TEXT: Cities of Sundara
  Hoardreach
  Azukail
  Games
  
  I
  Cities of Sundara:
  Hoardreach
  Credits
  Design: Neal Litherland
  Editing and Layout: Adrian Kennelly
  Page Backgrounds: Figu Design
  Images: Some artwork © 2015 Dean Spencer, used with permission, all rights reserved, 
  some artwork copyright William McAusland, used with permission.
  Map: Watabou
  Published by Azukail Games, a trading style of eGDC Ltd
  Copyright Information
  The contents are copyright © 2021 Azukail Games. All rights reserved. As a purchaser of 
  this product your are entitled to print one copy for personal use. Reproduction, reselling 
  and redistribution of this work are strictly and expressly forbidden without written per-
  mission from Azukail Games.
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  tent: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
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  Cities of Sundara: Hoardreach is published by eGDC Ltd under the Open Game License v 
  1.0a Copyright 2000 Wizards of the Coast, Inc.
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  II
  Table of Contents
  What is “Cities of Sundara”?  
  1
  Testing Your Wings 
   
  2
  Hoardreach: The City of Wyrms 
   
  3
  History 
   
  3
  An Island in The Sky 
  4
  The Five Dragons 
  4
  Sidebar: Dragons in Sundara 
  6
  A Cooperation is Forged 
  6
  The Coming of the Dragon Knights 
  7
  Sidebar: The Five Founders 
  8
  Laying the Foundations 
  9
  Beneath the Dragons’ Wings 
  9
  Commerce, Skyships and Hoardreach Today 
  10
  The Lex Draconis  
  12
  The Golden Rule 
  12
  Gazetteer  
  13
  North District 
  13
  Noteworthy Locations 
  13
  Persons of Interest 
  13
  The Sunrise District 
  14
  Noteworthy Locations 
  15
  Persons of Interest 
  15
  Whispers and Rumors 
  15
  Westgate 
  16
  Noteworthy Locations 
  16
  Persons of Interest 
  17
  Whispers and Rumors 
  17
  Old Lane 
  18
  Noteworthy Locations 
  18
  Persons of Interest 
  18
  Whispers and Rumors 
  19
  East Town 
  19
  Noteworthy Locations 
  20
  Persons of Interest 
  20
  Whispers and Rumors 
  20
  The Adeptus Draconis  
  21
  Dragon Knight (Fighter Archetype) 
  21
  Wyrm Marked (Background)  
  22
  Feature: Mark of the Wyrm 
  22
  Scale Suit  
  22
  Game Master Advice: Using Hoardreach  
  23
  To Fly with Dragons 
   
  24
  More 5th Edition Compatible Supplements 
   
  25
  Links  
  25
  Hoardreach Map  
  26
  
  1
  What is “Cities of Sundara”?
  In fantasy tabletop roleplaying games there is a tendency for settings to constant-
  ly be looking backward to a lost golden age, or a time of legend where great feats of 
  magic and the techniques for creating potent items of power have been lost. Whether 
  this downfall comes as a result of an apocalyptic event, societal collapse, destruction 
  of knowledge or some combination thereof, players often find themselves struggling 
  through a world that, for all its wonders, is not what it once was.
  Sundara: Dawn of a New Age takes the opposite approach.
  The world of Sundara has all of the monsters, magic, dangers and hardships you would 
  expect in a fantasy RPG. However, the people of Sundara tend to look for the other side 
  of the coin, harnessing the raw forces of their world in order to overcome trials and trib-
  ulations in strange, unexpected ways. Through discovery, industry, understanding and 
  sheer grit, the people of Sundara are boldly stepping forward to master the world around 
  them.
  “Cities of Sundara” offers game masters and players alike a peek into this world. By 
  visiting unique locations across the setting, it gives you a taste of what life is like in this 
  setting. Not only that, but you can choose to use the cities in their original setting, or in-
  corporate them into your own. Each supplement will also include resources such as new 
  materials for weapons and armor, new creature types, as well as new weapons, magic 
  items and more to enhance your game!
  As the setting grows, even more elements will be included. So come, step out into the 
  dawn of a new age with us, and revel in all the fresh possibilities that Sundara has to 
  offer!
  
  2
  Testing Your Wings
  The figure swooped in and out of the clouds, weaving like a hawk chasing wily prey. 
  Light flashed along its scales, and wind howled as its wings cut through it. It was grace-
  ful, and fast, though alien looking in its appearance. The strange creature dove, rocket-
  ing toward the city below. The clouds exploded behind it a moment later, and a huge, 
  white dragon burst through the cover with a roar that chilled the air.
  Creatures were staring up into the sky, rushing around in a panic as the two fliers de-
  scended. The smaller creature let out a screech of raw pleasure, banking hard and turn-
  ing into a swooping spiral. The dragon, nearly close enough to bite the smaller creature, 
  overshot it before turning in on itself in a way that seemed to defy the physics of flight. 
  The smaller figure circled the huge tower thrice, always keeping the tower’s bulk be-
  tween it and the dragon, before touching down on the ground, landing hard enough to 
  rattle its bones. The dragon landed a moment later, claws digging into the stone as it 
  loomed over the smaller figure.
  “You improve,” the dragon rumbled, its voice a mixture of pleasure and playful resent-
  ment.
  The elf stood, unbuckling the clasp of her strange, elongated helmet. She pulled it off, 
  laughing as she shook out her long, sky blue mane of hair. The ground team was ap-
  proaching the two of them, though not at any great speed. Now that they were sure 
  she’d landed safely, their worries had dissipated. Mostly.
  “You hold back,” Taimon said, looking up into the scarred face of Frost Fang. The drag-
  on’s eyes flashed, and he showed her a hint of his massive teeth.
  “Perhaps the day will come where I no longer need to, little sky rider,” the dragon said. 
  Taimon couldn’t be sure, but she thought she detected a note of longing in the wyrm’s 
  voice. Frost Fang glanced over toward the crew, and heaved a sigh that left ice on the 
  ground. “They want to take your wings again.”
  “Maybe they’ll be able to make them faster,” Taimon said, wincing slightly as she un-
  buckled part of the wing harness. The last bank had wrenched her shoulder, and the 
  adrenaline was beginning to fade.
  “Maybe,” the dragon said, showing her more of his smile as he stretched his own wings. 
  “Until the next time, then.”
  Frost Fang flexed his hind legs, and leaped into the sky. His wings beat the air, shower-
  ing those beneath with flakes of snow as he once more climbed into the clouds. Taimon 
  watched him rise, then turn toward the North District... even though she’d seen him fly 
  a hundred times or more, the thrill never faded.
  
  3
  Hoardreach: The City of 
  Wyrms
  Built atop the huge table mesa that was 
  once called Shear Cliff, Hoardreach’s lights 
  can be seen for nearly a hundred miles in 
  all directions. A place of old stone foun-
  dations and steel towers that stand proud 
  against the winds, the skies around Hoard-
  reach are filled with the wondrous and the 
  fantastical. Wyverns swoop through the 
  currents, joined by pseudodragons, bat rid-
  ers and even the occasional harpy. Gliders 
  are a common sight, and hardly a day goes 
  by without at least one of the legendary 
  airships built in the city’s Skydock coming 
  in to deliver its load of goods or passen-
  gers.
  Perhaps the most breath-taking sight to be 
  seen in Hoardreach, more than its amaz-
  ing works of art, its astonishing ships or 
  the history of its buildings, are the dragons 
  who rule it. Because Hoardreach was born 
  out of their uneasy peace, and without the 
  Founders the city probably wouldn’t ex-
  ist. In fact, what is now called Hoardreach 
  would probably be nothing more than a 
  collection of ancient ruins sitting atop a sky 
  island that none had the will or interest to 
  even investigate.
  History
  Though seen today as a center of politi-
  cal power and military might, as well as 
  a massive trading hub in the eye of an 
  ever-growing network of aerial transpor-
  tation, the driving force behind the es-
  tablishment and expansion of Hoardreach 
  has been the five dragons who founded it. 
  Though dragons tend to be territorial crea-
  tures, settling their differences through 
  violent and bloody clashes, it is rare that 
  a single piece of territory would appeal to 
  multiple colors of dragon simultaneously. It 
  was the unusual makeup of the Shear Cliff 
  mesa, however, that acted as a catalyst for 
  the city’s founders... and it was, in many 
  ways, the first tumbling stone that led in-
  exorably to an avalanche of change.
  
  4
  An Island in The Sky
  It is something of a tradition for dragons 
  to fight ferociously over territorial rights. 
  Wyrms require a great deal of sustenance, 
  after all, and the larger a dragon is the 
  bigger its territory needs to be in order to 
  sustain it without collapsing the surround-
  ing ecosystem.
  This competition isn’t something that 
  develops as adults, either. Battles over 
  the pecking order within a brood can be 
  downright vicious, often leading to deaths 
  among siblings. And while dragons will 
  guard their nests against any threat that 
  approaches them, they tend to allow the 
  brood to sort out its own struggles. There 
  are stories of parent dragons selecting a 
  child as their favorite to protect, but there 
  are nearly as many tales of parents playing 
  their children against each other to ensure 
  only the keenest wits 
  and sharpest teeth 
  survive their time as 
  wyrmlings. Even this 
  level of protection is 
  withdrawn once young 
  dragons reach their 
  juvenile age, though, 
  and they begin taking 
  on levels of indepen-
  dence that could make 
  them a threat to their 
  parents’ holdings. 
  While some dragons 
  may tell their children 
  to leave, and to seek 
  their own place in the 
  world, others will drive 
  the young wyrms off 
  as fiercely as they 
  would any other rival.
  The only real advan-
  tage many young 
  dragons have as they 
  seek their own lair 
  is they only have to 
  compete with others of 
  their own color and element, as the envi-
  ronment that is ideally suited to one type 
  of dragon would be completely unsuitable 
  to another. There may be disputes along 
  borders, such as where a swamp gives way 
  to forest, or where icy peaks fade into vol-
  canic vents, but those flare up far less of-
  ten than one might think because dragons 
  often seek wide open spaces from others 
  of their own kind to prevent these kinds of 
  fights.
  As such, it is historically rare for dragons of 
  different colors to be such close neighbors 
  with one another, but what happened at 
  Shear Cliff remains unprecedented.
  The Five Dragons
  The last remnant of an ancient mountain 
  range, Shear Cliff stood as an island of 
  stone rearing nearly a mile into the sky 
  above the sea of green 
  all around it. This 
  sky island, as it was 
  called by those who 
  traversed the roads 
  through the nearby 
  forests, stretched so 
  high that the plants 
  that grew near the 
  summit would never 
  survive at its foot, and 
  vice versa. Surrounded 
  by murky marshes at 
  the base, Shear Cliff’s 
  summit was cold and 
  windswept throughout 
  the year. Smoke rose 
  from the mountain as 
  well, and occasional-
  ly it would spew forth 
  molten rock, starting 
  fires that purged the 
  surrounding forests, 
  and which towns and 
  villages kept a close 
  eye on lest the fires 
  become a serious 
  threat to their homes.
  
