
matter that occupies a space with a five-foot radius.
Any creature of LV 7 or lower and any object that passes Blood Poisoning
through it is immediately destroyed. Tier 1, blood rite
Duration: 5 rounds
Range: Self
Armour of the Night
Tier 2, forgotten hex
Your own blood becomes a putrid, foul substance that
Duration: 1 hour
may contaminate food, drink and bodies of water with
Range: Self
disease.
You draw patches of shadows to yourself, protecting
you from sight and attacks. Your AR becomes 16, if it You take 1 damage to your maximum hit points at the
wasn’t already and while in dim light or darkness, you start of every round for the duration. Your hit point
are considered invisible and inaudible. This armour is maximum returns to normal after a rest.
immediately dispelled when in bright light or sunlight
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Bonfire Comet Shard
Tier 2, pyromancy Tier 2, astromancy
Duration: 8 hours Duration: Instant
Range: Near Range: Far
Warm, healing flames sprout from a pile of wood you You fling the icy piece of a comet at another creature
set up. When resting near this primaeval bonfire, your within range, dealing 1d10 damage to them, and cover the
rest is not disturbed by stressful interruptions. area in a Double Close radius of the target in a freezing
Failing the spellcasting check instead causes a beacon fog, dealing another 1d6 damage to all creatures within
that attracts monsters from the dark, rather than range.
repelling them.
Communion
Burning Hands Tier 3, blood rite
Tier 1, pyromancy, wizard Duration: Instant
Duration: Instant Range: Self
Range: Close
You beseech the Blood God through the spilling of life,
You spread your fingers with thumbs touching, promising a feast for knowledge. As part of the spell,
unleashing a circle of flame that fills a Close area name a creature that you swear to kill in the name of
around where you stand. Creatures within the area of Naramala and drain of its blood. In return, the Blood God
effect take 1d6 damage. grants you a boon one of the following or similar kind:
• A vision of a location or item important to your
Unattended flammable objects ignite. current goal.
• The name of someone who wronged you without
Butcher’s Blade you knowing.
Tier 3, blood rite • The whispered convergence of a betrayal impending.
Duration: 10 rounds
Range: Self Conjure Demon, Lesser
Tier 2, cleric, wizard
You sanctify a weapon of your choice with the Hunger of Duration: 10 rounds
Naramala. Your attacks with the weapon deal 1d6 bonus Range: Near
damage that exclusively target the target’s maximum hit
points. For the duration of the spell, you may sacrifice 1 You conjure a demon of your choice of a maximum of
LV worth of hit points to increase your critical hit range 4 LV or less to serve you for the duration. A failure on
with the enchanted weapon by 1. the spellcasting check causes you to lose control over the
demon and it attacks you, instead of serving you.
Call of Naramala
Tier 3, blood rite Conjure Demon, Greater
Duration: Instant Tier 4, cleric, wizard
Range: Far Duration: 5 rounds
Range: Near
You sacrifice 1 LV of your hit points to conjure a pack of
2d4 hyenas. The beasts follow your spoken command. You conjure a demon of your choice of a maximum of
You can only use this spell once per day. 8 LV or less to serve you for the duration. A failure on
the spellcasting check causes you to lose control over the
Combustion demon and it attacks you, instead of serving you.
Tier 1, pyromancy
Duration: Instantaneous Conjure Serpent
Range: Near Tier 2, cleric, wizard
Duration: 10 rounds
A single creature within sight is spontaneously set Range: Near
aflame, taking 1d4 fire damage at the start of every
round until the flames are doused. You conjure a monstrous serpent to aid you in battle.
Use the Giant Serpent statblock for this creature. The
serpent is loyal only to you and takes no commands
from other characters.
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Control Flame Dark Plague
Tier 4, pyromancy Tier 5, cleric, wizard
Duration: Concentration Duration: Until Cured
Range: Near Range: Close
You move and shape fire through will alone. You can You inflict a creature you touch with a disease that
cause a flame of up to 100 feet width to rise or subsume, ravages its physical form over the course of several
part it or enhance it and cause it burn in any direction days. At the dawn of each day, the creature suffers
for the spell’s duration. 2 points of damage to its STR, DEX or CON (chosen
at random). If the target comes into skin contact with
Conversion another living creature, the plague spreads to that
Tier 2, pyromancy creature as well, with an incubation time of 2 days.
Duration: 1 hour
Range: Self On a critical failure, you yourself are infected by this
disease. After the initial cast, you must take a rest before
Stoke the flame and take the heat. You may reduce you can use this spell again.
your max hit points by up to 10 and increase one of
your physical ability scores by 1 for every 2 hit points Dawn
sacrificed. Your hit point maximum returns to normal Tier 4, pyromancy
after the duration. Duration: Concentration
Range: Far
Cosmic Guidance
Tier 4, astromancy You invoke the rising flame of morning, conjuring
Duration: Instant soothing light for the living and burning punishment for
Range: Self the wicked.
You seek guidance from the portents of stars, casting Your allies regain 2d6 hit points at the start of your turn
bones, lighting candles or tolling the iron bell. You may and are cured of any poison or illness.
ask up to 5 questions concerning an earthly matter, a
distant location, a hated enemy, a sought cure to curse Your enemies suffer 2d6 damage at the start of every
or illness, a fortune yet to happen.The questions must turn and are blinded. Undead and fiends take the highest
be phrased as yes or no questions and will be answered possible damage.
accordingly. Afterwards, you must undertake a rest
before you may cast this spell again.
Dragon Breath
Tier 5, pyromancy
Dance of the Cobra Duration: Instant
Tier 4, cleric, wizard Range: Far
Duration: Concentration
Range: Near Naught may withstand the flame of true dragonhood.
You breathe a cone of ravaging fire, dealing 4d6
You weave hypnotising magics into your very damage to any creature within and inflicting them with
movements, allowing you to leash a crowd of onlookers Doom for 5 rounds. A doomed creature takes maximum
to your will. All humanoid and beast creatures within damage from attacks, traps and environmental hazards.
range are considered charmed by you and cannot target Corpses, objects and structures are immediately burned
you with attacks. They will know they were being to ash by this blaze.
charmed, once the spell ends.
