TEXT: Stargazer’s Guide to Aroria
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  Stargazer’s Guide to Aroria
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  Credits
  Lead Designer: Daniel Hodges
  Writers: CJ Gahagan, Brandon Hatcher, Daniel Hodges, 
  Lauren Hodges, Luc Sterling, Jake Huebsch, Deanna Smit
  Editors: Daniel Hodges, Jake Huebsch
  Technical Director: Christian Hatcher
  Kickstarter Management: Jake Huebsch
  Art Director: Lauren Hodges
  Cover Art: Lauren Hodges
  Graphic and Layout Design: Lauren Hodges
  Interior Illustrators: Ridell Apellanes, Mabel Barreto, 
  Dom Critelli, Leila DeMarchi, Anton Domin, Lauren 
  Hodges, Nidhi Naroth, Stephen Nickel, Alex Pepper, 
  Deanna Smit, Katherine Souza, Zhu Jian Zhong, Liu Zis-
  han, BelusUAB, Hatalskaya, Marsh0d, NextMarsMedia, T 
  Studio, Iobard
  Social Media Manager: Dani Dewar
  Playtesting: Dani Dewar, Zack Dewar, CJ Gahagan, 
  Trevor Graham, Jaden Hammer, Brandon Hatcher, 
  Christian Hatcher, Brent Hegwood, Lauren Hodges, Jake 
  Huebsch, Rayna McGuire, Max Morin, James Morgan, 
  Deanna Smit, Dillon Whitt, Jesse Wolfe, Tessa Dyson
  Maps: Digbrand made in Inkarnate, Saltstone and the 
  Blood Phoenix illustrated by Lauren Hodges. Aroria Map 
  by Nidhi Naroth
  This cover illustration by Lauren Hodges features the Orrery in 
  Niveau Maximum in the city of La Cambria.
  Ownership & Copyright
  This product is compliant with the Open Game License 
  and is suitable for use with the 5th Edition rules system.
  Product Identity: The following items are hereby 
  identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, 
  proper names (characters, deities, etc.), dialogue, plots, 
  storylines, locations, characters, illustrations, and trade 
  dress. (Elements that have previously been designated as 
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  Open Content: Except for material designated as 
  Product Identity (see above), the game mechanics of 
  this game product are Open Game Content, as defined 
  in the Open Game License version 1.0a Section 1(d). No 
  portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form 
  without written permission.
  Stargazer’s Guide to Aroria: The Campaign Guide 
  © 2022, Ink and Lyre All rights reserved. Reference to 
  copyright material in no way constitutes a challenge to 
  the respective copyright holder of that material. 
  Ink and Lyre, the Ink and Lyre logo, Stargazer’s Guide 
  to Aroria and the Stargazer’s Guide to Aroria logo are 
  trademarks of Ink and Lyre.
  
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  Contents
  Welcome to Aroria ............... 7
  Pantheon of Aroria ............................8
  The Lost Gods ..................................11
  Meridium ..........................................12
  What's In This Book ........................13
  Ch 1: Character Options .... 15
  Races .................................................15
  Feyfolk ..........................................15
  Celestisept ....................................16
  Subclasses .........................................17
  Bartender Rogue ..........................17
  Oath of Sovereignty Paladin ......18
  Dark Practitioner Wizard ...........20
  Circle of Micrology Druid ..........22
  College of Gospel Bard ...............23
  Ironclaw Barbarian......................23
  Marshal Ranger ...........................24
  Oracle Sorcerer ............................27
  Planar Domain Cleric .................28
  Starfated Martial Fighter ............29
  Way of the Hive Monk ...............30
  Ch 2: Leaders and Factions . 31
  Council of La Cambria ...................31
  Sparrowhawks .................................33
  Sons of Bouclier ...............................34
  Niveau Maximum ...........................34
  Platinum Sanctuary .........................35
  Mainland Aroria ..............................36
  Elderguard Family ..........................37
  Rylan's Gang ....................................38
  Guilds of Thrice ...............................39
  Ch 3: The Stars................... 41
  Overview ..........................................41
  The Signs ..........................................17
  Fleurtide | Aries ..........................42
  Wisterius | Taurus ......................47
  Sunbask | Gemini .......................50
  Aurous | Cancer ..........................55
  Pyrium | Leo ................................56
  Soulstice | Virgo ..........................59
  Rustium | Libra ...........................60
  Duskworn | Scorpio ...................65
  Lamentium | Sagittarius ............68
  Waking | Capricorn ....................73
  Rimewomb | Aquarius...............74
  Frostwane | Pisces ......................77
  Rulers ................................................78
  Abjuration ....................................79
  Conjuration ..................................80
  Divination .....................................82
  Enchantment ................................83
  Evocation ......................................84
  Illusion ..........................................85
  Necromancy .................................86
  Transmutation .............................87
  Heirs ..................................................88
  Abjuration ....................................88
  Conjuration ..................................89
  Divination .....................................89
  Enchantment ................................90
  Evocation ......................................90
  Illusion ..........................................91
  Necromancy .................................91
  Transmutation .............................92
  Special Circumstances ....................92
  Ch 4: Cities ........................ 95
  La Cambria .......................................95
  Wildwood .......................................100
  Thrice ..............................................103
  Emerald Sands ...............................107
  Sable ................................................110
  The Crossing ..................................113
  Elderguard .....................................116
  Rhea'illia Elderguard NPC ......119
  Agubonne .......................................121
  New Reach .....................................124
  Sunspell ..........................................128
  Lazuli Cove ....................................130
  Aleksanda NPC .........................133
  Digbrand ........................................135
  Ironburrow .....................................139
  Ch 5: Points of Interest ... 143
  The Ashen Obelisk ........................143
  The Arctic Desert ...........................147
  The Badlands .................................148
  Barvassian Sea ...............................150
  Blood Phoenix Ship Map..........151
  Iveria Reefborn NPC .................152
  Death's Door ..................................154
  Dragon's Road ...............................156
  Azaun Olvinik NPC ..................157
  Isle of Ghostguard .........................158
  Krygos Lake ...................................163
  Mt. Vera ..........................................166
  Saltstone ..........................................169
  Revenir Thorne NPC ................171
  Sheppard's Pass .............................179
  Triton's Spear .................................181
  Ch 6: Mayhem Under the 
  Stars Adventure ............... 183
  Appendix A: Magic Items 205 
  Appendix B: Monsters ..... 210
  OGL License .................... 212
  Kickstarter Backers ......... 212
  
  Stargazer’s Guide to Aroria
  6
  Map by Nidhi Naroth
  
  7
  Welcome to Aroria
  A
  roria is a fantasy world where arcane masters, 
  primordial powers, and destiny define the 
  lives of adventures. The original setting was 
  created for use in Ink and Lyre’s Flagship 
  show, Fate’s End and is one continent among many. The 
  stars above and long forgotten divine wars have left a 
  surplus of malleable magic on the continent. The Weave 
  has sunk deep roots into the world, manifesting in 
  Meridium veins of Vera, lingering in the blood of ancient 
  families, and replenishing constantly with help from the 
  celestial bodies above.
  Aroria is for gamemasters who want to bring variety, 
  uncover ancient power, and weave advanced arcane 
  knowledge into their storytelling. The continent is 
  divided into two distinct regions: Aroria Mainland and 
  Aroria North. Aroria Mainland is a peaceful land that 
  values excellence in all forms. Great artists flourish, 
  dedicated researchers find answers, and legendary 
  adventurers inspire generations with their feats. 
  The North is a hard land where might rules. Three 
  Dragonborn cities skirmish for power along the fingers 
  and fiendish factions strive to ensure chaos rules. Entire 
  campaigns can be run in either region exclusively, or 
  parties may find good cause to adventure across the 
  entire continent.
  Aroria is for players who want to play truly unique 
  Adventurers with nuance and destiny. Every 
  Adventurer in Aroria is born under a unique set of 
  circumstances which are ruled by the celestial bodies of 
  the universe. No matter who you are, the sub-class you 
  play, or the backstory you choose, destiny defines you. 
  Exclusive sub-classes and races in Aroria provide never 
  before seen characters with intriguing possibilities. 
  This combination inevitably results in a wholly unique 
  Adventurer for your next campaign that is impossible to 
  replicate.
  Destiny in the Stars
  Every citizen of Aroria is connected to the natural and 
  magical world around them. The gravitational aura of 
  stars, moons, portals, forests, oceans, and people pushes 
  and pulls the Weave, influencing all. Whether you are 
  native to Aroria, or your character traveled here from 
  another world, the time and place you first saw the 
  Arorian sun defines your destiny.
  The Arorian calendar has twelve months and stargazers 
  have named each month for the Sign that presides over 
  it. Naturally, the month Adventurers are born declares 
  their Sign, influences their personality, and guides their 
  fate. Your Sign only tells half the story though.
  The Weave suffices the universe and the eight schools of 
  magic that comprise it claim Rulership over Adventures 
  at the moment of their birth. This Rulership grants a 
  magical affinity for certain schools of magic and these 
  Adventures boast unique abilities and detriments because 
  of their innate power. Most adventurers closely identify 
  with their ruler, but others identify with other strands of 
  fate and consider a different school as their Heir.
  Information for choosing your Sign, Ruler, and Heir can 
  be found in Chapter 3: The Stars.
  La Cambria, The 
  Mainland & Aroria north
  La Cambria is a sovereign pinnacle of civilization which 
  has maintained peace throughout Aroria for thousands 
  of years. The stability the Council of La Cambrial brings 
  to the Mainland has allowed for trade and research in 
  the region to flourish. The island city is just off the west 
  coast of the Mainland and is connected to the continent 
  by the marvel of engineering that is Andrin’s Bridge. 
  Gamemasters can use this hub of commerce and culture 
  to invite political intrigue and urban adventuring into 
  their game.
  Additional information on La Cambria can be found in 
  Chapter 4: Cities.
  The Mainland Aroria comprises about two thirds of the 
  continent and includes everything south of Krygos Lake. 
  The land is classic adventuring territory. Bandits roam 
  the roads, innkeepers speak of enchanted or haunted 
  forests, and fantastic creatures occupy the many ruins 
  and caves of the rolling landscape. The Sparrowhawks 
  of La Cambria have the greatest impact on this land and 
  it seems each town with more than ten villagers has 
  a representative from the faction. While Elderguard, 
  Digbrand, and the Sparrowhawks claim ownership of 
  the Mainland, everyone knows it’s the Thieves' Town of 
  Thrice that really runs things. The Mainland is a place 
  for low level adventurers to make a name for themselves 
  or for villains to garner their power.
  Additional information on Thrice, Elderguard, and 
  Digbrand can be found in Chapter 4: Cities.
  Additional information on the Sparrowhawk faction can 
  be found in Chapter 2: Leaders and Factions.
  If you follow the Triton Road north for a full cycle of 
  the moon, you will eventually stumble upon Krygos’ 
  territory, which marks the southern edge of Aroria 
  North. Don’t let the cold and complacency of Krygos 
  Lake fool you, this is a tropical climate and is crawling 
  with danger. Three Dragonborn cities, Agubonne, 
  Sunspell, and New Reach wage war in this region. This 
  region is dangerous, and recommended for experienced 
  adventurers who aren’t afraid to make enemies. Might 
  makes right here, and Pirate Lords of the Bay will make 
  sure you feel them.
  Additional information on Agubonne, Sunspell, and 
  New Reach can be found in Chapter 4: Cities.
  Welcome to Aroria
  
  Stargazer’s Guide to Aroria
  8
  Pantheon of 
  aroria
  The gods of Aroria are on a wheel of power that is 
  constantly turning. These gods are divided into three 
  pillars of power and account for the entirety of the divine 
  magic in the Weave: The Lost Gods, Masters of the 
  Weave, and The Departed. As written, this setting features 
  the Masters of the Weave in control of the souls of Aroria. 
  The Lost Gods are waning in power; only Vera still 
  manifests in a meaningful way on the material plane. The 
  Departed are nearly nonexistent. Each of these pantheons 
  can interact with Aroria in unique ways and you as the 
  gamemaster may turn the wheel to suit your purpose.
  Masters of the Weave
  The Masters of the Weave is a pantheon of humanoid 
  wizards who have ascended to godhood. Long before 
  anyone alive remembers, Aroria had no concept of 
  magic or how to control it. Magic was reserved for 
  the gods. The first wizards of Niveau Maximum 
  developed cantrips at first, then 1st level spells, and so 
  on. Ambition and greed drove the wizards to pursue 
  power and they soon discovered that control was nice 
  but source magic was the ultimate goal. One by one, 
  the Masters of the Weave began to hunt the avatars of 
  what would become known as the Lost Gods. Each time 
  one was slain, ancient magic was divided, dispersed, 
  and used to power the ascension of a Master. Residual 
  magic spread into the land, creating enchanted forests, 
  bolstering ancient entities, and coalescing on magical 
  artifacts. After the eight ascended, Niveau spent a 
  thousand years searching for them, attempting to call 
  the debt of knowledge they were owed, but the Masters 
  of the Weave were gone.
  An unavoidable truth was discovered in their pursuit of 
  knowledge. Something more than analytical logic was 
  required to wield the power they now possessed. Even 
  at their strongest, with the memories of deities who 
  were born with the world written in their journal, they 
  still could not understand magic. It is unknowable to all. 
  Faith was required to wield these magics and it didn’t 
  seem to matter if that was in yourself or something else. 
  There was magic in believing without understanding.
  Humanity and the Masters of the Weave enjoy a unique 
  relationship. As former members of the mortal world, the 
  Weavemasters retain empathy and compassion for the 
  human condition. It is not uncommon for devout acolytes 
  of Lavie, Tromperie, or any of the other Weavemasters 
  to speak directly to their god. Most places of worship 
  of legitimate size have had at least one visit from their 
  respective god, and the largest could be graced on a 
  yearly basis. While this pantheon is active in Aroria it 
  would be impossible to deny their existence some citizens 
  quibble over the validity of their godhood.
  As with all things in Aroria, the stars impact the gods 
  as well, though it’s hard to tell whether the world or the 
  gods have more influence on adventures. Characters 
  who are ruled by the school of magic associated with 
  one of the Weavemasters may feel drawn to that god. 
  Players that perform actions which are particularly 
  beneficial or admired by a Weavmaster associated with 
  their Ruler may receive a boon or earn an introduction 
  to that god. On rare occasions, Weavemasters may 
  pull characters who have proven themselves devout 
  followers into their magical jurisdiction, twisting the 
  stars and changing their Ruler or Heirship.
  The Masters of the Weave rose from humanity and 
  retained many of their human traits, including the 
  ability to change. Adjust anything you see below 
  regarding the Weavemasters to suit your purpose.
  Bouclier 
  abjuration | lawful good
  "Family, Honor, Glory to the Strong"
  God of Protection, Bouclier is a stout dwarven man who 
  is often depicted with a refined meridium shield. He is 
  the chosen god of most dwarves and soldiers, especially 
  veterans, and is said to show favor in battle to warriors 
  who have loved ones waiting at home. Bouclier is widely 
  considered the second most influential Weavemaster 
  and his temples can be found all over the continent. 
  Followers of Bouclier are resolute in their faith and 
  steadfast in their morals. They are uncompromising, 
  unyielding, and inexorable.
  Savion 
  divination | lawful good
  "Light the Way"
  God of Knowledge, Savion is human. Savion is associated 
  with light, ambition, truth and goodness. She is the most 
  common god in Aroria and the patron of La Cambria. 
  She is a savant with language. Her spell book contains 
  every spell ever written and she was known to hold 
  concentration on two spells at once with ease before her 
  ascension. The Great Delegator, Savion sits at the head of 
  the Masters of the Weave and presides over the squabbles 
  of the others. The most devout of Savion will claim that 
  not only does Savion know everything that ever has been 
  but knows everything that ever could happen. Savion's 
  watchful eye is omniscient, and nothing happens in 
  Aroria without her knowledge. The two largest structures 
  in the world are in La Cambria and dedicated to Savion: 
  Savion’s Sunrise, the flagship temple to Savion, and 
  Niveau Maximum, which Savion built with her own 
  hands. The pious and agnostic worship her in both places.
  
  9
  Lavie by 
  Deanna Smit
  lavie 
  conjuration | neutral good
  "Masquerade No More"
  God of Creation, Lavie is an elf, and celebrates beauty and life in all its forms. They are most 
  commonly worshiped by elves and they share many of the same ideals. Lavie loves a good 
  story and encourages their followers to pursue passions that would change the narrative 
  of their lives. They love secrets. Discovering, sharing, and keeping them for followers is 
  something they revel in. Secrets are the currency of intimacy and Lavie is said to own one of 
  Tromperie’s three secrets. Lavie isn’t openly worshiped outside of Elderguard but manages to 
  have quite the congregation anyway. Anyone who is choosing their own path, following their 
  heart, or hiding a deep secret may find themselves crossing paths with Lavie.
  
  Stargazer’s Guide to Aroria
  10
  Poid 
  enchantment | lawful evil
  "Rivers Run with the Land"
  God of Influence, Poid is a half-tiefling, half-elf. The dual 
  nature of Poid leaves him on the outside looking in more 
  often than not. Among the gods, he’s not clever enough 
  to be considered dangerous, but not regal enough to 
  command respect. The other Weavemasters sleep on 
  Poid. He values power, not chaos. He respects those who 
  wield their strength and skill to garner influence within 
  a system. He plays the long game, and aids those who 
  share his values. Poid is worshiped by the schemers. He 
  wages war with the pen rather than the sword. He is a 
  favorite among the extremely devout and often attracts 
  cult followings in areas where the establishment cannot 
  be trusted.
  terrer 
  evocation | true neutral
  "Burn the Phoenix"
  God of Destruction, Terrer is a gnome. The flame before 
  Remblace, Terrer presides over the destructive forces 
  of nature and the violent nature of the world. It would 
  be easy to associate Terrer with volcanic eruptions, 
  hurricanes, or earthquakes, but this would be inaccurate. 
  Terrer is in the wildfire that reduces an old forest to ash. 
  They are the virus that eradicates 20% of the population. 
  Terrer is the flooding river that washes away farmlands. 
  Terrer is the destructive, but necessary, harbinger of life. 
  Followers of Terrer appease them by rooting out old 
  growth. Existing infrastructure means nothing to them, 
  and the abolishment of tradition is necessary for new 
  regimes to rise. Complacency is rejected here and while 
  devotees of Terrer are few and far between, they are 
  willing to go further for their god than typical followers 
  of the other Weavemasters.
  Tromperie 
  illusion | chaotic neutral
  "Love Your Mask"
  God of Trickery, Tromperie is a feyfolk. The embodiment 
  of passion, Tromperie is a favorite among musicians, 
  storytellers, painters, and artisans of all kinds. When 
  adrenaline and passion drive a creature into the deepest 
  depths of their own whim, Tromperie is there to preside 
  over the debauchery. She loves a good lie, the more 
  intricate the better. Misdirection is the most valuable skill 
  a servant of Tromperie can possess. Before she ascended, 
  Tromperie was said to have three secrets that she kept from 
  the rest of the Weavemasters, some lost knowledge of great 
  power. Only her lover, Lavie, is said to have uncovered one 
  of these. Lavie guards that rare currency with every fabric 
  of their being. No official temples to Tromperie exist, but 
  every bar, brothel, amphitheatre and campfire is a place 
  to worship Tromperie. As such, very few become lifelong 
  followers of Tromperie but nearly all worship her for at 
  least a season of life.
  Remblace 
  transmutation | true neutral
  "Nothing is Ever Lost"
  God of Change, Remblace is human. The shadow after 
  Terrer, Remblace is the new growth that comes after 
  death. Death comes for all in the end and Remblace is 
  the ferryman that helps guide a soul from life into death. 
  Remblace is a mysterious god and is the least sociable 
  among the Weavemasters and she is rarely seen outside 
  of her few temples. Remblace and her followers know one 
  fact above all else: all things eventually come to an end. 
  The servants of Remblace are as devoted and ritualistic as 
  any that follow a Weavemaster and superstitious Arorians 
  call upon Remblace when all seems lost. Like spring, 
  Remblace is a lighthouse to guide souls from the storms 
  of their life, but when the seas calm and the harvests of 
  summer and fall come, Remblace is forgotten until she is 
  needed again.
  Turie 
  necromancy | chaotic evil
  "Let it Burn"
  God of Chaos, Turie is dragonborn. Turie has a level of 
  power he can tap into that the other Weavemaster don’t 
  and he is widely considered the most powerful Master of 
  the Weave. He is the only Weavemaster to slay a Lost God 
  in one-on-one combat. Occasionally, destruction comes 
  for the pillars of mankind so something better can take 
  its place and Turie is the vehicle of this destruction. He 
  delights in the annihilation of society and the expulsion 
  of humanity. Savion alone has his ear and her wisdom 
  sets the boundaries for inevitable destruction. However, 
  when Turie sets his mind to an outcome, there is no power 
  among gods or men that can stop him. There are very 
  few acolytes to Turie and he despises those who do. The 
  worshipers of Turie are often undead vampires and even 
  revenants who have seen the cruelty of death. Adventurers 
  and priests to Turie worship by engaging in acts of havoc, 
  attempting to impress him by increasing their scope of 
  carnage each time a prayer falls on deaf ears.
  
  11
  The lost gods
  When the world was new and the ancestors of humanity’s 
  first souls still slept in the waters, Ardeur, Brise, Vera, and 
  Vol ruled over Aroria and the dragons who laid claim to 
  it. The Lost Gods are older than the world and originated 
  as an observational pantheon. As the first believers 
  witnessed mountains rise, seas rage, and wind tear their 
  lands apart, it is unclear which came first– faith or the 
  gods it was placed in. Recognition of the divine on this 
  plane gave power to The Lost Gods and from the start of 
  the world to the Masters of the Weave magic belonged to 
  the gods and the gods alone.
  The Lost Gods are shells of their former glory now. 
  Fragments of their power have been sequestered to the 
  ancient corridors of nature. They wait in forest fortresses, 
  deep in oceans and inside mountains for destiny to drive 
  Adventurers to their tombs. If it weren’t for the idioms 
  surrounding the old faith, one could spend their entire 
  life in Aroria and never see evidence of The Lost Gods. 
  Their isolation doesn’t imply apathy toward humanity. 
  The Lost Gods are hidden– seek and you shall find.
  If you choose to tell your story with The Lost Gods in power 
  or should the party seek one of The Lost Gods for ancient 
  knowledge, use the following information to help inform 
  your story. Each of The Lost Gods is associated with an 
  Element of the Weave: Vibe, Natural, Divine, and Arcane. 
  Adventurers in a world with The Lost God in power may 
  feel drawn to the god associated with their Sign’s element. 
  The extent of this attraction and the scope of The Lost God’s 
  influence on Aroria is left to the gamemaster's discretion.
  Ardeur 
  vibe
  Ardeur is fire and light. They are the warmth of a 
  sunkissed meadow, the humid air that precedes a 
  storm, and the destruction of a volcano. They associate 
  positively with Brise and provide the heat required to 
  generate warm fronts in the weather, creating rainstorms 
  that replenish the land. Ardeur is in the magma of the 
  world and violently opposes Vol. Only Vera separates the 
  two, but even she cannot keep the two apart indefinitely. 
  Occasionally, Ardeur will pierce the ocean with fire, 
  creating new islands and continents in Aroria. In return, 
  Vol uses tides and waves to reclaim the coast and erase 
  islands. The result is an eternal and fruitless war.
  Vera 
  natural
  Vera is earth and life. She is the guardian of the woods, 
  the creatures of the forest, and the steadfast mountain 
  against the horizon. She has the largest influence on 
  Aroria today and she is the only member of The Lost 
  Gods who still has an active following in the world. Many 
  of the citizens of Aroria and the Druids of the mountain 
  still hold Vera in high esteem and actively worship her. 
  During the rise of the Masters of the Weave, it was Vera 
  and their followers who most opposed the ascension 
  and it is said they even marshalled an assault on Niveau 
  Maximum before Vera fell.
  brise 
  arcane
  Brise is air and music. She is the breeze that blows in 
  from the ocean, the catalyst that lights the campfire, and 
  the tornado tearing across the land. While they associate 
  positively with Ardeur, she also hates them. Brise loves 
  cold, darkness and silence; the things Ardeur drives out 
  with their very presence. Legend says that Brise loves Vol 
  and their divine souls are eternally bound to one another. 
  Brise is the current in the ocean and Vol is the lightning in 
  the thunderstorm. The Lost Gods are all around us at all 
  times but Brise is known to be the most elusive of the four 
  and is said to enjoy isolation more than the other gods.
  Vol 
  divine
  Vol is water and passion. He is the open sea on a calm 
  day, the river that runs from port to port and the 
  lightning igniting the wildfire. Vol and Vera take a 
  parental approach to the creatures of Aroria and cover 
  the entirety of the world with their protection. There 
  isn’t a sailor worth their weight in salt that would openly 
  disrespect Vol while at sea. The seas surrounding Aroria 
  are vast and deep. Even the Masters of the Weave don’t 
  claim to know the depths of the sea and Vol maintains 
  sovereignty there even now.
  The Departed
  Gods and men have and always will be separated. 
  While The Masters of the Weave and The Lost Gods 
  of Aroria are active entities in the world, the existence 
  of other deities is far from unfathomable. Players and 
  NPCs proficient with Religion will recognize deities 
  from pantheons outside of these as members of The 
  Departed. The inclusion of Departed gods in your 
  game is optional, but encouraged.
  
  Stargazer’s Guide to Aroria
  12
  Meridium
  Magic vibrates here. Thin violet veins of Meridium weave 
  like rivers through the rock walls of this mine. They banish 
  the darkness here in favor of a mysterious jester glow. 
  Emerald starlight travels the Meridium rivers like energy 
  moving through a fiber optic cable. It’s warm. A broken 
  box near the exit of the chamber has several raw chunks 
  of the material. Upon closer inspection, you discover the 
  rock is soft to the touch. It feels as if it could stretch like 
  rubber, but it stiffens and turns hard as you grip to pull 
  it. Suddenly, the meridium transmutes into silver. It 
  matches the ring on your finger.
  Meridium is an innately magical ore which naturally 
  occurs in Aroria. The druids of Aroria would say the 
  ore was the lifeblood of Vera and the few mines that 
  exist in Aroria mark the locations the Lost Gods fought 
  with mankind. Niveau Maximum would tell you that 
  magic cannot be created or destroyed and Meridium was 
  created as a byproduct of the ascension of the Masters 
  of the Weave. Goldspire would tell you that it’s the most 
  valuable substance on the planet.
  No matter where it came from, Meridium turns one 
  substance into another and that makes life easier for 
  the citizens of Aroria. Artisans transmute glass to clay 
  and mold it to their purpose before letting the glass take 
  impossible shapes. Blacksmiths forge steel as bronze to 
  lighten the load on their arm. Explorers might turn their 
  bedroll into a wooden rowboat to traverse a river in a 
  pinch. Arcanist turn diamonds into sand to easily sprinkle 
  them into magic items with intricate enchantments.
   
   
  There are two forms Meridium takes in Aroria: raw 
  and refined. Raw Meridium can be found throughout 
  the world in small quantities but only Saltstone and 
  Digbrand boast commercial Meridium mines. Outside 
  of Niveau Maximum, these two are the only known 
  locations where refined Meridium can be made. The 
  use of raw Meridium can be dangerous. Adventurers 
  should use caution when interacting with the substance. 
  Refined Meridium is expensive and dangerous to make 
  but nearly limitless in power. Use the following rules 
  and tables to resolve interactions with the substance.
  raw meridium
  When raw Meridium touches a solid non-living 
  material (stone, iron, gem, fallen tree, etc) it takes on 
  all physical and magical properties of the material. The 
  raw Meridium is considered charged in this way. While 
  charged, touching the raw Meridium to a different 
  solid material causes the new material to transmute 
  into the previous material. The new material maintains 
  these properties for the duration before returning to its 
  original form. The raw Meridium becomes stone for the 
  duration before returning to its original form.
  Raw Meridium has no effect on adamantium, magical 
  items, or objects a part of a larger piece, such as a brick 
  that is a part of a wall. Raw Meridium cannot affect 
  objects outside their size limitation. Heterogeneous 
  mixtures, like sand, are magically held together by 
  the raw Meridium while charged, but relax once 
  transmuted.
  refined meridium
  All of the rules for using raw Meridium apply to using 
  refined Meridium with the following exceptions.
   
  á Requires a command word to charge and transmute.
   
  á Can take on the properties of liquids.
   
  á Can transmute adamantium, magic items, and 
  objects even if they are a part of a larger piece (if 
  they are within the larger size limitation.)
   
  á No Huge pieces of refined Meridium exist. Small 
  pieces are Very Rare, Medium are Legendary, and 
  one piece of Large refined Meridium is on display in 
  Digbrand.
   
  á Attempting to transmute a solid object outside the 
  refined Meridium’s size limitation causes a portion 
  of the object to transmute as a cube (max length on 
  each side).
  Size
  Duration
  Size Limitation
  Rarity
  Small (<1 lb)
  1 hour
  No larger than 1ft. on any side
  Uncommon
  Medium (1 - 5lbs)
  8 hours
  No larger than 6 sq ft. on any side
  Rare
  Large (5 - 25lbs)
  24 hours
  No larger than 20 ft. on any side
  Very Rare
  Huge (>25lbs)
  7 days
  No larger than 1 ft. on any side per pound
  Legendary
  Meridium 
  by Lauren 
  Hodges
  
  13
  What's in this Book
  Welcome to Aroria describes the regions of Aroria 
  and the major political players on the continent and 
  provides context for what an Adventurer's Sign is. Then, 
  it describes the Masters of the Weave and The Lost Gods 
  pantheons and the magical ore, Meridium.
  Chapter 1  is for players looking for new character 
  creation options unique to Aroria. It offers three unique 
  races and a new subclass for each of the cannon classes.
  Chapter 2 frames the major factions and families who 
  influence the political infrastructure and economy 
  of Aroria. This chapter is particularly helpful for 
  gamemasters looking for the pieces necessary to build 
  a campaign and for players placing their characters' 
  history and background.
  Chapter 3, the most important chapter in this book, is 
  a step by step mechanic for adding a Sign, Ruler, and 
  Heir to characters in Aroria. Players should look to this 
  chapter for inspiration on tying their character to the 
  world of Aroria and building a one-of-kind Adventurer. 
  Gamemaster should become intimately familiar with the 
  Signs and how their manifestations can affect the crucial 
  moments of the impending campaign.
  Chapter 4 is an overview for each of the major cities in 
  Aroria.
  Chapter 5 showcases points of interests that could be 
  interesting for players to explore and for gamemasters to 
  paint their story upon.
  Appendix A is a list of unique magic items for Aroria.
  Appendix B is the bestiary. You can find references and 
  stat blocks for creatures mentioned elsewhere in the 
  book.
  
  Stargazer’s Guide to Aroria
  14
  Feyfolk 
  by Lauren Hodges
  
  15
  character options
  Races
  The following sections explore some of the races that are 
  native to Aroria.
  Feyfolk
  Born as the offspring of fey and humans, the Feyfolk 
  display more distinct traits of their Fey ancestry than 
  even the Elves. Simultaneously existing in both worlds, 
  they are both mysterious and revered on the material 
  plane. In the Feywild they are considered outcasts who 
  are unworthy of their lineage. Naturally curious and 
  eager for adventure, the Feyfolk seem to leave their 
  mark wherever they go. 
  Feyfolk maintain a wide range of cultural influence in 
  the world and often mirror the perceptions of their race. 
  An Archfey might exclusively reside in the highest of 
  societies while the Saytrson may prefer the wild and 
  avoid such frivolities as if their lives depend on it. 
  Like many inhabitants of the Feywild, the Feyfolk are 
  naturally curious about those on the material plane. 
  They will often vacation in the culture of the race they 
  are most often around by picking up small pieces of 
  their influence here and there. Races on the material 
  plane find them equally as interesting and will make 
  them the center of any social encounter.
  traits
  Ability Score increase  
  Choose any one of your ability scores and increase it by 1.
  Age  
  Feyfolk mature quickly, reaching adulthood in as few as 
  ten years and can live for many centuries beyond that. 
  Feyfolk do not age while in the Feywild.
  Alignment  
  Feyfolk can have any moral alignment, but often have a 
  chaotic nature. 
  Size  
  Feyfolk are taller than average humans, between 6 and 7 
  ft. Your size is Medium. 
  Speed  
  Your base walking speed is 30 ft. 
  Darkvision  
  Thanks to your Fey blood, you can see in dim light as if 
  it were bright and in darkness you can see up to 60 ft. in 
  shades of grey.
  Fey Ancestry  
  You have advantage on saving throws against being 
  charmed and cannot be put to sleep by magical means. 
  Languages  
  Feyfolk can speak Common and Sylvan.
  saytrson
  Ability Score Increase  
  Your Charisma Score increases by 2. 
  Powerful Hindquarters  
  Saytrsons benefit from enhanced muscle around their 
  quads and calves. Your base movement speed is 40ft and 
  you jump twice as far as normal.
  Silver Tongue  
  Saytrson naturally know how to lie and have an ear for 
  deception. You gain advantage on Insight and Deception 
  checks. 
  Fey Influence  
  You gain proficiency in the Performance Skill. 
  hagborn
  Ability Score Increase  
  Your Intelligence Score Increases by 2. 
  Hidden Form  
  Hagborn are notoriously hideous but can maintain any 
  form they choose. At dawn each day, you may choose 
  the exact form you take, provided it is humanoid in 
  nature. When not in this form, you have advantage on 
  Constitution Saving Throws.
  Innate Spellcasting  
  You can cast Invisibility once per day without the need for 
  material components and know the Minor Illusion cantrip 
  (Pg. 260 Basic Rules). 
  Hag Influence  
  You gain proficiency in the Sleight of Hand skill.
  archfey
  Ability Score Increase  
  Your Wisdom Score increases by 2. 
  Beauty Beyond Measure  
  Archfey are blessed with a rare beauty that entrances 
  those around them. When you force a creature to make 
  a Saving Throw against a spell or feature that would 
  cause the creature to be Charmed, you may choose to 
  have the creature roll with Disadvantage. You may use 
  this feature a number of times equal to your proficiency 
  modifier per Long Rest. 
  Fey Flight  
  You have a pair of dragonfly-like wings that wrap 
  around your body when not in use. Provided you’re 
  not wearing armor you can reveal them and have a Fly 
  speed equal to half your movement.
  Fey Influence  
  You gain proficiency in the Nature skill.
  i
  
  Stargazer’s Guide to Aroria
  16
  Celestisept
  Whether you were born on a solstice, the clearest night 
  of your month or just when the stars were brightest in 
  the sky, the Zodiac and its manifestations have blessed 
  you. Celestisept are usually born in sets of twelve. 
  Frostwane may bless twelve births on the same night 
  in a single city– granting the children strength and 
  power to face a future threat. Alternatively, a Celestisept 
  may be born on the first of each month for a full year– 
  intertwining the destinies across the continent. The 
  purpose of a Celestisept is shrouded in mystery and 
  speculation but one thing is certain: destiny looms on 
  their horizon and the only path they walk is toward it.
  Celestisept have the same general appearance as their 
  genetic race but may take on fantastic or unique features 
  dependent on their Sign. Generally, this manifests as 
  an unusual skin tone like gold, fuschia or emerald, 
  illuminated stars sparkling where freckles or birthmarks 
  should be, or a tattoo with prophetic meaning. Other 
  more unique features may reveal themselves at your 
  discretion.
  Arorians find destiny and fate wherever they look but 
  especially so after recognizing a Celestisept. Commoners 
  and travelers on the road will curiously inquire about 
  the circumstances of your birth and may offer you aid if 
  your story is compelling enough. Adventurers you meet 
  on your journey will often stick around longer than they 
  should hoping to witness your journey first hand.
  traits
  Ability Score increase  
  Your Charisma score increases by 2.
  Age  
  Celestisept age at the same rate as their genetic race.
  Alignment  
  Celestisept can have any alignment but tend toward 
  neutral morality.
  Size  
  Celestisept can be small or medium with respect to their 
  genetic race. 
  Speed  
  Celestisept have the same speed as their genetic race. 
  Genetic Race 
  Celestisept always have a genetic race, such as Human, 
  Elf, or any race that exists in your campaign. Celestisept 
  have the same number of limbs and same physical traits 
  but replace all features with the traits below.
  Languages  
  Celestisept speak Common and Celestial.
  Destiny Steps 
  Celestisept are magically connected to other Celestisept. 
  When you are within 30 ft. of another Celestisept, you 
  gain +1 to your AC and gain a +1 to Attack and Damage 
  rolls with melee or ranged weapons.
  Zodiac Mind 
  You immediately recognize any Zodiac manifestation 
  you see and may communicate with it telepathically.
  Sign Affinity  
  Celestisept have a particular affinity for the Zodiac and 
  the Rulers. Your Sign defines the journey you undertake 
  and destiny guides your fate in Aroria– this is especially 
  true for Celestisept. Work with your gamemaster to 
  ensure your Sign is relevant to the story taking place. You 
  gain the following feature with respect to your Sign.
  Fleurtide 
  Strength score increases by 1 and you are immune to Fear.
  Wisterius 
  Your Constitution score increases by 1 and you know 
  the sleep spell and may cast it once per day without 
  expending a spell slot. When you do so, double the 
  number of dice you roll.
  Sunbask 
  Your Dexterity score increases by 1 and as an action, 
  you may touch a reflective surface and enter the object. 
  While concealed in this way, creatures who view the 
  object see your face instead of their own, you may not 
  speak and cannot breathe. You may spend an Action to 
  shunt yourself from the object into an unoccupied space 
  within 5 ft. of the object. If the object is destroyed while 
  you are within it, you are shunted within 5 ft. of the 
  object and take 5d8 force damage.
  Aurous 
  Your Wisdom score increases by 1 and you can see in 
  magical darkness as if it were dim light and in darkness 
  as if it were day.
  Pyrium 
  Your Strength score increases by 1 and you gain 
  proficiency in three instruments of your choice.
  Soulstice 
  Your Intelligence score increases by 1 and when you 
  target a creature with a healing spell, you may target one 
  additional target within 30 ft.
  Rustium 
  Your Wisdom score increases by 1 and you may cast the spell 
  Zone of Truth (Pg. 289 Basic Rules) once per day without 
  expending a spell slot.
  Duskworn 
  Your Constitution score increases by 1 and you learn the 
  spell Hellish Rebuke (Pg. 250 Basic Rules). Your spellcasting 
  modifier for this spell is Charisma and you may cast it once 
  per short or long rest.
  Lamentium 
  Your Dexterity score increases by 1 and you may not 
  become lost by non-magical means.
  Waking 
  Your Constitution score increases by 1 and you gain 
  proficiency with three tools of your choice.
  Rimewomb 
  Your Dexterity score increases by one and you may 
  operate ranged weapons at their maximum range 
  without suffering from disadvantage.
  Frostwane 
  Your Intelligence score increases by 1 and you feel as 
  though you can see six seconds into the future. You 
  cannot be surprised and gain advantage on Dexterity 
  Saving Throws triggered by non-magical effects.
  
  17
  Subclasses
  The following sections explore some of the subclasses 
  options unique to Aroria.
  Bartender Rogue
  As a Bartender Rogue, you serve cocktails just as quickly 
  as you do death. This Charisma based archetype focuses 
  on supporting the party as well as influencing the 
  people within your living world.
  Starting at 3rd level  
  You learn to mix magical effects and benefits into the 
  beverages you make. Each beverage takes one minute 
  to  mix and creatures must consume in its entirety to 
  be beneficial. You may mix a number of drinks equal 
  to your Charisma Modifier per day and must have 
  access to the primary ingredient. All benefits last for 8 
  hours. While you are under the influence of one of your 
  beverages, you may add your Charisma Modifier to 
  your Armor Class.
  mixologist
  Bonus Cantrip 
  Starting at 3rd level 
  You learn the cantrip Acid Splash (Pg. 211, Basic Rules)
  Public Speaker 
  Starting at 9th level 
  You gain Expertise on either Persuasion or Deception 
  checks (your choice). When you address a crowd of  
  three or more, or a creature has consumed a beverage 
  you prepared for them, you gain advantage on 
  Persuasion and Deception Checks. 
  Specialty Drinks
  Drink
  Effects
  Ale 
  (Beer)
  The creature gains advantage on Saving Throws 
  to resist Fear.
  Sangria 
  (Wine)
  Roll a 1d20, at any point during the duration 
  when the creature makes an Ability  Check, 
  Attack Roll, or Saving Throw, they may replace 
  that roll with this result.  They may do so after 
  the roll, but before a ruling is made. 
  Hotty Toddy 
  (Tea)
  For the duration, when the creature makes an 
  unarmed strike, their damage  becomes 1d4+ 
  their Strength modifier. 
  Screwdriver 
  (Vodka)
  If the creature is about to become exhausted for 
  any reason, they may postpone  that Exhaustion 
  for the duration.
  Mai Tai
  (Rum)
  The creature’s alignment becomes Chaotic. 
  Old Fashioned
  (Whiskey)
  The creature gains 1d10 temporary hit points.
  Backstabber 
  Starting at 13th level 
  Betrayal is your greatest weapon and you benefit when 
  enemies don’t see you coming. You may add your 
  Charisma Modifier to the damage roll of your Sneak 
  Attack. The first attack you make against a creature who 
  is friendly to you is a critical hit.
  Overwhelming Personality 
  Starting at 17th level  
  Once per day, you may cast Dominate Monster (Pg. 235, 
  Basic Rules) without the need for spell components. 
  Your spellcasting modifier for this spell is Charisma.
  Background Option
  The Whetstone Inn has been in your family 
  for 6 generations, until the fateful day it 
  was burnt to the ground by a mage with a 
  black tattoo spiralling outward from their 
  left eye. You'll never forget that day.
  As the lone survivor, you decided to take 
  up adventuring. Rising from the ashes you 
  swore to avenge your lost loved ones and 
  hopefully rebuild one day.
  
  Stargazer’s Guide to Aroria
  18
  Oath of Sovereignty Paladin
  Champion the weak. Protect the innocent. Trust wholly 
  in oneself. The Oath of Sovereignty is a lonely path 
  where your judgement reigns supreme. You forge your 
  own way, and even the Gods cannot protect the wicked 
  from the consequences of their actions. The Oath of 
  Sovereignty is committed to the preservation of rights 
  and privileges of all. Often called Grey Knights, Paladins 
  of Sovereignty see complexity in all matters. Perspective 
  and context is a necessity for them to pass judgement. 
  Grey Knights very rarely swear fealty to Queens or 
  Lords, opting instead to serve a group of people or 
  geographical area. A Grey Knight cannot stand idly by 
  while injustice is served and will wage war against any 
  foe in the name of the helpless.
  tenets of sovereignty
  Shades of Gray 
  Nothing is black and white. Seek to find truth at the 
  center of chaos.
  Surpremacy of Self 
  I alone know what is best for me. Extend and preserve 
  that same autonomy to others. 
  Independence of Thought 
  Faith and trust are tools to manipulate the weak willed 
  and foolish. Deny and expose false prophets who seek to 
  control the helpless. 
  Denial of Self-Sacrifice 
  There is no honor in death. No cause is worthy of your 
  life. 
  Channel Divinity 
  Starting at 3rd level, you gain two Channel Divinity 
  options.
  Preserving Health  
  When you heal an unconscious target, you may use 
  your Channel Divinity to double the healing the target 
  receives. Creatures healed in this way make a Wisdom 
  Saving Throw. On failure, the creature is frightened and 
  may only take the Dash and Disengage actions to escape 
  danger. Frightened creatures may remake this Saving 
  Throw at the end of each of their turns. 
  Shackles of Leithlis  
  You summon iron bonds to bind a creature of Large 
  size or smaller who is incapacitated, paralyzed or 
  restrained. The creature becomes incapacitated and 
  must make a Charisma Saving Throw. On failure, 
  the creature falls asleep until the sleeper takes 
  damage or someone uses an action to shake or slap 
  the sleeper awake and remains this way for 24 hours. 
  While bound by the Shackles of Leithlis, the creature 
  weighs 5 lbs, does not need to eat or breathe, and cannot 
  not suffer exhaustion. The Shackles last until you choose 
  to release the creature or 24 hours have passed. If 24 
  hours pass, you may expend another Channel Divinity 
  to maintain the Shackles and the creature may repeat the 
  Wisdom Saving Throw. 
  At level 10, you may expend two Channel Divinities to bind 
  any creature regardless of size. 
  Aura of Sovereignty  
  Starting at 7th level  
  While you are conscious, all friendly creatures within 
  10 ft. of you are under the effect of the Freedom of 
  Movement spell. 
  At 18th level, the range of this aura increases to 30 ft.. 
  Ascendant Liberation  
  Starting at 15th level 
  You ascend to a state of mind beyond morality and gain 
  the power of liberation. You gain resistance to Psychic 
  damage and cannot be Charmed. Once per day, you use 
  your Action to magically end the Restrained, Grappled, 
  Paralyzed, or Petrified condition on a creature you can 
  see within 30ft, cast the Knock spell without the need for 
  components, or magically force a creature to regurgitate 
  all swallowed creatures.
  Sovereignty Oath Spells
  Spell Levels
  Spells
  3rd
  Hellish Rebuke (Pg. 250, Basic Rules)
  5th
  Detect Thoughts (Pg. 231, Basic Rules)
  9th
  Remove Curse (Pg. 271, Basic Rules)
  13th
  Fire Shield (Pg. 242, Basic Rules)
  17th
  Hallow (Pg. 249, Basic Rules)
  
  19
  Justicemaker  
  At 20th level  
  Judgement comes for the wicked. You speak the 
  name of a creature you are familiar with and declare 
  that creature Condemned. You may only have one 
  Condemned creature at a time, and the effects last until 
  you or the Condemned dies. While Condemned, the 
  following effects and conditions apply. 
   
  á The Condemned has disadvantage on Saving Throws 
  against your spells.
   
  á You have Advantage on Attack Rolls against the 
  Condemned. 
   
  á You score a critical hit on a 19 or 20 against the 
  Condemned. 
   
  á You always know the direction and distance of the 
  Condemned when you are on the same plane of 
  existence. If they are on a different plane of existence 
  from you, you know which. 
  After a Condemned is slain, you immediately take 3 
  levels of Exhaustion and fall unconscious.
  Once you use this feature, you may not Condemn a new 
  target until you are no longer affected by the exhausted 
  condition.
  
  Stargazer’s Guide to Aroria
  20
  Dark Practitioner Wizard
  Not all knowledge is meant to be known; not all secrets 
  meant for the light of day. Dark Practitioners make 
  it their life's goal to tap into forgotten and forbidden 
  practices, empowering themselves no matter the cost. 
  Rupturing reality and bending what is known has 
  always been a Wizard's business.
  Dark Magic 
  Starting at 2nd level 
  You have gained knowledge of forbidden practices and 
  lost knowledge, but at the cost of your sanity. Choose 
  a number of spells equal to your proficiency bonus to 
  designate as Dark Magic. Each time you finish a Long 
  Rest, you may remove one spell from your Dark Magic 
  list and replace it with another.
  Whenever you cast a Dark Magic spell, you gain 
  1 point of Dark Madness to add one the following 
  enhancements to your spell.
   
  á Your Spell Attacks gain Advantage.
   
  á You may treat that spell as if it were being cast 
  with a slot one level higher (Maximum of 9th) 
  than the spell slot you expended. 
   
  á Your Spell Save DC by is increased by 1.
   
  á You gain advantage on Constitution Saving 
  Throws to maintain concentration on this spell.
   
  á You may change the type of damage (Fire, 
  Lightning, Force, Etc) to any other type of 
  magical damage.
  If you reach a number of Dark Magic points equal to 
  your Proficiency Bonus plus 1, roll on the Manifest 
  Madness table and resolve the effect immediately and 
  your Dark Madness points are reduced to zero. Each 
  time you complete a Long Rest, your accumulated Dark 
  Magic point total is reduced by 1d4.
  Resilience of the Mad 
  Starting at 6th level 
  The aberrant delirium that plagues your mind helps 
  distract from your physical ailings. Whenever you gain a 
  Dark Madness point, you gain 1d6 temporary hit points.
  Dark Nature 
  Starting at 10th level 
  Dark Magic Spells do not count against the number of 
  Spells you can prepare.
  Madness Mastery 
  Starting at 14th level 
  You have gained a modicum of comfort in the confines 
  of your growing insanity. Whenever you roll on the 
  Manifest Madness table, you may roll twice and use 
  either number.
  
  21
  manifest madness table
  d100
  Effects
  01-05
  Your visage warps and twists horrifically for the next 1d4 days or until Remove Curse (Pg. 271, Basic Rules) or similar magic is 
  cast on you.
  06-10
  You forget all known languages except Deep Speech for the next 1d4 hours. This does not prevent you from providing the Verbal 
  components of spells. You are able to understand all spoken and written language for the same amount of time.
  11-15
  You spontaneously grow an extra limb. The gamemaster decides where and which limb this is. The limb harmlessly falls off after 
  1d10 days.
  16-20
  An Aberration of CR 5 or higher is invited into the material plane and appears randomly in the world as determined by the 
  gamemaster.
  21-25
  Your mind is put into contact with an extraplanar being of immense power. The being has accurate knowledge about your future 
  and may choose to explicitly disclose this knowledge to you or speak in vague riddles. Each time you trigger this feature, the 
  same being appears with new information.
  26-30
  You forget the spell you have most recently cast of 1st-level or higher. You no longer have access to that spell. You remember all 
  spells that were forgotten in this way after completing a long rest.
  31-35
  Your mind shatters. You are incapacited for 1 minute or until a creature uses their Action to wake you.
  36-40
  Hallucinations entangle your mind. You are Frightened for 1 minute. While Frightened in this way, all creatures appear as 
  mindless, mutated beasts to you. You cannot understand spoken language while Frightened in this way.
  41-45
  Your body spontaneously bursts into magical flames. At the start of each of your turns, you take 1d6 Fire Damage. You may use a 
  Action to end this condition.
  46-50
  A magical eye appears on your forehead for 1 minute. While the eye is there, you have advantage on all Intelligence, Wisdom, 
  and Charisma Saving throws.
  51-55
  Magical energy dissipates from you into the ether. You expend your highest unused spell slot.
  56-60
  You scream for the next 1d4 minutes or until Lesser Restoration (Pg. 255, Basic Rules) or similar magic is cast upon you. While 
  under this effect, you cannot cast spells that have a verbal component, you are incapacitated, and your screams can be heard 
  from up to 300 ft away.
  61-65
  You forget a significant person, place, or thing in your life and all associated memories with the subject. This effect ends when 
  you see the subject or you are the target of a Greater Restoration (Pg. 246, Basic Rules).
  66-70
  Vitality saps your body. You age 1d4 years.
  71-75
  For the next 1d4 hours, your flesh becomes gelatinous, malleable, and translucent. Your speed is halved and able to squeeze 
  through openings as small as 1 inch in diameter.
  76-80
  Your steps leave an imprint on reality itself. For 1d4 days, you leave inky footprints that stink with a foul odor. The prints cannot 
  be cleaned or removed by any means whatsoever. The footprints disappear with this effect.
  81-85
  You turn into a CR 4 or lower Aberration of the Gamemaster's choice for 1 minute. If you drop to zero hit points while in this 
  form, you revert to your original form with zero hit points.
  86-90
  Darkness and hallucinations surround you. You cannot see more than 10 ft. in front of you for 1d4 hours.
  91-95
  Ravenous nightmares and visions haunt your mind. The next time you complete a long rest, you do not gain the benefits of a 
  long rest.
  96-100
  You regain all of your expended spell slots.
  
  Stargazer’s Guide to Aroria
  22
  Circle of Micrology Druid
  The natural world is inhabited by an infinite number of 
  creatures, plants, and organisms. Members of the Circle 
  of Micrology seek to cherish each and every unique 
  specimen. They value the differences in nature and 
  believe the loss of any species of creature or plant is an 
  unforgivable tragedy.
  Micrology Druids are hermits or outlanders. The 
  civilized world is too destructive for their taste and 
  while they understand the need for humanity to 
  prosper, Micrology Druids often find themselves at 
  odds with conquesting nations. Microorganisms and 
  bacteria live around and within us at all times. Our 
  relationship isn’t parasitic, but mutualistic. Without 
  us, they could not survive. Without them, the most 
  malicious of diseases would wipe us from existence. 
  Circle of Micrology Druids champion this mindset and 
  connect with microorganisms in a symbiotic way. They 
  utilize this impossibly diverse skillset to make the world 
  prosper, and divine their primal memories for secrets 
  that were lost long ago.
  Harmonize 
  Starting at 2nd level 
  You reveal the unique microbiological fingerprint of the 
  world around you. Every life form has a Micrology Aura 
  that surrounds it at all times. While a creature is alive, 
  its Micrology Aura leaves a mark or trail on anything 
  it touches for 24 hours. The aura cannot be dispelled or 
  removed by any means outside of Wish but creatures 
  may suppress their Aura for 24 hours by submerging 
  themselves in acid.
  As an Action, you harmonize with the life around you 
  to visualize these Micrology Auras for 10 minutes. 
  Each aura is revealed as a unique color surrounding 
  every lifeform. If you’re familiar with the creature, you 
  recognize their aura. You can see the Micrology Aura 
  of every lifeform within 10 ft. times your druid level, 
  and you know the condition status or magical effect a 
  creature is under. You may use this feature a number of 
  times equal to your Wisdom modifier per Long Rest.
  Adaptation 
  Starting at 6th level 
  You manipulate your Micrology Aura to better blend in 
  with the world around you. You always look like you 
  belong and may add your Wisdom Modifier to Stealth and 
  Persuasion Checks, and creatures have disadvantage on 
  Insight Checks against you. You learn the spell Meld Into 
  Stone (Pg. 259, Basic Rules) and may cast it once per day 
  without expending a spell slot. When you cast Meld Into 
  Stone using this feature, you may meld into any natural 
  substance, such as earth or water. This spell does not count 
  against the number of Druid spells you have prepared.
  Enhanced Wildshape 
  Starting at 10th level 
  You learn to channel the microbiology of the world 
  around you to magically enhance your Wildshape. When 
  you Wildshape, you draw energy from an elemental 
  source within 300 ft. and consult the Elemental 
  Enhancement Table below to determine your new 
  abilities. When you use the feature, the elemental power 
  you draw from is negatively affected in a noticeable, but 
  temporary, way.
  Earth 
  Earth and rock cakes your Wildshape. You gain 
  resistance Bludgeoning, Piercing, Slashing damage, and 
  add a +1 bonus to Attack and Damage rolls.
  Air 
  Gusts of wind are always at your back. Your movement 
  speed doubles, and you do not provoke opportunity 
  attacks from creatures when you leave melee range. 
  Fire 
  Flame bursts from your appendages. When you hit with 
  a Melee Attack, you may add an additional 1d6 fire 
  damage to the total, and your Wildshape’s Constitution 
  Score increases by 1.
  Water 
  A pool of water magically floats around you as a 
  companion, your AC increases by 2, and attack rolls 
  cannot have advantage against you.
  Primal Secrets 
  Starting at 14th level 
  Micrology Auras reveal dormant secrets within their primal memories to you. You learn the spell Legend Lore (Pg. 254, 
  Basic Rules), and may cast it once per day without expending a spell slot or the need for material components. You learn 
  the spell Commune (Pg. 223, Basic Rules), this counts as a Druid spell for you. While harmonizing with the Auras of 
  Micrology around you, you may make an insight check (DC 14) against any one Aura within range to identify its owner 
  even if you are unfamiliar with them. You learn the associated creatures race, alignment, and gain a brief description of 
  their appearance. 
  
  23
  College of Gospel bard
  Master storytellers, Gospel Bards use parables and 
  songs to enthrall their audience. They are crusaders 
  who spread news of great deeds and share their pious 
  message to anyone who will listen. They often enchant 
  their audience and take advantage of teachable moments 
  to spread their divine message. 
  Known as prophets, priests, or disciples, members of the 
  Gospel College can be found in any tavern throughout 
  the land with like minded clerics and paladins. Their 
  role is to preserve the great deeds of these adventures 
  and record their efforts to inspire others. In battle, the 
  Crusader is a fierce fighter who uses a combination of 
  might and magic to overwhelm foes. Outside of combat, 
  they are encouraging and uplifting, cultivating the spirit 
  of the adventuring party with positivity against a dark 
  world.
  Crusader 
  Starting at 3rd level 
  When you join the College of Gospel, you gain 
  proficiency with Medium Armor and Shields. You also 
  learn the Cleric spell Guiding Bolt (Pg. 248 Basic Rules). 
  This counts as a Bard spell for you, but does not count 
  against the number of Bard spells you know.
  Steel Resolve 
  Starting at 3rd level 
  The relentless tides of battle weigh heavily upon even 
  the most determined Gospel Bards, but you always find 
  the right words to inspire others. When you are out of 
  Bardic Inspiration dice, you may spend 1 minute centering 
  your thoughts, remembering your purpose, or otherwise 
  preparing yourself against overwhelming odds to regain 
  one Bardic Inspiration die. After you have used the feature, 
  you may not do so again until you finish a Long Rest. The 
  number of dice you recover in this way increases to two at 
  level 9 and three at level 17.
  Extra Attack 
  Starting at 6th level 
  You can attack twice, instead of once, when you take the 
  Attack action on your turn.
  Invigorated Healer 
  Starting at 6th level 
  You learn to use your Bardic Inspiration to be a more 
  effective healer. When you cast a spell to heal yourself or 
  an ally, you may expend a Bardic Inspiration die to double 
  the number of dice you roll to determine the number of hit 
  points restored.
  Divine Inspiration 
  Starting at 14th level 
  Your inspiration keeps your allies alive when they are on 
  the brink of death. When a creature who is inspired by 
  you drops to zero hit points, they roll their inspiration die 
  and gain a number of hit points equal to the roll plus your 
  Charisma modifier.
  Ironclaw Barbarian 
  Path of Protection
  Not all barbarians desire destruction. Some find power 
  through protection. Drawing on their raw power, Path 
  of Protection barbarians standout from divine paladins 
  and skilled fighters by throwing caution to the wind and 
  inserting themselves into a fight. They often seek to keep 
  the enemy distracted and will ignore even the plans of 
  their allies when faced with danger.
  Double Down 
  Starting at 3rd level 
  When protecting others, being overwhelmed simply 
  isn’t an option. You gain a +1 bonus to your AC for 
  every enemy creature  within your melee range.
  Immovable Force 
  Starting at 6th level 
  Your ability to adapt and endure has reached new 
  heights. As an Action, you gain resistance to nonmagical 
  bludgeoning, piercing, and slashing damage for 1 minute. 
  Once you have used this feature, you may not do so again 
  until you finish a long rest.
  Better Together 
  Starting at 6th level 
  You can attack twice, instead of once, when you take the 
  Attack action on your turn.
  Invigorated Healer 
  Starting at 10th level 
  Though you want to stand between others and harm, you 
  realize it occasionally takes the entire team to combat a 
  threat. When you enter a Rage, you may choose a number 
  of creatures up to your proficiency bonus within 30 ft. of 
  you to gain 1d12 + your Constitution Modifier Temporary 
  Hit Points.
  Beacon of Protection 
  Starting at 14th level 
  Where others may fail to protect those in need, you’ve 
  become a beacon of security. When an ally you can see 
  is targeted by an enemy Weapon Attack, you may use 
  your Reaction to take the Dash Action. If you end your 
  movement within range of the attack, you become the 
  target of the attack instead. This attack has Advantage 
  against you and allies within 5 ft. of you gain Temporary 
  Hit Points equal to the damage you take from this attack. 
  You may use this feature a number of times equal to your 
  proficiency modifier per long rest.
  
  Stargazer’s Guide to Aroria
  24
  marshal Ranger
  Bounty Hunter, Constable, Detective, Spy. All of these 
  titles are interchangeable labels for the Marshal. Built to 
  root out corruption in your land, the Marshal is always 
  backed by a larger organization that aids them in their 
  adventures. Marshals are masters of uncovering intricate 
  plots, hunting down impossible prey, and discovering 
  trinkets lost by time. They are deft conversationalists 
  and a boon for any organization they deem worthy of 
  their service. There is very little that a Marshal Ranger 
  can’t accomplish and only you can decide if their hat is 
  white or black.
  Starting at 3rd level  
  You learn an additional spell when you reach certain 
  levels in this class, as shown in the Marshal Spells table. 
  The spell counts as a ranger spell for you, but it doesn’t 
  count against the number of ranger  spells you know.
  organization
  Starting at 3rd level  
  You gain expertise in one of the following skills: 
  Perception, Investigation, Survival, Arcana, Stealth, 
  Religion, History and you choose to join one of the 
  following organizations:
  Sparrowhawks 
  The Sparrowhawks have hideouts all over the world. 
  You know their location and have access. Each  hideout 
  is stocked with 2 greater healing potions, 3-6 martial 
  weapons, a map of the surrounding area,  and basic 
  provisions to support 3 humanoids for one week. 
  Hideouts are magically hidden, come in all  shapes and 
  sizes, multiple hideouts may exist in a large cities, or 
  there may only be a single hideout  within 100 miles 
  in rural areas. You are expected to leave hideouts 
  in the same condition you found them  or make the 
  Sparrowhawks aware if you are unable.  
  You gain proficiency with one of the following: Forgery Kit, 
  Disguise Kit, Thieves Tools
  Peacekeepers 
  Built to find and stop crime, Peacekeepers are fierce 
  warriors and deadly bounty hunters. Wherever you  go 
  you can always find like-minded individuals to help you 
  in a fight. You can deputize up to 3 individuals  at any 
  given time. These can be commoners, veteran guards, 
  spellcasters, priests, or anyone who is willing  to take up 
  your cause. You must pay deputies 10GP per day each 
  (or more for particularly dangerous  missions). While 
  deputized, deputies will follow your commands to the 
  best of their ability. How far they  are willing to go for 
  you is dependent upon their alignment and the cause 
  you have conscripted them to.  With accurate records, 
  the Peacekeepers will reimburse members in good 
  standing.  
  You gain proficiency with firearms. 
  Scarlet Sanctuary  
  The Scarlet Sanctuary is known far and wide for 
  their deductive prowess and knowledge. You match 
  this  profile perfectly. You gain access to unique lore 
  and history of a region. You know of a secret location  
  where all known history has been recorded, and you 
  have access to it. You have one sending stone that  
  connects directly to the Sanctuary and may make one 
  research request at a time. The return time with  an 
  answer could be hours or weeks, depending on the 
  complexity and rarity of the information. There  are 
  many Sanctums you could have access to around the 
  world, but you must prove your worth to access  those 
  in other regions of the world. 
  You gain half-proficiency in all Marshal Traits. 
  defender
  Starting at 7th level 
  You gain expertise in a 2nd Marshal Trait.
  Marshal Defense 
  Choose one of the three defensive tactics:
   
  á Cover Expert 
  You gain an additional +2 to your AC when in ¾ or 
  ½ cover.
   
  á Disarm 
  When a creature, large size or smaller, misses a 
  weapon attack against you, you may use your 
  reaction to  attempt to disarm the target with a 
  contested Strength check.
   
  á Huckleberry 
  If a creature is of a CR equal to or under you player 
  level, you may use your action to intimidate them 
  into  surrender. The creature makes a Charisma saving 
  throw vs your intimidation check. On fail, the creature  
  flees. Additionally, if the creature is alone and can 
  communicate, you have the option to force it into an  
  interrogation. Once you have used this feature you 
  cannot use it again until you finish a short or long rest.
  Marshal Spells
  Spell Levels
  Spells
  3rd
  Detect Magic (Pg. 231, Basic Rules)
  5th
  Locate Object (Pg. 256, Basic Rules)
  9th
  Tongues (Pg. 283, Basic Rules)
  13th
  Arcane Eye (Pg. 214, Basic Rules)
  17th
  Scrying (Pg. 273, Basic Rules)
  
  25
  Creatures
  10
  Learn their exact location and how long they have been there.
  15
  Your contact will follow and alert you if they leave and they have a working theory of the targets intentions.
  20
  You learn 3 rumors about the creature, two of which are likely to be true. You also learn of defenses the target has 
  surrounded themselves with (Guards, Traps, Enfironmental Hazards) if they are on another plane of existence, you 
  learn which.
  contacts and confidants
  Starting at 11th level 
  You can utilize friends, organizations, or contractors to 
  learn information about specific creatures or places. You 
  choose a target or location you are familiar with and 
  spend 72 hours using a combination of geographical 
  deduction, magical divination, and conversations with 
  contacts to learn key pieces of  information. Make a 
  survival check and consult the following tables on the 
  next page. If hidden by magical  means, make this check 
  with disadvantage.
  Magically Hidden Creatures
  10
  You find nothing.
  15
  You learn their location within a 6 mile radius.
  20
  You learn how the creature is choosing to hide from you and their location within 1 mile. If they are on another plane 
  of existence you learn which.
  Locations
  10
  You learn the quickest path to that location and any dangers that layou in your way.
  15
  You learn 3 rumors about the area, two of which are likely to be true.
  20
  You learn a single piece of deep lore about the area. This could be a legendary artifact, a prominent family and their 
  history, or the entrance to ancient ruins.
  Magically Hidden Locations
  10
  You find nothing.
  15
  You learn the names of 3 people who MAY be hiding in the location, one of which is true.
  20
  You learn of a path to the location.
  Earp's Mark 
  Starting at 15th level 
  You learn the spell Hunter’s Mark (Pg. 251, Basic Rules), if you don’t already know it, and can cast it as a first level 
  spell at will. While  concentrating on the spell, you know the exact location of your quarry within 1000ft. They can be 
  revealed by primeval awareness and you gain an additional 1d6 damage on hit.
  You also gain expertise in a 3rd Marshal Trait.
  
  Stargazer’s Guide to Aroria
  26
  The Frozen Warlock
  The Frozen is a powerful entity who resides in the most 
  secluded regions of the multiverse. They prefer the 
  solitude of a hermit life and they thrive on the void. 
  Examples include: Ancient White Dragons, an Elder 
  Tempest, or an Archdruid. Often your patron needs 
  you to be the instrument of their will on the Material 
  Plane. This could include protecting their sanctuary, 
  discovering mythical artifacts, or destroying all known 
  records of their existence.
  Expanded Spell List 
  The Frozen allows you to choose from an expanded spell 
  list when you learn a Warlock spell. The following spells 
  are added to your spell list for you. 
  Frozen Skin 
  Starting at 1st level  
  Your resting body temperature becomes 52 degrees 
  and your skin becomes ice cold to the touch. You gain 
  resistance from Cold damage and are not subjected to 
  magical or environmental effects related to temperature.
  Bonus Cantrip  
  You learn the cantrip Druidcraft (Pg 236, Basic Rules). 
  This counts as a Warlock cantrip for you but does not 
  count against your number of Warlock cantrips known. 
  Touched by Ice  
  Beginning at 6th level | 
  When you step on the surface of water it freezes 
  allowing you to walk on it. This ice forms as a 5 ft cube, 
  lasts for a minute, and can support the weight of two 
  medium sized creatures. 
  You learn to channel the eldritch energy of your patron 
  into your attacks. When you hit with a weapon attack, 
  you may add an additional 2d10 necrotic damage to the 
  roll. You may use this feature a number of times equal 
  to your Charisma modifier (minimum of once) per long 
  rest. You gain an additional damage die as you gain 
  levels in this class (3d10 at level 10 and 4d10 at level 14).
  Chilled Golem  
  Starting at 10th level  
  You summon a copy of yourself made of ice. It has 
  your statistics with the following exceptions: It may 
  not cast spells, may only make one attack, has half your 
  hit points, and cannot speak. The summoned creature 
  is a construct, follows your commands to the best of 
  its ability, and disappears after one minute, is targeted 
  by the Dispel Magic (Pg. 234, Basic Rules) spell, or if it 
  is reduced to zero hit points. Once you have used this 
  feature it cannot be used again until the next dawn. 
  Antarctic Aura  
  Starting at 14th level  
  All creatures of your choice within 30ft of you take 2d6 
  cold damage at the start of their turn. If a creature is 
  grappled by you, you may use your action to attempt 
  to freeze the creature solid. The creature makes a 
  Constitution Saving Throw against your spellcasting 
  DC. On a failed save, the creature takes 10d6 cold 
  damage and is affected by the Slow (Pg. 277, Basic 
  Rules) spell. On a successful save, the creature takes half 
  damage and is not affected by the Slow spell. Creatures 
  reduced to zero hit points in this way freeze solid and 
  are Petrified. After you have used this feature, you 
  cannot use it again until after your next short rest.
  The Frozen Spells
  Spell Levels
  Spells
  1st
  Alarm (Pg. 211, Basic Rules), Speak with With 
  Animals (Pg. 277, Basic Rules)
  2nd
  Barkskin (Pg. 217, Basic Rules), Pass without 
  Trace (Pg. 264, Basic Rules)
  3rd
  Conjure Animals (Pg. 264, Basic Rules), Water 
  Breathing (Pg. 287, Basic Rules)
  4th
  Conjure Minor Elementals (Pg. 226, Basic Rules), 
  Freedom of Movement (Pg. 244, Basic Rules)
  5th
  Planar Binding (Pg. 265, Basic Rules), Geas (Pg. 
  244 Basic Rules
  Touched by Ice
  Whose woods these are I think I know. 
  His house is in the village though;    
  He will not see me stopping here 
  To watch his woods fill up with snow.   
  My little horse must think it queer 
  To stop without a farmhouse near   
  Between the woods and frozen lake 
  The darkest evening of the year.   
  He gives his harness bells a shake 
  To ask if there is some mistake. 
  The only other sound’s the sweep 
  Of easy wind and downy flake.   
  The woods are lovely, dark and deep, 
  But I have promises to keep, 
  And miles to go before I sleep, 
  And miles to go before I sleep.
  -Robert Frost
  
  27
  Oracle Sorcerer
  As a mouthpiece of the Gods, the Oracle is a formidable 
  talent to have in any adventuring party. Predicting and 
  countering your enemy’s next move is important and no 
  one does that better than the Oracle. 
  Oracles can occur anywhere in the world and are chosen 
  by Frostwane to influence a future event. Adventurers 
  who reach 3rd level receive a prophetic vision of 
  the future about a cataclysmic, world changing, or 
  a personally significant event. Your GM is in charge 
  of what this event is and interpreting your actions to 
  affect the outcome. You gain new information at certain 
  levels in this class and previously revealed visions are 
  corrected to their new most probable outcome. 
  Expanded Spell List 
  Starting at 1st level, you learn an additional spell when 
  you reach certain levels in this class, as shown in the 
  Oracle Spells table. The spell counts as a Sorcerer spell 
  for you, but it doesn’t count against the number of 
  Sorcerer spells you know.
  Sixth Sense 
  Starting at 1st level  
  Your connection to The Weave and social expertise 
  gives you a strong read on the world around you. You 
  gain advantage on Insight checks and can cast the spell 
  Augury (Pg. 215, Basic Rules) once per day without the 
  need for components.
  Premonition 
  Starting at 6th level  
  As a Bonus Action, you peer into the near future and 
  learn the most probable action that will be taken by 
  any creature of your choice. You choose a creature you 
  can see within 120 ft and the GM provides the most 
  likely action that creature will take on their next turn 
  from the following options: Attack, Dash, Dodge, Help, 
  Disengage, Cast, or Hide. If the creature is casting a 
  spell, you know which. The GM can provide more 
  specific information at their discretion. You can use 
  this feature a number of times equal to your Charisma 
  Modifier per long rest.
  Clairvoyant 
  Starting at 14th level  
  You learn to channel your sorcery points to be more 
  successful in and out of combat. Whenever you make 
  an Ability Check, Saving Throw, or Attack Roll you can 
  expend 1 or more sorcery points to add 1d4 to the result 
  for every point spent (1 point= 1d4, 4 points= 4d4). You 
  may expend sorcery points in the same way to reduce 
  the total of Saving Throws made by creatures targeted 
  by your spells. You must choose to use this feature 
  before dice are rolled to resolve the action.
  Scrying Savant 
  Starting at 18th level
  When you scry, you can expend 4 sorcery points to gain 
  the following benefits: You may Scry without the need 
  for material components, the target has disadvantage on 
  their saving throw to block the spell, you may scry on 
  a different plane of existence, and your scry cannot be 
  blocked by magical means.
  Prophetic Visions
  Levels
  Effect
  3rd
  You learn what happens
  5th
  You learn why it happens
  7th
  You learn who is there
  9th
  You learn where the event will happen
  11th
  You learn the key to stopping it
  Oracle Spells
  Spell Levels
  Spells
  1st
  Alarm (Pg. 211, Basic Rules)
  3rd
  Detect Thoughts (Pg. 231, Basic Rules), Bestow 
  Curse (Pg. 218, Basic Rules)
  5th
  Commune (Pg. 223, Basic Rules)
  7th
  Death Ward (Pg. 230 Basic Rules)
  9th
  Scrying (Pg. 273, Basic Rules)
  
  Stargazer’s Guide to Aroria
  28
  Planar Domain cleric
  The inner and outer planes that encompass the material 
  are vast, uncharted, and mysterious. The Hells, Feywild, 
  and other planes of existence present wondrous and 
  unfathomable treasure and danger. Planar Domain 
  Clerics focus on the exploration of these planes and 
  seek to understand them. Most Gods have their devout 
  followers seek knowledge to protect the material plane 
  and often charge their acolytes with a particular plane 
  to become a subject matter expert. Sometimes, the Gods 
  will command their followers to make a new plane their 
  home and give their Priests and Priestesses the power 
  required to make that existence their native land.
  Lawful society has a high regard for the Planar Cleric. 
  Often, you can find powerful devotees in the courts of 
  kings and serving on councils. Their broad perspective 
  on the nature of the planes is invaluable, both from a 
  protection standpoint and resource acquisition. Many 
  Planar Clerics finance their pilgrimage through the 
  planes by seeking rare materials and selling them to 
  artificers or wizarding schools. Young acolytes of the 
  planes are drawn to these politically important figures 
  and devote their lives to the King and Country. Others 
  are drawn more naturally to the thin veils that separate 
  worlds, finding faith through the awe-inspiring majesty 
  of a new existence.
  Divine Traveler 
  Starting at 1st level  
  When you hit a creature that is not native to your 
  current plane of existence with a Spell or Weapon attack, 
  you deal an additional 1d8 Force Damage on hit. This 
  damage increases as you reach higher levels in this 
  domain. You deal 2d8 at level 5, 3d8 at level 11, and 4d8 
  at level 17.
  Channel Divinity: Planar Guardian 
  Starting at 2nd level  
  You beseech a single creature within 60 ft. of you to 
  recognize your sovereignty on this plane of existence. 
  The creature then makes a Charisma Saving Throw. On 
  failure, the creature recognizes you as a Divine Traveler. 
  The creature is under no obligation to aid you, but may 
  do so depending on how you treat it. It will not cause 
  intentional harm to you or your allies. If you or an ally 
  harms the creature, you take 8d6 psychic damage. 
  Starting at 14th level, you may target any number of creatures 
  within 60 ft. of you when you use this Channel Divinity.
  Portal Warden 
  Starting at 6th level  
  If you come within 10 miles of a planar portal, your 
  mind is flooded with divine knowledge from your 
  God. You know where the portal leads, how to open or 
  close the portal, and when the portal was most recently 
  used. You also learn the creature type of the last entity 
  to pass through the portal, if this changes, you know 
  immediately.
  Constable of the Planes 
  Starting at 8th level  
  No creature can escape punishment within your 
  jurisdiction. When you cast Banishment, you may 
  force the creature to make an Intelligence, Wisdom, 
  or Charisma saving throw, your choice. While you 
  are concentrating on the Banishment spell, you gain 
  advantage on Constitution Saving Throws to maintain 
  concentration. Once you have used this feature, you may 
  not do so again until you finish a Long Rest.
  Tuning Master 
  Starting at 17th level  
  Your deity has granted you sovereignty over existence 
  and you may walk any plane you wish without 
  supervision. You are granted a divine tuning fork worth 
  1,000 Gp. When you finish a long rest, you may speak 
  the command word and attune the fork to any plane of 
  existence, demi-plane, or extra-dimensional space you 
  are familiar with. You may use this fork to cast Plane 
  Shift once per day, without expending a spell slot.
  Planar Domain Spells
  Spell Levels
  Spells
  1st
  Command (Pg. 223, Basic Rules), Protection from 
  Evil and Good (Pg. 270, Basic Rules)
  3rd
  Locate Object (Pg. 256, Basic Rules), Pass Without 
  Trace (Pg. 264, Basic Rules)
  5th
  Fly (Pg. 243, Basic Rules), Water Breathing (Pg. 
  287, Basic Rules)
  7th
  Banishment (Pg. 217, Basic Rules), Locate 
  Creature (Pg. 256, Basic Rules)
  9th
  Conjure Elemental (Pg. 225, Basic Rules), Contact 
  other Plane (Pg. 226, Basic Rules)
  
  29
  Starfated martial Fighter
  Driven and destined for greatness, the Starfated Fighter 
  draws on the power of their fate to bolster their resolve 
  or change the tide of battle with deadly attacks. Walk the 
  paths of weal and woe, or blaze your own trail towards 
  glory. Starfated fighters often travel the world, certain 
  that strands of fate will guide them on the right path.
  Firmament Familiar 
  Starting at 3rd level 
  The stars are as much a part of you as your mind and 
  spirit. You gain proficiency with Navigator's Tools.
  Destined by Fate 
  Starting at 3rd level 
  No one controls your fate but you. You gain a pool of 
  Destiny dice equal to your proficiency bonus. Whenever 
  you or a creature you can see makes an Attack Roll, 
  Ability Check, or Saving Throw, you may roll a Destiny 
  die and add the result to the result. You may do this 
  after roll, but before a ruling is made.
  The Destiny die changes as you gain levels in this class. 
  At 5th level it becomes a d6. At 9th level it becomes a d8. 
  At 13th it becomes a d10. At 17th it becomes a d12. You 
  regain all expended Destiny die when you finish a Short 
  or Long Rest.
  Battle-blessed Mark 
  Starting at 3rd level
   
  á Fated to Rise 
  At the start of the creature's turn, it may roll a die 
  equal to your Destiny die and gain an equal number 
  of temporary hit points equal to the result.
   