  5
  And it was to this isolated spire of rock, 
  crowned by the tumbledown foundations of 
  a forgotten settlement, that the Founders 
  of Hoardreach came.
  Ash Maw was one of the first dragons 
  drawn to the huge spire, the scent of 
  volcanic smoke leading her through the 
  skies the way a half-blind babe would 
  seek its mother’s breast. Her inspection 
  of the vents drew the ire of Storm Her-
  ald, though, who thought the red dragon 
  was coming to swipe the spire out from 
  beneath her just before she could finalize 
  her own claim to the upper reaches. The 
  blue dragon had been hiding in the clouds, 
  examining the flat, dry upper reach of the 
  mountain and trying to determine just how 
  suitable it would truly be. As fire and light-
  ning blazed, and roars split the air, an-
  other head reared from the marsh below. 
  Swamp Shadow, who’d barely had time to 
  explore the marsh since arriving less than 
  a day ago, was certain he’d have to drive 
  away the winner of the battle. As the black 
  dragon attempted to gain altitude, screen-
  ing himself from the other two, he caught 
  the attention of Blight Bane who’d been 
  stalking silently through the forests. The 
  green dragon approached cautiously, well 
  aware of the potential for carnage that was 
  brewing all around the mountainside. What 
  stopped the screeching and posturing from 
  turning into a bloodbath, though, was the 
  arrival of Frost Fang.
  The other four dragons had been prepared 
  to fight for territory, for resources, and to 
  establish their own lairs in an untouched 
  area of relative prosperity. The smile on 
  the huge, scarred, white dragon’s face 
  told the others in no uncertain terms that 
  Frost Fang had been drawn by the prospect 
  of violence itself... and it was that naked 
  desire for blood that immediately caused 
  the others to stop to re-evaluate their own 
  positions.
  It was Blight Bane who broke the tense 
  silence, slowly fluttering onto the flattened 
  top of the sky island. He spoke quickly, 
  sensing that a window of opportunity was 
  closing all around them. The green dragon 
  asked if any of the others wished to keep 
  their lairs in the forest below. The question 
  caught them off-guard, and each answered 
  they had no interest in living among cling-
  ing branches and lowland green. To keep 
  them talking, Blight Bane asked Storm 
  Herald what quarrel she had with Swamp 
  Shadow, for surely the blue dragon would 
  want to live atop the sky island, while the 
  black dragon would lair beneath it? Slightly 
  chastised, each admitted they had no in-
  terest in the area desired by the other.
  Catching on to Blight Bane’s game some-
  what, Storm Herald came as close to an 
  apology as a dragon might, asking Ash 
  Maw why the red had flown so close to 
  the windswept heights that even then was 
  leaving her shivering. The red, her head 
  held high but recognizing the delicate na-
  ture of the situation, said she had been 
  drawn by the scent of sulfur, and the heat 
  belching from the vents in the side of the 
  sky island. Far more slender than the oth-
  ers, it was unlikely they could make their 
  lairs inside the volcanic throat even if they 
  desired to do so. Ash Maw could, and had 
  every intention of doing so.
  When the other four turned to Frost Fang, 
  the white dragon’s panting, steaming 
  breath slowed. He looked from one face 
  to another, his smile replaced by frowning 
  suspicion. Flapping his wings and flexing 
  his claws, he clacked his teeth together 
  with a sound like a frozen lake breaking.
  “You all fight me?” he snarled, puffing him-
  self up to make it clear just how large he 
  was when compared with the other, slightly 
  younger dragons.
  “No,” Blight Bane said, his voice calm, but 
  with the strength of a forest of oaks behind 
  it. “We do not wish to fight.”
  
  6
  The green dragon looked at the others. 
  One by one, each of them nodded their 
  consent to his words. Frost Fang’s frown 
  deepened, then he deflated, letting out a 
  breath that froze what little moisture there 
  was to a dusting of snowflakes. He looked, 
  if anything, disappointed.
  “If not fighting,” he asked. “What are we 
  doing?”
  Sidebar: Dragons in Sundara
  Though dragons are powerful creatures, 
  and a force to be reckoned with, Sundara 
  only boasts chromatic dragons. And while 
  these dragons are often guided by the ele-
  ments they’re tied to, 
  each is an individual 
  with its own history, 
  personality, desires 
  and goals.
  As an example, one 
  red dragon may be 
  bellicose and dramatic, 
  driven to fits of de-
  struction in pursuit of 
  its goal. Another may 
  be smoldering, ready to burst into violent 
  action at any moment. The former may be 
  an isolationist, remaining apart from the 
  doings of civilization, while the latter may 
  be a brilliant strategist, playing its neigh-
  bors against each other for its own ends.
  Something that is unique to dragons in 
  Sundara, however, is something called the 
  Mark of the Wyrm. The longer a dragon 
  holds a claim over a particular area, the 
  more that area changes to reflect its mas-
  ter. A white dragon’s territory (often cold 
  to begin with) becomes frigid, with daggers 
  of ice depending from crags and trees. A 
  green dragon’s territory becomes verdant, 
  but often filled with unseen dangers like 
  poisonous plants and deadly serpents. And 
  so on, and so forth.
  The Mark of the Wyrm becomes more 
  prominent over time, and as a dragon 
  grows in both age and power. It also ap-
  plies to those who have sworn to serve a 
  particular dragon, and to the treasures in 
  their hoard. A common blade, left in the 
  hoard of a powerful dragon, can steep in its 
  essence, becoming a far more potent tool, 
  for example. And a servant of a dragon 
  may develop strange or unusual powers, 
  marking them as clearly as any heraldry 
  they might wear on their breast.
  A Cooperation is Forged
  The five dragons held a conclave atop the 
  mountain that lasted for days. The winds 
  howled through the crumbled ruins, and 
  the sun rose and set, 
  but none of them left 
  that mountain until 
  the matter was set-
  tled. When all was said 
  and done, they agreed 
  that each would hold 
  sovereignty within 
  their own lair, and 
  that each would help 
  safeguard their terri-
  tory against outsiders 
  for the protection of all. While each would 
  be allowed to maintain their own hoard of 
  personal treasures, resources that each 
  required such as food, water etc. would be 
  shared according to need.
  A final condition was set by Frost Fang, and 
  it was the only demand the white dragon 
  voiced during the entire conclave. He want-
  ed to name this place where they’d made 
  their alliance. It was an odd request, but 
  the white dragon dug his claws into the 
  rock, carving the stone as he named this 
  place Hoardreach. He’d spent most of the 
  past several days thinking of the name, 
  and he was quite proud of it.
  With their confederacy forged, the dragons 
  each set off to settle into their domains. 
  They were young dragons, but it didn’t 
  take long for their presence to be felt 
  
  7
  throughout their territory. The chill of the 
  mountaintop grew colder, the heat within it 
  grew sullen as coals, the marsh seemed to 
  darken as if the brackish water were hid-
  ing secrets and the forests all around the 
  mountain grew thicker and greener.
  Word spread to the towns and villages 
  about what had happened. And though 
  it’s possible that travelers merely caught 
  sight of the dragons during their travels, 
  there are some who believe it was Blight 
  Bane who deliberately spread the news of 
  Hoardreach’s founding while disguised as 
  just another traveling bard in a dusty, well-
  worn hat.
  The Coming of the Dragon 
  Knights
  Most who heard of the Cooperation of 
  dragons made it a point not to venture 
  anywhere near the sky island they called 
  home. There was some grumbling, and no 
  small amount of fear, but every day that 
  passed without an attack by the wyrms 
  made the threat seem that much further 
  away from the lives of those who lived 
  within sight of the mountain.
  Then the dragon knight came.
  Dionique Shioval rode 
  a black charger in bur-
  nished armor, and she 
  wore the darkened steel 
  and purple cloak of the 
  Adeptus Draconis. The 
  blade at her side was 
  older even than its elven 
  bearer, the grip carved 
  from dragon bone and 
  inscribed with an ancient 
  pact. Impressive a sight 
  as she was, though, there 
  were many who expected 
  her to be swallowed up by 
  the verdant forest never 
  to be seen again.
  She was gone for nearly a year, but the 
  knight emerged once more with an odd 
  man at her side. Tall and slender, with 
  flashing emerald eyes and an easy smile, 
  he called himself the Herald of Hoardreach. 
  The two of them traveled to the villages 
  and towns that nestled within the forest, 
  and which existed on its edges, bringing 
  a message to the people. The dragons of 
  Hoardreach meant the people no harm. 
  More than that, though, they extended 
  an offer to those who lived beneath their 
  shadow. Those who were willing to fol-
  low the dictates made by the Cooperation 
  would also be taken under their collective 
  wings, so to speak, reaping the benefits of 
  their aid and their protection in their times 
  of need. In exchange the dragons would 
  expect the towns to provide regular tithes. 
  Those who chose not to accept this offer 
  would be left in peace, but it was made 
  clear the dragons would share no bounty 
  with those who remained separate from 
  them.
  While many village councils were skeptical 
  of such an offer, the Herald was persua-
  sive. Not only that, but the knight at his 
  side lent his words a weight they wouldn’t 
  have otherwise had. While the Adeptus 
  Draconis were all but a legend to most in 
  the hinterlands, their deeds as both dragon 
  slayers and as preservers of the legacy of 
  wyrms were well-known. 
  And when Dionique made 
  it clear that the dragons 
  of Hoardreach had con-
  sented to allow the or-
  der to build and staff a 
  chapter house atop their 
  mountain, that raised a 
  number of eyebrows. It 
  also proved to be the tip-
  ping point for more than 
  one town to send a rep-
  resentative to Hoardreach 
  to pledge themselves to 
  the Cooperation.
  