Dragonclaw
Dark Matter Blade Tier 4, pyromancy
Tier 4, astromancy Duration: Concentration
Duration: Concentration Range: Near
Range: Close
You channel the might of True Dragons through your
You pull from the invisible matter connecting the arm, manifesting it as a massive, draconic limb. You
universe together and press it into a cutting shape. gain a +6 bonus to STR with that arm, a reach of Near
Until you lose concentration, you wield an invisible, and deal 2d10 magic damage on melee attacks.
magical +3 weapon of your choice. You are considered
proficient wielding this weapon, which may cut through
any material, magical or not.
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Drain Liquid Fireball
Tier 2, cleric, wizard Tier 3, pyromancy, wizard
Duration: Instant Duration: Instant
Range: Close Range: Far
You instantly dry up an open body of liquid of up to 10 You hurl a small flame that erupts into a fiery blast. All
cubic feet in size. If you target a humanoid, monstrous creatures in a near radius of where the flame lands take
or beast creature with this spell, it suffers a level of 3d6 damage.
thirst. If you do not play with the Thirst rules, it instead
reduces their maximum HP by 2d6. Flame Whip
Tier 1, pyromancy
Eclipse Duration: Instant
Tier 3, forgotten hex Range: Near
Duration: 1 day
Range: Unlimited You conjure a spiral of whipping flames that lash out at
your target, dealing 1d6 damage and pull them to a spot
At your command, the shadows of the Chasm gather of your choice within the spell’s range.
before the sun, blotting out its light for the duration and
forcing night upon the realm. Flamewalk
Tier 2, pyromancy
Enhance Mass Duration: Concentration
Tier 2, astromancy Range: Self
Duration: Concentration
Range: Close The very act of movement causes 10-foot high flames to
rise from your footsteps and keep burning until you lose
A creature or object you touch has its total weight your concentration. Objects, structures and vegetation
multiplied by four. In addition, a character with item are immediately set aflame. Creatures that enter the
slots has their effective number divided by four. wall of flame suffer 1d8 damage at the start and again
at the end of their turn, if they do not move out of the
flames.
Fata Morgana
Tier 3, pyromancy Once your concentration breaks, any magical flames
Duration: Intant you conjured are snuffed out.
Range: Far
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Glare of Naramala Hunger of Naramala
Tier 1, blood rite Tier 5, blood rite
Duration: Instant Duration: 10 rounds
Range: Far Range: Far
Tendrils of igneous blood surge from your eyes and into You sacrifice half your current hit points to induce a
all creatures within sight, dealing 1d6 damage to them. maddening hunger upon a crowd of living or undead
If this spell kills a target, you regain 1d6 hit points. creatures, driving them to attack and devour each other.
Creatures of 7 LV or more resist this spell. You have no
control over these creatures, beyond instilling the mad
Glass Barrage hunger.
Tier 3, pyromancy
Duration: Instant
Range: Far Incantation of the Phoenix
Tier 5, pyromancy
Sands of the desert melt to sharp, crushed shards of Duration: Indefinite
glass. You conjure up to six spheres of glass that hover Range: Self
around your form. During the turn you cast the spell
and on subsequent turns, you may launch a stream of You invoke the undying flame, embers of life eternal.
glass shards from one sphere at a target within range, When you are brought down to 0 hit points, you instantly
depleting the sphere and dealing 1d8 damage. revive at full hit points in a plume of scarlet flame that
burns. This detonation has a range of Near. Enemy
You do not need to make a spellcasting check for this creatures up to close are dealt 6d6 damage, enemies in
spell beyond its first casting. Double Close 5d6, and in Near 4d6 damage. Afterwards,
the spell ends.
Hands of Naramala
Tier 2, blood rite Infectious Venom
Duration: Instant Tier 2, cleric, wizard
Range: Near Duration: 5 rounds
Range: Close
You offer 1 LV worth of hit points and conjure a Crawling
Hand within range that obeys your command until it is Your touch instils a virulent venom within your enemy
destroyed. that weakens their flesh. A creature affected by this
spell takes double damage from bashing, slashing and
stabbing weapon attacks.
Heart of the Desert
Tier 5, pyromancy
Duration: Permanent Inferno
Range: 1000 feet Tier 5, pyromancy
Duration: Instant
The flame of ruin takes many shapes. You draw the Range: Far
water and life from the land and air around you,
reducing everything in your vicinity to a heat-blasted A bolt of malignant dark flame strikes a target for 4d10
desert. No rain falls, no groundwater flows, no river points of damage. If this reduces a creature to 0 hit
thrives in this area, unless countered by a Wish spell. points, it explodes in a plume of infernal fires, dealing
another 2d10 damage to any creature within Near of
Treat a failed spellcasting check for this spell as a critical the original target and setting flammable structures and
failure and triple the amount by which your maximum objects on fire - this includes objects and structures
hit points are reduced. protected by magic or being made out of such a thing
as magical ice.
Heatshield Levitate
Tier 1, pyromacny Tier 2, astromancy wizard
Duration: 5 rounds Duration: Concentration
Range: Self Range: Self
You create a shield of repelling flames around you, You can float a near distance vertically per round on
dealing 1d6 damage to any creature that makes a melee your turn.You can also push against solid objects to
attack against you. move horizontally.
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Lifespring Casting this spell repeatedly on the same target increases
Tier 2, pyromancy the tier of the Astral Madness the creature is affected
Duration: Instant by.
Range: Close
Mask of Day and Night
You cleanse a body of water that is up to 30 feet deep Tier 2, astromancy
and wide with the flame of life, purging it from any Duration: Concentration
poison or pollution. Drinking from this purified water Range: Near
within the first 24 hours of casting this spell restores
1d4 hit points and cures poison and illness. The warmth of sunlight or the shroud of night, either
mask will serve.
You cannot cast this spell on the same body of water
twice. When casting this spell choose one of the two effects to
concentrate on:
Light
Tier 1, astromancy, cleric, pyromancy, wizard • In daylight, your maximum Hit Points increase by
Duration: 1 hour 1d4 + your INT modifier.
Range: Close • In night and darkness, you gain favour on WIS
checks related to perceiving with your senses.