  á Fated to Fall 
  The marked creature is hit by a weapon attack, it 
  takes damage equal to your Destiny die.
   
  á Fated to Conquer 
  The marked creature gains Advantage on Attack 
  Rolls.
  The mark lasts for up to one minute. After you have 
  used this feature, you cannot do so again until you finish 
  a Short or Long Rest.
  Star Omen 
  Starting at 7th level 
  The path to your destiny means others have to fail. 
  Whenever you use your Destined by Fate feature, you may 
  instead subtract the result of the Destiny Die from the roll.
  Answers from Above 
  Starting at 10th level 
  When you have questions, the stars may answer. You 
  may cast the Commune (Pg. 223, Basic Rules) once 
  per day without expending a spell slot or the need for 
  material components. Once you have used this feature, 
  you may not do so again until you finish a long rest.
  Starfated Strike 
  Starting at 15th level 
  Fate emboldens your constitution and guides your steps. 
  When you roll a Destiny Die you gain a number of 
  Temporary Hit Points equal to the result.
  Harbor Fate 
  Starting at 18th level 
  The tides of destiny ebb and flow in your journey 
  and each time you get knocked down, you come back 
  stronger. When you fail an Ability Check, Attack Roll, or 
  Saving Throw, you regain one of your Destiny Dice.
  
  Stargazer’s Guide to Aroria
  30
  way of the hive monk
  The Monks of New Reach have many special skills and 
  abilities, but those who harness the Hive are among 
  the most feared and respected. A tradition that dates 
  back almost to the founding of the Monastery, some of 
  the monks form special bonds with the bees and other 
  insects who reside in the monastery gardens. Through 
  this growing relationship, they learn to call upon the 
  swarm for aid and, should they travel outside of New 
  Reach, can always find companionship among the bees 
  of Aroria.
  Healing Honey 
  Starting at 3rd level 
  You are well-versed in collecting honey from your 
  swarm. The honey from the swarms of New Reach has 
  magical properties and though its curative properties are 
  strongest when harvested from New Reach Monastery 
  itself. Once per long rest, you may harvest a small vial’s 
  worth of honey from your swarm, which becomes a 
  Potion of Healing (common). At 11th level, this becomes 
  a Potion of Healing (greater).
  Call the Swarm 
  Starting at 6th level 
  You can use your ki to summon your insect companions 
  for protection. As an action, you can spend 2 ki points to 
  summon a Swarm of Insects (Bees) (Pg. 154, Basic Rules) 
  anywhere within 30ft that you can see. The swarm 
  acts on your turn, stays for 1 minute,.and follows your 
  commands to the best of its ability. 
  A Friend in Bee-d is a Friend Indeed 
  Starting at 11th level
  You can use an Action and spend 4 ki points to cast 
  Giant Insect (Bees). These bees utilize the Giant Wasp 
  (Pg. 137, Basic Rules) stat block.
  Hive Mind 
  Starting at 17th level 
  You may spend an Action to enter a trance like state to 
  link minds with your swarm. While linked in this way, 
  you are incapacitated and gain influence over each 
  individual bee in your swarm. You take full control 
  over their movement and observe the world through all 
  their senses simultaneously. This connection lasts for 10 
  minutes, after which you may expend your own vitality 
  to maintain the connection. For every minute after the 
  first 10, you may take 1d6+1 Psychic damage. If you 
  drop to zero hit points using this feature, you die and 
  your consciousness permanently transfers to the bees.
  
  31
  Leaders and Factions
  II
  council of  
  la cambria
  overview
  The Council of La Cambria is the most powerful political 
  faction in Aroria. If there are strings tied to any given 
  situation, the Council has a member nearby to pull 
  them. There are seven members on the Council. Each 
  is appointed by guild members in the capital city to 
  represent the interests of their profession. The Council 
  has two responsibilities: to guide the city of La Cambria 
  into prosperity and to serve as a steward to the mainland 
  of Aroria. 
  While each council member is chosen by their respective 
  guild in a unique way, council members are always 
  elected for two year terms, except for the Cambrians 
  council member who is changed every year. All four new 
  members, three from the guilds and the new Cambrian 
  representative, are announced on the Summer Solstice. 
  Additionally, one of these new members is bequeathed 
  the title of Supreme Counselor. This title rotates between 
  the guilds annually except in times of formal war. During 
  formal war, the Supreme Counselor title is immediately 
  transferred to the Cambrians. The Supreme Counselor 
  mitigates disputes between the guilds and is the final 
  word in the land. The council meets on a bi-weekly unless 
  an emergency meeting is called.
  Each of the following guilds are allotted one 
  representative on the Council of Aroria. The current 
  NPCs are suggestions for who should be on the council 
  when your game begins. However, the council is 
  constantly in flux and any number of characters, factions, 
  or villains may have a vested interest in who finds 
  themselves on the council next Summer Solstice. 
  Spiremen, lawful 
  merchants | allsgood murphy
  The Spiremen are a lawful neutral organization, they are 
  responsible for governing trade in and out of the city, as 
  well as spending and budgeting for La Cambria. If money 
  is needed to fund a social project or purchase sellswords 
  for the army, funds must be approved by The Spiremen. 
  Allsgood Murphy, a lawful neutral human who has lived 
  in La Cambria his entire life, believes the main purpose of 
  the Spiremen is to protect the city's financial interests at 
  home and abroad. Operations for the Spiremen take place 
  out of Goldspire on the north side of the island. Goldspire 
  is the largest bank in all the world and is said to house more 
  gold than the rest of the world combined. The Spiremen 
  choose their council representative by sheer mathematics. 
  The guild member who has increased their net worth by the 
  largest percentage in the past two years is appointed, guild 
  members who earn fewer than 100,000 GP are ineligible.
  Aristocracy, lawful 
  nobility | clarissa rutherford
  The Aristocracy of La Cambria reside within Kingscourt 
  and is composed of the oldest families in all of Aroria. 
  They value the history of this land and observe all 
  manner of courtesy. The guild has strong regency vibes 
  and it is customary to refer to members of these families 
  as Lord and Lady. The homes within Kingscourt often 
  resemble luxury vacation homes since most families 
  have much larger estates on the mainland. The most 
  elite members of the Aristocracy are Barons, Dukes, 
  Duchesses, and even one King in their respective lands. 
  The council member for the Aristocracy is elected by 
  popular vote and is often a young, unmarried, heir or 
  heiress of one of the proud families of Aroria. Becoming 
  a council member for La Cambria is considered a great 
  honor and marks the recipient as prime candidate to 
  improve the reputation for their family for generations. 
  Clarissa Rutherford, a lawful evil half-elven Dutchess 
  from the Elderguard land currently sits on the Council 
  and is using her time in La Cambria to champion trade 
  relations from the two coastal cities.
  Crest of La Cambria
  
  Stargazer’s Guide to Aroria
  32
  Niveau Maximum, neutral 
  scholars | trid'illion skyweaver
  Niveau Maximum is the greatest library known to man, 
  home to the greatest wizards and inventors Aroria can 
  find, and is the epicenter of innovation throughout the 
  world. Currently, the headmaster and caretaker of the 
  Library is Trid’illion Skyweaver, a true neutral elven 
  druid from the villages of Vera. He’s said to be a brilliant 
  yet guarded man who values ingenuity above all else. 
  Niveau Maximum focuses on preserving the knowledge 
  of civilization and believes the longevity of La Cambria 
  is key to that. The headmaster of Niveau Maximum is 
  chosen by The Elders of Knowledge and serves on the 
  Council and as headmaster until death.
  sons of bouclier, lawful 
  army | brute hammerjaw
  Viewed primarily as the police of La Cambria, the Sons 
  of Bouclier serve as the city's primary form of defense. 
  Within the city, most of their attention is focused on 
  Andirin’s bridge processing travelers through customs 
  and executing the tax to cross. They also run regular 
  patrols throughout La Cambria’s urban environments to 
  keep the peace. Throughout the mainland, the Sons of 
  Bouclier maintain fortresses and strongholds for citizens 
  to retreat to in times of war. The Sons of Bouclier are a 
  professional army, and do not engage in civil matters 
  outside of La Cambria. Each election year, the Sons of 
  Bouclier host a tournament to appoint their representative 
  on the council. The tournament is a single elimination, 
  one-on-one combat with no magic allowed. The winner is 
  named representative that year, and Brute Hammerjaw, 
  a chaotic neutral goliath, has been the council 
  representative for more than a decade.
  Court of savion, Chaotic 
  priests | elladeen von becker
  Savion is The God of most humans in Aroria and the 
  Divination leader of the Masters of the Weave. The 
  devout here worship her above all others and Elladeen 
  Von Becker, a lawful evil human, is the most pious of all. 
  Ellie welcomes all into the light of Savion and is willing 
  to extend a hand to all those within her power. The Court 
  of Savion has built a strong reputation that is reflected in 
  their outward appearance and Ellie would much rather 
  focus on the frills and pageantry of her religion and 
  bask in her seat of power than expend Temple resources 
  on those she deems unworthy. The Court of Savion is 
  also the judicial branch of La Cambria and their chosen 
  council member sits as the lone judge for the highest 
  crimes in La Cambria. Any priest or priestess to Savion 
  can be named to the Council by Savion herself through 
  divine intervention.
  cambrians 
  the people | jeff
  Someone must keep the common folk in mind and the 
  masses must have a voice. So the people of La Cambria 
  are given a seat on the council. A new council member 
  for the Cambrians is chosen every Summer Solstice by 
  popular vote from everyone in La Cambria. An ideal 
  Cambrian representative will serve as a consultant for 
  the remaining members of the council, ensuring that 
  the people of La Cambria are always kept in mind for 
  decision making. Jeff, a true neutral human fishmonger 
  from the undercity, is currently representing the 
  Cambrians. His election campaign, lifestyle, and vote is 
  bought and paid for by Clarrisa Rutherford and he can 
  often be found at the Dragon’s Horde.
  sparrowhawks 
  rangers | kya reed
  The Sparrowhawks are their own unique faction in Aroria 
  and more information about the Sparrowhawks can be 
  found on Pg. 33 of this book. Kya Reed, chaotic good 
  human, is the current leader of the Sparrowhawks and 
  views her role on the council as a necessary formality 
  more than a position of honor. The leader of the 
  Sparrowhawks is always on the Council of La Cambria, 
  and the leader of the Sparrowhawks is selected by 
  Yisgarian.
  
  33
  Sparrowhawks
  overview
  The Sparrowhawks are the eyes and ears of La Cambria. 
  They are spys, detectives, scouts, diplomats, and 
  anything else they need to be. The vast network of 
  Sparrowhawks touches even the most remote portions 
  of Aroria and their safehouses can be found all over the 
  world. The silver sparrow pin is more protective than 
  any shield and is respected by all but the most criminal 
  individuals. The Sparrowhawks stand for justice and 
  peace, they value freedom, autonomy, and opportunity.
  goals
  In every small village, quiet woodland, and sanctioned 
  road in Aroria, you can find a Sparrowhawk keeping the 
  peace. The Sparrowhawks see themselves as the altruistic 
  caretakers of both the land of Aroria and its people. They 
  are the constable in pursuit of bandits on the road. They 
  are the diplomat in a foreign court reporting intelligence 
  back to La Cambria. They are the conservationists 
  advising local farmers to plant wheat instead of cotton 
  because Elderguard has made it their cash crop this year. 
  A Sparrowhawks job is never done and the prosperity of 
  all within Aroria is the ultimate goal.
  relationships
  The Sparrowhawks work to maintain functional 
  relationships across the known world. One of the seven 
  seats on the Council of La Cambria belongs to the 
  Sparrowhawks and there is at least one member in the 
  courts of Elderguard and Digbrand. These relationships 
  fund Sparrowhawk operations across the land. The 
  Sparrowhawks provide intelligence, information, and 
  the subtle services most regimens cannot ask for openly. 
  In return, powerful leaders provide the necessary 
  gold for the Sparrowhawks to operate with autonomy 
  and in the best interest of the mainland. Charitable 
  donations to the Sparrowhawks are also commonplace. 
  Sparrowhawks never demand payment for services 
  rendered, but it is considered good luck to do so and 
  providing a roof for a rain soaked Sparrowhawk 
  virtually assures a bountiful harvest.
  notable figures
  Kya Reed 
  Human She/Her, Lamentium. Leader of the 
  Sparrowhawks and Council Member for La Cambria. 
  Kya Reed is at the top of the two of the most powerful 
  organizations in Aroria for a reason– She is a naturally 
  charismatic leader. She is pensive and calculated in her 
  planning, bold and courageous when necessary, and a 
  functional combination of cautious and trusting with 
  her peers. Kya values the history of the Sparrowhawk 
  organization and believes there is power in their name. 
  Maintaining their reputation and legacy is the only ideal 
  that holds her full loyalty.
  Bartholomew Sterling  
  Changling They/Them, Aurous. Pirate scourge of the 
  sea and undercover Sparrowhawk. Known simply as 
  Sterling, the shapechanger has mastered the art of rising 
  among the ranks of criminal organizations and has 
  become a fixture dozens of times throughout their life. 
  Each time Sterling identifies a target, earns their trust, and 
  sets the perfect trap, they send a single Sparrowhawk pin 
  addressed to the current Sparrowhawk Council Member 
  with a place and time to Niveau Maximum. The resulting 
  disruption to unscrupulous organizations in Aroria is 
  incalculable. Sterling then fakes their own death, takes on 
  a new form, and begins the process all over again.
  A little bird, with plumage brown, 
  Beside my window flutters down, 
  A moment chirps its little strain, 
  Ten taps upon my window–pane, 
  And chirps again, and hops along, 
  To call my notice to its song; 
  But I work on, nor heed its lay, 
  Till, in neglect, it flies away.
  So birds of peace and hope and love 
  Come fluttering earthward from above, 
  To settle on life’s window–sills, 
  And ease our load of earthly ills; 
  But we, in traffic’s rush and din 
  Too deep engaged to let them in, 
  With deadened heart and sense plod on, 
  Nor know our loss till they are gone.
  -Paul Laurence Dunbar
  Crest of the Sparrowhawks
  
  Stargazer’s Guide to Aroria
  34
  Sons of Bouclier
  overview
  Bouclier is a god of protection, defense, and war. His 
  sons are the professional army in Aroria and are charged 
  with the safety and security of all. They are not to be 
  confused with police and do not meddle in the affairs 
  of state or attempt to influence criminal activities– the 
  Sons focus on larger conflicts. Leadership is focused 
  on building and maintaining the army to stand against 
  foriegn invaders, aberrations or undead from the 
  underdark, and dragons who have decided that Aroria 
  is their new home. You can expect that if a world 
  altering event occurs, the Sons of Bouclier will respond 
  to protect the Arorian way of life.
  goals
  The Sons of Bouclier have one goal: Protect Aroria. 
  However, maintaining and running an army is easier 
  said than done. Recruiting young men and women 
  into the soldiers lifestyle takes coin, and lots of it. The 
  capital provides most of these funds from taxes paid by 
  Goldspire, but the Sons often accept gold from Great 
  Houses to settle border disputes or provide additional 
  protection from a unique threat. Soldiers can be hired as 
  bodyguards for merchant caravans or as mercenaries for 
  a particularly dangerous endeavor. At times, these money 
  making activities cause brothers to fight. Killing a fellow 
  Son is considered a great dishonor and in these situations, 
  the Sons of Bouclier always stop short of death.
  relationships
  The headquarters for the Sons of Bouclier is in La 
  Cambria and their General sits on the high council. The 
  Sons keep Aroria and the capital city safe above all else. 
  Every major city has barracks for the Sons, but most 
  of the Great Houses and settlements on the mainland 
  reserve their forts and strongholds for personal guards or 
  armies. In each of the four dukedoms, dormant fortresses 
  are staffed with the barest of skeleton crews. These 
  footholds are large enough to house all the citizens in the 
  surrounding area and support an army of 10,000 or more 
  in times of war or global strife.
  notable figures
  Brute Hammerjaw 
  Goliath He/Him, Duskworn. The mountain of a man is 
  a curt and sharp leader with a no-nonsense approach to 
  all things. He has sat on the high council for nearly two 
  decades and his iron fist has kept Aroria from appearing 
  vulnerable. Most of the Sons of Bouclier fear him. He has 
  a tactical mind for battle and a ferocity in single combat. 
  It’s said that no soul has ever forced Hammerjaw to drop 
  his guard and his lone defeat as a commander was a 
  naval battle against the pirate king Stewart Arc. It was his 
  first engagement on the high seas and the pirate king’s 
  casualties forced him to fall back to his islands when all 
  was said and done. Many consider the battle a draw, 
  Brute calls it his greatest failure.
  Niveau Maximum
  overview
  Niveau Maximum is first and foremost, a university. 
  Located in the heart of La Cambria, the tower is a beacon 
  of knowledge that draws scholars from all over Aroria 
  and across the Barvassian Sea. The magicians who study 
  at Niveau call the tower home more often than not and 
  utilize its vast dormitories as a respite from their many 
  adventures. Niveau Maximum is one of the most well 
  respected entities in Aroria and their declarations and 
  influence can be felt in all corners of the Mainland.
  goals
  The school serves three purposes. First, Niveau is 
  dedicated to the collection and spread of knowledge. 
  Those who lead the university adamantly believe the 
  key to Aroria’s prosperity is written in the books of 
  their library. Second, fostering magical talent among the 
  Arorian population and cultivating the advancement 
  of the arcane arts. A predisposition to magic can 
  manifest anywhere at any time and the Gizli (Pg. 211), 
  arcane scouts, identify individuals who possess such 
  abilities and invite them to Niveau Maximum. Finally, 
  the leadership at Niveau Maximum serves on the La 
  Cambrian high council. Traditionally, the Headmaster 
  of Niveau Maximum sits on the council, but primarily 
  serves in an advisory role to many of the other council 
  members.
  relationships
  The intellectual advancements being made under the 
  dome are admired by all and the curriculum alumni 
  achieve mastery over is rigorous. As such, every Great 
  House on the mainland who can afford one has a former 
  student of Niveau on staff, some who have graduated and 
  some who have not. Students who secure these positions 
  are often granted title and land to continue their academic 
  pursuits. Life inside estate walls isn’t enough for many 
  magicians. Students of Niveau Maximum can be found 
  among the Sparrowhawks, in adventuring parties or 
  sailing the Barvassian Sea.
  notable figures
  Trid'illion Skyweaver 
  Elf He/Him, Duskworn. Current Headmaster of Niveau 
  Maximum, Trid'illion Skyweaver is an archdruid from 
  the mountains of Vera. Brillant, but guarded, Trid'illion 
  has empowered the Gizli by doubling their numbers so 
  they may find as many magical users as possible. He 
  champions the idea that magic can be found in even the 
  most humble of beginnings.
  
  35
  Platinum sanctuary
  overview
  “To Watch, To Defend, To Live.” These are the ideals 
  that every member of the Platinum Sanctuary takes 
  up when they join the Apidea Order. Founded in New 
  Reach, the Platinum Sanctuary has always operated on 
  a small scale and is often unnoticed in regional affairs. 
  To those who do know them, the Platinum Sanctuary 
  is a beacon of security and wisdom, stalwart protectors 
  against the beasts surrounding New Reach and those 
  emerging from Death’s Door. The order is overseen by 
  Tillidain “Tilly” Silverscale, a short aasimar who loves 
  the thrill of adventure and delights in mentoring the 
  order’s members. Members of the order often roam 
  the world in pursuit of their ideals, protecting those in 
  need, promoting life and action, or finding a home and 
  watching over it for the remainder of their lives.
  goals
  Founded by Tillidain Silverscale upon the discovery of 
  Death’s Door, the Platinum Sanctuary’s primary goal is 
  to watch over the strange, abyssal doorway and protect 
  the world from the monsters within. All members of the 
  order are required to spend a minimum of two years 
  traveling the Death’s Door region, hunting monsters or 
  protecting those who are there. For many, the unending 
  adventure of Death’s Door is enough, and they continue 
  their career as permanent defenders of the region, but 
  for others, they discover a need to see the world and 
  to challenge the dangers beyond New Reach. Every 
  year, Tillidain tearfully sends away members to new 
  assignments throughout the world, reminding them 
  of their vows. As a result, members of the Platinum 
  Sanctuary can be found nearly anywhere in Aroria.
  relationships
  The Platinum Sanctuary is well liked and often welcomed 
  anywhere it goes. Given their small scale and simple 
  values, the Platinum Sanctuary has few political alliances. 
  Instead, relationships with the Sanctuary are personal 
  and many who meet a member of the order find a 
  devoted friend and valuable ally. Members of the order 
  will often team up with other organizations in pursuit of 
  a common goal. 
  notable figures
  Tillidain “Tilly” Silverscale 
  Aasimar She/Her, Pyrium. A short aasimar with brown 
  skin, bleach white hair and silver eyes that appears in 
  her late 40s. Tilly is a boisterous, friendly individual 
  with a knack for talking for long periods of time without 
  realizing it. She is fiercely loyal to the other members of 
  the order and will often go out of her way to mentor or 
  support them as needed.
  Cameron Thistle  
  Half-Elf He/Him, Frostwane. Cameron is an average sized 
  half-elf in his early twenties. He is lithe and muscular, 
  giving off a demeanor of naivete when he talks with 
  others. A new member of the order, Tillidain has taken 
  him under her wing, training and mentoring him before 
  his two years of service at Death’s Door begins. Cameron 
  is a willing and eager recruit, often looking for ways to 
  help others even when they are not the wisest decisions.
  Crest of the Platinum Sanctuary
  
  Stargazer’s Guide to Aroria
  36
  Mainland Aroria
  overview
  The Mainland is the largest of the three regions in 
  Aroria. Thousands of miles of farms, forests, and 
  riverlands are bordered by Krygos Lake to the north, 
  Vera’s Mountains to the east, and the Barvassian 
  Coastline to the west. Though it has fewer people overall 
  than La Cambria, Elderguard, and Digbrand combined, 
  the landmass is too vast to be governed by a singular 
  monarchy or these cities alone. A Peerage system exists 
  with four Dukedoms at the corners of the Mainland 
  overseeing the Great Houses. While traveling in the 
  mainland, Adventurers are expected to abide by the 
  sovereign laws of the Duke or Duchess and their vassals.
  goals
  Dukedom goals and aspirations vary across the Mainland 
  and between Great Houses. More nuanced desires can be 
  found for the specific Dukedoms below, but all share the 
  universal desire to lead Aroria into prosperity.
  dukes and duchesses
  Duchess Gianna Demiadi,  
  Marquess of the North, The Dragon’s Bane 
  Dragonborn She/Her, Lamentium. Duchess Demiadi is 
  a proud woman who is constantly forced to defend her 
  vassals from the armies of Agubonne to the north. She 
  claims all lands north of Thrice as her own, including the 
  great peak of Vera. 
  In her youth, Duchess Demiadi was an exceptionally 
  adventurous Ironclaw commander. She and her calvary 
  of Ironclaw howlers rode Carom’s across the sprawling 
  grasslands and among the dark forests. Together, they 
  rooted out bandits, hunted dangerous criminals, and 
  sang songs of freedom around campfires and under 
  stars. Those years of wanderlust are far behind her now. 
  Now, the Marquess of the North spends most of her days 
  gathering her power for wars yet to come
  Duke Damien Ullish, Earl of the East, Father of Wine 
  Human He/Him, Pyrium. The Ullish lands lie between 
  the northern and southern duchess and encompass the 
  vast majority of the Vera mountain range, the foothills 
  that surround it, and the Badlands stretching east. Sable is 
  the last piece of civilization in the desert that Duke Ullish 
  makes an effort to support but his jurisdiction extends as 
  far as the endless sands do.
  Duke Ullish is a young man with an old face. He has 
  spent his life living fast and drinking deeply. The 
  Badlands to the east are teeming with prehistoric 
  creatures and dangers that he and his vassals must battle 
  in perpetuity. The vineyards in his valleys produce the 
  famous Ullish Red wine that high scale taverns in Aroria 
  flaunt. So when the Father of Wine isn’t fighting raptors 
  and spitters, he can be found lounging and resting on his 
  laurels.
  Duchess Clarrissa Rutherford,  
  Countess of the South, Queen of Ice 
  Half-Elf She/Her, Aurous. Duchess Rutherford’s estate 
  lies at the edge of the Arctic Desert within eyesight of 
  the Barvassian Sea. Her lands are bound by the southern 
  bank of the Languid River and stretch further south than 
  anyone has ever been. Her lands are the largest of the 
  four Dukedoms, yet much of it is covered by the ice of the 
  Arctic Desert.
  The young Queen of Ice was titled by the many 
  vassals who are extremely loyal to her. Life in Duchess 
  Rutherford's domain is difficult and the Duchess 
  leverages her political influence as a La Cambrian Council 
  Member to protect and improve the lives of those under 
  her power. In her Dukedom, it is widely known that 
  Great Houses who have suffered setbacks or tragedy in 
  the warmer months of the year may winter at her estate 
  in times of need. As a result Duchess Rutherford’s estate 
  routinely doubles or triples in size each winter as she 
  plays host to those most in need. Family matters most to 
  Duchess Rutherford and she considers all those in her 
  Dukedom family.
  Duke Onvyr Ambrosia,  
  Marquis of the Barvassian Sea, The Kraken 
  Human He/Him, Lamentium. The Ambrosia lands are a 
  long stretch of coast from Elderguard to New Reach, the 
  great capital and port of La Cambria, and every island 
  amid the Barvassian Sea. 98% of his territory is ocean and 
  it is the primary responsibility of the Marquis to protect 
  Aroria from invading armies across the sea and unknown 
  threats beneath it.
  Duke Onvyr has the wildest heart of all the Dukes 
  and Duchesses in Aroria. He does not keep a lavish or 
  powerful estate, preferring to spend his life on the sea 
  aboard his ship, The Admiral.  He loves hunting pirates 
  and is committed to punishing those who threaten life 
  above and below the ocean. When he must take meetings 
  on dry land, he does so in La Cambria, in a small 
  townhouse near the port. Occasionally, Duke Onvyr will 
  dive deep into the libraries of Niveau Maximum, where 
  he studied as a young wizard, for weeks. When he’s done 
  researching, The Admiral sets sail for parts unknown and 
  the Duke isn’t seen for weeks or months at a time.
  GM Note
  Transitions of power often occur while 
  Adventurers are present. If a Viscount 
  or Baroness transition occurs in your 
  game, consider the ramifications of a new 
  heir to the Great House who may have a 
  different ideal than their predecessor. For 
  instance, how might the people react when 
  a pious leader makes way for a lover of the 
  humanities or when a wealth driven Lord 
  precedes a militaristic one?
  
  37
  creating a great house
  Dozens, if not hundreds of Barons and Viscounts 
  serve as Vassals to each of the four Dukedoms and are 
  collectively known as the Great Houses. These houses 
  wield power over several thousand, or tens of thousands 
  of, acres and all the people who live there. All Great 
  Houses are titled for their namesake family and titles 
  are passed on in a variety of ways. Great Houses often 
  play pivotal roles in player backgrounds or can be used 
  as the background for early level adventuring. Consider 
  the following notes when creating a Great House to suit 
  your needs.
  House Name 
  The House name is always the last name of the family in 
  charge and comes with title and fealty. The most common 
  title is Baron or Baroness, but a larger House may take on 
  the Viscount or Viscountess title.
  Size 
  All Great Houses have well defined borders they oversee, 
  usually defined by natural landmarks like rivers or 
  woods. In general, a smaller house will sprawl several 
  square miles, while a large house could oversee hundreds.
  Population 
  Depending on the resources and safety of the Great 
  House, the population density can very greatly. Usually, 
  a House will have at least 500 citizens to be considered a 
  part of the regency.
  Leader Aspirations 
  Every Baron and Viscountess has a unique personality, 
  and each will prioritize different facets of power. This 
  bond should influence what this Great House is known 
  for and what value they can bring to the Duke or Duchess 
  of their region. Typically, a house will value one of 
  the following above all others: money, military, social 
  influence, religion, cultural arts, and family.
  Elderguard Family
  overview
  The city of Elderguard is the jewel of the Barvassian 
  Sea and the Elderguard Family is its caretaker. The 
  ancient family of archfey feyfolk is as old as Aroria 
  itself and has dedicated its legacy to Elderguard’s 
  prosperity. Archfey enjoy incredibly long lifespans and 
  the stewards of Elderguard play the long game to ensure 
  the preservation of their society. The family always 
  rules in pairs. The first is a leader with thousands of 
  years of experience who ultimately decides the fate of 
  Elderguard and their lone heir. Occasionally there are 
  other members of the Elderguard family, but these two 
  bear the full responsibility of their families burden.
  goals
  The preservation and prosperity of Elderguard is always 
  the number one priority for the Elderguard family. The 
  people of Elderguard are artistically inclined and enjoy 
  the benefits of an incredibly socialsit economy and the 
  family does everything it can to keep this true. Secretly, 
  the great serpent, Apep, lingers beneath the city and the 
  family must continue to provide wealth to the dragon to 
  maintain the safety of all Aroria. 
  relationships
  Ensuring investments and relations with La Cambria and 
  the Mainland stay profitable is pivotal to maintaining 
  that lifestyle. The leader and heir of Elderguard are too 
  valuable to spend time in La Cambria, so they bestow 
  favor and wealth upon Great Houses in their domain 
  who can sit on the high council for the Aristocracy. Other 
  than those who owe fealty to Elderguard itself, the family 
  takes an isolationist approach to political affairs and will 
  typically let non-Elderguard matters remain that way.
  notable figures
  Rhea'illia Elderguard 
  Feyfolk (Archfey) She/Her, Fleurtide. The Windwalker, 
  Rhea’illia is a fierce warrior and shimmering 
  conversationalist. She spent a thousand years as the 
  heir to her father, Dorren, and garnered a tremendous 
  reputation among the people of Elderguard. She is 
  confident, powerful, and recklessly protective of her 
  people. Rhea’illia believes that Apep cannot be held in 
  check for too many more millennium and seeks to end the 
  ancient serpent before her reign is complete.
  
  Stargazer’s Guide to Aroria
  38
  Rylan's Gang
  overview
  From back alley thieves to nobles or diplomats down 
  on their luck, Rylan’s Gang is a loose conglomerate of 
  unlikely members unified by a singular goal: keep the 
  status quo. Considered the de facto governing body 
  in The Crossing, Rylan’s Gang reaps the benefits of 
  their power and prestige, actively stamping out any 
  resistance to their rule while keeping up pretenses of 
  their kindness and generosity. At the heart of this gang 
  is Rylan Valchar, a charismatic and ruthless opportunist 
  with a penchant for winning or stealing the hearts and 
  minds of those he meets. Having grown in prominence 
  and notoriety, Rylan’s Gang is well known for its love of 
  coin, duplicity, and loyalty.
  goals
  “Keep things as they are, with us in control.” That is 
  the motto of nearly every member of Rylan’s Gang. 
  Maintaining strong control over the people of the 
  Crossing, Rylan’s Gang seeks to keep their humble 
  fortress city and the surrounding land as it is and enjoy 
  the fruits of the people’s labor. Disinterested with 
  expansion, Rylan has positioned himself governor 
  and plans to keep it that way. As the gang grows and 
  shrinks, its members either leave the Crossing to seek 
  their own fortunes or are quietly removed when Rylan 
  believes them too ambitious for their own good. With the 
  population of the Crossing increasing, Rylan’s Gang has 
  begun to consider how to prevent the inevitable change 
  that comes with growth. At their core, the Gang seeks 
  stability and control.
  relationships
  Rylan’s Gang valuables relationships within and beyond 
  their small fortress city. Frequently making deals with 
  surrounding villages or cities, the Gang works to keep 
  their people safe, happy and docile. Their most valuable 
  agreements are with the capital city of La Cambria, 
  where they provide information about the goings on of 
  Aroria North in exchange for a handsome sum as well 
  as less formal dealings with the Sparrowhawks who 
  inform them of potential troubles on the roads leading 
  to and from The Crossing. Within the city, Rylan’s Gang 
  has a loose agreement with local merchants, demanding 
  a small tax on all transactions made in exchange for 
  protection. Those who are new to the city, or who 
  operate without making a connection quickly find 
  themselves “invited” to a conversation.
  notable figures
  Rylan Valchar 
  Tiefling He/Him, Waking. Rylan is a short tiefling that 
  appears to be in his late 20s. Rylan speaks with airy, 
  excitable charm that disguises the ruthless nature he 
  possesses. Rylan is not evil but firmly believes in seizing 
  any and all opportunities before others. Rylan is happy 
  with his current position in The Crossing and will work 
  hard to maintain his power.
  Vladimir Quill 
  Dwarf He/Him, Pyrium. Accountant for Rylan’s Gang 
  and Rylan’s right hand man. Nicknamed “The Quill,” 
  Vladimir has a bristling and antisocial personality. Often 
  found scribbling behind a tower wall of receipts and 
  papers, the dwarf is renowned for his ability to remember 
  any number told to him and what it is related to. Moving 
  quietly through the ranks of Rylan’s Gang, Vladimir 
  became the teifling’s most trusted ally after saving Rylan 
  from an assassination attempt. In the process, Vladimir 
  lost the use of his legs and now travels via wheelchair. 
  If Rylan is the charming face of his gang, Vladimir is the 
  extensive web of figures, plans, and schemes that cast 
  a wide net of control across the city. No deal happens 
  within the city without “The Quill” recording it.
  
  39
  Guilds of thrice
  overview
  Thrice is a city left to its own devices. Anyone who 
  spends enough time in the thiefdom will develop 
  connections with one of the three guilds of thrice: the 
  Rooks and Bishops, Northenders, or Coin Counters. 
  Each and every establishment in the city is owned or 
  operated by one of the guilds and any job an adventurer 
  would want is requested by one of them. While the 
  triumvirate claim Thrice as home, the guilds can be 
  found all over Aroria and their influence is felt in every 
  black market, quiet corner, and shadow soaked heist. 
  coin counters
  “Coin Counters are all the same, they look at you in terms of 
  your weight in coins and it's hard to guess what plans they 
  have for you.”
  northenders
  “Northenders want you to run. They love the chase and love 
  catching you more. No one knows the streets better than 
  them.”
  rooks and bishops
  “Only one thing is ever constant with the Rooks and 
  Bishops... nothing stays the same. Easier to divine the gods 
  than it is to know what a Rook and Bishop is thinking.”
  goals
  Coin Counters 
  Each of the guilds has their own secret and unique goal, 
  but in general, the guilds tend to stick to what they 
  know best. The Coin Counters monitor and maintain the 
  various transactions and licenses granted throughout the 
  town. The coin counters favor those who are cunning 
  and smart, and their schemes are vast and complicated. 
  They believe that one day they will own every coin in 
  Thrice, and take the city. Their headquarters are based in 
  Compassion’s Counting house. 
  Northenders 
  Bouncers, brawlers, the Northenders act as the town’s 
  muscle, making sure that debts are paid and rent is 
  collected on time. The Northenders favor those who are 
  strong and quick, and their plans are straightforward 
  and blunt. They believe, correctly, that the other guilds 
  fear their strength and try to display it frequently. Their 
  headquarters are located in the north district of the town. 
  Rooks and Bishops 
  Wild and chaotic, the Rooks and Bishops are made up 
  of actors, artists, and story-tellers. This group acts as the 
  town’s entertainers and ambassadors, often drawing 
  crowds from outside the town, or smoothing over the 
  tensions when residents grow restless. The Rooks and 
  Bishops favor those with silver tongues and their plans 
  are ethereal and ever-changing. They believe that without 
  them, the town would never grow and that they will rule 
  through popular demand. Their headquarters are located 
  at Cast’s Stage.
  relationships
  The guilds of Thrice try to fly under the radar as often 
  as possible, but organized crime can only stay hidden 
  so long. The Sparrowhawks and Northenders have 
  an extremely strained relationship and often find 
  themselves at odds. Northender methods are often 
  extremely aggressive and their presence is detrimental 
  to even the largest cities. The Coin Counters and 
  Goldspire are in the middle of an economic cold 
  war. Publically, Goldspire preaches the importance 
  of transparency in accounting and failure to do so is 
  immoral and destructive to the economy. Privately, 
  they’re jealous of the Coin Counters' secrecy.
  notable figures
  Compassion 
  Tiefling He/Him, Wisterius. Master of Compassion’s 
  Counting House and Casino, pale blue eyes and feminine 
  features. Calculating and precise, but unable to turn away 
  from a shining treasure.
  Barrett "Pretty Face" Buxton 
  Elf He/Him, Fleurtide. Tall and muscular, missing one 
  hand. Beautiful face and long blond hair. Hard and loyal, 
  but often tests the loyalty of those around him. 
  Lady Audrey Cast 
  Halfling She/Her, Rustium. Spectacles and multicolored 
  hair, with a series of short scars across her chest. Calm 
  and kind, but changes interests and plans on a whim.
  Crest of the Rooks & Bishops
  
  Stargazer’s Guide to Aroria
  40
  
  41
  IiI
  the stars
  overview
  Magical energy ebbs and flows through the universe 
  like the tide. The world of Aroria is influenced by the 
  gravitational energy of planets and moons, the position 
  of celestial bodies and stars, and the kinetic vibes of 
  rivers, mountains, air, and flame. All living creatures are 
  bound to this energy, one another, and the gods who 
  manipulate it. Adventurers who travel to Aroria are not 
  defined by their astrological connections, but cannot 
  deny an affinity for their respective Element, Ruler and 
  Heir. All of this is determined by the exact and unique 
  circumstances of one's birth.
  signs
  The position of planets, stars, and moons on the day of 
  your birth are the greatest cosmic forces in Aroria and 
  they define your Adventurer’s Sign. As these celestial 
  bodies move around the sun, their exact positioning has 
  an impact on the world and can be felt by Adventurers in 
  a countless number of ways. There are twelve months in 
  the Arorian calendar, and the twelve astrological signs are 
  bound to each. The month you are born defines your sign 
  as an Adventurer.
  Determining your Adventurers sign can be achieved 
  one of two ways– randomly or by design. Only you 
  can choose what is right for your player character. To 
  randomly select your Sign, roll a 1d12 and consult the 
  Sign Table below. Otherwise, you may choose a Sign that 
  best fits your desired character concept. Refer to your 
  Sign specific details on the referenced page to further 
  expand upon your character.
  Sign Table
  1
  Fleurtide
  Flaming Ram, Vibe, Aries
  2
  Wisterius
  Muse of Reverie, Natural, Taurus
  3
  Sunbask
  Swindle Twins, Arcane, Gemini
  4
  Aurous
  Dawning Moon, Divine, Cancer
  5
  Pyrium
  Firelight Assembly, Vibe, Leo
  6
  Soulstice
  Hive, Natural, Virgo
  7
  Rustium
  Honest Seraph, Arcane, Libra
  8
  Duskworn
  Hand of Retribution, Divine, Scorpio
  9
  Lamentium
  Stag Who Knows All Paths, Vibe 
  Sagittarius
  10
  Waking
  Forge of the Covenant, Natural, 
  Capricorn
  11
  Rimewomb
  Wandering Star, Arcane, Aquarius
  12
  Frostwane
  Oracle, Divine, Pisces
  Elements of the weave
  Second only to the stars, the natural energy of the world 
  in your immediate vicinity pushes you toward your 
  destiny, this energy is known as the Weave. The Weave is 
  the magical energy that suffices the universe, and many 
  could argue that it has more bearing on your day-to-day 
  life than your Sign. This is partially true, however, while 
  your Sign and Circumstances are yours, and yours alone, 
  the Weave is shared. For this reason, it has less bearing on 
  your destiny.
  The Weave is divided into four source magics: Natural, 
  Divine, Vibe, and Arcane. Natural magic is most often 
  associated with the Druids and ritualistic magic, but can 
  also be attributed to most alchemy and potion making. 
  It is found deep in the ocean, lost in the woods, atop 
  mountains, and beside rivers. Divine magic was pushed 
  into our weave by the gods and the infernal, and is the 
  most powerful raw magic in the Weave. Vibe is the 
  innate magic that exists in powerful creatures, across 
  the Feywild, and within your heart. We all tap into the 
  Vibe of our world in some way or another, and Vibe 
  signs more than any. The final element, Arcane magic, 
  is in itself, not a source of magic, but it is the control and 
  manipulation of the other three source magics.
  Natural Signs mesh well with Divine Signs. The ritualistic 
  and traditional nature of the two Elements creates a 
  mutual understanding of how each taps into the Weave. 
  Vibe Signs connect with Arcane Signs. The Vibe can 
  be difficult to understand, and Arcane Signs relish the 
  opportunity to understand them. Conversely, Natural 
  Signs are disconnected from Arcane signs. They often see 
  the need for control or manipulation as a fruitless goal at 
  best, and an egregious assault at worst. Arcane signs look 
  at the wild Natural Sign and wonder how they can exist 
  in that state of chaos. Divine and Vibe signs are at war as 
  well. Vibe signs prefer to accept the world for what it is 
  and have no need for purpose or goal, while the Divine 
  Signs can find meaning and destiny in even the most 
  mundane coincidences. The Arcane Signs sometimes feel 
  disconnected from the other Elements of the Weave, since 
  they are not innately part of it and are the furthest away 
  from the Weave itself. Of all the Elements, Vibe Signs can 
  be considered a personification of the Weave itself. As 
  such, Vibe is the most universal Sign and can most closely 
  relate to the Weave and other Elements in turn.
  
  Stargazer’s Guide to Aroria
  42
  Fleurtide | aries
  Fleurtide is a natural Adventurer. A quintessential 
  type-a personality, they are action-first Adventurers with 
  endless reserves of energy and can always be found at the 
  head of a pack. They have the natural grit, competitive 
  desire, and burning passion to be first in all things. 
  Socially, the Fleurtide’s personality is contagious and 
  they strive to make quick friends with other Adventures, 
  often successfully. They can be aggressive when more 
  rational party members mistake their desire for speed 
  as impatience. The Fleurtide is inexorable, and will 
  sometimes put their desires and goals above that of the 
  party. To the Fleurtide, there is only one way forward– 
  their way, right now, with everything they have. Destiny 
  pulls Fleurtide in a singular direction their whole life, and 
  that is the only justification a Fleurtide needs to uproot 
  everything they are and run.
  As the youngest element of Vibe, Fleurtide shines the 
  brightest. They are the wide open flame of a bonfire 
  as it soars after being doused with oil or gas. Fleurtide 
  is a high-tempo song in a rowdy tavern with drinks 
  flowing and infectious dancing. It is easy to get caught 
  up in their passionate disposition. Their aura reaches 
  the furthest into their social circle and can easily engulf 
  those who dare venture too close. Party members may 
  find themselves dedicated to a Fleurtide cause without 
  motivation or explanation– It’s just the right thing to do. 
  Regardless of a party member's motivations, the Fleurtide 
  can see their own desires reflected in them, as if they are 
  looking in a magic mirror. As a result, party members 
  around the Fleurtide feel as though they have “found” 
  themselves when around the Fleurtide, and the Fleurtide 
  can cultivate this realization toward its own goals.
  manifestation
  Fleurtide manifests in Aroria as the Flaming Ram. It’s 
  coat is typically snow white, representing the purity of 
  simple truths, and the horns are flaming, showcasing the 
  leading passion Fleurtide follows throughout their life. 
  The Flaming Ram can appear to Fleurtide Adventurers at 
  a life changing moment or decision. It is a call to action, a 
  symbol that destiny is inviting the Fleurtide to pursue their 
  passion regardless of consequences. It does not appear 
  randomly or out of place. It would not appear on the open 
  sea or on an airship. The Flaming Ram prefers to manifest 
  among a herd of sheep, a sign to stand out in the crowd or 
  go against the grain, or alone on a mountainside, a call of 
  determination for a road less traveled.
  For players, seeing the Flaming Ram is the reason many 
  Fleurtide choose to become Adventurers, using it as an 
  excuse to set out on the open road. Sheltered Fleurtide 
  may be seeking the Ram while searching and looking 
  for destiny and purpose. Finally, it can be a reason for 
  characters to stop Adventuring, recognizing a new pursuit 
  is more important than their vagabond lifestyle.
  For gamemasters, the Flaming Ram can demand a change 
  out of indecisive players, allowing them to take the stage 
  and create character defining moments. Fleurtide NPCs 
  may easily justify their actions because of an encounter 
  with the Flaming Ram. Alternatively, all Adventurers in 
  Aroria should have heard of the Flaming Ram and parties 
  who lack a Fleurtide among them may witness the Flaming 
  Ram at pivotal moments in your campaign.
  bonds and flaws
  Regardless of their Ruler, all Fleurtide Signs share similar 
  ideals and flaws. Determining your Bond and Flaw can be 
  achieved one of two ways– randomly or by design. Only 
  you can choose what is right for your player character. 
  To randomly select your Bond, roll 1d4 and consult the 
  Fleurtide Bond Table below. To randomly select your 
  Flaw, roll 1d4 and consult the Fleurtide Flaw Table below. 
  Otherwise, you may choose the Bond and Flaw that best 
  fits your desired character concept.
  Fleurtide Bond
  1
  Something calls to me. I will seek it in this life and the next.
  2
  The two most valuable things in the world are the 
  admiration of a crowd, and the gratitude of a friend.
  3
  I love a good race, or any competition for that matter. I 
  believe you don’t truly know someone until you have 
  competed against them.
  4
  I have a patron that supports my adventuring lifestyle. We 
  don’t always agree, but their gold keeps me on my path.
  Fleurtide Flaw
  1
  I am the greatest Adventurer to ever live, and I will prove 
  it– one way, or another.
  2
  The third option in negotiations is to fight. Right after 
  doing it my way, and them getting out of the way.
  3
  You are either with me, or against me– there is no 
  inbetween.
  4
  I am easily frustrated when asked to wait and will do 
  everything in my power to avoid it.
  Zodiac Association | Aries
  Weave | Vibe
  Compatibility | Waking, Wisterius
  Symbology | Flaming Ram
  
  43
  Fleurtide Manifestation by Stephen Nickel 
  Special | Vernal Equinox
  The Vernal Equinox falls on the new moon of Fleurtide. It
  marks the first day of spring, the start of a new year, and
  is one of two days during the year when day and night
  are the same length– Autumnal Equinox. Fleurtide Signs
  always have the chance to be born on the Winter Solstice.
  To determine if your Fleurtide Adventurer was born on
  the Vernal Equinox, roll 1d20. On the result of a 20 on the
  die, your date of birth becomes the 1st of Fleurtide, and 
  when you start your turn with more than 0 hit points, you 
  gain 1d4+1 hit points.
  
  Stargazer’s Guide to Aroria
  44
  Huge Celestial, Chaotic Neutral
  Armor Class 23 Natural
  Hit Points 533 (26d20 + 260)
  Speed 60 ft., 120ft. Fly
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 22 (+6) 30 (+10) 18 (+4)
  18 (+4)
  22 (+6)
  Saving Throws STR +18, CON +18, CHA +14
  Damage Resistances Psychic
  Damage Immunities Radiant, Fire, Bludgeoning, Piercing, 
  Slashing from Non-Magical Weapons
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Poisoned, Stunned, Exhausted
  Senses Truesight 300ft, Passive Perception 17
  Languages All
  Proficiency Bonus +8
  Challenge 26 (90,000 XP)
  Legendary Resistance (4/day). When Fleurtide fails a Saving 
  throw, it can choose to succeed instead.
  Divine Form. Fleurtide’s Avatar form cannot be altered by 
  magical means unless it chooses to allow it. Once summoned, 
  Fleurtide cannot be forced from its current plane of existence 
  unless it chooses to allow it. Fleurtide can choose to be any 
  size, from Tiny to Gargantuan, but is always treated as if it 
  were Gargantuan.
  Element: Vibes. Fleurtide automatically succeeds on any 
  magical or non-magical effect that forces a Strength saving 
  throw. Spells and magical effects of 5th level and lower have no 
  effect on Fleurtide, even if cast using a spell slot of a higher level. 
  Fleurtide's attacks are magical.
  Scorching Earth. When Fleurtide drops to zero hit points, or 
  its purpose is complete, the Avatar explodes and each creature 
  within 60ft must make a Strength Saving Throw (DC 23). On 
  failure, creatures take 70 (20d6) Fire damage and 70 (20d6) 
  Bludgeoning Damage or half as much on a successful save. 
  Creatures and objects that drop to zero hit points in this way are 
  turned to dust.
  Siege Monster. Fleurtide does double damage to structures 
  and objects
  Hot-Headed. Creatures who strike Fleurtide with a melee attack 
  take 1d8 Fire damage.
  Flame Breath (Recharge 5-6). Fleurtide breathes Vibes in a 90-
  foot cone. Each creature in that area must make a Strength Saving 
  Throw (DC 23). On failure, creatures take 45 (10d8) Bludgeoning 
  damage and 45 (10d8) Fire damage or half as much damage on a 
  successful one. 
   
  Actions
  Multiattack. Fleurtide makes three attacks, one with its Hooves, 
  one with its Horns, and one Flaming Vibe
  Hooves. Fleurtide crushes a creature within range. +18 to hit, 
  range 20ft, 26 (3d8 +10) Bludgeoning damage. If the creature is 
  Large or smaller, the creature makes a Strength Saving Throw. On 
  failure, the creature is pushed into the ground, knocked Prone, 
  and Restrained. On a successful save, the creature is pushed 
  back 10 ft..
  Horns. Fleurtide gorges a creature within range. +18 to hit, range 
  10ft, 30 (5d8 +10) Bludgeoning damage. If Fleurtide moves 10ft 
  in a straight line before making this attack, the creature takes an 
  additional 22 (5d8) Bludgeoning damage.
  Flaming Vibe. Fleurtide hurls a fireball at a point it can see 
  within 120ft. All creatures within 20ft of the point make a 
  Strength Saving Throw (DC 23). On failure, the creature catches 
  fire and takes 14 (3d8) Fire damage at the start of their turn. 
  Creatures who are on fire in this way have disadvantage on 
  Attack Rolls and Ability Checks. Creatures may take an Action to 
  end this condition.
  LegendAry Actions
  Fleurtide can take 4 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature's turn. Fleurtide regains spent 
  legendary actions at the start of its turn.
  Attack. (1 Action) Fleurtide can use one of its attack options 
  listed above.
  Flare. (2 Actions) Fleurtide releases a flaming cloud of smoke 
  in all directions. Creatures with 30 ft of Fleurtide take 14 (3d8) 
  Fire Damage and make a Constitution Saving Throw (DC 23). On 
  failure, the creature is Blinded until the start of its next turn.
  Cauterize. (2 Actions). Fleurtide ends all conditions on itself and 
  gains 20 (2d20)+10 Hit Points.
  Charge. (1 Action) Fleurtide takes the Dash action.
  FLeurtide - the FLAming rAm
  
  45
  Summoning Ritual
  Those who summon Fleurtide are seeking strength, 
  power, and the sheer force of will to achieve their 
  goals. The raw power of the Flaming Ram can be 
  summoned from anywhere in Aroria, but simply 
  calling to and wanting something is not sufficient 
  to bring Fleurtide to your side, one must convince 
  Fleurtide that your cause is worthy. To summon 
  Fleurtide, complete the following steps.
  step one
  Begin at dawn. Travel a stretch of road that is at least 10 
  miles long that leads to a fork in the road. Where the road 
  meets the fork, construct an altar using only ram horns.
  step two
  Over the altar, lay an article of clothing or piece of 
  equipment you were wearing when you died for this 
  cause, a reminder of why you began this journey, and all 
  things that hold you back. 
  step three
  On the back of an Ancient Red Dragon’s Scale, use 
  adamantium to carve a command to Fleurtide that will 
  resolve your cause. This command must be fewer than 
  25 words and accomplishable in your lifetime. Place the 
  dragon’s scale and adamantium on the altar and douse 
  the entire altar with water from a non-magical source.
  step four
  Light a single candle and place it at the base of the altar, 
  do not add oil, do not use magic, do not coax the fire in 
  any way.
  step five
  Speak out loud and state your case to Fleurtide. Convince a 
  ruling power of the universe to come to your side, do your 
  bidding, and fight for your cause. Speak with passion and 
  conviction and demand the stars burn for you. 
  This works best if you are a Fleurtide and speak Celestial. 
  As you speak, the altar will begin to burn, if it is 
  consumed in full, Fleurtide will appear to you. Fleurtide 
  will remain until the task written on the dragon’s scale is 
  complete or it has been reduced to zero hit points. If the 
  candle has been lit, but the altar has not been consumed 
  by sundown, the altar bursts into flames as per Fleurtide’s 
  Scorching Earth feature and you may never attempt the 
  summoning of Fleurtide again.
  
  Stargazer’s Guide to Aroria
  46Wisterius Manifestation by Katherine Souza
  
  47
  Zodiac Association | Taurus
  Weave | Natural
  Compatibility | Aurous, Duskworn
  Symbology | Muse of Reverie
  Wisterius | taurus
  Those born under Wisterius lead lives in pursuit of 
  comfort. This can take many forms, but often they 
  dedicate themselves to the pursuit of wealth and luxury 
  itself. Some might clutch their pearls at the idea of an 
  adventurer motivated by financial gain, but a Wisterian 
  considers themself a resident of the real world, and they 
  work hard for their creature comforts.
  Wisterius is a member of the Natural weave, and 
  individuals may very well find their comfort more in 
  the beauty and bounty of the land than the coffers of the 
  bank. Even the most miserly among them still believe 
  there is beauty worth cherishing in dew on the grass, 
  the first buds of spring, or a dandelion boldly growing 
  through a crack in the pavement. Many are capable 
  gardeners or herbalists. Others may devote themselves 
  to cooking or brewing, though even those who do not 
  train in these crafts tend to admire and appreciate a well-
  cooked meal or a fine vintage wine.
  They are generally gracious, well-dressed, and well-
  groomed. They are by nature calm and well-mannered, 
  but are not to be underestimated. Once a Wisterian has 
  set their mind to a belief or a path, even the gods could 
  do very little to sway them from it. Poking and prodding 
  at their decisions or demanding access to things the 
  Wisterian has deemed private will quickly introduce you 
  to the Wisterian wall of stony silence. Any party would 
  benefit from the level-headed stability of an adventurer 
  born under this sign.
  manifestation
  The Muse of Reverie manifests as a trap or reprieve. 
  It is a place or environment more than it is a creature 
  or object. Dreamy and ethereal, it’s a place you never 
  want to leave and compels itself to the base desires of 
  our hearts. This could be a bountiful garden, a ship that 
  never makes port, a bountiful island or lagoon. The Muse 
  of Reverie enhances these places as a place for recovery 
  or a distraction. Occasionally, the Muse of Reverie will 
  appear in one of these places as a minotaur to test the 
  determination of the Wisterius.
  For players, the Muse is an opportunity to showcase vices 
  and flaws that otherwise perfect characters may have. 
  The Wisterius who finds the Muse has an opportunity to 
  define their character more thoroughly and display how 
  determined they can be.
  For gamemasters, in addition to the plot implications a 
  trap like this could provide, the Eden you create for players 
  is a chance to invite party members to engage with one 
  another in a safe and ideal environment. The limits to how 
  inviting it can be are limited only by your imagination and 
  downtime spent here can be a welcome change up from an 
  intense arc in your campaign.
  bonds and flaws
  All Wisterius Signs share similar ideals and flaws. 
  Determining your Bond and Flaw can be achieved one of 
  two ways– randomly or by design. Only you can choose 
  what is right for your player character. To randomly 
  select your Bond, roll 1d4 and consult the Wisterius Bond 
  Table below. To randomly select your Flaw, roll 1d4 and 
  consult the Wisterius Flaw Table below. Otherwise, you 
  may choose the Bond and Flaw that best fits your desired 
  character concept.
  Wisterius Bond
  1
  All I want is to be unimaginably wealthy. Is that so much 
  to ask?.
  2
  I have a family to look after, and there is not enough 
  money back home. Everything I do is to provide them a 
  secure and comfortable life.
  3
  I was barred from wedding my first love due to my low 
  position and lack of resources. 
  4
  I was looked down on in the town I grew up in. One day 
  I’ll return there, and show all those rich snobs that I’m 
  their better now. The best revenge is living well and 
  making others watch you do it.
  Wisterius Flaw
  1
  I am immensely bullheaded and not particularly 
  interested in hearing other points of view.
  2
  Practicality comes first ‒ I didn’t set down this path 
  out of charity, and it would take a hell of a sob story to 
  sway me.
  3
  I am lazy and unashamed. I revel in doing the bare 
  minimum.
  4
  My dislike for change lets me turn a blind eye to the 
  people who suffer under the current conditions. It would 
  be easier for me if they stopped complaining.
  
  Stargazer’s Guide to Aroria
  48
  Gargantuan Celestial, Neutral Good
  Armor Class 30 Natural
  Hit Points 210 (28d4 + 140)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  20 (+5)
  20 (+5)
  20 (+5)
  20 (+5) 30 (+10)
  Senses Darkvision 120, Passive Perception 20
  Languages All
  Proficiency Bonus +8
  Challenge 28 (120,000 XP)
  Legendary Resistance (4/day). When the Fylaki fails a Saving 
  Throw, it can choose to succeed instead.
  Divine Form. When Wisterius' Divine Avatar form is summoned, 
  The Fylaki appears. The Fylaki's form cannot be altered by 
  magical means unless it chooses to allow it. The Fylaki cannot 
  be forced from its current plane of existence unless it chooses 
  to allow it. The Fylaki can choose to be any size, from Tiny to 
  Gargantuan, but is always treated as if it were Gargantuan.
  Element: Natural. The Fylaki automatically succeeds on any 
  magical or non-magical effect that forces a Charisma Saving 
  Throw. Spells and magical effects of 5th level and lower have no 
  effect on The Fylaki, even if cast using a spell slot of a higher level. 
  The Fylaki'a attacks are magical.
  Unstoppable Force. The Fylaki can move through the same 
  physical space of creatures Huge and smaller. When The Fylaki 
  moves through a creature in this way, the creature takes 14 (4d6) 
  Bludgeoning Damage.
  Inexorable Charm. The Fylaki targets a creature it can see 
  within 30 ft. and forces it to make a Charisma Saving Throw (DC 
  24). On failure, the creature is Charmed by The Fylaki for 10 days. 
  While Charmed in this way, the creature's perception of the world 
  is lost to The Fylaki's whim and it experiences reality in any way 
  The Fylaki wishes. The creature maintains its free will and is not 
  under The Fylaki's direct control, but the illusions and influence 
  the creature experiences may coax it one direction or another. 
  Creatures who succeed on this check are immune to The Fylaki's 
  Inexorable Charm until the next Dawn.
  After 10 days, The Fylaki may choose to extend the charm 
  regardless of the charmed creatures location. If it chooses to 
  maintain the charm, the creature repeats the Charisma Saving 
  Throw (DC 24). The creature may also end this effect by finding 
  the poppy flower hidden within the illusion.
  Actions
  Multiattack. The Fylaki makes two attacks, one with its Fist, one 
  with it's Trample.
  Fist. The Fylaki punches a creature within range. +18 to hit, 
  range 5ft., 15 (1d8 +10) Bludgeoning damage. 
  Trample. The Fylaki takes the Dash action in a straight line, 
  treating creatures in it's path as difficult terrain. Creatures on 
  this path make a Charisma Saving Throw (DC 24). On failure, 
  creatures fall prone and are paralyzed until the end of their 
  next turn.
  reActions
  Divine Retribution. When The Fylaki is hit with an Attack Action 
  or Spell Effect, The Fylaki can force the creature to make a 
  Charisma Saving Throw (DC 24). On failure, the creature takes 18 
  (4d8) Psychic Damage.
  LegendAry Actions
  The Fylaki can take 4 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature's turn. The Fylaki regains spent 
  legendary actions at the start of its turn.
  Unsettling Image. (2 Actions). The Fylaki sends a disturbing or 
  enticing image into the mind of creature it can see within 60 ft. 
  The creature makes a Charisma Saving Throw (DC 24). On failure, 
  the creature takes 16 (3d10) Psychic Damage and is Frightened or 
  Charmed by The Fylaki, it's choice, until the end of its next turn.
  Wisterius - FyLAki
  
  49
  Summoning Ritual
  Wisterius is associated with the Muse of Reverie 
  and the city of Sunspell, but there is more than 
  dreamy relaxation to the Sign. Wisterius values 
  autonomy and will seek to remove oppressors 
  and lead the charge to freedom. Wisterius doesn't 
  care what you do with your time, what your 
  purpose in life is, or what mortal laws you've 
  broken, if free will is taken away from you, it will 
  unleash the Fylaki to right the wrongs.
  The Fylaki is a minotaur like entity that can 
  be found in the northern city of Sunspell. The 
  Avatar prefers to lounge in the decadence of 
  Sunspell and rarely leaves its sanctuary. The 
  Fylaki wants to do absolutely nothing. It has a 
  stubborn desire to enjoy the apathy within weeks 
  and months of an empty schedule. The Fylaki 
  will fight for your right to do whatever you want, 
  but only if your need is greater than its will. 
  Adventurers who need Wisterius to draw The 
  Fylaki from it's reverie must visit The Fylaki 
  in Sunspell and rouse the immovable. First, 
  Adventurers must enter it's reverie and survive 
  The Fylaki's Charm. This works best by finding 
  the poppy seed within the charm and destroying 
  it. Once the charm is broken, you have The 
  Fylaki's attention. Adventurer's must then 
  present an individual who has been directly 
  affected by the loss of autonomy to tell their 
  story. Finally, Adventurers must bind themselves 
  to The Fylaki for the duration of the quest to 
  right this wrong. Failure to complete any of these 
  requirements may send adventurers spiraling 
  back into the Fylaki's charm.
  
  Stargazer’s Guide to Aroria
  50
  Sunbask | gemini
  Sunbask is where social encounters meet the exploration 
  pillar of play. They love to explore and adventure 
  throughout the world and ravenously seek new 
  experiences. They love to meet new people and are quick 
  to entangle their lives with the adventures of others. This 
  desire to expand their horizon leads to a fear of missing 
  out and can cause a Sunbask to abandon a quest as 
  quickly as they attach to it. This dual nature leads to fickle 
  Adventurers who struggle to earn the trust of others. 
  There is never enough time for a Sunbask. There is always 
  something calling a Sunbask further into parts unknown, 
  and always a piece of them that wants to stay home. That 
  being said, party members who learn to love the duality 
  of a Sunbask may find two treasured friends instead of 
  one, and the joy in their life is multiplied.
  As the first element of Arcane, Sunbask is the rampant 
  curiosity that drives inquisitive minds. They are 
  relentless in their pursuit to know what is out in the 
  world and are determined to find out. They make 
  fantastic archaeologists, cartographers, and authors. 
  When you find a lost journal whose notations are paired 
  with maps, theories, and wild speculations, you can be 
  assured it once belonged to a Sunbask. The duality of the 
  Sunbask shows in their academic pursuits as well. They 
  are specialists in their field, preferring to seek all the 
  intricacies of their chosen field while maintaining an aloof 
  disposition to curiosities outside of their discipline.
  manifestation
  The Swindle Twins manifest in natural lifelong pairs. 
  Lovebirds, penguins, grey wolves, foxes, any mammal 
  that typically mates for life is a common manifestation of 
  the Swindle Twins. The Twins are said to be the original 
  source of Doppelgangers, but no one knows for sure. The 
  Twins manifest most often in situations where secrets and 
  lies are being hidden. As tricksters, they seek to be the 
  cause of self-incrimination or sabotage.
  For Sunbask players, the manifestation of the Swindle 
  Twins are found in all corners of the world. Rather, the 
  Sunbask will find the Swindle Twins in everything, seeing 
  both sides of any situation and may imagine them even 
  when they aren’t there.
  For gamemasters, the Swindle Twins appear as a warning 
  or signal that something is wrong. They make mischief 
  for those in power who are corrupt and will continue to 
  do so until something is done about it.
  bonds and flaws
  All Sunbask Signs share similar ideals and flaws. 
  Determining your Bond and Flaw can be achieved one of 
  two ways– randomly or by design. Only you can choose 
  what is right for your player character. To randomly 
  select your Bond, roll 1d4 and consult the Sunbask Bond 
  Table below. To randomly select your Flaw, roll 1d4 and 
  consult the Sunbask Flaw Table below. Otherwise, you 
  may choose the Bond and Flaw that best fits your desired 
  character concept.
  Sunbask Bond
  1
  I have a friend or family member who is closer to me than 
  anyone.
  2
  Someone or something is out there waiting for me. I can 
  never be truly happy until I find it.
  3
  I love dogs (or cats) and hate cats (or dogs).
  4
  An academic organization I represent has entrusted 
  me with a once-in-a-generation assignment. It’s more 
  important to me than anything else in my life.
  Sunbask Flaw
  1
  There’s a part of me that I’ve hidden from everyone I’ve 
  ever known, physical or emotional.
  2
  I don’t understand people who can’t let go and move on 
  from situations and people easily.
  3
  It’s hard for me to call a place home.
  4
  Everything is so temporary. Nothing seems to matter. If it 
  won’t matter in 5 years, it doesn’t matter today.
  Zodiac Association | Gemini
  Weave | Arcane
  Compatibility | Lamentium, Rimewomb
  Symbology | Swindle Twins
  
  51
  Swindle Twins Manifestation by Nidhi Naroth 
  
  Stargazer’s Guide to Aroria
  52
  Gargantuan Celestial, Chaotic Good
  Armor Class 18 Natural
  Hit Points 276 (29d6 + 174)
  Speed 30 ft., Fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  28 (+9)
  22 (+6) 30 (+10) 26 (+8) 30 (+10)
  Saving Throws INT +19, WIS +17, CHA +19
  Damage Resistances Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks
  Damage Immunities Psychic
  Condition Immunities Blinded, Charmed, Deafened, Paralyzed
  Senses Darkvision 120, Truesight 30, Passive Perception 26
  Languages All
  Proficiency Bonus +9
  Challenge 29 (135,000 XP)
  Legendary Resistance (4/day). When Sunbask fails a Saving 
  Throw, it can choose to succeed instead.
  Divine Form. Sunbask's Avatar form cannot be altered by 
  magical means unless it chooses to allow it. Once summoned, 
  Sunbask cannot be forced from its current plane of existence 
  unless it chooses to allow it. Sunbask can choose to be any size, 
  from Tiny to Gargantuan, but is always treated as if it were 
  Gargantuan. 
  Element: Arcane. Sunbask automatically succeeds on any 
  magical or non-magical effect that forces a Intelligence Saving 
  Throw. Spells and magical effects of 5th level and lower have no 
  effect on Sunbask, even if cast using a spell slot of a higher level. 
  Sunbask's attacks are magical.
  The Twins. Sunbask's Divine Avatar is a single creature, but 
  appears as two identical creatures– only one of which is real. 
  Sunbask and the illusory twin appear visually, tactilely, and 
  auditorily the same and are indistinguishable from one another 
  outside of Truesight or similar magic. Sunbask perceives the 
  world simultaneously through the eyes of both its avatar and the 
  illusion, it can make attacks and cast spells through both, but can 
  only take damage or be forced into saving throws which target 
  the true form. Effects and attacks that target the illusion miss or 
  fail automatically.
  Blackmail Hounds. Sunbask can duplicate the form of any 
  creature it has seen perfectly. The assimilation of this form 
  is so thorough, Sunbask assumes the creatures personality,  
  identifying mannerisms, and memories the creature has made 
  in the last thirty days. Sunbask can dive into the entirety of the 
  creatures memory and subconscious by establishing physical 
  touch with the creature.
  Connected Minds. Sunbask establishes a tether between 
  its mind and all creatures within 120 ft. of its true form. 
  While connected in this way, Sunbask experiences the world 
  through the eyes and ears of all connected creatures and itself 
  simultaneously, can read the creatures active thoughts, and may
   
  communicate telepathically with the creature. Creatures may 
  attempt to reject this connection by making a Intelligence Saving 
  Throw (DC 25). On a successful check, the creature is immune 
  to the effects of Connected Minds until the next dawn. Creatures 
  may not attempt this save more than once per day.
  Actions
  Multiattack. Sunbask makes three attacks, two with its Cerebral 
  Dagger and then uses Mind Shatter if it can.
  Cerebral Dagger. Sunbask reaches into the mind of up to three 
  creatures under the effect of it's Connected Mind feature. The 
  creatures must make an Intelligence Saving Throw (DC 25). On 
  failure, the creatures take 21 (6d6) Psychic Damage and gain 
  3 (1d4) Shatter Points. On success, creatures take half as much 
  damage and gain no Shatter Points.
  Mind Shatter (Recharge 5-6). Sunbask targets a creature it 
  can see with Shatter Points. The creature makes an Intelligence 
  Saving Throw (DC 25). On failure, the creatures Intelligence 
  Score is decreased by the number of Shatter Points it currently 
  has. The Shatter points a creature has are not decreased with this 
  effect and creatures who reach a Intelligence Score of zero in this 
  way become incapacitated. This ability score decrease may not be 
  restored by any means outside of Wish.
  reActions
  Now You See Me. When Sunbask is hit with a Weapon Attack 
  or Spell Attack, it may duplicate its form 1d4+1 times. These 
  forms appear anywhere within 30 ft. of Sunbask. Sunbasks then 
  chooses any the new forms becomes its true form. Duplicates 
  may be identified with a successful Investigation Check (DC 25) 
  or by dealing damage to the duplicate. All duplicates move in 
  unison with the true form until they are destroyed or dispelled.
  Now You Don't. When Sunbask ends it's turn, it may turn 
  invisible until the start of it's next turn.
  LegendAry Actions
  Sunbask can take 4 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature's turn. Sunbask regains spent 
  legendary actions at the start of its turn.
  Cerebral Daggers. (1 Action) Sunbask can use its Cerebral 
  Daggers attack against a target within range.
  Gardener. (1 Action) Sunbask attempts to recharge Mind Shatter.
  Tricksy. (2 Actions). Sunbask switches places with its illusion or 
  any illusions it has created.
  Plant the Seeds. (3 Actions). Any number of creatures of 
  Sunbask's choosing under the influence of the Connected Minds 
  feature make an Intelligence Saving Throw (DC 25). On failure, the 
  creatures gain 3 (1d4) Shatter Points.
  sunbAsk - the sWindLe tWins
  
  53
  Summoning Ritual
  Unlike the other Divine Avatars, Sunbask cannot 
  be summoned by mortality. The chaotic nature 
  of the Swindle Twins draws them to secrets– 
  especially those held by high ranking officials 
  or clergy members. The more scandalous the 
  secret is, the more likely Sunbask is to manifest 
  in Aroria. Discovering the secret is child's play 
  for Sunbask. It can sense embarrassment locked 
  hidden away in a creature's mind and it only 
  needs to get close to the creature to pry their 
  mind open.
  Knowing the secret is only half the fun though. 
  The Swindle Twins take the secret and share it 
  with Adventurers and locals who present the 
  best opportunity for fun and chaos. Sometimes, 
  Sunbask will hold the secret hostage, asking 
  party's to prove their chaotic worthiness before 
  spilling the beans. Rarely, the secret isn't as fun, 
  and Sunbask discovers something truly world 
  altering. In these situations, Sunbask seeks only 
  the most altruistic of heroes to share secrets 
  with, allowing them to influence the future of 
  the free world.
  