  8
  Sidebar: The Five Founders
  While each of the five founders of Hoard-
  reach has a name in the Lingua Draconis, 
  the rough translation of what it means is 
  what they’re more commonly known by. 
  Below is a small description of each drag-
  on’s personality, desires and perhaps most 
  importantly what they most enjoy as gifts 
  and treasure. For each of the founders, use 
  an adult dragon of their associated color.
  Ash Maw: Long 
  and sleek for a 
  red dragon, Ash 
  Maw enjoys beau-
  ty in all its forms. 
  From perfectly cut 
  gems, to sculp-
  tures, to archi-
  tecture, to dance, 
  she lives for aes-
  thetic pleasure. 
  Often clipped and 
  burnished by the 
  Dragonworks, 
  she responds well 
  to flattery. While her temper is known to 
  flare (as evidenced by the slagged rock at 
  Glassreach), it is far more common for her 
  to stew over a grudge than to explode in 
  the moment.
  Blight Bane: The enigmatic green drag-
  on is known for talking out of both sides of 
  his mouth at once. A trickster of the first 
  order, Blight Bane is rarely seen in Hoard-
  reach itself unless required to be present. 
  While he commands the verdant forests 
  around the mountain, and he’s responsible 
  for some of the cleverer ideas that have 
  enriched the city (such as the dues on the 
  roads and the toll takers who patrol them), 
  the green dragon traffics in favors, secrets 
  and schemes. While it’s rumored he has a 
  cache of treasures hidden somewhere in 
  the forest, no one can claim they’ve ever 
  found it, and some think it’s a rumor the 
  dragon started himself to have a laugh at 
  all those who search for something that 
  doesn’t exist.
  Frost Fang: Hulking above the other 
  Founders, Frost Fang’s scarred face and 
  sides speak to a lifetime of violence. The 
  white dragon is slower of wit than the 
  others, but he has an inexorable will that 
  means once he’s set himself on a path it 
  might take the rest of the Cooperation to 
  dissuade him from it. Surrounded by a 
  constant blanket of chill, Frost Fang val-
  ues treasures strong enough to withstand 
  his aura, and his 
  lair is hung with 
  weapons of war 
  that he often 
  gives to a cham-
  pion who earns 
  his favor. The 
  massive skyship 
  Ice Reaver is the 
  crown jewel of his 
  hoard, and when 
  he flies alongside 
  it, he’s as happy 
  as a child with a 
  favored toy.
  Storm Herald: Long-necked and sleek, 
  this blue dragon has a voice like distant 
  thunder, and possesses all the grace of the 
  winds. Slow to anger, she hoards scrolls, 
  books, tomes, treatises and knowledge of 
  all sorts. She has been known to exchange 
  mystical secrets with potent practitioners 
  of the arcane, and several times since the 
  city’s founding she’s taken sorcerers into 
  her charge as apprentices until they learn 
  to truly master their powers. Though often 
  aloof from the affairs of the city outside 
  the Archive, Storm Herald’s intellect and 
  planning capabilities are terrifying when 
  focused to a knife’s edge.
  Swamp Shadow: Outwardly placid, 
  Swamp Shadow is a devious creature with 
  a ruthless streak that makes him more 
  feared than he is respected. Often match-
  ing wits with Blight Bane, Swamp Shadow 
  is heavily involved in the politics of the 
  
  9
  city and the region alike. This is largely 
  due to paranoia, wanting to ensure he has 
  a firm grip on what’s going on within his 
  own domain, and what’s happening beyond 
  their borders. Though ambitious, Swamp 
  Shadow recognizes that the Cooperation 
  has achieved far more as a union than he 
  could ever have hoped to achieve alone. 
  Despite this, the black dragon is rumored 
  to hoard objects of power in hidden cav-
  erns beneath the marsh, and he has more 
  personal servants of a wider variety than 
  any other Founder. While most believe he 
  keeps these servants to act as cat’s paws 
  in his constant political games, none would 
  risk saying so in his presence.
  Laying the Foundations
  Progress was slow in the early days. While 
  Blight Bane cleared the forest by whisper-
  ing to the trees, urging them aside to form 
  smooth roads, the only way up the moun-
  tain was through a series of switchback 
  trails that were treacherous, to say the 
  least. Worse, the trails themselves could 
  only be reached after crossing the marsh 
  where Swamp Shadow had made his lair, 
  and that was a trial even with the black 
  dragon’s permission for people to ford the 
  brackish waters.
  This proved to be one of the first tests of 
  Hoardreach’s intention, and the first act of 
  cooperation between the dragons and their 
  new subjects.
  Perhaps a dozen villages and towns sent 
  representatives to treat with the dragons. 
  They were met at the foot of the cliff by all 
  five Founders. Dionique acted as the me-
  diator, laying out the terms of governing, 
  and the tithes the dragons could expect 
  from their subjects. She then laid out the 
  responsibilities for the wyrms, making it 
  clear what all parties were agreeing to. 
  When the agreement was struck, and the 
  initial seed tithes offered (goats, sheep and 
  aurochs that would be kept and bred within 
  the dragons’ terrain), plans were made for 
  what would come next.
  It didn’t take long for the advantages of 
  cooperation to manifest themselves.
  Blight Bane made the paths through the 
  forest available for members of the com-
  pact to travel through, and the roads were 
  kept clear of any sort of man-made dan-
  gers. Not only that, but clearings were 
  designated for grazing herds, allowing 
  them to grow fat in relative safety. Out-
  siders, though, were required to pay a toll 
  for the use of these highways, and addi-
  tional tithes for use of any resources tak-
  en from the woods. During the growing 
  season Storm Herald ensured there were 
  regular rains over the fields, encouraging 
  fruitful harvests for those who had joined 
  with them. When wildfires raged, threat-
  ening to consume land and homes alike, 
  Frost Fang’s breath stopped the blaze in 
  its tracks, snuffing the flames before they 
  could grow and consume any more. And all 
  the while the Adeptus Draconis employed 
  carpenters and masons, stone workers, 
  cooks and smiths from the region as they 
  built the bridges and railings that would 
  allow those without wings to reach the top 
  of the sky island.
  With every year that the dragons provided 
  prosperity to those sworn to them, more 
  and more towns decided they also wished 
  to become a part of Hoardreach’s compact. 
  Not only that, but those who had no place 
  to call their own came to the region hoping 
  to find a place in the service of the Cooper-
  ation.
  Beneath the Dragons’ Wings
  The first true outsiders to arrive at Hoard-
  reach were the Tracker clan. Two score of 
  kobolds, they’d been driven out from their 
  old home, and with nowhere else to go 
  they followed the rumors of Hoardreach 
  hoping to find clemency from their greater 
  cousins. Skilled miners and hard workers, 
  they swore to abide by the edicts of the 
  
  10
  dragons, and to serve their interests. Ash 
  Maw welcomed them into her territory, 
  nearly coming to blows with Swamp Shad-
  ow who wanted to split the clan up evenly 
  among the five of them.
  The black dragon needn’t have worried. 
  The Trackers were far from the last ref-
  ugees and outcasts to seek a new home 
  among the heights of Hoardreach.
  After the kobolds came the Gray Skull 
  goblin tribe. Left defenseless without their 
  hobgoblins and bugbears who had been 
  slain in raids, they adapted to Swamp 
  Shadow’s marsh as if they’d been born 
  there. A clutch of harpies who’d been 
  scraping by on the edges of the forest ap-
  proached the sky island, offering whatev-
  er service they could provide in exchange 
  for a place at Storm Herald’s side. The 
  remnants of the orc mercenary company 
  known as the Blackouts, devastated after 
  their last campaign, pledged their steel and 
  their loyalty to Hoardreach.
  Others came as well. Ogres driven off their 
  lands, sorcerers shunned for their fright-
  ening powers, ifrit, aarakocra and others 
  who either had nowhere to go, or who 
  would rather have a place alongside the 
  dragons and their endeavors than in try-
  ing to scratch out an existence on their 
  small corner of the fringe. They came in 
  ones and twos, or in small bands, and they 
  came over time. But the overall impact of 
  such a diverse group of creatures provided 
  unique challenges... and it gave the Found-
  ers a wide variety of strengths to call upon 
  to achieve their ends.
  The five dragons held several meetings 
  atop the mountain, establishing rules, 
  organizations and procedures that needed 
  to be followed and maintained in order for 
  their citizens to do their part. The wyrms 
  had no desire to act as parents, getting in-
  volved in every little squabble; rather, they 
  wished to save their energies for when 
  they were truly needed. And the more 
  work they could delegate to the growing 
  population, the fewer day-to-day details 
  they would need to concern themselves 
  with.
  It was these meetings that changed Hoard-
  reach from merely the sky island and its 
  surrounding territories where the dragons 
  made their lairs, into the site of an actu-
  al city. A city that, over the next several 
  centuries, would grow to a place that was 
  nearly legendary.
  Commerce, Skyships and Hoard-
  reach Today
  Hoardreach’s initial prosperity was due 
  to the power of the dragons who ruled it, 
  but the citizens built upon that founda-
  tion in ways that even the wyrms could 
  never have predicted. Interior shafts were 
  shaped and added to, providing safe paths 
  from the ground to the sky that also pro-
  vided ingress into underground commu-
  nities populated by many of Hoardreach’s 
  smaller, subterranean residents. The an-
  cient ruins above were rebuilt, sprawling 
  out into a city connected both by above-
  ground streets and below-ground tunnels. 
  Every year brought new ideas, new resi-
  dents and ambitious new expansions that 
  added beauty, resources and power to the 
  Cooperation’s crown jewel.
  One of the first great building projects was 
  the construction of the Archive. This mas-
  sive library was overseen by Storm Her-
  ald, and it became a place of knowledge 
  and study, as well as a gathering place for 
  those seeking to learn more about their 
  own, unusual abilities. Curators, teach-
  ers and students abound, and the Archive 
  drew many curious masters of the arcane 
  arts who wished the opportunity to study 
  and speak with a dragon face-to-face. 
  Great elevators, which allowed for people 
  and goods to be lifted from the ground to 
  the height of the mountain, were built into 
  several faces of the mountain, and fees 
  were assessed to merchants and travel-
  