One object you touch glows with bright, heatless light,
illuminating out to a Near distance for 1 hour of real
time.
Mass Domination
Tier 5, blood rite
Duration: Concentration
Litany of KHA-NUPRA Range: Far
Tier 3, forgotten hex
Duration: Instant You charm a group of up to 8 creatures of LV 6 or lower
Range: 1000 feet with your sheer will. The creatures follow your every
command, but are aware that they are not in control of
Forbidden words are put into your mouth, drip off of your their own bodies.
tongue and warp the realm around you. Any sanctified,
unholy or demonic area, any arcane enchantments,
blessings or curses, any divine shrine or infernal idol is
Meteor
Tier 5, astromancy
immediately rendered powerless and obsolete.
Duration: Instantaneous
Range: Far
After casting this hex, you are infected by the Soulblight
of Hatred, starting immediately at Stage 3. You rip a hole into reality and pull a chunk of space
debris down upon your enemies.
Locusts
Tier 3, forgotten hex You target a single space within range that has a radius of
Duration: 10 rounds Near. Any creature in that space takes 6d10 damage. Any
Range: Far creature within Near of the immediate impact area takes
3d10 damage. Any Objects, structures and buildings no
You conjure a host of snapping mandibles, clicking taller or wider than 20’ are immediately flattened and
claws and droning wings to follow you, that feast on destroyed. Treat a failure on the spellcasting check for
every crop, on every leaf, on every green and leave this spell as a critical failure.
the land barren. Any non-magical plant in the range
is immediately decimated. Any magical plant and plant Mindblaze
creature takes 4d10 damage at the start of every round. Tier 4, pyromancy
Duration: 1 day
Lunacy Range: Self
Tier 2, astromancy
Duration: Concentration You wreathe your thoughts in a raging inferno.
Range: Near
Any creature attempting to read your mind, communicate
You invoke the madness of the gibbous moon. A single telepathically against your will or try to otherwise bend
creature of your choice is struck with an Astral Madness your mind to its will, is immediately set aflame and
of Tier 1-2 and is unable to differentiate friend from suffers 2d6 damage at the start of every turn.
foe.
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Mists of Sur Photokeratitis
Tier 3, cleric, wizard Tier 1, astromancy
Duration: 5 rounds Duration: 5 rounds
Range: Near Range: Near
You cover the area within range in swirling mists that You target a single creature, burning their eyes with
shroud you from your enemies and leave them prey to blinding light.
your stalking fangs. You and all your allies have favour
on checks related to hiding from enemy senses and deal The target is blinded for the duration and takes 1d4
+3 damage to enemy creatures that are enveloped by damage while standing in bright light.
the mist. Strong wind disperses the mist.
Plane-Shift
Moonarrow Tier 4, astromancy, wizard, cleric
Tier 1, astromancy Duration: Instant
Duration: Instantaneous Range: Close
Range: Touch
You fold space and time, transporting yourself and all
You channel the power of the moon into five pieces willing creatures within Close range to a location on
of ammunition, transforming them into magical, another plane of your choice.
illusion dispersing weapons. The ammunition deals 1d6
additional damage and reveals the true form of any Unless you have been to your intended location before,
illusion or shapeshifter. you appear in a random place on the destination plane.
You spread a cloud of cosmic dust and gases in a cone One creature you touch becomes impervious to the
within range, where it lingers for the duration. A spark wildfury of the elements. Choose fire, cold, or electricity.
may light up the cloud, dealing 3d6 damage to any
creature within it. For the spell’s duration, the target is immune to harm
from energy of the chosen type
Nightserpent’s Servant
Tier 5, cleric, wizard Purification
Duration: 1 hour Tier 1, cleric, wizard
Range: Self Duration: 5 rounds
Range: Touch
You open yourself to the Nightserpent’s knowledge,
transforming your body into an ophidian vessel that Your touch invokes a purifying force, steeling another
boosts your arcane power and skill. creature’s soul against the Soulblight and other magical
blights, granting the purified favour on checks to resist
For the duration, the following changes apply: them. You can only cast this spell once per day.
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Red Bond Scrying
Tier 2, blood rite Tier 4, astromancy wizard
Duration: 10 rounds Duration: Concentration
Range: Near Range: Self
You connect the life of two living creatures with an You look into a crystal ball or reflecting pool, calling up
invisible bond. Whenever one takes damage, the other images of a distant place. For the spell’s duration, you
takes equal damage. Whenever one regains hit points, can see and hear a creature or location you choose that
the other regains hit points. is on the same plane.
If you offer 1 LV worth of your own hit points, you may This spell is DC 18 to cast if you try to scry on a creature
target an additional creature to link with the Red Bond. or location that is unfamiliar to you.
Each round, creatures you view may make a Wisdom
Ruin check opposed by your last spellcasting check. On a
Tier 3, astromancy success, they become aware of your
Duration: Instant magical observation.
Range: Far
Sentinel Star
The portents spell inevitable ruin. Choose a single Tier 3, astromancy
creature. Over the spell’s duration, their life is defiled Duration: 10 rounds
by the whims of the cosmos, suffering continuous ill Range: Far
effects.
A watchful guide, gifting gentle light.
• Day 1: Disadvantage on ability checks.
• Day 2: All material wealth is sundered and lost. You conjure up a miniature star within range, that ever
• Day 3: Allies, friends, family turn their back on hovers at least 10 feet above the ground and which you
them. may move up to Near as part of your turn.
• Day 4: Suffers 1d4 damage on any failed check.
Accidents pile up in their wake. The star spreads dim light up to Near and counts as
• Day 5: They invoke the ire of a powerful noble, sunlight, rather than torchlight.
organisation, planar entity, sorcerer or demon.
Silence of the Void
These effects become permanent after the 5th day has Tier 1, forgotten hex
passed. Duration: 5 rounds
Range: Near
Sacrifice
Tier 4, blood rite You pull all possible sounds from the air in range,
Duration: 1 hour allowing none to speak, none to cast a spell and none to
Range: Self scream as they face their demise. You are considered
immobile for the duration, as you maintain the spell.
Naramala’s hunger be stilled with offerings of blood.