  Stargazer’s Guide to Aroria
  54
  Aurous Manifestation by Katherine Souza
  
  55
  Zodiac Association | Cancer
  Weave | Divine
  Compatibility | Pyrium, Rustium
  Symbology | Dawning Moon
  Aurous | Cancer
  Those born under the Sign of Aurous are guardians by 
  nature. Aurous is a member of the Divine weave and are 
  often called to adventure by a higher power. This could 
  be a church, but it is equally likely for an Aurian to stake 
  their identity in their homeland, culture, or family tree. 
  They are keepers of history and consider themselves 
  stewards of memory.
  Aurian Adventurers are deeply nostalgic and sentimental, 
  and they may be haunted by the loss of a home. They are 
  often initially closed off to new people and experiences, 
  but once an acquaintance has become a friend, and then 
  family, an Aurian would walk the globe to get them the 
  blade of grass they wanted. They are drawn to care for 
  those who cannot care for themselves, often children, 
  but sometimes just those that the Aurian has decided are 
  not making the best decisions for themselves. Though 
  generally compassionate and gentle, they have a steel-
  wrought spine and unshakeable beliefs on the correct and 
  incorrect way to lead one's life.
  Their skills tend to lie in whatever their home of origin 
  expected of them ‒ an Aurian born to a carpenter would 
  spend years mastering the craft; born to a land of war, 
  they would mold themselves into a formidable martial 
  combatant. Those born into a more quiet life often devote 
  their energy to home-making, cooking, and weaving. 
  Whatever task they set themselves, they hope their 
  ancestors would be proud.
  manifestation
  For adventurers, you can witness her yourself, as the last 
  of the moon visible in the sky as a new day dawns. Some 
  claim to have seen her in a more defined form, as a vision 
  of a woman, nestled in the crescent of the moon. The 
  woman glows in reflected light, all white and grey, with 
  kind eyes but armored, chitinous skin, like mother-of-pearl. 
  She watches over the world and remembers everything: she 
  remembers you as you once were, and she loves you for it, 
  but she also remembers every grudge she could ever hold.
  Gamemasters, the Dawning Moon is a guardian of lost 
  and forgotten things. The party may find her a defender of 
  a lost land or a discarded people. She is a fundamentally 
  loving figure, but she is stern and unbending, as all 
  parents must sometimes become. She does not care for 
  capriciousness, and will firmly remind characters where 
  they came from, and the promises they have made. 
  bonds and flaws
  All Aurous Signs share similar ideals and flaws. 
  Determining your Bond and Flaw can be achieved in 
  one of two ways– randomly or by design. Only you 
  can choose what is right for your player character. To 
  randomly select your Bond, roll 1d4 and consult the 
  Aurous Bond Table below. To randomly select your 
  Flaw, roll 1d4 and consult the Aurous Flaw Table below. 
  Otherwise, you may choose the Bond and Flaw that best 
  fits your desired character concept.
  Aurous Bond
  1
  Everything I do, I do for my family back home. 
  2
  My people have lost their homeland, and I am working 
  to preserve our culture and find us a new home.
  3
  I am the last in my family line, and I will carry on its 
  noble traditions.
  4
  My people are persecuted or in hiding, and all I do is to 
  protect them.
  Aurous Flaw
  1
  There is always a rain cloud over my head, and I am often 
  melancholy.
  2
  Most people I know are living their life incorrectly, and if 
  they took my advice they would be much happier.
  3
  I am suspicious of strangers, especially anyone who 
  comes from a culture I do not understand. It takes me a 
  long time to accept people who are not just like me.
  4
  I often feel a failure, and I am hounded by insecurity.
  
  Stargazer’s Guide to Aroria
  56
  pyrium | leo
  Many of the grand heroes spoken of in folktales and 
  shared through bard song were adventurers born under 
  the Sign of Pyrium. For them, the promise of acclaim 
  was their original call to adventure. Pyrians likely grew 
  up dazzled by such tales, imagining themselves in the 
  shoes of the great heroes of old. There’s nothing they 
  love more than a good story, and they revel in their 
  chance to live one.
  Pyrian adventurers tend to like to be looked at, and 
  fortunately for them, they tend to be easy on the eyes. 
  They are almost universally charming and attractive 
  people, with a cocky glint to their eye and youth that has 
  nothing to do with age. The time not spent on daring-do 
  is commonly dedicated to recreation ‒ games, but also 
  art, storytelling, and, often, romance. Pyrians believe in 
  enjoying life, loving easily, generously, and often, and 
  they love their friends and party members nearly as much 
  as they love themselves.
  Pyrium is a member of the Vibe weave, meaning these 
  adventurers find power and purpose within themselves. 
  Their sometimes frivolous appearance may not let on 
  just how deep their roots go. Their principles are iron-
  clad, and they approach opposition with discipline and 
  determination alongside their zealous passion. There is 
  an innate dignity to the Adventurer born under the sign 
  of Pyrium, regardless of whether they choose to present 
  themselves as a rakish playboy or a sparkling debutante.
  manifestation
  When stories are told, something magical entrances the 
  audience and immerses them in a world that is not their 
  own. The Firelight Assembly is the manifestation of 
  this feeling, and manifests as noticeable changes to the 
  sensory experience. Temperatures change appropriately, 
  smoke from candles or fires twist into shapes, and small 
  twinkling lights flicker in time with the music or cadence 
  of the performance. This can happen around campfires, in 
  taverns, on theatrical stages, or at ceremonial events.
  For players, the Firelight Assembly is a reminder of how 
  magical the world they live in is. When the vibes are right, 
  any moment in Aroria can be enhanced and blessed by the 
  Assembly.
  For gamemasters, the Assembly is an opportunity to 
  reward players at the table. Whether it’s a particularly 
  strong role play moment or a natural 20 on a performance 
  check, the Firelight Assembly is an enhancement to make 
  that moment more memorable.
  bonds and flaws
  All Pyrium Signs share similar ideals and flaws. 
  Determining your Bond and Flaw can be achieved one of 
  two ways– randomly or by design. Only you can choose 
  what is right for your player character. To randomly select 
  your Bond, roll 1d4 and consult the Pyrium Bond Table 
  below. To randomly select your Flaw, roll 1d4 and consult 
  the Pyrium Flaw Table below. Otherwise, you may choose 
  the Bond and Flaw that best fits your desired character 
  concept.
  Pyrium Bond
  1
  My exploits will go down in the history books, and the 
  whole world will tell my story.
  2
  I want to be just like the heroes I read about growing up.
  3
  Life is a game, and I’m an excellent player. I get what I 
  want and have fun doing it.
  4
  I’m looking to make someone in particular proud -- they 
  think the world of me, and I want to live up to that.
  Pyrium Flaw
  1
  I think other people take life too seriously. Why not bang a 
  few gongs, jilt a few lovers, flake on a few commitments?
  2
  I am very, very good-looking, and very, very aware of it.
  3
  I am not here to ‘do the right thing’ or ‘help the needy’. I 
  am here to get famous.
  4
  I am extremely confident that my own point of view is 
  the correct one, and I don’t think it’s necessary to get a 
  second opinion.
  Zodiac Association | Leo
  Weave | Vibe
  Compatibility | Rimewomb, Sunbask
  Symbology | Firelight Assembly
  
  57
  Pyrium Manifestation by Nidhi Naroth
  
  Stargazer’s Guide to Aroria
  58
  Soulstice Manifestation by Katherine Souza
  
  59
  Zodiac Association | Virgo
  Weave | Natural
  Compatibility | Frostwane, Aurous
  Symbology | The Hive
  Soulstice | virgo
  Adventuring is a particularly attractive profession to the 
  Soulstice and many find their way into the field early in 
  life. They are practical, hard working adventurers who 
  methodically find solutions to even the most difficult 
  situations on the road. There is a stubbornness about 
  them, and the Soulstice may find themselves over 
  analyzing and easily lost in detail, especially when 
  innocent lives are at stake. That being said, when they are 
  met with failure one too many times, the Soulstice has no 
  problem swiftly cutting themselves off and taking the next 
  train out.
  Soulstice is a member of the Natural weave, and finds 
  spiritual connection in simple things. Amid the whirlwind 
  of detail and minutiae of their life, there are moments of 
  calm and objects or activities that bring clarity. For some, 
  this could be an animal companion or a morning workout 
  routine. For others, it’s a simplistic habit that just helps 
  reset their aura. Self care is important to the Soulstice and 
  they always make time for it.
  There are two types of Soulstice. The first is a habitual 
  note taker who is naturally strong at organizing 
  information. They make excellent chroniclers or writers. 
  Theatre troupes are an ideal environment for this 
  Soulstice and many that roam the lands of Aroria are led 
  by a Soulstice. They thrive when surrounded by their 
  found family and are as loyal to them as possible. The 
  second has placed just the smallest distance between 
  themselves and everyone around them, never allowing 
  anyone too close. They often travel alone and keep a 
  portion of themselves secret from everyone they meet. 
  These Soulstice are mirrors and extremely charismatic– 
  they may find themselves drawn to the life of a Bard 
  or performer. It will take a special person or group to 
  break down the walls of this Soulstice and reveal the 
  vulnerability and personality beneath the mask. 
  manifestation
  Bees. The Hive is community and synergy. It is when 
  the whole is greater than the sum of its parts. The 
  manifestation is a benevolent being, assisting in places 
  where entire communities would fail without their 
  presence, usually in times of strife or natural disaster. A 
  family trapped inside by deep snow might find bushels 
  of berries growing close by. A farmland whose crop was 
  destroyed by floods will find fishing significantly easier 
  for the rest of the summer. A community, ravaged by war, 
  may rally around a particularly inspiring leader to protect 
  themselves. When communities need magical help to 
  survive, the Hive may gather.
  bonds and flaws
  All Soulstice Signs share similar ideals and flaws. 
  Determining your Bond and Flaw can be achieved one of 
  two ways– randomly or by design. Only you can choose 
  what is right for your player character. To randomly 
  select your Bond, roll 1d4 and consult the Soulstice Bond 
  Table below. To randomly select your Flaw, roll 1d4 and 
  consult the Soulstice Flaw Table below. Otherwise, you 
  may choose the Bond and Flaw that best fits your desired 
  character concept.
  Soulstice Bond
  1
  I’m working on a book, it’s non-fiction, you wouldn’t get it.
  2
  I have a family member who is the only person I truly 
  trust.
  3
  I made a simple mistake once earlier in my life that I 
  should have seen coming and I’m doing my best to fix 
  what I broke.
  4
  There is a group of people I know who can do no wrong. 
  I’m fiercely loyal to them.
  Soulstice Flaw
  1
  I always wear a mask, no one can truly know who I am 
  beneath.
  2
  I’m not afraid to ask the rude questions that lead to 
  answers. Leave no stone unturned.
  3
  It’s difficult for me to ask for help.
  4
  Even when I’m the one best suited for a task, I don’t like 
  being in the spotlight.
  
  Stargazer’s Guide to Aroria
  60
  Rustium | libra
  Rustium are diplomatic individuals who feel a sense of 
  responsibility to see both sides of an issue. They are not 
  natural Adventurers and will often reject the call if they 
  can find an adequate reason to do so. They like their 
  peaceful life and they understand that life is fair, even 
  if that means it’s unfair to everyone. Rustium wants to 
  harmonize with their community and live. However, a 
  Rustium sign cannot and will not sit idle while injustice 
  reigns. They are inexorable in the face of oppression and 
  will dedicate their lives to correcting imbalances.
  Rustium is a member of the Arcane weave and ferocious 
  in their desire to acquire knowledge. They love a deep 
  lore dive and a good mystery. A Rustium is especially 
  curious about the motivations of others and they are 
  genuinely interested in the nuance that leads to unusual 
  or impossible conclusions. Once the Rustium uncovers 
  all that can be uncovered about a situation, they begin to 
  second guess themselves. Most Rustium have a mentor 
  or partner they turn to in these situations to help ground 
  them and prevent too much objectivity.
  As with all things, Rustium seeks balance in life. They 
  make excellent court officials, lawyers, and emissaries 
  and they have an uncanny ability to find common ground 
  with even the most unique cultures. They believe in a 
  clear separation of their personal and professional life 
  and seek to split their time evenly between the two. When 
  either of these responsibilities is neglected, the Rustium 
  becomes askew and internal turmoil ensues until the 
  issue is addressed.
  manifestation
  The six winged celestial. The Honest Seraph appears 
  in extreme moments of conflict to rule upon matters of 
  universe altering importance. The sovereign entity has 
  the capacity to sit in judgment over all in Aroria and 
  will magically enforce its ruling with, or without, the 
  knowledge of those involved.
  bonds and flaws
  All Rustium Signs share similar ideals and flaws. 
  Determining your Bond and Flaw can be achieved one of 
  two ways– randomly or by design. Only you can choose 
  what is right for your player character. To randomly 
  select your Bond, roll 1d4 and consult the Rustium Bond 
  Table below. To randomly select your Flaw, roll 1d4 and 
  consult the Rustium Flaw Table below. Otherwise, you 
  may choose the Bond and Flaw that best fits your desired 
  character concept.
  Rustium Bond
  1
  My friends or mentor grounds me to reality. When things 
  get tough, I go to them.
  2
  I am in the service of a Lord or Lady in this land and I 
  make my decisions with their reputation in mind.
  3
  I don’t like conflict and harmony, especially between my 
  friends, is important to me.
  4
  Justice above all. Regardless of my personal feelings, I 
  will do what is right in the eyes of the law or my god.
  Rustium Flaw
  1
  I am too forgiving, I don’t believe anyone is irrecoverable.
  2
  Sometimes, there’s too much nuance to make a decision 
  and I’d rather do nothing than make the wrong choice.
  3
  When people are passionate about their side of an 
  argument, I find it difficult to tell them no. 
  4
  I expect too much from people and are easily 
  disappointed when they fall short.
  Zodiac Association | Libra
  Weave | Arcane
  Compatibility | Fleurtide, Lamentium
  Symbology | The Honest Seraph
  
  61
  Rustium Manifestation by Nidhi Naroth
  
  Stargazer’s Guide to Aroria
  62
  Gargantuan Celestial, Lawful Neutral
  Armor Class 22 Natural
  Hit Points 392 (27d12 + 216)
  Speed 30 ft., 120ft. Fly
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  18 (+4)
  26 (+8)
  24 (+7) 30 (+10) 30 (+10)
  Saving Throws INT +15, WIS +18, CHA +18
  Damage Resistances Lightning
  Damage Immunities Radiant, Thunder; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attack
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Grappled, Paralyzed, Petrified
  Senses Truesight 120ft, Passive Perception 30
  Languages All
  Proficiency Bonus +8
  Challenge 27 (105,000 XP)
  Legendary Resistance (4/day). When Rustium fails a Saving 
  Throw, it can choose to succeed instead.
  Divine Form. Rustium's Avatar form cannot be altered by 
  magical means unless it chooses to allow it. Once summoned, 
  Rustium cannot be forced from its current plane of existence 
  unless it chooses to allow it. Rustium can choose to be any 
  size, from Tiny to Gargantuan, but is always treated as if it 
  were Gargantuan.
  Element: Arcane. Rustium automatically succeeds on any 
  magical or non-magical effect that forces a Wisdom Saving Throw. 
  Spells and magical effects of 5th level and lower have no effect on 
  Rustium , even if cast using a spell slot of a higher level. Rustium's 
  attacks are magical.
  Judge. Rustium always attempts to pass objective and honest 
  judgement on matters it presides over and uses the following 
  features to do so. Rustium always knows when it is lied to. 
  Creatures who knowingly lie or otherwise attempt to deceive 
  Rustium take 14 (4d6) Psychic Damage. Rustium may cast the 
  Scry, Legend Lore, and Commune spells at will.
  Jury. Those who seek he judgement of Rustium willingly subject 
  themselves to its final ruling. Rustium's verdict absolves or 
  condemns the defendants of all crimes, this supersedes any and 
  all mortal law. Those who enter into the proceedings of Rustium 
  are irrevocably and magically bound by its ruling.
  Executioner. Rustium ensures all of its judgements are carried 
  out to the letter of the law. Whether imprisonment, reparations, 
  or execution is required, Rustium will attempt to complete the 
  proceedings. Rustium remains until the verdict is completed or 
  it drops to zero hit points. Rustium may cast the spells Bestow 
  Curse, Banishment, Feeblemind, Forbiddance, Imprisonment, 
  Magnificent Mansion, Mental Prison and Power Word Kill at 
  will. These spells with a duration greater than instantaneous 
  have a duration of Rustium's choosing, ranging from 1 minute 
  to eternity.
   
  Actions
  Spellcasting (Divine). FRustium casts one of the following 
  spells, requiring no spell components and using Wisdom as the 
  spellcasting ability (spell save DC 24):
  At Will: Scry, Legend Lore, Commune, Bestow Curse, Banishment, 
  Feeblemind, Forbiddance, Imprisonment, Magnificent mansion, 
  Mental Prison, and Power Word Kill.
  1/day each: Wish, Meteor Swarm, Disintegrate, Wall of Force, 
  Planar Binding, Plane Shift, Power Word Heal, True Resurrection.
  Multiattack. Rustium makes three attacks, two with its 
  Longsword and one with its Radiant Eye.
  Longsword. Rustium slashes a creature within range. +18 to 
  hit, range 5ft., 16 (1d10 +10) Slashing Damage and 22 (4d10) 
  Radiant Damage.
  Radiant Eye. Rustium opens a third eye on its forehead and 
  shoots Radiant light in a 120 ft. line. Creatures Rustium chooses 
  within the area make a Wisdom Saving Throw (DC 24). On failure, 
  the creature takes 28 (8d6) Radiant Damage and half as much on 
  a successful save.
  reActions
  Reveal Falsehood. When a creature makes a Stealth, Deception, 
  or Slight of Hand Ability Check within 60 ft., Rustium may choose 
  for that check to fail.
  LegendAry Actions
  Rustium can take 4 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature's turn. Rustium regains spent 
  legendary actions at the start of its turn.
  Attack. (1 Action) Fleurtide can use one of its attack options 
  listed above.
  Approach the Bench. (1 Actions) Rustium choose one creature 
  it can see within 120 ft. to make a Wisdom Saving Throw (DC 
  24). On failure, the creature is placed within an unoccupied space 
  within 5 ft. of Rustium.
  Spellcaster. (2 Actions). Rustium casts a spell.
  rustium - the honest serAph
  
  63
  Summoning Ritual
  Law and order is a mirage. Rules are guidelines set 
  out by one ruler this decade can be swiftly discarded 
  once that leader is gone. In some places, there are no 
  laws and might makes right. Many in La Cambria 
  would dispute this, but the truth and law only apply to 
  truthful and lawful citizens.
  Then there is Rustium. The Honest Seraph is the rule 
  of law that sovereignly judges all in Aroria. They are 
  the judge, jury, and executioner of their decrees and 
  they hold power over any entity large or small in the 
  world. The Honest Seraph does not simply appear to 
  resolve all matters, but when the unjust in power need 
  to be held accountable, The Honest Seraph can be an 
  alternative to war or revolution. Rustium can only 
  be summoned by the highest priest or priestess of a 
  neutral aligned deity, such as Remblace, Tromperie, or 
  Terrer. The ritual summoning varies from god to god, 
  but must always take place in the most holy of sites to 
  that specific deity.
  
  Stargazer’s Guide to Aroria
  64
  Duskworn Manifestation by Katherine Souza
  
  65
  Zodiac Association | Scorpio
  Weave | Divine
  Compatibility | Wisterius, Aurous
  Symbology | Hand of Retribution
  Duskworn | scorpio
  Those born under the Sign of Duskworn are often 
  called to adventure by tragedy. Life, for them, has 
  been generally unkind ‒ their pasts are often marred 
  with darkness, whether death, abuse, or manipulation. 
  Whatever form their troubles took, they forced the 
  Duskworn to recognize the corruption around them and 
  ignited in them a fierce desire to root that corruption out. 
  Whatever is hiding from consequence and their idea of 
  justice will be dredged up and weighed. 
  Duskworn are generally pretty intense. They are members 
  of the Divine weave, and they dedicate their lives to a 
  higher purpose. This is often vengeance, the toppling 
  of a corrupt structure, or the freeing of an oppressed 
  people, though they may also follow a path of faith. It 
  is difficult for the Duskworn to turn their mind from 
  their goal, even in downtime, and they are often habitual 
  brooders. It's sometimes up to their inner circle of friends 
  and party members to steer them away from a dark path, 
  especially if that dark path is an efficient one. How well 
  the Duskworn responds to a party member gingerly 
  bringing up the poisoner's kit found in the communal bag 
  of holding is down to the individual.
  They are not all darkness. Duskworn adventurers are 
  not cold or unemotional, whatever way they choose to 
  present themselves. They have deep compassion for the 
  suffering of others and a fierce and loyal love for those 
  they grow close to.
  manifestation
  Some crimes are too egregious for humanity to punish. In 
  these cases, the Hand of Retribution marks a creature for 
  a punishment and eventual death that is equal or greater 
  than the atrocities committed. Manifesting solely as a black 
  hand tattooed on the back, the mark is irrevocable and 
  no power in Aroria or any plane of existence can stop the 
  revenge that is coming.
  For players, the Hand of Retribution holds them to a 
  higher standard than those outside of the Sign. It’s easier 
  for a player to gain the mark and crimes against the 
  Duskworn are more likely to trigger it. Duskworn are also 
  significantly more likely to be the instrument of justice 
  coming for the marked.
  For gamemasters, the Hand of Retribution is a storytelling 
  tool. It’s a punishment for good aligned players who stray 
  away from their true nature and a reward for evil players 
  and NPCs who complete their nefarious tasks. It is a signal 
  to show they have crossed the point of no return and that 
  consequences are coming their way.
  bonds and flaws
  All Duskworn Signs share similar ideals and flaws. 
  Determining your Bond and Flaw can be achieved one of 
  two ways– randomly or by design. Only you can choose 
  what is right for your player character. To randomly 
  select your Bond, roll 1d4 and consult the Duskworn 
  Bond Table below. To randomly select your Flaw, roll 1d4 
  and consult the Duskworn Flaw Table below. Otherwise, 
  you may choose the Bond and Flaw that best fits your 
  desired character concept.
  Duskworn Bond
  1
  I will have vengeance against those who betrayed me.
  2
  I was a part of a force that I now know used me for evil 
  means. I will see this force destroyed.
  3
  I will see my people free from their current persecution 
  or enslavement.
  4
  I have seen corruption in the government or church that 
  is being kept secret from the people. I will see their sins 
  revealed. 
  Duskworn Flaw
  1
  I have a difficult time letting my hair down, and am often 
  uncomfortable in social or recreational settings.
  2
  I believe that the ends justify the means, and am willing 
  to take unsavory actions to accomplish my goals.
  3
  I can be jealous, possessive, and suspicious, and 
  become very upset if I believe secrets are being kept 
  from me.
  4
  I expect total transparency from others within the party, 
  but I vigilantly guard my own secrets.
  
  Stargazer’s Guide to Aroria
  66
  Gargantuan Celestial, Neutral
  Armor Class 20 Natural
  Hit Points 435 (30d8 + 300)
  Speed 60 ft., Levitation, Fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 30 (+10) 30 (+10) 23 (+6)
  17 (+3)
  19 (+4)
  Saving Throws CON +19, WIS +12, CHA +13
  Damage Resistances Cold, Force
  Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks
  Condition Immunities Blinded, Charmed, Grappled, Paralyzed, 
  Restrained
  Senses Truesight 60ft, Passive Perception 26
  Languages All
  Proficiency Bonus +9
  Challenge 30 (155,000 XP)
  Legendary Resistance (4/day). When the Ekdisi fails a Saving 
  Throw, it can choose to succeed instead.
  Divine Form. Duskworn's Avatar form cannot be altered by 
  magical means unless it chooses to allow it. Once summoned, the 
  Ekdisi cannot be forced from its current plane of existence unless 
  it chooses to allow it. the Ekdisi can choose to be any size, from 
  Tiny to Gargantuan, but is always treated as if it were Gargantuan. 
  Element: Divine. The Ekdisi automatically succeeds on any 
  magical or non-magical effect that forces a Constitution Saving 
  Throw. Spells and magical effects of 5th level and lower have no 
  effect on the Ekdisi, even if cast using a spell slot of a higher level. 
  the Ekdisi's attacks are magical.
  Marked Assassin. While summoned, the Ekdisi devotes the 
  entirety of its time, energy, and magic to the extermination of 
  the Marked. It is inexorable in its pursuit of the Marked and it 
  knows the exact location of the Marked at all times. The Ekdisi 
  is invisible to the Marked, has Advantage on Attack Rolls against 
  the Marked, and the Marked has disadvantage on all Saving 
  Throws while within 120 ft. of the Ekdisi.
  Death from Darkness. When the Ekdisi attacks a creature 
  who is surprised, the creature takes an additional  45 (10d8) 
  Necrotic Damage.
  Death to Darkness. Creatures who are killed by the Ekdisi 
  forfeit the right to an afterlife of any kind. The kiss of death from 
  the Ekdisi supersedes the actions of the creature in life, infernal, 
  fey, or celestial deals, and any divine connection the creature 
  may have. Creatures killed by the Ekdisi have their soul sent to a 
  demi-plane comprised totally of darkness that is inaccessible
  by any means. The soul may not return to the material plane by 
  any means.
  Dagger of the Hand. Once the Ekdisi is summoned to destroy 
  a Marked creature, it cannot abandon its goal for any reason– 
  including death. If the Ekdisi drops to zero hit points, it does not 
  die, but disappears into shadow instead. The Ekdisi reappears 
  randomly on the material plane after the next sunset to continue 
  its pursuit.
  Actions
  Multiattack. Duskworn makes four attack, all with 
  it's Deathblade.
  Deathblade. Duskworn slashes a creature within range. +19 to 
  hit, range 5 ft., 24 (4d6 +10) Slashing damage. Creatures hit by 
  this attack make a Constitution Saving Throw (DC 25). On failure, 
  the creature takes 28 (8d6) Necrotic Damage and is Poisoned. 
  On a success, the creature takes half as much damage and is not 
  poisoned. Creatures who drop to zero hit points as after taking 
  damage from the Deathblade immediately die.
  reActions
  Shadowform. When the Ekdisi takes damage, its form splits into 
  mist and it gains resistance to all damage until the start of its 
  next turn.
  LegendAry Actions
  Duskworn can take 4 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature's turn. Duskworn regains spent 
  legendary actions at the start of its turn.
  Attack. (1 Action) Duskworn can use its Deathblade on a target 
  within range.
  Flare. (1 Action) Duskworn takes the Dash Action.
  Death Stare. (3 Actions). One creature Duskworn can see makes 
  a Constitution Saving Throw. On failure, the creature is paralyzed 
  until the end of its next turn.
  duskWorn - the ekdisi
  
  67
  Summoning Ritual
  When atrocities transcend civil law and order and 
  break into the realm of pure evil and destruction, 
  Duskworn marks the villain with the Hand of 
  Retribution. The mark signifies that your crimes are 
  so egregious that magic itself has decreed you are a 
  threat to all of mortality and must be removed from 
  the world to maintain balance in the weave. It is well 
  known in Aroria that once you are marked, your life 
  is forfeit. There is no escape. Often, this comes in the 
  form of a good aligned paladin or cleric tasked with 
  your destruction in service to their god. Sometimes, 
  it's a loved one or close friend who carries out your 
  sentence.
  Rarely, perhaps once a generation, an evildoer is 
  marked who cannot be killed or removed by brave 
  heroes without assistance. In these circumstances, 
  Adventurers may turn to the Ekdisi to help carry 
  out the Hand of Retribution's will. Duskworn will 
  not release its divine avatar lightly. The Ekdisi is a 
  creature of death and shadow capable of slaughtering 
  thousands of misguided fools who protect the Marked 
  if necessary. To summon the Ekdisi, the following 
  requirements must be met.
  step one
  The Marked must bear the Hand of Retribution for one 
  full year.
  step two
  The Marked must embrace the Hand of Retribution, 
  wielding that power as its own.
  step three
  The Marked must continue to commit atrocities after the 
  Hand of Retribution is earned. Earning the mark twice 
  over.
  step four
  One with a personal connection to the Marked must 
  become the writer on the wall. Go to the Cave of Terrer in 
  La Cambria and scribe the true name of the Marked on its 
  walls.
  step five
  The writer on the wall must die attempting to kill the 
  Marked. 
  When all five of these requirements are met, the Ekdisi 
  will rise from the corpse of the writer on the wall and 
  deal justice to the Marked that humanity could not. 
  Once the Marked is killed, the Ekdisi returns to shadow.
  
  Stargazer’s Guide to Aroria
  68
  Lamentium | Sagittarius
  Those born in the month of Lamentium are called to 
  adventure from the moment they first open their eyes. 
  The unknown whispers to them from the lost corners of 
  the world. A great many find their joy on the open sea, 
  cresting the waves to far-distant shores, but others delight 
  in trawling through the great libraries of the world, 
  uncovering arcane secrets long forgotten (or, preferably, 
  not yet discovered at all). The one place you are unlikely 
  to find a Lamentian is home.
  Lamentians are generally enthusiastic and honest, with 
  tactlessness and good humor in equal measure. Their easy 
  confidence lets them get away with a proud disinterest 
  in being anywhere adjacent to ordinary. Lamentians are 
  exceptionally well-suited to the adventuring lifestyle and 
  many will remain on the road their entire lives. 
  As members of Vibe, Lamentians find power and purpose 
  within themselves. They pursue their own interests and 
  expect others to do the same. Many Lamentians are 
  drawn to sailing, navigation, cartography, or astronomy, 
  anything to help broaden their understanding of the 
  world outside of themselves. Others may find more 
  interest in dice, cards, or some other tool to entice 
  conversation from strangers. Lamentians often prefer 
  strangers to friends– particularly odd strangers from 
  exotic places. They are respectful and open to those who 
  walk a different path.
  manifestation
  Lamentium manifests in Aroria as the Stag That Knows 
  All Paths. The Stag can be a massive beast that towers 
  above the trees or an innocent spike. It’s hide is so deep 
  a brown that it’s nearly black, letting him slip easily into 
  shadow. The Stag has been sought for time immemorial 
  and is clever and quick on his ft., mischievous in his 
  avoidance of the hunt. Those who claim to have caught 
  the Stag say that he has raced them through all the quiet, 
  hidden places of the world, stumbled them through the 
  vastness of the air and sea as easily as the land, before 
  delivering them to the path they always knew they 
  should be walking.
  For players, a glimpse of the Stag can easily lead a 
  Lamentian to a life of adventure, just to learn where it 
  is you are meant to go. The Stag often appears to those 
  lost, trapped, and those who must be shown a path to 
  the bright lightness of the open world. Those born under 
  Lamentium often spend their entire lives searching for the 
  path that the Stag would lay before them. 
  For gamemasters, the Stag can represent a guiding light in 
  a dark place. If the party is trapped or lost, the Stag may 
  appear as a silhouetted shadow on a far wall, a reflection 
  of the late afternoon sun, or a great antler pointing them 
  towards escape. He may also appear when the party 
  seems a bit too settled, to stir the wanderlust in them, and 
  remind them of the many corners of the world that they 
  are called to explore. At the same time, the Stag is not 
  always an ally. Those that would harm the natural world 
  may easily find themselves on a wild goose chase or spun 
  round in all directions in a maze. 
  bonds and flaws
  All Lamentium Signs share similar ideals and flaws. 
  Determining your Bond and Flaw can be achieved in 
  one of two ways– randomly or by design. Only you 
  can choose what is right for your player character. To 
  randomly select your Bond, roll 1d4 and consult the 
  Lamentium Bond Table below. To randomly select your 
  Flaw, roll 1d4 and consult the Lamentium Flaw Table 
  below. Otherwise, you may choose the Bond and Flaw 
  that best fits your desired character concept.
  Lamentium Bond
  1
  I want to see the world. Seeing bizarre and exotic new 
  places is the only joy I need.
  2
  I left home and abandoned my responsibilities. There 
  are still people out there looking for me.
  3
  There is a particular esoteric field of research I have 
  devoted my life to, and I'll be the one to reveal its secrets.
  4
  I want to inspire others with my lifestyle and 
  philosophy. I aim to publish books or form a commune 
  to share my beliefs. 
  Lamentium Flaw
  1
  I am a flake, and I cannot be trusted to follow through on 
  my promises. 
  2
  I have no patience and am likely to leap into action 
  without discussion.
  3
  I have no tact, and I assume that my opinions are 
  always a necessary addition to any conversation.
  4
  I don’t like to be tied down. I get restless when others 
  expect commitment out of me.
  Zodiac Association | Sagittarius
  Weave | Vibe
  Compatibility | Sunbask, Fleurtide
  Symbology | Stag Who Knows All Paths
  
  69
  Lamentium Manifestation by Stephen Nickel 
  
  Stargazer’s Guide to Aroria
  70
  Gargantuan Celestial, Lawful Neutral
  Armor Class 22 Natural
  Hit Points 313 (25d12 + 150)
  Speed 30 ft., Fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 30 (+10) 22 (+6) 27 (+10) 30 (+10) 18 (+4)
  Saving Throws DEX +18, WIS +18
  Damage Resistances All
  Damage Immunities Psychic
  Condition Immunities Blinded, Deafened, Incapacitated, 
  Restrained
  Senses Blindsight 120 ft., Passive Perception 30
  Languages All but cannot speak
  Proficiency Bonus +8
  Challenge 25 (75,000 XP)
  Legendary Resistance (4/day). When Lamentium fails a Saving 
  Throw, it can choose to succeed instead.
  Divine Form. Lamentium's Avatar form cannot be altered by 
  magical means unless it chooses to allow it. Once summoned, 
  Lamentium cannot be forced from its current plane of existence 
  unless it chooses to allow it. Lamentium can choose to be any 
  size, from Tiny to Gargantuan, but is always treated as if it 
  were Gargantuan.
  Element: Vibes. Lamentium automatically succeeds on any 
  magical or non-magical effect that forces a Dexterity Saving 
  Throw. Spells and magical effects of 5th level and lower have no 
  effect on Lamentium, even if cast using a spell slot of a higher 
  level. Lamentium's attacks are magical.
  The Stag Who Knows All Paths. Lamentium knows its exact 
  location and the path to any specified location or object on any 
  plane of existence. Lamentium cannot become lost by any means 
  and no creature or object may be physically or magically hidden 
  from it within the multiverse.
  Legendary Evasion. When Lamentium takes damage from 
  a weapon or spell attack, it may choose to teleport to an 
  unoccupied space within 60 ft. 
  Actions
  Multiattack. Lamentium makes three attacks, two with its 
  Antlers, one with its Lashing Vines.
  Antlers. Lamentium pierces a creature within range. +17 to hit, 
  range 5ft., 17 (2d6 +10) Slashing damage. If the creature is Large 
  or smaller, the creature makes a Dexterity Saving Throw. On 
  failure, the creature is pushed into the ground, knocked Prone, 
  and Restrained. On a successful save, the creature is pushed 
  back 10 ft..
  Lashing Vines. Lamentium flings thorny vines towards a 
  creature it can see within 60 ft. All creatures within the path of 
  the vines make a Dexterity Saving Throw (DC 22). On failure, 
  creatures take 13 (4d6) slashing damage, half as much on a 
  successful check.
  Paralyzing Breath (Recharge 5-6). Lamentium breathes 
  Vibes in a 90 ft. cone. Each creature in that area must make a 
  Dexterity Saving Throw (DC 22). On failure, creatures take 46 
  (12d6) Poison damage and are Paralyzed until the end of your 
  next turn, or half as much damage and are not Paralyzed on a 
  successful one.
  LegendAry Actions
  Lamentium can take 4 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature's turn. Lamentium regains spent 
  legendary actions at the start of its turn.
  Charge. (1 Action) Lamentuim takes the Dash Action.
  Fade Into Forest. (1 Action) When Lamentium takes damage, it 
  may choose to become invisible until the next turn.
  LAmentium - the stAg Who knoWs ALL pAths
  
  71
  Summoning Ritual
  Lamentium always exists within Aroria, but 
  might be the most difficult to obtain help from 
  by Adventurers. The Stag Who Knows All 
  Paths can be found in the foothills of the Vera 
  Mountain range, hidden deep in the shadows 
  of the forest. Lamentium is capable of finding 
  any person or object anywhere on the material 
  plane or otherwise. Adventurers who seeking the 
  impossible to find may seek or the improbable to 
  catch Lamentium to achieve their goals.
  The challenge of Lamentium is simple: catch 
  the stag. The Stag Who Knows All Paths will do 
  everything in it's power to avoid and escape any 
  and all Adventurers who seek them. Many will 
  spend years, or a lifetime, attempting to catch the 
  Avatar and fail. However, if a party manages to 
  catch Lamentium, the Stag will assist the party to 
  the best of its ability finding one singular object 
  or person of their choosing.
  
  Stargazer’s Guide to Aroria
  72
  Waking Manifestation by Nidhi Naroth
  
  73
  Waking | Capricorn
  Waking Adventurers are ambitious, traditional, and 
  serious. They are notorious for solo adventuring and take 
  a no-nonsense approach to achieving their goals. You 
  won’t find Waking adventurers drunk in a tavern when 
  there is reconnaissance or research to be done. Waking 
  Signs often have personal ambitions that go beyond the 
  party’s scope and will work diligently during downtime 
  to achieve individual goals. The Waking needs to be 
  successful in all things, and leverages hard work and 
  expertise to meet that self-actualization. The Waking sees 
  itself as competent and powerful, and will seek out party 
  members that share those qualities.The stronger a party 
  member is, the further out of line they can stray from  the 
  Waking’s moral alignment.
  As an element of Nature, Waking signs look to the 
  bounty of the world to further their purpose. The Waking 
  may find itself scavenging the world for rare materials 
  and resources for crafting or resell. Waking signs often 
  take up leathercraft, blacksmithing, or cooking. Not 
  wanting to waste what the world has provided, it would 
  not be uncommon for a Waking to take up all three 
  professions. However, this completionist lifestyle can lead 
  to indecision and a Waking may find itself in analysis 
  paralysis more often than not.
  manifestation
  Waking is a unique Sign that does not manifest throughout 
  Aroria, but rather in one singular place. The Forge of the 
  Covenant is deep beneath the dwarven city of Digbrand 
  and is the most sacred location to Digbrand’s citizens. The 
  Forge is capable of creating artifact level magic items and 
  is capable of summoning many of the Divine Avatars. The 
  centerpiece of the forge is a humble anvil of meteorite that 
  is chained to a pure meridium hammer.
  For players, the Forge is a tool to complete destiny level 
  tasks. It is well known that all Waking Signs may use the 
  forge without considerable effort. Occasionally, destiny 
  may demand that a non-Waking Sign use the forge. If they 
  do so, they do so with great pain or personal cost.
  For gamemasters, the forge is a solution to impossible 
  challenges. It is a place where items of extraordinary power 
  may be created to assist the party. The forge is connected 
  to the celestial bodies in a direct way and it can be used to 
  summon other Manifestations.
  bonds and flaws
  Regardless of their Ruler, all Waking Signs share similar 
  ideals and flaws. Determining your Bond and Flaw can be 
  achieved one of two ways– randomly or by design. Only 
  you can choose what is right for your player character. 
  To randomly select your Bond, roll 1d4 and consult the 
  Waking Bond Table below. To randomly select your 
  Flaw, roll 1d4 and consult the Waking Flaw Table below. 
  Otherwise, you may choose the Bond and Flaw that best 
  fits your desired character concept.
  Zodiac Association | Capricorn
  Weave | Natural
  Compatibility | Aurous, Wisterius
  Symbology | Forge of the Covenant
  Waking Bond
  1
  The world is a resource that should be managed and 
  rationed for the good of all mankind.
  2
  My family is legendary in my hometown. I must 
  uphold their legacy not only for myself, but for future 
  generations.
  3
  Several rare artifacts were stolen during a long 
  forgotten war from my people. We have found all but 
  one, and recovering the last would mean everything 
  to me.
  4
  I believe there is a secret society that pulls the invisible 
  strings of our civilization. I must join them.
  Waking Flaw
  1
  Jokes aren’t funny. All they do is entertain the foolish and 
  distract the wise.
  2
  I saw the most powerful person I have ever met commit 
  an unspeakable atrocity. We are still best friends.
  3
  I would rather patiently execute the best plan 
  tomorrow than violently execute any plan today, even if 
  waiting gets others hurt.
  4
  Rare gemstones always catch my eye. I will commit gold I 
  do not have, circumvent the law, and betray others' trust 
  to acquire them.
  special | winter solstice
  The Winter Solstice always falls on the new moon of 
  Waking. This is the time of year when Aroria is tilted as 
  far away from the sun as possible, it is the shortest day of 
  the year, and marks the first day of Winter. Waking Signs 
  always have the chance to be born on the Winter Solstice. 
  To determine if your Waking Adventurer was born on the 
  Winter Solstice, roll 1d20. On the result of a 20 on the die, 
  your date of birth becomes the 1st of Waking and you gain 
  Resistance to Cold damage.
  
  Stargazer’s Guide to Aroria
  74
  rimewomb | Aquarius
  Built different, the Rimewomb adventurer is in a league 
  of its own. They are independent, energetic, spontaneous 
  and courageous. Rimewomb separates itself from the rest 
  of the Signs by engaging with the world in an altruistic 
  and idealistic way, sometimes to a fault. It’s just as likely 
  for the Rimewomb to take on an impossible, but worthy, 
  cause as it is for them to recuse themselves to a life of 
  intellectual bliss. 
  Rimewomb is a member of the Arcane weave and is an 
  independent and thorough thinker. It’s not uncommon 
  for them to engage in thoughtful conversation about 
  subjects they know nothing about, often bringing 
  a unique and fresh perspective to the subject. The 
  Rimewomb is just as comfortable rubbing elbows with 
  kings as they are addressing commoners on the road, and 
  they treat both just the same. They are adaptable to any 
  environment and shine the brightest in new and unusual 
  settings.
  Money and career hold little to no value for Rimewomb 
  adventurers, so they tend to lead lives centered around 
  the arts and the beauty of the world. Occasionally, a 
  tactically minded Rimewomb may take up artificing or 
  inventing and bring the world new and unimagined 
  treasures. Others are just as likely to rely on friends and 
  strangers for financial support while spending their time 
  and attention on social or cultural causes.
  manifestation
  Rimewomb manifests on the material plane as the 
  Wandering Star. It is a being of crackling energy and 
  light, commonly seen as a fast-moving star in the night 
  sky. When it manifests earth-side, it may take the form of 
  simple glints of light, a firework display, blinding flashes 
  and shocks of electricity. Someone who the Wandering 
  Star has chosen to visit may witness a stunning meteor 
  shower – or be struck by lightning, depending on the 
  Star’s whim. Those who claim to have carried on a 
  conversation with the Star say it took the form of a 
  pulsing, amorphous body of crackling light.
  bonds and flaws
  All Rimewomb Signs share similar ideals and flaws. 
  Determining your Bond and Flaw can be achieved one of 
  two ways– randomly or by design. Only you can choose 
  what is right for your player character. To randomly 
  select your Bond, roll 1d4 and consult the Rimewomb 
  Bond Table below. To randomly select your Flaw, roll 1d4 
  and consult the Rimewomb Flaw Table below. Otherwise, 
  you may choose the Bond and Flaw that best fits your 
  desired character concept.
  Rimewomb Bond
  1
  I am my own person, I am not defined by my royal title or 
  circumstances of birth.
  2
  The worst thing in the world is to be normal.
  3
  There is a group of people or a city I know that is 
  oppressed and I will never stop seeking an end to their 
  suffering.
  4
  I’m destined for greatness. I know it and so does 
  everyone I meet.
  Rimewomb Flaw
  1
  People don’t get me, and they never will.
  2
  It’s my way or the highway, I’m not interested in your 
  “traditional” solutions.
  3
  I get bored easily. If nothing is happening, I will make 
  it happen.
  4
  There’s nothing I can’t do, especially if someone tells me 
  I can’t.
  Zodiac Association | Aquarius
  Weave | Arcane
  Compatibility | Pyrium, Lamentium
  Symbology | Wandering Star
  
  75
  Rimewomb Manifestation by Katherine Souza
  
  Stargazer’s Guide to Aroria
  76
  Frostwane Manifestation by Stephen Nickel 
  
  77
  Zodiac Association | Pisces
  Weave | Divine
  Compatibility | Wisterius, Soulstice
  Symbology | Oracle
  Frostwane | pisces
  Frostwane adventurers are rare. Those born under this 
  Sign have a natural inclination to let themselves be led by 
  life, trusting that wherever they land is where they are 
  meant to be. Choosing an adventurer's life entails taking 
  ownership over their destiny.
  Frostwane is a member of the Divine weave, so it is often 
  through the church that these adventurers find their 
  calling. Even those who do not consider themselves 
  religious are often guided by a higher power, whether 
  that is a spiritual belief, social movement, or patron. They 
  are strong of faith which gives them courage in their 
  darkest hours, but also may leave them at a loss when 
  deciding what powers are altogether trustworthy or 
  deserving of their devotion.
  Whatever path they are led down, Frostwane tend to 
  walk gently. They are usually kind and compassionate 
  with a genuine interest in the happiness and well-being 
  of others. Others often recognize them as fish-out-of-
  water. To admirers, they can be disarmingly charming, 
  as though they have just wandered out of a dream; to the 
  less admiring, their gormlessness can be off putting.
  At rest, Frostwane find joy in art, whether poetry, 
  music, or painting. There is also a rumored knack for 
  clairvoyance – whether they are actually magical or just 
  particularly perceptive or insightful comes down to 
  the individual. Many enjoy the hobby of soothsaying, 
  growing adept with palm-reading, tarot, or interpreting 
  the migration of animals. They are also generally less 
  sensitive to cultural taboos than others. A Frostwane 
  artist can just as easily find their muse in experimental 
  taxidermy or the orchestral flute.
  manifestation
  Frostwane manifests in Aroria as the Oracle in Reverie. She 
  travels in dreams, taking many forms and faces. Most often 
  she appears as a great, pale fish, opalescent and faintly 
  glowing under everpresent moonlight. Those who have 
  seen the Oracle say that there is a haze all about her, in the 
  mind and in the eye, likening it best to seeing the world 
  through sea glass.
  The Oracle is, as her title would suggest, a divinatory 
  figure. She sees what is now, what was, what may yet 
  come, and what could have been and may reveal or or 
  none according to her whim. Those born under Frostwane 
  catch her gaze more easily and may even have been visited 
  by her in their dreams. Any glimpse of the Oracle is a 
  harbinger of a fundamental change in your beliefs and 
  understanding of the world: she has come to you to reveal 
  that which you do not yet see. 
  For gamemasters, the Oracle can be a vehicle for shocking 
  truths. If the party is unwilling to face the truth of 
  themselves or their beliefs, she is a devoted bearer of bad 
  news. For characters questing for truth, you may offer 
  up an avenue to seek out the Oracle within her home– 
  provided that the party is willing to walk through the 
  bizarre dreamscapes of her domain and face the most 
  interior truths of themselves. The Oracle is benevolent, 
  but not necessarily helpful; she often speaks in riddles and 
  imagery, should she speak at all. She will always see the 
  larger horizon beyond the small emotions of mortals.
  bonds and flaws
  All Frostwane Signs share similar ideals and flaws. 
  Determining your Bond and Flaw can be achieved one of 
  two ways– randomly or by design. Only you can choose 
  what is right for your player character. To randomly 
  select your Bond, roll 1d4 and consult the Frostwane 
  Bond Table below. To randomly select your Flaw, roll 1d4 
  and consult the Frostwane Flaw Table below. Otherwise, 
  you may choose the Bond and Flaw that best fits your 
  desired character concept.
  Frostwane Bond
  1
  I owe everything to the church that took me in, and I will 
  sacrifice anything to aid them.
  2
  I have had a vision of my destiny, and I will do whatever 
  I must to fulfill it.
  3
  I am fascinated with the veil between the mortal 
  and the divine, and have dedicated my life to better 
  understanding it. I hope to one day speak to my god in 
  their home plane.
  4
  I have been led to actions I am not proud of by an 
  institution I put my trust in. I now feel I must atone for 
  what I have done.
  Frostwane Flaw
  1
  I am very naive, and I’m led easily to believe obvious 
  untruths.
  2
  I am always a follower, never a leader. I prefer it when 
  others tell me what to do.
  3
  I find it difficult to sort the real from the imaginary, and 
  will often choose my daydreams over solid evidence.
  4
  I have an unhealthy relationship with escapism, and I find 
  myself drawn to alcohol and mind-altering substances of 
  all kinds.
  
  Stargazer’s Guide to Aroria
  78
  rulers
  The power of magic is unknowable– full stop. It is beyond 
  understanding. However the most devout wizards, while 
  understanding they could never begin to fully define 
  what magic is, how it works, or feel in full control of its 
  awesome power, have haphazardly classified the Weave 
  into eight schools. Magic undeniably rules over the Signs. 
  The Weave swirls and mixes as the celestial bodies of the 
  universe move within it. Magic is more, or less, effective 
  depending on how the Weave is currently configured, 
  with respect to stars. As such, all Signs are subject to the 
  tides of the Weave, and gain beneficial or detrimental 
  effects due to its power.
  The Ruler of your Sign can be most closely defined as a 
  school of magic, and your Sign can be bound to any of 
  the eight schools of magic. To determine your Ruler, roll 
  a 1d8 and consult the Rulership table to determine your 
  Ruler. Adventurers will use this Ruler to determine their 
  Ruler benefit and detriment.
  Rulership Table
  1
  Abjuration: Protection and Restoration
  2
  Conjuration: Creation and Travel
  3
  Divination: Foresight and Research
  4
  Enchantment: Manipulation and Deceit
  5
  Evocation: Power and Destruction
  6
  Illusion: Concealment and Distraction
  7
  Necromancy: Life and Death
  8
  Transmutation: Change and Adaptation
  abjuration
  Abjuration is the school of magic that focuses on the 
  prevention of nonsense. Adventurers are often tangled up 
  in bizarre adventures and life-or-death tarrasque battles, 
  and it is Abjuration’s oversight that keeps their limbs in 
  the relatively correct configuration. This school watches 
  over those on the front lines, shielding their bodies and 
  warding their minds.
  conjuration
  Conjuration is the school of magic that takes joy in peeking 
  around veils, skipping between the planes, and making 
  light of the laws of being that govern our material plane. 
  An adventurer may draw upon Conjuration to find the 
  most efficient path– whether that means teleporting or 
  calling a creature or item from beyond the veil to assist 
  them. Conjuration allows you to play with a different deck 
  from the rest at the three dragon ante table, and those born 
  under its guidance take what advantages they have.
  divination
  Divination is the school of magic that sees beyond 
  sight, that pierces beyond the veil, revealing secrets 
  and naming that which may rather go unnamed. 
  Those born under its rulership must be receptive to the 
  machinations of fate, allowing it to guide them where 
  they will; in return, they sometimes receive a glimpse 
  beyond the veil. Divination is a fickle, mysterious thing, 
  and it does not part with its secrets lightly.
  enchantment
  Enchantment is the school of magic that graciously 
  cajoles the mind into passing off control. It can be fun 
  or frivolous and those born under its rulership are 
  often seen as immensely charming, if not completely 
  harmless. This underestimation allows them to compel 
  and dominate with no crack in their social mask. 
  Enchantment is a merry web-spinner, and those born 
  under its rulership have a knack for weaving.
  evocation
  Evocation is the school of magic born of primal, elemental 
  power. The force behind the weave sparks forth in the 
  hands of those that are born under its rulership. It cannot 
  be tamed, and it may only sometimes be befriended: those 
  best acquainted with this power simply allow this magic 
  made of motion, force, heat, and crackling energy to flow 
  through them. Evocation is an ancient power constantly 
  reborn, sparking and dying like the wick of a candle or 
  the fuse of a bomb.
  illusion
  Illusion is the school of magic made of glamour, trickery, 
  and phantasms. It understands the hand life deals you 
  doesn’t matter, all that matters is the hand others think you 
  have drawn. Those born under its rulership are immensely 
  creative and often markedly charismatic, dealing in 
  shadows or fantasies according to their need. Illusion is a 
  theater, and every being in Aroria, Acacia, and beyond is in 
  its audience, whether they know it or not.
  necromancy
  Necromancy is the school of magic that acknowledges the 
  fragility of the mortal body. It is the inescapable entropy of 
  flesh that loosens the grip a vessel has on the soul. Those 
  born under its rulership face the world as it is, and are not 
  discouraged by societal taboo. Necromancy is a steady, 
  pitiless force, and its callousness is part of the draw.
  transmutation
  Transmutation is the school of magic that celebrates 
  (and accelerates) the inevitability of change. Those 
  born under its rulership do not only see the world the 
  way that it is, but recognize how it could be -- through 
  metamorphosis, the alchemical shift of one matter to 
  another, or even through the manipulation of time 
  itself. Transmutation is adaptable and uncompromising 
  as one: the only unchangeable fact in the world is that 
  everything is changeable.
  
  79
  Benefit
  1
  Deny Defeat
  When rolling a saving throw against a spell, you may roll with advantage. You may use this feature once per 
  long rest at 1st level, increasing to twice at 9th level, and three times at 17th level.
  2
  Arcane Aegis
  You may spend ten minutes performing a ritual on a willing creature. The creature is granted a warding aura with 
  a number of charges equal to your proficiency modifier. Every time the creature is hit with a melee attack, a charge 
  is expended, and the attacker takes 2d4 force damage. The aura disappears after the final charge is expended. This 
  feature may only be used once per long rest, and only one creature may be under its effects at a time. 
  3
  Constant 
  Chiton
  Your rulership fortifies you against all but the truest of strikes. Your AC is increased. You gain a +1 bonus to your 
  AC at level 1, increasing to +2 at level 9, and +3 at level 17.
  4
  Ceaseless 
  Watcher
  You hold an eternal vigil. You have advantage on perception checks made while you are on watch during a short 
  or long rest, and all allies gain a +5 to their passive perception while you are within 60 ft. during a rest. 
  So constant is your vigilance that you may choose to forego your sleep or trance and still gain the benefits of 
  a long rest. At level 1, you may use this feature once before needing to sleep or trance again. At level 9, this 
  feature increases to two consecutive nights. At level 17, it increases to three.
  5
  Perseverant 
  Form
  You may spend ten minutes performing a ritual on a willing creature. For the next eight hours, the creature’s hit 
  point maximum cannot be decreased, nor can any of their attributes be decreased as an effect of an attack or 
  spell. Only one creature may be under the effects of this feature at a time.
  6
  Guarded 
  Against Sight
  You parry a gaze as easily as a blade. You may cast the spell Pass Without a Trace (Pg. 264, Basic Rules) without 
  material components and you have advantage on constitution saving throws made to maintain concentration 
  on this spell. Once you have used this feature, you may not use it again until you finish a long rest.
  7
  Bond Born  
  of Battle
  There is strength to be found in the bond between comrades-in-arms. You may spend four hours binding yourself 
  to another willing creature. While you are within fifteen ft. of one another, you may both add +1 to your AC and 
  Strength, Dexterity, and Constitution saving throws. This bond lasts ten days or until one of the following events 
  occurs: one member dies, one member chooses to end the bond, or you choose to bind yourself to another creature.
  8
  Shield 
  Guardian
  When an ally within ten ft. of you that you can see is targeted by an attack roll, you may use your reaction to add +5 
  to their AC. You may use this ability a number of times per long rest equal to your proficiency modifier. This ability is 
  considered a magical shield, and cannot be combined with the effect of the Shield spell (Pg. 275, Basic Rules).
  Detriment
  1
  Cautious 
  Step
  You move slowly and deliberately. Your movement speed is permanently reduced by 5 ft..
  2
  Open-Eyed 
  Sleep
  Your constant vigilance can make it difficult for you to fall asleep. Roll a D100 each time you take a long rest. On 
  a result of 97-100, your sleep is fitful, and you wake with one level of exhaustion.
  3
  Compassion 
  Distraction
  Minus 1d4 from any attack rolls you make while an ally within 30 ft. of you that you can see is unconscious. The 
  distraction ends when the ally is brought back to consciousness or dies. This effect does not stack if multiple 
  allies are unconscious, and this detriment can only be triggered once per short rest.
  4
  Stunned Slow
  Being surprised throws you off your rhythm. When you are surprised, you may only take an action or a bonus 
  action on the first turn you get to act in this encounter.
  5
  Breach in the 
  Armor
  The guardianship of Abjuration can make one feel invincible — when an enemy does get a good hit on you, it’s 
  wounding in more ways than one. When a creature scores a critical hit on an attack against you, you take one 
  additional damage die.
  6
  Shadow 
  Wary
  You are very cautious in the dark corners of the world. When you roll a total of 8 or lower on a perception or 
  investigation check while in dim light or darkness, your speed is halved and you make all ability checks with 
  disadvantage for the next five minutes. This detriment can only be triggered once per long rest.
  7
  Reflexive 
  Rebuke
  Upon receiving damage from an ally, you must make a DC 12 wisdom saving throw. On a failure, you have 
  disadvantage on attacks made against any creature other than the triggering ally. You may attempt the saving 
  throw again at the end of each of your turns, ending the effect on a success. This detriment can only be 
  triggered once per long rest.
  8
  Fireball 
  Hubris
   If you are in the radius of an area effect spell that requires a save and you are within ten ft. of at least one other 
  creature, you make the save with disadvantage. This detriment can only be triggered once per short rest.
  Abjuration Ruler
  
  Stargazer’s Guide to Aroria
  80
  Benefit
  1
  Interdimensional
  Pocket
  You have your own pocket-dimension pocket. It is capable of holding a single non-living object that is no larger 
  than 5x5 ft. and no heavier than 500 pounds. Any item that you store in this pocket may be called into your 
  hand using a bonus action, and re-stowed with a command word of your choosing. Stowing an item in this 
  pocket for the first time takes ten minutes, and any object already within the pocket is immediately ejected.
  2
  Intangible 
  Step
  Your movements phase in and out of the material plane. You add an additional five ft. to any movement 
  speeds you possess. 
  3
  Planar 
  Gatekeeper
  On your first successful attack roll against a creature not on its home plane, you may add 2d6 additional 
  damage. The damage is your choice of radiant, necrotic, thunder, cold, or fire. This damage increases by 2d6 at 
  5th level (4d6), 11th (6d6), and 17th (8d6). Once you have used this feature, you cannot use it against the same 
  creature again until the next time you roll initiative. 
  4
  Helping
  Hand
  You learn the Mage Hand (Pg. 256, Basic Rules) cantrip. The range of the cantrip extends to 90 ft. and the duration 
  becomes one hour.
  5
  Extraplanar 
  Awareness
  You are knowledgeable about a particular outer plane. You learn one language spoken there and have advantage 
  on arcana checks relating to objects or creatures from that plane.
  6
  Wack-a-Mole
  When a creature you can see misses you with a melee attack, you may use your reaction to magically teleport 
  up to 15 ft. away to an unoccupied space that you can see. Once you have used this feature, you cannot use it 
  again until after your next long rest.
  7
  Stopgap 
  Passage
  You can create magical passageways. Once per day, you may trace the outline of a door up to 10 ft. tall and 10 ft. 
  wide onto any solid surface, creating a passage through the material. The passage can cut through a barrier made 
  up of up to 5 ft. of stone, 1 ft. of common metal, or 15 ft. of wood, but is automatically stopped by a thin sheet of lead. 
  The passage remains for ten minutes or until you dismiss it with a command word. Once you have used this feature, 
  you may not use it again until you finish your next long rest.
  8
  Summoner's 
  Gamble
  In your moment of need, you may call forward an extraplanar creature -- though you never know who will answer the 
  call. Once per long rest, you may use an action to summon one extraplanar creature of CR 1 or lower. The summoned 
  creature disappears when it falls to zero hit points or after one hour.
  conjuration Ruler
  Summon
  1
  Blink Dog
  2
  Dretch
  3
  Dust Mephit
  4
  Ice Mephit
  5
  Magma Mephit
  6
  Dryad
  7
  Imp
  8
  Sprite
  Summon's Gamble Creature Status Upon Summon
  1
  The creature is hostile to you. At the GM’s discretion, it will attack or flee.
  2
  The creature is ambivalent towards you. As a part of the summoning action, you may attempt to 
  convince the creature that you are an ally with a Persuasion, Intimidation, or Animal Handling 
  check (if appropriate), DC 14. On a failure, the creature will attack or flee at the GM’s discretion.
  3
  The creature is ambivalent towards you. As a part of the summoning action, you may attempt to 
  convince the creature that you are an ally with a persuasion, intimidation, or animal handling 
  check (if appropriate), DC 14. On a fail, the creature will attack or flee at the GM’s discretion.
  4
  The creature is friendly to you and will follow any commands you give. It takes its turn 
  immediately after yours in initiative order.
  
  81
  Detriment
  1
  Feeble 
  Tether
  Your form is easily untethered from your position on the material plane. Any saving throw you make to avoid 
  being magically moved, teleported, or banished is made with disadvantage.
  2
  Passenger 
  Slingshot
  Any time you are the subject of a teleportation spell, willing or otherwise, roll 1d20. On a natural 1, you are 
  flung 3d10 ft. away from the target location in any direction.
  3
  Thanks, it 
  has Pockets
  Whenever you come in physical contact with any item linked with an extradimensional space, roll 1d20. On a 
  roll of 5 or lower, any non-magical items on your person that weight less than five pounds are sucked into the 
  item. You may prevent this effect by spending at least one hour communing/pleading with the object, after 
  which you will no longer be required to roll. Each item of this type has to be pleaded with individually.
  4
  Ephemerality
  You hover in and out of reality. Whenever an ally attempts to target you with a spell with multiple targets, roll 
  1d20. On a natural 1, the caster must choose another target and you are unaffected by the spell. 
  5
  How Did that 
  Get in There?
  At the end of each long rest, roll a 1d100. On the result of a 97-100, a random non-magical item from your 
  inventory is replaced by a random mundane trinket for the next 1d4 hours. Additionally, whenever you retrieve 
  an item from a Bag of Holding or similar, roll 1d20. On a roll of 5 or lower, you retrieve a random item from the 
  Trinket Table instead.
  6
  Wherever 
  you Hang 
  your Hat
  You are not truly tied to any plane, material or otherwise. For the purposes of spells and abilities, you are 
  considered native to another plane of existence (GM’s discretion which).
  7
  Glitch in the 
  Weave
  If you roll a natural 1 on a check made during a move action or a check that uses your movement speed, you 
  automatically fail, and are moved half of your movement speed in the opposite direction to an unoccupied, non 
  harmful space.
  8
  Farsickness
   You often feel like you do not belong in this world. You  have a very strong connection to a particular outer 
  plane, and have difficulty raising a weapon to those native to that plane. 
  When you attempt to target a creature native to that particular plane with an attack or harmful spell, you must 
  make a wisdom saving throw, DC 10. On a failure, you must choose another target or take a different action. 
  You may attempt the save again once on each of your subsequent turns. On a success, the effect ends, and the 
  detriment cannot be triggered again until after you finish your next long rest. 
  To see which plane and creature type you are attached to, roll 1d8 on the table below, or select the plane which 
  best fits your character concept.
  Farsickness Effects
  1
  You feel called to the heavenly host in the Upper Planes. You must make your save against Celestial creatures.
  2
  Something in you relates to the clamor of the Lower Planes. You must make your save against Fiendish creatures.
  3
  The material plane is dreary -- you feel like you belong in the beautiful, mocking Feywild. You must make your save against Fey creatures.
  4
  You would do well in the Shadowfell. You must make your save against Undead creatures of CR 1 or higher. 
  5
  It never feels quite right to have your ft. on the ground, and you long for the Elemental Plane of Air. You must make your save 
  against Air Elementals.
  6
  You are made of sterner stuff, and have a deep respect for the age and constancy of the Elemental Plane of Earth. You must make 
  your save against Earth Elementals.
  7
  Chaos, rage, destruction and creation are all bundled together for you, and you long for the blazing of the Elemental Plane of Fire. 
  You must make your save against Fire Elementals.
  8
  The vast crushing quiet of the Elemental Plane of Water calls to you. You must make your save against Water Elementals.
  