  11
  ers who wished to use the convenience of 
  these devices. The city even established a 
  wide-reaching accounting house, acting as 
  both bank and registrar that tracked every 
  outstanding due, fee and debt, while also 
  offering loans and support as a way to reap 
  even more earnings for the city’s coffers.
  Perhaps nothing is as impressive, or as 
  fundamental to the city’s development, as 
  the Dragonworks.
  The original purpose of this facility was to 
  care for the unique needs of the Founders. 
  From ensuring their di-
  etary needs were prop-
  erly met, to scouring 
  their scales, to trimming 
  their claws and scraping 
  their wings, the staff 
  of the Dragonworks 
  were almost like squires 
  ensuring their knights 
  were ready to take the 
  field at a tourney look-
  ing and performing 
  at their peak. As time 
  went by, though, some 
  of these assistants be-
  gan to experiment with 
  the natural by-products 
  of the dragons. From 
  testing their shed claw 
  sheathes against steel, 
  to observing the effects 
  of dragon bile, it quickly 
  became clear that the 
  Founders weren’t just powerful creatures 
  in their own right; simply by existing they 
  were creating fresh resources.
  Nowhere was this clearer than in the cre-
  ation of the skyships.
  While the name of the initial creator has 
  been lost to the city’s records, it was found 
  that dragon scales retain some of the nat-
  ural magic of a wyrm after they’ve been 
  shed. In addition to being extremely tough, 
  and providing protection against a drag-
  on’s inherent elemental power, these scales 
  could also be stimulated to defy gravity. 
  Initially used to make capes and boots that 
  would allow the wearer to fly, plans were 
  drawn up at the Dragonworks to try some-
  thing bigger... something far more ambi-
  tious. The result, after years of work (and 
  an enthusiastic contribution from Frost 
  Fang) was the warship Ice Reaver... the 
  skyship that would become the prototype 
  for all the others that would follow over the 
  years.
  Though these vessels take a great deal of 
  time, energy, exper-
  tise and resources to 
  build, Hoardreach has 
  steadily been expand-
  ing its air navy over the 
  past hundred years or 
  so. And while there are 
  several notable war-
  ships that were created 
  for defense of the city 
  (as well as the towns 
  and villages that fall 
  beneath the shadow of 
  Hoardreach), others are 
  merchant vessels, or 
  they’re used for trans-
  portation throughout 
  the growing network of 
  allied cities that have 
  agreed to allow Hoard-
  reach’s vessels to dock 
  there. These skyships 
  are breath-taking, and 
  while there are some who merely clamor 
  for the experience of sailing the clouds, the 
  speed these ships can travel (particularly 
  over mountain ranges and other obstacles) 
  means they allow for rapid deployment of 
  goods in a way that has already re-defined 
  several markets.
  Hoardreach’s fleet is still too small in size 
  to have been seen everywhere... but these 
  flying ships are now at least (if not more) 
  famous than the dragons who first claimed 
  the mountain so many years ago.
  
  12
  The Lex Draconis
  While Hoardreach is overseen by the Co-
  operation on paper, the Founders and the 
  dragon knights agreed that the city should 
  be ruled under the Lex Draconis; a system 
  of laws and agreements that were origi-
  nally designed to mitigate conflict between 
  dragons and other populations of smaller, 
  less powerful species.
  What makes Hoardreach different is that 
  all of the city officers have to be confirmed 
  by the Founders before they’re allowed to 
  take on their duties. From sheriffs and tax 
  collectors, to Accounting House manag-
  ers and captains in the fleet, the Founders 
  must all give their consent to keep the 
  wheels turning. Though this meant the 
  dragons sat in conclave a great deal during 
  the early days of Hoardreach, committees 
  have since been established to allow trust-
  ed servants of each of the wyrms to take 
  over these duties. This extends to the point 
  where judges are often appointed to medi-
  ate criminal and civil matters, though the 
  Founders may choose to sit in conclave if a 
  matter is of dire importance, or an appeal 
  reaches their ears.
  The Lex Draco-
  nis establishes 
  the rights of the 
  dragons within 
  their own ter-
  ritory, and the 
  rules that others 
  who live beneath 
  them (but who 
  are not sworn 
  to the dragon’s 
  personal service) 
  must abide. It’s 
  said that much 
  of the initial 
  year of negoti-
  ation with the 
  Founders was 
  persuading them 
  of the benefits 
  of enacting these laws at the sacrifice of 
  some of their own authority, but the laws 
  have done exactly what the dragon knights 
  originally promised; they allow the day-to-
  day operations of the dragons’ territory to 
  run without their attentions, letting them 
  reap great rewards while preserving their 
  strength.
  Though modifications have been made to 
  this system over the years in order to ac-
  count for the unique challenges and situa-
  tions found in Hoardreach, it has provided 
  as neutral a system of governance as one 
  could expect when dealing with dragons.
  The Golden Rule
  Though every dragon has different tastes 
  in treasures and trinkets, one of the most 
  important aspects of the Lex Draconis is 
  what’s referred to as the golden rule. In 
  essence, it means that every debt must be 
  accounted for, and every harm paid for in 
  full.
  Rather than focusing on punishment, the 
  Golden Rule is about restorative actions. 
  As such, Hoardreach doesn’t have a pe-
  nal system; rather it has terms of service 
  that individuals 
  will be held to 
  until they have 
  repaid the debt 
  they owe. Not 
  all debts can be 
  paid, of course, 
  and when such 
  an incident oc-
  curs (a heinous 
  act such as 
  murder, assas-
  sination or po-
  litical terror) the 
  individual has 
  their protections 
  under the Lex 
  Draconis voided, 
  declaring them 
  an outlaw. At 
  
  13
  that point citizens who were wronged by 
  the person’s actions tend to be swift in tak-
  ing their own payment in blood.
  Gazetteer
  Hoardreach is a unique city with an un-
  usual location, and it stands as a symbol 
  of the Cooperation’s ongoing alliance. The 
  following is a breakdown of the city by dis-
  trict, including locations of interest, notable 
  NPCs players might meet as well as rumors 
  that can act as the basis for adventures in 
  and around the city.
  North District
  A sprawling expanse of stone and bricks, 
  the wind always seems to cut a little deep-
  er in the North District. Frost creeps in 
  even during the summer nights, and snow 
  is a near-constant companion. Fires burn 
  in almost every hearth, but many residents 
  revel in the cold wind that reminds them so 
  much of the places they once called home.
  By far the largest district in Hoardreach, 
  the North District looks like piecemeal cha-
  os to the untrained eye. There is method 
  to the madness, though, with fire control 
  stations, libraries, the university and prac-
  tice yards all built at regular intervals with 
  access to the underground tunnels that run 
  throughout the city. Home to both Frost 
  Fang and Storm Herald, the district is cov-
  ered with lightning rods, as well as shelters 
  for those who need to get out of the chill 
  for a few moments.
  Noteworthy Locations
  • Skyport Park: While a majority of sky-
  ships dock outside of the city, locked in 
  frames built to hold larger cargo ves-
  sels, passenger craft tend to touch down 
  just above this unusually calm park. 
  Filled with greenery year-round, this 
  is one of the only locations in the city 
  proper to bear Blight Bane’s influence. 
  There is an underlying wildness to the 
  area, though, and it tends to infect even 
  the most docile creatures who will grow 
  fractious if they spend too much time 
  there.
  • The Archive: Located just to the west 
  of Hidden Gate, the Archive is a large 
  neighborhood of the city dedicated to 
  learning, arcane training and Storm 
  Herald’s personal library. A place for 
  scholars to research their treatises, and 
  for sorcerers to master their in-born 
  talents, those who seek unusual knowl-
  edge or who have rare volumes to sell 
  will find a warm welcome waiting for 
  them if they choose to enter the stacks.
  • Coldtown: Made up of the Winter Quar-
  ter and other areas just inside the walls, 
  Coldtown is home to the residents of the 
  city who are most at-home in chill winds 
  and biting cold. Great, shaggy wargs 
  tend to patrol the streets alongside their 
  hobgoblin masters, and it’s far from un-
  common to see orcs, goblins and even 
  kobolds who bear the white latticework 
  of Frost Fang’s Wyrm Mark.
  Persons of Interest
  • Mika Penrose: A studious young man 
  with skin the color of oak bark, and hair 
  that hangs around his head like vines, 
  Mika came to Hoardreach when the ear-
  ly signs of his sorcerous talents began 
  manifesting. Typically found in the base-
  ments of the Archive, with his bare feet 
  sunk into trays of moist earth, Mika can 
  sit at his desk for days without moving 
  except to turn a page, or to transfer a 
  book from one stack to another.
  • Ava Blackwind: Tall and regal, with 
  dark eyes and an almost amber plum-
  age, Ava is the current head of the 
  Adeptus Draconis chapter in Hoard-
  reach. While most of her duties consist 
  of peacekeeping and coordination with 
  the other officers of the city’s gov-
  ernment (as well as in recruiting and 
  training her own knights and support 
  staff), there are occasions where she 
  