You reduce your maximum hit points by half until your Singularity
next rest to invoke the Hungering God’s favour. You and Tier 4, astromancy
up to 4 allies gain a +4 bonus to their STR, DEX and CON Duration: 10 rounds
for the duration. Range: Far
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Solar Pulse Telekinesis
Tier 2, astromancy Tier 4, astromancy, wizard
Duration: Instant Duration: Concentration
Range: Near Range: Far
You channel a flare of sunlight into a purging wave You lift a creature or object with your mind. Choose a
that deals no damage to living creatures, but 2d6 to any target thatweights 1,000 pounds or less.You can move
undead, fiend and construct within range. it a near distance in any direction and hold it in place.
You infuse a creature with a spark of living flame, You telekinetically push a single creature or object
ensuring their survival in times of need. The next time that weighs no more than 100 pounds in a direction of
the creature is reduced to 0 hit points, it goes down to 1 your choice, up to Near. If it meets a wall, an object
hit point instead. or another creature during this involuntary movement,
both take 1d8 damage.
Stargaze
Tier 2, astromancy Teleport
Duration: 10 rounds Tier 5, astromancy, wizard
Range: Self Duration: Instant
Range: Close
Your eyes are filled by the light of the stars, allowing
you see through illusions and shapeshifted creatures You and any willing creatures you choose within Close
within Near. range teleport to a location you specify on your same
plane.You can travel to a known teleportation sigil or to a
location you’ve been before. Otherwise,you have a 50%
Summon Ghul chance of arriving off-target.
Tier 2, blood rite
Duration: Instant
Range: Near The Red Star
Tier 2, astromancy
You sacrifice 2 LV of hit points to summon forth a ghul Duration: Concentration
from the depths of the earth. The ghul follows your Range: Near
command, gibbering and mumbling in its own fetid
tongue all the while. VIOLENT glare of distant ever-nova floods the
battlefield. You and your allies’ STR score is increased
by 1d4+2.
Supernova
Tier 5, astromancy
Duration: Instant Thirst
Range: Near Tier 4, blood rite
Duration: 1 hour
All things must end. Even the stars. Range: Self
You deal damage equal to your maximum hit points For the duration of the spell, you may consume the
to all creatures, objects and structures within range. blood of another creature to heal your own body. The
Afterwards, your maximum hit points are reduced to 1 blood of a corpse lets you heal hit points equal to 1 LV
until you complete a rest. + your CON modifier, blood of a living creature 2 LV +
your CON modifier.
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Torment Void Touch
Tier 1, forgotten hex Tier 3, astromancy
Duration: Concentration Duration: Instant
Range: Near Range: Close
A single creature of your choice, regardless if alive, No one can hear their screams.
construct or undead, is constrained by unimaginable
physical and mental pain pulled from their own For 1d4 rounds, you send one creature of your choice
memory. The creature is paralysed for the duration and that you touch into a pocket dimension that resembles
suffers disadvantage on WIS checks to resist further the empty space between the stars. They cannot breathe
mental attacks. and take d12 damage at the start of their turn. Once the
spell ends, they are brought back to their previous space
Total Stop and suffer disadvantage on morale checks.
Tier 4, astromancy
Duration: 5 rounds Weal and Woe
Range: Near Tier 2, astromancy
Duration: Instant
You completely annul any momentum of one creature Range: Far
or object, regardless of its size or weight until the end
of the spell’s duration. During the time of the spell, any You read the portents of the stars for friend and foe
force applied to the creature or object takes effect only alike. Choose one of the following effects:
once the spell has ended. • You or one of your allies may reroll your next d20
roll once.
Ungravity • You or one of your allies may gain favour on the
Tier 4, astromancer next roll that uses their lowest ability score.
Range: Near • One enemy of your choice within range treats their
Duration: Concentration next d20 roll as a failure.
• One enemy of your choice within range
Gravity is a harsh mistress - until someone tells her to
cease. Every creature, rubble and loose object of your Weight of the World
choice that weighs no more than a ton and is within Tier 1, astromancy
a Near radius is forcibly lifted into the air and kept Duration: 5 rounds
suspended there. If the creature or object’s rise upwards Range: Close
is suddenly stopped by a wall, ceiling or
You increase the gravitational pull affecting one
Vacuum creature that yoú touch, forcing them to fall prone to the
Tier 3, astromancy ground and be crushed by gravitational forces, taking
Duration: Instant 1d6 damage at the start of their turn.
Range: Near
Whispers of Cehual
You create a pocket of emptiness, as wide as a 10’foot Tier 3, cleric, wizard
radius within range, in which no air, no pressure, no Duration: 5 rounds
motion, no gravity exists - a space that must instantly be Range: Close
filled by the surroundings, forcing all objects, creatures,
elements and air itself to stream towards it. The night serpent blesses an ally of yours with increased
efficiency.
Vampiric Drain
Tier 1, blood rite For the duration, your ally has favour on checks meant
Duration: Instant to maintain concentration and your ally may reroll a
Range: Near failed spellcasting check once per round, but must use
the new roll.
A single target takes 1d8 damage to their maximum hit
points. If this spell kills the target, you may raise your
maximum hit points by 1d8 for the next 5 rounds.
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Withering Touch
Tier 1, cleric, wizard
Duration: Instant
Range: Touch
Wrath of Xerxes
Tier 5, pyromancy
Duration: 10 rounds
Range: Self
Wyrm Talons
Tier 2, pyromancy
Duration: Concentration
Range: Self
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CHAPTER IV:
SHRINES AND BOONS
“O Saint Terragnis, sword-bearing Justice, shield- O Naramala, blessed be thine sanguine gift
wielding Defender, Archon of Man. We offer up ourselves
I, Thy lawful knight and thine hands upon this earthly To quench your thirst
realm, To sate your hunger
Guide my blade towards the heart of chaos, To fulfil the role of mouth and teeth
Steady my shield before the flood of dark, O Naramala
Bless my sight with watchful light, Exultant are we to receive thine sanguine gift
So that Evil’s slaves cower infright. Our hearts rendered still
Sakar Sayf.” Our minds affused
Prayer to Saint Terragnis With thine intent, with thine desire
O Naramala
Cehual, moon-serpent curling, Let our feast begin.