  Stargazer’s Guide to Aroria
  82
  Benefit
  1
  Fate’s Favor
  When you make an Ability Check, Attack Roll, or Saving Throw, you may add an additional 1d4 to the result. You must 
  do so after the roll, but before a ruling has been made. After you have used this feature, you may not do so again until 
  you finish a Short Rest. You may use this feature twice per short rest at 9th Level and three times at 17th.
  2
  Ear of the 
  Moirai
  Once per long rest, you may target a creature that is both familiar to you and on the same plane of existence as you. 
  The target must make a DC 13 Wisdom saving throw. On failure, you can hear what the target hears for the next ten 
  minutes. This feature requires concentration, and during this time you are deaf regarding your own senses. If they 
  succeed, the feature fails, and you may not attempt to use it again until after your next long rest.
  3
  Dragoman’s 
  Study
  When you see a written language you do not know, you may take 10 minutes to interpret the purpose or 
  meaning of the text. When you hear a language you do not understand, you may make an Intelligence Check (DC 
  10). On a success, you may communicate with the language in a rudimentary way.
  4
  Glimpse 
  Beyond
  in ten or fewer words, you may specify a course of action you or the party plan to take within the next 24 hours. 
  The GM then rolls a D20: on a 1-10, they will tell you the most likely negative outcome of your course of action. 
  On a 11-20, they will tell you the most likely positive outcome. Once you have used this feature, you may not do 
  so again until you finish your next long rest.
  5
  Descry 
  Secrets
  As an action, you scan the area around you to detect the effects of illusory effects within 30 ft. If a magical 
  effect from the school of Illusion or Enchantment is within range, you know it exists and have advantage on 
  investigation and perception checks to determine where it is.
  6
  Blindsider
  When you score a critical hit on a creature with an Intelligence score of at least 4, you may add 1d10 Psychic 
  damage to the damage roll. This damage increases by 1d10 at 5th level (2d10), 11th (3d10), and 17th (4d10). 
  7
  Survival 
  Instinct
  Unless you are surprised, when you roll initiative to enter battle, you may take the Dash action or use a Bonus 
  Action before combat begins. Once you use this feature, you may not do so again until you finish a Short Rest.
  8
  I Know How 
  This Goes
  Once per day, you may spend 1 minute performing a ritual to give a creature you can see one Luck point. Once you 
  have used this feature, you may not do so again until the next dawn. At 9th level you may choose two creatures. At 
  17th level you may choose 3 creatures.
  Detriment
  1
  Frequent 
  Fatigue
  You are acutely sensitive to your sleep cycle and demand your time to recharge. When you gain a point of 
  Exhaustion due to lack of a Long Rest, you gain two levels instead of one.
  2
  Open Minded
  When you are affected by a spell from the divination school you make the check with disadvantage. 
  3
  Midnight 
  Meandering
  Confidence in your intuition can get the better of you. When your party is traveling at night, roll a d20. On a 
  Natural 1, your party becomes lost.
  4
  Nearsighted
  You get lost in the details of your environment and forget to see the big picture. Your Passive Perception and 
  Perception scores decrease by 1.
  5
  Mother 
  Tongue
  You can understand no more than two languages. This feature supersedes character creation rules and if you 
  learn a new language by any means, you forget one language of your choice in 1d4 days.
  6
  Lagging 
  Advance
  It takes you an extra step to consider your actions in combat. When you take the Dash action, you lose 10 ft. of 
  movement speed.
  7
  Twilight 
  Blindness
   Lack of light is particularly detrimental to your sight. You treat Dim Light as if it were Darkness. If your race 
  normally has Darkvision, you no longer do.
  8
  Evident 
  Vulnerability
  When you are hit with a Melee Attack Roll that was made with Advantage, you take an additional 1d6 Psychic 
  Damage.
  Divination ruler
  
  83
  Benefit
  1
  Silver 
  Tongue
  You gain expertise in your choice of either deception or persuasion.
  2
  Faith of a 
  Friend
  You may spend ten minutes casting Bless (Pg. 219, Basic Rules) on one willing creature. The duration of the spell 
  becomes one hour and it does not require concentration. You may not use this feature again until your next long 
  rest.
  3
  Inspiring 
  Presence
  When an ally within thirty ft. of you that can see you makes a saving throw, you may use your reaction to add 
  1d8 to that saving throw. You can do this a number of times per long rest equal to your proficiency modifier. 
  4
  Stirring 
  Performance
  Once per day, you may perform for at least one minute to give up to six friendly creatures within 60 ft. who can 
  see and hear you a number of temporary hit points equal to half your level, rounded down. 
  5
  Enchanting 
  Distraction
  You may use your reaction to give a creature you can see within 60 ft. disadvantage on its save against a charm 
  effect. Once you have used this feature, you may not use it again until after your next short rest.
  6
  Honest 
  Aspect
  As an action, you may target one creature within 15 ft. that can see and hear you and require them to make a 
  wisdom saving throw, DC 10 + your proficiency modifier. On a fail, the creature is subjected to the effects of the 
  Zone of Truth (Pg. 289, Basic Rules) spell for one minute. The target is unaware that they are under any magical 
  effect. Once you have used this feature, you may not use it again until after your next long rest.
  7
  Get Back 
  Here
  When a creature that you can see within thirty ft. uses its movement to move in any direction that is not towards 
  you, you can use your reaction to force the creature to make a wisdom saving throw, DC 10 + your proficiency 
  modifier. On a fail, the creature is instead compelled to move as close to you as possible and end its movement there. 
  You may use this feature a number of times per long rest equal to your proficiency modifier.
  8
  Above 
  Suspicion
  Any creature who attempts to target you with an ability before you have acted for the first time in initiative must 
  make a DC 13 intelligence check or choose another target. This ability is not triggered if the creature is familiar with 
  you or the creature has an intelligence below 4. 
  Detriment
  1
  Flattery 
  Will Get You 
  Everywhere
  You have disadvantage on insight checks against creatures who are actively rolling a charisma skill check 
  against you.
  2
  I've Got This
  When an ally attempts to give you the help action, you must roll 1d20. On a result of 7 or less on the die, you 
  refuse the help and gain no benefits from their expended action. This detriment can only be triggered once per 
  long rest.
  3
  Open Book
  You have disadvantage on saves against divination spells. Once this detriment has been triggered, it cannot be 
  triggered again until after your next long rest.
  4
  Noble 
  Backpedal
  When you roll a natural 1 on a deception check, you become under the effects of the spell Zone of Truth for the 
  next minute.
  5
  Where is My 
  Mind
  You have disadvantage on saving throws against being charmed. This detriment can only be triggered once per 
  long rest.
  6
  Curse of 
  Narcissus
  When you come within 15 ft. of a reflective surface that you can see, you must make a DC 10 wisdom saving 
  throw. On a fail, you are transfixed by your own image, and become paralyzed for one round. Once a player has 
  succeeded on this Saving Throw, they may not be affected by this feature until the next dawn. This detriment 
  can only be triggered by a surface once. 
  7
  Hypnotic 
  Stasis
  When you fail on a saving throw to avoid the frightened or charmed condition, you have disadvantage on 
  subsequent checks to end the effect. 
  8
  You Just 
  Don't Seem 
  the Type
  Choose from Deception, Intimidation, or Persuasion. You suffer a -2 penalty to ability checks using this skill.
  Enchantment Ruler
  
  Stargazer’s Guide to Aroria
  84
  Benefit
  1
  Mechanically 
  Hot
  As an Action, you may force one humanoid within 30 ft. of you to make a Wisdom Saving Throw (DC 13). On 
  failure, the creature is charmed by you for 1 hour. You may use this feature once per long rest at 1st level, 
  increasing to twice at 9th level, and three times at 17th.
  2
  Speed  
  Dial
  You establish a connection to a number of creatures equal to your Proficiency bonus. While connected to these 
  creatures, you may cast the Sending spell to each of them, without the need for material components, once per day. 
  3
  Jacob’s  
  Tent
  Heat runs through your bloodstream and you’re warm to the touch. You cannot become exhausted by extreme 
  cold or heat. When you take Fire or Cold damage, you may use your reaction to reduce the damage taken by 
  1d6. This increases to 2d6 at level 9 and 3d6 at level 17. Once you have used this feature, you may not do so 
  again until you finish a Short Rest.
  4
  Sulfur and 
  Brimstone
  You can smell Glyphs of Warding and other arcane traps that would deal elemental damage within 30ft. When 
  you detect a glyph or arcane trap in this way, you know where it is, the school of magic associated with it, and 
  you have advantage on investigation checks to determine the trap's triggers.
  5
  Divine 
  Protection
  As a reaction, when you are forced to make a Saving Throw against an area of effect that deals elemental 
  damage, you summon a shield of force that surrounds your body. You automatically succeed on the Saving 
  Throw and take no damage. Once you have used this feature, you cannot do so again for 7 days.
  6
  Pocket Full 
  of Sunshine
  You know the Light (Pg. 255, Basic Rules) cantrip and may cast it without the need for material components. 
  While your Light cantrip is shining, you may use an action to release a burst of sunlight. This light dispels 
  magical darkness of 3rd level or lower, illuminates invisible creatures within range, and lasts until the end of 
  your turn. Once you have used this feature, you may not do so again until you finish a Short Rest.
  7
  Draining  
  Soul
  As a bonus action, you harness the magical energy in your body and charge it into an offensive release. The next 
  time you hit with an attack, you may add elemental damage (your choice) to the roll equal to twice your level. When 
  you use this feature, make a Constitution Saving Throw (DC 14), on failure, you are stunned until the end of your 
  next turn. You may use this feature once per long rest at 1st level, twice at 9th level, and three times at 17th.
  8
  Font of  
  Vitality
  You pull upon your life force to sustain yourself and others in times of great danger. For one minute, you may use 
  your bonus action to grant one creature you can see within 60 ft. 1d6 plus your Constitution modifier temporary 
  hit points. Each time you grant a temporary hit point in this way, you age 1 day and temporary hit points gained in 
  this way disappear at the start of your next turn. Once you have used this feature, you may not do so again until you 
  finish a Short Rest. At level 9, the temporary hit points granted increases to 2d6, at level 17 the temporary hit points 
  granted increase to 3d6.
  Detriment
  1
  Elemental 
  Susceptibility 
  Cursed by the gods, you are vulnerable to one elemental damage type of your choice  
  (Fire, Cold, Lighting, Acid, or Thunder).
  2
  Healing 
  Resistance
  When you drink a Potion of Healing (Pg. 187, Basic Rules), you gain fewer hit points than normal. Common 
  potions give 1d4+2, Greater give 3d4+4, Superior give 6d4+8, and Supreme give 8d4+20
  3
  Fear 
  Darkness
  When you are in dim light, you have disadvantage on Dexterity Checks and make ranged and spell attack rolls 
  with disadvantage.
  4
  Overwhelming 
  Force
  When you do 25 or more damage to a creature with a single attack or spell, your speed becomes zero until the 
  start of your next turn. You may negate this effect by taking 1d6 psychic damage.
  5
  Intimidating 
  Presence
  Your ambiance causes people to be a little more guarded around you. Creatures within 30 ft. of you must 
  subtract 1d4 from Insight checks. 
  6
  Disconnected
  You cannot be targeted by Message (Pg. 259, Basic Rules), Sending (Pg. 274, Basic Rules), or any other spell or 
  feature that allows creatures to communicate telepathically.
  7
  Homebody
  You get sick easily when eating magical food. If you consume magical food make a Constitution Saving Throw 
  (DC 10). On failure, you are poisoned for 1 hour.
  8
  Off Balance
  When you are affected by an action, feature, or spell that pushes or pulls you more than 5 ft., the distance is doubled.
  Evocation Ruler
  
  85
  Benefit
  1
  Thin Blades
  Weapons you carry may not be revealed by magical means and you may conceal any weapon with the Finesse 
  property in such a way that it is undetectable by physical inspection.
  2
  Memory 
  Masked
  You may attempt to have a creature remember details about your appearance differently than they are. You force 
  one creature within 60 ft. to make an Intelligence Saving Throw (DC 14). On failure, you are remembered as taller, a 
  different race, or similar physical characteristic of your choosing. 
  3
  Dreamstrider
  You can enter the dreams of any willing creature you are familiar with. Creatures who allow you into their 
  dreams rationalize your presence, recognize you are not a part of their subconscious, and may revoke 
  authorization at any time. Otherwise, the extent of the communication is determined by the dreamer.
  4
  Archbane
  You summon a Shadow (Pg 344 Basic Rules) to fight by your side in combat. This Shadow deals Psychic instead 
  of Necrotic damage. Once you have used this feature, you may not do so again until you finish a Long Rest. The 
  number of Shadows you may summon increases to two at level 9 and four at level 17.
  5
  Eyes of 
  Onyesha
  You have Truesight to a range of 5ft.
  6
  Life Golem
  You forge a bond with a golem of your own design that resides in a location that is known only to you. The 
  golem has Hit Points equal to 10 + 5 times your level, regains all their hit points at dawn, but otherwise has the 
  statistics of a Homunculus (Pg 322 Basic Rules). When you take damage, you may choose to transfer all damage 
  you take to the golem. Once you have used this feature, you may not do so again until you finish a Short Rest. If 
  the golem drops to 0 Hit Points, so do you.
  7
  Shadow 
  Armor
  Any attack roll of a natural 4 or lower misses you.
  8
  Mimic
  You may choose any benefit in the 8th slot on any other rulership table.
  Detriment
  1
  Tactless 
  Negotiator
  You have no idea how much things cost and make all checks to appraise the value of an object with 
  disadvantage.
  2
  Now You 
  See Me
  When you make a Stealth check and you roll a natural 1, any attacks or checks that target you are made with 
  advantage until the end of your next turn.
  3
  Gullible
  You are susceptible to Fear effects more than most. When targeted by a Fear effect that requires a saving throw, 
  you must roll a 1d4 and subtract that from your total.
  4
  That Was 
  Totally Real
  When you fail an Ability Check or Saving Throw to identify an illusion, you are Charmed by the caster for 1 
  minute.
  5
  Dungeon 
  Denier
  When you walk in darkness, make a Charisma Saving Throw (DC 12). On failure, you are Frightened for 10 
  minutes.
  6
  Bad at 
  Disguise
  When you are subject to a spell that would disguise your form, you cannot specify the exact form. You can 
  always achieve a similar form, but never replicate an exact copy and the form you describe is always slightly off.
  7
  I'm Sorry, 
  What?
  When you take Psychic damage from a critical hit, you become confused for until the end of your next turn. 
  While confused in this way, you may not move or take actions.
  8
  Mimic
  You may choose any detriment in the 8th slot on any other Detriment table.
  illusion Ruler
  
  Stargazer’s Guide to Aroria
  86
  Benefit
  1
  Blood of the 
  Covenant
  Once per long rest, you may elect to take 2d8 Necrotic damage. One creature of your choice that you can see 
  within 30 ft. of you regains hit points equal to double the amount of necrotic damage that you take.
  2
  Siphoned 
  Spirit
  When you strike a killing blow against a creature, you may gain a number of temporary hit points equal to your 
  level. This ability can be triggered only once per round.
  3
  Gravekeeper's 
  Indifference
  When you take Necrotic damage, you may use your reaction to gain resistance to Necrotic damage until the 
  start of your next turn. You may use this ability a number of times per long rest equal to your proficiency 
  modifier. 
  4
  Reliable 
  Vessel
  You have advantage on saving throws against any effect, ability, or spell that would cause you to become 
  possessed or cursed. Additionally, when you are targeted by a spell that involves trapping or transporting the 
  soul, you have advantage on the check to combat the spell. If you already have advantage on the check for any 
  reason, you become immune.
  5
  Relentless 
  Command
  You may spend ten minutes performing a ritual on a willing creature. The target treats any number 15 or higher 
  as a critical success when rolling death saving throws: they return from unconsciousness with 1 hit point 
  and may immediately take their turn. When this ability is triggered for the first time, the effects of this ritual 
  end. Otherwise, the effects last for eight hours. You may perform this ritual once every long rest, and only one 
  creature may be under the effects of this ritual at a time.
  6
  Inevitable 
  Decay
  When you roll a critical success on an attack that deals Necrotic damage, when you would normally roll one or 
  more dice to determine the Necrotic damage, you instead use the highest number possible for each die.
  7
  Game 
  Recognize 
  Game
  As an action, you may determine whether one creature that you can see within 60 ft. of you is undead, unless the 
  creature is protected from divination magic.
  8
  Bringing You 
  With Me
  You may harm yourself to harm others. You may elect to take 1d4 Necrotic damage to add 2d4 Necrotic damage to a 
  successful melee attack. This ability can only be triggered once per turn, and it may only be used a number of times 
  per long rest equal to your proficiency modifier.
  Detriment
  1
  Ready for 
  Death
  Whenever one or more dice are rolled to determine the number of hit points you regain that would bring 
  you up from unconsciousness, the dice are rolled twice, and the lower total is used. This detriment does not 
  supersede the Grave Cleric’s ‘Circle of Mortality’ domain feature. In addition, medicine checks to stabilize you 
  while you are unconscious are made with disadvantage.
  2
  Walking 
  Dead
  There is a part of you that has already passed on. When a creature within 30 ft. of you uses the Channel Divinity: 
  Turn Undead action, you must also make a wisdom saving throw against the caster’s spell save DC. On a fail, you 
  are forced to use your full movement to take the safest route to get as far away from the caster as possible at 
  the start of your next turn.
  3
  Fragile 
  Darkness
  When you critically succeed on an attack that deals Necrotic damage, you become vulnerable to Radiant 
  damage for the next 1d4 rounds. This effect can only be triggered once per long rest.
  4
  Craven 
  Awareness
  You understand how powerful necromancy can be, and both fear and respect it. You have disadvantage on 
  saving throws against being frightened by an undead creature. This detriment is only triggered by your first of 
  such saves of the day.
  5
  Against the 
  Black Tide
  Any time you roll at least one die to determine the number of hit points regained by a creature other than 
  yourself, roll 1d6 Necrotic damage against yourself. 
  6
  Morbid 
  Fascination
  You find yourself bewitched by those who blur the lines between the dead and the living. You have disadvantage 
  on insight checks made against any undead with an intelligence of 8 or above. 
  7
  The Flesh is 
  Weak
  Your body sometimes simply does not have the energy to continue. When you roll a saving throw to prevent 
  exhaustion or magical sleep, you make the roll with disadvantage. This detriment can only be triggered once 
  per long rest. 
  8
  It Burns Us
  Something in your constitution is more comfortable in the dark, cold corners of the world. When you spend more than 
  one uninterrupted hour in direct sunlight or extreme heat, make a DC 12 constitution saving throw. On a fail, you gain 
  one level of Exhaustion. This detriment can only be triggered once per long rest.
  Necromancy Ruler
  
  87
  Benefit
  1
  Magical 
  Athlete
  Your movement speed is increased by 10 ft. and you may jump twice as far as normal.
  2
  Stygian Sight
  You have Darkvision out to a range of 60 ft.. If your race already grants Darkvision, your range is doubled and you 
  can see in darkness as if it were bright light.
  3
  Aquatic 
  Adaptation
  You gain a swim speed equal to your walking speed and can hold your breath for 10 minutes.  
  If you already have a swim speed, it is doubled.
  4
  Smith's 
  Fingers
  During a Long Rest, you may alter one mundane melee weapon or 20 pieces of ammunition, with which you 
  are proficient, to be more effective. The weapon gains a +1 bonus to Attack and Damage rolls for the next seven 
  days, the weapon gains no monetary value, and you must spend another long rest to maintain the weapon.
  5
  Channeled 
  Energy
  When you score a critical hit, you may add an additional 2d6 elemental damage of your choice to the damage 
  roll– Fire, Cold, Lightning, Acid, or Thunder. This damage increases to 4d6 at 9th level, and 6d6 at 17th level. 
  6
  Natural 
  Regeneration
  If you lose a limb, it grows back in 1d4 days.
  7
  Stout
  You have advantage on Ability Checks and Saving Throws that would cause you to be forced from your space.
  8
  Bloodhound
  While in possession of a creature's biological material, you may spend 10 minutes performing a ritual to divine 
  their location. When the ritual is complete, you know their exact distance and direction from the ritual location for 
  1 hour, if they’re on another plane of existence, you know which, and if they’re traveling, you know how fast. After 
  completing this ritual, all biological material of the creature in your possession is destroyed. 
  Detriment
  1
  Man's Worst 
  Enemy
  Animals dislike you. You have disadvantage on all animal handling checks made towards beasts with a CR of 1 
  or lower.
  2
  Uninvited 
  Guest
  Magical lairs have strange effects on you. In a creature's lair you cannot benefit from a short rest, you do not 
  regain hit dice on a long rest, and your movement speed is reduced by 10 ft.
  3
  Detrimental 
  Darkness
  If you are benefiting from Darkvision, you may only see half as far as normally.
  4
  Flickering 
  Spirit
  When you drop to zero hit points, you come under the effects of the Blink spell ( Pg. 219, Basic Rules).
  5
  Obstinate 
  Form
  You are resistant to magic that would alter your form. When you are subject to a shapechange effect you have 
  half of the number of hit points a typical creature of that type would have.
  6
  Long Slog
  While in combat, it costs an additional 5 ft. of movement for you to move through difficult terrain.
  7
  Bestial 
  Features
  There is an off putting bestial nature to your form– reptilian eyes, wolf fangs, elongated arms, or sunken 
  features. You have disadvantage on Persuasion checks.
  8
  Very Specific 
  Allergies
  You cannot wear metal armor or use metal weapons. 
  Transmutation Ruler
  
  Stargazer’s Guide to Aroria
  88
  heirs
  Destiny is inevitable and Rulership has an undeniable 
  effect on a character, but some Adventurers don’t associate 
  with, or outright reject, their Ruler. For these Adventurers, 
  they often look to their Heir for inspiration. While your 
  Ruler reigned on the day you were born, your Heir was 
  strongest at the exact moment of your birth. However 
  fleeting that hour might have been, it burned brightest.
  Determining your Heir can be achieved one of two ways– 
  randomly or by design. Only you can choose what is right 
  for your player character. To randomly select your Heir, roll 
  a 1d20 and consult the Heir Table below. Otherwise, you 
  may choose an Heir that best fits your desired character 
  concept.
  Once your Heir is selected, roll 1d8 and consult the 
  associated Heir Table:
  Heirs
  1
  2am
  Abjuration
  2
  3am
  Divination
  3
  4am
  Conjuration
  4
  5am
  Transmutation
  5
  6am
  Enchantment
  6
  7am
  Illusion
  7
  8am
  Evocation
  8
  9am
  Necromancy
  9
  10am
  Enchantment
  10
  11am - 
  1pm
  Abjuration
  11
  2pm
  Divination
  12
  3pm
  Conjuration
  13
  4pm
  Transmutation
  14
  5pm
  Enchantment
  15
  6pm
  Illusion
  16
  7pm
  Evocation
  17
  8pm
  Necromancy
  18
  9pm
  Conjuration
  19
  10pm
  Abjuration
  20
  11pm - 
  1am
  Divination
  Heir Features
  1
  You have an affinity to protecting yourself from the 
  elements, if only slightly. As a bonus action, you may 
  cause the rain, wind, dust, or any minor natural effect 
  to stop for 1 round. Any negative effect the condition 
  may have caused will not affect you for the round. You 
  may do this once per short rest.
  2
  You may channel your defensive affinities to manifest 
  upon your body. You may make your body appear 
  harder than it is, as if made of stone or scales.
  3
  You can see a rippling effect emanating from magical 
  barriers the first time you see them.
  4
  Once per long rest, you may roll an insight check 
  with advantage to determine if someone is hiding 
  something.
  5
  You are naturally attuned to creating small wards and 
  defensive measures. You may take 10 minutes to set up 
  a rudimentary security system that requires a DC 15 
  Stealth check to bypass.
  6
  Your connection to warding magic allows you to reduce 
  damage you take slightly. Once per long rest, you can 
  reduce one source of damage by 1d4.
  7
  You may spend an action to place a basic arcane lock on 
  an object which lasts for 1 minute. 
  8
  Once per long rest, you may spend one minute bolstering 
  yourself with a weak magical barrier. The barrier lasts for 
  ten minutes. When targeted with a spell that has a single-
  target effect, you have advantage on the saving throw.
  Abjuration Heir
  
  89
  Gamemaster Note
  No one can choose the day or time of their birth, but 
  fate and gods often influence the circumstance of an 
  Adventurer's birth. This mechanic is best utilized by 
  having players randomly roll a Ruler and specifically 
  choosing an Heir, or vice-versa. That being said, 
  we encourage gamemasters to allow players to 
  select their own Sign, Ruler, and Heir if doing so 
  will reinforce their character concept. Alternatively, 
  randomly assigning all three may provide strong 
  roleplay inspiration for players who do not already 
  have a strong concept in mind.
  Heir Features
  1
  You intrinsically know the locations of the stars in 
  your sky and have an affinity for cartography. On a 
  clear night, you may spend one hour studying the 
  constellations and determine your location within a 
  ten mile radius.
  2
  You always know what phase the moon is in and can 
  take advantage of its light. At night, you gain a +1 
  bonus to Perception Checks during a full moon, and a 
  +1 bonus to Stealth Checks during a new moon  
  (GMs discretion). 
  3
  When you touch a magical object for the first time, you 
  hear a very high pitched hum.
  4
  Traveling comes naturally to you. You have an eye for 
  shortcuts and can take advantage of favorable terrain. 
  While on the Material Plane, your party can move an 
  additional 6 miles per day and may maintain stealth at 
  a normal pace.
  5
  You gain a +1 bonus to your Passive Insight.
  6
  You have uncanny luck while gambling and nearly 
  always turn a profit. For each hour you spend gambling, 
  make a Dexterity Check (DC 8). On success, you gain 
  1d4+1 Gold Pieces. On failure, you break even.
  7
  Declare one subject you are intimately familiar with (your 
  GM is responsible for determining the scope of this). You 
  gain advantage on History Checks when attempting to 
  recall information about the chosen subject.
  8
  As a Ritual, you may take 1 minute to inspect the palm 
  of a willing humanoid. You are in tune with how the 
  divine fates manifest themselves physically on others 
  bodies. You have advantage on medicine checks on 
  humanoids that you are able to study their palms for at 
  least 1 minute. If you roll a natural 20, you can estimate 
  the remaining lifespan of the humanoid within a month. 
  This accounts for sickness, age, magical curses, and other 
  passive effects, but ignores violent or accidental death.
  divination Heir
  Heir Features
  1
  You have an affinity to how objects are designed and 
  created. You may spend a minute inspecting an object to 
  determine any flaws or unique elements of its design.
  2
  When near a creature that is from another plane, you 
  become aware of a unique smell in the air. 
  (Check with your GM about unique smells linked to 
  extraplanar entities).
  3
  Faint elemental energies follow your movements. You 
  may have these appear as small streaks of lightning, 
  heat waves, or crystallized frost.
  4
  You are attuned to the strangeness of planar languages 
  and can add a 1d4 to any Arcana checks to determine 
  types of planar languages written or spoken.
  5
  You have the ability to summon small, mundane objects 
  for a minute. As an action, you may call into existence 
  one small mundane object, such as a quill, a hammer, 
  or a needle. You may only have one object appear at a 
  time. 
  6
  The power of conjuration moves through you, allowing 
  you to conjure a small insect that travels with you. 
  This insect is visible only to those you select and be 
  resummoned as a ritual. The insect cannot take any 
  actions or impact material objects.
  7
  You have advantage on any arcana checks when 
  inspecting summoning circles or any runes related to the 
  summoning/conjuration of creatures.
  8
  As a ritual, you may summon one non-magical item, no 
  larger than 5x5 ft. or heavier than 200 pounds, for 1 
  minute. 
  Conjuration Heir
  
  Stargazer’s Guide to Aroria
  90
  Heir Features
  1
  You are attuned to the natural elements of the world, 
  particularly any related to storms or natural disasters. 
  You may spend 10 minutes studying your surroundings 
  and gain advantage on your next survival check to 
  predict storms or other weather events.
  2
  You are well aware of the power and energies of your 
  own body. Once every hour, you can project your 
  voice for one minute so that it is audible and easily 
  understood up to 2 miles away.
  3
  When you near another creature with the evocation 
  heir for the first time, your hair stands on end for a 
  moment as if electrocuted.
  4
  You recognize the capacity to tap into the energies 
  that drive the world. You may spend an hour to locate 
  a nearby powerful magical aura. This must be done 
  in a location laden with magic and is subject to GM’s 
  discretion.
  5
  You gain a +2 bonus to your Passive Insight when 
  noticing a creature’s attitude.
  6
  You can channel an inner light to guide you. As a free 
  action, for 1d4 rounds, you may emit a faint light that 
  illuminates a 5ft. Radius space around you. 
  7
  You are closely connected to the energies of the magical 
  Weave and acquire a personal taste, smell, feel, or sound 
  associated with each spell you cast. 
  8
  As a Ritual, you may take 1 minute to prepare a single 
  trinket (a pebble, a ring, a marble) and channel your 
  magic to cause the object to be freezing cold, searing 
  hot, or infused with a small electrical shock for the next 
  5 minutes. The object cannot be used to inflict damage 
  from this effect.
  evocation Heir
  Heir Features
  1
  You have an affinity with getting what you want when 
  you ask for it. Once per long rest, you may roll with 
  advantage when making persuasion checks.
  2
  You gain a +1 bonus when making saving throws 
  against charm effects.
  3
  When you touch an enchanted humanoid for the first 
  time, you can immediately tell that they are affected by 
  an enchantment spell, seeing a unique color represents 
  the effect.
  4
  You have a knack for moving through crowds and 
  speaking to people without them remembering you. 
  Once per long rest, you can require a target that you 
  have met within the last eight hours to roll a DC 8 
  Wisdom Check to recall or remember you. On a fail, 
  they are unable to remember your name or appearance.
  5
  You always know how to conduct yourself in social 
  settings and are able to make a good impression on 
  nearly everyone you meet for the first time. 
  6
  When passing by a reflective surface, your image offers 
  affirming, supportive gestures. Other creatures can see 
  this effect.
  7
  You gain a +1 bonus when making Arcana checks 
  to determine the precise nature and identity of an 
  enchantment spell.
  8
  You may infuse a single sentence with the power to 
  enthrall a creature. Any creature you choose who hears it 
  must make a DC 10 Wisdom Saving Throw or be charmed 
  by you for 1 minute. Once you have used the feature, you 
  may not do so again until you finish a Short Rest.
  Enchantment Heir
  
  91
  Heir Features
  1
  You have a close connection with illusions and the way 
  you perceive the world. Once per long rest, you can 
  make a check with advantage to identify an illusion.
  2
  You are acutely aware of how to change the sound and 
  smell of material objects. Once per long rest, you can 
  change the smell of an object or the sound an object 
  makes. This effect lasts for one hour and requires a DC 
  20 perception to dispel the illusion.
  3
  You are skilled at guiding the way that people 
  remember details about you. Once per short rest, 
  you can ensure a creature remembers or does not 
  remember your name.
  4
  You have an affinity for shadows and manipulating 
  them. Once per long rest, you may  command the 
  shadows around you to gain advantage on a deception 
  or intimidation check.
  5
  You have proficiency in disguise kits.
  6
  Once per short rest, you can change the denomination 
  of one coin, raising it's denomination either one value 
  up or down. This effect lasts for an hour.
  7
  You may select three magical tricks that you are 
  proficient in. You may perform these tricks to gain 1d4+1 
  silver per hour.
  8
  You can throw your voice up to 30 ft away.
  Illusion Heir
  Heir Features
  1
  As a command, you can turn your flesh icy cold and 
  acquire a faintly offal odor.
  2
  You have an affinity to the weakness of the dead. You 
  may spend one minute inspecting an undead creature 
  within 100 ft. that you can see. On a successful DC 14 
  investigation check, you may learn one of the following: 
  a single resistance, vulnerability, damage immunity, or 
  condition immunity.
  3
  When you enter hallowed/unhallowed ground for the 
  first time, you see the magical aura for a few seconds.
  4
  When casting necromantic spells, each spell impacts 
  your body, leaving small, permanent aesthetic effects 
  upon you of your choosing.
  5
  You have an affinity for poisons and preservatives, and 
  any checks you make for detecting these are made 
  with a 1d4 bonus. This bonus does not stack with any 
  beneficial enchantments.
  6
  You're naturally attuned to speaking with undead. Once 
  per long rest, you may make a persuasion check with 
  advantage when speaking to an undead creature. The 
  creature immediately learns that you have an affinity 
  to necromancy when you do this.
  7
  You may speak to your shadow and have it move around 
  you upon your command. The shadow may not leave you 
  but may grow in length (up to 10 ft.) and make gestures 
  on its own.
  8
  As a Bonus Action, you may bestow a small blessing 
  to reinforce their life on another creature other than 
  yourself. For 1 minute, that creature may make one death 
  saving throw with advantage. This may affect only one 
  creature at a time.
  Necromancy Heir
  
  Stargazer’s Guide to Aroria
  92
  Heir Features
  1
  You understand the nature of change in your body. You 
  may spend a minute to determine the precise location 
  and type of any wounds or damage a body has taken.
  2
  You have always been drawn to alchemical arts and can 
  learn to use alchemical symbols as a secret language 
  that only you and those you teach understand.
  3
  Once per day, you may touch a nonmagical item that 
  weighs less than 10 pounds and change its color for 1 
  hour.
  4
  You are capable of detecting the subtle metals that are 
  found in objects. You may spend 1 minute to determine 
  what base metals (gold, silver, copper) are in an object.
  5
  You may have the color of your hair or eyes change in 
  intensity when you are feeling a strong emotion. 
  6
  Once per day, you may alter a physical feature about 
  yourself (e.g. lengthen your hair, change your eye color, 
  lengthen your fingernails).
  7
  You are attuned to your emotional states, and the 
  emotional states of others. As a ritual you may cast calm 
  emotions as the spell on an ally. 
  8
  You may spend a minute to determine if an object or 
  living creature has been affected by transmutation magic.
  Transmutation Heir
  special 
  Circumstances
  When most Adventurers enter the world, the stars 
  look down with indifference, the sun shines brightly in 
  arrogance, and the moon is ignorant for the entirety of 
  its nightly journey. However, there are rare occasions 
  when destiny veers, the Moirai turn their gaze, and the 
  mountain lends its ear the cries of birth. The birth of 
  Adventurers during an equinox, solstice, meteor shower 
  or eclipse is a yolk of destiny, and these Adventurers are 
  born to shape the world.
  To determine if your character was born under a Special 
  Circumstance, roll a d100. On a result of 99-100, roll a d4 
  and consult the Special Circumstances table.
  Gamemaster Note
  Even the gods cannot force planets to 
  align and bend time. If you choose to 
  allow Special Circumstances for your 
  Adventurers, the results must be earned by 
  the will of the dice. Powerful non-player 
  characters, villains, and plots may be built 
  around Special Circumstances, but players 
  may not choose to be born under them.
  Additionally, some special circumstances 
  limit Sign options for characters born under 
  them. For example, Fleurtide marks the 
  start of spring, Aurous contains the summer 
  solstice, Rustium is the start of autumn, and 
  Waking is the home of the winter solstice. 
  We recommend that players who would 
  experience a Sign change with their Special 
  Circumstance have the option to deny that 
  benefit for roleplay purposes. 
  Special Circumstances
  1
  Eclipse - Roll a d120. On the result of a 20, roll a 1d4 
  and consult the Solar Eclipse Table. Otherwise, roll a 
  1d4 and consult the Lunar Eclipse Table.
  2
  Meteor Shower - Roll a 1d4 and consult the Meteor 
  Shower Table.
  3
  Eclipse - Roll a d20. On the result of a 20, roll a 1d4 and 
  consult the Solar Eclipse Table. Otherwise, roll a 1d4 
  and consult the Lunar Eclipse Table.
  4
  Meteor Shower/Planet Alignment. Roll 1d100. On the 
  result of a 100, roll 1d6 on the Planet Alignment Table. 
  Otherwise, roll 1d4 and consult the Meteor Shower Table.
  
  93
  Meteor Shower Table
  1
  At night, you may add 1d4 to the result of any Ability 
  Check, Attack Roll, or Saving Throw.
  2
  When you cast a spell that has a range of 5ft or greater, 
  you may double the range of the spell. Once you have 
  used this feature, you may not do so again until you 
  finish a Short Rest.
  3
  You know when humanoid creatures are intentionally 
  deceitful.
  4
  At dawn each day, roll 1d20. You may replace the roll 
  on the die of any Ability Check, Attack Roll, or Saving 
  Throw made within 60 ft. of you with this result until 
  your next Long Rest.
  Lunar Eclipse Table
  1
  A wise man fears a night with no moon. You vibe 
  with Fey creatures and gain the following benefits. 
  You recognize Fey creatures, regardless of illusions 
  or enchantments, Fey creatures have disadvantage 
  on Attack rolls against you, and you have advantage 
  on Saving Throws against spells and magical effects 
  generated by Fey creatures. While on the Material 
  Plane, you always know where the nearest portal to 
  the Feywild is. While in the Feywild, you always know 
  where the nearest portal to the Material Plane is, you 
  gain 1d8+1 temporary hit points when you finish a 
  Short or Long Rest, and you gain a +1 bonus to attack 
  and damage rolls.
  2
  You have an affinity for rituals and may improvise most 
  rituals without prior knowledge. You may cast any spell 
  that has the Ritual tag without the need for a spellbook 
  or spell scroll. Your spellcasting modifier for these spells 
  is Charisma, the spell must be of a level you can cast, and 
  you must have all material components associated with 
  the spell. Once you have used this feature, you may not 
  do so again until you finish a Short Rest.
  3
  You can see in darkness as if it were bright light, and 
  can see in magical darkness as if it were dim light.
  4
  You gain Expertise in Stealth
  Solar Eclipse Table
  1
  You gain Expertise in Perception
  2
  You know the spell Burning Hands (Pg. 220, Basic Rules), 
  and may cast it once per day without expending a spell 
  slot or using material components. Your spellcasting 
  modifier for this spell is Charisma. At level 5, Burning 
  Hands is replaced by Fireball (Pg. 241, Basic Rules). At 
  level 9, Fireball is replaced by Wall of Fire (Pg. 285, Basic 
  Rules). At Level 13, Wall of Fire is replaced by Fire Storm 
  (Pg. 242, Basic Rules).
  3
  You are immune to Fire damage.
  4
  Your Constitution Score increases by 2. Your Maximum 
  Constitution Score increases by 2.
  Equinox/Solstice Table
  1
  Vernal - When you start your turn with more than 0 hit 
  points, you gain 1d4+1 hit points.
  2
  Summer - When you take a Long Rest, you only need to 
  rest half the number of hours as required by your Race. 
  You may complete a Short Rest in 10 minutes.
  3
  Autumnal - You have advantage on Death Saving 
  Throws
  4
  Winter - You gain Resistance to Cold damage.
  Planet Alignment Table
  1
  Your Strength score is 22, and your Maximum Strength 
  Score is increased to 30.
  2
  Your Dexterity score is 22, and your Maximum 
  Dexterity Score is increased to 30.
  3
  Your Constitution score is 22, and your Maximum 
  Constitution Score is increased to 30.
  4
  Your Wisdom score is 22, and your Maximum Wisdom 
  Score is increased to 30.
  5
  Your Intelligence score is 22, and your Maximum 
  Intelligence Score is increased to 30.
  6
  Your Charisma score is 22, and your Maximum 
  Charisma Score is increased to 30.
  
  Stargazer’s Guide to Aroria
  94
  La Cambria by Ridell Apellanes
  
  95
  The scholars from Niveau 
  Maximum always have special 
  commissions or component 
  requests of Manguin so the shop is 
  often home to extremely rare items 
  that were leftover or unclaimed. 
  Common magic items and most 
  uncommon can be acquired at 
  Manguin’s Magical Mysteries 
  nearly on demand, in rare cases 
  patrons may be asked to come 
  back the next day for these items. 
  Manguin’s is open for commission and characters 
  should be able to place orders for nearly any magic item 
  with a large enough down payment. Players who do not 
  wish to wait may view the rare item inventory below. 
  This inventory is constantly changing, use the list below 
  as a template for items currently available at Manguin’s.
   
  á Uncommon Weapon +1 Dart  
  (Basic Rules, Pg 213) 
   
  á Very Rare Weapon +3 Great Axe  
  (Basic Rules, Pg 213) 
   
  á Rare Armor Hide of Resistance (Force)  
  (Basic Rules, Pg 152) 
   
  á Uncommon Spell Scroll: Scroll of Branding 
  Smite (Basic Rules, Pg 219) 
   
  á Rare Spell Scroll: Scroll of Freedom of 
  Movement (Basic Rules, Pg 244) 
   
  á Rare Wondrous Item Boots of Speed  
  (Basic Rules, Pg 155) 
   
  á Rare Wondrous Items Chestpiece of Verdant 
  Wisdom (Pg. 206)
  La Cambria
  La Cambria is the capital city of Aroria and is connected 
  to the west coast of the mainland by Andrin’s Bridge. 
  The island metropolis is a hub for art and culture, boasts 
  the largest library in all the world, and prides itself 
  on the quality of life provided to its citizens. Densely 
  packed wooden and limestone buildings stack three 
  stories tall along nearly every street. Long beaches 
  stretch down the bay coast for miles. Taverns and 
  bakeries are around every corner and serve the finest ale 
  and cuisine in the world.
  imports, exports, and markets
  La Cambria is heavily influenced by trade from around 
  the world. As the western most city on the continent, the 
  northern port is the busiest in the world and sees dozens 
  of ships pass through the docks each tide. Magic items 
  from all over the world flow into Manguin’s Magical 
  Mysteries, and the finest luxury items are brought 
  here to auction to the highest bidder. La Cambria itself 
  benefits from a massive underwater mining operation. 
  The Undercity takes advantage of the magical prowess 
  of Niveau Maximum to mine the island and surrounding 
  coast for precious gems, metals, and other raw materials. 
  The mainland of Aroria is an abundant resource of 
  grain, cotton, corn, and other cash crops. Homesteads 
  and large farming operations will bring any excess they 
  produce hundreds of miles to the city to sell. While 
  providing resources for the capital is important, every 
  farmer on the mainland knows a bag of flour will fetch 
  nearly two silver pieces in La Cambria, and a gold piece 
  if it’s pure.
  religion
  The official religion of La Cambria is the Masters of 
  the Weave. Savion holds the largest influence over the 
  city, and her cathedral, Savion’s Sunrise, is one of the 
  most visited pilgrimage sites in the world. Legend 
  says during the Ascension Savion stood together with 
  Bouclier on that very spot, and the two dueled with a 
  Kraken of Vol to save the city. No religion is banned in 
  La Cambria. However, servants of evil aligned deities 
  are certainly frowned upon and could be subject to 
  investigation by the court.
  locations in la cambria
  manguin's magical mysteries
  Manguin’s Magical Mysteries is a magic item shop. It’s 
  adjacency to the port provides a diverse and unique 
  inventory from incoming traders as well as a strong 
  customer base for low level potions and magic items.
   
  In Goldspire, a humble magic shop built from worn wood 
  features a low pitched roof, four evenly spaced windows, 
  and looks to be in slight disrepair. Painted in fading blue 
  letters over the threshold is the name Manguin’s Magical 
  Mysteries. Stepping onto the wraparound porch, you can see 
  the windows are covered completely by red velvet curtains 
  inside, and it’s impossible to get a good look at the interior. 
  The main door opens up into a massive room, far larger than 
  the building itself is capable of holding. Pristine marble floors 
  shine like glass. Floating blue and white orbs of light dance 
  above. Books and magical trinkets of all kinds line the walls 
  and cover the tables in the space, and young mages with the 
  traditional blue robes of Niveau Maximum meander about, 
  assisting patrons and filling orders. 
  iv
  Cities
  
  Stargazer’s Guide to Aroria
  96
  La Cambria by Ridell Apellanes
  golden pearl
  The Golden Pearl is the most upscale entertainment venue 
  in La Cambria. The spectacular views over the ocean 
  and fresh seafood from the port make the Golden Pearl a 
  frequent destination for the elite of Kingscourt. Travelers 
  and adventurers looking for an upscale inn will find the 
  accommodations of the Pearl some of the finest in the 
  world. The opulence of the Golden Pearl has a disarming 
  quality to it. Patrons are encouraged to explore personal 
  boundaries and are extended freedoms otherwise 
  considered taboo. Outside of the objectively evil, nearly 
  any desire can be satisfied at the Golden Pearl.
  notable figures
  Giselle Goldeveil 
  Elf She/Her, Rustium. Her long golden hair is tied back 
  into a tight bun. Owner of the Golden Pearl. She has 
  multiple curved ivory hair pins jetting out of the bun like 
  solar flares. She bought the inn off of Clove Whetten who 
  didn’t have a keen mind for business or how to run an inn 
  properly. Like a butterfly emerging from a cocoon, Giselle 
  elevated and transformed the old ‘Whaler’s Wagon Inn' 
  into the Golden Pearl.
  Jeff 
  Human He/Him, Wisterius. Council Member of La 
  Cambria, spends many of his nights with the fellowship 
  of Golden Pearl courtesans. He loves a good drink and a 
  risky wager.
   
  A long flat brothel overlooks the Barvassian sea and you 
  can see dim flickering light inside. Notably, the back wall of 
  the pearl is missing. The absence invites crashing waves of 
  the sea against the cliffside that caresses and serenades each 
  patron. Dark wood furniture with gold and black upholstery 
  creates a sleek and cozy atmosphere. Scattered randomly, 
  guard ropes protect stumbling patrons from holes in the floor 
  and the steep stone steps that lead to the rooms below.. Each 
  of these tunnels into the earth leads to a private chamber of 
  debauchery or respite, your choice. The patrons here are very 
  well dressed. They recline on plush pillows sipping bubbling 
  golden wine. Soft laughter can be heard as beautiful men and 
  women alike whisper sweet words into the ears of the patrons 
  here. Seen with the occasional blush and backroom allure.
  Menu
  sparkling auric
  A delightful golden sparkling wine to tickle and 
  tease the senses. The bubbles in the glass change 
  color from gold to purple as they rise within the 
  glass. A fine vint from the Ulish estate.
  FLAVOR: Slightly tarte, crisp, herbal and 
  refreshing. Semi-sweet with notes of almond, 
  rosemary, and a subtle plum finish.
  rose rhubarb honey
  A deep fuschia colored beverage garnished with a 
  single rose petal. Imported directly from Saltstone 
  itself and a seasonal
  FLAVOR: Slightly tarte, herbacious with a subtle 
  floral note and a warm honey finish.
  food specialties
  Steamed mussels with a slice of lemon, dovetail 
  tartelettes, and fresh baked rosemary bread.
  room and board
  Pillowed Suite
  Cliffside Room with Servant &  
  Private Bath House
  Adventure Hook
  After an evening of revelry and debauchery at the Golden Pearl, 
  you wake with a headache and a knock at the door. Sliding softly 
  under the door is a light brown piece of parchment with your bill 
  from last night. Eighteen gold pieces isn’t much for adventurers 
  like yourselves, but unfortunately, as you reach for your purse, you 
  grasp at nothing but air.
  
  97
  dragon's horde
  This casino has card games, dice, and all other manner of 
  games of chance. The dragon theme is a favorite among 
  the travelers from the mainland and extends into the 
  architecture, cutlery, and decor. The dragonborn who 
  operate the Dragon’s Horde are refugees from the war 
  in Agubonne and have no plans to ever return north. 
  Dealers at the Dragon’s Horde create games that are as 
  fair as possible and cheating is cause for a lifetime ban. 
  Though the Horde itself does not partake, the casino has 
  a reputation for serving unscrupulous ne'er-do-wells 
  from Thrice, the port, and the mainland and is often the 
  background for criminal negotiations.
  notable figures
  Delilah 
  Silver Dragonborn She/Her, Waking. Owner and operator 
  of the Dragon’s Horde. Delilah is quiet and reserved. Her 
  watchful eyes are well practiced at spotting cheaters and 
  she always seems to know more than she’s letting on. 
   
  The streets of Crowsban are some of the filthiest in La 
  Cambria. Urchins and cutpurse lurk around every corner, 
  and every home without a stone roof has a leak. However, 
  there is one shining beacon of light amongst the shadow; the 
  Dragon’s Hoard. The bleached white skull of a black dragon 
  looms over the casino and long curving tusks almost brush 
  the hair of guests. Inside, table games of chance are accented 
  by bright chromatic cards, strong honey whiskey, and dark 
  ale. A Brass Dragonborn places a pewter mug of ale in your 
  hand as you enter and the multi-floored casino is begging for 
  you to be entertained. 
  Adventure Hook
  You’re down on your luck at the poker table. Hand after hand isn’t 
  going your way, and you’ve lost more than a hundred gold pieces 
  this evening. It isn’t long until you’ve spent everything you’ve 
  brought to the Dragon’s Horde and there’s not another copper 
  piece to wager. Seeing your great loss, Delilah approaches you and 
  the party. She offers five hundred gold pieces to help her with a 
  ‘little task’. If you decide to take it, she will give you a sealed scroll 
  entrusting you to deliver it to a ship in the port. The scroll is a 
  demand for payment and threatens the Captain with violence if 
  they won’t pay up.
  pits of power
  This arena is both a source of entertainment and income 
  for many in La Cambria. Anyone with a free day off may 
  visit the Pits of Power to pass the afternoon enjoying 
  the combat sport. Many of the combatants are Sons of 
  Bouclier, veterans, or former bullies looking for a little 
  extra coin on the side. You can place bets on matches in 
  the Pits of Power at the Dragon’s Horde or may visit the 
  Pitmaster to sign up for a match.
  mini-game | pits of power
  The Pits of Power is a one-on-one combat arena. 
  Participants must compete in single combat, unless a 
  special tournament is held, and spellcasting is cause for 
  disqualification. Players do not use their full hit points, 
  may not wear armor, or use weapons when competing in 
  the Pits of Power. Players have a hit point total equal to 
  their hit die plus their Constitution Modifier. 
  To resolve a match, players choose what level of 
  competition they wish to face: easy, medium, hard, or 
  very difficult. Wins in easier matches earn less gold but 
  losses pay nothing. Then, players enter the Pits of Power 
  and roll initiative against their chosen competitor. The 
  fight continues until one competitor has 0 hit points. 
  Competitors in the Pits of Power come in all shapes and 
  sizes. Competitors use the Bandit (Pg. 162, Basic Rules) 
  with the following modifications.
  Competitors in the Pits of Power 
   
  á Easy (d6): 8 Hit Points, +4 to hit, 2 damage, one attack. 
   
  á Medium (d8): 10 Hit Points, +5 to hit, 3 damage, one 
  attack.
   
  á Hard (d10): 13 Hit Points, +5 to hit, 4 damage, two 
  attacks.
   
  á Very Difficult (d12): 16 Hit Points, +6 to hit, 5 
  damage, two attacks.
   
  On the east side of the island, far from the watchful eyes 
  of Niveau Maximum, the Pits of Power wait to test the 
  strength of any combatant. Three twenty foot deep pits 
  are spaced around a circular bar in the middle. Several 
  individuals with leather vests and scars on their arm are 
  serving beer, registering names for the afternoon brawl, and 
  taking bets for the next fight.
  
  Stargazer’s Guide to Aroria
  98
  La Cambria by Mabel Barreto
  
  99
  fool's gold inn and tavern
  The Fool’s Gold Inn is one the many popular tavern 
  style inns in La Cambria. It’s name recognition in 
  Aroria makes the Inn a common meeting place for long 
  lost friends and casual acquaintances. Upon entering 
  the Inn, the innkeepers and servers inform patrons 
  that the coins littering the ground are available to any 
  patron. The inside joke is that all the coins are stuck 
  to the ground with Sovereign Glue (Pg. 200, Basic 
  Rules). This is a surefire way to point out newcomers 
  and tourists to La Cambria and makes one the butt of 
  many jokes from the staff. The bond can be broken only 
  by the application of Universal Solvent (Pg. 209, Basic 
  Rules) or with the Wish spell (Pg. 288, Basic Rules).
  notable figures
  Penny Coppertoe 
  Dwarf She/Her, Pyrium. Great sense of humor. Braided 
  red hair down her back with a plump as a peach round 
  face. She’ll tell guests if they can get a coin off the 
  ground they’ll be entitled to free room and board for the 
  night. While playful, she is very hospitable to her guests. 
  Her father was a miner in Digbrand and her knowledge 
  of natural cave systems is what made Fool’s Gold what 
  it is today. 
   
  Located at the end of Andrin’s bridge, the gateway into La 
  Cambria is the Fool’s Gold Inn and Tavern. This three story 
  tavern is unique as the first level is at ground level, but the 
  guest quarters dig down into the earth two additional levels. 
  Each room uses the natural cave formations below to its 
  advantage. Some rooms within the inn are more cramped 
  than others. The most luxurious rooms are large with high 
  ceilings. Stalactites drip down fresh water to hollowed out 
  bowles on top of stalagmite columns that guests use as wash 
  basins. Back on the ground level, specklings of platinum 
  coins lay haphazardly on the floor. They shine against the 
  warm fireplace and lantern light. 
  Menu
  off yer'boots
  Made from the secretions of large sea-life, this 
  coastal inn sells this oily black beverage in small 
  but potent portions. Players must immediately 
  make a Constitution save DC10 to keep it down. 
  If spilled or wretched you must make a Dexterity 
  DC10 Saving Throw to not slip and fall prone.
  FLAVOR: Very salty and metallic. The texture 
  is similar to olive oil, but slighly thicker. Leaves a 
  coating on the back of the throat for 1 hour.
  yawn'n prawns
  Freshly caught prawns in a tomato brine broth 
  with cut turnips and purple potatoes. Sprinkled 
  with Thyme and a splash of lemon. Penny likes to 
  use squid ink to draw smiley faces on the prawns 
  before serving them to guests.
  FLAVOR: Subtle salty brine flavor of the ocean 
  with a hint of citrus soaked into the turnips and 
  potatoes. Warm and comforting on the coldest of 
  nights. The thyme brings a nice fresh herbaceous 
  note to the dish.
  room and board
  Typical Room
  Large Private Cavern Suite
   
  These rooms are filled with average furniture pieces. They 
  aren’t lavish or highly decorated at all. You see a simple 
  wooden four post bed with two goose feathered pillows, side 
  tables, desk, chair. You do notice the blankets are thicker 
  than the typical inn. Being below the Earth, the temperature 
  typically ranges around 55-60 degrees. However, that’s not 
  this inn's most distinct feature. As you all enter your rooms, 
  you are greeted by a large chamber with at least 20 foot high 
  ceilings. Stalactites drip down fresh water to hollowed out 
  bowls on top of stalagmite columns that guests use as wash 
  basins. No two rooms are the same as each one showcases 
  different calcite formations. Iron forged lanterns are bolted 
  into the cave walls and cast a golden glow around the room.
  Adventure Hook
  One of the lowest rooms within the inn has a small collapse 
  revealing a passageway further down into the earth. Penny 
  originally thought it nothing more than a simple repair and 
  potential expansion project. However, strange occurrences have 
  proven that false. People have bad dreams. Some patrons claim 
  they hear things in the walls late at night. Others swear they see 
  foreboding shadows in the corners of their rooms. She’s trying to 
  handle things quickly and quietly for the sake of her business and 
  will pay handsomely to anyone willing to investigate the tunnel and 
  take care of whatever is causing these disturbances.
  
  Stargazer’s Guide to Aroria
  100
  Wildwood
  Wildwood is a thin forest of fir trees and rocky hills 
  at the base of Velmire’s Peak. Sprawling meadows of 
  rye grass and wildflowers are home to honey bees and 
  butterflies. The woods are alive with scurrying squirrels 
  and prowling wolves.
  imports, exports, and markets
  Wildwood’s official trading post is the Quail’s Cup. 
  Rangers and Homesteaders bring pelts, gemstones, 
  and dried meats to the Tavern to exchange for other 
  necessities like sugar, salt, or medicine. The Quail’s Cup 
  is always looking to offload the Hide and Leather armor 
  it produces with these raw materials and will pay top 
  dollar to couriers willing to travel to the nearest city for 
  supplies. The finest archers in Aroria seek Kit’s Roost for 
  immaculately made longbows and his gryphon fletched 
  arrows.
  religion
  The people of Wildwood don’t live in solitude to be 
  restrained by gods, but none can deny their presence 
  out here. All but the most foolish in Wildwood 
  acknowledge Vera and know better than to disrespect 
  her. The Cave of Terrer is a common pilgrimage site 
  for those who worship the Masters of the Weave. 
  Unfortunately, the cave has seen a decline in visitors 
  lately due to the Destruction Gods’ lack of popularity.
  sterling and the sparrowhawks
  Everything that happens in Wildwood occurs under the 
  watchful eye of the Sparrowhawks. Wildwood is an easy 
  beat, The Sparrowhawks see very little poaching, the 
  predatory creatures are manageable, and the weather is 
  nice. All would be perfect, except for the infernal hotel of 
  Mistress Tenebress near Bluebird Hollow.
  locations in wildwood
  the quail's cup
   
  notable figures
  Ned 
  Human He/Him, Sunbask . First Ranger of the Quail’s Cup, 
  broad shoulders and deep receding hairline. Appreciates 
  his position, but misses time alone in the woods.
   
  An old arrow sign is fastened to a pine tree with a single 
  rusted nail. The white letters on the sign read “Quail’s Cup: 
  Adventurers Wanted” and the arrow points to an A-frame 
  style log tavern with a large porthole window above the 
  open arch. Smoke rises slowly from a stone chimney on the 
  right side of the building and candlelight flickers from the 
  polished bar inside. Circular tables and stools are made from 
  the trunks of ancient and young pines respectively. The 
  age rings on the tables have been smoothed with time and 
  stained with ale. Antlers, bear claws, deer heads, and other 
  taxidermied trophies prowl the walls of the Quails Cup and 
  remind you of how deep into Wildwood you are. 
  Adventure Hooks
   
  á The Quail’s cup has a standing order to purchase 
  every wolf, grizzly, or owlbear pelt in Wildwood 
  for 10GP, 25GP, and 50GP respectively. The 
  Sparrowhawks offer this bounty not only to limit 
  the growth of dangerous predators, but to test new 
  Rangers in the guild. 
   
  á News has reached Ned's ears of a group of Bandits 
  harrowing those traveling the Path of Yisgarian. The 
  trail is dangerous enough as it is and a rogue arrow 
  from the darkness doesn’t help. Ned is offering 250GP 
  to anyone who can make the trail safe again. 
   
  á Downtime Activity 
  Part of the Sparrowhawk’s interest in Wildwood is the 
  abundance of hide and leather. Adventures may make 
  a Survival Check (DC 12) to spend a week hunting the 
  wood in the service to the Sparrowhawks. After three 
  successful checks, Ned will provide a set of +2 Hide or 
  Leather Armor engraved with the Quail’s Cup crest 
  for their effort.
  
  101
  tenebress hotel
  notable figures
  Mistress Tenebress 
  Mistress Tenebress is a Hag that runs a Half-Way Hotel for 
  the infernal on the Material Plane. Her domicile has been 
  the home to all manner of devil and demon. Most of these 
  fiends are in Wildwood to draw upon the raw magic of 
  The Cave of Terrer, but others are just laying low, trying 
  to escape the inevitability of a contract gone bad. Either 
  way, the chaos brewing within Bluebird Hollow is almost 
  always the source of evil in the Wildwood.
   
  Bluebird Hollow is on the east side of Wildwood below the 
  rockiest foothills of Velmire’s Peak. Honeycombs of natural 
  springs form languid lakes where meadows should be. Trees 
  grow twisting and vine-like here, and the path is muddy 
  and slick more often than not. Warnings speak of an Infernal 
  Hotel in these parts, a half-way house for wayward devils 
  and demons. The closer you get to the Tenebress Hotel, 
  bluebirds flutter across your path. They are a warning. The 
  everpresent flock is always in your peripheral, snapping 
  twigs and cawing softly. 
  When you finally reach the cursed spot, there’s not a chirp 
  to be heard, only the wind and the soft whinny of a horse. 
  The Victorian homestead is noticeably out of place. A 
  gravel road passes under a wrought iron gate, river rock 
  columns are spaced ten ft. apart around the property, and 
  small stone gargoyles are the eternal watch dogs of the 
  Tenebress Hotel. Ancient gravestones are like random teeth 
  growing in the yard. In each of the hotel windows, a single 
  red candle flickers. Amid the darkness, something about its 
  glow draws you closer.
  Adventure Hooks
   
  á Mistress Tenebress, like all Hags, is always looking to 
  make a deal. In exchange for one favor of the party’s 
  choice, the Mistress needs an escaped devil slain. She 
  would go herself, but her residents need tending to 
  and she can’t very well leave them alone.
   
  á Sterling is fed up. Sparrowhawks and travelers alike 
  have been going missing in Bluebird Hollow for 
  far too long. He’s offering lifetime lodging at any 
  Sparrowhawk tavern across the world, 1,000 GP, and 
  a +2 Longbow to the first adventuring party that can 
  send the mistress back to the Nine Hells.
  cave of terrer
  notable figures
  Rocolle 
  Half-Elf He/Him, Duskworn. Rocolle, affectionately 
  known as Roco, is short for a Half-Elf and has a stocky 
  build, hazel eyes, and brown hair. Notably, Roco has a 
  long scar stretching from his right earlobe to the left side 
  of his collarbone.
   
  The Path of Terrer is trod by the steps of the ambitious. 
  The trail snakes over hills, through thickets, and deep into 
  Wildwood. The mouth of the cave itself is humble. Fifteen ft. 
  tall and thirty ft. wide, the opening breathes cool air out of 
  the hillside. Tall pines stretch to the sky above and a granite 
  overhang drips long roots to the dirt below.
  Adventure Hooks
   
  á A family of Goblins have taken up residence in the 
  Cave of Terrer and are preventing pilgrims from 
  entering. You know the Sparrowhawks at the Quail’s 
  Cup will pay a bounty of 25GP per goblin ear 
  returned to them, but there’s more to this story. The 
  Goblins have been displaced from their home near the 
  Path of Yisgarian by bandits. They will leave willingly 
  if the bandit threat can be removed.
   
  á You find a wayward pilgrim, Rocolle, in the Quail’s 
  Cup traveling to the Cave of Terrer. Getting to know 
  them, you discover Rocolle’s journey started halfway 
  across the world in the port city of Trench and they 
  have traveled all this way just to see the cave. They 
  share with you a myth about an Aurumvorax that is 
  said to inhabit the cave and believe it to be the last of 
  its kind. Rocolle will pay 500 GP for escort into the 
  cave, under the condition that no one is to mortally 
  harm the creature.
  
  Stargazer’s Guide to Aroria
  102
  kit's roost
  notable figures
  Kit 
  Arakocra He/Him, Waking. Kit’s jet black wings are 
  accented with grey undertones and white specs. He and 
  his two sons own and operate Kit’s Roost.
   
  Velmire’s Peak is the longest and most tumultuous trail 
  in Wildwood. The path twists like a serpent up the spine 
  of the mountain and loose rocks and wayward branches 
  threaten to turn your ankle at every bend. While the journey 
  is treacherous, the view is spectacular. Cresting onto the 
  plateau at Velmire’s peak, you see Kit’s Roost, a gryphon 
  sanctuary and messenger service. The double-decker 
  style stables are full of gryphon nests and the baby flying 
  creatures. A grey and white feathered gryphon drinks from 
  a magically fueled lake in the center of the grounds. Smoke 
  plumes from a humble stone home with a roaring fire within. 
  As you get closer, you notice a set of stone stairs that wrap 
  around the home and lead to a rooftop patio. You imagine 
  that the unencumbered view from atop Kit’s Roost is nothing 
  short of breathtaking.
  Adventure Hooks
   
  á Wyverns (Pg. 160, Basic Rules) on the west side of 
  Velmire’s Peak have grown more aggressive lately. 
  They make their nests in the coves along the cliffside 
  and usually scavenge the ocean for food. Lately they 
  have been moving inland, even killing one of the 
  Gryphons. Kit needs adventurers to saddle up to deal 
  with the beasts and will offer a pair of Gryphons as 
  mounts in exchange.
   
  á An anonymous source has requested a pick up 
  and delivery to the Quail’s Cup. Apparently, the 
  information is either too sensitive or too dangerous 
  to be trusted to a typical courier. Kit will provide 
  Gryphons to facilitate the delivery and offer to split the 
  delivery fee, a total of 200 GP.
   
  á A Stone Giant (Pg. 313, Basic Rules) has taken up 
  residence near the waterfall on the east side of the 
  mountain. It’s not necessarily a problem, but the boys 
  like to go swimming near there and the Giant scares 
  them. If the Giant could be convinced to move or 
  eliminated, Kit will pay 500 GP.
  traveling wildwood
  All locations in Wildwood are accessible by three 
  hiking trails, Velmire’s Peak, Bluebird Hollow, and 
  Path of Yisgarian. These trails are inaccessible by 
  wagons and travel difficulty varies from path to path. 
  While hiking, make a Survival Check (DC Varies), on 
  failure, the trail becomes difficult terrain. For every 
  four hours spent on a trail, roll a d6. On a 1, introduce 
  one of the random encounters from the Path’s Table 
  below. Optionally, if the party takes a long rest in 
  Wildwood, roll on the Path Table.
  Path Table
  1
  1d6+1 Wolves (Pg. 159 Basic Rules)begin stalking the 
  party and will attack if the party does not run.
  2
  You stumble across an Owlbear’s (Pg. 147, Basic Rules) 
  Den.
  3
  1d4+2 Bandits (PG 162, Basic Rules) attempt to 
  ambush the party.
  4
  1 Treant (Pg. 315, Basic Rules) is disturbed by the 
  party’s presence and attacks.
  5
  It begins to rain, the path is considered Difficult Terrain 
  for the remainder of your journey. If the path was 
  already Difficult Terrain, you must stop or take a point 
  of exhaustion.
  6
  You stray from the path and become lost. The 
  consequence of a lost party in the woods near Bluebird 
  Hollow is left to your imagination.
  
  103
  locations in Thrice
  compassion's counting house
  Compassion’s Counting House is a bank and casino. Wise 
  guild members throughout Thrice come here to deposit 
  a portion of their unscrupulously acquired funds and 
  gamble the rest away. Unwise, or unlucky, rogues find 
  themselves owing both the casino and bank at the same 
  time, these unfortunate souls end up in the service of the 
  Coin Counters who use the venue as a base of operations.
  notable figures
  Master Kagish Marcone 
  Half-Orc He/Him, Soulstice. Kagish is dressed in a fine 
  dark suit and frequently smokes a long pipe. He greets 
  guests cordially and never forgets a face or name.
  downtime activity
  Compassion’s Counting House doubles as a bank and 
  casino and welcomes anyone to spend their coin there. 
  Characters may play games of three dragon ante, dice, 
  and other games of chance. If characters decide to take 
  part in these games, ask them to declare an amount of 
  money wagered and then make three DC 14 Wisdom 
  (Insight) checks to spend a few hours playing the games. 
  Refer to the following table to determine how well the 
  characters do upon leaving the casino.
   
  á 0 Successes | Character loses 1.5x the money that they 
  intended to gamble.
   
  á 1 Success | Character loses all money that they’ve 
  gambled
   
  á 2 Successes | Character breaks even
   
  á 3 Successes | Character gains additional 1.2x gold pieces
  Thrice
  Thrice, the Den of Rogues, is advantageously positioned 
  on Dragon’s Road on the Mainland of Aroria. It is 
  surrounded by rich farmland to the south and dense 
  forests to the north. Thrice has made a name for itself as 
  a town rich in trade and corruption. Thrice is divided 
  into three districts: the Gilded Path, Northend and 
  Upper East Garden, each of which is under the control of 
  a different guild. A perpetual tension exists between the 
  triumvirate and each hopes to gain an advantage over 
  the others. In public, the guild leaders treat one another 
  with begrudging respect but behind the scenes, each 
  guild works complex machinations to bring about the 
  fall of the others.
  imports, exports, and markets
  Shops and trading posts can be found throughout 
  Thrice, but nearly every significant transaction makes 
  its way through Compassion’s Counting House. 
  Surrounding farmers haul their harvest, trappers bring 
  furs, and traveling merchants bring information, to 
  purchase trading rights in town. While collecting the tax 
  on trade goods, food, and rent, Thrice’s main export lay 
  in its vast network of information and anyone willing to 
  pay can find it here.
  religion
  While there are a number of rules throughout Thrice, 
  none relate to who and what a person may worship. 
  Information is gold in the Thrice and the gods who 
  seek or harbor knowledge call Thrice home. To practice 
  religion requires a license issued by the Rooks and 
  Bishops, which is only issued after an interview has been 
  completed and their fee has been paid. Tromperie, Lavie, 
  and Poid have strong influences over the guilds and have 
  significant influence among thieves.
   
  Marbled stairs lead past three pairs of alabaster pillars, 
  stopping at a series of dark oak doors that mark the entrance 
  to Compassion’s Counting House. A fountain crafted from a 
  glimmering brass scale stands at the center of the entryway, 
  the water pouring out into the two pans, where decorative 
  copper, silver and gold coins are stacked. Inside the counting 
  house is a short, grandiose foyer filled with teller’s desks and 
  the continuous scratching of quills on parchment. Beyond 
  the foyer is a large vault door, with gilded lettering that says, 
  “Abandon all ye coin here”. Those who pass through these 
  doors enter Compassion's casino, an open layout filled with 
  tables, high back chairs and opulent fountains. 
  Adventure Hook
  Recently, Master Kagish learned that the counting house had 
  a discrepancy between the ledgers and the money in the vault, 
  resulting in a small sum of coins missing. Included in the missing 
  coins was the coveted Ivory Coin, the coin used in the biennial 
  Harvest Hunt and a symbol of esteem and respect throughout 
  the guilds. Nervous that the other guilds will learn the truth of 
  the coin, Master Kagish is offering 1000gp and a licence of their 
  choosing to those willing to discreetly assist him in the search. 
  Already a few folks have gone missing who no doubt have failed in 
  tracking down the Ivory Coin.
  Ivory Coin of Thrice by Lauren Hodges
  
  Stargazer’s Guide to Aroria
  104
  the honest cup
  Adventurers passing through Thrice often find 
  themselves with room and board at the Honest Cup. 
  The inn and tavern is a common meeting place for 
  guild members and is considered neutral territory. 
  Most evenings a traveling minstrel can be found with 
  an open lute case at their ft. waiting for tips.
  notable figures
  Cathilda “Cathy” Merryweather 
  Gnome She/Her, Frostwane. Heavy set, faded dyed 
  blue hair, nose piercing with a chain running to an ear 
  piercing, green eyes. Owner of the Honest Cup.
  downtime activity
  Cathlida’s Pie Extravaganza. Weekly Cathilda bakes 
  a number of pies to attract patrons and advertise her 
  tavern. If they would like, characters can participate in the 
  competition. 
  In order to join the event, competitors must pay 5 gold 
  pieces. The competition has two phases. The first is a 
  contest of speed. The contestants are paired off and must 
  eat two pies before the other. The first competitor to fail 
  three checks, is out of the race and the other wins. During 
  this phase competitors may choose any ability check to 
  compete, and you should invite them to explain how their 
  ability check assists in eating the pies. 
  The second phase is a test of fortitude, requiring 
  constitution checks. Each round, the competitors must 
  eat heavy meat pies, and make constitution checks. 
  The DC for these checks begins at 9 and progressively 
  increases. Once a character fails the check, they are out 
  of the competition.
  Winners of the competition have their name written on the 
  chalkboard wall and are given a small fruit pie as a reward.
   
  Located on the south side of Thrice near the southern 
  entrance is a small tavern called the Honest Cup. Over the 
  door hangs a simple sign showing two tankards clashing 
  together, beer sloshing from both. Gentle laughter and the 
  sounds of low conversation fill the air as you enter. Emblems 
  of Thrice, three coins shaped into a pyramid, hang from the 
  rafters of the room. The savory smells of pie hang in the air 
  and long tables, lined with stools and benches run down the 
  center of the room. On the west of the room is a short bar 
  above which is a large chalkboard with names and numbers 
  running across it. Over the names and numbers are the 
  words, “please donate here” with an arrow pointing to a 
  small bucket on the counter. Nearby the bar is a worn, small 
  table stained with grime, food, and beer on top of which is an 
  empty pie tray.
  Adventure Hooks
  Recently the Honest Cup has fallen under hard times, unable 
  to pay its rent, liquor license and the occasional damages from 
  bar fights. The other day, a small pack of Northenders led by 
  Maxwell Montegue appeared in the tavern saying that the rent has 
  been increased.
  Desperate, Cathilda is holding weekly pie competitions in hopes of 
  bringing in more customers. Meanwhile, she has been wagering 
  money at Compassion’s Counting House in hopes of getting enough 
  to pay her debts though it hasn’t been going well. She will reward 
  anyone who can help her deal with her debts by giving them the 
  lodgings above the tavern.
  Master Kagish has a soft spot for Cathilda and her taven, and has 
  problems in the past with Maxwell Montegue. Characters that 
  “deal” with Maxwell would be rewarded with the total of Cathilda’s 
  gamblings, 1000 gp and an invitation to play at the best tables of 
  Compassion’s Counting House.
  
  105
  lunar stage
  notable figures
  Richard Wesselton Crownthorn IV  
  (aka Wess to friends) 
  Kenku They/Them, Pyrium. Multicolored dyed wings, 
  with additional vibrant pink feathers extensions that flare 
  out from them like a cape. Wears anklets and toe rings. 
  Speaks in multiple voices but with dramatic flare. Lead 
  actor of Cast’s Stage.
   downtime activity
  While seeing a play at Cast’s Stage is always a treat, the 
  theater company is always in need of more trinkets, props 
  and “realistic” scenery. They will pay for unused magic 
  items and will offer 50gp for trinkets from far off lands or 
  that are tied to great stories.
   
  Located in the eastern district, this small circular theater sits 
  on a small hill overlooking much of the town. The outer walls 
  and gate are decorated with vibrant, multicoloured flags and 
  banners of Thrice, three coins shaped into a pyramid, hang at 
  random intervals along the walls. Above the gate are gilded 
  words reading, “Let us entertain you!”
  As you draw close, you can hear the sounds of trumpets, 
  drums and string instruments playing a soft, lilting tune as 
  if attempting to entice you though there is no source to the 
  sound. You quickly notice that the tune appears to match 
  the rhythm of your steps, stopping when you stop and 
  increasing its pace as you do.
  Inside the theater is a large multilevel stage and props of 
  castles, monsters and weapons scattered about the grounds. 
  Box seats look down on the stage where a prop wall and a 
  graveyard setting sit empty.
  Adventure Hooks
  With the Harvest Hunt fast approaching, members of the Rooks 
  and Bishops have decided to put on a play depicting the very first 
  Harvest Hunt, where the town’s founders each stole an  Ivory Coin 
  from a passing Queen and how two of those coins have been lost 
  to time. Lady Cast, wanting to put on an amazing show, has sent a 
  call out for the greatest actors throughout the city. Many including 
  Richard Wesselton Crownthorn IV answered the call and rehearsals 
  are now underway. Yet recently, members of the cast have started 
  to disappear and one has turned up killed in the same manner that 
  they were to be “killed” on stage. 
  While Lady Cast is too busy preparing her own schemes for the 
  Harvest Hunt and the newly arrived Circus Fantasma, Richard 
  Wesselton Crownthorn IV has offered to pay 1000 gp for 
  information about the mysterious disappearances of the actors and 
  actresses and fears that this could be foul play from the rival guilds 
  or something more sinister.
  Recently, a young actor accidentally left Cast’s Stage with the well-
  known Mask of Whispers. Rumors tell of a strangely moving figure 
  wearing that mask moving through the city streets at night, trying 
  to convince people to follow them into the dark. More than one 
  person swears that they’ve heard more than one voice talking to 
  them from shadowed alleyways.
  Gamemaster Note
  The Lunar Stage in Thrice is the perfect 
  origin location for any player looking to 
  play a Bard or have downtime.
  Looking to introduce a new character into 
  a preexisting Stargazer's Guide to Aroria 
  game? The adventure hooks are a perfect 
  way to drop in any new bard!
  
  Stargazer’s Guide to Aroria
  106
  pocketful of lint
  When a character enters into Pocket full of Lint, roll a 
  1d20. On a roll of 1-5, one of the character’s items in 
  their inventory, determined randomly, is teleported 
  into a display case in the shop with a price tag of 
  15 gold pieces. Nigel will not explain how the item 
  showed up, but will offer character’s discounts to buy 
  the item back. If threatened with violence, Nigel will 
  ask the characters to take it up with the local watch. 
  notable figures
  Nigel “Silvertongue” Kingston 
  Human He/Him, Aurous. Long hair in a ponytail, coffee-
  stained teeth. He is often playing with a deck of cards or 
  a quill and likes to talk in a fake accent. He wears a Robe 
  of Useful Items (Pg. 159, Basic Rules) that seems to be 
  heavily frayed and stitched back together.
   
  Near the central square of Thrice is a small shop displaying 
  various trinkets, oddities, and unique wares. A small sign 
  hangs above the shop showing a hand reaching into a pocket. 
  The faint smell of cinnamon hangs in the air around the 
  shop, though you cannot tell where the source is. Inside are 
  lines of shelves each displaying a variety of wares with tiny 
  placards denoting prices or descriptions.
  Adventure Hook
  Nigel has recently found himself in possession of a rare, but cursed 
  Bag of Devouring (Dungeon Master’s Guide Pg. 153), which, until 
  recently, belonged to the infamous guildmaster, Lady Aubrey Cast. 
  Nervous that he will incur the wrath of the Rooks and Bishops guild 
  and their guildmaster, Nigel is looking for someone to take the item 
  off his hands. He is selling the bag for only 70 gold pieces, telling 
  anyone who is interested that the bag will “bring good luck” to 
  them. If the characters refuse to buy the bag, Nigel will instead ask 
  them to deliver it to Cast’s Stage, with a letter of apology. 
  the pound
  Like a ship lost in a storm, The Pound is the only safe 
  haven for the lawful citizens of Thrice. The Pound 
  understands that fighting the organized crime of 
  the guilds is a fruitless endeavor, but defending 
  commoners from petty larceny and assault is within 
  their power. As such, they respond promptly to violent 
  crime, but may turn an blind eye to the illegal trade 
  and larger endeavors. Daily operations at The Pound 
  are mundane and it is primarily a place for the City 
  Watch to file paperwork between patrols.
  notable figures
  Corra Nightingale 
  Human She/Her, Lamentium. Tall and muscular, with 
  short-cut hair and an eyepatch over her left eye. She is 
  loyal to the city watch and loves Thrice. 
   
  A simple rectangular building of grey stone located in the 
  corner of the Thrice, the Pound appears modest and practical. 
  The sign of the city watch, a bloodhound snarling, is woven 
  on banners that hang on either side of the iron front door. 
  Inside, are a series of desks and a set of stairs leading to the 
  dungeons. The smell of dogs hangs in the air and there are 
  easily over a dozen large hounds in various states of rest or 
  play in this room. The city watch members are serious and 
  stoic, often working on paperwork or training one of the 
  many dogs.
  Adventure Hooks
  With the upcoming Harvest Hunt, Corra has found herself hard 
  pressed to maintain a sense of order throughout the city. As each 
  guild begins to carry out their various schemes and plans, the 
  city watch has had to work to monitor the guilds’ movements. As 
  a result, Corra Nightingale has offered to pay 100 gp to anyone 
  willing to work as a city watch member for the next few weeks. 
  A member of the Northenders, Karina Crackjaw has been causing 
  problems throughout the city, attacking residents and members of 
  the Coin Counters and Rooks and Bishops and leaving them near 
  dead. Hoping to keep the Northenders from provoking the other 
  two guilds, Corra has set a bounty on Karina’s head, paying 1000 gp 
  for her alive and 500 gp if she is killed.
  
  107
  Emerald Sands
  Emerald Sands is a marsh. Brackish water flows in 
  and out of wide estuaries, into dark green lagoons and 
  through thin fingerlike waterways with the tide. Birds, 
  beasts, and predators of a thousand species rely upon 
  the marsh for survival. Tall grasses line the banks. 
  During the evenings, bioluminescent bacteria come to 
  life, basking the waterways and namesake coastline in 
  a dusky green glow. The Emerald sands are situated to 
  the north of Sunspell on islands in the Barvassian sea. As 
  if the once large island has been swallowed by the sea, 
  dozens of smaller islands are connected by long emerald 
  sandbars.
  imports, exports, and markets
  Emerald Sands is a self-sustaining community and 
  rarely, if ever, looks to the outside world for support. 
  Most locals engage in barter economy and come to the 
  beach to trade goods. Those that choose to visit the 
  islands do so for it’s spectacular sunrises and unique 
  access to shellfish, crab, and other seafood. Davy’s 
  Crock, an inn located on the largest of the islands, serves 
  up some of the best crawfish on the planet to those 
  seeking a relaxing vacation  The few tourists who do 
  make it onto the islands may stay for months at a time, 
  filling Davy’s pockets with more than just coin. Davy 
  often accepts new books as payment for a stay at the 
  Crock, which ensures his library is fully stocked with 
  new and adventurous tales from the world at large.
  religion
  Most residents of the Emerald Sands worship Vera, but 
  very little of it is organized. Most in Emerald Sands 
  have a spiritual understanding of the gods and choose 
  to worship in subtle or silent ways. The people here 
  are keen to leave well enough alone when it comes to 
  spiritual matters, but due to their connection to the sea 
  and land, will not stand for a cross word against Vol.
  locations in Emerald Sands
  davy's crock
  No one could ever own Emerald Sands. The marsh is her 
  own, and she answers only to the tides. If you’re new to 
  Emerald Sands, go see Davy at the Crock, no one in the 
  marsh knows more about its comings and goings. He’ll 
  tell you all about the day's catch, what the Sunken City 
  is up to, and who has been seen passing through.
  notable figures
  Davy 
  Tiefling He/Him, Waking. Blue Green Skin, black hair, 
  gold eyes. Friendly and kind, has a cool demeanor and 
  has a pious respect for the sea. 
  sunken city
  The Sunken City is an undersea fortress on the seafloor, 
  just a hundred yards from the drop off. The warrior 
  merfolk who inhabit the watery walls call the fortress 
  “Moirer”. Their ways are secretive and they are cautious 
  around outsiders, but their purpose is public knowledge 
  in Emerald Sands. The fortress guards a portal to the 
  Elemental Plane of Water, and the merfolk see it as 
  their sacred duty to guard the material plane from the 
  dangers within.
   
  The coastline of Emerald Sands stretches into the horizon for 
  miles. Seagulls fly in a cloudless sky of half gray blue, and a 
  hint of seaweed green tints the coast. Long wooden piers are 
  crooked fingers reaching into the surf. Skiffs and small boats 
  with canvas sails are rings on each of the dock's knuckles. 
  Generously spaced along the bank of Emerald Sands are 
  several stone and driftwood structures. The humble homes 
  are decorated with shells from the sea and flora 
  from the marsh. The largest of the buildings is a pavilion 
  with a long “U” shaped bar overlooking the sea. A sign 
  hanging from the mouth of a massive taxidermied crocodile 
  on the roof reads: “The Crock”. 
  Adventure Hooks
  If it doesn’t look like rain, Davy wakes every morning half an hour 
  before sunrise and walks to his boat. He spends the next four or five 
  hours cruising the waves, diving for scallops, and casting his net 
  for the day's catch. If you’re short on coin for ale or lodging, Davy is 
  willing to barter both for an extra set of hands at sea the next day. 
  Davy is an ambassador for the fortress beneath the waves. He 
  keeps the only map to its secret location locked in a crab trap deep 
  in his mind. Adventurers with a worthy purpose may prove their 
  intentions and earn his guidance to its location. He cannot be 
  bribed and will die with the secret if threatened.
   