  14
  has had to leap into action to prevent 
  plots against the city. Though rarely 
  seen in her full regalia, the blade Win-
  ter’s Teeth is never far from her hand. 
  A longsword chilled by Frost Fang’s own 
  breath, it was a gift of admiration from 
  the white dragon after Ava managed to 
  single-handedly cut down a band of so-
  called dragon slayers who’d come to the 
  city to make a name for themselves.
  • Bog: A towering ogre, Bog is big even 
  for one of his species. Usually seen 
  wearing the red vest of a Skyport line-
  man, Bog has worked in the green heart 
  of the park for years now. With powerful 
  hands and knotted shoulders perfectly 
  capable of wrestling a smaller ship out 
  of the grip of the wind, Bog can only 
  tie two kinds of knots, but he ties them 
  perfectly every time. Far from the only 
  “big blood” in Hoardreach, as he calls 
  himself, Bog is one of the friendliest. Al-
  ways waving to new arrivals and giving 
  them a big, square-toothed smile, Bog 
  also feeds stray pseudodragons in the 
  park, and watches the skies in case one 
  of the Founders flies by.
  Whispers and Rumors
  • There have been more storms over the 
  North District than normal over the past 
  several weeks. It’s been causing issues 
  with scheduled flights, and it’s led more 
  people to use the underground walk-
  ways and interior tunnels instead of the 
  city’s great elevators. While everyone is 
  remarking on the weather, none seem 
  to be able to agree whether Storm Her-
  ald is spending too much time in the 
  city, or if she’s been gone long enough 
  that the weather has destabilized with-
  out the wyrm’s presence to make it 
  behave.
  • There’s been a larger presence of the 
  Hoard Watch in the North District, and 
  the city guard has been joined by sev-
  eral members of the dragon knights 
  as well. Speculation regarding why so 
  many of the city’s defenders are on high 
  alert is running rampant, with some 
  suggesting there’s another plot to slay 
  one (or all) of the Founders, while oth-
  ers suggest the city is hiding thieves 
  rather than assassins, and that they’re 
  intent on stealing items of power from 
  the dragons’ hoards.
  • New construction on an expansion of 
  the underground tunnels has been 
  halted for weeks now. No announce-
  ments have been made regarding why, 
  and those who were part of the crew 
  working in that area have been closed-
  mouthed on the subject. Far from quell-
  ing rumors, though, people are whis-
  pering that the diggers found something 
  in a previously unexplored part of the 
  mountain. Whether it was gems, ancient 
  ruins, dangerous beasts or something 
  else entirely depends on who you hap-
  pen to be asking, however.
  The Sunrise District
  The Sunrise District is often compared 
  to the surface of a kiln, the stone streets 
  radiating warmth far beyond what should 
  be expected atop the sky island. Filled with 
  unusual artistry, creatures one would nev-
  er find living atop any other mountain walk 
  the streets, basking in the near-constant 
  heat. Beyond the manicured architecture 
  and the large wall, though, lies the melted, 
  blasted stone where Ash Maw vents her 
  rages, and where the city’s sorcerers hone 
  their talents... a reminder that even placid 
  mountains may erupt if the pressures grow 
  too hot.
  Always warm regardless of the season, 
  the Sunrise District is home to craftsmen 
  and industry, and it is the official seat of 
  Ash Maw when she chooses to hold court 
  to hear grievances (or simply to make an 
  appearance before the people of the city). 
  This district also boasts some of the most 
  unusual displays of glass and crystal in the 
  whole city... examples of the artwork gifted 
  to Ash Maw, and which she allows others to 
  gaze upon.
  
  15
  Noteworthy Locations
  • Chartown: The sister neighborhood to 
  the Winter Quarter in many respects, 
  Chartown is built over the Cindergate; 
  the passages that leads down into the 
  mountain where Ash Maw makes her 
  lair. While many kobolds reside in Char-
  town (most of which bear the charred 
  edges of Ash Maw’s Wyrm Mark), Char-
  town is also home to a wide variety of 
  lizardfolk, ifrit and other species who 
  are far more comfortable basking in the 
  heat than languishing in the mountain 
  chill.
  • Cinder Square: A huge, open pla-
  za, Cinder Square is where galleries of 
  beautiful statues and shaped crystal are 
  put on display for the public’s consump-
  tion. Each piece is part of Ash Maw’s 
  private collection, but she enjoys the 
  admiration (and occasional envy) her 
  art receives. What’s more, the collection 
  is so large that it’s regularly rotated to 
  display new pieces, each with a history 
  of its origin, artist and an interpreta-
  tion of the meaning of the piece posted 
  nearby.
  • Glassreach: An area all along the outer 
  wall of the Sunrise District, Glassreach 
  earned its name for being the proving 
  grounds for the city’s burgeoning popu-
  lation of sorcerers, and for some of the 
  Dragonworks’ more destructive inven-
  tors. Much of the area beyond the gate 
  is scorched black by 
  fire and pitted by acid, 
  though there are plac-
  es that glisten with a 
  glassy sheen because 
  they were half-melt-
  ed by the powers 
  unleashed upon the 
  stone.
  Persons of Interest
  • Corlana DeShire: An 
  ifrit with deep black 
  skin fading into blue 
  hair that dances like the flames of a 
  blazing oven, Corlana radiates heat like 
  a furnace. A sorceress of no small tal-
  ent, she has made many of the pieces 
  that stand in Cinder Square with her 
  own two hands. Though Corlana has 
  had her share of apprentices over the 
  years, and she’s more than capable of 
  rising to her city’s defense if required to 
  do so, she much prefers to make beau-
  tiful things from sand, soda and hand-
  fuls of impurities that capture the colors 
  of the rainbow.
  • Jareen Roundtail: The angry red of an 
  evening coal, and usually seen walking 
  with a knotted ash wood stick topped 
  with an amber head, Jareen is the cura-
  tor of Ash Maw’s gallery. No one seems 
  entirely sure just how old this kobold is, 
  but she’s called Grandmother Roundtail 
  by most every kobold in the Sunrise 
  District (and by no few of them in other 
  parts of the city as well). It’s a privilege 
  she doesn’t extend to many non-scales, 
  but those who she allows to use this fa-
  miliar term are close friends indeed.
  • Brazen Red-Eye: A man with sub-
  tle orcish heritage, if one looks closely 
  enough, the alchemist was named the 
  sheriff of Chartown some five years 
  back by decree of Ash Maw’s represen-
  tatives. A dapper dresser with a thick 
  mustache, he usually keeps his sensi-
  tive gaze shaded behind a set of smoky 
  lenses. Though he rarely carries the 
  goblin powder sidearm he 
  favors, he doesn’t need it 
  to intimidate anyone. The 
  sight of his mismatched 
  eyes, one so dark it’s 
  nearly black and the other 
  a piercing, bloody red, is 
  far more frightening than 
  any cocked hammer, or 
  bared steel.
  Whispers and Rumors
  • 
  There’s a persistent 
  rumor in the district that 
  
  16
  began as something of a joke, but it 
  simply refuses to burn out all the way. 
  According to some, the reason that 
  Jareen Roundtail is so old, and why no 
  one remembers her ever being young, 
  is that she’s just a convenient disguise 
  worn by Ash Maw when she wants to 
  move about unseen and unnoticed. The 
  idea that a dragon of such power (and 
  such high regard for herself) would 
  cloak her form to appear she was noth-
  ing more than an aged kobold is ridicu-
  lous on its face... but it’s that very ridic-
  ulousness that makes it seem so utterly 
  perfect.
  • There’s been a buzz that never-be-
  fore-seen pieces are going to be on-dis-
  play in Cinder Square in the near future. 
  While that isn’t unusual in and of itself, 
  there’s a great deal of hush regarding 
  who the artists are, or even the nature 
  of the pieces themselves. Some have 
  even gone so far as to suggest that Ash 
  Maw herself has been creating in pri-
  vate, adding treasures made by her own 
  hands to the collection. No one has any 
  evidence to say if that’s true or not, but 
  the very lack of facts seems to be driv-
  ing even greater flights of fancy.
  • Chartown’s sheriff has been taking on a 
  lot more deputies of-late, recruiting sev-
  eral of them from out on the firing line 
  at Glassreach. While Brazen Red-Eye 
  plays his cards close to his salamander 
  hide vest, he’s a lot shrewder than most 
  folks seem to think. He’s preparing for 
  something, and if these are the moves 
  he’s making in public then the chances 
  are good he’s shifting other pieces be-
  hind the scenes. No one’s sure why, but 
  it’s making several people more than 
  passingly nervous.
  Westgate
  Despite the constant winds that blow 
  through Westgate, the district always feels 
  a little damp. The scent of peat lingers in 
  the air, and the waters in the many foun-
  tains and troughs seems slow and sluggish. 
  Even the buildings feel like they’ve been 
  warped out-of-true, somehow sinking into 
  their foundations so they look more like 
  stones sticking out of a bog than they do 
  purposeful constructions. The corrosive ef-
  fects of Swamp Shadow’s claim makes the 
  district unpleasant for some, and an ideal 
  home for others.
  If it were possible to have a bog atop a 
  mountain, Westgate has managed. Acci-
  dents during its construction led to pools 
  of stagnant water and slow drainage, but 
  rather than repair it, those who are drawn 
  to the district revel in the dampness. 
  Swarming with communities of goblins, 
  large amphibians, orcs and more, West-
  gaters are only dangerous to those who 
  threaten their community... though they 
  can be off-putting to outsiders who aren’t 
  familiar with their cultures and traditions.
  Noteworthy Locations
  • The Swamp: A large square just inside 
  the gate, the area was a huge, public 
  garden with its own lagoon when the 
  ancient ruins Hoardreach is built upon 
  were still a thriving city. Now the waters 
  are black and stagnant, and moss hangs 
  from the statues and stone bridges that 
  criss cross the pools. A comforting place 
  for many of the district’s residents, it’s 
  not uncommon in the slightest to find 
  lizardfolk, goblins and even an occasion-
  al undine lounging in this place.
  • Goblintown: Just northeast of the 
  Swamp, Goblintown is so named due 
  to how many goblinoids call the area 
  home. Though several clans of goblins 
  have Swamp Shadow’s dispensation to 
  live down in the marsh at the base of 
  the sky island, many other branches 
  prefer the view from the top (and to live 
  in the black dragon’s area of influence, 
  rather than directly under his claws). 
  It’s also not that unusual to find packs 
  of gnolls, wandering ogres or clutches 
  of hissing, wall-eyed pseudodragons in 
  Goblintown.
  