Tonatiuh, hearth-master roaring Grace of the God of Blood
Nemili, forest-splendour dancing
Khuiahuit, rain-spewer sailing We thank Abzunai, watcher of the wells, for the life-
Of clay you made us, with fire you burnt us giving waters that we may share,
With rain you washed us, with grain you fed us, Drink with me, stranger, partake in the desert’s peace
To you we give the fermented milk, and share with me your story and intent.
To you we give the fruits of our labour, Common Greeting of Truce at the Nomad Wells,
To you we sing our hymns of grace, said by Host to Guest
To you we offer blood and gold,
And dance with you, arm in arm, Rend and Sunder
Until the coming dawn. Trample and Gore
Hymn to the Gods of Sur Roar out your soul
There is no mercy,
What is built by a hundred hands, may be torn down Only our wrath
by a single cleave. And Will of Iron.
The crops to feed a thousand, raised over months of Battle Chant of Ramlaat’s Hordes
labour, may be scorched to ash by a single spark.
The legacies of those who forged the laws that bind all Seven above, one Lord below
in life may be undone by a single voice of dissent. O Lord of Depths, to whom we bow
There is no permanence. O Lord, your warm embrace we seek
There is only entropy. O Lord, guide us through cold and deep
There is no law. Seven above, one Lord below
There is only the rending flame. O Lord of Chasms, to whom we bow
The Truth of Memnon To the Shadowdark we must tread,
Spread your word on journeys ahead
No whistling in the mines. O Lord, our souls bear on like lead
No trusting a sootless miner. Have mercy, O Lord, hear our plea
Always bring a canary. In guidance we seek and beg and need
Never dig too deep, but always dig deep enough. Seven above, one Lord below
No sleeping on the clock. To the Shadowdark, off we go.
No insulting your boss’s mother. The Profound Chant
And don’t forget to dry your socks.
Heigh-ho! Heigh-ho!
Off to work you go!
Ancient Dwarf Wisdoms
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SHRINES OF FAITH OLD AND BLESSINGS OF THE POWERS
NEW THAT BE
Dotting Lothorian’s desert valleys, its steppe mesas, its Shrine of Abzunai
city streets and jungle lakes one can find shrines ancient Alignment: Lawful
and new, pagan and quadrumvirate, dark and divine : Major Location: Lothor Desert
places of faith, blood, land and sky, of sacrifice and Appearance: A winged statue by a well, a decanter on
safety. an old plinth, an eternal fountain in the dry dunes
Effect: Any potion, water ration or otherwise aiding
While many of them have been abandoned in the wake liquid you imbibe is twice as potent.
of the Quadrumvirate Declaration, they nonetheless still
hold a shred of attunement to the powers they were
built in honour of. Shrine of Alizura
Alignment: Chaotic
Major Location: Lothor Desert
Shrines can be found anywhere: at a crossroad in the Appearance: A scorpion and blade on a stone, a
wilderness, on a hill surrounded by stone monoliths, translucent egg holding a sandstorm, a mummified
in a dark dungeon cramped between torture devices or scorpionfolk reaver
in subterranean caverns, half-way sunken in opaque, Effect: Choose one type of weapon you are proficient
green waters. with. You add your STR modifier on top of the damage
done with that weapon type.
To receive the blessing from a shrine, a Crawler must
spend an entire rest within Near of the shrine, must
not damage, corrupt or otherwise insult the entity the Shrine of the Black Eye
shrine is dedicated to and leave an offering worth at Alignment: Chaotic
least 100 GP. Major Location: Shadowdark Regions
Appearance: A block of onyx etched with eyes, a pool
A shrine blessing lasts for 1 day and can only be of seeping dark, an idol of a hand bearing a pale eye
imparted to one PC per rest, who actively goes out of Effect: The DC to cast any forgotten hex is lowered by
his way to receive it. If a PC attempts to receive another 2. You have disadvantage on resisting the Soulblight.
shrine’s blessing, while still benefiting from another,
the current active blessing is replaced by the new one. Shrine of Cehual
Alignment: Neutral
Your alignment and the deity that you follow have an Major Location: Jungles of Sur
additional impact when interacting with these shrines: Appearance: A serpent coiling around a moon sickle,
emerald dust drifting in a vessel of pitch black water, a
Blessings given by a Shrine that matches your Alignment painted stone carving of a grand, grotesque face bearing
last twice as long. If the Shrine is dedicated to a Deity a crown of stars.
you yourself align with, it lasts three times as long. Effect: Choose one spell of Tier 1-2. You may cast it
without needing to make spellcasting checks for it.
If your Alignment is Neutral, you may benefit from
either Lawful or Chaotic aligned Shrines. However, a
Lawful PC can never receive a blessing from a Chaotic Shrine of the Dragon
Shrine or vice versa, unless their Alignment changes to Alignment: Chaotic
fit. Major Location: Red Hermit’s Peak
Appearance: The withered corpse of a long-dead
If you are a Cleric of a Lawful Deity attempting to receive lesser dragon, an idol made of dragoncursed skeletons,
a shrine blessing from a Chaotic Deity and vice versa, a petrified dragonscale encased in a ring of gold.
consequences are sure to follow: your deity may punish Effect: You gain the breath of a lesser dragon. You
you by stripping you of your spellcasting ability, forcing can spew out a cloud of toxic mist up to Near, dealing
you to undergo penance, or worse. Repeated instances 2d6 damage to creatures within. Your bite and spit
of this may result in your deity abandoning you entirely become toxic as well.
- but perhaps, the one you showed newfound devotion
to, may just find a new worshipper in you.
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Shrine of the Dharapa Shrine of Memnon
Alignment: Chaotic Alignment: Chaotic
Major Location: Cathedra Major Location: Virtue
Appearance: A faceless, crowned red statue, a mass Appearance: A lion pelt strapped across a wheel, a
of blades fused together, a vessel,meant to house a book perpetually burning, broken chains wrapped
twinned flame. around a skull
Effect: You become immune to instant death effects Effect: Your touch dissolves magical bindings and
and Doom. Your HP maximum cannot be reduced or enchantments. Lawful creatures have favour on attack
otherwise altered. rolls against you.