  Below the surface, dimly lit at the tips of the sun's rays, just 
  a hundred ft. from the drop off, is a fortress. The pink coral 
  castle arrogantly peers into the ominous darkness of the deep 
  sea. There are no walls around the Sunken City, only stone 
  towers With interlocking bridges that support a marble slab 
  that is twice the size of the fortress itself. There’s something 
  wrong though. Perhaps it’s just the unfamiliarity of being so 
  far beneath the waves, or maybe it’s the ancient personality of 
  this place, but chill and goosebumps are universal symptoms 
  of proximity to the Sunken City.
  
  Stargazer’s Guide to Aroria
  108
  notable figures
  Amara Reefborn 
  Merfolk She/Her, Soulstice. Dark purple skin, blue 
  eyes, thinning silver hair. Mother to Iveria Reefborn. 
  Fierce and guarded, she takes her commitment as 
  guardian of this portal as seriously as possible.
  Adventure Hooks
  A fierce storm blew through Emerald Sands and raged for more 
  than two days. Rief and a group of scavengers went out looking for 
  sunken ships to resupply the city, and they haven’t been seen since. 
  That was three weeks ago and Amara is willing to trade a diamond 
  worth 1,000 GP to anyone who can bring them home or discover 
  what happened. 
  Every four years the tide of Emerald Sands rises at midnight during 
  a full moon. Pulling with its full might, the veil between the Water 
  and Material Plane is torn. They call it Taua Vai, and warriors of the 
  Sunken City protect the Material Plane from whatever may come 
  until the sun rises. Adventurers who fight for more than just coin 
  may find themselves overwhelmed with honor and pride after a 
  successful defense of the city.
   
  In the marshland of Emerald Sands, all rivers flow from 
  Dylia. In the natural center of the marsh is a crystal blue 
  lagoon with a small island in the middle. Indigenous life 
  blooms here. Herrings, cranes, and owls perch near the 
  water's edge or in trees. Long trout circle the island and 
  crocodile beach on the bank. On the island, a massive red 
  maple has its arms stretched out to hug the lagoon in 
  cool shade. Shack-sized gray stones with druidic runes 
  carved into them encircle the tree. Atop the closest rock, 
  you can see a white tiger sleeping on one of these sun 
  soaked runic stones. 
  Adventure Hook
  The man the locals call ‘Punch’ has been stirring up trouble in the 
  marsh. The man’s got a temper, that much is true, but Dylia left him 
  alone until he started overfishing the estuary. At low tide, the water 
  creates shallow pools where young marine life can thrive. The pools 
  create wonderful nurseries and provide food for cranes and gulls, 
  but Punch has been scooping the hatchlings out by the netful, says 
  he’s using them to flavor his soup. His disruptive behavior must 
  be stopped, preferably by non-lethal means. The benefits of an 
  Archdruid’s favor are left to your imagination.
  dylia's lagoon
  Dylia is the benevolent cultivator of the marsh and its 
  inhabitants. There is a single freshwater lagoon, deep 
  in the forest, that Dylia calls home. From there, her 
  presence flows into the waters and keeps the brackish 
  darkness in the bay. She is the tide. Her presence rises 
  over the marsh, nurturing its people and life. Then 
  it’s gone, for months or years at a time, waiting to be 
  needed again, always returning when the marsh is 
  most fallow.
  notable figures
  Dylia 
  Druid She/Her, Lamentium. Never far from her tigress 
  companion, Mel. Ally of the marsh and its people, sees 
  them as if they were any other inhabitant. Dedicated to 
  the balance, will not tolerate those who take more than 
  their share.
  
  109
   
  If you ride horseback north along the coastline of 
  Emerald Beach, you’ll reach Shade Pointe in half 
  a day. The waves on the north side of the marsh 
  are strong and choppy, barreling into the coast, 
  crashing against a lighthouse that rises directly from 
  the ocean floor. The structure is about three hundred 
  ft. from shore, and jagged rocks play peek-a-boo as 
  the waves rise and fall between it and the beach. No 
  light swirls from the top of this lighthouse, no candle 
  burns in the window, and no soul enters without 
  permission. No one has been in the old lighthouse 
  for a decade or more, but the locals know an ethereal 
  green bridge appears between the mainland and 
  lighthouse every night at low tide.
  lady shady's lighthouse
  The Lighthouse has three floors, each with various 
  rooms that should be filled with appropriately leveled 
  undead. In addition to these creatures, players will 
  find The Shady Lady (Banshee, Pg. 118, Basic Rules) 
  and the following treasure. 
   
  Floor 1 
  A chest with 10d12 Gold Pieces, a +1 Longsword, and 
  a +1 Shield 
  Floor 2 
  Two Potions of Healing (Greater) (Pg. 187, Basic 
  Rules), Two Silver Rings. 
  Floor 3 
  The Shady Lady’s Crown (Headband of Intellect, Pg. 
  173, Basic Rules)
  The children of Emerald Sands have a nursery rhyme 
  that applies to Shade Pointe. You may overhear some 
  of them singing while playing tag, or you can find it 
  written on the wall of Davy’s Crock. It reads. 
  Lady Shady's Rhyme
  Lady Shady gives a fright! 
  Lady Shady in the night! 
  Lady Shady! Hide from sight! 
  Lady Shady! Burn your light!
  
  Stargazer’s Guide to Aroria
  110
  sable
  Sable is a glimmering oasis hidden amid the rolling 
  dunes. Nicknamed the “Timeless Treasure” for those 
  traveling to the city and to the residents living there, 
  Sable has grown in notoriety and has become a valuable 
  resting place for those traveling throughout the region. 
  Sheltered from the surrounding world, Sable wrestles 
  with a growing sense of isolationism and a desire to be 
  a force in the world. Given the dangerous environment 
  beyond their chamber, many of the city’s residents find 
  themselves happy to remain in the city for their entire 
  lives, though younger generations often seek freedom 
  from the confining dome of their home. 
  In the center of the city is an expansive chasm into which 
  sands from the desert above steadily flow into. Explorers 
  who ventured into the chasm discovered that it descends 
  forever into darkness. Scholars and scientists have 
  hypothesized that the chasm leads to a demiplane or 
  other world filled with sand. Not inherently dangerous, 
  the people of Sable built around the chasm, letting it 
  serve as a drain for the falling sand above. 
  Unlike other cities in Aroria, Sable is a sovereign 
  monarchy with power firmly in the hands of the 
  Corviri family. Queen Anetha Corviri and her two 
  children, Prince Resh and Princess Zahra, rule the city 
  efficiently and cautiously. Queen Corviri is the most 
  outspoken in keeping Sable secluded from the world, 
  while her children enact policies that conservatively 
  invite outsiders into the city. Beyond their politics, the 
  royal family are avid patrons of the arts, the library, 
  and music, devoting a large sum of their treasuring to 
  cultivating these ventures. 
  imports, exports, and markets
  Sable’s exports consist primarily of glass, silver, salt and 
  premium spices. As isolationists, Sable prefers to be self-
  sustaining and its imports are far fewer than its exports. 
  Sable’s scholars and scribes help spread the city’s deep 
  reservoir of knowledge to the surrounding world. Books 
  are published in bulk to be sold across the continent. 
  Markets throughout Sable overflow with trinkets, 
  furniture, and alchemical supplies.
  religion
  Sable is loyal to Remblace and though all religions are 
  welcomed, the other Masters and Lost Gods are not 
  officially supported. Believing in the power of growth 
  and developing the self, many in Sable make offerings to 
  Remblace as they change and take on new opportunities. 
  The Living Terrace is the primary church in Sable, its 
  many tiered gardens creating spaces for residents to tend 
  to various crops while worshiping. 
   
  To enter into Sable is to endure a trial of fire and sand. 
  First you must walk into the desert, under scorching sun 
  and searing heat until your ft. blister and you taste nothing 
  but the sand around you. Then you will see an olive tree 
  standing alone amid the sand. It is here where the trial 
  begins. Protected by a magical sandstorm and the vicious 
  creatures of the desert, Sable is an oasis paradise often 
  beyond the reach of those hoping to visit it. Build under 
  the swirling sands in a massive stone chamber, Sable is a 
  sprawling city boasting the finest species, oils, and a library 
  to rival the great Niveau Maximum of La Cambria. Sand 
  pours from large vents in the ceiling down into the streets 
  below, where it flows in long rivers towards the Alhawi, a 
  great chasm leading down deep into the earth. For those who 
  see Sable for the first time, the flow sand appears like a great 
  hourglass, the movement of people and sand becoming one. 
  
  111
  locations in sable
  the diamond of sable
  The Diamond of Sable, commonly known as “Diamond” 
  is a magically constructed tower of near pure glass. 
  Crafted when Sable was young, the tower’s original 
  creator was a wizard named Jasmine Al-Dahir, who 
  was said to be a genius artificer. Within the building 
  are hundreds of chambers of glass, each of which can 
  be adjusted to make them obscured or visible as those 
  inside wish. The Corviri family lives in the upper floors 
  of the tower while the lower floors are used for political 
  and bureaucratic business.
  notable figures
  Queen Anetha Corviri 
  Human She/Her, Duskworn. Anetha is a tall woman with 
  a strong, muscular physique. She has long black hair 
  down to her waist, often bound in a long braid. Formerly 
  a warrior priest in her young age, Anetha truly entered 
  royalty in her late teens when her siblings perished 
  under mysterious circumstances in Northern Aroria. 
  Anetha easily claimed rulership of Sable through political 
  maneuvering and has won the hearts of many throughout 
  the city. She easily laughs at jokes and is prone to playing 
  games of chess while talking politics. Those who spend 
  time with her discover that under a laid-back mask is an 
  extremely calculating and strategic woman, driven to 
  support her family and city.
  alluring embers
  A building nearly as old as Sable itself, the Alluring 
  Embers is owned and operated by Kehpri, a human 
  merchant who’s worked hard to develop a large 
  following of devoted patrons. Having served the Corviri 
  family on multiple occasions, the Alluring Embers has 
  become something of a tourist destination for those who 
  visit Sable. Many who enter the store come for the fine 
  brandy and finer cigars, but nearly an equal amount 
  of visitors come to speak to Kehpri, herself. More than 
  once those, both young and old, will seek out Kehpri’s 
  wisdom over a cigar, drink, or glass of water. Rumor 
  has it that if you are lucky, Kehpri will share one of 
  her many stories of years past, their message always 
  seeming to guide you to the best decisions. 
  notable figures
  Kehpri 
  Human She/Her, Soulstice. Kehpri is a slender human 
  appearing in her late twenties. Her hair is jet black and 
  her eyes are calm, but sharp and hard. She often wears 
  a long purple robe embroidered with gold. She is never 
  without her jade pipe, carved in the shape of a soaring 
  phoenix, from which she frequently smokes a variety 
  of tobaccos or other herbs. No one in Sable knows how 
  old Kehpri is, and there is currently a 1000 gold bet that 
  Kehpri runs for anyone who can guess her age. While 
  the truth behind her agelessness is unknown, she enjoys 
  cultivating various rumors, including the most recent one 
  that she brokered a deal with a demon in exchange for 
  some of her rarest tobacco.
   
  Amid the sandstone, beige buildings that make up a majority 
  of the city stands the “Diamond” of Sable, a majestic lapis 
  lazuli tower adorned with thousands of panes of glass. This 
  structure is peculiar as magic has been imbued on the glass 
  panes, causing them to reflect various images or colors based 
  on the whims of the Corviri family. When not displaying 
  a specific thing, this structure appears to be transparent, 
  though this is an optical illusion, and it is how it gained its 
  nickname. From this tower, the Corviri family spreads their 
  policies throughout the city, watching over their people and 
  sprawling kingdom.
   
  Carved into the sandstone building is a large oak leaf with 
  smokey wisps, bearing the words “Alluring Embers.” A 
  simple building on the market road, it appears, at first, like 
  any other residential building throughout the city, except for 
  a steady stream of smoke that billows lazily out of windows 
  carved above the door. Entering into the shop, visitors are 
  assaulted by the strong smells of tobacco and ammonia, the 
  shelves lined with ornate soapstone boxes filled with cigars 
  of every type and flavor. Bundles of incense hang from the 
  ceiling and in the back of the store is a small counter full of 
  aged brandy. A small counter flanks the front door, behind 
  which the owner, Kehpri, watches the word between puffs of 
  her jade pipe.
  
  Stargazer’s Guide to Aroria
  112
  strands of saffron inn
  A simple, well established inn, the Strands of Saffron 
  is usually the first place visitors are directed to when 
  they arrive in the city. Well equipped to help those not 
  accustomed to the heat of Sable or the surrounding area, 
  the Strands of Saffron caters predominantly to foreigners. 
  The inn is owned and operated by Lazarus who often 
  invites those visiting to sit down and share their stories 
  with him. Built nearby the great gorge in the center of 
  the city, Saffron is often facing legal troubles regarding 
  building codes and safety regulations. Lazarus is quick 
  to dismiss and deal with these issues but the continued 
  streak of hearings and court dates has become something 
  of an inside joke amongst the neighbors.
  halls of myrrh
  The Halls of Myrrh is one of the cornerstones of Sable, 
  drawing visitors and residents alike to its magnificent 
  halls. Staffed by dozens of libraries and scribes, many 
  who visit purchase wills, peruse books, or seek the 
  advice of Sabaset the sphinx. The Corviri family are the 
  patrons of the library, and frequently send emissaries to 
  check on the work done inside, much to the annoyance 
  of the librarians. Amid the scholars working in the 
  library, many are traveling professors, who host classes 
  in large lecture halls in exchange for room and board. 
  Anyone wishing to learn of the outside world or who 
  has a day off often finds themselves attending these 
  lectures. 
  notable figures
  Sabaset 
  Androsphinx. Sabaset is the head librarian in the Halls 
  of Myrrh. Carved from pure jade and imbued with life 
  from a long past wizard, Sabaset now curates the wealth 
  of knowledge gathered by Sable and its scholars. Sabaset 
  has large, hawk-like jade wings, and an intricate crown 
  of gemstones that drift lazily around his head. He enjoys 
  greeting new visitors to the library and invites them to 
  wander the halls. He does not appreciate the oversight the 
  Corviri family impedes on him, and he will often treat the 
  emissary with open disdain.
  cobra's embrace and the scales
  Sable’s “black market” isn’t technically illegal in the letter 
  of the law but isn’t openly accepted either. Discovered 
  by its merchant founders when they became lost in the 
  city streets, the Scales have grown into a bustling secret 
  market that can only be accessed by chance. Those hoping 
  to sell or buy in the market must wander the city’s streets 
  for days hoping that they will be pulled into the Cobra’s 
  Embrace, a partial demiplane in which the market 
  operates. Visitors discover that nearly anything can be 
  bought or sold here, though anyone trying to sell must 
  first acquire the patronage of a merchant currently in the 
  market. This prevents outsiders from ruining the market 
  and helps hold those there accountable.
  notable figures
  Desmadonna and The Cobra 
  Halfling Twins, Duskworn & Fleurtide, with olive skin, 
  yellow dyed hair, and lithe, muscular builds. Information 
  brokers in The Scales and entertainers. They take turns 
  performing a dance called Desmadonna and The Cobra, 
  taking turns playing each role. When not performing, the 
  two use their appearance to extract information from those 
  visiting the market.
   
  A simple building of red sandstone, Strands of Saffron, 
  nicknamed, “Saffron” is a popular bed and breakfast in 
  Sable. Humble on the outside, the interior gives off a 
  welcoming, home-like feeling. Granite floors, and magical 
  cooling devices keep the building a pleasant temperature 
  while lounge sofas and a long dining room table create 
  spaces for visitors to rest and chat in comfort. A small staff 
  of attendants move throughout the inn, working to fulfill the 
  requests of their patrons under the watchful eye of Lazarus 
  the innkeeper.
   
  The sound of clattering sand fills the air as you approach the 
  Halls of Myrrh, the grains bouncing from grand domes of 
  cobalt and red laterite to the ground below. The outside of the 
  hall is adorned with intricate mosaic designs that have been 
  carved into the stone, depicting scholars of old and divine 
  beings bestowing knowledge to the people. Entering the 
  building, the mosaics continue, lining the walls, ceiling, and 
  floor, leading off into various hallways and bookshelves. The 
  sounds of scribbling quills mix with the steady tick from the 
  sand above, and from the entryway, you can look down upon 
  rows of busy scribes. In the center of the building is a moving 
  jade sphinx, who appears to be directing the library staff, a 
  large hourglass embedded into the creature’s chest.
  Adventure Hook
  While Saffron’s perpetual legal woes are a joke to some, for 
  Lazarus it often means that visitors and potential patrons avoid 
  the inn and seek out other options instead. His main competitors 
  have started taking many of his clients to his annoyance. He has 
  asked anyone willing to help him spread the word about Saffron 
  so that he can gather more clients while also removing any 
  advertisements from his competitors. Lazarus has no doubts that 
  the innkeepers are doing the same thing back to him and warns 
  those who help him that there could be a fight or two in the alleys.
  Adventure Hook
  Kareema has always struggled to return the books she's reserved 
  on time, despite the repeated punishments Sabeset has decreed. 
  Many say that the mighty Sphinx has deemed her his favorite. 
  Yet, this time, she has failed to return a valuable first edition 
  which has greatly annoyed the library's master. Having placed a 
  tracking spell on the book, Sabaset wants someone to track down 
  Kareema and return the book in one piece.
   
  If you walk through Sable long enough, you will eventually 
  discover that the streets and alleys begin to twist around, 
  leading to deadends, looping in on themselves or seeming 
  to intentionally lead you astray. People call this effect, the 
  Cobra’s Embrace. At the center of this strange phenomenon 
  is a statue of a Cobra, carved of lapis lazuli that presides over 
  a small but bustling market locals call the The Scales. Here 
  visitors can  find nearly anything for sale for the right price. 
  Among the various wares, rumors of other nations and their 
  political maneuverings will always fetch a high price. Once 
  you find yourself in the Cobra’s Embrace, something must be 
  bought or traded to leave. 
  
  113
  The Crossing
  A humble fortress at the intersection of the Triton’s 
  Spear and the Dragon’s Road - two major roads that 
  span much of Aroria, the Crossing has become a hub for 
  Adventurers, pilgrims, refugees, and anyone moving 
  across the country. Straddling the mountainous border 
  between Aroria North and the mainland, it serves as 
  one of the best resting places for travelers looking to 
  recharge after weeks on the grueling road. The Crossing 
  is extremely diverse and is the perfect place to find 
  friends, foes, and fantastic stories.
  imports, exports, and markets
  The Crossing trades primarily in tourism and 
  hospitality, generating capital from the many travelers 
  that move through its walls. Given its position in the 
  continent, The Crossing relies heavily on imports from 
  surrounding regions, often sending large trade caravans 
  to barter and trade. Given its highly diverse population, 
  visitors to the Crossing can find a nearly endless number 
  of markets and bazaars throughout the city, though 
  none is more famous than the Aldahmar, commonly 
  known as the Market of Red and Gold.
  religion
  The Crossing is home to many faiths and practices, each 
  operating freely under the blessing of Rylan's Gang. 
  Temples and shrines can be found throughout the 
  settlement, offering alms and support to refugees and 
  weary travelers alike. Evil-aligned temples are tolerated 
  throughout the Crossing, though if these organizations 
  grow too large or cause noticeable trouble, they will 
  attract the attention of Rylan’s Gang.
   
  The Crossing always seems to surprise those who see it for 
  the first time. Approaching from the Triton’s Spear allows 
  you to take in the village-made-fortress from a distance, its 
  two districts overlapping and building on each other above 
  towering stone walls. If you approach from the freezing 
  Dragon’s Road to the north, the Crossing appears as if 
  out of nowhere. From the higher vantage point, the roads 
  make beautiful patterns amid the snow-covered roofs of the 
  apartments and longhouses. In both directions, travelers 
  speak of the overwhelming smell of savory food that hangs 
  like a cloud over the settlement.
  The Crossing Map by Alex Pepper
  
  Stargazer’s Guide to Aroria
  114
  locations in the crossing
  aldahmar
  Located in a large building in the southern part of the 
  Crossing, the Aldahmar hosts hundreds of market stalls, 
  rented by visiting and local merchants. For the right 
  price, visitors to the Aldahmar can find nearly anything 
  for sale, legal or not. The Aldahmar is loosely governed 
  by Rylan’s Gang, with many of the laws and guidelines 
  being created and managed by the merchants themselves. 
  Rylan’s Gang will only step in when internal disputes 
  cannot be resolved. Given its popularity throughout the 
  region and the relatively relaxed laws throughout the 
  Crossing, merchants can easily make their fortunes or 
  valuable connections while in the Aldahmar.
  notable figures
  Zara Tawil 
  Human She/Her, Frostwane. Master Merchant of Tawil’s 
  Tapestries, Zara is a long standing merchant of the 
  Aldahmar. She is very charismatic and intelligent. She 
  does not forget a face and occasionally donates money to 
  charity throughout the Crossing.
  amber gate
  Created from the generous donations of a wealthy lord 
  years prior, Amber Gate stands as a prominent attraction 
  in The Crossing. Visitors enjoy viewing the unique 
  fossils encased in the resin while enjoying the delicious 
  delicacies offered by surrounding food stands. In 
  addition to the food stands, historian Nour Safar offers 
  historical tours for the amber stones, regaling those 
  who would listen with fantastical stories regarding the 
  fossilized creatures. 
  notable figures
  Nour Safar 
  Half-Orc He/Him, Fleurtide. Nour is an eccentric man of 
  middling years. He is well read and very perceptive, often 
  sizing people before they have a chance to speak. Nour 
  enjoys telling wild stories to gather crowds and weaving 
  real facts in his tales.
   
  The heavy aroma of spice hangs thick in the Aldahmar and 
  the bustling bazaar is filled with the friendly chatter of 
  merchants. Entering you are met with piles of spices laid out 
  on sprawling, multicolored rugs, high brass-gilded ceilings, 
  and market stalls offering everything from glassware and 
  imported delicacies, to recovered relics from the wartorn 
  north. Coin and gossip flow easily here, and it is easy to 
  spend an entire day in the Aldahmar, perusing the shops and 
  speaking with the merchants there. For those looking, one 
  can find nearly anything for the right price.
   
  Offering entry into the Crossing via Triton’s Spear, the 
  Amber Gate is a wrought-iron gate supported by a pristine 
  amber arch. Each segment of the arch holds a different 
  creature encased in the beautiful resin, ranging from insects 
  to a dragon wyrmling. Every morning, the Amber Gate is 
  host to a dozen or more food stands, each waiting to collect 
  coins from weary travelers. 
  Adventure Hook
  Illegal trade is ever present in the Aldahmar. Rumors spread of 
  dangerous weapons, some with the capacity to destroy multiple 
  districts of the Crossing, moving through the Aldahmar. Zara 
  and other master merchants would like to discreetly handle this 
  situation, offering to pay anyone willing to take on this task. Go 
  undercover as journeyman merchants and learn where these 
  weapons are being hidden and what they will be used for.
  Adventure Hook
  Nour Safar has been offering tours for years now, so he was very 
  surprised when he discovered a new piece of amber containing 
  a strange, ancient coin, hidden among the stones. Wanting to 
  know when and how that piece was added, Nour has offered an 
  “opportunity” to anyone willing to steal the piece and return it to 
  him. Nour has offered free tours for life and a small amount of pay 
  for anyone willing to steal the piece right under the city guard’s 
  watchful eye.
  
  115
  highgate
  Unlike the Amber Gate, Highgate prioritizes function 
  over flare. The more fortified of the two gates, Highgate 
  has become a stomping ground for mercenaries, 
  guides, and bandits picking out vulnerable targets or 
  unprepared nobles to offer their services. While nothing 
  happens within the walls of the Crossing, the rules 
  vanish once travelers enter the Dragon’s Road.
  fortune and favors
  Governed and operated by the tiefling Rylan Valchar 
  and his gang, Fortune and Favors acts as the settlement’s 
  courthouse and official bank. Rylan and his gang live in 
  the upper floors of the building, using the lower floors of 
  the building to conduct “business” with the people of The 
  Crossing. Rylan’s gang is opportunistic, often providing 
  deals and contracts to the various peoples who come to 
  them seeking aid or fortune. Often these deals favor Rylan 
  and his gang, and over the years Rylan has established 
  himself as a powerful figurehead of The Crossing.
  notable figures
  Rylan Valchar 
  Tiefling He/Him, Waking. Rylan is a short tiefling that 
  appears to be in his late 20s. Rylan speaks with airy, 
  excitable charm that disguises the ruthless nature he 
  possesses. Rylan is not evil but firmly believes in seizing 
  any and all opportunities before others. Rylan is happy 
  with his current position in The Crossing and will work 
  hard to maintain his power.
   
   
   
  asham's almshouse
  Asham’s Almshouse, commonly known as “The 
  Almshouse” is a site for the poor, vulnerable, and 
  injured to receive aid and sanctuary. For over 50 years 
  the Almshouse has helped people find homes, jobs, and 
  other necessities throughout The Crossing, while also 
  avoiding the ire of Rylan’s gang. Managed by Asham 
  Said, the Almshouse has built a positive reputation 
  throughout the community and has recently seen an 
  influx of refugees from Northern Aroria.
  notable figures
  Asham Said 
  Human He/Him, Pyrium. Asham is an elderly man in his 
  late 80s. He is intelligent and soft-spoken, often choosing 
  to listen to others before offering an opinion. Asham is 
  deeply devoted to the people of The Crossing and has 
  made his home here after fleeing a war in his hometown 
  decades before.
   
  Located in the upper district of the Crossing, Highgate 
  provides access via the Dragon’s Road. Highgate is well 
  guarded and well-maintained, with a constant patrol 
  of guards standing watch on dual watchtowers and the 
  surrounding battlements. Simple in design and purpose, 
  Highgate sees a steady stream of exhausted, beleaguered 
  travelers passing through it, seeking refuge from the harsh 
  mountain pass. 
   
  Located near the heart of The Crossing, underneath the 
  shadow of the upper district, is a one-story church with 
  the faded letters scrawled on the front of its stating, “Come 
  Hungry, Come Wanting, Find Home.” A small, but steady 
  bustle of men and women move around the building cleaning 
  up the street, repairing nearby apartments or handing out 
  scraps of food to those in need. Overseeing this work is a 
  frail man in his late 80s dressed in simple robes, a wide smile 
  across his face.
  Adventure Hook
  A day after arriving at The Crossing, you are woken by the sounds 
  of knocking at your door. You find a letter inviting you to the 
  Fortune and Favors at the behest of Rylan Valchar, offering an 
  “opportunity of a lifetime.” Along with the letter is a hand drawn 
  image of a well-dressed Elf and a bag of 500 gold pieces.
  Adventure Hook
  With the increase of refugees from Northern Aroria and rumors 
  of dangerous dealings happening in the Aldahmar, Asham and his 
  volunteers have been hard pressed to acquire resources for the 
  steadily growing poor that are entering the settlement. Asham is 
  calling for volunteers to clear out a long-abandoned apartment 
  complex of vermin and monsters so that he can offer its rooms to 
  incoming refugees.
   
  Located in the upper district of the Crossing, overlooking 
  much of the settlement is a quaint, simple courthouse with 
  large letters painted across its roof - “Fortune and Favors”. 
  Every morning a small line of honest merchants, refugees, 
  and less-honest merchants forms in front of the polished 
  doors, hoping to acquire a boon from the master of The 
  Crossing, or pay off some long-standing debt. 
  
  Stargazer’s Guide to Aroria
  116
  Elderguard
  The Jewel of the Barvassian Sea, Elderguard is the 
  oldest and most culturally diverse city in Aroria. The 
  city’s stonework is a pearl-like limestone with deep 
  blue sapphire accents on the renaissance architecture. 
  While Eldguardians come in all shapes, sizes, colors, 
  and creeds, the namesake Elderguard family bears the 
  exclusive responsibility of governance. The ancient elven 
  family has ruled over the city since its founding and 
  they serve as compassionate stewards of the land and 
  sea surrounding the city.
  imports, exports, and markets
  The economy of Elderguard is wholly unique and 
  entirely apart from the rest of Aroria for one chief 
  reason– money cannot buy anything within the walls 
  of Elderguard. All goods and services in Elderguard 
  are paid for by the Elderguard family and provided to 
  residents and visitors at no cost. Housing is provided, 
  food is readily available, and cultural arts are actively 
  encouraged and promoted. As wise stewards, the 
  Elderguard family holds a firm belief that humanity is 
  designed to create and, if their base needs are met, will 
  contribute willingly to the common good.
  Elderguard accomplishes this idealist society in two 
  ways. First, every ship, wagon, and traveler that enters 
  the city gifts 10% of their gold for the right to enter the 
  city. Elderguard is always buying and traders happily 
  pay this fee for the promise of offloading expensive 
  or hard to sell goods. Travelers also find refuge from 
  hard times on the road and full bellies for as long 
  as they need to recover. Many find the economic 
  simplicity of Elderguard amicable and choose to stay 
  long term. Those who do so may simply relinquish all 
  material wealth to do so. While this may be a difficult 
  choice for wealthy adventurers, it’s a godsend for 
  the impoverished and orphans of the mainland. As 
  expected, those who come to Elderguard with nothing 
  make up the vast majority of Eldgaurdians and are the 
  most loyal to its success.
  religion
  All of the Lost Gods are highly respected by the 
  Elderguard family and shrines to all four can be found 
  in the city. Vol’s is to the west on the sea. Ardeur’s to the 
  south by the mountain, Vera’s to the east overlooking the 
  mainland. Brise’s to the north facing into the winds. These 
  urban structures to the Lost Gods are the only man made 
  structures of their kind. The four shrines are built directly 
  into the walls of Elderguard and serve as the official gates 
  of the city. The largest and most commonly used shrine 
  is to the east, where Vera’s outstretched arms welcome all 
  from the Mainland into Elderguard.
  The Masters of the Weave are recognized in all of 
  Aroria, but Tromperie calls Elderguard home. With 
  basic needs like food, shelter, and safety a non-factor, 
  the people of Elderguard have the free time to pursue 
  artistic endeavours and vices. Tromperie thrives on this 
  overabundance and some in the artistic community aim 
  to put on a grand enough show or performance to draw 
  her presence.
  
  117
  locations in elderguard
  rhea'illia elderguard and apep
  Long ago, when the Lost Gods were still in power and 
  the Masters of the Weave were unborn, monsters ruled 
  the land. Great beasts, planar visitors, and dragons 
  wielded power that mortality could not match and 
  they suffered under the thumb of power. That is until 
  Charithra Elderguard sought sanctuary from the chaos 
  in civilization. She believed in the power of mortal 
  innovation and if given a safe haven to grow, they could 
  rise up and defend themselves. She founded the city of 
  Elderguard on the sea and for 100 years the city grew.
  Apep, the great serpent of the Barvassian Sea, saw 
  Elderguard’s growth and was envious. All the treasures 
  of his hoard in the sea wrought material wealth 
  worthless, so he admired Elderguard from afar and 
  marveled at what Charithra was building. Slowly, beasts 
  began to descend upon the city. Wyverns, giants, and 
  monstrosities foretold the coming of Arathorn, Heir to 
  the Black Flame, an Ancient Red Dragon who would 
  enslave all that Charithra had cultivated.
  Arathorn was banished and the details of their contract 
  are lost to time, but the spirit of the deal is honored 
  by the Elderguard family to this day. In exchange for 
  protection and prosperity of Apep, all of Elderguard 
  would become a part of his hoard. In perpetuity, 
  Charithra dedicated the Elderguard line to growing 
  civilization and polishing the jewel of the Barvassian 
  Sea until it satisfied the great serpent. Hidden beneath 
  Elderguard, Apep soaks in the brilliance of Elderguards 
  culture and joy while Queen Rhea’illia Elderguard 
  serves as his secret stewardess.
  notable figures
  Rhea'illia Elderguard 
  Elf She/Her, Frostwane. Rhea’illia Elderguard goes by 
  many names: Your Grace, Captain, The Windwalker. 
  However, she is affectionately known as Rhea to those who 
  know her best.
   
  Water flows from the Barvassian Sea, past a jetty of 
  limestone, into a bay of glass, until it invades the palace 
  of Elderguard to a pool around a statue of Charithra 
  Elderguard. From there, water dives down a staircase deep 
  into the earth, circling coral stairs into darkness, deeper and 
  deeper into the earth until it bursts into an alcove the size of 
  a country. There, water blindly runs through a salty river 
  beneath all of Elderguard, touching the four gates, lurking 
  beneath the crops of gold, and hungerly stretching into 
  portions of the mainland. For three days the water travels 
  the darkness, breaking the banks and filling the chamber, 
  threatening to poison all that is above. Apep stirs. The water 
  returns to the sea.
  Gamemaster Note
  Apep is a secret entity with patron level 
  power on par with the Masters of the 
  Weave. His presence beneath Elderguard is 
  justification for Elderguard’s prosperity and 
  magical capacity to maintain its lifestyle, 
  but this source of power is known only 
  to Rhea’illia. Players could adventure in 
  Elderguard for years and never hear a 
  whisper of his existence. However, should 
  Elderguard’s sovereignty or prosperity be 
  threatened by any means, Apep will rise to 
  defend its treasure.
  
  Stargazer’s Guide to Aroria
  118
  
  119
  Medium Humanoid, Neutral Good
  Armor Class 18 Plate Armor
  Hit Points 85 (12d10 + 24)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  19 (+4)
  15 (+2)
  14 (+2)
  20 (+5)
  16 (+3)
  Saving Throws Dexterity +7, Charisma +6, Wisdom +6
  Skills Acrobatics +7, Investigation +5, Persuasion +6, Stealth +7, 
  Insight +7
  Passive Perception 20
  Languages Common, Elven, Halfling, Dwarvish
  Challenge 8 (3,900 XP)
  Actions
  Multiattack. Rhea'illia makes 2 attacks or casts one spell.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8+5) slashing damage.
  Longbow. Ranged Weapon Attack: +9 to hit, range 600 ft., one 
  target. Hit: 10 (1d8+5) piercing damage.
  speLLcAsting
  Rhea is a 5th level spellcaster and knows the following spells. Her 
  spellcasting ability is Wisdom. +8 to hit, DC 16.
  Catrips (At Will): Guidance, Mage Hand, Word of 
  Radiance, Firebolt
  1st Level (4 Slots): Bless, Detect Magic, Healing Word, 
  Cure Wounds
  2nd Level (3 Slots): Spiritual Weapon, Silence, Hold Person.
  3rd Level (2 Slots): Mass Healing Word, Revivify, 
  Spiritual Guardians
  speciAL AbiLities
  War Caster. Rhea'illia makes Constitution Saving Throws to 
  maintain concentration on a spell with Advantage.
  Windwalker. As a bonus action Rhea'illia teleport to an 
  unoccupied space within 30 ft.
  rheA'iLLiA eLderguArd
  Rhea'illia elderguard
  To truly understand Rhea’illia Elderguard, one must 
  understand her family. The Elderguard family has 
  overseen the existence of the human city of Elderguard 
  in Aroria for nearly three millennia. In a wonderful 
  combination of human ambition and elven foresight, the 
  city of Elderguard is the crowning jewel of the continent. 
  Rhea inherited the throne from her father, Dorren, and 
  has pioneered Elderguard’s diplomatic transition from 
  isolationism to approachability. She is fierce, feisty, 
  smart, and fights with moxie and flourish in battle while 
  maintaining a regal tact in conversation. 
  motivation
  Rhea is close to three hundred years old and has 
  dedicated her entire life to the safety and prosperity of 
  Elderguard’s people. Often, Rhea is forced to ignore 
  the kindness in her heart and delay gratification for the 
  greater good. In rare situations, Rhea has been forced to 
  sacrifice the joy of an entire generation for the prosperity 
  of the next. That unwavering commitment to the success 
  of Elderguard motivates Rhea in everything she does. 
  However, one duty reigns above all else: Discovering 
  her heir. In Elderguard, traditionally your heir is a 
  birthright, but Rhea is set to change that. She has chosen 
  to name her heir based on merit and is perpetually 
  searching for the perfect candidate.
  Rhea'illlia's Adventure Hooks
  Rhea has heard of an elven child with druidic powers far beyond 
  her years. Her name is Diawynn. She and her family live in the 
  woods just beyond the borders of Elderguard. If the party will 
  investigate, learn the source of her power, bring her back, and she 
  proves to be strong of heart, Rhea’illia will provide a favor that is 
  only limited by the power of Elderguard.
  Pirates have been harrowing merchant vessels off the coast. A 
  goblin captain named Glux has been raiding the boats, taking 
  their food and water, and slashing their sails leaving them adrift 
  on the waves. If the rumors can be believed Glux takes no gold 
  and kills no passengers/crew if it can be helped. Rhea will gift the 
  party a vessel of their own if they can eliminate this problem.
  A council member is planning a coup, but his future betrayal was 
  quickly guessed at by Rhea. He has served faithfully for almost 
  thirty years, and his human ambition is getting the better of him. 
  She would prefer to see him alive rather than executed. The people 
  of Elderguard respect him greatly, and he’s more useful if scared 
  into loyalty over death. Rhea offers a Carpet of Flying (Pg. 157, 
  Basic Rules) in exchange for his new ‘understanding’. His estate 
  lies on the north side of town, and he is often seen throwing lavish 
  parties to flaunt his wealth.
  Magic Items
  Windwalker (Requires Attunement)
  These boots allow the wearer to teleport to an unoccupied space 
  within 30 ft.
  Ring of Free Action
  While you wear this ring, difficult terrain doesn't cost you extra 
  movement. In addition, magic can neither reduce your speed nor 
  cause you to be paralyzed or restrained.  
  Shield +1
  While holding this shield, you have a +1 bonus to AC. This bonus is 
  in addition to the shield's normal bonus to AC. 
  
  Stargazer’s Guide to Aroria
  120
  lady vera's gate
  There are four entrances to Elderguard open to the 
  public but 90% of all the traffic passes beneath Lady 
  Vera’s Gate. Each time an individual or adventuring 
  party enters into the city, they are subject to a 10% tithe 
  of their net worth. To determine this value, auditors 
  simply touch visitors with an osten, a black glove with 
  jeweled meridium woven into the fabric so it refracts 
  a purplish light. This revelation is non-negotiable, 
  impossible to cheat, and includes magic items, 
  property, and other material wealth while subtracting 
  debts owed. For most, this entire process can be 
  completed with a quick handshake and the exchange 
  of a few silver pieces, others are simply waved 
  through to orientation with no transaction involved. 
  Those fortunate enough to pay a significant amount 
  of gold to enter the city are escorted into the walls to 
  complete their transaction. Once the tithe has been 
  paid, travelers are escorted to orientation where each 
  member is provided a Medallion of Elderguard. The 
  medallion is your key to the city. Adventurers use this 
  medallion to acquire goods and services, attend artistic 
  performances, and enter Dorren’s Doors. Travelers 
  and citizens of Elderguard are required to keep the 
  medallion on them at all times and being caught 
  without a medallion inside the city is a great crime.
  notable figures
  Valendra 
  Elven She/Her, Aurous. Extremely short for an elf. 
  Attempts professionalism but often devolves into silly 
  behavior. Orientation leader, Valendra process all high 
  value travelers into Elderguard.
  dorren's doors
  There are no taverns with rooms for rent in Elderguard. 
  Instead, each Medallion of Elderguard connects to its 
  own extradimensional space. For travelers, the room 
  always appears as a 15x15 humble room with a double 
  bed, desk, and wardrobe. For citizens of Elderguard, the 
  room can be any size or layout and multiple medallions 
  can connect to the same door. While Dorren’s Doors can 
  be entered from anywhere, one can only exit at one of 
  the four gates or a location listed in this section.
  notable figures
  Tanner 
  Half-Elf He/Him, Frostwane. Butler of Dorren’s Door. 
  Tanner is relaxed, charismatic, and helpful with almost 
  any task while in one of Dorren’s Door.
  Adventure Hook
  Valendra nervously informs the party that three individuals were 
  processed yesterday and forgot to take their medallions. This 
  happens from time to time, but guards usually return them to the 
  gate within a few hours. The medallions are traceable and she is 
  beginning to think she was swindled by the Genasi, believing they 
  knew about the tracer and left them behind for some nefarious 
  purpose. In exchange for their capture, Valendra will upgrade the 
  party’s medallion’s from visitors to citizens at no cost, allowing 
  them free access to Elderguard in perpetuity.
   
  The final crescendo of violin, brass, and light reaches its peak 
  just as the concert comes to a close. The performance was 
  spectacular. You revel in the shared experience with the other 
  attendees as your ears ring and wine runs in your blood. 
  When the adrenaline fades, you realize your ft. hurt and 
  It’s just then that you begin to dread the walk home. That 
  only lasts a moment, because you remember the medallion 
  around your neck and the beauty of Elderguard. Grasping 
  the medallion firmly in your palm, it begins to glow a faint 
  emerald green. Shimmering before you in the same light, a 
  doorway to a humble room. Stumbling in, you flop onto the 
  double bed and your head spins.
  Gamemaster Note
  Dorren’s Doors are incredibly useful for 
  any party, but can introduce extreme 
  complications for finding hideouts and villains 
  who may be lurking in the city. Antagonists 
  who lurk in their own Dorren’s Door may be 
  plotting and planning completely out of sight. 
  If this is the case, it is possible that only Tanner 
  can help the party into and out of someone 
  else’s Dorren’s Door.
   
  The sounds of travel and the earthen scent of fresh cut grass 
  accompany you all the way to the eastern gate of Elderguard. 
  Lush wheat fields of verdant gold a week away from harvest 
  flank both sides of the road as you walk. Looming in the 
  distance, thirty foot high pearlescent limestone walls 
  converge from the left and right to the arch of Lady Vera. 
  This gate to Elderguard lacks a portcullis of any kind, this 
  gate is always open. In place of guards, dozens of elven 
  auditors with long azure blue robes greet travelers with 
  smiles and hope as they process hundreds or even thousands 
  of people into Elderguard. Above the gate, with outstretched 
  arms, is a colossal statue of Lady Vera. Her arms stretch 
  toward the golden fields in welcome. Her eyes appear closed– 
  face turned unto the heavens.
  
  121
  agubonne
  all glory in battle -  
  under dolerite to victory
  The stormy coast of Agubonne is not for the faint of 
  heart. Built up on land that overlooks the Barvassian 
  Sea, the higher portions of Agubonne rest atop Basalt 
  columns, formed thousands of years ago and shaped by 
  the insistent battering of the waves. Much like the land 
  itself was formed from strife, so too was the city. Built 
  by a militaristic clan of Dragonborn, Agubonne retains 
  its roots as a combative civilization. Once a smaller 
  community, Agubonne now technically consists of 
  "upper" and "lower" Agubonne, primarily separated for 
  means of defense. Upper Agubonne rests high atop the 
  Basalt columns, and Lower Agubonne in the more fertile 
  soil just a short distance below, built up around the 
  reinforced harbor. The walk between the two portions 
  of the city is also fortified by a long, wide wall that 
  guides citizens down onto the top of the fortifications 
  for Lower Agubonne. Though this strategic construction 
  of the town allowed the centering of defense structures 
  in Upper Agubonne whilst Lower Agubonne could 
  focus on industry and community, the available land 
  for farming within the walls is unable to sustain the 
  Agubonnians. Now the people of Agubonne fight not 
  only outside their walls, but within - as they seek to 
  improve their quality of life.
  imports, exports, and markets
  With natural resources sparse, Agubonne’s primary 
  export comes from their navy. Merchants traveling 
  the area can hire Agubonnian frigates or galleys as 
  protection against marauding pirates. Beyond this 
  export, Agubonne struggles to maintain a lucrative 
  trade economy. Everything that arrives in Agubonne 
  for trade must go through a thorough inspection at 
  the Gaol before it is put to market. The people of 
  Agubonne are not well off and have little to spend, 
  which does not encourage merchants to make the 
  trek to the city. Plunder obtained as the spoils of war 
  or when commandeering pirate ships is distributed 
  amongst the people of Agubonne based on need, often 
  decided by the politicians and those who work at the 
  Distribution Center. With highly limited or restricted 
  imports and exports, foreign luxuries are rare and often 
  highly sought after by those with the coin to buy them. 
  Visitors to the city may find themselves hard pressed 
  by residents to donate supplies to those in need, while 
  others are robbed at sword point, or blackmailed out of 
  their supplies.
  religion
  Agubonnians officially hail themselves as the followers 
  of Dolerite Agubonne, though there are many who 
  also worship Bouclier due to his focus on strength. Not 
  actually a god, Dolerite Agubonne was the original 
  military leader of the Dragonborn clan that founded 
  the city of Agubonne. Throughout the city, there are 
  various statues and temples devoted to Dolerite. Homes 
  are expected to have shrines of Dolerite where weapons 
  of fallen family members will be displayed. When a 
  warrior passes in battle, their family is provided with 
  an etching in basalt with the common phrase "All glory 
  in battle under Dolerite to victory." Though Agubonne's 
  citizens do not attend any formal religious gatherings, 
  they are expected to pledge their loyalty to Dolerite and 
  the city of Agubonne every morning in front of their 
  shrines. Beyond Dolerite and Bouclier, small sects and 
  cults worshiping other deities can be found in Agubonne, 
  though these groups are secretive and highly selective 
  towards new followers. Since the city’s founding, there 
  has been a strong presence of cultists devoted to the lost 
  god Vol. Anyone caught worshiping the kraken god are 
  tried and sentenced to a minimum of 10 years in prison.
  
  Stargazer’s Guide to Aroria
  122
   
  Battered by fierce winds, mighty waves, and knife-like hail, the northern coasts of Aroria test the will of everything living there. Those 
  born in the region faced adversity from their first, bone-chilling breath, and this has hardened their bodies, minds, and souls. The 
  Agubonne region, named for the large settlement, is a land of strife. Strength and the will to survive define life in Agubonne, and is 
  reflected in its people. Originally settled by small bands of dragonborn, the region’s history began with these tribes raiding one another 
  and legends of great heroes rising from these skirmishes. Eventually, the ever-worsening weather and the rise of Warlord Dolerite 
  Agubonne forced the tribes together, founding the city of Agubonne.
  locations in agubonne
  the gaol/courthouse
  An imposing Upper Agubonne structure among the 
  fortified buildings, the Gaol is not merely a place to 
  hold prisoners, but also the place where their sentences 
  are conducted, and where political decisions for 
  Agubonne are made. It is in the dungeon of this place, 
  dug out of the solid rock on which the city stands, 
  where everyone from petty criminals to prisoners of 
  war are held - sometimes indefinitely. In stark contrast 
  to the cold, damp dungeon, the rest of the Gaol may be 
  one of the more comfortable buildings in Agubonne. 
  Decorated with furs and skins to warm the primarily-
  stone building materials, the above-ground interior 
  consists of a courthouse on the first floor, and the offices 
  of commanders and other important politicians on the 
  second. The only building that is more well-defended 
  than the Gaol is the nearby barracks, a fact which has 
  likely deterred its fair share of attacks. 
  notable figures
  Gargiban Rockhand 
  Dragonborn He/Him, Waking. Grand Marshal and 
  head of the Agubonne military, Gargiban Rockhand is 
  Dragonborn with dark, shining obsidian scales flecked in 
  silver. He is a tall and imposing figure, with many scars 
  - including a deep gash over one eye. Gargiban is rarely 
  seen without some form of chainmail, despite the fact 
  that he primarily works in the Gaol. He rose through the 
  ranks of the Agubonne military steadily throughout his 
  young adulthood, and found himself in the position of 
  Grand Marshal when the former Grand Marshal passed. 
  He is ruthless, bordering on sadistic, and takes great 
  pleasure in torturing the prisoners who have committed 
  more heinous crimes. It is well known that even his closer 
  subordinates are afraid to find themselves on his bad 
  side, and because of this power, he rules the military and 
  therefore the city with an iron fist.
    the youngling's home
  One of the more sobering facts of war is the number 
  of orphans that it leaves behind, and Agubonne is no 
  stranger to this reality. The Community Youngling's 
  Home is a place where trained and designated 
  caretakers look after children who are orphaned by 
  the constant military campaigns of Agubonne. This is 
  a two-story building in Lower Agubonne - the bottom 
  floor consists of everything one might need to house 
  children. This includes a reception room with a large 
  fireplace, where the children are known to play and 
  relax during Agubonne's many stormy days, as well as a 
  kitchen, a dining hall, a schoolhouse, and a few smaller 
  administrative rooms. Upstairs, there are dormitory 
  rooms for the children, and private rooms for the 
  caretakers. It is not simply a home for orphans, however. 
  Many children stay at The Youngling's Home if all of 
  their guardians are away serving mandatory military 
  service. Though the rations are as tight as anywhere 
  else, most of the children growing up in The Youngling's 
  Home have relatively fond memories of it. Supposedly, 
  the caretakers are warm and kind, though there is a 
  rumor that they sow political mistrust and encourage 
  rebellion in their teachings.
  notable figures
  Serbina Shalearm 
  Dragonborn He/Him, Rimewomb. Serbina Shalearm works 
  as a Youngling Caretaker at the Community Youngling 
  Home in Lower Agubonne. She is a small dragonborn, her 
  bronze scales matte, save for the tips. She is well-regarded 
  in Lower Agubonne, always willing to go out of her way 
  to help someone, even if they have no relation to the 
  Youngling Home. A jack of all trades, she has been known 
  to mend clothing, teach the younglings, assist on the farms 
  of Agubonne, and bring herbal remedies to the ill and 
  elderly. Though Serbina does what she can to keep Lower 
  Agubonne running, she knows that it is still too little. She 
  often visits the Barvassian Overlook to listen to Axan the 
  Bard and swap ideas. She is not shy to share her opinions 
  with her students, and it is by her own usefulness and luck 
  that she has not run into trouble for it.
  Adventure Hook
  Bavarssian Pirates have been plundering the coastline and Grand 
  Marshal Rockhand wants them stopped. Anyone looking to fight 
  with pirates are invited to the Goal and learn of the Marshal’s 
  latest plans to put an end to the pirate menace.
  Adventure Hook
  Recently, Serbina Shalearm has noticed that a few of the children 
  are sneaking out at night. She would like someone to investigate 
  why they are sneaking out and what they are up to. What she 
  does know is that the group is led by their ring leader, Melrose 
  Everbar, and that some residents in the nearby district have been 
  complaining about loud noises in the night. She is offering a small 
  reward to anyone able to figure out what is going on.
  
  123
  distribution center
  The Distribution Center is a fact of life for the majority 
  of those who live in Agubonne. Due to the limited 
  resources available to the people of the city (both by 
  their own low production and their limited trade 
  agreements), Agubonnians are granted a certain 
  percentage of the city's yield based on their family size 
  and perceived need. A representative from each family 
  reports weekly at their designated time to receive their 
  rations. Like much of the city, The Distribution Center 
  is well defended, which deters any disagreements about 
  portioning. Agubonnian opinion of the distribution 
  center varies wildly depending on their views of the 
  current leadership, but the building itself is stark and 
  cold, with a warehouse in the back and a large room 
  with a built-in queue up front. Most people of Agubonne 
  have memories of waiting in The Distribution Center 
  line with their caretaker as children.
   barvassian overlook
  Easily one of the most strikingly beautiful places in 
  Agubonne, the Barvassian Overlook in Upper Agubonne 
  looks out over the Basalt columns that descend into the 
  sea. A large open space makes up the overlook, with 
  a stone balcony jutting out from the cliff-face, giving 
  viewers the chance to look down to the rocks below. On 
  days without rain, this area becomes a popular place for 
  Agubonne's citizens, soaking up a chance at sunshine 
  as well as the breeze and views from the seemingly 
  endless sea. Though the starkness of Agubonne is not 
  lost in this area, benches have been placed around some 
  of the perimeter, and there is a green space designated 
  for recreation nearby. There is not much frivolity in 
  Agubonne, but The Barvassian Overlook is a breath of 
  fresh air from the strife and work of a commoner's typical 
  day, and is shadowed only in a literal sense by one of the 
  many guard towers in strategic locations nearby.
  notable figures
  Axan Ravodhall 
  Dragonborn He/Him, Fleurtide. Axan is one of the few 
  local performers in Agubonne and the only performer 
  born and raised in the city. Over the years, Axan gathered 
  a large crowd of local and visiting fans through his songs 
  and oratories. Growing up in the harsh environment and 
  under the rule of the callous Dolerite regime, Axan has 
  become a prominent figure speaking out in support of the 
  people. Axan uses the Barvassian Overlook as a platform 
  to gather followers and rally movements to benefit the 
  people of Agubonne.
  weaponsmith and armory
  It is, perhaps, no surprise that a renowned warrior 
  city would have an equally impressive Armory and 
  Weaponsmith. Agubonne has exactly that, both 
  positioned together in Upper Agubonne. The two 
  industries are headed up by families that have been 
  crafting for generations, which is shown in the quality of 
  the products. Even those who do not fight for Agubonne's 
  military often seek to have weapons and armor made in 
  Agubonne, but because of strict trade restrictions, they are 
  not common for anyone who has not originated from or 
  lived in the city. Primarily outfitting Agubonne's military, 
  if citizens happen to come into some money or something 
  of trade value, the Weaponsmith and Armory are open to 
  their needs. In fact, because of their quality workmanship, 
  both have branched out into other work, as well. It is not 
  all that uncommon for an Agubonnian family to have a 
  prized stock pot or fire stoker made or reinforced by the 
  craftsmen at the Agubonne Weaponsmith and Armory.
  notable figures
  Moris Flinttail 
  Dragonborn He/Him, Aurous. Moris Flinttail is the 
  youngest of a long line of Flinttail craftsmen, working as 
  a weaponsmith in Agubonne. A tall but lithe dragonborn 
  with bronze scales, Moris is well-known for his superior 
  quality of work, and is both aware of it and proud. It is 
  his life's goal to find stronger, better materials and craft 
  them into weapons that are unheard of in other areas of 
  Aroria. He has already gained quite a name for himself, 
  even outside of his family's repute, and his craft is his 
  pride and joy. However, things are not so cut and dry 
  for Moris. Close to several of the Youngling Caretakers, 
  including his cousin Serbina Shalearm, Moris is privy to 
  the realities of Agubonnian life that escapes many of those 
  who live and work in Upper Agubonne. Knowing the strife 
  of the citizens, he finds himself contemplating a difficult 
  dilemma: does his work feed a regime that cares more for 
  its battles than its people?
  Adventure Hook
  There is always a need for aspiring adventurers to enter into 
  the Distribution Center and help clear out giant rats and other 
  vermin from the stockpiles of food and other wares. Those looking 
  to ingratiate themselves to the people of Agubonne, or who are 
  hoping for reliable coin are invited to the Distribution Center.
  Adventuring Tools
  Flinttail Weaponry 
  Etched with an interlocking geometric design 
  signature to the Flinttail family, the weaponry 
  created in Agubonne has the ability to cause an 
  enemy to bleed out quickly.
  Weapons created with this feature that would 
  normally create piercing damage deal an 
  extra 1d4 damage on the enemy’s turn after a 
  successful attack. 
  Silverskull Armor 
  Emblazened with the Silverskull crest, this armor 
  appears like the scales of a dragon and can be 
  adjusted to jut out from the body like spikes or 
  become sleek and smooth.
  Agubonne armor is typically designed to be 
  worn by Dragonborn, but can be re-tailored to 
  almost any size. Silverskull armor is designed 
  to protect against ranged attacks, and is worn 
  faithfully by Agubonne’s Navy. Those who don 
  this armor may force a ranged attacker to roll at 
  disadvantage once per day.
  
  Stargazer’s Guide to Aroria
  124
  new reach
  New Reach began merely as a remote monastery, and 
  operated this way for many years. Though it was self-
  sufficient in its own right, the beauty of the area and 
  the renown of the monastery's order began to attract 
  pilgrims to the site. As the monastery grew, those who 
  did not wish to join their ranks began to settle on the 
  outcropping from which it was built. Now a bustling 
  city, the only ways to visit New Reach are the path up 
  from the river valley below, or down from the nearby 
  mountain pass. Entering through the main gate, visitors 
  are immediately greeted by a lively marketplace of 
  colorful stalls that display a wide variety of goods 
  from the furthest reaches of the continent. Fountains, 
  colorful tiles, and bunting decorate the common areas, 
  even as they extend past the market into the shops and 
  residential district. Beyond this lies the monastery, built 
  sturdily into the cliff-face, surrounded by several tiers of 
  rice paddies that help to feed the people of the city. 
  imports, exports, and markets
  Trade is overseen by the monastery and tithes must be 
  paid to the Apidae Order to set up a stall. Aside from 
  the fee and the enforcement of fair trade, the people of 
  the monastery do not meddle much in economic affairs. 
  Rice is not only a staple of the people in New Reach, 
  but also one of their main exports. Over the years the 
  market has grown into a flourishing square, filled with 
  laughter and the steady exchange of coin. Beautiful 
  clothes of lavish material, incense, fruits, vegetables, and 
  even magical items attract visitors to the district. Beyond 
  their markets New Reach boasts two unique sights for 
  tourists and locals alike. The Apidae Order has kept 
  bees for many generations and exports a curative honey 
  that is found nowhere else in the world. New Reach is 
  also known as the origin of a musical instrument called 
  a Lyote, a small hand-held string instrument that plays 
  a tune reminiscent to that of life in New Reach. Locally 
  invented, anyone native to New Reach can instantly 
  tell when a Lyote is being played, often stating that the 
  music is unlike anything else in the world.
  religion
  Though the New Reach Monastery is devoted to Savion, 
  the inhabitants of the city itself vacillate primarily 
  between good and neutral. The Apidae Order keeps law 
  and order, but does not insinuate their belief system on 
  the people of the city. Due to the fact that people have 
  settled in New Reach from across the world, there are 
  a variety of other religions in the city, though they still 
  constitute a minority as many of the settlers were once 
  pilgrims. The arcane is widely accepted as well, and even 
  practiced by many of the devotees of Savion. Though it is 
  not a place of complete peace, the mutual understanding 
  that the Monastery has with the people of New 
  Reach involves a general acceptance of all beliefs and 
  backgrounds, as long as they are not aligned with evil.
  
  125
  locations in new reach
  the monastery
  The icon of New Reach is also the home of a small 
  but powerful military group called the Apidea Order 
  (composed primarily of monks, paladins and fighters). 
  It is considered a pilgrimage site to Savion and several 
  very skilled clerics tend to the needs of their devoted 
  followers who make the journey to the temple. Many 
  of Savion’s devotees train here at the New Reach 
  Monastery before being sent to their respective 
  temples– only the best of the best are allowed to stay in 
  perpetuity, training new recruits and defending against 
  the evils of Agubonne. The city and the monastery are 
  both highly defensible due to their strategic location on 
  the cliff wall and New Reach has gained the nickname, 
  “The Unbroken Hive.” Disciples of Savion often tell 
  stories of how Savion showed the cliff to a faithful 
  architect before instructing her to build the monastery to 
  defend the world from Agubonne. 
  notable figures
  Korel the Wise 
  Halfling They/Them, Aurous. Korel is the head cleric at 
  the New Reach Monastery. They appear rather young 
  for the position, but their wisdom and skill have quickly 
  moved them up the ranks. Korel has a commanding 
  presence despite their stature. They keep their chestnut- 
  brown hair kept in a loose, high-bun and their blue eyes 
  framed by round silver spectacles.  
    
   
  the night market
  The New Reach Night Market extends out from the 
  marketplace in the old square, down a wide side-street 
  that dead-ends at the cliff-wall. It is primarily abandoned 
  during the day, but is lit with activity and life at night. 
  Hosted for three months out of the year, this market has 
  become an opportunity for the people of New Reach to 
  celebrate the passing of Winter and welcome Spring. 
  During this season, Glitterdew Spores, a region-specific 
  fungus that floats about the cliff-sides at night, casts 
  additional light from their phosphorescence. These 
  friendly creatures are a small, sentient fungus that live 
  and breed on the cliff-face. The people of New Reach 
  see these Spore as a blessing from Savion and a sign 
  of a vibrant summer. In addition to the hundreds of 
  merchants, cooks, and performers who work the market, 
  the Monastery, itself, operates a stall. Here the Apidea 
  Order provides simple but tasty rice dishes as well as 
  sweets made from the curative honey.
  notable figures
  Xor Tunna 
  Human They/Them, Pyrium. An enthusiastic disciple of 
  Savion, Xor works more in the aspects of humanitarianism, 
  working the night stall in the evening and a community 
  feast table during the day. He is charismatic and charming, 
  always remembering the faces of those he meets. He wears 
  his brown hair in a topknot with the sides close-shaven, 
  and his dimpled, smiling cheeks are dotted with freckles 
  from the sun.
  Adventure Hook
  Rumors have been spreading both within and beyond the 
  Monastery's walls that Korel is too young for the position they 
  have earned. With the recent passing of a few senior members of 
  the monastery and Master Peitr falling ill, many eyes have fallen 
  on Korel with suspicion and expectation. Hoping to clear their 
  name and dispel these rumors, Korel has called for adventures to 
  help conduct an external investigation on the Monastery.
  Adventure Hook
  While walking the main streets of the Night Market is relatively 
  safe, those who step off the beaten path often draw the attention 
  of thieves and pickpockets. As you walk through the busy market, 
  a shout tears through the air, drawing the attention of everyone 
  around you and a figure bursts past you, clutching a bulging, 
  jingling bag in one hand. As you watch the figure vanish around a 
  corner, you realize that your own purse has disappeared.
   
  Carved into a towering cliff face, New Reach’s monastery 
  is a sight to behold and many who visit the city flock to 
  witness this artistic and engineering marvel. The Monastery 
  itself is six stories tall, its many levels disappearing and re-
  emerging from the rock face. One of its defining features, the 
  Monastery’s facade is made of white stone, which contrasts 
  starkly with the surrounding darkened stone of the cliff face. 
  Reflecting ages long past, the building itself is a beautiful 
  and imposing masterwork of architecture, sturdy and well-
  maintained despite the weathering of time.
   
  Lighting up in the evening, the night market is full of 
  countless food stalls, each unique and full of tasty treats. 
  Lanterns fill the night air with an inviting light while 
  Glitterdew Spores, phosphorescent fungi dance in the 
  darkness like shooting stars in the wind. Locals say that the 
  night market brings out the best of everyone in New Reach, 
  and those looking for authentic, regional cuisine find only the 
  best here. In addition to lanterns, the night market is notable 
  for being lit up by the Glitterdew Spore, a region-specific 
  creature that floats about the area at night, casting additional 
  light from their phosphorescence. These friendly creatures are 
  a small, sentient fungus that live and breed on the cliff-face. 
  The night market is both a local staple and an attraction 
  to visitors, full of both local and distant foods brought by 
  pilgrims and settlers to New Reach. The Monastery, itself, 
  even operates a stall, where it provides simple but tasty 
  rice dishes as well as sweets made from the curative honey 
  produced by the order. 
  
  Stargazer’s Guide to Aroria
  126
  the (warlock's) consortium
  A secret society where warlock and warlock-hopefuls 
  gather to study and socialize, the Society of the Endless 
  Word is run through a board of members, headed 
  up by the owner of the mansion, Gurian Banewood. 
  Banewood and the Society have a trove of connections 
  to otherworldly beings willing to give contracts to the 
  right candidate. Admittance is strictly on invitation, 
  and initiated members are provided with a magic ring 
  that will open the door to the manor. While Banewood 
  and the Society do not strictly perform illegal acts 
  in New Reach, the society’s interests do not align 
  with those of the Monastery. As a result, the society 
  is careful to avoid attracting the wrong people and 
  will often go into hiding if they catch wind of any 
  investigations into their work.
  notable figures
  Gurian Banewood 
  Human He/Him, Soulstice. Gurian is a wealthy and 
  timeless figure, somehow maintaining the look of his 
  youth even as the years pass. His long, dark hair is 
  rarely seen out of a ponytail, and his piercing eyes are 
  of an equally dark shade, framed by thick brows and a 
  serious countenance.
  Adventure Hook
  One of the monastery monks, Kotel the Wise, has heard rumors 
  that the Society of the Endless Word is operating again. Interested 
  in their work, Kotel has asked a group of adventurers to find the 
  Society’s place of business and create an opportunity for the monk 
  and the Society members to talk in private. 
   
  At the end of a street near the Old Square, there is a rather 
  unassuming building nestled amongst a row of stately 
  residences. It is well-appointed so as not to stick out in 
  contrast to the lavish homes, but a few things would strike a 
  particularly observant onlooker as odd: there is no doorknob, 
  no address, and no light from the windows. Those lucky 
  enough to go inside discover that there is an abundance of 
  luxurious rooms for both relaxation and study, decorated 
  in dark velvets and silks. If you wait long enough in the 
  evening, you may see a passerby step up to the door, and 
  knock a strange sequence before the door opens and the figure 
  disappears inside.
  the adventurer's inn
  A simple place for those looking to stay in New Reach, 
  the Adventurer’s Inn and Tavern has become a place 
  for merriment, rumors, and everything else an aspiring 
  adventurer might want. A relatively recent addition to 
  New Reach, the inn has had its share of strife with town 
  locals and is currently involved in a number of basic 
  legal suites. While visitors and adventurers love the 
  place, locals hoping for a quieter city, can be heard often 
  complaining about the place as they pass by.
  notable figures
  Maya 'May' Ralson 
  Human She/Her, Lamentium. May for short, Maya Ralson 
  is a spirited redhead with energy, vigor, and a long list 
  of adventuring accomplishments. Having not yet truly 
  outgrown her former station as a fighter, she is often 
  found challenging patrons to contests and can't resist a 
  good bar fight.
   
  True to its name, The Adventurer's Inn and Tavern is the 
  gathering place for many notable adventurers. Run by 
  folk hero Maya Ralson, the energetic redhead is often seen 
  amongst the patrons, playing cards or challenging them 
  to drinking games and arm wrestling matches. The setting 
  itself is not as remarkable as the energy lent by the patrons 
  and owner, but it is serviceable for the needs of travelers and 
  adventurers looking to rest their head in New Reach. The 
  bottom floor primarily consists of a large room filled with 
  long, sturdy tables and many chairs, as well as a worn but 
  reliable bar. Behind the bar, a doorway amongst the shelves of 
  liquor leads to a reasonably large kitchen and several storage 
  areas. Upstairs, there are a number of rooms to accommodate 
  visitors of various size and number, and each guest of The 
  Adventurer's Inn is treated to breakfast and dinner as 
  prepared by the resident cook. Prior to leaving everyone is 
  invited to sign their name in the massive “Guestbook” that 
  sits beside the hearth.
  Adventure Hook
  A good night of drinking and a potential fight are synonymous 
  with the Adventurer’s Inn, but that isn’t the only thing. Now 
  people talk about all the legal troubles May and her people face 
  with the city, the most recent being that the Inn’s neighbors are 
  complaining of burglaries with the only culprit being May and 
  her patrons. May has asked for someone to help her solve these 
  burglaries before her neighbors add another thing to her growing 
  list of lawsuits.
  
  127
  Adventuring Tools
  The Lyote 
  The Lyote is a small, handheld string instrument 
  that is easy to carry and conceal. When played, 
  it seems to match the ambient volume of 
  your surroundings, making it easier for bards 
  to be heard in busy taverns or in bustling 
  marketplaces. The Lyote was first created in 
  New Reach by a Half-Elven Bard named Trurio, 
  and those pieces that are made and enchanted 
  by him carry his signature on the handle. It 
  lends a +1 to performance checks while in use, 
  and the instrument itself is a masterwork of 
  craftsmanship, often inlaid with gold or silver to 
  enhance its beauty.
  the old square
  The Old Square is a meeting space for the residents of 
  New Reach, and many come here to relax, read, enjoy 
  their lunches and socialize. Many of the buildings 
  directly surrounding the Old Square are businesses, 
  among which include a music shop, a papermaker, 
  and a cartographer. There are several restaurants in 
  the Old Square as well, including the Marrow - the 
  place to enjoy a high-end evening meal. The New 
  Reach museum is adorned with banners boasting 
  new exhibits (often small) that teach about the town’s 
  history. They also offer an hour-long walking tour of 
  the Square and surrounding neighborhoods to anyone 
  willing to pay.
  notable figures
  Trurio the Bard 
  Half-Elf He/Him, Frostwane. Trurio is well into his 
  middle age, but has a soft countenance and expressive 
  dark brown eyes. The original inventor of the Lyote, 
  Trurio has become famous throughout New Reach and 
  bard colleges, though he is rarely seen outside of his 
  music shop. Considered a recluse, Trurio is soft spoken 
  and comes off as shy to those he first meets. While polite 
  and short-winded to non-musician patrons, any bard or 
  aspiring performer that walks into his shop experiences 
  an entirely different man. To those with an ear for music, 
  Trurio often talks excitedly and openly about his craft 
  and about the magic of song, stories, and art. Novice and 
  veteran bards often visit Trurio to have their instruments 
  tuned and repaired, while they try to learn the secret 
  designs that give the Lyote its unique sounds
   
  The Old Square marks the original center of the town. Here 
  you can find shops, the market, a couple of restaurants, and 
  a small museum. The Museum tells of the first settlers to the 
  region and how, from a small pillar on display in their VIP 
  exhibit, the city has since expanded. The center of the Old 
  Square is decorated by a beautiful water fountain and plaza, 
  both adorned with colorful tiles in intricate designs. Lining 
  the center of the Old Square are several green spaces, where 
  children are often found playing and laughing. Nearby 
  the square is The Olive Tree - a casual cafe open all day 
  where older residents frequently place dice and chess. In the 
  afternoons, a group of aspiring bards come to the square to 
  practice the Lyote and sing tales of heroes long passed.
  arcanus darcanus- 
  the crystal shop
  Arcanus Darcanus, commonly known as “The Crystal 
  Shop” is a popular store in New Reach. Filled, almost to 
  bursting, with oddities and tchotchkes, The Crystal Shop 
  is deceptively spacious compared to what you initially 
  see from its storefront. The shop is three stories tall; the 
  third floor serving as the owner’s home while the other 
  two are filled to the brim with mundane and magical 
  curiosities. Mora Darcanus owns and operates the 
  store and has made a name for herself throughout New 
  Reach. Everyone and anyone looking for something 
  magical starts with her knowing that if she doesn’t 
  already have it, she’s probably heard of whatever they 
  are looking for.
  notable figures
  Mora Darcanus 
  Tiefling She/Her, Duskworn. A coppery-red tiefling who 
  adorns her large, curved horns with chains, rings, and 
  jewels. She is often seen in flowing robes of many layers, 
  somehow managing both comfort and style. Her hair and 
  eyes are matching burgundy, and she favors letting her 
  curly hair flow loosely around her shoulders.
   
  Located on a small side road away from the bustling 
  marketplace, Arcanus Darcanus is a small, cluttered and 
  fragrant shop filled with knick-knacks and the occasional 
  rare item. The crystal shop, which is what the locals call it, 
  is larger than it looks from the outside. Glittering sunlight, 
  refracted by hundreds of crystal baubles and glass ornaments 
  dances through the floors of this building, leaving rainbow 
  prisms on the walls and floors. The atmosphere of the entire 
  shop is very whimsical, aided by the soft sound of a lyre that 
  magically plays on its own, and the wafting of various heady 
  and floral fragrances throughout the various rooms.
  
  Stargazer’s Guide to Aroria
  128
  sunspell
  Situated on the middle finger on the Dragon’s Claw, 
  Sunspell is a city of vibrant limestone amid a luscious 
  jungle and luxury. The city is famous for its decadent 
  food, generous citizens, and picturesque beaches. 
  Sunspell is a place to get away from the rough, tumbling 
  adventures filled with monsters, fiends, and danger. It 
  is a place to dip your toes in the sand, sit a spell, and 
  deepen party relationships.
  imports, exports, and markets
  Tourism is the largest economic industry in Sunspell. 
  Only about ten percent of the homes in Sunspell are 
  occupied by permanent residents, the rest are rentals 
  or vacation homes for the wealthy. The city is most 
  populated in the winter months. Many of the families 
  from the mainland will make the long trek north to 
  avoid the harsh southern winter. Tourists and warm 
  weather birds flock to the city and spend their coin 
  on elaborate theatrical performances, unnecessarily 
  intricate food, and the occasional booze cruise to the 
  Emerald Sands or surrounding islands. Outside of the 
  tourism industry, the surrounding bays and marshes 
  are ideal for scallop, shrimp, and oyster farming and the 
  jungles are ripe with tropical fruits. Local restaurateurs 
  combine these unique ingredients with sweet-heat spices 
  for a one-of-a-kind culinary experience.
  religion
  Like most cities in Aroria, nearly all deities are welcome 
  in Sunspell, but Tromperie is preferred by those who 
  live here. Tromperie and Sunspell are a match made in 
  heaven. She and her followers yearn for the opportunity 
  to enjoy the luxuries wealth and time provide and 
  Sunspell is constantly feeding that urge. Artists get to 
  share their work with new travelers each and every day 
  and their passions are multiplied from the exposure to 
  the eclectic audience. Additionally, Tromperie loves a 
  good story and the idealistic location is prime for drama 
  and storytelling. Visitors come to Sunspell seeking peace 
  and quiet and often find themselves caught up in an 
  accidental adventure or winter romance.
  locations in sunspell
  prisms of the port
  The Prisms are a set of booze cruise barges owned by 
  Hostus Brightscale. A few hours after sunrise, each of 
  the prisms sets out on a four hour cruise full of dancing, 
  drinking, and all sorts of frivolous activities. Tourists 
  enjoy a day in the sun and return to Sunspell good and 
  truly drunk. Later that evening, when the sun is set 
  and the tide is in, the ships take turns embarking on an 
  invite only night cruise. The extravaganzas thrown on 
  these night voyages are said to be legendary.
  notable figures
  Hostus Brightscale 
  Dragonborn He/Him, Pyrium. Bubbly and boisterous, 
  Hostus owns each of the Prisms and takes the fun and 
  entertainment of his guests personally. Hostus loves 
  dragons and is quite the historian to their nature.
  Adventure Hook
  The Prisms, like all of Sunspell, are designed for fun and relaxation 
  and danger should not lurk in the bowels of these ships. However, 
  the names and lore of each ship are a perfect foreshadowing 
  opportunity and are omitted intentionally. Use the ships to 
  showcase a great Red Dragon in the Badlands or a scourging 
  White Dragon in the Arctic desert. 
   