  17
  • Low Market: North of 
  Westgate, but still shy of 
  the frosty border with the 
  North District, Low Mar-
  ket offers a wide variety of 
  goods for all sorts of buy-
  ers. From packets of local-
  ly-produced goblin powder, 
  to naturally-formed hag-
  stones, to a potent, dark 
  liquor called dragon’s blood, 
  Low Market has all kinds of 
  bizarre (and occasionally 
  dangerous) goods. Some 
  patrons come to the market to shop 
  for information or to talk politics; tasks 
  which are even more dangerous (and 
  potentially more incendiary) than an 
  average shopping trip.
  Persons of Interest
  • Tag Redbanner: Head keep at the 
  Busted Skug, the tavern is a popular 
  destination for those who like things 
  cool, musty, dim and damp. The bug-
  bear is sour-faced, with a particular-
  ly rough sense of humor that can rub 
  those with thin skin raw rather quickly. 
  Able to find fault in absolutely anything, 
  the only thing more foul than the lan-
  guage that comes out of his maw is the 
  contents of the tavern’s All Sorts barrel.
  • Hunari Swampblood: With skin the 
  color of polished teak, and six fingers on 
  her left hand, those who’ve met Hunari’s 
  gaze never forget the experience. Her 
  eyes are dark as a swamp’s roots, and 
  some have said if they meet her gaze 
  for too long that they can hear voices 
  whispering in their heads. Whether the 
  fortune teller is blessed or cursed, West-
  gate residents who seek out her ser-
  vices tend to listen when she tells them 
  what fate has in store for them.
  • Garris Swallows: A regular at Low 
  Market, the gnome has a half-crazed 
  enthusiasm about his wares that makes 
  many outsiders think he’s nothing but 
  a con man. While his energy is at least 
  partly a persona, the wild-
  haired, pink-eyed purveyor of 
  curiosities does have a real 
  skill in laying his hands on all 
  kinds of strange and unusual 
  wares... as long as no one asks 
  too many questions about how 
  he managed to acquire them.
  Whispers and Rumors
  • 
  A strange figure has been 
  looking for Hunari; a towering 
  man with a heavy beard and a 
  slurring, hard-to-place accent. He reeks 
  of violence, but also of something un-
  natural that tends to make even West-
  gaters walk shy of him. She has disap-
  peared from all of her usual haunts, and 
  no one has seen her for several days. 
  Some say the bones told her to flee 
  before this man came seeking her, but 
  others are wondering what their con-
  nection is. Especially since Hunari’s past 
  has a veil drawn across it, and no one 
  truly knows why she came to Hoard-
  reach, or where she arrived from. How 
  this ghost fits into that puzzle is some-
  thing that has a lot of loose tongues 
  wagging.
  • There’s been a consistent rumor that 
  the Busted Skug has a secret tunnel in 
  it somewhere that leads deeper into the 
  mountain. Some of the stories claim it 
  was an old passage used by the first 
  goblins who came to Hoardreach who 
  didn’t want to be seen coming and go-
  ing through the common halls, but oth-
  ers say it leads all the way down to the 
  mountain’s roots... to Swamp Shadow’s 
  lair, and to the black dragon’s personal 
  hoard!
  • Something dangerous is living in the 
  Swamp. No one has seen anything 
  out of the ordinary during the daylight 
  hours, but at night people have been 
  attacked or gone missing. Survivors tell 
  conflicting tales of some huge beast that 
  was there one moment, and which had 
  vanished the next without so much as 
  
  18
  a sound. The problem hasn’t gotten the 
  full weight of the city behind it yet, but 
  if it isn’t solved soon then it’s possible 
  outside districts will start paying atten-
  tion... and Westgaters are notorious for 
  only allowing that to happen in extreme 
  circumstances.
  Old Lane
  The only district of the city 
  to be completely free of 
  the influence of the Found-
  ers, Old Lane has the feel-
  ing of a castle barbican. 
  The buildings are square 
  and dark, the streets nar-
  row and fitted with per-
  fectly quarried stones. The 
  district bears a number 
  of colorful flags and signs 
  to help navigate it, and 
  that fact combined with 
  the sheer number of inns 
  makes it clear this is where a great deal of 
  visitors to the city stay.
  If there was a place in all of Hoardreach 
  that could be accorded neutral territory, 
  it would be Old Lane. The central location 
  for most of the city’s offices, as well as 
  the chapter house for the Adeptus Draco-
  nis, Old Lane has also preserved some of 
  the few structures that still stood atop the 
  mountain when the Founders first sealed 
  their alliance with one another.
  Noteworthy Locations
  • Skycat Inn: A large, stone structure 
  with an aviary-style taproom, the Sky-
  cat is filled with a variety of foliage, as 
  well as several clutches of pseudodrag-
  ons. The inn itself is a favorite hang-out 
  for wyvern riders, glide divers and cloud 
  jockeys, as well as crew members for 
  the city’s small (but growing) fleet of 
  skyships.
  • The Accounting House: Looking more 
  like a fortress than a place of civil busi-
  ness, the Accounting House is where 
  the city keeps its books regarding dues, 
  services rendered and other matters of 
  legal agreement. The vaults beneath the 
  Accounting House are said to be vast, 
  and second only to the Founders’ hoards 
  in terms of the value of the contents.
  • Charcoal Plaza: Right on the edge of 
  the border with Char Town, this open 
  space is constantly filled 
  with food peddlers and 
  sweet carts catering to the 
  flow of workers, tourists 
  and visitors. Named for 
  the smell of the fire pits 
  and hot bricks where the 
  merchants prepare their 
  viands, there are hundreds 
  of different kinds of dish-
  es sold here every day... 
  though not every dish is 
  safe to be consumed by 
  every kind of customer, as 
  the merchants are usually 
  good enough to point out.
  Persons of Interest
  • Miliani, The Dragon Woman: Seat-
  ed in her wheeled chair, often with a 
  blanket over her legs, Miliani’s slit-pu-
  piled eyes and black clawed hands are 
  a testament to the power that lies with-
  in her should she choose to call on it. 
  The sorceress is the head of the Skycat 
  Inn, and she can often be found drink-
  ing something green and noxious while 
  the spine-tailed pseudodragon named 
  Nightmare lounges across her shoul-
  ders. Miliani brooks no nonsense in her 
  establishment, and it’s something of a 
  tradition for sky riders to bring her a 
  gift, or at least a tale, when they return 
  to the inn after a successful soaring.
  • Aemar Vox: A long-necked, vulturish 
  creature, Aemar is the undermaster 
  of the vaults in the Accounting House. 
  The aarakocra has a gimlet glare, and 
  there’s some who say he can smell an 
  unpaid debt from half a dozen paces. 
  
  19
  Efficient and clipped, Aemar is not the 
  most pleasant creature to deal with, but 
  his skill with coin is unrivaled within the 
  city.
  • Blacktooth: A huge orc, Blacktooth’s 
  shoulders ripple with muscle, and her 
  lower tusks are stained dark. With wide 
  hips and a slightly swollen belly, she 
  stirs the same pot in Charcoal Plaza 
  every day. Her signature dish is eternal 
  stew, a meal that’s a staple of many 
  households in Goblintown that have a 
  lot of mouths to feed. Though the stew 
  is always different, it’s always the same 
  as well, as it’s the same pot kept at the 
  same temperature, with new odds and 
  ends added as the total amount of stew 
  goes down. Served in large bowls of 
  dark bread, the meal tends to sit in the 
  belly like a stone, and few customers 
  ever manage to go back for seconds.
  Whispers and Rumors
  • If you sit in the Skycat and listen to the 
  pseudodragons gossip you can find out 
  about absolutely anything that’s going 
  on in the city. Ever-present, most resi-
  dents barely take note of the creatures 
  most of the time. Some people say you 
  can even bribe the pseudodragons with 
  cheese and deep-fried foods, but oth-
  ers caution that if you do that then the 
  devious creatures will just tell you what-
  ever they think you want to hear.
  • There’s a huge variety of dishes to sam-
  ple in the Charcoal Plaza, but a constant 
  rumor states that some of the cooks 
  are pre-
  paring 
  sentient 
  species 
  as part 
  of their 
  foods. 
  This ru-
  mor has 
  taken a 
  dozen 
  differ-
  ent forms over the years, from claiming 
  there’s elven meat in the spiced sau-
  sages, to the suggestion that dwarven 
  blood is the secret ingredient in the 
  thick sauce of Karubahl. While some of 
  the cooks laugh this rumor off, or play 
  it up for comedy, violence has erupted 
  more than once over these accusations.
  • It’s been said there are strange sounds 
  coming from beneath the streets if you 
  walk through Old Lane late at night. It 
  sounds almost like something is burrow-
  ing through the rock... but there aren’t 
  any crews currently tasked with under-
  ground renovations or expansion of the 
  walkways. None that have been ac-
  knowledged on the public notice boards, 
  anyway.
  East Town
  Hoardreach is filled with strange and un-
  usual sights, but East Town is where the 
  most famous creations are made. The skies 
  are constantly filled with gliders and har-
  nesses, wyverns and skyships. While those 
  sights are enough to enrapture many, the 
  explosions and gouts of flame that also 
  plague the district mean that many watch-
  ers and tourists keep their distance in 
  order to stay far away from the occasional 
  accidents that are to be expected when re-
  fining the raw stuff of dragons into some-
  thing that can be used by mere mortals.
  The Founders were the force that creat-
  ed Hoardreach, but they are also the re-
  source that has allowed so many of the 
  city’s unique 
  creations to 
  be invented. 
  While the 
  district was 
  originally 
  created to 
  cater to the 
  dragons’ 
  needs, it 
  has since 
  grown into 
  