Shrine of Naramala
Alignment: Chaotic
Major Location: Upper Steppes
Appearance: A blood-stained goblet, the skull of a
hyena-human hybrid beast crawling with live maggots,
Effect: Your senses sharpen to the point that you track
other creatures by the scent of their blood, the drumming
of their heart beat, the shiver of their breath, granting
favour on checks meant to hunt other creatures.
Shrine of Nemili
Alignment: Lawful
Major Location: Jungles of Sur
Appearance: Statue of a naked woman with the claws
of a great lizard, gilded teeth planted in soil, vines
wrapping around a stone hand.
Effect: You resist any poison or illness, even magical
Shrine of Gede ones.
Alignment: Neutral
Major Location: Virtue
Appearance: A clay vessel of bountiful soil, a holy tree Shrine of Ord
growing without water, three rings of concentric stone. Alignment: Neutral
Effect: Your health regenerates, allowing you to regain Major Location: Virtue
1 HP every 10 minutes. Appearance: A broken stave levitating over a plinth,
an ancient scroll held within a bronze cage, a crystal
sphere in which magic ebbs and flows.
Shrine of Khuiahuit Effect: You can see the true form of any shapeshifter
Alignment: Neutral and see through illusions.
Major Location: Jungles of Sur
Appearance: An altar by the riverside, a statue of a
crocodile-headed elephant, a sacred oar carved with Shrine of Ramlaat
scripture. Alignment: Chaotic
Effect: You have favour on checks meant for navigating Major Location: Upper Steppes
across rivers and steering aquatic vessels and know Appearance: A rusted hammer embedded in a skull, a
exactly if a source of water or a body of liquid is totem made from the head of a goat, the body of a bear
poisonous. and the ribcage of a man, a drinkhorn filled with foul
wine.
Effect: You deal double damage to objects and
Shrine of Madeera structures. Any killing blow you strike dismembers the
Alignment: Lawful body of the creature.
Major Location: Virtue
Appearance: A tablet etched with ancient law, a lion
statue with a woman’s face, a torch burning evermore. Shrine of Saint Terragnis
Effect: You cannot gain favour or disadvantage on Alignment: Lawful
checks or attack rolls. Major Location: Virtue
Appearance: A bust bearing a winged helmet, an rose
growing around a sword hilt, an altar carved with a
warrior angel.
Effect: Your HP Maximum increases by a number
equal to your level + your CON modifier.
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Shrine of Shune Shrine of Tonatiuh
Alignment: Chaotic Alignment: Lawful
Major Location: Carbuncle Mountains Major Location: Jungles of Sur
Appearance: Candles made from human wax, Appearance: A hearth in the shape of a saurian skull,
grotesque face of a many-eyed woman shaped from an obsidian-toothed sword, a feather-crowned saurian.
obsidian, a veil of night sky strung up on needle-points. Effect: You may make one additional attack as part of
Effect: You may touch a corpse that hasn’t been dead your Attack action.
longer than 1 day and resurrect it as an undead skeleton.
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CHAPTER V:
BESTIARIUM
“More fires! Burn every root and branch! Cleanse every trace of leaf and bark!”
The red wildfire of armours and torches ate through the Ancient Forest as if the massive, towering trees were made of
fickle paper. One flick of sparks, one dance of the burning censers and a prayer to the Dharapa and the Twinned Flame,
that was all it took to cause their vines to curl up black, their bark to splinter and their crown of branches to crackle.
The forest people and their priests cried and wrung their hands at the red-clad warriors, but the eight scores wielding
blades and flame were unmoved by their words. Those that rose from the ground and tried to stop their razing were
cut down without as much as a flinch.
The Three-Eyed King, the Conquering King, a horned giant of a man strode with intent through the inferno, his six most
trusted walking side by side with him, hacking away at the thorns rising to impede his step. They reached the centre of
the Old Forest as the sky turned red with flame, choked with smoke and ash.
The eldest of all trees, Heart of the Eternal Garden, rose high above, its eyes rolling between the hundred branches that
made up its visage.
Why? It screamed the word, yet nothing but a whisper managed to escape, as it felt its roots being pulled from the soil.
Why?!
It had been here for aeons, long before those of the East piled up brick and mortar to towering walls. It had been here
before the crown and singing blades. The forest couldn’t simply perish in a single day. That was not the way of things.
Decay and growth, endlessly, that was its design! Why? Why?! WHY?!!!
The Three-Eyed King took up his sword without a word and drove it deep into the Heart, twisting the blade, igniting the
spark and the eldest tree of the endless wood burned in a bright, white flame.
Why?!
And as the smoke rose from the dying branches, twisting up and crumbling away to be swept away by the wind, the
first rain drop fell from the red and black choked sky.
Then another.
And another.
A dozen, a hundred, within moments, cold, hard rain fell from the heavens upon the burning grounds, flooding ash and
soil to mud, bearing away bark and trunk down channels dug and wounds struck.
“This downpour will make our operation more difficult. What shall we do, my liege?” asked one of the six, as the Three-
Eyed King sheathed his weapon and handed it off to another of his companions.
“Let it weep.”
“My lord?”
“The world. Let it weep.” His voice was quiet in the drumming rain, almost ill-befitting of a man of his stature. “It
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is losing one of its greatest wonders. Let it weep. Let it carry off mud and soil and uproot what is left. The heart is
skewered, the rest of the body will soon follow.”
The horned king raised his head, red locks tumbling down his bare back as he looked up at the rain-heavy sky. He
breathed it in, the scent of burning bark now being slowly extinguished, tasted the rain, sour from smoke on his lips.
“Let it weep. It is owed its sorrow. And God knows, it will not be the last wound we will leave upon it.”
The mud flew past their toes and ankles with force and weight that could have drowned lesser men. But the red-clad
warriors and their fiery priests merely walked in quiet leasure, as thunder rolled across the blackened treetops, a deep
echo of the Heart’s dying throes. It was, as if nature itself mourned the passing of this once ancient land, once verdant
and bountiful.
The forest people were left behind, bleeding out of their throats and hearts to sink beneath the rolling mud.