  Seven docks reach out into the calm bay between Sunspell 
  and New Reach. Each of the docks is home to a long 
  monochromatic floating barge. The siblings are nearly 
  identical to one another, save for their color. Each is 
  decorated and themed for one of the great chromatic and 
  metallic dragons in the history of Aroria.
  
  129
  sunbeach
  On the west coast of Sunspell, there is a beach that 
  stretches for miles and miles. This is where all the fun 
  happens in Sunspell. Bards and bands set up stages with 
  large audiences and dance floors. Impromptu bars are 
  established wherever the people are gathering and bikes 
  with snacks and cocktails ride the coast, servicing clients. 
  Beautiful people in extravagant attire soak in the sun and 
  frolic on the sand here.
  notable figures
  Kaeso Maro 
  Gnome He/Him, Rimewomb. Kaeso operates a mobile bar 
  he affectionately calls The Boozemobile. His little gnome 
  legs can be seen pedaling all along Sunbeach with some 
  of the sweetest cocktails in Sunspell.
   
  No vacation in Sunspell is complete without a trip to 
  Sunbeach. The shore is nearly a hundred yards wide and 
  languid waves roll over a third of it packing the sand hard 
  beneath toe-deep water. Vibrant shades of sapphire, ruby, and 
  emerald dot the dress of all those who have come to enjoy the 
  merriment of the waves. Depending on your location, upbeat 
  music is either faint on the wind or pounding in your heart. 
  Most wish their day on the sands would never end, and the 
  sunset seems to oblige most nights. Locals say that when the 
  music is right and the beach is full, the sun will pause on the 
  horizon, lingering to glimpse one last look upon the reverie.
  the bowl
  Sunspell is home to many theatrical and musical 
  troupes, and all of them fight tooth and nail for the 
  chance to play at the bowl. Located beneath the waves, 
  The Bowl is an intimate environment for audiences 
  no larger than a few dozen. Magically enhanced glass 
  protects the performers and audience from the sea 
  above and the coral reef that surrounds The Bowl could 
  be an entertainment source all its own. Tickets to a 
  show in the Bowl are extremely expensive, but those 
  who have spent a night there will assure you that it’s 
  worth the price of admission.
  notable figures
  Oriana 
  Dragonborn She/Her, Duskworn. The white dragonborn 
  is sleek and slender with an ear for musical talent. She is 
  solely responsible for selecting which performers make it 
  onto The Bowl’s schedule.
   
  The Bowl is the hottest ticket in town. A pier on the 
  northside of Sunspell leads far out in the ocean and then 
  drops below the surface. A glass tunnel leads you into a coral 
  reef to a large chamber beneath the waves. Sparkling blue 
  refractions bathe the chamber in dim light and a circular 
  stage turns slowly on its own in the middle of the room. 
  Thousands of tiny tangs, several schools of silvery fish, and 
  a few sharks circle above The Bowl expecting to eavesdrop on 
  the show with you.
  Adventure Hook
  This morning, visitors to Sunbeach were greeted by an unseemly 
  sight. Driftwood and trash covered the beach from sea to shore 
  and it took volunteers hours to clean up the mess. When the 
  tide rolled in, more debris began to coat the beach. Officials 
  suspect that someone is dumping rubbish nearby and they need 
  adventurers to investigate. 
  Adventure Hook
  A local troupe has been attempting to play The Bowl for over two 
  years now. It’s said that Oriana will be at their show tomorrow 
  night and it’s their chance to show off. They want to add a little 
  extra flair to the performance and are enlisting adventurers to 
  enhance their performance.
  blackbear trail
  Famous for its exposure to wildlife and beautiful 
  waterfalls, Blackbear trail is a must see for anyone in 
  Sunspell. The trail could be walked in just a few hours, 
  but may find themselves there all day. Around each 
  and every bend, there’s a bright new flower, lingering 
  animal, or thundering waterfall and accompanied by a 
  swimming hole. Once you are halfway done with the 
  trail, you’ll find Blackbear Cove. Swimming hole is never 
  more than two ft. deep and the natural spring keeps the 
  water crystal clear. Statia operates a small tavern here 
  where weary hikers may stay the evening and drink to 
  their heart's content.
   
  Deep in the heart of the jungle surrounding Sunspell, at 
  the end of Blackbear Trail, there is a tavern in the trees. 
  Above a natural spring, where shallow clear water flows 
  pools widely before falling a hundred ft. to a river below, 
  two large treehouses are connected by a swinging bridge. 
  Made from bamboo and boat rigging, the Inn is almost 
  always filled to the brim with all manner of visitors getting 
  out of the city for the night.
  notable figures
  Statia Blackbear 
  Half-Orc She/Her, Lamentium. Half-Orc, Half-
  Dragonborn, Statia Blackbear is a goliath individual with 
  thin bronze scales covering her entire body. She enjoys 
  a cold mug of ale after a good brawl and is extremely 
  protective of those visiting her tavern.
  Adventure Hook
  Blackbear Cove is under siege. Beasts in the surrounding wood 
  have been attacking travelers along the trail and ambushing 
  those who stray too far from the cove. Beasts lurk in the 
  darkness and are being controlled by some unknown entity deep 
  in the jungle.
  
  Stargazer’s Guide to Aroria
  130
  lazuli cove
  Lazuli Cove is an independent port town outside 
  the jurisdiction of all but the most encompassing 
  authorities. The people here enjoy a comfortable 
  lifestyle and are afforded the luxury of free time 
  and frivolity. Located in the northern portion of the 
  Barvassian Sea, Lazuli Cove is just a three day sail from 
  the western shores of New Reach Two figures dominate 
  the political scene of Lazuli Cove: Commodore 
  Etheridge and Lord Rouvalin. Commodore Etheridge 
  is a jovial man with a charismatic smile. Born into 
  privilege, the Commodore has made Lazuli Cove his 
  home for four decades and uses his merchants wit to 
  gain wealth and power in the cove. He often throws 
  lavish parties at his estate to boost his ego and flaunts 
  his riches to buy more votes in the elections to come. 
  Lord Rouvalin is the opposite. A miner by trade, the 
  Lord of the Dirt has dug for every diamond he owns 
  and keeps quite a collection of gems in his home. The 
  father of six sons, Lord Rouvalin doesn’t make time 
  for politics or trade, but the bounty of his mines have 
  made him abundantly wealthy. Some say he has more 
  wealth than the Commodore, but no one knows for 
  sure. The Commodore and The Lord are rarely seen 
  together. They do not seem fond of one another, but 
  they say opposites attract. Together, they maintain 
  control over Lazuli Cove and ensure its long-term 
  survival and prosperity. 
  imports, exports, and markets
  Lazuli Cove exports luxury Lapis Lazuli products such 
  as fine jewelry, artisan boxes, pigments, crafts, and 
  clothing all in the vibrant Lapis Lazuli within the cove. 
  Merchants are always looking to purchase raw materials 
  like silk, cotton, and leathers and often have the gold to 
  buy high value magic items. Locally, fishmongers offer 
  an array of Yellowfin Tuna, Snapper, and Grouper, fresh, 
  on a daily basis. The Cobalt Cask offers a signature blue 
  tinted ale for sailors. Outside of these traditional trade 
  goods, you can find magic items of all sorts, including 
  Lapis Lazuli at the Blue Bauble.
  Black markets and black daggers, the Lazuli Cove 
  economy would be incomplete without mentioning the 
  Obsidian Order. The Obsidian Order is organized under 
  Aleksanda and is a small group of thieves responsible 
  for most of the larceny, mugging, and crime within 
  Lazuli Cove. They’re not an ambitious group, preying 
  on fat merchants and feasting on crimes of opportunity. 
  Anyone who cares to look can find members of the 
  Order lurking about in the Satin Sapphire.
  religion
  Close proximity to large quantities of Lapis Lazuli 
  can cause feelings of self reflection and confidence for 
  adventurers. For this reason, many seek the cove for its 
  beauty and inspiration. Worshipers of Brise flock to the 
  cove to reconnect with their deity in the forgotten temple 
  within the mines. Some say she is the force that drives 
  the ever-present wind out of the cove, others point to the 
  natural phenomenon of ‘Cave Breathing’.
  locations in Lazuli cove
  grom's clock tower
  The Clock Tower is home to Grom Scrivit, a creator and 
  master of arcane invention. Most in Lazuli Cove know 
  better than to bother the eccentric artificer, but the 
  Obsidian Order can’t help but be drawn to the valuable 
  materials and creations he makes. Grom spends an 
  equal amount of time on his personal projects as well 
  as community service and many of his clever tricks 
  can be found around the city benefiting the citizens of 
  Lazuli Cove.
  notable figures
  Grom Scrivit 
  Halfling, He/Him Rimbwomb. Thick glasses and spindly 
  hair trademark the apparent introvert. He comes alive 
  with chatter when speaking about his wild inventions and 
  contraptions. He is almost always seen with his Jeweled 
  Jaeran, Plato.
  Adventure Hooks
  Grom is seeking adventurers to retrieve an elemental power 
  source within the Rouvalin Mines. He believes that an ancient 
  temple to Brise exists within the mines and that a remnant of her 
  power is hidden there. Adventurers who recover the remnant are 
  given access to the Airship he intends to build with it. 
  On the far side of town is an old abandoned well. Grom is willing 
  to enhance the well with his purification system. It would certainly 
  make life easier for citizens on that side of town. However, the 
  beast that guards the well will need to be dealt with. 
  Several weeks ago, Grom ordered parts for tinkering from the 
  Mainland and they haven’t arrived yet. The merchant ship they 
  were aboard was supposed to dock three days ago. Without the 
  parts, Grom can’t tinker, and that would drive him mad! He’s 
  offering 100 gp to anyone who can find them.
   
  Nearly adjacent to the harbor, Grom’s Clock Tower overlooks 
  the bay and serves as a beacon for drunken sailors returning 
  to their ship. Steam billows out from awkward pipes that 
  protrude from the walls, and the mechanism behind the clock 
  face squeaks with every tick. Surrounding the tower are three 
  well maintained saltwater wells. Upon closer inspection, the 
  wooden buckets are reinforced with Lapis Lazuli bands that 
  give off a subtle radiant glow. 
   
  As you approach Lazuli Cove, a tunnel large enough for 
  three ships to pass side-by-side breathes cool air onto the sea. 
  The tunnel is surrounded by a massive carving that depicts 
  Vol, God of the sea. A harbor lies within the gaping mouth, 
  and you are swallowed by Vol as your ship sails into Lazuli 
  Cove's Harbor. As the ship pulls into port, you see dozens 
  of massive iron lanterns hanging from a vaulted cavernous 
  ceiling. The lanterns illuminate the inviting cove, and their 
  light is reflected off vibrant cobalt blue striations of Lapis 
  Lazuli glittering in the walls and on the ceiling.
  
  131
  the cobalt cask
  The Cobalt Cask is a two-story tavern that services pirates 
  and merchants who frequent the cove. The interior 
  resembles a ship's cargo hold with barrels for stools and 
  nets lining the weather worn bar. Lapis lazuli accents 
  every mug, fork, tap, and key given to guests. Bravis 
  owns and operates the Cobalt Cask with his son Revio.
  notable figures
  Bravis 
  Human He/Him, Fleurtide. Former sailor, medium build with 
  a more grey than black beard. Speaks with salt in his voice.
  Revio 
  Human He/Him, Sunbask. Tall but slender boy no older 
  than 16. Clean shaven face with dark black hair and 
  brown eyes. Has short-term memory loss from a run in 
  with a malicious traveler.
   
  If it’s your first visit to Lazuli Cove, you might think the 
  Cobalt Cask was a horrible accident. Situated directly 
  adjacent to the port is the wreckage of a grand caravel 
  that has been drug up onto the shore, laid on its side, 
  and renovated. The belly of the ship has been torn out to 
  make room for dockside dining. The mast has been sanded 
  down and converted into a long bartop and the helm is 
  free spinning, apparently converted into a drinking game 
  of some kind. No matter where you go inside the Cobalt 
  Cask, lapis lazuli glistens and shimmers among the cutlery, 
  furniture, and decor.
  silken sapphire
  The Silken Sapphire is an upscale brothel for the 
  nobility in Lazuli Cove and the most successful 
  privateers. Madame Tourmaline runs a tight ship 
  and all manner of pleasure and delights can be found 
  within its walls. It is a place to let loose and recharge 
  after long weeks at sea and the gems are renowned for 
  their skill and beauty. Many of the important people 
  in Lazuli Cove frequent the Silken Sapphire and make 
  regular visits. Secrets become rumors quickly at the 
  Silkens Sapphire and for the right price, Madame 
  Tourmaline can sell you either.
  notable figures
  Madame Tourmaline 
  Tiefling She/Her Sunbask. The Gems of the Silken 
  Sapphire are constantly under the protective eye of 
  Madame Tourmaline. Her dark hair is often pulled up 
  into a tight bun behind curved horns and her dark tanned 
  skin is freckled with small sun spots. A sailor in a past 
  life, she runs a tight ship and is known to have little 
  patience with unruly guests.
   
  Adventurers get their first glimpse of the Silken Sapphire 
  as they enter the harbor. The ladies of the Sapphire call 
  themselves ‘Gems’ and have made a habit of enticing sailors 
  from outcroppings overlooking the harbor. The Silken 
  Sapphire is built into the east wall of Lazuli Cove. The 
  windows are always latched tight and magical sapphire 
  light emanates from sconces flanking the open door. Inside, 
  conversation pits honeycomb the floor and intricate rugs line 
  the paths between.
  Adventure Hooks
  A poster is pinned to the wall of the Cobalt Cask. It reads: “ The 
  semi-annual Spice Showdown begins next Saturday, two hours 
  before sundown. Participants must register with Bravis at The 
  Cobalt Cask and pay their entrance fee. 100 gold pieces. 
  A dwarf named Bronze limps from table to table in the Cobalt 
  Cask. He smells like dynamite and his dirty blonde beard nearly 
  drags the floor. He’s looking for adventurers to travel into the 
  mines to recover a pocket watch he dropped on his last day in the 
  mines. A cave-in crippled his leg and nearly claimed his life. Now, 
  he’ll pay 50 GP to anyone who can bring it back to him. 
  You find Thieves Cant carved into the wall of the bathroom. It 
  reads: “Lord Rouvalin is not what he seems. If you agree, come 
  find us." -Jarvis, Obsidian Order.
  Adventure Hooks
  Lord Rouvalin’s sons and daughters are getting too comfortable 
  around the Gems and some reports reveal direct harassment. 
  Madame Tourmaline can’t publicly humiliate a member of the 
  Rouvalin family, but she will pay with good coin and her undying 
  gratitude to anyone who can talk (or beat) some sense into them. 
  Jade is trying to get out of this town. She hates seafood, it’s 
  always dark in here, and the salt air makes her nauseous. She’d 
  be on the next boat out of here if she could pay off her debt to the 
  Obsidian Order. She needs 500 gold pieces to pay the debt and 
  book passage on a ship. If someone could settle the debt or make 
  other arrangements, she’d be willing to part with her Cobalt Ring 
  (Lazuli Stone) as a token of gratitude. 
  Madame Tourmaline believes she has a thief in her midst. Vintage 
  bottles of wine have been going missing from the cellar and last 
  week she had to order new silverware for the common room. She 
  suspects it’s one of the Gems but she can’t accuse one unless she 
  knows for sure. She’s offering free lodging to anyone who can 
  solve the mystery and reveal the thief.
  
  Stargazer’s Guide to Aroria
  132
  Aleksanda by 
  Deanna Smit
  
  133
  Medium Human, Chaotic Good
  Armor Class 15 Leather
  Hit Points 30 (4d8 + 12)
  Speed 30ft. Walking, 30ft. Climbing
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  17 (+3)
  12 (+1)
  14 (+2)
  17 (+3)
  Saving Throws Dexterity +5, Intelligence +4
  Skills Acrobatics +5, Stealth +5, Perception +4
  Passive Perception 14
  Languages Common, Thieves Cant
  Challenge 4 (1,100 XP)
  Actions
  Dagger. Aleksanda slashes a creature within range. +5 to hit, 
  range 20ft/60ft, one target, Hit 6 (1d4+3) Piercing damage. 
  Unarmed Strike. Aleksanda strikes a creature within range. +5 
  to hit, range 5ft, one target, Hit 2 (1d4-1) Bludgeoning damage
  speLLcAsting
  Aleksanda is a 3rd level spellcaster and has the following spells 
  prepared from the Sorcerer spell list. +5 to hit, Spell Save DC 13
  Cantrip (At Will): Friends, Firebolt (1d10), Prestidigitation, Green-
  Flame Blade
  1st Level (4 Slots): Absorb Elements, Distort Value,  Sleep, 
  Charm Person
  2nd Level (2 Slots): Blur, Knock
  speciAL AbiLities
  Sneak Attack. When Aleksanda has advantage on an attack roll 
  or an ally is within 5 ft. of her target, she may add an additional 
  1d6 to her Dagger attack.
  ALeksAndA
  
  Stargazer’s Guide to Aroria
  134
  commodore's estate
  The Commodore’s Estate is the ideal backdrop for a 
  masquerade, wedding, or get-together of any kind in 
  Lazuli Cove. The Commodore adores beings surrounded 
  by new and exciting people and will throw party after 
  party at his own expense to satisfy that thrill. The 
  Commodore is often in search of Adventurers to solve a 
  few of his many problems. For party’s with a more lavish 
  lifestyle, or those who simply do not wish to stay at the 
  crowded Cobalt Cask, the Commodore’s Estate could serve 
  as a base of operations while adventuring in Lazuli Cove.
  notable figures
  Commodore Etheridge 
  Elf He/Him, Pyrium. Stocky for an Elf, Commodore 
  Etheridge has a charismatic smile to pair with his blonde 
  hair and cloudy eyes. Always the center of attention, the 
  Commodore is famous in Lazuli Cove for his lavish parties 
  and gluttonous drinking habit. As Lazuli Cove’s prime 
  overseer, the Commodore has a great many connections in 
  town and doesn’t hesitate to exploit them when necessary.
   
  A cobblestone road winds up a small hill to a lake in front of 
  the Commodore’s Estate. Dammed water rushes from seven 
  small cut outs, falling to town level nearly thirty ft. to the 
  base of the estate, forming a small river that pours into the 
  harbor. The building itself has Gothic architecture and is well 
  lit from a large opening in the ceiling.Simple gardens grow 
  about the grounds and stone benches wait for weary walkers.
  blue bauble
  The Blue Bauble is a magic shop owned by the quirky 
  Half-Elf Gigi. The structure vaguely resembles a 
  church bell and is adorned with trinkets and mirrors 
  that languidly twirl in the breeze. Swinging saloon 
  doors are the only known entrance to the shop. Inside, 
  driftwood shelves along the walls display potions of all 
  sorts, carved pieces of Lapis Lazuli, and fossilized sea 
  creatures Gigi has found within the mines.
  notable figures
  Gigi 
  Half-Elf She/Her, Pyrium. Born Grivina Daevalur, Gigi 
  has lived in Lazuli Cove for the past half-century. A 
  geologist by trade, Gigi came to Lazuli Cove to study the 
  Lapis Lazuli more closely and operates the Blue Bauble to 
  fund her research.
  magic items
  In addition to healing potions appropriate for your 
  players level, Gigi has the following items available for 
  players searching for something interesting.
  Lazuli Stone 
  When attuned to this Lazuli Stone, you gain resistance to 
  one magical damage type of your choice. After you finish a 
  Long Rest, you may choose to switch your current magical 
  resistance to a different one. 
  Robes of Rapid Oxygenation 
  An oxygenated breeze seeps through the fibers of this 
  bright aquamarine robe. While wearing this robe, you 
  may call upon the power of the Elemental Plane of Air to 
  disperse non-magical gas and fog within 60 ft. of you as a 
  bonus action.
  Wand of Jumbles 
  While touching this wand to a document, you speak the 
  command word and distort its image with an illusion 
  unique to the wand until you repeat this action. While 
  distorted in this way, the document cannot be deciphered 
  or destroyed by any means outside of Wish. If the 
  document is on the same plane of existence, you know 
  its location. If the document is on a different plane of 
  existence, you know which. If you use the Wand to distort 
  a second document, the illusion fades.
  Adventure Hooks
  At last night's party, Commodore Etheridge had one too many 
  margaritas and misplaced his familial sword. Such carelessness 
  is bad for his reputation, and he can’t have that. He’s offering 
  1,000 gold pieces to find his sword and frame someone, anyone, 
  for its theft. 
  A Mysterious Murder? At one of Commodore Etheridge’s lavish 
  parties, a citizen was murdered! Someone in the Spice Showdown 
  poisoned the plate presented for judging. Who could it be? 
  We’ll soon find out because no one is going anywhere until the 
  culprit is hanged.
  
  135
  digbrand
  The Dwarven city of Digbrand is a sprawling metropolis 
  carved out of the heart of a mighty mountain, known as 
  the Relentless Rise. Located amid the Vera mountains, 
  Digbrand has become known as the “Diamond in the 
  Rough” for many who travel the region. Composed of 
  multiple districts, Digbrand constantly negotiates the 
  ancient traditions of the first settlers who carved out its 
  streets and buildings and the influx of newcomers, who 
  bring with them the inventions of the world. 
  Digbrand is home to King Argentus and Queen Kalium 
  along with their children, the prince and princess of the 
  city. Acting as the figureheads of Digbrand, the royal 
  family observe the management and operations that 
  happen throughout the city. They host grand gala’s 
  and attend festivals held in their names. While the 
  Royal Family is held in high esteem throughout the 
  city, seven ancient houses hold the true political power 
  in Digbrand. These families are known as the Onyx 
  Conclave and they each manage a branch of the city’s 
  government, making decisions on behalf of the Royal 
  Family.
  imports, exports, and markets
  Digbrand’s imports and exports consist primarily 
  of raw materials - stone, coal, and marble– though 
  precious metals are also gathered and refined in the city. 
  Managed by the Burnsilver family, Digbrand’s markets 
  overflow with local and exotic goods, aimed at fulfilling 
  nearly every of those who visit the markets. Digbrand 
  suffers from a lack of lumber and water, both of which 
  are imported into the city from the surrounding region. 
  A majority of the imported water is used to run massive 
  waterwheels, furnaces, and in the refining processes 
  of the local breweries scattered throughout Digbrand. 
  Prices for freshwater and lumber are always marked 
  up, and visitors find Digbrand ale often cheaper than 
  water itself. Finally, Digbrand’s artificers and engineers 
  frequently find opportunities to trade their inventions 
  with the surrounding world and aspiring entrepreneurs 
  discover that there is a robust patent trade in Digbrand.
  religion
  The official religion of Digbrand is dedicated to the god 
  Bouclier, though nearly all religions are welcomed and 
  supported. Recently, the Royal Family has become deeply 
  devoted to Bouclier, and as a result, the official religion 
  has only recently been changed. Small shrines to Vera are 
  also found scattered through each district, serving as sites 
  of prayer to miners and the superstitious. Evil-aligned 
  deities have also taken root within Digbrand, though with 
  the recent shift of Bouclier as the dominant religion, all 
  evil-aligned temples have vanished, their followers going 
  into hiding throughout the city.
  locations in digbrand
  sovereign peak
  Sovereign Peak is home to Digbrand’s parliament, 
  the Digbrand royal palace, and is one of the beating 
  hearts of the city. Well-organized gardens surround 
  the palace, ranging from glittering gem-encrusted 
  flower fields, to a small grove of petrified trees and 
  sculpture garden. Sycophants, guards, and politicians 
  move through the palace grounds, talking quietly with 
  one another about ongoing events throughout the city. 
  Those hoping to walk the palace gardens or step into 
  Digbrand palace require an invitation from either the 
  Digbrand royal family or the Onyx Conclave.
  notable figures
  Kurim Silverhide 
  Dwarf Male, Frostwane. Kurim is a member of the royal 
  guard and lives on the palace grounds in a small barracks 
  that houses some of his colleagues. While not on duty 
  patrolling the grounds and surrounding walls, Kurim 
  sculpts various statues and pieces of art, hoping to be 
  noticed by the royal family. 
   
  Rising from the city is a polished, stone temple. Onyx steps 
  spread from the temple in every direction and a large, stone 
  statue of Bouclier stands sentry in front of the palace’s doors. 
  Home to the Digbrand royal family, Sovereign’s Peak is a 
  place of subtle opulence. Stone accented with gems, coins, 
  and precious metals make up the entirety of the palace. A 
  fence of reinforced brass surrounds the palace, frequently 
  patrolled by royal guards. Within the palace grounds stands 
  a squat tower that overlooks the city, where the Onyx 
  Conclave frequently meets. 
   
  Towering pyres and magnificent stone statues of mighty 
  dwarven warriors flank a finely crafted road that leads 
  towards the mountain’s heart. Those who travel this 
  promenade are reminded that they are small in comparison 
  to the statues, the mountains, and the stone doors that 
  lead into Digbrand, and as they draw close to the city’s 
  doors, they find themselves encased in shadow. Beyond 
  the doors, however, visitors bear witness to the brilliant 
  crystal chandeliers of the metropolis, washing the city with 
  flickering light. All through the city, visitors can note the 
  fusion of old architecture with new inventions. Digbrand is 
  a city of discovery and a city of tradition. To those hoping 
  to find adventure, or an opportunity to prove themselves, 
  Digbrand never fails to deliver.
  Adventure Hook
  Recently, new sculptures have been appearing on the palace 
  grounds. At first, the royal family and visiting diplomats found the 
  statues exquisite, enthralled by their masterwork design. However, 
  as more sculptures have begun to appear, they’ve grown more and 
  more gruesome in their depictions and now it's become a problem. 
  Royal guard Kurim Silverhide has called for assistance to find out 
  who or what is making these statues while also protecting himself 
  from suspicion.
  
  Stargazer’s Guide to Aroria
  136
  
  137
  the fuzzy navel inn
  The Fuzzy Navel inn is a favored spot by both locals and 
  visitors alike. One of the original buildings carved when 
  Digbrand was founded, the inn reflects old traditions and 
  modern conveniences. The inn is owned and operated by 
  Belgain Vigor, a prominent figure throughout Digbrand. 
  Those who visit the inn or stay there are bound to meet 
  Belgain and have a chance to try the specialty drink of the 
  inn - the Fuzzy Navel which is described below. Often, 
  visiting diplomats or aspiring merchants will stay at the 
  Fuzzy Navel, giving those ambitious enough a chance to 
  create strong connections in Digbrand.
  notable figures
  Belgain Vigor 
  Dwarf He/Him, Rustium. Innkeeper and Last Vigor 
  in the Dwarven Legacy. Belgain is the innkeeper of the 
  Fuzzy Navel and lives in one of the rooms of the Inn. He 
  has gingery blonde hair tied up like a top knot and has a 
  beard braided, neat and trimmed. Belgain is a member of 
  the Vigor family house - a disappearing, ancient dwarven 
  household.
   
  Nestled on the corner of a bustling thoroughfare stands the 
  Fuzzy Navel; a three-story building weathered by time, 
  and years of boisterous patrons. The sounds of clinking 
  glassware, laughter, and song spill from the saloon style 
  doors of the tavern. Stepping inside, visitors see a series of 
  alcoves carved into stone walls, with finely polished wood 
  tables and mahogany floors. Torches burn bright throughout 
  the tavern, illuminating a series of long tables and a small 
  dance floor in the center of the room. Barhands and waiters 
  bustle around the room, tending to the needs of the inn’s 
  many patrons. A bard is always on staff in the Fuzzy Navel, 
  their songs matching the mood of the patrons within.
  the amethyst garden
  The Amethyst Garden is a prime attraction in the city 
  and recognized as a national monument. The garden 
  was conceived and founded by Lady Lolite Digbrand 
  and her daughter Amia Thystia-Digbrand, whose 
  statues stand in the garden, who were both killed in an 
  assassination attempt. Maintained by local taxes, the 
  Amethyst Garden is open to the public, though heavily 
  guarded. Any who enter are searched meticulously to 
  ensure that they do not attempt to leave with any of the 
  precious crystals inside. A small sect of clerics, called 
  the gem wardens, work in the garden, maintaining 
  the amethyst and carving new statues into the ever-
  expanding monument.
  statues
  Statue of Amia Thystia-Digbrand
  Statue of Lady Iolite Digbrand
  notable figures
  Brooke O'Leary 
  Gnome She/Her, Aurous. Brooke serves one of the 
  gem wardens. She lives in a small apartment complex 
  nearby the Garden and works the early morning shift. 
  She is soft-spoken and introverted, often preferring 
  to talk to the rocks that she tends to rather than the 
  people around her. Brooke always carries around a 
  small mole named “Peridot” who she allows to wander 
  the garden while she is working.
  Adventure Hooks
  Normally, Belgain Vigor, the innkeeper of the Fuzzy Navel moves 
  through the inn and tavern floor laughing with guests and making 
  sure the patron’s cups are always full. But over the course of the 
  last week, the once cheery manager has appeared more somber, 
  and in the last few days, he hasn’t been seen on the tavern floor. 
  Rumors from the barhands and waiters tell of Belgain facing some 
  legal issues and are offering a small reward to anyone able to 
  check in on the innkeeper while they maintain the tavern.
  Specialty
  fuzzy navel
  Fizzy, tastes heavily of peaches, on the sweeter 
  side. and as it hits your belly the bubbles kind of 
  bubble back up. Tickling your stomach and you 
  must make a DC 14 Constitution Saving Throw 
  or immediately start to laugh and giggle as it 
  tickles your belly.
   
  An indoor garden of vast amethyst spires, trees and 
  monuments, the Amethyst Garden is a sight to behold. 
  Created at the behest of the Digbrand royal family, 
  everything in this chamber is made of amethyst. In the 
  center of the chamber runs a roaring waterfall of crystal, its 
  soft clatter filling the chamber with a steady ring. The only 
  features of this room that are not created out of amethyst 
  are two statues that flank the glittering waterfall. Carved 
  from frost marble, the statues pay homage to members of 
  Digbrand family.
   
  A young dwarven girl is carved from the marble. Her hair is 
  wavy, flowing to just under her chin. A wreath of gemstones 
  sits atop her head. She has plump cheeks with a cherry nose. 
  She has a thick dress on with thick straps over the shoulders 
  and large buttons clasped on each side with the symbol of 
  Digbrand on them. The little girl has a pile of gems pulled up 
  in her dress as she stands near the waterfall to wash them. A 
  plaque beneath the statue reads: ‘The Heart of the Mountain. 
  The Gem of Digbrand.’
   
  Looking over the statue of the little girl and carved from 
  similar frosted marble stands a regal woman in middle-age. 
  A wreath of gems are braided around her brow and her face 
  shows a discerning but soft countenance. Her clothing speaks 
  of royalty but the artist who carved this statue also managed 
  to represent humble origins for this woman. Intricately 
  carved on her robe is the symbol of Digbrand, and a brilliant 
  diamond broach is wrapped around the statue's stone neck. 
  A plaque beneath the statue reads: “Warrior. Mother. The 
  City’s Whetstone.”
  
  Stargazer’s Guide to Aroria
  138
  tenacity textiles
  Tenacity Textiles is very clean and traditional. Large 
  columns line the building, with many fabrics hanging from 
  them. Operating for over 20 years, Tenacity Textiles has 
  gathered a small crowd of dedicated patrons that swear 
  by the quality and price of the fabrics sold there. Tourists 
  looking for a unique experience can visit the shop and 
  receive a custom fitting by designer extraordinaire and 
  owner, Marbelle Pebblegrit.
  notable figures
  Marbelle Pebblegrit 
  Dwarf She/Her, Sunbask. Marbelle is a short woman in 
  her mid-forties. She wears thick spectacles and has a tattoo 
  of measuring tape running up her left arm. Marbelle is 
  eccentric and devoted to her work, often talking in depth 
  about the latest fashions while working with her patrons.
   
  A small brick and mortar building on the east side of 
  Digbrand, Tenacity Textiles brings in a devoted group of 
  tailors, merchants, and socialites. Designed in the fashion 
  of traditional Digbrand architecture, the building is orderly 
  and utilitarian. Inside, colorful fabrics drape from the 
  ceilings and hang from the walls. A small sign greets visitors 
  as they enter the building stating, “Please ring the bell for 
  service.”  Beside this sign is a small, silver bell. Somewhere 
  in the building you can hear the sounds of people going 
  about their work.
  Adventure Hooks
  Recently, patrons and staff in the Earthen Basin have been 
  complaining about the baths being overly hot and a visiting 
  ambassador was scalded by the searing heat. Hoping to respond 
  quickly and efficiently, Deedra Goldlight has called for a small 
  group of adventurers to enter into the chambers beneath the 
  baths to investigate why there are heating issues. In her call, she 
  has directed them to speak to attendant Raine Peltier to gain 
  access to the tunnels.
  Services
  clay baths- 3gp 
  communal baths- 5sp 
  massage- 1gp 
  healing stone therapy- 2gp
  the earthen basin
  The renowned spa of Digbrand, the Earthen Basin has 
  maintained the people of Digbrand for decades. The 
  spa imports water into great vaults deep beneath the 
  city, which is then warmed by lava flows that have been 
  carefully channeled for this purpose. The Earthen Basin is 
  accessed via three elevators that move up and down a vast 
  chasm, and foreigners to Digbrand require a reservation to 
  access the spa. Owned and operated by Deedra Goldlight, 
  the Earthen Basin has been passed down from generation 
  to generation within the Goldlight family.
  notable figures
  Raine Peltier 
  Orc They/Them, Lamentium. Raine is one of the attendants 
  in the Earthen Basin. Born and raised in Digbrand, Raine 
  started working at the Basin as an adolescent and found 
  joy in talking with their fellow staff and the patrons. Raine 
  is tall and lanky, with a soft face and black hair cut at 
  shoulder length. They are a little awkward around new 
  people but are friendly and occasionally too informal with 
  those they’ve met before. 
   
  Located in a lower section of Digbrand is the Earthen 
  Basin, a spa and bathhouse for all who live and visit the 
  Digbrand. Great bath chambers are carved into the stone, 
  with steam vents rising up and helping heat the city. Private 
  and public clay baths, saunas, and massage parlors line a 
  series of hallways that make up the Earthen Basin. Visitors 
  pass through an archway of glittering quartz as they enter 
  the Basin. Attendants of all races move through the spa, 
  practicing their healing arts on those in need. A dwarven 
  woman with light brown hair greets all who enter with the 
  same phrase, “Welcome to the Earthen Basin. We revitalize 
  the strength of the mountain. Glory to the Strong.”
  
  139
  ironburrow
  The sounds of chorus singing, ringing hammers, 
  and the sonorous toll of bells fill the glittering city of 
  Ironburrow. Located amid the vast mountain range 
  of Mt. Vera, Ironburrow is home to many who've 
  discovered their love for precious metals and cavernous 
  mines, including powerful dwarven, gnomish, and 
  drow families. Carved beneath and through a mountain, 
  Ironburrow is made of four major districts stacked atop 
  one another. Visitors easily marvel at the architectural 
  genius of the city and enjoy standing on the Stitkbro- a 
  polished, marble bridge that grants a view of the entire 
  city, top to bottom.
  imports, exports, and markets
  Iron is the primary resource collected and traded from 
  Ironburrow, though precious metals including: gold, 
  silver, and copper are also mined and minted in the 
  city. As a large trade center, visitors can find a diverse 
  range of markets and nearly everything may be found 
  if the buyer looks hard enough. Wood is one of the few 
  resources that Ironburrow predominantly imports from 
  the surrounding region, using in their expansive mines 
  and as support for their elaborate structures. Visitors 
  hoping to purchase any object made of wood or with 
  wooden components finds the price easily 25 to 50 
  percent higher than normal. Finally, religious idols of 
  Vera and other deities can be easily found throughout 
  Ironburrow as the culture holds the old god and all 
  religions in high esteem.
  religion
  The official religion of Ironburrow is devoted to Vera, 
  though a large population also worships the Masters 
  of the Weave. Temples connected to Vera are scattered 
  throughout the city, commonly known as singing halls, 
  where the faithful gather to sing and pray. Bouclier and 
  Lavie have gained a foothold in Ironburrow, and new 
  temples to these Masters have been built recently. Evil-
  aligned deities are discovered, investigated, and often 
  removed from Ironburrow.
  locations in ironburrow
  the stitkbro
  The Stitkbro is the main tourist attraction of Ironburrow. 
  Appearing as a bridge between two sections of the Silver 
  Strand, with a glass viewing platform at its center,  An 
  iron-wrought anvil stands as a statue at the center of this 
  platform, laden with hundreds of rings. Rumor states that 
  if you and your partner leave a ring on this statue, you 
  will have good luck and happiness for years to come. The 
  street entertainers vary widely here, from human statues, 
  fire breathers, dancers, and impressionists. Due to its 
  position in town, jugglers are banned.
  notable figures
  Tonral Mizzruae 
  Drow He/Him, Pyrium. Fire Dancer on the Stitkbro. 
  He is a lithe, silver-haired man in his late 40s. Tonral is 
  very charismatic and enjoys chatting with visitors.
   
  Built into the side of a mountain, exemplary of dwarven 
  craftsmanship and ingenuity rises in the cavern around you. 
  You struggle to comprehend how much time and effort was 
  needed to carve the enormous, smooth dome that reaches 
  high above the buildings and towers. Multiple city levels, 
  connected by grand, iron and stone ramps sit above and 
  below you and you can see both up and down the entire 
  height of the city
   
  On the uppermost level of Ironburrow stands the Stitkbro, 
  a polished marble bridge that seems to stretch out into the 
  void above the entirety of the town. Tourists, and residents 
  alike flock to the bridge, to take in the sites of Ironburrow and 
  enjoy the various street performers that work on the bridge. 
  Adventure Hook
  Rumors have been spreading that the ghost of Terje the 
  Magnificent has started appearing before those who walk the 
  Stitkbro late at night. Much to the dismay of the entertainers, 
  more tourists have begun walking the bridge at night. Tonral 
  believes that the rumors are a stunt put on by his rival, Galna 
  Swiftbell. Tonral is offering a reward to any who reveal the truth 
  of this rumor.
  
  Stargazer’s Guide to Aroria
  140
   
  silver strand
  The Silver Strand is a bazaar and the main street running 
  through the upper level of Ironburrow. Nearly anything 
  can be found in the Silver Strand and always at the 
  highest quality. The Silver Strand is made of mixed use 
  buildings, with shops lining the street level and the shop 
  owners living above. Visitors to Ironburrow might find 
  themselves spending an entire day wandering from 
  storefront to storefront. Common magic items can be 
  found in the Silver Strand and occasionally uncommon 
  magic items may appear on display in storefront 
  windows. 
  hall of stone
  In the Upper Level of Ironburrow, lay the Hall of 
  Stone, a towering cathedral of gold, silver, and copper. 
  The Hall of Stone is the largest church of Ironburrow 
  and is the primary place of worship for Vera. Built as 
  an octagonal church, visitors sit amid the hundreds 
  of pews to attend service and pay homage to Vera. A 
  massive brass organ dominates the back of the building 
  and music pours from the Hall of Stone every night. 
  The Hall of Stone is maintained and guarded by the 
  Priests of Song, an order of clerics devoted to Vera and 
  Ironburrow. At the center of the building stands the 
  Singing Stone, a magical relic imbued with Vera's power.
  notable figures
  Singer Bellick Basalt 
  Dwarf He/Him, Lamentium. Singer Bellick serves as the 
  high priest for the church. He is serious but optimistic, 
  tending to err on the side of a laugh than to give into 
  despair. Bellick has a fondness for sweets and often will go 
  too far to acquire them.
   
  second level of ironburrow- 
  the furnace
  The second level down in Ironburrow, connected to 
  the end of the Silver Strand, the Furnace a series of 
  factories, guildhalls, smithies, and forges, all designed 
  to process and refine the raw iron and other precious 
  metals that are harvested from the mines. For those 
  unprepared, traveling through the Furnace is a grueling 
  task. Characters that enter this area must make a DC 14 
  Constitution Saving Throw or suffer 1 level of Exhaustion. 
  Every hour that passes, the characters must repeat the 
  saving throw, on a success, nothing happens, on a failure, 
  they take another level of Exhaustion. If a character 
  succeeds in two Constitution saving throws in a row, 
  all levels of Exhaustion they had are removed and they 
  cannot be affected again for 24 hours. Characters may 
  acquire specialized leather hoods and tunics that make 
  them immune to the surrounding heat.
  second level of ironburrow- 
  house of resonance
  This building acts as a market and home to the 
  most expert crafts folk of Ironburrow. Led by Volga 
  Steelpike, the House of Resonance built its reputation 
  by selling equipment to residents and adventurers 
  alike. The building’s first floor is filled with various 
  stalls, all specializing in weaponry, armor, and tools for 
  melting and refining various metals. Characters may 
  buy nearly anything here except for magic items above 
  common rarity. Characters may also request items or 
  designs to be created but most creations have a base 
  charge of 75 gold pieces.
  Adventure Hook
  Important music belonging to the Chorus has been taken and 
  Singer Bellick has called for its recovery. The only clue they have 
  was a symbol of Lavie scratched into the stone. Join as one of the 
  many search parties and spread out throughout the city to track 
  down the thief.
   
  The street you stand upon is flecked with silver gilding, and 
  torchlight gleams off of the metal like tiny stars at night. 
  Even at midday, the Silver Strand of Ironburrow feels 
  timeless with little natural light streaming into the city, save 
  through tunnels drilled through the roof near the city gates. 
  A group of dwarves, dressed in priestly robes of rich gold 
  and indigo pass you as they walk the main street, singing 
  cheerily. The priests' song mixes with the ring of hammers, 
  merchants shouting, and sounds of industry.
   
  Traveling to the end of the Silver Strand leads to the second 
  level of Ironburrow, which is dominated by the district 
  called The Furnace. The Furnace is the beating heart of 
  Ironburrow, an endless drum of hammers on iron rings 
  throughout the district. Great plumes of smoke and ash hang 
  in the air before rising into long funnels bored into the rocky 
  ceiling, creating an ever-present smog that threatens even 
  the hardiest of visitors. Those who work in the sweltering 
  factories wear specialized leather hoods and tunics to protect 
  them from the heat and ash. At the center of the Furnace is a 
  soot-stained brass guildhall, where all manner of crafts folk 
  gather to trade knowledge and advice.
   
  Rising from the sea of smoke and ash is a soot-stained brass 
  building gilded with silver and platinum. An iron-wrought 
  sign hangs over two heavy stone doors, with the name, 
  “The House of Resonance” emblazoned beside a sigil of a 
  spike breaking a mountain. Beyond the din of surrounding 
  factories, you can make out the sounds of amiable shouts 
  and arguments from within the building. Various carts and 
  wagons surround the building, filled with merchandise and 
  smith’s tools. Barred windows reveal long rows of weaponry 
  and armor lining the walls within the building and you can 
  make out the shadows of various folks milling around inside.
  
  141
  third level of ironburrow- 
  the pit
  Located in the third level of Ironburrow, this portion 
  of the city is filled with apartments and barracks that 
  the miners of Ironburrow call home. The Pit’s buildings 
  and streets are built in rough utilitarian style, with 
  everything falling into a predictable grid pattern. 
  The residents here are suspicious of newcomers and 
  frequently visitors find themselves approached and 
  questioned before they get far through the district. 
  Churches to Vera and other divinities are easily found 
  here, with many of the miners often seeking a blessing 
  before their shift in the mines.
  the iron hook
  This building serves as one of the most popular taverns 
  in The Pit. Serving anyone, most folks who are asked 
  direct newcomers to this establishment and its owners 
  - the Cobblestep twins.  Characters that inquire further, 
  learn that the Iron Hook can help anyone acquire a 
  space to live, somewhere to work or specialized tools, 
  provided you have enough coin.
  notable figures
  Volga Steelpike 
  Dwarf She/Her, Waking. Volga is a stocky, powerful dwarf 
  of middling years. She is the chief overseer of the Foundry 
  and owns the House of Resonance. Volga is business-like 
  and quick to correct those who err in front of her.
  Adventure Hook
  Wandering through the Foundry is both difficult and dangerous, 
  especially when you weren’t planning on it. After a particularly 
  fun night in the Silver Strand, you’ve accidentally stumbled into 
  a Steelpike smithy. The following morning, you awake to a knock 
  at your door, and a gruff dwarven voice informing you that Lady 
  Volga would like to see you.
  notable figures
  Fenwyn and Fanwyn Cobblestep 
  Fenwyn She/Her, Gnome, & Fanwyn Cobblestep He/
  Him, Gnome. The Cobblestep twins are jovial trickers and 
  shrewd owners of the Iron Hook. They are quick to joke 
  and offer you a beer but as soon as talk turns to business or 
  to an opportunity, they are quick to appear at your table to 
  join in the conversation.
  fourth level of ironburrow- 
  the mines
  The mines of Ironburrow are nearly endless and 
  offer many opportunities for workers and adventures 
  alike to seek out opportunities for riches, combat, or 
  adventure. While there are no unique locations in the 
  mines, their expansive reach provides ample chances 
  for encounters with ancient ruins, deadly dungeons. 
  Any attempt to make a map of mines, other than those 
  possessed by volga Steelpike are utterly useless as the 
  mines often twist and turn upon each other.
   
  Beneath the glimmering streets of the Silver Strand and 
  the Furnace’s smoke filled halls is Ironburrow’s third 
  district – the Pit. The district streets are often empty and 
  visitors frequently feel isolated in this district. But, when 
  the roar of the steam whistles signal the start of a new shift 
  the streets are flooded with ore laden carts, overseers, and 
  miners moving like clockwork. At the center of the Pit, far 
  below the Stitkbro bridge above, stands the Iron Hook, a 
  tavern and diner that serves many of the working class. 
  The constant sounds of off duty workers echoes from this 
  building, sweeping into the nearby streets and calling to 
  any who feel alone.
   
  At the center of the Pit stands the Iron hook, a four story 
  tavern and restaurant. The endless  laughter of its patrons 
  fills the nearby streets and the soft yellow lamp light 
  appears as a beacon against the surrounding darkness. 
  Inside the tavern, long tables sweep across the room, and a 
  well stocked bar stands against the west wall. A small stage 
  occupies a corner of the room with live music every night. 
  This design is copied on the second and third floors, though 
  with increasing opalescence. Two fire-haired gnomes move 
  through the room effortlessly, seeming to bring cheer and 
  energy to everyone around them.
  Adventure Hook
  Recently, there has been growing trouble in the mines beneath 
  Ironburrow. Miners have been disappearing more frequently, and 
  there is an increase in monster sightings. The Cobblestep twins 
  don’t want trouble for their customers and would like some extra 
  help in dealing with the issue. Go into the mine and find the source 
  of these monsters. 
   
  A vast network of tunnels make up the mines of Ironburrow, 
  which are worked for nearly every hour of the day. Miners of 
  all kinds dig, gather, and transport the precious metals that 
  make up Ironburrow’s chief commodities. Unlike the levels 
  above, the mines are terribly dark, and only the dim glow of 
  lanterns offer solace against the encroaching shadows.
  
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  142
  
  143
  through the forest encounter winding, challenging paths 
  and unprepared adventurers find themselves quickly 
  lost amid the trees. Within the Barenhad Forest lies the 
  Northern Outpost, temporary home to Ranger Heloyn 
  Whiteclaw of the Whiteclaw Rangers.
  notable figures
  Heloyn Whiteclaw 
  Half Elf She/Her, Sunbask. Heloyn has been keeping a close 
  watch on the newly developing zombie situation and can 
  be found in a small outpost north of the Ashen Obelisk. 
  Though it seems to pose no immediate threat to any nearby 
  settlements, where one zombie walks out of a tunnel, there 
  are surely more to follow. Should adventurers wish to enter 
  the mines, Heloyn and the rangers at the Northern Outpost 
  are able to provide the safest and most direct route.
  northern outpost
  The outpost is a place of function rather than form, 
  made up of several simple wooden cabins on stilts with 
  a central watchtower, but there is space for travelers to 
  stay for the night. The Ranger Heloyn Whiteclaw lives 
  in the central tower with a few of their fellow rangers, 
  watching over the Barenhad Forest and the surrounding 
  region. Heloyn’s presence is not one that is easily 
  overlooked in the setting of the outpost, often dressed 
  in furs or leathers that help them blend into the natural 
  surroundings of the forest. They stand at a slightly 
  above-average height, with a dark complexion and 
  piercing brown eyes, their brown hair often in braids or 
  pulled back to keep it tidy as they work. The Northern 
  Outpost is an orderly place and visitors find themselves 
  occasionally drawn into daily chores and tasks that 
  Heloyn and their comrades perform.
  notable figures
  Candelza Morrowyn 
  Human She/Her, Wisterius. Indeed, according to some, 
  these stories are not simply fables. Candelza Morrowyn, a 
  lithe, strawberry-blonde bard who wanders nearby towns 
  and delights in regaling jumpy listeners with tales of the 
  ghosts she has encountered on the grounds of the Ashen 
  Obelisk. She is often found in the corner of a tavern 
  strumming her lute, her long, wavy hair loose over her 
  signature burgundy tunic. 
  The Ashen Obelisk
  Once a beautiful, thriving wildflower meadow, the 
  area immediately surrounding the Ashen Obelisk is 
  now desolate. Nothing grows here, and there are few 
  alive who remember a time when it did. Like a rotting 
  bullseye in the center of a ring of black grit, the Ashen 
  Obelisk is the crumbling remains of what was once a 
  thriving Wizard’s tower. In antiquity, this tower was 
  known as the Mystic Conservatoire. Though most 
  of its history is lost to the annals of time (perhaps 
  purposefully so), it is generally agreed that the Mystic 
  Conservatoire was once a small but well-respected 
  institution of magic, frequented by studious and 
  powerful wizards who would take up mostly-temporary 
  residence to focus on their areas of study. 
  Then, there was the accident. Little is known about 
  what happened, but in one great explosion, the Mystic 
  Conservatoire became what is now simply known as the 
  Ashen Obelisk. The most likely cause of the explosion 
  lies deep below the ground - a Meridium mine, now long 
  abandoned. A ring of soot and ash surrounds the once-
  beautiful tower, spanning out to the edges of nearby 
  forest, foothills, and low mountains. Though adventurers 
  have explored the area, few (if any) have yet been able to 
  ascertain the fate of the Mystic Conservatoire or, indeed, 
  all those who were lost in the explosion.
  locations
  barenhad forest
  Once outside the ring of ash and dead land, you will 
  find forests, foothills, and even low mountains. To the 
  North and West of the Ashen Obelisk lies the Barenhad 
  Forest, full of old growth evergreens and other such 
  flora to suit a cool but temperate climate. The forest is 
  home to wild beasts including roaming wolves, herds of 
  moose, and the occasional bear. Those who travel
   
  The tower before you was once the Mystic Conservatoire, 
  a symbol of knowledge among mages. What you see now is 
  far from an institute of learning; it is a crumbling blackened 
  ruin, burnt out in places, but still climbing aimlessly toward 
  the sky. The immediate area around it matches in both 
  content and color, the Ashen Obelisk emerging from ashen 
  ground where nothing will grow. Outside of the radius 
  of ash, however, is a thriving wilderness to the North and 
  West, foothills to the South, and low mountains to the East. 
  Well into both the forest and the hills, forming a rough 
  circle around the Ashen Obelisk, lies a number of former 
  mines called the Deeprock Tunnels, laden with deposits 
  of Meridium. In the forest to the North you will find the 
  Northern Outpost, a checkpoint for rangers, and in the 
  foothills to the South you will find the small trade village of 
  Cordelay, a once booming mining town. 
  V
  Points of interest
  
  Stargazer’s Guide to Aroria
  144
  cordelay
  Upon heading into the foothills to the South, you will 
  eventually come upon Cordelay, a close-knit, trade 
  village that once was filled with eager minors and their 
  families. However, it now relies primarily upon the fruits 
  of the land in other ways, and Cordelay truffles and 
  mushrooms are well respected in the region. The village 
  of Coredelay consists mainly of wattle and daub cottages, 
  their white exteriors standing out in a picturesque fashion 
  against their thatched roofs. Though it is not nearly the 
  size it once was, the people who remained seem happy 
  and relatively prosperous. The Blue Piglet, the town’s inn 
  and tavern, is popular with locals and travelers alike, and 
  you can usually find the bard Candelza Morrowyn there, 
  regaling patrons with tales of the Ashen Obelisk. 
  the blue piglet
  An often-rowdy but generally friendly inn and tavern, 
  The Blue Piglet is the haunt for Cordelay locals and 
  visitors. Constructed of wattle and daub (like most of 
  the town), it is clear that the tavern was once a one-story 
  building, and that its addition was built with somewhat 
  questionable workmanship. The second story leans 
  slightly to one side, but Mardo the innkeeper swears that 
  it’s perfectly stable. A tall, broad, intimidating human, 
  Mardo is actually quite amicable. If you’ve been to The 
  Blue Piglet more than once or twice, he knows your name, 
  your order, and he’ll greet you with a booming voice as 
  you walk through the door. Inside, you’ll find roughly 
  constructed wooden benches and tables, with some 
  smaller ones pushed into quiet corners, and larger tables 
  out in the center of the room, lending to the community 
  atmosphere. It’s unlikely to see this tavern empty, but 
  it truly begins to boom in the evenings as the townsfolk 
  wrap up their daily work.
  deeprock tunnels
  Survey of the area surrounding the Ashen Obelisk has 
  produced one unusual feature: a number of underground 
  tunnels leading directly to the Ashen Obelisk from a 
  series of man-made caves in the nearby foothills and 
  forests, spread out in a rough circle around the former 
  Mystic Conservatoire. With plentiful Meridium veins 
  in the area, it is no doubt that mining was one of the 
  motivations for creating these tunnels. Though it is 
  clear that the tunnels led into the basement of the 
  Conservatoire at one time, there is no record regarding 
  what else they may have been used for, or what their 
  intended purpose may have been.
  Inside these tunnels, it is not unusual to encounter wild 
  animals who have made these places their homes, or more 
  rarely, cave and underground-dwelling monsters. Even 
  these creatures tend to stay toward the tunnel entrances, 
  using the man-made caves and the openings close to the 
  hills and forests as their dens rather than venturing into the 
  vast emptiness underneath the Ashen Obelisk. 
  Despite its barren dereliction, the area surrounding the 
  Ashen Obelisk is not always quiet. It is said that in the dark 
  of night, or on the anniversary of the explosion (though 
  no-one knows when that was, exactly), visitors are likely 
  to encounter a host of spirits and monsters, the grand 
  majority of which are incoherent and uncommunicative. It 
  is not uncommon for the light of the moon to brighten the 
  area around the Ashen Obelisk, shining oddly in corners of 
  the ruin, causing your eye to catch a glint of something…. 
  Or perhaps, nothing. Was it just a trick of the light?
  Regional effect
  No matter how you first approach the Ashen Obelisk, 
  its dark visage leaves an imprint on your memory. Even 
  as you leave the grounds, you are haunted by a deep 
  feeling of unease, that creeps into your subconscious 
  thoughts. Adventurers who have spent too much time 
  in the tunnels discover that their perception seems to 
  temporarily change, and they may notice distortions in 
  solid materials - almost if their very composition could 
  be shifted with a simple effect. If you are the sort to 
  dream, you may find yourself questioning if you are 
  asleep or awake as you return to the Ashen Obelisk 
  in your nightmares - a side effect of the Meridium 
  essence that lingers there - finding yourself among 
  those trapped, wandering the barren wastes, hopeless 
  for so long that you’ve forgotten who you are. Though 
  you wake in a cold sweat to find yourself comfortable 
  in your bedroll with the campfire crackling nearby, 
  something pulls you back toward the former Mystic 
  Conservatoire….
  Adventurers with nightmares of the Ashen Obelisk may incur 
  one point of Exhaustion. 
  
  145
  The Ashen Obelisk Adventures
  They Come From The Deep
  You’ve heard talk of zombies emerging from the Deeprock Tunnels, 
  and your group has been sent to investigate. Liaise with Heloyn 
  Whiteclaw at the Northern Outpost or investigate on your own, 
  choosing one of the many entrances to the Deeprock Tunnels to 
  start from. Navigate your way through the maze-like Deeprock 
  Tunnels, through the former Meridum Mines and under the Ashen 
  Obelisk to discover the origin of the undead. 
  Ghost Stories
  The bard Candelza Morrowyn often tells ghostly tales of the Ashen 
  Obelisk, but she’s running out of new material. She’s asked you to 
  accompany her to the grounds of the Ashen Obelisk to observe the 
  spooky goings-on, but warned you that you should probably come 
  armed - it wouldn’t be the first time she’s run into trouble.
  The Lonely Revenant 
  The bard Candelza Morrowyn often tells tall tales, which was what 
  everyone assumed the Ballad of the Lonely Revenant was. Much 
  to the shock of the regulars at the Blue Piglet, a traveler burst 
  into the tavern, claiming to have had an encounter with the very 
  phantom from the ballad. Now, the townspeople want an answer 
  once and for all - and have asked you to return with proof of the 
  Revenant’s existence.
  The Lonely Revenant, Part 2
  Upon finding the Revenant, you believe that it may truly be trapped 
  on the grounds of the Ashen Obelisk. Explore the former Mystic 
  Conservatoire for clues to discover what dark magics keep it 
  bound. Will you fight and destroy the Revenant, or will you help it 
  find absolution?
  Lost to History
  What really happened at the Mystic Conservatoire? Starting in the 
  tunnels and working your way up each level of the tower, can your 
  party make it all the way to the top and discover what catastrophe 
  befell the mages who once took up residence there?
  Treasures of the Mystic Conservatoire
  Rod of Unyielding Ambition
   A black rod imbued with Meridium. It is a sentient rod that cannot 
  speak, but can convey emotion to the user. The Rod of Unyielding 
  Ambition allows the wielder to add +2 to one Charisma roll per 
  long rest. When the wielder reaches level 7, the Rod also allows the 
  user to add an additional 2d6 to one damage roll per long rest. It 
  requires attunement.
  Ring of Minor Respite 
  A dark grey band that shimmers like stars under the moonlight. 
  This ring allows the user to heal 1d4 hit points once per long rest.  
  Mage’s Bracers 
  A pair of leather bracers with intricate designs burned into the 
  edges, these bracers provide a +1 bonus to AC and automatic 
  proficiency to anyone who attunes to it. 
  Fire Pendant 
  A beautiful red gem on a chain that seems to speak to you. with 
  a successful Investigation Check (DC 16), the owner learns that 
  they can break this gem to release a Fire Elemental (Pg. 126, Basic 
  Rules) which cannot be healed but will accompany you until it dies. 
  Pickaxe of Endurance 
  Heavy, two-handed weapon. 2d6 piercing damage, 7lbs. Allows 
  the user to ignore the first point of exhaustion. However, when 
  a second point of Exhaustion is reached, the user will take both 
  conditions as normal.
  Amphora of Flowing Water  
  A small clay pot with an unending supply of water, held in 
  a woven bag.
  
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  146
  
  147
  pleati
  Originally an Elven settlement, Pleati had long ago 
  opened its doors to other residents, and is now a small, 
  multi-cultural village. Composed primarily of wooden 
  structures, the buildings are built almost entirely on 
  stilts in order to accommodate for the snowfall that the 
  area receives. The residents of Pleati are dedicated to the 
  power of nature, and do not necessarily worship a god 
  or goddess, but rather the power of the life around them. 
  There are four annual festivals in Pleati, each to mark 
  the progression of the year. Though snow can occur for 
  more than a third of the year, there are still four distinct 
  seasons, indicated by temperature change and the 
  transformation of deciduous plants. The inhabitants of 
  Pleati have a great community feast at the end of every 
  week to celebrate the hard work they have all done. The 
  people of Pleati are predominantly vegetarians and, 
  as a result, they have a great number of creative and 
  tasty herbivorous dishes. They are happy to teach their 
  foraging and cooking skills to visitors.
  murtokk-leai base camp
  Having reached the height of its popularity about a 
  century ago, the Murtokk-Leai base camp was the 
  epicenter of the mountain climbing craze that swept 
  through Aroria after Dwarven adventurer Buren 
  Stronghand and his team were the first to fully ascend 
  Mt. Leai. Thousands of climbers followed suit, hoping to 
  claim glory or discover new weather patterns, creatures, 
  and magic. However, as time passed, the urge to climb 
  died down, with curious tourism giving way to the 
  exploits of serious climbers and researchers. Though 
  the Murtokk-Leai base camp is still in operation, there 
  are many abandoned cabins and only small cohorts of 
  climbers moving through the area. In the off season, the 
  base camp is maintained only by a skeleton crew, and it 
  becomes incredibly difficult to traverse the region during 
  that time, isolating the permanent residents and forcing 
  them to rely on food prepared to last until the thaw.
  notable figures
  Buren Stronghand 
  Human He/Him, Lamentium. Buren Stronghand is a 
  retired adventurer that has now settled in the Murtokk-
  Leai base camp. He spends his days selling maps of the 
  area, advising potential climbers, and generally assisting 
  with the day to day operations of the camp. He also 
  raises a small herd of Fleetram that can be hired out to 
  climbers and explorers in order to carry their supplies. 
  About a century ago, Buren and his party were the first 
  to ascend Mt. Leai to the summit, gaining renown and 
  acclaim for their act of stamina and athleticism. Though 
  he and his party explored many areas of Aroria, he chose 
  to settle down at the Murtokk-Leai base camp, fond of 
  the atmosphere of nearby Murtokk and surrounded by 
  pleasant memories of his success and younger years.
  The arctic desert
  Snowy year round, the Arctic Desert has still developed 
  many livable settlements. Most notably is the former 
  mining town of Cordelay, now well-known as a food 
  lover’s village. Cordelay truffles and mushrooms 
  are foraged from the nearby Barenhad Forest, are a 
  staple of the town and attract visitors from across the 
  continent. The Arctic Desert was also once home to the 
  Mystic Conservatoire, which was reduced to a husk 
  of its former glory after an accident. It now stands as 
  a grim reminder of the cost of magic, known as the 
  Ashen Obelisk. The bards and townsfolk who gather 
  in Cordelay’s tavern, The Blue Piglet, often tell tales of 
  the hauntings of the Ashen Obelisk, and of the many 
  creatures that inhabit the less populated areas of the 
  Arctic Desert, including the Lusherum, a lake monster 
  sighted only rarely.
  The settlements in the Arctic Desert are hearty and 
  jovial, as many of the people who have settled here are 
  steadfast and believe in playing just as hard as they 
  work. To the far south, hills lead into mountains that 
  are virtually impassable. Deep in the Barenhad Forest, 
  adventurers may stumble upon Pleati, a log cabin village 
  built on stilts due to the significant annual snowfall. 
  About a day’s trek from Cordelay is the largest town in 
  the Arctic Desert, Murtokk.
  locations
  blizzard valley
  Blizzard Valley was named due to its unpredictable, 
  intense, and dangerous blizzards. One of the valleys 
  on the route to Murtokk, travelers are warned not to 
  stray from the main road while they move through this 
  area of the Arctic Desert. Due to a strange supernatural 
  phenomena, common magical and scientific instruments 
  become useless. It is easy, even for the most proficient 
  of rangers, to become lost here. It is also one of the 
  most likely places for those on the road to encounter 
  intense blizzards, including unending white outs. 
  Many adventurers have gone missing whilst trying to 
  understand the strange phenomena in Blizzard Valley, 
  and so far, no one has been able to discern the cause. For 
  now, it remains a dangerous mystery.
   
  A snow-filled tundra stretching for miles around, many 
  come to the Arctic Desert for adventure, rumors of strange 
  ghost sightings, and some come with an ambition to seek 
  out the legendary, elusive Lusherum of the lake. With harsh, 
  frigid conditions, the people of this region have grown up 
  hearty and filled with a love for food, drink, and a warm 
  hearth. Those visiting the region for the first time find a 
  land of simple hospitality and locals who are welcoming 
  but highly superstitious. Given its proximity to the 
  enigmatic Ashen Obelisk, the region sees a large number of 
  ghost hunters and those willing to risk everything for lost 
  knowledge or treasures buried within the snow.
  
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  148
  murtok
  Once a small settlement of humans, Murtokk continued 
  to grow into a diverse and bustling town located at the 
  end of major roads in Aroria. Not far from the Murtokk-
  Leai Base Camp, this town serves as a starting point for 
  many mountaineers hoping to make new discoveries or 
  to summit Mt. Leai. Several stores focus on the sale and 
  trade of supplies, dried foods, furs, game, equipment, 
  and other necessary accouterments for traversing 
  the harsh conditions there. The short climb up to the 
  Murtokk-Leai Base Camp becomes almost impassable 
  during the harsher months, but when the weather is 
  nicer, trade and tourism passes freely between the two. 
  Much of the Arctic Desert is relatively unexplored, and it 
  is considered one of Aroria's frontiers. It is unsurprising, 
  of course, to run into adventurers, explorers, scientists, 
  aspiring mages, druids, and rangers here, all using 
  Murtokk as home base for their work. In addition to 
  the various shops, there are two inns, several taverns, 
  restaurants, and other municipal utilities seen in larger 
  towns and cities.
  the partway shelters
  With the town of Murtokk at the end of the main road, 
  the popularity of it increased the need to traverse the 
  long and sometimes treacherous path there. The Partway 
  Shelters are small stone cottages scattered throughout 
  the Arctic Desert, primarily along the main road. 
  Marked with the sign of a horseshoe above the door, 
  they are open for any travelers to rest, especially as 
  conditions are known to be unpredictable and volatile. 
  They are equipped with basic needs, a fireplace, wood 
  (unless it has run out), and often extra blankets. It is 
  not uncommon for those who regularly make the trek 
  to leave things for others in the huts, so a snowed-in 
  adventurer may find themselves in possession of some 
  freshly baked bread, or necessary provisions for their 
  travels. There is a general understanding that these are 
  left for adventurers and travelers, and at times, multiple 
  parties will find themselves sharing the accommodations 
  at one time. This can lead to tension, but more often than 
  not, leads to new acquaintances and camaraderie.
  The Arctic Desert Adventures
  Monster of the Deep
  Some of the visitors to the Arctic Desert come to try and catch a 
  sighting of the Lusherum, a mythical lake monster that has been 
  spotted by adventurers, but never caught, cataloged, or interacted 
  directly with. To what degree these rumors are true is hotly debated 
  but one is certain: something is out in the lake. Aspiring artist and 
  known gossip, Victoria Lanceret wants to see the Lusherum and 
  has offered a handsome reward to any group willing to protect 
  her and camp with her for a week while she searches out the 
  mysterious creature. 
  Surprise Storm
  A vicious storm has blown into the region trapping a group of 
  climbers caught unawares on Mt. Leai summit. Buren Stronghand 
  has called for any brave group of adventurers to go on a rescue 
  mission to try and save the trapped climbers. Can you climb 
  the mountain without succumbing to the elements or getting 
  trapped yourself?
  The Wails in the Wind
  Local folklore speaks of a cursed adventurer lost in a blizzard long 
  ago. Legend says their spirit hunts anyone foolish enough to wander 
  out into the arctic desert during a storm. Perhaps you can finally 
  put their soul to rest and find out what cursed them so long ago.
  The badlands
  An endless expanse of dust and dried dead plantlife, the 
  Badlands are dangerous to any who attempt to traverse 
  them. The badlands is a land of extremes, with ruthless 
  heat during the day and bitter cold at night. Long ago, the 
  badlands were lush and fertile, until endlessly mined by 
  industrious fire giant settlements. Those traveling through 
  the land see the battered ruins of long lost civilizations 
  that have tried, and failed to stand the test of time. Now, 
  mighty rocs roam the land and scattered bands of small 
  fire giants rove throughout the territory. This barren land 
  has given the hardiest adventurers a chance to carve out 
  their own stories and stalwart cities to rise from the dust.
  The Badlands were once home to a thriving community of 
  Fire giants (Pg. 126, Basic Rules), who all shared a passion 
  for craftsmanship. At the height of their civilization, all of 
   
   
   
   
  Aroria knew of their creations. However, they were 
  soon consumed by their greed and harvested everything 
  they could from the land. Eventually, this caused the 
  land to turn against the giants as the excessive mining 
  and foresting eroded the ecosystem. The community 
  collapsed and most of the Fire Giants migrated to other 
  areas. Those who remained were ultimately scattered 
  after brutal confrontations with a flock of Giant Roc 
  which have laid claim to the land. Now all that is left are 
  the ruined structures.
  The Badlands is a dangerous place for unprepared 
  adventurers but for those ready for a challenge, there 
  is no place better to test your strength. Facing both 
  grueling weather conditions and vicious monsters, the 
  Badlands offer endless adventure and chances for rare 
  and unique encounters.
  
  149
  la cambria  
  archeology society
  Recently, the Halloways started hosting a group of 
  archeologists, explorers, and rangers calling themselves 
  the La Cambria Archeology Society “CAS” for short who 
  are interested in uncovering the secrets of the ancient 
  fire giant society that once lived in the area. Led by 
  naturalist Carson Cunningham, this group has started 
  successful research and trading ventures with local 
  fire giant settlements. In the process they’ve begun to 
  uncover relics from the surrounding ruins.They are in 
  constant need of adventurers willing to protect them 
  from Selia’s pack, roaming Stoneskin barbarians, and to 
  carry their heavy equipment to the next digsite.
  skybreaker
  A colossal roc that nests in the Badlands, Skybreaker is 
  the last Roc that once fought with the Fire Giants over 
  this territory. Over the years Skybreaker has grown more 
  intelligent, learning more about the land and people 
  that live below him. Skybreaker has an Intelligence of 7 
  in addition to the normal Roc stat block (Pg. 342, Basic 
  Rules). Colored in dark blues and grays, Skybreaker 
  appears like a thunderous cloud while in flight. 
  Everything in the Badlands cower in fear when they 
  hear Skybreaker’s call and the massive bird has grown 
  accustomed to occasionally feasting from shrines built 
  throughout the Badlands by the Stoneskin Barbarians.  
  locations
  last oasis and selia  
  the whisperer
  Hidden amid a ruined fortress lives Selia the Whisperer, 
  a lamia (Pg. 325, Basic Rules) illusionist who tempts the 
  unwary into the surrounding wilds of the Badlands. 
  Creating her lair in the halls of an ancient fire giant castle, 
  Selia rules over her children, her slaves, and a pack of Gnoll 
  (Pg. 137, Basic Rules), who she uses to raid nearby villages 
  and traveling caravans. Over the years, her name has grown 
  in infamy and many travelers now question whether the 
  oasis they approach is real or a cunning trap. Driven to feed 
  her hungry followers, Selia sometimes ventures into the 
  nearby towns, posing as an expert guide to the area, or a rich 
  noble seeking “safe passage” through the desert. She’ll pull 
  any number of schemes to allure her victims back to her lair.
  tarne
  Nestled on the edge of the badlands lies the small town 
  of Tarne. One the last stops for weary travelers, Tarne 
  boasts a simple, rustic hospitality to those who need it. 
  Many who pass through stay at the Sinking Sands Inn, 
  and spend their coin at The Mirage, the local tavern 
  and brothel where their signature drink makes you see 
  visions of your greatest desires. Everything in Tarne is 
  owned by the innkeepers, Simone Halloway and their 
  family. Often looking to recruit passersthrough to help 
  remove the nearby monsters and raiders, the Halloways 
  are keen to warn everyone of local troubles and rumors.
  notable figures
  Stoneskin Barbarians 
  Led by Shale, the Stoneskin Barbarians are a group of 
  nomads that roam the Badlands. Having adapted to their 
  harsh environment, Shale and her people have become 
  well known to any who traverse this region, either seen as 
  helpful guides or a danger to be avoided. The Stoneskin 
  Barbarians are a matriarchal society: with leadership being 
  passed down each generation. Recently, Shale’s mother, the 
  current leader of the tribe, has fallen ill and Shale has now 
  begun to step into a position of leadership. During these 
  transitions of leadership, the clan grows more volatile, as 
  dissenting groups seek opportunities to seize power or 
  leave the group altogether. 
  Jodo the Radiant 
  A myth on the lips of many who live in the badlands, 
  Jodo is a Dao that was bound by the Fire Giants years 
  ago. Trapped on the Material Plane, Jodo has made 
  the Badlands their domain, wandering the region as a 
  traveling merchant in search of any who may free them 
  from their imprisonment. Unfortunately for Jodo, the 
  Fire Giants that created the binding spell prevented Jodo 
  from speaking of their plight. Those who tell stories 
  of the genie, speak of a nomadic being that speaks in 
  metaphor, riddles, and doubletalk, all in an effort to 
  return home. The years of imprisonment have not been 
  kind to Jodo, whose mind has begun to leave them. Their 
  mood and actions are often chaotic, governed by their 
  mood day-by-day. The Stoneskin Barbarians consider 
  Jodo a trickster god, testing those they encounter, while 
  the Hallowdays consider the genie simply a myth on the 
  same level as Selia the Whisperer.
  The Forger 
  Those who travel deep into the badlands swear of 
  hearing the “clang” of metal on metal, and often see 
  illusory furnaces burning brightly in the night. Many of 
  these reports are unfounded, those lucky few discover 
  a hermetic Fire Giant calling himself the Forger living 
  amid the ancient ruins of his ancestral home. The 
  Forger has long forgotten his real name, and offers 
  aid to any foolish enough or brazen enough to be lost 
  amid the endless expanse of the region. The Forger is 
  an Introverted craftsman who has a deep reverence and 
  understanding of his work. Those who tell stories of him 
  speak of a grumpy old caretaker who’s gruff demeanor 
  hides a deep well of sadness. 
  The Badlands Adventures
  Mining Expedition
  Carson Cunningham and his team have a new digsite that they 
  want to start working on immediately. Travel out to the area before 
  Carson’s team gets there and clear out any beasts that may be a 
  threat. When the archeology team arrives, protect their work for 
  the next week from anything that tries to attack them. 
  Talking with Fire Giants
  Recently, both the Hallowdays and the La Cambria Archeology 
  Society have had bad interactions with the local Fire Giant clan, 
  with some of the exchanges resulting in violence. Both Simon 
  Hallowday and Carson would like you to liaise with the Fire Giants 
  and see if you can come to an amendable agreement. Hopefully 
  things won’t go badly. 
  Hallowday's Holiday
  Every 5 years the Hallowday family travels into the Badlands in 
  search of the mysterious wanderer Jodo the Mad. Part of a family 
  tradition rooted in wishes, dreams, and fantastic treasures, the 
  locals of Tarne call this Hallowday’s Holiday. While the family is 
  away the general rules of Tarne fall away and the town becomes 
  lawless and wild, usually resulting in a massive party put on by the 
  residents. The Hallowdays would like adventurers to help maintain 
  a semblance of peace while they are away and to prevent their 
  liquor stores from being entirely emptied.
  