  20
  something else entirely. Not only that, but 
  it is one of the more secretive districts in 
  the city... which is understandable consid-
  ering the wonders produced there.
  Noteworthy Locations
  • Skydock: Built practically in the center 
  of the city, the Skydock is where Hoard-
  reach’s skyships are designed and con-
  structed. Kept under heavy guard due to 
  the value of the materials kept on-hand 
  (as well as the potential for espionage), 
  the Skydock is a place very few people 
  have seen the inside of. Given how few 
  functional craft can be created, and the 
  amount of time it takes to acquire the 
  necessities for their construction, no one 
  in the city questions these precautions.
  • Dragonworks: Located near the Sky-
  dock, the two structures are connect-
  ed by a series of tunnels that allows 
  for secure transportation between the 
  two places. While the Skydock is where 
  construction occurs, the Dragonworks 
  is where the raw materials of the city’s 
  more unusual creatures are isolated, 
  and experimented with. Originally es-
  tablished to process the sheddings from 
  the Founders, the Dragonworks expand-
  ed to harvesting scales from wyverns, 
  milking venom from pseudodragons 
  and faerie dragons, as well as dozens of 
  other areas of interest which have pro-
  duced... interesting results.
  • The Bastion: The highest location in 
  the city, the Bastion is a spire that sticks 
  up high from the clearing at the cen-
  ter of the Skydock. Constantly staffed 
  by a pair of sharp-eyed watchers, the 
  Bastion is the center of a warning web 
  that stretches across the region. A mas-
  sive crystal assembly tops the Bastion, 
  and messages can be flashed from it to 
  watchtowers in a dozen different direc-
  tions, sending calls for aid. The Bas-
  tion’s ability to provide early warning so 
  that Hoardreach’s forces can be rapidly 
  deployed has proven its worth repeated-
  ly over the years.
  Persons of Interest
  • Murk Gray Skull: A frenetic goblin, 
  with yellow eyes and stringy gray hair 
  that circles the sides of his bald head, 
  Murk is one of the Dragonworks’ more 
  eccentric members. With scars all along 
  his body from previous experiments 
  that have gone awry, he’s been a fun-
  damental part of dozens of the facility’s 
  unique creations... though in fairness 
  Murk creates just as many inventions 
  through failing in a unique way as he 
  does through success.
  • Taimon Skyborn: A cloud jockey with 
  a wild streak that’s nearly as prominent 
  as her elven heritage, Taimon has test-
  ed a dozen different vessels, rigs and 
  gliders for both the Skydock and the 
  Dragonworks. The first to try a scale-
  suit, which allows for gliding and ther-
  mal riding that’s on-par with true flight, 
  there are few people in the city as brave 
  (or as superstitious) as Taimon is.
  • Ravina Hundar: A colossal woman with 
  blue skin and white hair, the frost gi-
  antess came to Hoardreach specifically 
  to enter Frost Fang’s service. A skilled 
  shipwright, Ravina is the captain of Ice 
  Reaver, the only one of the city’s ded-
  icated warships that’s large enough to 
  allow her to stride the decks. She’s de-
  signed several of the city’s older flying 
  vessels, carving their frames with her 
  own hands. Additionally, every ship’s 
  figurehead has been personally carved 
  by Ravina, and it’s become something of 
  a good luck tradition in the Skydock for 
  a vessel to bear one of her creations.
  Whispers and Rumors
  • There have been a larger-than-nor-
  mal number of explosions coming from 
  Murk’s workshop of late. Rumors say 
  the goblin has outdone himself, and that 
  he’s finally found a new twist on one of 
  his old, bad ideas. Others insist that his 
  cleverness has finally caught up with 
  
  21
  him, and that he’s blown himself into 
  the sky. The truth, as with most rumors 
  one hears regarding the Dragonworks, 
  is likely far stranger than anyone can 
  truly imagine.
  • Ravina has been spending a great deal 
  of time in her personal studio, which is 
  typically a sign that she’s working on 
  carving a new figurehead for a vessel 
  that will be launched from the Skydock. 
  No one has heard an announcement 
  about any new ships, though, which has 
  led some to suspect that Ravina might 
  be working on something else entire-
  ly. What that something else might be, 
  though, is something that’s led to rather 
  heated debate.
  • Some people claim the Beacon wasn’t 
  built by the Founders or their servants; 
  the strange tower already stood atop 
  the sky island when the dragons claimed 
  it as their own. And while Hoardreach 
  is positively riddled with passages and 
  tunnels, none of the expansive trav-
  eling shafts pass beneath East Town. 
  Some have speculated that the Beacon 
  goes further down into the mountain 
  than most would guess, and that there’s 
  something below it that even the drag-
  ons want to stay buried.
  The Adeptus Draconis
  A knightly order founded in centuries past 
  to protect common folk from the power of 
  the great wyrms, it was 
  Arsele Scaleskin who 
  first reached a tentative 
  peace agreement with 
  the red dragon known 
  as Fire Tongue. Accord-
  ing to legend, Arsele 
  fought the dragon until 
  they were both near 
  death, and it was only 
  with his blade at the 
  creature’s throat that 
  it agreed to hear the 
  knight’s terms. While 
  the fires from the bat-
  tle raged for weeks afterward, it was the 
  first time one of the dragon knights had 
  brought lasting peace with words, rather 
  than the finality of the sword.
  Members of the order are often seen as 
  diplomats these days, and in many cas-
  es they have protected dragons from 
  those who would seek to slay them. These 
  knights have not lost the skills that made 
  them such lethal threats to dragons, how-
  ever. Even though their deadlier skills are 
  required far less often, wyrms have long 
  memories, and there are many among 
  them who have not forgotten the potent 
  threat these knights can be when they ride 
  to battle.
  Dragon Knight (Fighter Arche-
  type)
  Trained to deal with dragons, dragon 
  knights are held in high esteem by many 
  people who see them as protectors and ad-
  judicators. Their chapter houses are often 
  built in the territory of dragons as a sign of 
  goodwill from the wyrms, and these for-
  tresses act as defensive points that allow 
  the knights to head off threats to the drag-
  ons as often as threats from them.
  Dragon Slayer’s Defense: Dragon 
  knights are still trained in the old ways of 
  fighting dragons and their kin, should the 
  need arise. At 3rd level a dragon knight 
  gains Evasion.
  Uncanny Reflexes: A 
  dragon knight’s sense 
  of danger when in bat-
  tle is honed to a razor’s 
  edge. At 7th level a 
  dragon knight gains 
  Uncanny Dodge.
  Fearless Foe: Experi-
  enced dragon knights 
  do not know the mean-
  ing of fear. At 10th 
  level a dragon knight 
  