“Yes. Let it weep tender tears, as we carry out our duty. Let its wrath strike me and me alone, so that I may turn it upon
ye, O puppet master, who lurks beneath in dark down depths.
God, grant me the will to carry out my sins upon my brow, clear to see for the world, burning bright a beacon of
wrath,” the Three-Eyed King uttered one final prayer into the raining night, before he turned to leave.
“When the rain has ceased, salt the earth. Let nothing grow here, now and forever more.”
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LEGENDS OF LOTHORIAN Mazin of the Four Winds
A proud, hawkish man in billowing blue robes,
brandishing the Cardinal Spear in hand, a smile curling
Novrama the Incarnatrix over his scarred lips as lowers the weapon to point at
Brandishing five blades in hands, shears and tail, the your chest.
Reaving Queen rises from her seat, humanoid and
scorpion half equally chittering with ecstatic battle lust. AC 15 HP 31 ATK 3 cardinal spear (far) +6 (1d8) MV
Near (flying) S +2, D +4, C +2, I +2, W +2, Ch +3 AL
AC 16 HP 36 ATK 2 shears (near) +6 (1d8+grapple), C LV 7
3 scimitars +6 (1d6+lacerate) and 1 sting (near) +6
(1d10+poison) MV Near (climb) S +5, D +3, C +4, I +2,
Ambusher. Adds 1d6 to own and allied creatures’
W +4, Ch +2, AL C LV 8
initiative. If he or an ally gets to act first in initiative,
they all receive a+3 bonus to all damage rolls for the
Chosen of Alizura. Attacks ignore resistances and rest of the encounter.
immunities. Can withstand extreme heat, weather
effects and sandstorms.
Cardinal Spear. The winds are at Mazin’s command.
Attacks create powerful gusts of wind that push struck
Grapple. DC 15 DEX to escape, on failure target is creatures and objects up to a Near distance away.
restrained and Novrama has favour on scimitar attacks Ranged weapon attacks made within Near of him are
against the target. done at disadvantage.
Lacerate. Each consecutive scimitar attack on the same River to his People. Can forgo one of his attacks on
target deals +2 bonus damage his turn to give one ally within Near +3 to AC until his
next turn.
Poison. DC 15 CON check to resist, on failure target is
stunned for 1d4 rounds. Nomad Leader. May forgo an attack to instead inspire
one of his allies, granting them favour on their next
Reaver. Novrama has 5 Blood Dice (d8). May once per attack roll or ability check.
turn be added to an attack roll, damage roll or ability
check.
The Grin
Dancing through the evening gloom, a figure of colours
and knives, a smile frozen across the still, silent face.
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The Old Hunter
“Do you know what it means to hunger eternally without
need? To know that in your stomach there is an empty
hole that may never be filled? There is no helping it, no
curing it - there is only finding a different prey.”
Soulblight. Infected with and spreads the Soulblight of Regenerator. Immune to non-magical and necrotic
Pride. Choose 2 random traits from the mutation table. damage. Unless taking holy damage, regenerates 8 hit
points at the start of its turn. Blood drain restores hit
Soulwarp. One creature within far DC 15 WIS or lose points equal to damage dealt.
1d4 WIS and suffer mutation. 1d4: 1. Beast head, 2-3
extra eyes, 4. limb becomes tendril. Sanguine Mastery. The vampire can cast the following
Blood Rites: Boiling Blood, Hemogoblin, Nocturnal
Warped Shape. Thrice per day, can assume the shape Swarm, Rain of Blood, Sanguine Puppet, Summon
of any living creature of LV 7 or less. This shapechange Ghoul, Thirst
lasts 5 rounds or until the new shape is reduced to 0
hit points, afterwards he reverts to his true form. The
Scourger can only be permanently slain if his true form
is reduced to 0 hit points.
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Vighnesha, Avatar of the Reclaimer Rana, the Three Eyed Witch
The giant’s singular eye glows an envious green. His The last survivor of ancient Yagil raises her lantern,
hands grasp a bident the size of the tower as he rises profane flames dancing in her eyes. “I’ve seen greater
from his throne. fiends than you. But if you wish to die the death of fools
nonetheless, then come.”
AC 15 HP 58 ATK 2 bident (far) +8 (2d10+impale) or 2
gore +8 (2d6+push) or 8 trunk (near) +6 (1d6+grapple), AC 16 HP 52 ATK 2 curse of fire (far) +8
MV near, S +5, D - 1, C +4, I +1, W +1, Ch +0, AL C LV 13 (3d6+incendiary) and forgotten hex MV Far (teleport)
S +3, D +2, C +3, I +5, W +2, Ch +4, AL N LV 11
Grapple. Creature is pulled in within Close of the Giant,
DC 15 STR to resist. Favour on Huge. The giant can’t be Incendiary. The creature takes 1d6 damage from fire
moved against his will by creatures smaller than him. at the start of its turn ( DC 12 DEX to put it out).
All weapon attacks deal half damage unless targeting
the head.
Three-Eyed Witch. Spells cast against her are done at
DC 17. She can see invisible creatures and objects.
Impale. Damages multiple targets within a line in
weapon range.
Profane Knowledge. Knows the following forgotten
hexes and may cast them at DC 12: eyes of night, wings
Push. Creature is moved within Far of the Giant, DC 15 of terror, dark reach, locust, silence of the void, terror,
STR to resist. torment, eclipse
Soulblight. Infected with the Soulblight of Envy; has 2 Chosen by Dark. Unknowingly carries within her a
random traits from the mutation table. piece of the Chasm. She is immune to the Soulblight, but
shall also be a new sovereign vessel, if she should ever
die before the Chasm is closed.
Anqa Bird
A wisewoman’s face seated atop the bird’s long, white
neck, her smile as mysterious as the twilight of dusk.
Colourful feathers adorned the creature’s wings and
ihe plume of its tail curled like ancient parchment.
AC 12 HP 27 ATK 1 nightmare and 2 quarterstaff +5 Perfect Being. Eating the heart of the bird completely
(2d4) MV Near (teleport), S +2 D +2 C +1 I +3 W +4 Ch cures the Soulblight, any disease and curse.