  Stargazer’s Guide to Aroria
  150
  the blood phoenix
  The small ketch was built to be quick and agile rather 
  than fast and strong. It takes a skilled captain like 
  The Scorned Siren, Iveria Reefborn, to maneuver the 
  joystick of a vessel between the islands the northern 
  part of the Barvassian Sea. The Blood Phoenix is a pirate 
  ship. Though the crew would never call themselves 
  that, they plunder and ravage the islands and ships 
  around Sunspell nonetheless. The Blood Phoenix sails 
  are known up and down the Sunspell peninsula and 
  merchants often pay double for bodyguards when she is 
  quiet for too long.
  notable figures
  Iveria Reefborn 
  Merfolk She/Her, Duskworn. Her lavender skin is 
  contrasted by deep purple hair that covers turquoise eyes. 
  Under each, a black tattoo lines the lid and drips down 
  to a point. Her right ear is pierced in several places with 
  a gold chain draping between each piercing. A golden 
  rough coral necklace is wreathed upon her neck. She dons 
  a dark red overcoat cinched with black leather around a 
  corset with gold buckles. Dangling around her waist is a 
  gold coin with a foreign language, a cork with a symbol 
  burned into it, a rusted small broken circular mirror, a 
  pencil thin leather cylinder, and other trinkets. To most 
  on this freezing ocean, she is known as The Scorned Siren 
  but you just call her Captain.
  alcindair
  Long before the fall of the Lost Gods, deep in the depths 
  of the Barvassian Sea, a city was forged from Meridium 
  and magic. Alcindair was a utopian society mythically 
  renowned for its integration of magic in everyday life. 
  Wells of fresh water flowed from nowhere into rivers 
  protected by magical barriers to keep children from 
  falling in. Levitating carts with complex propulsion 
  systems dotted the streets and the protective shield 
  over the city kept the city a brisk 68°. Clerics in the city 
  were said to have discovered the secrets to all disease, 
  including those currently thought to be incurable.
  All this was due to the intrinsic knowledge of Meridum 
  Cindarians were said to have. They were the first to mine 
  the substance and their city was built upon that spot, 
  deep under the ocean. In today’s gold, Alcindair would 
  have more wealth than the rest of the world combined 
  three times over. Unfortunately, all of these wondrous 
  ideas are myth and legend. Everyone in Aroria treats the 
  legendary city as a child’s dream and a fool’s fantasy. The 
  city, if it ever existed, is lost to time and prophecy.
  Barvassian sea
  Aroria is on the west side of a large landmass and waves 
  from the Barvassian Sea crash all along its coast from 
  Elderguard to New Reach. Ships on the sea typically 
  remain close to the coast, popping between ports in La 
  Cambria, Sunspell, and Agubonne. The further out to 
  sea you go, the more dangerous your travels become 
  and many have made a career of braving those waters. 
  Islands of all sizes with treasure, danger, and magic wait 
  for the bold to discover them. 
  Travel on the sea is commonplace in Aroria and most 
  captains will ferry passengers from city to city for a 
  relatively low cost, less if they can contribute to the 
  crew. Travel to the islands in the western sea is rare 
  though and only swift ships made for running sail those 
  waters. Ancient powers bait souls to the western sea 
  with legends of magic and wealth, but typically just 
  introduce budding heroes to a watery grave. The north 
  is safer, but not for your purse. The islands in this area 
  are much closer together, many within eyesight of one 
  another. Schooners and agile ships with pirates surprise 
  unsuspecting merchants and travelers with the sole 
  intention of sending them into poverty.
  locations
  the grand storm
  A cross between a Man-O-War and a trireme, The Grand 
  Storm is a battleship built for speed. Captain Devlin 
  has commanded the great ship for half a century and 
  amassed a fortune guiding explorers and academics 
  into the dangerous waters to the west. No one on the 
  Barvassian Sea knows those waves like Devlin, and even 
  the scholars of Niveau Maximum heed his warnings, 
  when he chooses to give them. If adventure and mystery 
  calls you to the western sea, and you need a crew to get 
  you safely there and back again, The Grand Storm is up 
  for the challenge.
  notable figures
  Seaward Blue 
  Merfolk He/Him, Lamentium. Seaward Blue is all 
  bravado and all muscle. The boson is fearless in a raging 
  storm and generous with open liquor. Seaward spent 
  nearly a decade in Niveau Maximum researching the 
  lost city of Alcindair, but no evidence of the city could be 
  found, so he enlisted his services to The Grand Storm and 
  is hoping to discover the city with firsthand experience.
   
  The bow of your ship bobs up and down softly with the 
  waves of the Barvassian Sea as you make headway toward 
  adventure on the horizon. The turquoise ocean shimmers 
  in the Arorian sun like a dragon’s horde and you can’t help 
  but imagine the gold that might glisten beneath those waves. 
  Freedom. Treasure. Adventure. The sea offers all of this and 
  more, but this isn’t a fairytale. Warships, pirates, and beasts 
  lurk above and below the surface and only the boldest and 
  bravest sail these seas for long.
  Map of the Blood Phoenix
  The Blood Phoenix is captained by Iveria Reefborn and can typically 
  be found near Sunspell in the Barvassian Sea. However, Iveria is 
  known to travel the globe and could be anywhere on the Barvassian 
  at any time to serve your purpose. Additionally, time may have 
  marched past The Scorned Siren and The Blood Phoenix could have 
  passed to a new captain, should your story require it. 
  
  151
  
  Stargazer’s Guide to Aroria
  152
  Iveria Reefborn by Deanna Smit
  Iveria's Adventure Hooks
  Captain Kenley, a notoriously vicious pirate and his crew have 
  occupied a peaceful village on the coast. Liberation is a common 
  theme among Iveria’s travels, and she has a soft spot for the 
  innocent under the rule of the unjust. To double down with a 
  personal connection, this village is the home of Everiss, the Blood 
  Phoenix’s navigator.
  The party finds Iveria in a tavern. She is deep in her cups and more 
  trusting than usual. Soon, the party is invited to come along on 
  a day trip to her island where the sweetness of the pineapples is 
  matched only by the strength of the agave moonshine. When you 
  arrive, Iveria’s hideout has been ransacked! All that remains is a 
  cryptic note from an anonymous source.
  Once wild and arrogant, Iveria Reefborn has aged gracefully onto 
  the right side of the law as an admiral of her own fleet. The Scorned 
  Siren is now Protector of The Barvassian Sea. Some scars never 
  truly heal though, and Marwin, the man who made the Siren, is on 
  this side of the world for the first time in a century. There’s a secret 
  bounty on his head of 2500 GP, 5000 GP extra if it’s still breathing.
  
  153
  Iveria Reefborn
  Captain of the Blood Phoenix, Iveria "The Scorned Siren" 
  Reefborn has captured the hearts of many men and 
  women who have fallen in love with her. Those that 
  hold her attention the longest are individuals that are 
  strong, fierce, decisive, and unfaltering. Long ago, this 
  gorgeous vixen fell in love, and her heart was broken 
  in the most brutal heart-wrenching way possible. Her 
  hardened heart is immune to ‘Romantic’ love and has 
  twisted her view of it. Love is foolish, unrealistic, and 
  naive. Truth is loyalty and she is loyal to her crew alone. 
  They are her family of choice.
  motivation
  Every decision The Scorned Siren makes is carefully 
  calculated with her crew in mind. Often, she places their 
  needs above her own, enabling them to prosper and 
  grow. She finds joy in the sexual attention of men or 
  women. The more arrogant, attractive, or resistant of her 
  pursuit, the better. She enjoys making these individuals 
  look foolish or silly, and embarrasses them for the 
  opportunity to be with her. She promptly sends them on 
  their way before dawn.
  Medium Merfolk, Neutral Good
  Armor Class 17 Studded Leather
  Hit Points 128 (14d8 + 56)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+2)
  16 (+3)
  19 (+4)
  13 (+1)
  13 (+1)
  20 (+5)
  Saving Throws Dexterity +8, Charisma +10, Constitution +9
  Skills Survival +11, Persuasion +15, Insight +11
  Passive Perception 16
  Languages Common, Primordial
  Challenge 14 (11,500 XP)
  Actions
  Kraken's Bane. Iveria slashes at a creature +9 to hit, range 5ft, 
  one target, Hit 12 (1d8+4) slashing damage.
  Dagger. Iveria throws a dart at a creature +8 to hit, range 30ft, 
  one target, Hit 6 (1d4+3) piercing damage.
  speLLcAsting
  Iveria is a 14th level spellcaster and knows the following spells 
  from the Bard Spell List. +10 to hit, DC 18.
  Catrips (At Will): Vicious Mockery, Light, Message
  1st Level (4 Slots): Cure Wounds, Disguise Self, Fog Cloud
  2nd Level (3 Slots): Gust of Wind, Hold Person
  3rd Level (3 Slots): Counterspell, Lightning Bolt, Speak with Dead
  4th Level (3 Slots): Storm Sphere, Dimension Door
  5th Level (2 Slots): Mass Cure Wounds, Scrying, Wall of Force
  6th Level (1 Slot): Programmed Illusion
  7th Level (1 Slot): Magnificent Mansion
  speciAL AbiLities
  Kraken's Whip (5/day). As part of an Attack action with 
  Kraken's Bane, Iveria can extend the range to 30ft and add an 
  additional 3d6 force damage to the attack. The creature makes a 
  DC 14 Strength Saving Throw or is knocked prone.
  Lucky. When Iveria makes an Attack Roll, Ability Check, or Saving 
  Throw, she may choose to roll with Advantage. Iveria may use 
  this features 3 times a day.
  Skilled. Iveria adds a +2 bonus to all ability checks. 
  iveriA reeFborn
  Magic Items
  Kraken's Bane
  This Rapier adds a +1 to damage and to hit. As a bonus action 
  combined with an attack action, the range of the rapier extends to 
  30 ft as a magical whip of water strikes a target. On hit, the target 
  takes an additional 3d6 force damage and makes a strength saving 
  throw, DC 14, or is knocked prone. The player can use this feature a 
  number of times equal to their proficiency modifier per day.
  Ring of Water Walking (Pg. 193 Basic Rules)
  A ring with a bright blue glowing gem surrounded by filigreed 
  seaweed. When worn grants the wearer the ability to walk across 
  the surface of water.  
  Pennywish
  This coin is platinum on one side and copper on the other. As an 
  action, you flip the coin in the air and cast Wish using three words 
  or less. Roll a d20, 1-10 the wish is interpreted as poorly as possible. 
  On an 11-20 the wish is interpreted as advantageously as possible. 
  After casting, this feature cannot be used again for 7 days. 
  iveria's sea shanty
  The wind at our backs and depths down below.
  Where do we sail oh where do we go?
  A home on the seas and a home on the reef.
  With crewmates so fair and nary a grief.
  Sing way oh way! My bonnies my crew.
  The ones with flames in their hearts.
  How loudly we sing, our voice in the sky,
  Our lady, the wind, in the night hears our cry.
  Our lips are sweet and sinful as rum.
  They’ll make you forget where it is you hail from.
  Sing way oh way! My bonnies my crew.
  The ones with flames in their hearts.
  A storm on the seas is vicious and fierce,
  But pales to a heart of the sea you dare pierce.
  The cold of the depths as you’ll sink down below,
  The siren who caught you in her undertow.
  Sing way oh way! My bonnies my crew.
  The ones with flames in their hearts.
  
  Stargazer’s Guide to Aroria
  154
  death's door
  Very little is known about the origin of Death's Door, 
  though it is surrounded with many rumors, tales, and 
  legends. Located in a deep gorge, It is said that an 
  unnatural earthquake caused the land to split open, 
  revealing a portal to the abyss. This is based on some 
  verifiable truth as a fissure must have happened at some 
  point in time and within this canyon there is, indeed, a 
  portal to the abyss.
  The most common legend regarding Death's Door 
  involves two Masters of the Weave: Terrer and 
  Remblace. Terrer and Remblace once joined together 
  to hunt the avatar of the Old God Ardeur in order to 
  usurp their power. After a long pursuit, they drove 
  the avatar of Ardeur into a canyon, cornering them 
  at the end of the gorge where the land had remained 
  stitched together. Slaying the avatar, Terrer and 
  Remblace absorbed its power, but doing so threatened 
  to tear the world asunder.
   
  The canyon known as Death's Door does indeed look 
  like the world simply opened up: a wide crack on 
  one end with high canyon walls leads in to the gorge, 
  narrowing over miles and miles and sloping subtly 
  downward before, at its narrowest, it simply sinks into 
  unfathomable darkness. From above, you can follow the 
  canyon to Death's Door, where the split in the land leads 
  into a cave. Here is where you can find the portal to the 
  abyss. This gateway has had a powerful effect on the 
  land and nothing is quite right in the area surrounding 
  Death's Door. The closer you get, the stranger it is.
  locations
  the canyon
  One of the most notable and unavoidable facts about 
  Death's Door is that, being a portal to the abyss, you're 
  never entirely certain what you might encounter. The 
  Abyss itself being a place of chaos and danger, it is not 
  unusual to enter the canyon only to come face to face 
  with abyssal horrors, abominations, or even dangerous 
  demons. The outer edges of the canyon are relatively 
  safe. It is not uncommon to find mages and researchers 
  visiting the Shrine of the Gods, or  monitoring the 
  unusual activity of the Death's Door portal. A small river 
  that runs into the canyon before it, too, disappears into 
  the Abyss. The researchers working in the Canyon are 
  quick to warn anyone wishing to approach the river of 
  the terrible creatures hiding within it. Though the land 
  seems relatively unaffected at the outskirts, scholars will 
  tell you that even the air is laden with chaotic energy.
   
  “As the door opened, stones screamed, trees shattered, and 
  a mighty maw tore open in violent roars across the earth. 
  Silence followed. A silence of disbelief as our eyes adjusted 
  to the vast darkness of that gorge. And there, in the umbral 
  mass, something writhed, waking from a deep slumber, its 
  limbs stretching wide before us. A howl broke the silence, 
  ripping through the chasm with a growing hunger that drove 
  us near to madness. Then nothing. The gorge was empty 
  save for a solitary door beyond which devastation lies.”
  
  155
  above the canyon
  The area above the canyon is not exempt from the 
  strange happenings caused by the portal to the abyss. 
  Death's Door creates rifts in the planes and may even 
  alter the flow of time. Adventurers who follow the 
  edge of the canyon encounter strange and unusual 
  beings, and sometimes discover that their travel has 
  taken longer or shorter than expected as time moves 
  erratically. Though relatively harmless, travelers have 
  reported losing anywhere from an hour to several days 
  while traveling along the canyon's edge, and often 
  report strange dreams if they dare to sleep nearby.
  shrine of the gods
  The Shrine of the Gods is a small, one-room monument 
  erected in honor of the Legend of the fall of Ardeur, a 
  favorite origin story of Death's Door Canyon. Inside 
  the modestly-sized obelisk, there is a decorative burial 
  vault dedicated to the Old God Ardeur, as well as a 
  breathtaking mural on the wall, depicting the Masters of 
  the Weave Terrer and Remblace. Though the occasional 
  disciple of Terrer or Remblace will stop by to tend to the 
  shrine, it is unknown how it remains protected and in 
  good condition.
  notable figures
  The Caretaker 
  Humanoid Unknown. Called only to care for the 
  shrine, Caretaker’s exposure to Death’s Door and the 
  surrounding air has left them inexorably devoted to their 
  charge. 
  death's door
  Death's Door itself is the portal to the Abyss. What looks 
  like a very dark cave at the end of a canyon is actually 
  an unstable opening in the Abyssal Plane. Very few 
  people seek to travel this far into the canyon or get close 
  to Death's Door, lest they find themselves encountering 
  terrifying beasts or be pulled through the Door to 
  another world. Even for curious adventurers, there are 
  few who make it to the very precipice. The closer you 
  get to Death's Door, the stranger the world around 
  you seems. It is an ever-changing domain of chaos, 
  where one journey may lead you past a wall of eyes, 
  yet another finds you passing a river of green ooze. The 
  portal itself is unstable and there is no guarantee where 
  in the Abyss you may end up. Even most interested 
  researchers do not venture this far, and it is strongly 
  advised against stepping beyond this realm.
  Death's Door Adventures
  Hauntings in the Shrine
  A strange, ghostlike being has been seen around the Shrine of the 
  Gods on more than one occasion. It is still a rare enough sight 
  that it is a folktale rather than accepted fact. This being is not 
  corporeal enough to be described as a revenant, banshee, or even 
  ghost - rather it is a shimmering, vaguely humanoid shape, like a 
  glitch in the fabric of the material plane. This being appears only 
  within the shrine, and seems to move about, touching the mural and 
  the tomb, seeming to pause and appreciate it as the many visitors 
  do. Then, just as suddenly as it arrived, it disappears. Believing 
  that this spirit is part of the anomalies coming from Death's 
  Door, researchers would like a group of adventurers to track and 
  encounter this being.
  Visitor from Beyond
  Travelers have reported an increasing number of wanderers 
  claiming to be lost and looking for cities that are not from this 
  world. Researcher Camden Lockwell would like to know who these 
  people are and has called for adventurers to help gather these 
  "visitors" so that the Death's Door researchers can talk with them.
  Demons, Monsters, Oh My!
  It is no unusual for travelers in the region to go missing and it is 
  an accepted risk that you may be attacked by wandering monsters 
  coming from Death's Door, but recently the number of missing 
  persons has increased. Rumors are spreading that something 
  malicious has been directing a new hoard of beasts, intentionally 
  targeting those who are vulnerable. Many of the people throughout 
  the region are willing to offer a handsome reward to anyone bold 
  enough to travel into the canyon and discover who or what is 
  behind these attacks.
  Timeslip
  It is not uncommon for adventurers in Death’s Door Canyon or 
  along the Canyon rim to experience timeslips. It is an unsettling fact 
  for those that spend time near Death’s Door, and is one of many 
  reasons that few venture close to the canyon, let alone into it.
   
  For every full day adventurers spend in the vicinity, roll 1d6 and 
  consult the Timeslip Table below. Adventurers perceive this timeslip 
  relatively and do not benefit from the effects of rest and magic 
  items do not recharge as a result of the slip.
  Timeslip Table
  1  Adventurers lose one hour
  2  Adventurers lose eight hours
  3  Adventurers lose three days
  4  Adventurers lose one week
  5  Adventurers lose two weeks
  6  Adventurers lose one month
   
  
  Stargazer’s Guide to Aroria
  156
  dragon's road
  The Dragon’s Road is an efficient highway in Aroria 
  that forks away from the Triton in Saltstone and runs 
  up the west coast of Aroria along the Barvassian Sea all 
  the way to Agubonne. In the south, It’s a beautiful road. 
  One is never more than a day's ride from the sea, travel 
  along the coast is temperate and smooth, and the traffic 
  is sufficient to keep all but the boldest of bandits away. 
  However, once you cross into the north, this changes 
  dramatically– and it’s all thanks to Krygos.
  Krygos the Pale settled on the east side of the road 
  thousands of years ago and claimed the road and 
  everything within five hundred miles as his own. The lair 
  itself is only a few miles around the lake, but Krygos’ cold 
  is felt all the way to the coast. At first, travelers thought 
  moving closer to the sea would help avoid becoming 
  prey, but wyverns and beasts hunted them anyway. 
  Then they attempted to find the quickest path between 
  La Cambria and The Crossing, but the open fields left 
  them exposed. Now, the road twists, curves, and sprints 
  to the safety of wolf infested forests. The trip between 
  La Cambria and The Crossing is a week of hard riding, 
  restless nights, and more than one skirmish, but it’s a lot 
  quicker than taking the long way around. 
  No one takes the Dragon’s Road unless they have a 
  good reason to. Time sensitive travelers make use of 
  the road to shave weeks off their journey, merchants 
  send caravans along the road to expedite their profits, 
  and smugglers use it to avoid detection on the Triton 
  or in The Crossing. In all these cases, Adventurers 
  are commonly recruited to accompany groups as 
  bodyguards or mercenaries.
   
  The Dragon’s Road is a terrible beast. At the head, Agubonne 
  and the other Dragonborn cities in the north fight tooth 
  and claw to shred one another making your passage 
  south fraught with biting terror. You twist and dodge the 
  predatory eyes of Krygos as you travel down the spine, criss 
  crossing the wings and back again to avoid detection. From 
  there, it’s smooth sailing as you coast down the tail past La 
  Cambria to Saltstone. Most who walk with the dragon choose 
  not to travel this way again, choosing the Triton for future 
  endeavors, though some like the danger and wouldn’t have it 
  any other way.
  locations
  azaun's promise
  On the north and south side of Krygos’ territory 
  are twin outposts with the same purpose– to help 
  travelers get from one side of the continent to the other. 
  Sparrowhawks and other proficient woodsmen offer 
  their services to would-be travelers who are unfamiliar 
  with the dangers of the Dragon’s Road. The guides 
  are free to all those who ask due to the benevolence of 
  Azaun Olvinik. The retired adventurer acquired quite 
  the fortune guiding adventurers through the pass in his 
  younger days, but after the death of his partner, decided 
  safe travel along the road should not be reliant on coin.
  notable figures
  Azaun Olvinik 
  Tiefling He/Him, Waking. Short and thin with small 
  goat horns on his forehead, old Azaun Olvinik is more 
  clever than quick these days. Azaun’s sole purpose in 
  his remaining days is to establish a long term future for 
  Azaun’s Promise. While his attention is pulled to the 
  politics of transitioning his creation into public service, 
  Azaun still ferries the occasional group from one side of 
  the road to the other.
  alderis' respite
  Saving time on the north portion of the Dragon’s Road 
  is paramount and guides sometimes debate which 
  shortcuts are best to take. The occasional sprint across an 
  open plain or trip through a marsh may improve their 
  time, but no one avoids Alders’ Respite if they can help 
  it. The cave entrance is so small, you might miss it if you 
  weren’t looking for it. Inside, the entrance opens up into  
  a dry cavern lit by glowing amber crystals which seem to 
  warm the space as well. At the end of the sanctuary is  
   
   
   
  a simple altar to Bouclier. The cavern is the only location 
  in Aroria North on the Dragon’s Road where travelers 
  don’t need to take watch, though many do anyway.
  Dragons are too large to get in, beasts find no value 
  in the shelter, and ne'er-do-wells refuse to disgrace 
  the ancient temple with their treacherous intent. Most 
  suspect the statue was erected by priests to bring 
  comfort to those who needed the cave, but it’s possible 
  the statue was put there just to ward off bandits. 
  Regardless, the cave is safe and seems to always be 
  just big enough for anyone who seeks shelter and is a 
  welcome respite from a dangerous journey.
  the nightingale
  Between Saltstone and La Cambria, there is a pier that 
  reaches a quarter mile into the Barvassian Sea. At the 
  end of that pier, there is a tavern made of driftwood and 
  fishnets. The Nightingale shines with a warm yellow 
  light, drawing travelers from the road and coaxing 
  fishing ships to its bar before they return home. The water 
  surrounding the Nightingale is unnaturally smooth and 
  even as waves crash in the distance, no misty salt spray or 
  stray droplet dares to dampen your spirits.
  notable figures
  Kassie Lane 
  Half-Elf She/Her, Pyrium. Kassie is from Saltstone and 
  her family has owned the Nightingale for as long as 
  any of them can remember. Her father spends all day 
  plundering the sea for pearls and scallops while her 
  mother can be found behind the bar serving drinks to 
  friendly patrons. Kassie’s job, is to keep watch on the 
  main attraction of The Nightingale, a single piece of 
  meridium the size of a golf ball, which sits on display 
  in the middle of the Tavern. It gets boring watching a 
  rock all day, so Kassie passes the time by barding and 
  mingling with guests.
  
  157
  Dragon's Road Adventures
  Salt on the Roads
  Salt is a dangerous party drug in Aroria and is typically sold in the 
  slums of Thrice and other cities. The Sparrowhawks have gathered 
  some intelligence linking a large distribution ring in La Cambria to 
  a supplier in Saltstone. Travel along the road is being monitored, 
  but the Sparrowhawks can’t seem to narrow their search any 
  further and need adventurers who pinpoint the exact location of 
  the supplier.
  Something's Gone Wrong
  Two weeks ago, one of the guides at Azaun’s Promise failed 
  to report at the northern outpost. The guide was helping a 
  particularly vulnerable group of priests from Savion’s Sunrise get 
  to Agubonne. Some think the guide pledged his sword to their cause 
  and simply forgot to check in, others think they’re all dead. Azaun’s 
  Promise wants you to discover the truth.
   
  Medium Tiefling, Lawful Neutral
  Armor Class 15 Leather
  Hit Points 40 (5d10 + 10)
  Speed 30ft. Walking
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  14 (+2)
  18 (+4)
  7 (-2)
  18 (+4)
  Saving Throws Dexterity +6, Charisma +7
  Skills Stealth +6, Persuasion +7, Acrobatics +6
  Passive Perception 11
  Languages Common, Infernal
  Challenge 5 (1,800 XP)
  Actions
  Scimitar. Azaun slashes at a creature +6 to hit, range 5ft., one 
  target, Hit 8 (1d8+3) Slashing damage.
  Obsidian Dart. Azaun throws a dart at a creature +7 to hit, range 
  30ft., one target, Hit 7 (1d4+4) piercing damage.
  speLLcAsting
  Azaun is a 5th level half-caster and knows the following spells 
  from the Ranger Spell List. +7 to hit, DC15.
  1st Level (4 Slots): Cure Wounds, Hunter's Mark, Jump
  2nd Level (2 Slots): Locate Object, Lesser Restoration
  speciAL AbiLities
  Hellish Rebuke. Azaun points a finger, and the creature that 
  damaged him is momentarily surrounded by hellish flames. The 
  creature must make a Dexterity saving throw. It takes 2d10 fire 
  damage on a failed save, or half as much damage on a success.
  Channel Dryad (3/day). Azaun casts Greater Restoration 
  without the need for spell components.
  Devils Surprise (3/day). Azaun casts the Spell Dimension Door 
  without the need for spell components. 
  AzAun oLvinik
  Azaun Olvinik by Lauren Hodges
  Magic Items
  Azaun's Scimitar
  This +1 Scimitar is carved with druidic runes down the side of the 
  blade. Once per short rest, as part of an attack action, the blade 
  lights a flame to do an additional 2d6 fire damage.
  Eyes of the Eagle
  Crystal lenses fit over the eyes. While wearing them, you have 
  advantage on Perception checks that rely on sight. In conditions 
  of clear visibility, you can make out details of extremely distant 
  creatures and objects as small as 2 ft. across.
  
  Stargazer’s Guide to Aroria
  158
  isle of ghostguard
  Rising like a fist from the sea, the Isle of Ghostguard is 
  a large cay north of the Arorian coast. Sheer cliff faces 
  surround the isle and the sharp reefs hide just below the 
  turbulent surface of the coast make approaching the isle 
  an adventure all on its own. The only safe way onto the 
  island is through the Throat of Vol, a cavernous fissure that 
  bisects the island. There are no natural inhabitants on the 
  island outside of the occasional flock for birds or oceanic 
  roc. During storms, salty waves rise to drown the isle and 
  convert any fresh water that has gathered to brackish. 
  The Isle of Ghostguard holds a dark secret. A labyrinth 
  of man made caves and tunnels are a cobweb of mystery 
  just beneath the surface of the cay. The labyrinth is 
  home to a powerful monstrosity known as Aspira. 
  The minotaur is the protector of the isle and uses its 
  considerable strength, intimate knowledge of the 
  labyrinth, and magical enchantments to ward it's 
  domicile. Dozens of legends and myths surround the 
  treasures that may lie at the heart of Aspira’s Labyrinth, 
  but no living soul has passed into the mists of the maze 
  and returned.
  Ghostguard is a marriage of two of the lost gods of 
  Aroria, Brise and Vol. It is commonly known that 
  when Brise divorced from Vol in the ancient lore, the 
  storms that raged flatten forests and buried islands, 
  but Ghostguard was immune to the break up. Acolytes 
  of both Brise and Vol speculate that the cay is home to 
  something, or someone, of hereditary value to both gods.
   
  Iveria is facing away from you, leaning heavily on the 
  railing overlooking the bay. In front of her is a sheer cliff side 
  almost 200ft high that is split vertically by a fissure down 
  the middle. Two large sockets are recessed on either side of 
  the fissure creating a jagged face that is smashed by violent 
  waves spraying the spit of the sea into mist. Sharp teeth-like 
  rocks rise from the mouth of the ocean, preventing the Blood 
  Phoenix’s approach. The fissure continues deep into the 
  island with the wind breathing hard on your face.
   
  The Labyrinth
  The tunnels and caves that snake through the Isle of 
  Ghostguard are unmapped, unknowable, and impossible 
  to navigate outside of any means outside of Divine 
  Intervention by a Cleric of the Lost Gods. Divination magic 
  used to decipher the labyrinth, teleportation into or out 
  of the labyrinth, and destructive magics that may damage 
  the labyrinth, fail upon casting. Creatures who enter the 
  labyrinth are immediately lost by magical means and are 
  subject to the judgment of Aspira if they wish to escape. 
  Unless otherwise specified, the Labyrinth is in total darkness, 
  and a thin fog causes the entire area to be lightly obscured 
  when lit.  
   
   
   
  To represent the danger that lurks around every corner of 
  this Labyrinth, take a standard set of cards and choose two 
  suits, numbers Ace-10, 20 cards total. Shuffle and lay them 
  face down in five rows of four. Roll 1d20 and resolve the 
  puzzle, riddle, or encounter described below. If the party 
  succeeds, have them flip one card and leave it face up before 
  moving on to the next challenge. After they have three 
  matching number sets (For example: 3 of hearts and 3 of 
  spades) they are found by Aspira.
  
  159
  labyrinth encounters
  1. a ten foot gap
  It is possible to jump this gap with a DC 12 Athletics or 
  Acrobatics check. However many spells will help solve 
  this problem as well. 
  2. riddle
  The solution is "Smile" 
  3. pumpkins
  Crossing this field is a perilous journey and players must 
  make an Dexterity (Acrobatics) Check DC 10 to cross the 
  field without touching a pumpkin. The pumpkins are all 
  enchanted to explode with acid if touched. Players who 
  do so make a Dexterity Saving Throw (DC 12) or take 
  2d8 acid damage.
  4. skeletons
  The skeletons fight until death. If destroyed, the 
  skeletons rise after 1 hour with all of their hit points.
  5. acidic water
  The chamber fills with acidic water in 1 minute. Players 
  could float up with the water to the ledge to pass 
  through, players take 1d4 acid damage for every 6 
  seconds in the water.
    6. braziers
  Players must pull the levers to light the Braziers. Pulling 
  a lever will light or extinguish that brazier, all adjacent 
  braziers, and brazier 3 (i.e. Pulling lever 5 would light 
  braziers 3, 4 and 5, then pulling lever 2 would light 
  Brazier 1 and 2 and extinguish brazier 3). The exception 
  is that lever 3 only alternates brazier 3. Many solutions 
  exist, after three pulls, if all braziers are not lit, players 
  pulling levers  take 1d6 piercing damage as a cloud of 
  darts are shot from the walls. Once all braziers are lit, 
  the stone walls split, revealing a path forward.
  7. werewolf
  Use the Werewolf stats (Pg. 158, Basic Rules). The spear 
  it wields is a +2 Spear and fights until death. 
  8. riddle
  Solution "Bow" spoken in Elvish only
  9. poison path
  The Chamber that fills with poisonous gas if someone 
  enters, disperses after 30 seconds naturally then resets 
  after an additional 30 seconds. Players who enter take 
  2d6 poison damage and make Constitution Save (DC 
  10) or become poisoned.
  10. lucky you
  The players may take a short rest without fear.
   
  The mist forms a waterfall of smoke falling deep into the 
  crevasse. A gap about 10 ft. wide separates you from 
  continuing into the maze.
   
  Script is carved into a solid wall with Dwarven runes 
  surrounding. Written in common is a riddle “What 
  brightens the room, is a lie when forced, and breaks into 
  laughter?“
   
  A patch of many green pumpkins opens the claustrophobic 
  path about 50 ft. wide. Each is rotted and sickly pulsing 
  in place, connected by thorny black vines. Your path 
  continues 80 ft. across the field.
   
  A horrible stench of bile, blood, and sinew is engulfing 
  this corridor. Pieces of rib, tibia, and femur litter the 
  ground and begin to shake at your presence. 9 (3d4+1) 
  skeletons begin to rise.
   
  The path leads to a small entrance that you must crawl 
  on your hands and knees to enter. The ground is clean, 
  smooth, and opens up into a cylindrical chamber about 
  10 ft. in diameter. A ledge to continue is 20 ft. in the air 
  up the polished wall. Suddenly, a rock wall blocks your 
  retreat and smoking water begins to fill the chamber, what 
  do you do?
   
  Five levers are attached to five unlit braziers lined against an 
  unbroken wall blocking your path.
   
  Behind you, the faint scraping of iron on stone sends 
  goosebumps up your spine. A high pitched howl waves 
  through the air and the pounding of paws quicken. You turn 
  just in time to see a massive wolf on it’s back legs snarling 
  with a gnarled spear, ready to sever your skull from your 
  body. Roll Initiative.
   
  Script is carved into a solid wall with Elven runes 
  surrounding. Written in common is a riddle, “I’m tied 
  with two knots or slung over your shoulder. Wield me with 
  accuracy and grace or lose your composure. What am I?"
   
  A cylindrical tunnel is about seven ft. tall and five ft. 
  wide. You look into the darkness and don’t see the end. 
  The air smells of sulfur and bleach.
   
  Your legs begin to tire from walking among the skeletons 
  and ghosts of the Labyrinth. For the time being, you don’t 
  feel immediate danger and could take a rest if you wish.
  
  Stargazer’s Guide to Aroria
  160
  11. glass lock
  The bottle is indestructible, immune to magic, and the 
  the cork cannot be pulled. Players must simply push the 
  cork in, at which point the bottle fades, and the key falls 
  to the ground unharmed. Players may attempt to pick 
  the lock, DC 25 thieves tool check, one fail yields the lock 
  unusable and players must find a new way around.
  12. death river
  Most players will find a way across without disturbing 
  the skeletons. But those who fall into the pit will be 
  overwhelmed by skeletons if they stay. The horde is 
  endless and escape is the only option, they will not 
  pursue players.
  13. banshee
  The Banshee (Pg. 118, Basic Rules) has not seen the 
  party, but attacks on sight. 
  14. eerie pool
  An underwater tunnel leads from this chamber to 
  another, players need only to swim through it to advance.
  15. candles
  Each candle must be extinguished with a corresponding 
  magical energy (Red= Fire, Radiant. Green= Necrotic, 
  Poison or Acid. Blue= Lightning or Cold)
  16. dragon
  A young black zombie dragon (Pg. 281, Basic Rules) is 
  asleep, chained to the center of the 60 ft. square room, 
  scorched bones litter the floor. If they awaken the dragon 
  read, the 2nd flavor text. The dragon cannot break its 
  chain and only has 84 HP.
  17. griffon
  Any spell cast in this area by a player fails before a spell 
  slot can be expended. Spells that require concentration 
  drop. Holding the Gryphon Feather puts whomever is 
  holding it under the effects of a Fly spell. The feather 
  cannot support the weight of creatures with a combined 
  strength score of 25 or greater at any given time. The 
  player holding the feather makes a DC 12 Strength 
  Check at advantage to hold onto another player as they 
  cross the chasm. If the task proves impossible or too 
  risky with the party make-up, the players may always 
  choose an alternate route. The feather magically returns 
  to the other side of the chamber when all players have 
  crossed the chasm. 
  18. spiders
  Dexterity (acrobatics) Check DC 15 to avoid the webbing 
  as they cross. Players who fail take 1d6 poison damage 
  as poison stings fall from the ceiling. Repeat the save 
  until they succeed.
   
  An indestructible door reinforced with bands of hardened 
  steel and bolts of titanium blocks your path. The keyhole 
  to unlock the door is an intricate ballet of levers and pins 
  made of glass. On the ground is a corked bottle with a 
  matching glass key.
   
  The music of bone and teeth gnashing together is worse 
  than the sight of this undead monstrosity. A river of 
  skeletons march right to left down a 30 ft. wide crevasse. 
  There must be hundreds of them down there, luckily none 
  of them have noticed you yet, what do you do?
   
  For a moment, the mist clears, revealing tall oak trees 
  and underbrush in this subterranean maze. How could a 
  thicket exist in a place like this? The question fades from 
  the forefront of your mind as a ghostly figure crosses the 
  path several hundred ft. in front of you, disappearing into 
  the woods. What do you do?
   
  This strange room is teeming with magical energy as 
  you enter. The dust and dirt seems suspended in the air, 
  adding to the eerie ambiance. A five foot pool of water is 
  on the floor, unrippling.
   
  Three candles sit on an old salted table. Left is red, the 
  middle one green, and the right is blue. A stone door is 
  closed until this puzzle is solved.
   
  A cobbled stone archway leads into a new chamber. The 
  bleached skull of a dragon ornaments the entryway.
   
  What strange place have you walked into now? 
  Spellcasters, arcane energy drains from the weave, and 
  your focus turns sterile. Clerics and Paladins, the holy 
  symbol of your God grows dark. A single Gryphon Feather 
  floats alone next to a 100 ft. wide chasm, the bottom of 
  which cannot be seen.
   
  The first silk thread you see hangs from the ceiling 
  like beads in a doorway. The second is similar, just 
  ahead. Then, the weave of webbing thickens, creating 
  a dreamcatcher pattern with blankets of spider webs 
  covering the walls. The silence speaks volumes here. What 
  do you do?
   
  You hear the rumbling of the great black dragon stir among 
  the dust. Its chains creak and turn upon you. A deafening 
  roar forces your heart to skip as sickly green glowing acid 
  spills from the side of its mouth. Roll Initiative.
  
  161
  19. gluttony
  A Shambling Mound (Pg. 345, Basic Rules) approaches– 
  it fights until death.
  20. death river
  The newest headstones have the names of the party 
  members on them. A spector attempts to possess the 
  first party member who looks at a headstone. The target 
  player must succeed on a DC 15 Wisdom Saving Throw 
  or become possessed. Possessed players may repeat this 
  throw when they take damage and attack the party until 
  they are no longer possessed. The specter disappears 
  into the mist if the possessed player succeeds on its 
  saving throw or drops to 0 hit points.
   
  Squalor personified begins to chase you from the shadows. 
  Cockroaches, beetles, and locusts swarm at you from 
  the mouth of an infested lumpy sack of filth. It laughs 
  maniacally. Roll Initiative.
   
  The path opens up into a Victorian graveyard surrounded 
  by dormant apple trees. The mist becomes more dense and 
  falls to your knees, revealing the entirety of the yard by 
  shielding your boots from sight. A few headstones seem 
  newer than the rest. You see the labyrinth continue on 
  100 ft. or so away.
  Medium Minotaur, Lawful Good
  Armor Class 18 Plate
  Hit Points 117 (13d12 + 39)
  Speed 30ft. Walking, 30ft. Climbing
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  17 (+3)
  12 (+1)
  16 (+3)
  11 (+0)
  Saving Throws Constitution +7, Dexterity +5
  Skills Perception +7, Athletics +8, Religion +5
  Passive Perception 16
  Languages Common, Elvish, Deep Speech
  Challenge 13 (10,000 XP)
  Actions
  Multiattack. Aspira makes three attacks. Two with her Horns 
  and one with her Greataxe.
  Horn. Aspira slashes at a creature within range +8 to hit, range 
  5ft, one target, Hit 7 (1d4+4) Piercing damage.
  Greataxe. Aspira smashes a creature +9 to hit, range 10ft, one 
  target, hit 12 (1d12+5) Slashing damage
  speciAL AbiLities
  Gore. When Aspira moves at least 10ft before hitting a target 
  with a Horn attack the creature takes an additional 1d6 
  Bludgeoning damage and is knocked prone.
  Judgement. As a bonus action, Aspira focuses her blue eyes on 
  a creature within 30ft. If that creature has an alignment other 
  than good, Aspira has advantage on attacks against the target 
  for 1 minute.
  Heart of Vol. When Aspira drops to 0 hit points she relinquishes 
  the Heart of Vol to a good aligned character and demands they 
  return the Heart when their noble quest is complete.
  LegendAry Actions
  Aspira can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time 
  and only at the end of another creature's turn. Aspira regains 
  spent legendary actions at the start of its turn.
  Charge (1 Action). Aspira moves up to her full movement and 
  makes a Horn attack with the Gore feature.
  Judgement (1 Action). Aspira uses the Judgement feature.
  Lightning Bolt (3 Actions). Aspira casts Lightning Bolt at 5th 
  level (10d6) with a DC of 16 
   
  AspirA
  
  Stargazer’s Guide to Aroria
  162
  
  163
  Krygos Lake
  Many years ago, Krygos the Pale was wounded in battle, 
  landing in Aroria North. As soon as he touched down, 
  the climate began to change. Snow began to fall before 
  winter and the once stable seasons were soon dominated 
  by bitter cold. The local inhabitants attempted to drive 
  Krygos away, if not kill the beast themselves. They drove 
  Krygos into the lake and thought they drowned him, but 
  overtime, the lake began to freeze. The creeping frost 
  spread over the entire land, forever changing the terrain 
  of the region. Krygos slept, healing himself and regaining 
  his strength, until, finally, he rose from the lake, taking 
  vengeance on those who had tried to end his life, and 
  claimed this land as his own.
  Krygos Lake was once a temperate climate, though it 
  has been warped by the presence of the dragon. At the 
  heart of the region lay Krygos Lake, seeming to stretch 
  endlessly across the land. Here the temperatures are the 
  coldest and unprepared travelers may find themselves 
  freezing to death within an hour. A light winter fog rests 
  over the frozen grass and wisps around the barren trees. 
  Traveling away from the lake, you will find a hearty 
  forest and the temperatures begin to warm slightly. The 
  surrounding valley is rich in unusual game for the area, 
  elk, deer, wolves, walrus, seals, arctic foxes, and the 
  occasional bear. 
  Travelers come from all over Aroria to Krygos Lake to see 
  the natural wonder and to participate in the flourishing 
  fur trade that has become the staple for the people of 
  Oar’s Rest. Every year, the people of Oar’s Rest flock to 
  the Glittering River to gather the treasures that flow down 
  from Krygos’ lair and take their chances with roaming 
  bandits. Would-be adventurers come to the region 
  seeking a challenge, daring to face the more monstrous 
  creatures that wander the forest including Bugbears, 
  and Goblins or challenging the ever-growing bands of 
  marauders that populate the region.
  locations
  krygos lake
  Krygos Lake appears like a vast mirror of solid ice. 
  Beneath the frozen surface of the lake is a labyrinth of 
  tunnels and chambers, making up the twisting lair of 
  Krygos the Pale. Unlike most dragons, who hoard all of 
  their treasures in a single, large chamber, Krygos lines 
  the walls of his entire lair with his hoard. The tunnels 
  are lined with glittering coins and pristine gems, as 
  well as prizes like ivory tusks, whale-bone sculptures, 
  various magic items, and foolish hunters that are 
  frozen alive into the wall. The tunnels criss-cross over 
  themselves, with no real rhyme or reason, created in 
  madness. In the tunnels, it’s easy to get lost and there 
  is a high risk of dying from frostbite, starvation, and of 
  course, Krygos himself. There is a frozen cavern to the 
  south of the lake that serves as the only safe entrance 
  to what lies underneath. The entrance is pure ice, rising 
  unnaturally out of the surrounding region.
  Traveling Around the Lake
   
  á The bitter cold of a Dragon’s lair is unforgiving. 
  Characters traveling around the lake must make a 
  DC 15 Constitution Saving Throw to resist the effects 
  of extreme cold.
   
  á While walking across the lake, characters have a 25% 
  chance of falling through the ice. If a character falls, 
  they must succeed a DC 15 Dexterity Saving Throw 
  or take 4d10 falling damage and find themselves in 
  one of Krygos’ tunnels.
   
  á Whenever a character dashes while on the lake, they 
  must make a DC 10 Dexterity Saving Throw. On a 
  failure, they slip and fall on the icy floor, reducing 
  their speed to 0 and leaving them prone and must 
  make a 1d100 roll to determine the effects above.
   
  á In the summer months, as the ice melts, some of the 
  chambers may be flooded.
   
  Krygos Lake is surrounded by ever-creeping snow and ice 
  that claims everything it touches. Long ago, an ancient white 
  dragon, Krygos the Pale, made the lake his home before being 
  attacked and nearly slain by the local inhabitants. Hiding in 
  his lair of ice at the center of the lake, the hatred of the great 
  wyrm seeps into the surrounding land, corrupting all that 
  it touches.The region around the lake is blanketed in bitter 
  cold, chilling travelers to the bone and transforming the 
  once verdant forests into frozen woodland. Further from the 
  lake, runs a glittering river that seems to magically shimmer 
  on sunny days. The residents of Oar’s Rest, a small village 
  nearby the lake, frequent the river, collecting the treasures 
  that pass downstream. While the seasons have been kind 
  these last 100 years, all fear that Krygos will awaken again 
  and continue his revenge upon the land.
   
  A fog envelops you, chilling you to the bone. The sounds 
  of the forest fade until all you can hear is the ice-covered 
  ground cracking beneath your footsteps. The long dead trees 
  cast shadows through the mist until you come upon a vast 
  frozen lake that stretches into the horizon. As you approach 
  the frozen edge there is silence. Total, frozen, silence.
  
  Stargazer’s Guide to Aroria
  164
  Random Events at Krygos Lake 
  Use the following table to determine random events while 
  traveling around the lake.
  Krygos Lake Travel Table
  1-10
  The party spots a deer eating a bushel of goodberries. They are ripe and only slightly frosted. The deer runs off if approached. 
  The party can pick 2d12 goodberries.
  11-20
  A local ranger gives the party directions to their next destination, reducing travel times by half.
  21-30
  The party finds an encampment of well armed, friendly humans. They may stay the night here and avoid a random encounter for 
  the night.
  31-40
  The party encounters a polar bear stuck in a hunters trap. Do they let him go? Kill it and take the spoils? Let him be?
  41-50
  The party feels like they are being watched. Characters can make a DC 20 Perception check. On a success, the characters see the 
  Yeti Man Adventure Hook.
  51-60
  The arctic winds are strong. DC 10 Constitution Saving Throw to resist extreme cold.
  61-70
  The party is attacked by a pack of 2d6 Goblins.
  71-80
  The party is being stalked by 1d6 wolves (If the party succeeds on a DC 15 Perception check, they notice the wolves. Otherwise, when 
  the wolves attack, the party is surprised.)
  81-90
  The party is attacked by 1d4 bugbears.
  91-100
  Krygos flies overhead and requires a DC 15 Stealth check or else he will attack the party.
  the glittering river
  A large river that feeds into the Lake. Krygos’ lair is 
  filled with treasures that are frozen into the literal walls 
  of the cave and into the frozen icy ground beneath. In 
  the summer months, and occasionally when Krygos 
  sleeps for extended periods of time, the ice begins to 
  melt, and the waters of the river flow. Sometimes it 
  brings the treasures of the hoard with it. Platinum, 
  diamonds, sapphire, gems, and silver can all be found 
  floating down the river into any surrounding towns 
  or villages. The people there may hold festivals and 
  parties around these events, completely unaware of the 
  treasure’s origins. When winter returns the river freezes, 
  once again trapping the treasures in a tomb of ice. This 
  constant melting, and freezing gives the river an icy, 
  reflective, mirror-like surface that looks like still water.
  Use the following table to determine the types of treasures 
  randomly found in the river:
  Glittering River Loot Table
  1-10
  50 silver pieces
  11-20
  1 Platinum pieces
  21-30
  Gem (+1 Arcane Focus)
  31-40
  Crystal worth 50GP
  41-50
  Aquamarine worth 100GP
  51-60
  Sapphire worth 500GP
  61-70
  Diamond worth 1,000GP
  71-80
  Ring of Warmth
  81-90
  Ring of Free Action
  91-100
  Crystal Ball of Mind Reading
  
  165
  the ruined village
  Deep within the forest, what’s left of a ruined village sits 
  in total solitude. Half-standing overgrown structures are 
  all that’s left of a culture that once populated this ruin. 
  Half village, half reclaimed wildlife, these ruins are far 
  from the lake itself. Elk, deer, and other forest creatures 
  congregate here regularly. Sometimes Goblins may run 
  off the wildlife to set up camp for the night or wolves 
  stalk the vacant alleys searching for prey. Far from the 
  Dragon’s lair, the terrain is less ice and more snow and 
  slush. Wildlife is prevalent here. Flowers bloom, berries 
  can be picked from bushes, and a nearby stream flows 
  more often than others. An explorer may find remnants 
  of the civilization that once lived in this place, such as 
  wooden tableware carved from trees, dolls made from 
  tree roots and flower stems, even signs of a Fey circle that 
  was once here, now broken and scattered. Some older 
  magic items may also be found buried underneath some 
  of the ruins. There is a Sylvan language carved into the 
  surrounding trees that depict a culture of druids with a 
  very deep reverence for the land and it’s creatures.
  notable figures
  The Hermit 
  The “Bigfoot” of the area, there are lots of stories that 
  come from residents of Oar’s Rest. He has many names 
  depending on who you ask: “Old Man Woodley,” “The 
  Yeti,” “The Wolf-man,” “The spirit of the forest.” The 
  only thing folks agree on is his ferocity when protecting 
  the land and its creatures.
  In reality, “Old Man Woodley” is the last of the first 
  inhabitants who lived here before Krygos made this 
  land his Lair. The Druid was young when the dragon 
  first appeared and he helped drive the dragon into 
  the lake, where they believed he was killed. To their 
  terror, Krygos rose from the lake and sought vengeance, 
  ravaging the village, leaving nothing standing. Those 
  who survived the attack fled the land, all but “Old 
  Man Woodley.” This Druid is short, and stocky, with 
  intelligent eyes and sharp features. He does not speak 
  common, only guttural grunts, growls, and incoherent 
  speech to anyone who doesn’t speak Sylvan. He speaks 
  to animals more than anyone else and he uses his entire 
  body when he speaks. His body language is arguably 
  more important than his spoken words. 
  He hunts small game only to survive, and he has been 
  seen walking with a local Dire wolf (Pg. 123, Basic 
  Rules). Characters that treat the land poorly will draw 
  his attention and provoke him into attacking. He will 
  also protect travelers who do no harm to the land from 
  the Dire wolves. If the characters befriend him, he may 
  take them back to his ruined village where they will 
  have safety from the roving enemies.
  Krygos Lake Adventures
  The “Yeti Man”
  The party hears stories of a beast that lives in the forest and are 
  asked to investigate after the last group failed to return. Stories say 
  that the creature is a “Yeti,” an “Ice Giant,” or maybe the vengeful 
  spirits of the forest. No one is fully certain but all agree that the 
  venture will be dangerous. 
  Festival of the Glimmering River
  The people of Oar’s Rest are gathering to collect the treasures of the 
  river before it begins to freeze again. During the festival, a woman 
  rushes to anyone who will listen and eventually approaches the 
  party, frantic and crying. Her young son has ventured too far up the 
  river and was chased by Goblins (Pg. 138, Basic Rules). She offers 
  everything she’s found in the glittering river as a reward to get 
  her boy back.
  Simple Hunting Quest
  Take an opportunity to join a hunting party leaving Oar’s Rest. 
  Hunting near Krygos Lake is not easy and one wrong step may 
  result in an attack from a bear, the “Yeti Man,” or worse, the white 
  dragon himself. Characters may travel throughout the region 
  taking on any game they believe will fetch them the best price. 
  This Belongs in a Museum
  The party is contracted by a pair of archaeologists requesting 
  protection as they travel through the forest. They are searching for 
  evidence of a lost civilization that once called this lake home. One 
  of them, Oliver, wants to become famous for this discovery. He has 
  no issue digging up graves, excavating items and taking books to 
  display in a museum. The other, Ruth, only seeks knowledge. She 
  would rather not disturb the site any more than necessary. Will 
  the party support the archeologists in their drive for knowledge or 
  challenge them as they uncover the secrets of the land?
  The Most Dangerous Game
  A group of seasoned, ruthless hunters stalk the party around Krygos 
  Lake in an attempt to hunt the most dangerous game of all…..the 
  player characters. The hunters don’t engage directly. They set traps, 
  ambush, and attack with ranged weapons from the shadows until 
  one or all of the party is low on health, then they go in for the kill. 
  (This adventure can be layered over any other adventure hook to 
  add more suspense, danger, and challenge for the players)
  Krygos Attacks
  A cocky adventurer in a local tavern boasts about stealing a great 
  treasure from Krygos’s lair – a white dragon mask made of scale 
  and bone. While Krygos doesn’t usually know or care about the 
  things that leave his horde, the loss of this item in particular drives 
  him to anger. Krygos emerges his lair, ravaging the land in an 
  endless rampage until he is driven back to his lair. 
  
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  166
  Mt. Vera
  A massive mountain that towers over everything in the 
  region, Mt. Vera was formerly the site of power for the 
  old gods. The touch of the ancient gods has left the region 
  fertile and wild, filled with mystery and adventure. 
  Legends literally rise and fall within the region, as the great 
  blue dragon, Atym the Dread was slain by a band of heroes 
  before the wyrm could retreat into the clouds surrounding 
  the mountain. Atym’s bones now lay on the mountain side, 
  the spine of the dragon forming a set of stairs that seem to 
  lead up into the vast emptiness of the clouds. 
   
  Aspiring adventurers and suspicious townsfolk from the 
  nearby villages occasionally attempt to travel through 
  the surrounding forest and scale the great mountain, 
  though none make it to the top. Those who pass through 
  the cloudtop can never return to the ground below. 
  Those who’ve tried the journey are transformed into the 
  forest creatures that populate the Dawn Wood. Beyond 
  the folktales and gossip, the surrounding foothills are 
  protected by a small band of druids, led by Novus the 
  Mad; a hulking humanoid that is half man and half beast. 
  Any who draw too close to the mountain encounter the 
  druidic circle and are either driven away or conscripted 
  into Novus’ strange machinations. Only the boldest or 
  most arrogant explorers attempt to scale the mountain side.
   
  Rising above the mountains like a monolith of days long past 
  is the primordial peak known as Mt. Vera. Trees claw up 
  the mountain in scattered clumps, stopping before the ring 
  of snow that encircles the towering stone before being lost 
  amid the constant swirl of clouds that obscure the top of the 
  mountain. The bones of Atym the Dread lay across the side 
  of Mt. Vera from where the great dragon was killed. Visitors 
  to the mountain tell of legends, magic, and mystery. Though 
  there are many who claim to have climbed to the summit, 
  none who have attempted to scale the mountain have 
  succeeded. Some say the mountain is protected by the ancient 
  magics of the old gods, others claim druids prevent anyone 
  from reaching the top, and a few say the top is home to wild, 
  dangerous beasts who slay all who draw too close. 
  
  167
  locations
  the dawn wood
  Mt. Vera is a towering array of steep cliffs, but below it 
  stands the Dawn Wood - a majestic forest of redwood 
  trees that fill the air with the scent of earthy pine. For the 
  most part it’s calm, beautiful even, a vibrant, temperate 
  forest. There’s a rich supply of wild berries and 
  mushrooms to be found, streams run along the base of 
  the mountain, teeming with seasonal salmon runs. The 
  Dawn Wood is home to wild beasts including wild hare, 
  foxes, deer, and wolves. Mighty moose and brown bears 
  roam land, and the forest is filled with birdsong. Those 
  traveling the Dawn Wood are likely to encounter the 
  Witching Groves, or see the majestic Dragonspine Steps.
  notable figures
  Novus the Mad 
  Humanoid He/Him, Frostwane. Novus stands over 7 
  ft. tall, and strikes an impressive figure. His legs are 
  mismatched, one humanoid and one hairy and cloven. 
  His left arm appears like that of a brown bear's claw, tufts 
  of feathers sprout from his chin and his head is crowned 
  by deer horns. Novus is mysterious and enigmatic, often 
  forgetting what he was talking about and never speaking 
  of his origins. The druids that follow him believe that 
  he is a divine being sent down from the mountain 
  top, and some believe that Novus, alone, can walk the 
  Dragonspine Steps without succumbing to the curse.
  Mt. Vera Adventures
  Lost in the Woods
  Cathilda Honeywell recently learned that a group of children 
  ignored their parents' advice and have gotten lost in the Dawn 
  Wood. She's asked you to go and recover the children before 
  something happens to them. She advises you to bring supplies and 
  weapons because the Dawn Wood is vast and hopefully you will be 
  the first to find the children.
  Walking to their Death
  Cathilda and Elring heard that a group of pilgrims passed through 
  town and plan to climb the Dragonspine Steps to appease their 
  obscure deity. Cathilda and Elring believe the pilgrims are walking 
  to their deaths and want you to go out and try to stop them. The 
  worshippers are being led by a young man who calls himself "The 
  Chosen." Go out to the Dragonspine Steps before the fools start 
  walking the path.
  Storm of the Century
  A one-hundred year storm fast approaches Mt. Vera and the Dawn 
  Wood. The elders of Westhallow tell of the destruction that this 
  storm will bring to the surrounding region. Novus’ druids speak of 
  a ritual to rise above the storm and survey the mountain top, where 
  there is rumored to be a great city that hides above the clouds atop 
  the mountain.
  witching groves
  Scattered throughout the Dawn Wood are mysterious 
  glades infused with magic. The druids and locals call 
  these the Witching Groves and reports tell of those 
  traveling them encountering wild, monstrous creatures. 
  Witching Groves can range from 10 ft. to 60 ft. in 
  diameter. When traveling through a Witching Grove, 
  adventurers must be careful as any woodland creature 
  that enters the grove will be affected by the ancient 
  magic as if through the true polymorph spell. Woodland 
  creatures may be transformed into wicked monsters 
  or harmless insects. This transformation is left to the 
  gamemaster's discretion.
  The magical power of the witching grove only exists 
  in the grove itself. If a monster leaves the grove, they 
  return to their original form. If an adventurer leaves 
  the grove, they immediately lose sight of anything 
  inside. To discover the same grove again, players 
  may spend 1 hour in the Witchling Groves searching. 
  Players then roll 1d100. On a result of 97-100, the 
  players discover the same grove. Players may attempt 
  this search once per day.
  westhallow
  A small hamlet nestled under the western shadow of 
  Mt. Vera, the people of Westhallow make their living 
  hunting, trapping, and providing tourist attractions to 
  pilgrims hoping to visit the towering mountain nearby. 
  Everyone knows each other in Westhallow and news 
  travels fast. Residents of the town seem happy and live 
  relatively peaceful lives. Every year, the townsfolk put 
  on a play titled, "Dreadsfall Chronicles" – honoring the 
  brave adventurers that slew Atym the Dread. The play is 
  preceded by three days of feasts and revelry.
  notable figures
  Cathilda Honeywell 
  Half-Elf She/Her, Rustium. Oversees the day-to-day 
  dealings within the hamlet itself. A silver-haired woman, 
  with a sharp, discerning face and powerful build, 
  Cathilda holds court from her long-standing cheese cart 
  in the hamlet square. Nothing happens in Westhallow 
  without Cathilda hearing about it and newcomers to the 
  village are quickly greeted by her warm smile.
  
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  168
  dragonspine steps
  Beyond the Dawn Wood lay the foothills of Mt. Vera and 
  on them, the majestic bones of Atym the Dread. The Ribs 
  of the dragon rise from the ground like long worn pillars 
  of some forgotten ruin flanking the dragon's spine which 
  lead up the mountain like endless stairs before being lost 
  amid the clouds. Locals say the Dragonspine Steps are 
  the only way to truly reach the top of Mt. Vera. While 
  many have tried, none have returned to confirm the 
  rumor.
  Traveling along the Dragonspine Steps is a dangerous 
  venture. Prior to his death, Atym the Dread screamed 
  a curse to his destroyers and all who live beneath the 
  mountain, denying them access to land above the 
  clouds. Any who step upon the skeletal stairs find 
  themselves struggling for energy, weakening with each 
  step. Amid the pock-marked bones of the dragon are 
  the scattered skeletons of those foolish few who failed 
  to turn back before collapsing. Each step up the skeleton 
  is an arduous process, the energy seeming to be sapped 
  into the surrounding pillars.
  While in the area, it is not uncommon to encounter 
  the envious, spiteful shades who've failed to traverse 
  the steps. Additionally, wild animals and predators 
  are drawn to this place, either looking for refuge from 
  hunters or looking to make an easy meal of weakened 
  adventurers. These animals are careful never to tread on 
  the wide dragon bone stairs, their natural senses telling 
  them of the dangerous magic imbued into the bones.
  notable figures
  Elring "El" Oakenridge 
  Wood-Elf He/Him, Duskworn. An imposing, black-
  haired ranger from the village of Westhallow adamantly 
  dismisses any rumors of curses, vile magics, or tall 
  tales of adventurers climbing the great mountain. El is 
  obsessed with the hunt, frequently going out into the 
  Dawn Wood in search of Witching Groves or any creature 
  he can sink an arrow into. El is adored by the people 
  of Westhallow and it is considered a great honor to be 
  invited to his exclusive hunting trips.
  
  169
  saltstone
  Saltstone is on the western coast of Aroria between La 
  Cambria and Elderguard and was designed with the 
  adventuring party in mind. The multi-level stronghold 
  has accommodations for half a dozen adventurers or 
  more and features a training room for testing new skills, a 
  greenhouse for growing herbs and poisons, a grand library 
  for planning, and an enchanting grotto for relaxation. 
  Locals around Saltstone service the castle by farming the 
  surrounding fields, offering their trade skills for coin, and 
  working the nearby Meridium mines.
  Each of the rooms in Saltstone could be repurposed to 
  fit your specific adventuring needs, but the descriptions 
  below are a great place to start. The owners of Saltstone are 
  intentionally left out of this book to allow the stronghold 
  to be a reward for a worthy party of Adventurers who 
  have served Aroria in a world-altering way. Alternatively, 
  you could fill the occupancy with a Lord or Lady of your 
  choosing to facilitate some other adventure.
   
  Saltstone sits steadfast on the shores of the Barvassian Sea. 
  The dark  granite stone has streaks of white salt caked to the 
  sides of its walls in  dripping parallel waves. Wood, clay, and 
  straw covers the roof and two tall  towers stand on the front 
  right and back left of the building.
  
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  170
  revenir thorne by Lauren Hodges
  
  171
  Medium Humanoid, Lawful Good
  Armor Class 20 Leather
  Hit Points 150 (20d8 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  16 (+3)
  15 (+2)
  22 (+6)
  16 (+3)
  Saving Throws Wisdom +12, Intelligence +12
  Damage Resistances Cold, Lightning, Psychic
  Skills History +8, Insight +12, Perception +12, Persuasion +9, 
  Survival +12
  Passive Perception 22
  Passive Insight 22
  Languages Celestial, Common, Druidic, Dwarvish, Quori, Sylvan
  Challenge 9 (5,000 XP)
  Actions
  Multiattack. Revenir makes three attacks with her scimitar.
  Scimitar. Revenir slashes at a creature within range. +10 to hit, 
  range 5ft, (1d6+4) slashing damage.
  speLLcAsting
  Revenir is a 20th level spellcaster and knows the following spells. 
  +12 to hit, DC 20.
  Catrips (At Will): Druidcraft, Produce Flame, Message
  1st Level (4 Slots): Cure Wounds, Faerie Fire
  2nd Level (3 Slots): Moonbeam, Hold Person
  3rd Level (3 Slots): Dispel Magic, Lightning Bolt, Speak 
  with Plants
  4th Level (3 Slots): Blight, Locate Creature, Polymorph
  5th Level (3 Slots): Greater Restoration, Mass Cure Wounds, 
  Wrath of Nature
  6th Level (2 Slots): Sunbeam, Druid Grove
  7th Level (2 Slots): Fire Storm, Draconic Transformation
  8th Level (1 Slot): Control Weather, Sunburst
  9th Level (1 Slot): Storm of Vengeance
  speciAL AbiLities
  Legendary Resistance (3/Day). If Revenir fails a saving throw, 
  she can choose to succeed instead.
  Vera's Champion (1/Day). Revenir awakens 3 Shambling 
  Mounds (Basic Rules, Pg. 345) to fight alongside her.
  Magic Resistance. Revenir has advantage on saving throws 
  against spells and other magical effects.
  Wildshape. Twice a day, Revenir can use an Action to magically 
  assume the shape of any Beast of CR 1 or lower for one hour. 
  While in this form, Revenir maintains her mental statistics, but 
  uses the physical statistics of the beast. Revenir remains in this 
  form until she chooses not to be. If Revenir drops to zero hit 
  points in Wildshape, she is forced back to her humanoid form 
  and any excess damage not taken by the Wildshape is applied to 
  her humanoid form.
  LegendAry Actions
  Revenir has 3 legendary actions per round of combat, she can 
  choose from the following.
  One with the Roots. (2 Actions) Revenir may teleport to any 
  tree she can see within 60 ft. of her. Any creature within 20 ft. of 
  the tree she teleports to takes 2d10 piercing damage.
  Cast Spell (1 Actions). Revenir casts a spell of 3rd level or lower.
  A Rose of a Thorne (1 Action). Revenir uses Thorn Whip. +12 to 
  hit, range 30ft., 14 (4d6) Piercing damage.
  revenir thorne
  
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  172
  First floor
  1| foyer
   
  A runner leads your eye to a lush courtyard in the middle of 
  the space. To your right lies a door and a hallway curves left. 
  Behind you, two sets of stairs lead to a 2nd floor and to your 
  left are two common swinging doors hiding the servants 
  quarters. Directly across the courtyard you can see several 
  long wooden tables.
  2| guest parlor
   
  This small room feels warm and welcoming. Two duchess 
  style leather chairs face a simple fireplace. A small shelf 
  of books are here to spark your imagination and it looks 
  like someone has been doing research on the wooden table 
  to you left.
  3| courtyard
   
  Forget-me-nots surround a stone fountain as ivy grows 
  up the interior walls. Lush green grass is accented with 
  small white flowers. The trickling of water from the 
  fountain tickles your ears.
  4| ballroom
   
  Three glorious chandeliers are forever lit in magnificence 
  as you enter. White crystals dangle from the ceiling and 
  matching gold filigree accents the piece. A continuous 
  slab of white marble with hints of amber and black 
  speckled throughout serves as a dance floor while rich 
  mahogany frames the room. On the left wall, a mantle 
  more than 20 ft. long displays trophies and wonders the 
  Lords and Ladies of Saltstone have acquired.
  
  173
  5| training room
   
  Sand covers the floor. The stone walls are scuffed and 
  the interior wood is chipped. An assortment of blunted 
  weapons lay neatly against the wall. Two bamboo 
  dummies wear the worst studded armor you’ve ever 
  seen and matching archery targets anticipate your 
  marksmanship thirty paces from the back wall.
  6| feast hall
   
  Two small wooden tables have space for about two dozen 
  guests. The head table, intricately carved with gears 
  and flowers, has room for five members of the family. A 
  large stone fireplace crackles warming the room, keeping 
  guests warm for even the most extravagant of feasts.
  7| greenhouse
   
  The wooden lattice that covers the exterior walls is 
  overgrown with ivy. Blue and yellow flowers surround 
  the base of the small greenhouse. Inside, rare herbs and 
  spices grow in individual pots on tables, some of which 
  seem to be spliced together into new species of plants. 
  The entire room is tinted green from the glass and smells 
  of basil and rosemary. 
  8| kitchen
   
  There’s nothing like the smell of freshly baked bread, and 
  this room is smothered in that beautiful smell. Several 
  casks of butter wait to enhance your morning breakfast 
  and a large stone oven is still radiating heat from the 
  previous batch of biscuits. 
  9| storage room
  The left wall seems ordinary at a glance, but further 
  inspection reveals an illusory entrance to a hallway 
  leading to the back left tower. Upon discovery.
   
  Not much lies within this room outside of a few simple 
  crates. The nearby stairs lead down to wine and ale cellar. 
   
  10| servant's quarters
   
  Six simple single beds rest in a row in the long barracks. 
  The linens on the bed are freshly pressed. 
  11| orune's tower 1st floor
   
  Three bookshelves encircle the room. They seem 
  organized by cover color. In the center of the room on 
  a wooden table, a glass vase supports three lilies. An 
  iron ladder continues vertically in Saltstone giving 
  you access to both the 2nd Floor of Orune’s Tower and 
  Orune’s Basement. 
  12| kragus's tower 1st floor
   
  The first floor is barren and broken. Vacant discolorations 
  mark the places on the wall where trophies have been 
  removed. A spiral staircase leads to the rooftop floor.
  13| northeast staircase
   
  Accessed from the Training room, this staircase leads to 
  the second floor north stone balcony. 
  14| secret staircase
  Hidden completely from sight, this narrow staircase 
  connects Revenir’s Room to her private Grotto in the 
  basement of Saltstone.
  gm note
  The Ultimate Party Keep 
  Saltstone is terrific for an infiltration, assault, or 
  tower defense encounter. However, we believe it 
  is best when given to your party as a gift for their 
  heroic deeds. Five spacious bedrooms, a secret 
  war room vault, wine cellar, rooftop garden, 
  secret grotto, training room, and MORE help 
  make this the best loot a GM could give out.
  
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  174
  second floor
  15| second floor
   
  Either set of stairs lead you to a less glamorous floor designed 
  with relaxation in mind. A banister allows a peek down into 
  the courtyard on the first floor or a beautiful view up to the 
  stars at night. A variety of doors line the walls and corridors 
  of this floor.
  16| southern staircase
   
  Leading to the third level and rooftop floor is a wrought 
  iron staircase. The handrails twist in swirls of blackened 
  metal. Running your hand along rail you can feel sharp 
  imperfections pinching at your palm.
  17| asriel's room
   
  A formal mud room is out of place in this tranquil 
  domicile. The bed has two small pillows and a simple 
  grey pullover. Chairs that would normally face a small 
  shrine have been moved to the wall and the centerpiece to 
  the deity is missing.
  18| revenir's room
  Upon close inspection, pulling the book titled ‘The 
  Garden in the Desert’ reveals this secret entrance.
   
  A simple room with deep green linens covers a king 
  sized bed. A folding wooden separator with metal 
  filigree stands between an intricate hand carved wooden 
  bathtub. Behind the tub, bookcases with a variety of tales 
  line the wall.
  
  175
  19| secret bookcase door
   
  You hear a few clicks and the creak of the wood squeaks 
  revealing a secret entrance. A set of stairs lead down into 
  this dimly lit hallway.
  20| grand library
   
  This room is scented with a variety of aged parchments 
  from the knowledge currently aging on the shelves. The 
  Library is domed by a glass ceiling and has stone arches 
  providing a direct view of the Barvassian Sea. A bear 
  skin rug lies beneath two wooden reading chairs.
  21| kragus's study
   
  A stone table has draconic runes carved around the 
  side, and paired with it, a metal chair with two pieces of 
  driftwood for arm rests. Two lounge pillows await your 
  leisure on the other side of the room.
  22| guest room
   
  A simple large room perfect for any guest of Saltstone. 
  The king bed in this room is adorned with the white sigil 
  of Saltstone on freshly pressed grey linens. A bookshelf 
  on the far wall presents you with a series of poems and 
  short stories.
  23| orune's bedroom
   
  A single bed is unused and dusting on the far wall. An 
  iron ladder leads two stories down and Two Stories up. 
  Connecting areas 11, 23, 28, 32, 37.
  24| northern outer balcony
   
  The Barvassian Sea sparkles in the sun as you look over 
  the cliffs that naturally protect Saltstone from invasion. 
  The salted mists from the crashing waves kiss your 
  cheeks as you look out from the balcony.
  25| northwest outer stair
   
  Leads to room number 21, Kragus’s Study.
  
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  176
  third floor roof
  26| moving painting room
   
  This small room separates you from the rooftop of Saltstone. 
  At the top of the stairs, a single large oil painting hangs from 
  the wall in front of you. The scene depicts a beautiful forest 
  in the evening speckled with fireflies and glowing florals that 
  climb the tree trunks and hang down from the branches. You 
  can’t be sure, but at first glance you could of swore you saw 
  a beautiful figure dart behind one of those trees.
  28| orune's reading lounge
   
  A plush divan sofa invites you to grab a novel from one of 
  the nearby bookshelves and relax. An iron ladder leads two 
  stories down and Two Stories up.
  27| rooftop garden
   
  Nothing could have prepared you for the first sight of 
  this rooftop eden. The morning dew intensifies the fresh 
  scent of florals, soft grasses, shrubberies, and as if by 
  magic, blooming cherry trees. In the center, a stone 
  railing allows you to peek down into the courtyard on 
  the first floor, and also allows a glimpse of the second 
  floor hallways. Various stone benches are peppered 
  throughout the area. Each one providing a new 
  refreshing view of the entire rooftop garden.
  29| kragus's bedroom
   
  A single full bed rests in this room with a door leading 
  out to a private balcony. The linens are blue and are 
  immaculately kept. A lead book sealed with a bronze 
  lock depicts the image of Bahamut on the cover and is 
  the only material possession in the room. A ladder leads 
  down to the other Northwest tower floors.
  30| filigree gazebo
   
  You marvel at the craftsmanship of this intricate Gazebo. 
  Four hand carved stone columns hold up an intricate 
  filigreed dome. The weaving of the metal filigree paints 
  the ground underneath with the shadows it casts.
  31| zen koi pond
   
  A tranquil koi pond lies to the south filled with a 
  vibrancy of life. These particular koi glow slightly with 
  magical energy, swimming in and out of the ethereal 
  plane. Lilypads and their blossoms rest gingerly on the 
  water’s surface. 
  32| orune's beacon library
   
  Climbing the ladder to the very top of Orune’s tower 
  is the only 4th floor level in all of Saltstone. Glass 
  windows encircling the entire tower floor gives a 
  360° breathtaking view of the ocean and surrounding 
  area. Short bookshelves under and mounted above the 
  windows line the walls. In the center of the room, a very 
  large beacon light is housed. On stormy or foggy days, 
  the beacon is lit to safely guide sailors.
  