  22
  is immune to the frightened condition. 
  Any attempt to use Frightful Presence on 
  a dragon knight requires the creature who 
  initiated to save against the DC of their 
  own effect. If they fail the knight’s impla-
  cability causes the original creature to gain 
  the frightened condition, which must be 
  saved against using the DC of their own 
  ability. Creatures immune to the frightened 
  condition are immune to this backlash.
  Dragon Slayer: Dragon knights can bring 
  down the greatest of wyrms with their 
  well-placed attacks. At 15th level a dragon 
  knight ignores any resistance or immunity 
  to his attacks from a dragon, or draconic 
  creature (other than that creature’s resis-
  tance or immunity to its own element as 
  a dragon). Any creature with a draconic 
  ancestry (including dragonborn and drag-
  on bloodline sorcerers) fits this definition. 
  Additionally, critical hits against dragons 
  and draconic creatures are scored on a roll 
  of 19 or 20.
  Wyrm Foe: Some dragon knights are leg-
  endary for their prowess is battle, and their 
  tales are told even by dragons. At 18th 
  level a dragon knight deals triple damage 
  on critical hits against dragons and dracon-
  ic creatures. Additionally, if they succeed 
  on a saving throw against a breath weap-
  on from a dragon or draconic creature, as 
  well as any spell cast by a creature with a 
  draconic heritage, the dragon knight gains 
  1d10 temporary hit points, and an inspira-
  tion die.
  Wyrm Marked (Background)
  Those who swear service to a dragon often 
  find that a portion of that dragon’s power 
  flows into them. This bond grants servants 
  of a wyrm certain unique powers, while 
  also wreaking physical changes upon the 
  bearer. Those who hold to their oaths, and 
  who keep their master’s blessing, may find 
  that it deepens over time, turning them 
  into true heralds of draconic power.
  Skill Proficiencies: Arcana and Acrobatics
  Tool Proficiencies: One type of artisan’s 
  tools, flying vehicles
  Equipment: A token from the dragon one 
  swore their oath to (scale, chip of claw, 
  etc.), a messenger’s bag with the sigil of 
  their dragon, a worn traveler’s journal.
  Feature: Mark of the Wyrm
  Those who bear a Wyrm Mark gain Resis-
  tance against the element associated with 
  their draconic patron. In addition, though, 
  their physical appearance changes to re-
  flect the dragon they swore their oath to. 
  Early on in service these changes are sub-
  tle, such as cool, pale skin for those who 
  follow a white dragon, or those who serve 
  a blue dragon having eyes filled with light-
  ning when they’re angered. The longer one 
  serves a dragon, though, the more pro-
  nounced these changes can become with 
  many servants growing cosmetic horns, 
  thick, claw-like nails or even tails. This 
  Mark is a double-edged sword, however, as 
  it can lead to individuals being treated well 
  by allies of their patron (given food and 
  lodging, offered discounted rates on basic 
  equipment or travel costs, etc.), or target-
  ed for attack by enemies of their patron.
  Scale Suit
  Scale suits are unique items produced by 
  the Dragonworks that allow for a kind of 
  false flight in the form of gliding. Used by 
  messengers and daredevils in Hoardreach, 
  versions of scale suits are also used by 
  the city’s elite military forces to drop from 
  skyships (or occasionally as an emergency 
  measure should a ship fall out of the sky). 
  These suits come in a variety of different 
  styles and designs, but all of them require 
  a leap from a high place in order to build 
  up the necessary speed to put lift beneath 
  their wings. Additionally, scale suits can 
  made from unique materials like dragon 
  scale, salamander skin, wyvern scales and 
  more to provide protection against fire, 
  
  23
  additional armor bonus, etc.
  Treat scale suits like studded leather ar-
  mor for the purposes of armor class, hit 
  points and other features. For proficiency, 
  a scale suit is an air vehicle. As scale suits 
  are gliders, and don’t provide true flight, 
  constant movement of at least 10 feet per 
  round must be maintained in order for in-
  dividuals to stay airborne. To pilot a scale 
  suit an individual must make either an 
  Athletics or an Acrobatics check with a DC 
  10 for simple banks and turns, a DC 13 for 
  tighter turns (as well as gaining and los-
  ing altitude safely), as well as braking and 
  pulling out of falls. Checks at a higher DC 
  may be used for things like taking evasive 
  action, attempting to avoid pursuit or other 
  more involved tasks.
  Scale suits begin with a movement of 30, 
  but with every round of full movement they 
  accelerate up to an 80 foot movement. 
  Some daredevils claim they can go even 
  faster, but those without a bit of magic up 
  their sleeve to save them tend not to push 
  their luck when high above the ground.
  Game Master Advice: Using 
  Hoardreach
  One of the more unique locations in Sund-
  ara, Hoardreach presents game masters 
  with a lot of resources; both as a setting, 
  and as a solution for players who want to 
  stretch beyond “normal” boundaries with 
  their character species.
  When using Hoardreach as a backdrop for 
  your game, it presents a number of in-
  teresting opportunities. From characters 
  seeking out treasures to please their dra-
  conic patrons, to acting as security forces 
  for skyships, to exploring the depths of the 
  mountain in order to find threats to the city 
  above, there’s a lot of potential routes a 
  story could take. The party might even find 
  themselves sent far afield to handle a peti-
  tion from a protectorate town or village, or 
  attempting to navigate political differences 
  between the Founders, trying to find solu-
  tions that will satisfy both parties before 
  the issue poses a danger to the city and 
  its citizens. However, Hoardreach also acts 
  as a unique starting point for any charac-
  ter concept that might be considered “too 
  weird” in any other game.
  From working class ogrekin, to goblins 
  doing military service, to drow, orcs, hob-
  goblins, harpies and more, Hoardreach is 
  made up of such a variety of odd, strange 
  and unexpected creatures that one might 
  find practically anything there. So if you 
  ever wonder where a character of a par-
  ticular species could possibly have come 
  from, Hoardreach is your answer!
  
  24
  To Fly with Dragons
  Taimon stood near the edge of the mountain, waiting calmly as the team adjusted the 
  new suit across her body. It felt lighter, and hugged her more tightly. She experimented 
  with the arms, feeling the way the wings furled and unfurled.
  “Stop twitching,” Snowskin said, slapping Taimon on the thigh without looking up. The 
  kobold’s dexterous fingers cinched the buckle in place around the elf’s leg, ensuring it 
  was tight. Taimon’s eyes raised to the sky. The clouds were angrier today, with lightning 
  occasionally flashing in their hearts. “Don’t stare. The Cold Wind comes in his own time, 
  and he isn’t going to show up any faster because you’re watching for him.”
  Taimon had a retort on her lips, but just as the lightning burst it revealed a huge shad-
  ow moving through the hanging mist. It rose majestically, and the clouds rolled away 
  like a curtain. Cobalt blue scales glistened, and a pair of silver eyes regarded Taimon as 
  Storm Herald swam through the air toward her. Taimon’s breath caught in her throat, 
  and she felt her hair try to rise, only held down by the weight of the single braid as the 
  wyrm perched herself at the edge of the cliff.
  “Lady Storm,” Snowskin said, turning and offering the blue dragon a deep bow.
  “Proceed,” Storm Herald said, gesturing languidly with one claw. Snowskin turned back 
  to the pre-flight checks, her claws carefully smoothing down scales and tightening the 
  other straps.
  “Was Frost Fang afraid I’d beat him today?” Taimon asked. She felt the kobold stiffen at 
  her side, but Storm Herald only laughed. It sounded like muted thunder rumbling in her 
  chest.
  “I hope he’s far enough away that he didn’t hear that,” the dragon said, gesturing with 
  her head out at the open air. “He’s waiting for you.”
  Taimon glanced out at the sky, and saw the white dragon. He was bobbing among the 
  clouds, pacing them. She hadn’t heard him, but the wind grew chill as it blew across her 
  cheeks; a challenge. She met Frost Fang’s gaze for just a moment before he dipped into 
  the clouds again.
  “He wanted an unbiased eye, today,” Storm Herald said, her voice an amused purr. “So 
  don’t hold back.”
  Snowskin climbed a small ladder, brushing Taimon’s hair out of her face and slipping the 
  helmet down over her head. The kobold strapped it in place, then slapped the side of 
  Taimon’s head. She was good to go. Taimon looked up at the blue dragon for a moment, 
  then turned her eyes to the cliff’s edge. She sucked in a breath of the chill air, and let 
  it fill her chest. Then she ran, and leaped into emptiness. She spread her arms, and felt 
  the wind lift her up, turning her fall into something infinitely more graceful. Above she 
  heard the roar of pleasure, and felt the wind as Frost Fang gave chase.
  She had a feeling that today might be the day.
  
  25
  More 5th Edition Compatible Supplements
  10 Ammunition Spells (5E)
  100 Bits of Miscellaneous Tat to Find (5E)
  100 Encounters in a Fey Forest (5E)
  100 Pieces of Flotsam and Jetsam To Find On A Beach (5E)
  100 Random Encounters for on the Road or in the Wilderness (5E)
  A Baker’s Dozen of Rumours (And The Truth Behind Them) (5E)
  Cities of Sundara: Ironfire (5E)
  Cities of Sundara: Moüd (5E)
  Cities of Sundara: Silkgift (5E)
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  26
  Hoardreach Map
  
  27
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document 5.1 Copyright 2016, Wizards 
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  Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
  based on original material by E. Gary Gygax and Dave Arneson.
  Cities of Sundara: Hoardreach © 2021, eGDC Ltd; Author: 
  Neal Litherland
  END OF LICENSE
  
  Rearing against the sky, the lord of all it surveys, the place once known as 
  Shear Cliff has been transformed. Once little more than a lonely mountain, the 
  last survivor of a range that was destroyed by cataclysm and disaster, the sky 
  island has been remade into a thing of wonder. Circled by wyvern riders, night 
  fliers and skyships, Hoardreach’s lights can be seen for a hundred miles as they 
  draw travelers and pilots toward it.
  Perhaps the greatest wonder of Hoardreach, though, are the Founders. Five 
  dragons who banded together initially for control of a larger territory, they’ve 
  unfurled their wings to shelter dozens of towns and villages beneath the shad-
  ow of their city. Their strength laid the foundation for Hoardreach, and it is their 
  scales, their breath, and their very Wyrm Mark that has helped the city become 
  what it is today!
  The City of Wyrms is a place where danger and miracles walk hand-in-hand. 
  Where creatures often called “monsters” make their homes, and build their own 
  lives under the rule of the Lex Draconis. A place where the purple-plumed drag-
  on knights stand their vigil, and where schemes and plots are hatched in secret 
  everyday. A flap of a dragon’s wings in Hoardreach can send fortunes spinning 
  half a world away, and it is where the outcast, the brave, and the sly come to 
  find their own adventures.
  “Hoardreach: The City of Wyrms” is a supplement for Sundara: Dawn of a New 
  Age, but it can also be added to any existing game or setting! This particular 
  supplement includes:
  • City map and history of Hoardreach.
  • District-by-district breakdown, including unique locations, notable NPCs, and 
  rumors.
  • Rules for dragons in Sundara, as well as unique items like the scale suit, the 
  dragon knight archetype and the unique powers that comes with bearing a 
  dragon’s Wyrm Mark.
  • GM advice section for how to get the most out of using Hoardreach in your 
  game!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Cities of Sundara/Cities of Sundara - Hoardreach.pdf