+3 AL N LV 6
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Laurin-David Weggen (Order #38619508)
Ironlord of the Rend
Painted with red runes and bearing a goatish skull atop
CREATURES OF LOTHORIAN
their head, the orc lord steps across the bodies of her
fallen comrades, brandishing a heavy axe. Cragspider
A pallid, bloated behind and a craggy hide, like grey
AC 16 HP 40 ATK 3 great axe (Double-Close) +7 lump growths across its back, the spider lowers itself
(1d10+2) MV Near, S +5, D +4, C +4, I +1, W +1, Ch +2, to the ground with hunger in its many eyes.
AL C LV 7
AC 11 HP 4 ATK bite +1 (1d4) or 1 crag bile MV Near
(climbing) S +1, D +2, C +1, I -3, W +1, Ch -4, AL N LV 1
Reaving Dance. The Ironlord’s attacks target all
creatures within range.
Crag Bile. Easy DEX check to resist or have the bile
harden around parts of the body.
Unstoppable. When reduced to 0 hit points by a non-
critical attack, make DC 12 CON check. On success,
Arachnid. The spider can sense foreign movement
reduced to 1 HP instead.
across and in webs that it is attached to.
Sword Dance. Xerxes greatsword attacks target every Corpse-Eater. The ghul may, when within Close of
creature within reach, rather than one singular target. a dead creature, replace one attack with a consuming
Swordmaster. Xerxes may choose to only attack twice bite, ripping a chunk out of the corpse and regenerating
on a round and instead grant himself a +2 bonus to AC 7 hit points.
until the start of his next turn.
Stench. Within Close, DC 12 CON to resist, on failure,
The Mad Conqueror. For every creature Xerxes kills, enemy creature deals only half damage for as long as
he gains a +1 bonus to his damage rolls (caps at 8). it is within range.
Xerxes cannot be charmed or have his mind otherwise
influenced.
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Awakened Ornament
Monstrous carvings upon the wall yawn and groan, as
the stone bends and pushes beyond its confines.
Omen. Lawful creatures have disadvantage on morale Anguish. Creatures within Far resist DC 15 CHA or
checks when within sight of a flock. be afflicted by a random Soulblight (1d8, 1. Greed, 2.
Gluttony, 3. Envy, 4. Sloth, 5. Pride, 6. Lust, 7. Wrath, 8.
Hatred). On repeat failures, Soulblight stage is advanced
Swamp Mosquito by 1.
The average mosquito of Lothorian reaches the size of
a grown man’s palm. The Swamp Mosquitoes of the Aura of Malice. Soulblighted creatures within its
riverlands are easily twice as large before they start presence gain a +2 bonus to attack and damage rolls.
drinking your blood. Lawful and Chaotic creatures suffer disadvantage on
morale checks.
AC 14 HP 4 ATK proboscis +1 (1d10+bloodsucker) MV
Near (flying) S -4, D +4, C -3, I -4, W +1, Ch -4, AL
C LV 1 Colossal. Occupies a 30 foot space. Damage dealt to
anything but the head is reduced to 1. Cannot be harmed
by nonmagical weapons.
Bloodsucker. Deal 1 CON damage. If reduced to 0 CON,
a creature dies.
Malefic
Swarm. For every swamp mosquito within Close, gain Hatred made formless flesh, ever morphing into biting
+ bonus to attack roll. fangs, hateful blades, lashing claws and snaring
tendrils.
AC 11 HP 9 ATK 3 claws +2 (1d6) MV Near S +1, D +1, C Sealing Vessel. When killed, explodes. Creatures
+1, I -3, W +1, Ch -3, AL C LV 2 within Far must make DC 15 CON or be afflicted by the
Soulblight of Wrath.
False Tears. Can mimic distressed cries of humanoid
creatures of any age.
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EXTRAPLANARS Demon, Baphomet
A state of inbetween made flesh: man and beast, man
and woman, good and evil, desire and restraint, friend
Ash Elemental or foe.
A fiery, semi-humanoid form travelling atop a swirling
dust devil of ash and cinders. AC 14 HP 36 ATK 2 lightning bolt (far) +6 (2d4) MV
Near (flying) S +2, D +3, C +2, I +4, W +4, Ch +4, AL
AC 13 HP 18 ATK 2 burning fist +3 (1d10) MV Near N LV 8
(floating) S -3, D +3, C +1, I -3, W +2, Ch -3, AL N
LV 4
Demonic. Immune to fire, resistant to cold and
lightning, and vulnerable to holy damage.
Elemental Flame. Immune to heat and fire. Can lit
inflammable objects on fire with a touch. Destroyed
Being at the Crossroad. Is immune to effects
when in contact with water.
targeting regular demons or celestials.
Trail of Sparks. Leaves a line of flames behind, lasting
Symbol of Fertility. Allies within Near regain 1 HP at
for 1 round. Deals 1d4 damage.
the start of the demon’s turn.
Burning Sight. Roll d6. On 3-6, one random creature Demonic. Immune to fire, resistant to cold and
within Near of the creature is set on fire for 1d4 rounds, lightning, and vulnerable to holy damage.
suffering 1d8 damage at the start of their turn.
Flock. Gains +1 AC for every Demon ally within Far, +1
Entropic. Nonmagical gear degrades and rusts over a attack for every 2 demon allies within Far and +1 LV for
period of 1d4 rounds. All ability checks within Near of every 3 Demon allies within Far.
the creature suffer a -2 penalty.
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Champions of Lothorian copyright 2022
by Laurin-David Weggen. All rights reserved.
Permission given to copy for personal use.
Art Credits
Some artwork copyright Laurin-David Weg-
gen, used with permission.
Fonts
Medieval Sharp Copyright (c) 2011, wmk69
([email protected]), with Reserved Font Name
MedievalSharp. Used under the SIL Open Font
License, Version 1.1.
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Laurin-David Weggen (Order #38619508)
“Well, well. What do we have here?
From the ruins of a Pale City, where hunger and blood rule night and day,
To the dunes just beyond Cathedras walls, where Xerxes’ flames still burn beneath the sands.
Your minds, filled with chants and zeal to the Order of the Four
Perhaps you follow a different path, altogether, seeking the distant stars for portent ill or kind.
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