  177
  basement/cellar floor
  33| wine and ale cellar
  Upon discovering the Northwest wine rack’s secret 
  door, read the following:
  Pushing the bottle into the wall indenture will reveal 
  the secret lead lined war room.
   
  A library of wine ages quietly and casks of ale are evenly 
  spaced along the walls of this massive room. A table and two 
  small crates that serve as chairs are the first thing you see 
  upon your arrival. Two wine glasses sit empty, encouraging 
  you to taste the finest from Saltstone’s vineyards.
  34| secret war room
   
  Looking at this rack of wine, you find no dust blanketing 
  the glass. This is a typical telling sign of undisturbed 
  aging wine. These bottles, however, are quite clean. 
  Looking behind one of the bottles on the 4th rack down. 
  A small circular indentation has been carved into the 
  wall. It looks to be the exact size of the bottle base in 
  front of it. 
   
  The heavy lead door swings open. The torches lining the 
  walls igniting magically upon your entrance revealing the 
  protected  secret plans of the Lords and Ladies of Saltstone. 
  The large oak table is covered in the news at hand. Crystal 
  glasses wait to be filled on the far table, and a large heavy 
  chest rests with it’s lid closed tightly.
  35| holding cells
  Upon discovering the Northwest wine rack’s secret 
  door, read the following:
  Straightening the metal wall torch reveals the 
  holding cell area.
   
  You notice the torch is slightly askew. The metal in the 
  handle is slightly worn. 
   
  As the large stone door swings open, stale musty air 
  fills your nostrils. Four solitary prison cells line the 
  walls. Each cell locked with thick iron bars that all have 
  a magical glow to them. Inside the cells, the lowest of 
  Saltstone comforts. Rooms reserved for those that threaten 
  the Lords and Ladies of Saltstone.
  
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  178
  36| workshop entrance
   
  This room is bare with only Candelabra’s keeping it dimly 
  lit. You notice a single door leading out in front of you.
  37| shooting range
   
  This room is long and narrow but brightly lit. Torches line 
  the walls. A bamboo training dummy lodged with bullets can 
  be seen at the far end of the room.
  38| workshop
   
  Sawdust and wood curls litter the room. You see a variety of 
  tools and supplies for building sitting on racks, on top of the 
  nearby workbench, and on the wooden desk.
  39| testing room
   
  A bizarre empty stone room that is scarred with burn marks, 
  chipped from explosion impacts, and littered with various 
  metallic fragments.
  40| orune's secret room
  The word is written in druidic. Upon discovering the 
  secret door, read the following:
  Placing a hand and speaking the word ‘Return’ opens 
  this door.
   
  Difficult to see in the dim light, you notice a small word 
  carved into the cave wall with an indenture that looks 
  like a hand.
   
  The rock shifts revealing a slightly smaller tunnel. 
  Faint light coming from the other side. Beautiful 
  carpets of moss and glowing flowers hang from the 
  ceiling and blanket the walls. As you walk through 
  the tunnel, it opens to a small private cove. There, you 
  see a comfortable plush reading chair looking out to a 
  gorgeous view of the ocean. A single bookcase sits by the 
  back wall. Some standing candelabras illuminate a side 
  table next to another chair. 
  40| revenir's grotto
   
  As you make your way down the stairs, the scent of salt 
  greets your nostrils. Stepping into the room, you feel the 
  heat from magically enhanced springs dissipating into the 
  cavern. Magical plants cover every inch of walls and ceiling, 
  support small flowers that shed soft purple light all over the 
  space. An opening in the grotto showcases a gorgeous view of 
  the ocean. Every now and then, you notice the mist from the 
  crashing waves drifting inside.
  A private section of vintage wines rests in the southwest 
  corner of the cove. Nearby, a table with two wine glasses 
  ready to be filled with the finest vints. Lastly, a dresser filled 
  with robes, fine linen towels, and fine clothes sits in the 
  Northwest corner of the room.
  
  179
  sheppard's pass
   
  Once a difficult pass to traverse, a group of wealthy 
  merchants and Adventurers banded together to secure the 
  pass and create a gate between Aroria’s Mainland and the 
  Badlands. It was a difficult and dangerous undertaking, but 
  now the pass is relatively safe. Remaining on the main road 
  is safe enough, but off the main road, howling creatures 
  lurk in the dark. One such creature, the Sheewald, is only 
  found in Sheppard’s Pass, and is believed to be manifested 
  from the souls of long dead adventurers who resorted to 
  cannibalism. Despite its dark history, the most common 
  threat from Sheppard’s Pass now is a sleepless night from 
  a scary story.
   
  Guiding travelers between the Arorian Mainland and 
  the Badlands is Sheppard's Pass, a narrow road of ghost 
  stories, bustling thoroughfares, and adventure. The land 
  surrounding Sheppard's Pass is dark and haunted, dotted 
  with withered trees and cold winds. Those traveling the 
  Pass swear they see shadowy travelers walking the edge of 
  the roads, following them for a while before disappearing. 
  Wicked howls tear through the pass, though whether they are 
  the wind or something worse, no one knows.
  
  Stargazer’s Guide to Aroria
  180
  locations
  observatory
  Reaching the highest point, travelers are greeted by the 
  sight of a dedicated warehouse for the market wagons, 
  the top of the tramway, and an observatory. The 
  observatory is operated by a staff of three; a scientist, 
  a wizard, and a cleric all who specialize in reading the 
  stars. They liaise with the Sheppard's Pass Authority 
  ranger station, which operates out of the few offices 
  on the ground floor of the building. Within the station, 
  there are always two rangers on staff, as well as a 
  records-keeper, and a sorcerer who often accompanies 
  the rangers on calls.
  notable figures
  Mildren Bilam 
  Half Elf She/Her, Aurous. It is widely understood that a 
  werewolf inhabits the wilderness surrounding Sheppard's 
  Pass, but there have never been any werewolf attacks 
  reported. In fact, though no one is quite sure who 
  the werewolf is, there have been several stories of the 
  werewolf helping lost travelers, guiding (or even scaring) 
  them back to the path. In reality, the Werewolf is one of 
  the Rangers of the Sheppard's Pass Authority, Mildren 
  Bilam, a half-elf ranger, who applied for the position in 
  order to keep their distance from highly populated areas.
  tram
  The Sheppard's Pass Tramway was an enthusiastic 
  undertaking by the merchants who were first developing 
  the Pass. As the area was particularly steep, merchants 
  realized that the only way to make it truly the most 
  utilizable and accessible route for everyone was to find 
  a way to move passengers through the narrowest parts 
  easily and effectively. The Tram is a simple mechanism 
  itself - wooden carriages on wheels, set into a track 
  and rope system, driven by the pull of several beasts of 
  burden. Adventurers are likely to run into Tramway Jim, 
  an elderly conductor who always has stories to tell about 
  the pass and how he helped build the original track.
  notable figures
  Tramway Jim 
  Human He/Him, Rimewomb. Tramway Jim is a human 
  inventor in his late 70s, though he is rather spry for his 
  age. He is the mastermind behind the tramway and now 
  lives nearby to operate and care for his invention. He 
  resides at the top of the Sheppard's Pass, operating the 
  Tramway for long shifts, despite having other workers 
  who are also able to do it. He loves every opportunity 
  he has to tell others about the creation of the tramway, 
  caring for the beasts of burden, and making sure that 
  everything is in tip-top shape.
   
  market wagons
  There is no room for dedicated shops along the trail 
  of Sheppard's Pass, but it’s common to find Market 
  Wagons. These merchants keep their wares in a small 
  warehouse at the top of the pass, load up their wagons 
  for their shifts, and travel down one of the sides of the 
  pass to find a reasonable place to set up. The market 
  wagons sell a variety of things: dried foods, hardtack, 
  torches, simple weapons, oil, lanterns, and occasionally 
  even a unique item or two. The prices are less affordable 
  than in most towns and cities, and you would be hard-
  pressed to find something that isn't presented with an 
  upcharge.
  memorial for the first 
  expedition
  The memorial is ironically located toward the far end of 
  the pass, and is sadly in a place none of the original crew 
  ever reached. The large man-made monolith is etched 
  with the names and visual representations of each 
  member. Passers-by often leave flowers and trinkets 
  at the base, honoring the sacrifice these adventurers 
  made in the quest to make Sheppard's Pass safe and 
  convenient for future travelers. Though there are 
  many urban legends surrounding the loss of the initial 
  Sheppard's Pass team, histories were able to confirm 
  that at least some of the losses were due to starvation 
  and cannibalism. There is an odd and somber mood 
  surrounding the memorial, and remembering the dark 
  end some of these adventurers faced often creates a 
  melancholy ride on the tram.
  Sheppard's Pass  Adventures
  The Hungry Ghoul
  Stories abound of how the Sheewald came to be and what drives 
  them. Every story that is told about them ends in the same way, 
  talking about a creature only known as the Hungry Ghoul. More 
  local legend than truth, many tell of the ghoul as the last wicked, 
  cannibalistic survivor of the original adventuring crew that carved 
  Sheppard's Pass. Recently stories of the Hungry Ghoul have grown 
  throughout the region and more sightings of the enigmatic creature 
  have arisen. Fear has washed over the region and the Sheppard's 
  Pass Authority has called for adventurers to lay the rumors to rest.
  Fix the Tramway
  The tram is down and Tramway Jim swears that this is the first 
  time the tramway has ever broken. Chaos reigns. Tramway Jim will 
  compensate you if you locate the source of the breakdown (A split 
  rope? a bent track?) and also track down the escaped beasts that 
  usually pull the tram. Hoping to get the problem solved before the 
  lines to board get too long and the customers get angry.
  Sheppard's Bride
  While many dark spirits haunt the pass, none is more feared than 
  the black widow bride of Sheppard's Pass. Legend speaks of a bride 
  betrothed to the former wealthly lord of the largest lumbermill in 
  all Aroria. On their wedding day, he gifted her a beautiful hand axe, 
  and she gifted him the swift release of death, staking claim to his 
  fortunes. She continues to hunt the pass for wealthy travelers to this 
  day. Her soul will never rest until her axe is found and destroyed. 
  Can the party find the long lost lumbermill gravesite of all the lives 
  the widow claimed? Can they find her mausoleum and finally put 
  her to rest?
  
  181
  triton's spear 
  A vast roadway connecting the north and south of Aroria, 
  Triton’s Spear acts as a highway through many of the 
  continent’s regions. Triton's Spear is a place of natural 
  biodiversity with areas of great interest to botanists and 
  anthropologists alike. Stretching for hundreds of miles, 
  Triton’s Spear hosts many small villages, towns, wayside 
  inns, and encampments, each teeming with opportunities 
  for adventure, mischief or much more. Characters that 
  travel this road find Aroria to shrink slightly, as this 
  highway provides them access to much that the continent 
  has to offer, provided they are willing to travel for a time.
  Before many of the inn’s, village, and towns began to dot 
  the road, Triton’s Spear was home to the nomadic people 
  called the Itinerant. Nomadic in nature, the traveling 
  people of Triton's Spear move camps throughout the 
  seasons, herding hippogriff and living symbiotically 
  among them. There are two major biomes of Triton's Spear: 
  desert and forest. However, the rocky terrain that acts as 
  a bridge between the two has a mix of both influences not 
  seen anywhere else in Aroria. Itinerant folklore is rich with 
  stories of hauntings and sightings of strange creatures on 
  the road. It is unclear if the area is more active than other 
  areas of the world, or if the Itinerant are simply more 
  superstitious. Either way, intrepid adventurers hoping to 
  discover something new often find it on the Triton's Spear.
  locations
  bandit's hideaway
  In the rocky outcroppings that meld together the desert 
  and forest of Triton's Spear, there are many small caves. 
  An ideal shelter from the elements, they’ve become a 
  convenient base of operations for a small company of 
  bandits that frequent the main thoroughfare of Triton's 
  Spear, calling themselves the Redwood Bandits. These 
  bandits regard travelers as fair game, often targeting 
  trade caravans and refugees fleeing south. Having 
  established a larger cave in the area as their home, the 
  Redwood Bandits drive anyone who draws close to the 
  region away.
  garden of wishes
  Looked after by an elderly human gentleman who calls 
  himself Thom Morroe, the caretaker claims that the 
  beautiful garden was planted by hand by a young man 
  who had lost his loved ones to a plague several hundred 
  years ago. The man, whose name has since passed into  
   
   
   
  obscurity, began planting rose bushes, then hedges, 
  then trees, and eventually created an entire garden as he 
  dealt with his bereavement. However, there are many 
  tales of this garden having magical properties– ones that 
  Thom will not substantiate. Upon entering the walled 
  garden through a flower-covered archway, visitors are 
  treated to a stunning array of flowers, each arranged 
  beautifully in their own designs. At the far end, another 
  archway through the walls of shrubbery leads to a vast 
  garden maze. Visitors say that time passes differently in 
  the maze, and those who enter may meet any manner of 
  fey creature, or find themselves magically healed of an 
  affliction. It’s easy to get lost in the Garden of Wishes, 
  and many adventurers never find their way out.
  itinerant camps
  The Itinerant people are a culturally rich and self-
  sufficient group. They are almost always accompanied 
  by a herd of Hippogriff, and have formed deep bonds 
  with these animals– caring for, protecting, and using 
  their remains for tools, clothing, and housing. The 
  Itinerant live in tents made of cloth and animal hide, 
  supported by wooden pillars that are easy to take down 
  and move in large bundles with the help of their carts 
  and the hippogriff. These tents are not made to blend in 
  with their surroundings, but rather are patched, brightly 
  colored, and cheerful. If you are fortunate enough to 
  stumble upon an Itinerant camp, you will likely be 
  welcomed with open arms. They love stories of other 
  cultures and enjoy sharing their food and folklore. 
  Open-minded adventurers will often find kinship 
  with the Itinerant people through mutual respect and 
  conservation of the land.
  notable figures
  Eira Kiryik 
  Dragonborn They/Them, Soulstice. Growing up as a 
  Dragonborn Itinerant, Eira learned many of the skills 
  of a nomad, but particularly excelled in caring for the 
  Hippogriff herd. They spent some time away from their 
  family, living for a few years in the monastery of New 
  Reach, where they met the man who would become their 
  future husband. They spent several years in New Reach 
  before returning to Eira’s family to live the nomadic 
  lifestyle, where Eira and their husband Recke eventually 
  became the lead shepherds of the Hippogriff herd.
   
  The grand expanse on route between the Mainland and 
  Aroria North is both teeming with life and deceptively 
  plain. Stretching for miles across the continent, the roadway 
  known as Triton’s Spear is a well-trod road of stories, 
  adventure, and diversity. All who travel these roads should 
  prepare for nearly every climate as Triton’s Spear moves 
  through blistering deserts and frigid mountain passes. Those 
  traveling north toward Agubonne, Sunspell and New Reach, 
  or those southbound often find friends passing them by or 
  enemies laying in wait on this road.
  
  Stargazer’s Guide to Aroria
  182
  ambrose botany  
  research center
  Located in an unpretentious building nestled amongst 
  the forests of Triton's Spear is the Ambrose Botany 
  Research Centre, or the ABRC. A dirt path is the only 
  indication of its location, jutting off from the Triton's 
  Spear main thoroughfare. Inside, a small collection 
  of dedicated mages and scientists use the facilities to 
  research the native flora and plants from the more 
  far-flung regions. Despite botany being well-respected 
  throughout Aroria, with many plants being used by 
  alchemists and healers, there is no match to the Ambrose 
  Botany Research Centre when it comes to reputation and 
  output. The ABRC is often looking for adventurers to 
  accompany the researchers and botanists that live and 
  work at the center. 
  notable figures
  Moriara Ambrose 
  Human She/Her, Aurous. Brought up as the daughter of 
  nobles, Moriara was a shy child who spent most of her 
  time at home. She bonded more with plants than with 
  other children, and began to develop a deep interest in 
  understanding their structure and caring for them. Sent 
  off to study when she reached maturity, she began to 
  develop some friendships with her fellow students. From 
  there, she traveled Aroria to conduct her research, and 
  eventually settled in Triton’s Spear, opening her Research 
  Centre and inviting scientists and mages from across the 
  world to partake in what she had created. 
  Triton's Spear  Adventures
  Flora and Fauna, Oh My!
  The Ambrose Botanical Research Center has recently discovered 
  a new and rare herb growing amid a rocky region of the Triton’s 
  Spear. Unfortunately, their botanists have not been able to collect 
  or research the herb in depth as the herb appears to attract 
  the attention of the dreaded basilisk. The ABRC has offered a 
  handsome reward and a chance to use any tincture created from 
  the herb to anyone willing to travel into the foothills to remove the 
  dangerous basilisk.
  Caravan Robbers!
  Clear out the bandit caves! The Redwood Bandits have been 
  menacing supply caravans that are bound for the Ambrose Botany 
  Research Centre. Moriaria Ambrose, head of ABRC, has hired you 
  to get rid of them once and for all. Locate the stronghold and clear 
  them out - one way or another. 
  The Cabin Calls
  News has spread telling of more and more travelers disappearing 
  into the Triton Spear woods. Many speak of bandits or monsters but 
  the Itinerant and those living on the road speak only of the cabin 
  and its call. A large sum has been offered to any willing to travel 
  into the forest, seek out the cabin, and find out where the travelers 
  have gone and what is happening.
  
  183
  Vi
  Mayhem Under the Stars
  gamemaster 
  overview
  Mayhem Under the Stars is a 4-hour adventure set 
  for 1st level Adventurers in Niveau Maximum. In this 
  adventure, the party plays as visitors and staff hired 
  on behalf of Headmaster Trid’illion Skyweaver to 
  investigate strange events happening in the newest 
  exhibition of the library– the Stars of Aroria. The 
  Swindle Twins, a manifestation of Sunbask, have 
  infiltrated the exhibition and started playing pranks 
  on those who enter. The party must make their way 
  through three challenges in the newest exhibition and 
  put an end to the chaos created by the Swindle Twins, 
  while also making it out alive. The shaded text in this 
  chapter is descriptive, to be read to your players, the rest 
  is a guideline for this adventure.
  chapter 1 
  night at niveau maximum
   
  Beyond the bustling streets and boisterous calls of La Cambrian merchants lay the secluded 
  halls and musty books of Niveau Maximum. Librarians and staff hesitantly prepare to open 
  their newest attraction– the Stars of Aroria. Strange sightings in the newest wing have caused 
  unrest among the librarians and staff have abruptly quit, refusing to describe what they 
  saw. With Headmaster Trid’illion Skyweaver on sabbatical, it's up to you to enter Niveau 
  Maximum’s newest attraction and solve the mysteries before opening night!
   
  Welcome to Niveau Maximum, one of the great wonders of 
  Aroria. As you walk through the grandiose halls, you take 
  in the ornate, book-filled library that makes up the southern 
  wing. The prestigious mage college of La Cambria in the 
  eastern wing, where many throughout the country come 
  to study under Headmaster Tri’Dillion Skyweaver and the 
  northern wing where other scholars of magnificent magics 
  gather to share secrets and practice spellwork. But the west 
  wing is where this adventure begins and is home to the 
  museum of Niveau Maximum. 
  You’ve answered a call for adventurers announced by 
  Curator Lea Treyber. Tomorrow, a new exhibit, “The 
  Stars of Aroria” will open, but all of the staff have been 
  quitting unexpectedly and rumors tell of something strange 
  occurring in the museum. Each of you now wait for the 
  museum to close and to meet with Curator Treyber to start 
  this investigation. As the last of the museum guests leave 
  for the evening, you can hear Curator Treyber approaching 
  to brief you of your task.
  Social Encounter: Arriving on Time or Staying Late 
  Before beginning this encounter, give the players 
  an opportunity to introduce themselves, what their 
  character looks like and what reasons they’ve had to 
  stay late at Niveau Maximum. If necessary, many of 
  the characters can use the call for aid presented by 
  Lea Treyber as their reason. After introductions, the 
  characters are approached by Lea Treyber, one of the 
  night librarians and a steward of Niveau Maximum. Use 
  the following information for this scene:
   
  á Lea Treyber is one of the night stewards of Niveau 
  Maximum and lead designer of the exhibit and she 
  fears that she will be fired or worse if this exhibit 
  cannot be fixed in time.
   
  á The exhibit is a highly immersive experience 
  celebrating the 12 Signs of Aroria. The exhibit can be 
  dangerous, but magical fail safes will prevent anyone 
  from dying while inside.
   
  á Lea is worried that one of the zodiac avatars is 
  tampering with the exhibit. She hopes that the party 
  can drive the avatar away. 
   
  á There are twelve rooms and a central room in the 
  exhibit. Lea thinks that the party won't have to search 
  through many of the rooms to find out what the 
  problem is.
   
  á Lea’s assistant, Marcus was the last person to enter 
  the exhibit but he hasn’t returned for a few hours. If 
  possible, Lea would like the party to return with him.
   
  á The exhibit is set to open in the morning, so the party 
  has only this evening to solve the issue. 
   
  á This is a huge opportunity for her career and will 
  likely draw positive attention to the party as well.
  Once the party is ready, Lea will open the exhibit to them.
  
  Stargazer’s Guide to Aroria
  184
  chapter 2 
  entering the exhibit
  After speaking with Lea and learning what the problem 
  is, the party is led into the hallway leading to Niveau 
  Maximum’s newest exhibit - the Stars of Aroria. Quickly, 
  the party confirms that the Swindle Twins are behind the 
  troubles here and that leaving is not so simple. The party 
  learns which rooms they must venture through to escape 
  the exhibit and put things right.The hallway leading to 
  the exhibit chamber is 50 ft. long After a short walk, the 
  characters find themselves entering the Exhibit Chamber.
  Encounter: The Swindle Twins 
   
  Following behind Curator Treyber, you are led to a large 
  archway on which a gleaming placard reads, “COMING 
  SOON! THE STARS OF ARORIA. The archway shimmers 
  with magical energy as you draw close, and the twelve runes 
  of the zodiac Signs flare to life. Beyond the archway is a long 
  hallway, the walls adorned with blinking stars appearing 
  to lead you through a series of constellations. At the end of 
  this hallway, you can barely see the exhibit room and a panel 
  sitting in the center of the room. Curator Treyber points 
  down the hallway, “Please enter the exhibit through this 
  hallway. I’ll remain here, just in case,” she clears her throat, 
  “you fail to return and I need to send others to fetch you. Not 
  that I believe that will happen.” She gives you a weak smile 
  and gestures for you to enter the hallway.
   
  EXHIBIT CHAMBER
  Entering this chamber, you find yourselves in a dodecagon 
  room. Twelve doors surround you, each bearing a massive 
  sigil of the zodiac signs. High above you, you can see a 
  mosaic of the zodiac avatars: the flaming ram of Fleurtide, 
  the Oracle of Frostwane, the Forge of the Covenant, and the 
  rest painted in brilliant colors on the ceiling. At the center of 
  the mosaic is a prismatic glittering chandelier. Multicolored 
  light illuminates the chamber casting rainbow patterns 
  across the polished, marble floors. In front of you, in the 
  center of the room is a strange, arcane machine designed 
  to appear as a pedestal covered in arcane runes. Currently 
  tampering with the machine are two women in their late 
  teens, dressed in ethereal blues and whites. Their movements 
  seem to mirror one another as they tamper with the machine 
  and, as you enter the room, they both look at you with 
  dangerous grins. “You are here to ruin our fun?” The twins 
  speak in unison, “We want to play more! Catch us if you 
  can!” As the twins say this, the arcane pedestal flares to life 
  and three doors open in the chamber. With a snap of their 
  fingers the Twins vanish their laughter echoing through the 
  three open doors.
  The Hall of Stars
  The Swindle Twins have fled into one of the three 
  chambers that have opened and the hallway that led to 
  the Hall of Stars is missing. Now, it is up to the characters 
  to chase the twins, find a way to stop them, and escape. 
  Characters that would like to inspect the arcane engine 
  in the center of the room can determine that the Swindle 
  Twins have magically manipulated it to remain on 
  randomly open and closed doors when activated. A 
  character that makes a successful DC 12 Arcana Check can 
  determine that this effect cannot be reversed without the 
  Swindle Twins’ help.
  Choose three rooms, or roll 3d12 (rerolling duplicates) 
  and consult the Signs, in Chapter 3 of this Adventure 
  to determine which doors have been opened in the 
  chamber. Adventurers must complete the one-hour 
  adventures to find the Swindle Twins and convince them 
  to fix the machine. This module has been designed so 
  that the party must deal with three of these encounters 
  before the final encounter with the Swindle Twins, but 
  feel free to increase or decrease the number of rooms 
  the party must face as needed. The central room of the 
  chamber is a great place for the characters to plan for 
  their next encounter. After each room, the party will 
  battle briefly with the Swindle Twins as described below.
   
  á Fighting the Swindle Twins 
  After each chamber, the party will encounter the 
  Swindle Twins in the Hall of Stars and have one round 
  of combat to battle them. The Swindle Twins statistics 
  and tactics for each encounter are written below.
   
  á
  After Chamber One 
  After completing the first chamber, the party will 
  surprise the Swindle Twins. The Twins will not fight 
  back and will automatically retreat into another 
  chamber at the end of the round.
   
  á
  After Chamber Two. 
  After the second chamber, the Swindle Twins will 
  engage the party in combat and attack once on each 
  of their turns. On an initiative count of 0, the Swindle 
  Twins will retreat into the final chamber.
   
  á
  After Chamber Three (or final Chamber) 
  After the party completes the final chamber, the 
  Swindle Twins will fight the party with their 
  remaining hit points. If the Swindle Twins are 
  reduced to 0 hp, they will give up and help the party.
  
  185
  Medium Celestial, Chaotic Neutral
  Armor Class 14 Leather Armor
  Hit Points 40 (9d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  11 (+0)
  12 (+1)
  10 (+0)
  14 (+2)
  Damage Resistances Bludgeoning, Psychic, Piercing, and 
  Slashing from Nonmagical Attacks.
  Passive Perception 12
  Condition Immunities Blinded, Charmed, Frightened, Paralyzed
  Senses Blindsight 10ft., Darkvision 30ft.
  Proficiency Bonus +2
  Languages All
  Challenge 4 (1,100 XP)
  Actions
  Chaotic Grasp. The Sindle Twins swipe at a creature 
  within range. +5 to hit, reach 5ft., one target. Hit: 5 (1d8) 
  Slashing damage.
  Enthralling Laugh. One creature of the Swindle Twin's choice 
  within 60 ft. is forced to make a Wisdom Saving Throw (DC 11) or 
  become charmed for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself 
  on a success. If a creature's saving throw is successful or the 
  effect ends for it, the creature is immune to the Swindle Twin's 
  Enthralling Laugh for the next 24 hours.
  speciAL AbiLities
  Twin Form. When one Swindle Twin receives damage or reduces 
  their hit points, the other Swindle Twin suffers the same effect.
  Return to the Weave. When the Swindle Twins drop to 0 hit 
  points or dies, their bodies are destroyed but their essence 
  travels back to the weave and are unable to return to the Material 
  Plane for a time.
  Innate Spellcasting. The Swindle Twin's innate spellcasting 
  ability is Charisma, Spell Save DC 10, +4 to hit with Spell 
  Attacks. It can innately cast the following spells, requiring no 
  material components:
  At Will: Vicious Mockery
  3/day each: Misty Step
  the sWindLe tWins
  
  Stargazer’s Guide to Aroria
  186
  chapter 3 
  exhibition rooms
  Roll initiative and let’s solve this problem!
  The party stands next to a dangerous void. They must 
  work together to push against the ram’s head before 
  it knocks them all into the pit. The chamber is 25 ft. 
  wide and 50 ft. long. The party has 15 ft. of free space 
  between them and the ram. 5 ft. behind the party is an 
  endless pit.
  ROOM FEATURES
  Pit. The pit is surrounded by smooth stone walls. 
  Characters that are pushed into the pit fall for a few 
  minutes before triggering a teleportation rune, returning 
  to the Hall of Stars.
  Ram’s Head. The Ram’s Head is made of polished steel 
  plates. It has 60 hp and an AC of 14. Every round at 
  an initiative count of 10, the ram’s head will move 5 
  ft. towards the party. Characters can attempt to resist 
  the Ram’s Head by making three successful DC 11 
  Strength checks. If three successful checks are made 
  before initiative count 0, the characters may push the 
  Ram’s Head 5 ft. back. For every successful check after 
  the first three in a round, they can push the ram’s head 
  backwards an additional 5 ft.
  Characters that do not want to make strength checks can 
  attempt to impede or contest the Ram’s Head in alternative 
  ways but do so with a DC 13 to any roll they make. 
  Examples of potential alternative challenges include using 
  a Dexterity-based check to attempt to break the clockwork 
  driving the ram’s head, or using an Intelligence-based 
  check to try and manipulate the steam power of the ram’s 
  head. Successful attempts at these alternative checks count 
  toward the Strength Checks above.
  Steam Meter. The steam meter sits above the ram’s head. 
  It currently reads 5. At an initiative count of 10 the meter 
  will count down one level as the ram’s head uses its action. 
  The Steam Meter has 20 hp and an AC of 10. Characters 
  can attempt to attack the steam meter. If the steam meter 
  reaches zero or the party succeeds in breaking it, all 
  remaining steam will be released and the ram’s head will 
  stop moving.
  complications
  While the characters push against the ram’s head, 
  potential complications may occur if they are not 
  successful in their efforts. If the party fails three or more 
  Strength Checks required to push the Ram’s Head in one 
  round, apply one of the complications below.
  Characters within 10 ft. of the Ram’s head must make a 
  DC 10 Dexterity saving throw or take 1d6 fire damage. 
  Characters within 5 ft. of the head make the check with 
  disadvantage. Characters can disable this effect with a 
  successful DC 9 Intelligence or Wisdom throw.
  Characters attempting the strength check to push 
  against the Ram’s Head must make the check with 
  disadvantage. Additionally, characters that make a dash 
  action must make a Dexterity saving throw or fall prone.
  Characters can make a DC 10 Intelligence or Dexterity 
  check to attempt to damage some of the internal pieces 
  of the Ram’s Head. If they are successful, the party 
  requires only two strength checks to succeed for the 
  round. If they succeed this check by 5 or more, players 
  may make their strength checks with advantage. If they 
  fail this check by 5 or more, they cannot retry this check 
  for 2 rounds. This check can be repeated each round.
  ESCAPING THE CHAMBER
  If the characters stop the Ram’s Head, they are returned 
  to the Hall of Stars and encounter the Swindle Twins as 
  described in the “Swindle Twin Showdown” section. 
  If this room was not rolled as part of the three initial 
  rooms, this room does not count towards the “Swindle 
  Twin Showdown”.
   
  FLEURTIDE
  Entering into the chamber, a loud hiss of steam blasts against 
  you, nearly searing your skin and almost deafening you. The 
  doors slam shut and vanishing, leaving you stranded on a 
  stone ledge overlooking a dark abyss below, beside which you 
  stand precariously. On the far side of the chamber you see 
  the towering doors that exit the chamber and you can make 
  out the Swindle Twins giggling as they skip merrily towards 
  it. As you take a step to chase them, you hear the whirl of 
  clockwork and see a massive, gargantuan metallic ram’s 
  head lower between you and the Twins. Handles seem to be 
  built into the front of the ram’s head, designed for a group of 
  people to hold the machine. A gout of steam billows from its 
  nostrils and the ram head begins to move steadily towards 
  you, threatening to push you off the ledge. Above the ram's 
  head, you can see a pressure gauge that appears to be slowly 
  emptying: the gauge now reading the number five. The 
  Swindle Twins jeer at you as they leave the chamber, “You 
  are all so pushy! Let’s see if you can press your luck!” The 
  ram head, blocking your path, sprays jets of steam and moves 
  forward towards you.
  Gouts of Steam 
  The Ram’s head blasts a spray of searing steam out from thin grates 
  along its face threatening to burn anyone too close.
  Slippery Floors 
  The polished stone floor has grown slick from steam and sweat. As 
  you push against the massive Ram’s head, you find that each step 
  slips and fails to get traction.
  A Broken Cog 
  Inside the massive machine, you can see many whirling cogs and 
  complex clockwork machinery. One larger gear catches your 
  attention and you realize that if you damage it, you could slow 
  the Ram’s head.
  
  187
   
  If this room was not rolled as one of the three available 
  rooms at the start of the adventure, this room will 
  become available after the characters complete their 
  first chamber. This is the chamber of Wisterius and 
  serves as a potential safe haven and resting place for 
  the characters while they complete their adventure.
  ROOM FEATURES
  Wisterius Time. Time moves differently in this chamber. 
  For every two hours that passes in this chamber, one hour 
  passes outside it.
  Aura of Perfect Rest. Characters may take a short rest over 
  the course of 10 minutes. If the characters take a short rest, 
  they regain the maximum health when rolling their hit 
  dice. 
  Aura of Resolve. Characters may take a long rest over the 
  course of 1 hour. If the characters take a long rest, they gain 
  all the benefits of a long rest, and have immunity to the first 
  level exhaustion they would receive. Effect can only trigger 
  once every 24 hours.
  The Long Sleep. When characters take a short or long 
  rest while in this chamber, they must make a DC 10 
  Constitution saving throw. For every visit to the chamber 
  after the first this DC doubles. On a failed or successful 
  save, the character gains benefits of either Aura of Perfect 
  Rest or Aura of Resolve. If, however, the character fails the 
  save by five or more, they are knocked unconscious and 
  fall into a magical sleep for 2d10 hours. Characters that are 
  in a magical sleep can only be awakened by someone else 
  or until the duration of the sleep ends.
  notable figures
  Marcus Torral 
  If the characters inspect the chamber they discover Lea 
  Treybor’s assistant, Marcus Torral sleeping nearby the 
  pool of water, having succumbed to the magical sleep 
  of the chamber. When encountered Marcus has been 
  sleeping for four hours and will remain asleep for two 
  more hours. If the characters decide to wake him up, 
  he will thank them for rescuing him and tell them the 
  following information:
   
  á He entered the chamber earlier that day and 
  discovered that the Swindle Twins were behind the 
  troubles.
   
  á Following them into this chamber, he was suddenly 
  overcome by sleep. He doesn’t know how long he 
  has been asleep but was worried that he would 
  eventually be found by Lea or Trid’illion himself.
   
  á He will provide the players with a Potion of Healing 
  (common) (Pg. 187 Basic Rules) for rescuing him.
   
  á After talking with the party, Marcus will join the 
  players in leaving the room and flee from the exhibit.
  Oversleeping
  If the entire party falls under a magical sleep, read the 
  following text:
  If every member of the party falls asleep, they will 
  be woken up by Marcus. Increase the DC of all other 
  challenges throughout this adventure by 2 as the party 
  must now rush to complete their job.
  ESCAPING THE CHAMBER
  If the characters escape from the chamber they are 
  returned to the Zodiac Hall and encounter the Swindle 
  Twins as described in the “Swindle Twin Showdown” 
  section. If this room was not rolled as part of the three 
  initial rooms, this room does not count towards the 
  “Swindle Twin Showdown”.
   
  WISTERIUS
  Entering into this chamber, the doors shut softly behind you 
  as the soft sounds of a running spring and chirping birdsong 
  fill the air. The room before you has changed into a vista 
  of gentle hills and broken stone pillars covered in vines of 
  vibrant flowers. Stone doors leading out of the chamber stand 
  at the far end of the room, a massive symbol of Wisterius, 
  embedded into a stained glass window hanging above it. In 
  the distance you can see the slowly setting sun, reflecting 
  through the colorful glass, casting the chamber in a soft pink 
  hue. A small creek flowing into a pool is located in the center 
  of the room with various deer and other small creatures 
  drinking from it. A sense of peace and relaxation surrounds 
  you, as you find a powerful feeling of calm settling on the 
  room.
  What would you like to do?
   
  Dressed in Niveaux Maximum uniform, this half-elf man 
  sleeps soundly on the ground. As you approach you can hear 
  him snoring and appears to be caught in a deep slumber.
   
  Each of you, one by one, collapse as the restful aura of the 
  chamber overwhelms you. Eventually, you are shaken awake 
  by a man dressed in Niveaux Maximum uniform. You have 
  no idea how much time has passed but you have a sinking 
  feeling that your quest is in jeopardy.
  
  Stargazer’s Guide to Aroria
  188
   
  The darkness surrounding the characters is a magical 
  darkness as if via the Darkness spell. Characters that 
  attempt to move into the darkness are quickly lost in it 
  and are under the blinded condition. Characters that 
  remain in the darkness can roll a d100. On a roll of 51-
  100, the characters discover the second series of choices 
  presented by the Swindle Twins. On a roll of 1-50, 
  the character suffers 2d6 piercing damage as invisible 
  creatures bite and scratch them and they are returned 
  to the pocket of light. Characters can attempt this roll 
  again on their next turn. 
  ROOM FEATURES
  Doors. The two doors are made of simple wood. The 
  characters must choose between the two doors. The doors 
  and what is behind them are described below. Characters 
  that make a successful DC 14 Intelligence (Investigation) 
  check can determine that there are very subtle differences 
  between the sunbask runes on both two doors. Characters 
  that notice this difference can make a contested Insight or 
  Arcana check against the Swindle Twins. If successful the 
  character can determine which option is the safe option. 
  Only one character can do this per encounter in this 
  chamber and the Swindle Twins roll with a +4 bonus to 
  their Deception check.
  Left Door (Warped Sunbask Rune). Opening the left door, 
  all of the characters within 15 ft of the door are targeted by 
  the Color Spray (Pg. 222 Basic Rules) spell. 
  Right Door. This door leads to the second part of the 
  chamber.
  Once a door is opened and the effects occur, the door 
  vanishes and a new portion of the room is illuminated.
  Characters that make a successful DC 14 Intelligence 
  (Investigation) check can determine that there are 
  very subtle differences between the sunbask runes on 
  the handle and the button. Characters that notice this 
  difference can make a contested Insight or Arcana check 
  against the Swindle Twins. If successful the character 
  can determine which option is the safe option. Only 
  one character can do this per encounter in this chamber 
  and the Swindle Twins roll with a +4 bonus to their 
  Deception check.
  The Handle. If a character choses this option, the 
  handle will begin to swing around, revealing a massive 
  warhammer flying towards the party. A moment later, 
  the warhammer shrinks, becoming a regular sized, two-
  handed weapon. Characters can keep this weapon and it 
  is considered a magical warhammer. 
  The Button (Warped Sunbask Rune). If a character 
  pushes this button, the massive handle of the 
  warhammer will spin around and all characters in the 
  room must make a DC 11 Dexterity Saving Throw or 
  take 1d8 bludgeoning damage.
  After resolving either option, the pool of light moves, 
  revealing in the next option.
  The darkness surrounding the characters is a magical 
  darkness as if via the Darkness spell. Characters that 
  attempt to move into the darkness are quickly lost in it 
  and are under the blinded condition. Characters that 
  remain in the darkness can roll a d100. On a roll of 
  51-100, the characters discover the next stage of choices 
  presented by the Swindle Twins. On a roll of 1-50, 
  the character suffers 2d6 piercing damage as invisible 
  creatures bite and scratch them and they are returned to 
  the pocket of light. Characters can attempt this roll again 
  on their next turn. 
  Characters that make a successful DC 14 Intelligence 
  (Investigation) check can determine that there are 
  very subtle differences between the sunbask runes 
  on the handle and the button. Characters that notice 
  this difference can make a contested Insight or Arcana 
  check against the Swindle Twins. If successful the 
  character can determine which option is the safe 
  option. Only one character can do this per encounter 
  in this chamber and the Swindle Twins roll with a +4 
  bonus to their Deception check.
   
  SUNBASK
  Entering this chamber, the doors slam close behind you. 
  The chamber is dark, though you can sense a vast emptiness 
  beyond the darkness that seems to call to you. Soft sounds 
  of chittering, as if from gnashing teeth, whisper in the 
  surrounding darkness. The only thing illuminated in this 
  room are two simple, wooden doors that stand before you. As 
  you inspect them, you hear the voices of the Swindle Twins 
  echoing throughout the chamber, “Eeny, meeny, what a 
  show, make a choice and on you go! Good or bad, let’s wait 
  and see. No one knows what it will be!”
  What would you like to do?
   
  Entering into the next pool of light, you see the massive 
  handle of some weapon floating in the air. The handle 
  stretches out into the darkness, and you cannot see what 
  the handle is connected to. Wild runes cover the handle of 
  the weapon. There appears to be a clear space on the handle 
  for you to place your hand, surrounded by glowing runes. 
  Beside the floating handle is a small pedestal with a stone 
  button built into it. Again the Swindle Twins’ voices echo 
  through the dark, “Here’s the news for when you choose. 
  One is good, the other bad. You won’t be too sad!” 
   
  Two steel strongboxes sit alone in the center of the empty 
  floor, a pool of light illuminating them. Large padlocks are 
  attached to both strongboxes with two gleaming silver keys 
  protruding from them. The locks and keys are covered in 
  ornate runes. As you look at them, the chattering sounds of 
  teeth grow louder in the surrounding darkness and you can 
  hear the gleeful laughter of the Swindle Twins.
  
  189
  ROOM FEATURES
  Left Chest. This chest contains a jack in the box which 
  springs up to startle the characters. The Jack-in-the-Box 
  is holding a Potion of Healing (Pg. 187 Basic Rules) in its 
  hands. If the characters deal over 20 damage to the Jack-in-
  the-Box in one turn while it is holding the healing potion, 
  the healing potion is destroyed.
  Right Chest (Warped Sunbask Rune). This chest is a 
  Mimic (Pg. 332, Basic Rules) in disguise. When opened, 
  the mimic will release a fleshy Jack-in-the-Box which 
  will laugh with a slimy, guttural call. The Mimic has an 
  initiative roll of 7 and will fight the party until killed. 
  Once the characters have resolved this room, the lights will 
  shift for a final time to the last stage of this chamber.
  Characters that make a successful DC 14 Intelligence 
  (Investigation) check can determine that there are very 
  subtle differences between the sunbask runes between the 
  two circles. Characters that notice this difference can make 
  a contested Insight or Arcana check against the Swindle 
  Twins. If successful the character can determine which 
  option is the safe option. Only one character can do this per 
  encounter in this chamber and the Swindle Twins roll with 
  a +4 bonus to their Deception check.
  Red Teleportation Circle (Warped Sunbask Rune) - This 
  teleportation circle infused with a weaker version of a 
  glyph of warding. Any character within 15 ft. of the rune 
  when a creature steps on it must make a DC 14 Dexterity 
  saving throw or suffer 1d6 fire damage. On a successful 
  save, the character takes half the damage. Creatures on 
  the circle have disadvantage on the check. After the rune 
  triggers, the glyph of warding will trigger again in 4 
  rounds with an increased radius of 30 ft. The rune triggers 
  on an initiative count of 18.
  Blue Teleportation Circle - This teleportation circle 
  functions as intended. Characters that stand on this circle 
  and activate the magical rune are teleported back to 
  the Hall of Stars. The rune recharges after 3 rounds and 
  requires an action to activate.
  ESCAPING THE CHAMBER
  If the characters escape from the chamber they are 
  returned to the Zodiac Hall and encounter the Swindle 
  Twins as described in the “Swindle Twin Showdown” 
  section. If this room was not rolled as part of the three 
  initial rooms, this room does not count towards the 
  “Swindle Twin Showdown”.
   
  The light in the room shifts one more time, revealing the 
  entirety of the chamber. A large, glowing orb hangs high 
  above the chamber, hundreds of holes are bored into it 
  emitting the light into beautiful constellations across the 
  ceiling and floor. Two runic circles shine with arcane light 
  on the floor. Beyond them are massive stone doors that exit 
  the chamber. As you look, you watch a magical script run 
  across the stone doors and hear the Swindle Twins call, 
  “Only one way out you see, but which circle will it be?” 
  With those words, the arcane circles on the floor flare with 
  energy, one red and one blue.
  
  Stargazer’s Guide to Aroria
  190
   
  The Flowering Field is filled with a variety of wildflowers 
  commonly found in hot, dry climates. As the characters 
  move through the field, they can make a DC 14 
  Knowledge (Nature) check to notice that hidden among 
  the flowers are tufts of aconitum (wolf’s bane) hidden 
  amid the flowers. They will also determine that these 
  flowers have been artificially cultivated in this chamber.
  When the party enters this room, they will quickly 
  discover that every step they take towards the dark 
  forest causes the chandelier to progressively dim. The 
  characters can remain in the flowering field for as long 
  as necessary, but as they approach the forest, read the 
  following statement: 
  notable figures
  Gnaz the Wererat 
  After the party has situated themselves in the chamber, 
  they are quickly approached by the figure they saw 
  running earlier. His name is Gnaz and here is a wererat, 
  though he will not reveal this to the party immediately. 
  Gnaz is a fixture of the chamber, though he is not aware 
  of it. Any character that succeeds in a DC 10 Arcana check 
  can determine that Gnaz is a magical construct that serves 
  to showcase this chamber. 
  Gnaz is a young elf, with soft, mouselike features, long black 
  hair, and a pair of silver glasses. After approaching the party, 
  Gnaz will ask for their help and explain the following:
   
  á Two twins snuck up on him while he was walking 
  through the field and stole his magical amulet. 
   
  á The amulet has abjuration magic connected to it and 
  helps protect Gnaz. 
   
  á The twins ran into the forest with the amulet and 
  Gnaz needs their help to enter the forest and get 
  back the amulet. 
   
  á Gnaz has never been in the forest and is scared. Some 
  terrible beast hides in the forest waiting for prey.
   
  á If the party help Gnaz, he offers to give them 
  something from his home after retrieving the amulet.
  If the party rejects Gnaz’s offer, he will enter the forest 
  before them anyway, complaining that the party is 
  uncaring and cruel. If the party joins Gnaz, he will lead 
  them into the forest to look for the twins.
   
  The party should make skill challenges to assist Gnaz in 
  tracking the Swindle Twins. The party must succeed in 
  three checks before failing two to find the trail without 
  incident. If the party fails two checks before successfully 
  supporting Gnaz, the smoke coming from the chandelier 
  will begin to fill the chamber, causing each character to 
  succeed on a DC 10 Constitution saving throw or take one 
  level of exhaustion. After the characters complete this skill 
  challenge read the following encounter below.
  THE DARK FOREST BEAST
  The circular clearing the party finds themselves has a 
  diameter of 20ft. The amulet is hanging on a tree branch 
  above the clearing. Characters can try to climb the 
  tree and reach the amulet with two successful DC 14 
  Acrobatics checks. Characters can also try to break the 
  branch holding the amulet or target the amulet itself. In 
  both cases, the branch or amulet has an AC of 16 and will 
  fall from the tree after taking 15 points of damage. 
  The party can decide to try and save Gnaz or fight and 
  destroy him. The choice is theirs. Gnaz is a wererat (Pg. 
  327 Basic Rules) and has an initiative count of 11. As 
  a magical construct, Gnaz cannot give lycanthropy to 
  characters he bites. He also cannot change from his hybrid 
  form. Gnaz will fight the characters until defeated. Once 
  Gnaz is either saved or defeated the characters will be 
  able to escape through the chamber doors.
  ESCAPING THE CHAMBER
  If the characters escape from the chamber they are 
  returned to the Zodiac Hall and encounter the Swindle 
  Twins as described in the “Swindle Twin Showdown” 
  section. If this room was not rolled as part of the three 
  initial rooms, this room does not count towards the 
  “Swindle Twin Showdown”.
   
  AUROUS
  Entering this chamber, you are immediately assaulted by 
  a blazing chandelier, crafted to appear like the radiant sun. 
  Taking a step, you notice that the brightly burning candles 
  on the chandelier seem to dim slightly. The chamber stretches 
  out before you, appearing as a windy field of wildflowers 
  leading towards a dark forest. A solitary figure runs ahead of 
  you, their shouting reaching you, “Give it back! I need that!” 
  Just before they disappear into the forest, you can make out 
  the pale forms of the Swindle Twins laughing and waving 
  a glimmering object in their hands. The large doors of the 
  chamber close behind you and you see the vast doors at the 
  other end of the chamber, far in the distance. 
  Stop the Swindle Twins and escape this room.
   
  After 30 minutes, the trail comes to a small circular clearing. 
  The call of an owl blares overhead and Gnaz stops tracking, 
  staring up at the sky. Following his gaze, you can see that 
  the chandelier, once representing the blazing sun, now 
  has the pale illumination of the moon surrounding it. The 
  candles burn with a pale blue flame and the “moonlight” 
  pours through the trees. Suddenly, you begin to hear 
  snarling, and the gleeful laughter of the Swindle Twins 
  nearby, “Uh oh! Look out for your new best friend! Instead 
  of besty, he is looking rather beasty! Maybe he needs this!” 
  You see the gleaming amulet fly from the trees and get 
  caught on a branch above you. Turning, you see Gnaz 
  doubled over, shaking violently. Fur bursts from his neck 
  and back and large rat ears have grown from his head. As 
  quick as the transformation started, his shaking stops and he 
  turns, snarling at you. Roll initiative!
   
  Entering the forest, you see the giant chandelier above slowly 
  dim and eventually go dark, the candles flickering out and 
  leaving great trails of smoke that seem to hang in the air like 
  clouds. Night descends on the forest, making it difficult to 
  follow the Swindle Twin’s trail. Ahead of you, his head low 
  to the ground is Gnaz, who seems to be tracking, like some 
  sort of animal, the trail. “They went this way.” He points at 
  a narrow path through gnarled, prickly bushes. 
   
  With each step you take towards the forest, you can see the 
  chandelier grow darker and darker.
  
  191
   
  A DANGEROUS STORY
  This party must survive three waves of enemies as the 
  fire tells its story. Additionally, the party must prevent 
  the fire from being extinguished or else their encounters 
  will grow much more difficult. The entire encounter will 
  last seven rounds of combat, after which the party will 
  be able to escape the chamber. After two rounds, the fire 
  tells another part of its story and more enemies will join 
  the combat.
   
  á The campfire is magical and has 3 hit points, 
  indicating its current strength. Any creature that 
  touches the fire will take 4d6 radiant damage and 
  deal 1 damage to the fire. If the fire hits 0 hit points it 
  will extinguish. Every two rounds, the fire will speak, 
  taking 1 point of damage to do so. If a character uses 
  an action to add a log to the fire, it will heal 1 hit point 
  to a maximum of 4.
   
  á The fire spreads light in a 30 ft radius. All darkness 
  beyond this is considered magical darkness and 
  characters with darkvision cannot see through it.
   
  á At the start of combat, two Giant Wolf Spiders (Pg. 
  137, Basic Rules) made of shadow appear. 
   
  á Every two rounds, at the initiative count of 0, the 
  campfire will use an action to tell more of the story. 
  Below are the statistics for the monsters, and a 
  description of how to run this encounter.
  First Part
  After two rounds, on an initiative count of 0 read the 
  following description:
  The fire will take 1 point of damage as described above. 
  Two more spiders join the fight with initiative counts of 
  7 & 15. If the party does not immediately engage with 
  the spiders, they will use their turn to move towards the 
  fire and use an action to attempt to smother it.
  Second Part
  After four rounds, on an initiative count of 0, read the 
  following description:
  The fire will take 1 point of damage as described above. 
  Three more spiders join the fight with initiative counts of 
  4, 7, & 15. The spiders will use their first action to try to 
  pin the characters and then drag them into the darkness. 
  If the spiders are ignored by the characters, they will 
  move towards the fire to attempt to smother it.
   
  PYRIUM 
  Entering this chamber, the doors shut softly behind you. 
  The sound of a crackling fire fills the air and you see a small 
  campfire burning nearby. Flickering feebly and dimming 
  slightly as you watch, the fire casts long shadows across 
  the surrounding campground. Every shadow appears to 
  be humanoid, dancing wildly in tandem with the flames. 
  As soon as you notice it, the dancing stops, and all of the 
  shadows turn to stare into the fire. The flames flicker again, 
  and a strange, soft snarl begins in the surrounding darkness. 
  Then the crackling of the fire becomes a voice, raspy and 
  weak, “Listen to the tale of Vaan the Breaker and the brave 
  adventurers whose hubris led them to be eaten in the night.” 
  With every word the fire dims a little more, and the snarl 
  grows louder. The fire continues to speak, “Only those who 
  hear the end of this tale may leave this place and I may only 
  speak if I am fed.” Beyond the fire, just on the edge of the 
  light you see a pile of chopped wood. Suddenly, the malicious 
  faces of the Swindle Twins appear as they flee, giggling, into 
  the darkness, toppling the wood pile. Before you can give 
  chase, an umbral creature with glittering eyes, multiple legs, 
  and gleaming teeth charges from the darkness towards you.
  Roll initiative!
   
  The fire crackles to life again, the reedy voice echoing into 
  the darkness, “One monster attacked Vaan and his friends 
  in the night, but it proved no match for them. Generals in 
  the Siege of Agubonne, few were as skilled at combat as 
  Vaan or his allies. Our heroes laughed, and celebrated their 
  luck, but as they did so, more of the shadows crept from the 
  night, hungry for their prey. ‘Forget the fire friends!’’ Vaan 
  motioned his allies back into battle with the beasts, ‘We will 
  smite them in no time.’Vaan and his friends leapt back into 
  battle, but their fire grew dimmer and the darkness closed 
  in.” Again every word the fire dims a little more, and as it 
  dims, you can see two more of the umbral spiders scuttling 
  towards you. Further in the darkness, the strange snarling 
  continues to grow louder, clearly closer now.
   
  The fire sputters, the croaking voice continuing the story, 
  “Emboldened by their battle, Vaan’s friends ignored the 
  shrinking fire and chased the beasts into the darkness. ‘Hey! 
  Leave some for me!’ Vaan laughed as he caught his breath 
  before following his friends. In that moment, he heard 
  strangled cries, and the thunderous steps of something large 
  moving through the dark. ‘Vaan! Help!’ Vaan looked on in 
  horror as his friends, lost in the growing darkness screamed 
  and howled. ‘Run to my voice! Come to me!’ Vaan could see 
  a shape crawling towards him, just as the fire fizzled away, 
  and all fell dark.” Again every word the fire dims a little 
  more, and as it dims, you can see two more of the umbral 
  spiders scuttling towards you.
  
  Stargazer’s Guide to Aroria
  192
  Final Part
  After six rounds, on an initiative count of 0 read the 
  following description:
  The fire will take 1 point of damage as described above. 
  The doorway leading out of the chamber is 50 ft. away 
  from the campfire and will remain open until all of 
  the characters retreat from the room or are defeated. A 
  Shadow Abomination  will join the fight, acting on an 
  initiative count of 10.
  ESCAPING THE CHAMBER
  If the characters escape from the chamber they are returned 
  to the Zodiac Hall and encounter the Swindle Twins as 
  described in the “Swindle Twin Showdown” section.
   
  The fire sparks violently, the sound seeming to mimic a 
  laugh, before the grating voice continues the story, “As 
  darkness overtook him, Vaan watched his friends, the 
  generals of his army vanish one by one. Seconds passed 
  and the shouting stopped. A solemn silence surrounding 
  Vaan. ‘I am Vaan the Breaker,’ the lone warrior whispered 
  to himself, ‘I’ve seen great battles, and saw my foes flee 
  before me.’ The steady rhythm of a great beast’s steps echoed 
  through the dark. Vaan turned to the dead fire, and picked 
  up a few embers. ‘I will see the face of my foe,’ he whispered, 
  clutching the remaining coals and throwing them into the 
  air. The flickering coals reflected like stars on a million black 
  bulbous eyes, Vaan let out a terrible scream that faded as 
  did the mighty general of the north.” As the fire finishes the 
  final line, a glowing doorway appears across the field and 
  through the darkness, cracking open slightly. Then you see 
  the terrible form of some massive creature moving towards 
  you from the darkness, hundreds of eyes glittering in the 
  remaining light.
  Huge Aberration, Unaligned
  Armor Class 16 Natural
  Hit Points 33 (6d8+6)
  Speed 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  13 (+1)
  3 (-4)
  12 (+1)
  4 (-3)
  Skills Perception +3, Stealth +7
  Senses Darkvision 60 ft., Passive Perception 13
  Languages None
  Proficiency Bonus +2
  Challenge 1 (200 XP)
  Actions
  Maw of Teeth. The Shadow Abomination bites a creature within 
  range. +4 to hit, reach 5 ft., one creature. 6 (1d6 + 2) Piercing 
  damage, and the target must make a DC 11 Wisdom Saving 
  Throw or be Frightened and take 1d4 Psychic damage. 
  Break the Mind. The Shadow Abomination may target a creature 
  that is frightened. That creature must make a successful DC 10 
  Wisdom saving throw taking 5 (1d8) psychic damage on a failed 
  save and half as much on a successful one.
  speciAL AbiLities
  Shadows Everywhere. Creatures that are affected by the 
  frightened condition while nearby the Shadow Abomination, 
  believe that the creature is everywhere around them. The 
  creature is considered to be in line of sight of the Shadow 
  Abomination even if they are blinded or looking away from it. 
  shAdoW AbominAtion
  
  193
   
  The party has been transported to a simulated hospital 
  where the staff are extremely overtaxed and they must 
  help them aid all those in need before leaving. This 
  encounter functions as a skill challenge and the party 
  must succeed in six primary checks before failing four. 
  Characters can make these checks using any skill but 
  there is a recommended skill provided for each section. 
  With each failure, additional complications will occur in 
  the hospital.  If the party is successful in this challenge, 
  they can open the door and continue chasing the 
  Swindle Twins. If they fail the challenge read the “Night 
  Shift” section below. The following are recommended 
  actions for the party, but additional help could be 
  provided with different skills checks at your discretion. 
  Missing Supplies (Perception or Investigation)
  Characters attempting this check must succeed in a DC 
  11 skill check to locate some of the missing supplies. 
  Alternatively, the character may use any other attribute 
  based skill but must succeed in a DC 13 check. Invite 
  players to explain how they are using a different skill.
  Overbearing Family Members  
  (Persuasion or Deception)
  Characters attempting this check must succeed in a DC 
  11 skill check to talk with the family. Alternatively, 
  the character may use any other attribute based skill 
  but must succeed in a DC 13 check. Invite players to 
  explain how they are using a different skill.
  Directing Patients (Performance or Survival)
  Characters attempting this check must succeed in a skill 
  check to direct the people standing around or gathering 
  in crowds. This check is made in competition against 
  the Swindle Twins. The Swindle Twins roll this check 
  with a +3. Alternatively, the character may use any other 
  attribute based skill but must succeed in a DC 14 check 
  and not compete with the Swindle Twins. Invite players 
  to explain how they are using a different skill.
  Contacting Missing Staff (Arcana or Intimidation)
  Characters attempting this check must succeed in a DC 11 
  skill check to write compelling requests to the missing staff. 
  Alternatively, the character may use any other attribute 
  based skill but must succeed in a DC 13 check. Invite 
  players to explain how they are using a different skill.
  Helping Heal (Medicine or Nature)
  Characters attempting this check must succeed in a DC 11 
  skill check to write compelling requests to the missing staff. 
  Alternatively, the character may use any other attribute 
  based skill but must succeed in a DC 13 check. Invite 
  players to explain how they are using a different skill.
  complications
  With each failure, additional complications will 
  occur in the hospital. If the party is successful in this 
  challenge, they can open the door and continue chasing 
  the Swindle Twins.
   
  SOULSTICE
  Entering this chamber, you are assaulted by shouting voices, 
  wails of pain, and the clatter of equipment as you take in 
  the sight of a bustling hospital. The sick and wounded 
  are everywhere, crowding the hallway you stand in and 
  overflowing from various rooms. Clerics, priests, and 
  monks move chaotically through the crowd, trying in vain 
  to respond to calls for help, and those who need immediate 
  attention. Amid the crowd you see the Swindle Twins 
  smirking at you before disappearing. “Hey! Don’t just stand 
  there, help out where you can!” A young man in hospital 
  uniform shoves uniforms into your hands and points you 
  towards a crowd, “You all look healthy enough so go bandage 
  people, carry something, or help direct those waiting. It will 
  take all of us working together, not that McDavis is helping 
  at all. Help us and finish the work so that you can go home! 
  The faster you do it, the quicker you get to leave.” The medic 
  moves away and people begin to approach you asking for 
  help. What do you do?
   
  As you try to complete various tasks in the hospital you are 
  suddenly stopped by angry family members demanding to 
  hear about their relatives. They refuse to let you pass until 
  you talk with them. How will you handle interacting with 
  this family?
   
  Moving through the hospital, you keep hearing rumors that 
  much needed supplies have gone missing and a pair of twins 
  were last seen carrying it. Calls for the supplies continue 
  to grow and you feel an urgency to track down some of the 
  missing supplies.
   
  Almost bursting with patients, those in the hospital are lost, 
  gathering in inconvenient hallways and blocking the medics 
  trying to move through the space. You catch glimpses of the 
  Swindle Twins directing people to crowd together. This is a 
  chance for you to help clear walkways and direct the traffic of 
  the hospital.
   
  A relay station filled with arcane quills and parchment is 
  staffed by one clerk. He is desperately trying to manage 
  multiple ongoing messages which he explains are requests 
  being sent to other hospitals nearby in an attempt to discover 
  where the hospital’s missing staff went. He hands you a quill 
  and tells you to start writing to staff who did not show up to 
  work today.
   
  Among all of the tasks that need to be done, the most needed 
  is more pairs of healer’s hands. Stepping into the role you 
  begin to bind wounds, stitch cuts, or administer remedies. 
  
  Stargazer’s Guide to Aroria
  194
  A SURGE OF PATIENTS
  The party has disadvantage on all skill checks until one 
  of the members succeeds in completing the “Directing 
  Patients” skill challenge. If a character successfully 
  completes this skill it counts towards the total number of 
  successful skills needed to escape the chamber. 
  notable figures
  Doctor McDavis 
  Doctor McDavis is a terrible distraction in the hospital 
  and characters must make a DC 11 Wisdom Saving Throw 
  or be charmed by his presence. Any action taken by the 
  character while charmed by Doctor McDavis is done with 
  disadvantage. At the end of each round they can attempt 
  to break free of this charm. Characters that succeed the 
  Wisdom Saving Throw are immune to this effect for the 
  next 24 hours.
  NEW DISEASE
  A new disease has appeared in the hospital and everyone 
  is starting to suffer the effects. Everyone must make a DC 
  11 Constitution Saving Throw or be Poisoned until the 
  end of the chamber. 
  "NIGHT SHIFT"
  If the party fails four skill checks before completing six 
  checks, they are assigned to the night shift of the hospital 
  and must make a DC 11 Constitution Saving Throw or 
  suffer one level of exhaustion.
  ESCAPING THE CHAMBER
  If the characters escape from the chamber they are returned 
  to the Zodiac Hall and encounter the Swindle Twins as 
  described in the “Swindle Twin Showdown” section. If 
  this room was not rolled as part of the three initial rooms, 
  this room does not count towards the “Swindle Twin 
  Showdown”.
   
  You hear shouting and the clamor of a crowd as more 
  patients surge into the hospital. The already stressful 
  environment shifts into utter chaos and you can hear 
  the sounds of the Swindle Twins directing more people 
  towards you.
   
  Amid the chaos, you see one doctor clearly not helping. 
  Instead, he is flirting and talking with many of the staff 
  throughout the building. He is a tall elf with a salt and 
  pepper beard, piercing blue eyes, and a chiseled chin. 
  He has his hair tousled and messy, and wears a pristine 
  white doctors’ coat with the name badge, “McDavis 
  MD.” written on it but the “M” and “D” in his name 
  are underlined by golden stitching. As you pass by 
  performing your own work, McDavis winks at you and 
  drinks from a coffee mug before distracting another healer 
  working nearby. As you look you feel compelled to talk to 
  him, as if there is a charm emanating from him.
   
  Coughing turns to wheezing, then to even worse 
  reactions and you watch in horror as you believe that 
  whatever this patient has is a disease you’ve not yet 
  heard of in this world. Then, suddenly, you begin to 
  cough and a shiver of fear runs through you as you begin 
  to feel the disease’s effects.
   
  A clock begins to toll throughout the hospital and you 
  realize that you could not finish everything in time. The 
  medic from earlier comes up to you, clearly sharing in 
  your exhaustion. “We need you to stay for a while longer. 
  Unfortunately the doors,” he points to the doors at the 
  far end of the hospital which you realize are the exit to the 
  chamber, “won’t open until later. Welcome to the night 
  shift.” He strides away, going back to his work and you 
  return to dealing with the various problems of the hospital 
  for a while longer, growing more and more tired.
   
  Finishing the long day of tasks, you find yourselves 
  resting in a side room of the hospital. The medic from 
  before approaches you and smiles, “Great work out there 
  today. Go home and rest.” You see the stone doorways 
  leading out the chamber now stand nearby. They are 
  slightly open, soft light emanating from them.
  
  195
   
  In this encounter, the party has fallen into the middle of 
  an important party as the ambassadors to a distant city. 
  As soon as the characters arrive in the party, they will 
  have an opportunity to talk with the guests and mingle, 
  before overseeing a very tense and important meeting 
  between Lady Briarthorn, the owner of the estate, and 
  a visiting dignitary named Branson Caldwell. The 
  characters will be called to smooth over the meeting or 
  face dire consequences. If you would like, you may set 
  a timer for 30 minutes and give the players a chance to 
  talk with each NPC and try to gather information before 
  the meeting. Otherwise, it is recommended that each 
  player character has a chance to interact with an NPC at 
  least once.
  This encounter should be fairly freeform, with the 
  characters able to participate in the party as they see 
  fit. Below is a list of five NPCs that the characters may 
  choose to interact with. If you have NPCs that you 
  would like to substitute for these below, feel free to do 
  so. Each NPC has a secret that the characters can learn to 
  help them prepare for the exchange.
  notable figures
  Ella Rafferty 
  Rimewomb, Human Female, Early Thirties. She has black 
  hair with an undercut, green eyes, and dark black skin. 
  She is amiable to those she meets. 
  Secret: She heard that the two individuals who met 
  with Lady Briarthorn were identical twins and were 
  members of Thrice.
  Dali Wendels 
  Wisterius, Half-Elf Male, Late 80s. He has short, straight 
  brown hair and brown eyes. He has a lisp and has been 
  drinking.
  Secret: He heard that Branson Caldwell had met 
  with two identical twins the other day while walking 
  through the market and they told him to visit Lady 
  Briarthorn’s home.
  Cecilia Carwyse 
  Fleurtide, Half-Orc, Mid 40s. They have a bald head, with 
  an intricate web of jewelry webbing across their face. 
  They have a tall, powerful build and blue eyes.
  Secret: Lady Briarthorn and Branson Caldwell were 
  always close business partners, though some say that 
  they’ve had romantic partnerships as well.
  Millicent McKinnon 
  Aurous, Human female, Early 20s. She has brown eyes 
  and black skin. She is lean and enjoys drinking her drinks 
  through loud sips.
  Secret: Dealing with Lady Briarthorn is almost 
  impossible since you usually have to go through 
  Branson first. They have some sort of trading 
  arrangement established, or at least they used to.
  Wilhelm Westerbrook 
  Pyrium, Teifling Male, Late 50s. Wilhelm has vibrant 
  red eyes, and a number of gold teeth. He often stutters 
  slightly while speaking.
  Secret: Branson Caldwell has never missed a shipment, 
  a trade meeting, or anything else pertaining to his or 
  Lady Briarthorn’s affairs.
  Lumie Lafferty 
  Duskworn, Human Male, Mid 30s. Lumie has a heavy 
  accent and is often rude to those he speaks to.
  Secret: Branson Caldwell owes a fair bit of money that 
  he has yet to pay. Lumie is not the only one who has 
  recently loaned him money.
  TENSE MEETING
  After the characters have settled into the party and spoken 
  with the guests, they are called to the center of the chamber 
  to oversee the meeting between Lady Briarthorn and 
  Branson Caldwell. In this encounter, Lady Briarthorn and 
  Branson Caldwell have short stat blocks below which 
  indicate their current disposition towards one another and 
  bonuses the players can receive for mentioning certain 
  details from their earlier investigation. 
  Over the course of the conversation, the players will 
  influence these dispositions for better or worse. Each 
  round one or two characters may make a Charisma-based 
  skill check to try and change the dispositions of Lady 
  Briarthorn or Branson Caldwell, rolling against the Social 
  DC in the NPC’s stat block below. If the character succeeds 
  two checks the NPC will move one disposition level from 
  Hostile to Indifferent or Indifferent to Positive. After five 
  rounds, consult the consequences chart below to determine 
  what happens.
   
  RUSTIUM
  Entering this chamber, the sounds of a lively party surround 
  you as the doors are closed softly. You see before you a 
  large party is underway, with various guests and servants 
  moving freely throughout the chamber. All of these guests 
  are half your size, appearing more like the figurines from 
  various museum dioramas. You feel a tension throughout 
  the room. Every guest seems stressed, their movements stiff 
  and nervous. On the far side of the room, you can see the 
  towering doors leading out of the chamber and between them, 
  the vast dance floor where couples spin merrily to the music. 
  “Announcing the ambassadors of New Reach.” A well-
  dressed butler calls beside you. She then gestures for you to 
  step into the party, where many of the passing guests look at 
  you with interest. High above you, the sigil of Rustium, the 
  Honest Seraph hangs on the banners. A handsomely clad orc 
  steps up to one of you and shakes your hand, welcoming you 
  happily. As he walks away, you feel a slip of paper crumpled 
  into your fingers. You can see a short message written on 
  the parchment beginning with the words, “I NEED YOUR 
  HELP, Lady Briarthorn will publicly meet with Branson 
  Caldwell tonight. They are rivals and hate one another. You 
  are ambassadors. You must help keep the peace else all in 
  this hall will suffer Briarthorn’s wrath. Two twins have been 
  spreading false rumors, prepare yourselves for the meeting 
  30 minutes from now. Some of the guests may know the 
  truth of the matter. Help. Us. All.” 
  What would you like to do?
  
  Stargazer’s Guide to Aroria
  196
  backstory to the conflict
  Lady Briarthorn and Branson were once close business 
  partners and friends. However, recently, Lady 
  Briarthorn heard rumors, spread by the Swindle Twins, 
  that Branson Caldwell had seen her conducting illegal 
  trade deals with thieves from Thrice in the comfort 
  of her home and was telling everyone. Meanwhile, 
  Branson Caldwell had heard that Lady Briarthorn was 
  selling exclusive trade deals that he currently owned. 
  The Swindle Twins told him that Lady Briarthorn was 
  backing out of their deal and had called him a cheat and 
  liar. Both now would like an apology from one another, 
  and neither is willing to admit that they may have 
  misunderstood the situation.
  LADY BRIARTHORN
   
  á Disposition 
  Hostile
   
  á Social DC 14
   
  á Goal 
  To Gain a Public Apology from Branson
   
  á Positive Statements 
  If the characters mention anything about Lady 
  Briarthorn and Branson’s friendship, or the Swindle 
  Twins, they receive advantage on their roll.
   
  á Negative Statements 
  If the characters mention anything about business 
  deals or connections to Thrice, they receive 
  disadvantage on their roll.
  BRANSON CALDWELL
   
  á Disposition 
  Hostile
   
  á Social DC 14
   
  á Goal 
  Be Paid 1,000 Gold Pieces for Damages to Character
   
  á Positive Statements 
  If the characters mention anything about Branson’s 
  devotion to his work or the Swindle Twins, they 
  receive advantage on their roll.
   
  á Negative Statements 
  If the characters mention anything about Branson’s 
  debts or the thieves from Thrice, they receive 
  disadvantage on their roll.
  CONSEQUENCES OF THE CONVERSATION
  Both Hostile. Lady Briarthorn curses them for their failure 
  as ambassadors and the characters have disadvantage 
  on all Charisma-based skill checks 1d4+1 days. Branson 
  Caldwell curses the players for their failure and casts a 
  spell on them. For 1d4+1 days, the next 10 coins that the 
  characters touch is reduced to one denomination smaller.
  One Hostile. The party receives one detriment from below 
  based on which NPC has a positive disposition.
  Both Indifferent. The conversation is postponed to a later 
  date and the characters are released from the chamber with 
  no effect.
  One Positive. The party receives one benefit from below 
  based on which NPC has a positive disposition.
  Both Positive. Lady Briarthorn blesses them for their work 
  as ambassadors and the characters have advantage on 
  all Charisma-based skill checks for 1d4+1 days. Branson 
  Caldwell blesses the character for their work and rewards 
  the players with 5 platinum pieces. 
  ESCAPING THE CHAMBER
  If the characters escape from the chamber they are 
  returned to the Zodiac Hall and encounter the Swindle 
  Twins as described in the “Swindle Twin Showdown” 
  section. If this room was not rolled as part of the three 
  initial rooms, this room does not count towards the 
  “Swindle Twin Showdown”.
  
  197
   
  When the party enters the chamber, one member of the 
  party acquires the following feature:
  MARK OF VENGEANCE
  While bearing this mark, the character suffers the Mark of 
  Vengeance. As a bonus action, you may transfer the mark 
  to another willing creature that you touch. On an initiative 
  count of 20, one of the five fingers of the metallic hand will 
  close, slowly forming a fist. After five rounds, all fingers 
  will close and the fist will cast the spell, Vengeful Wrath. 
  Characters can make a DC 9 Intelligence (Religion) check to 
  determine that the zodiac sign of Duskworn is known for 
  dealing out justice or vengeance. (GMs are encouraged to 
  read the following effect aloud to the party).
  BATTLES AND BURDENS
  The party must battle a powerful enemy: a clockwork 
  monstrosity, which uses the statistics of a Shield Guardian 
  (Pg 345, Basic Rules). to escape the chamber. The clockwork 
  creature has 79 hit points and will fight until defeated. If 
  the party is defeated they will be thrown from the chamber 
  and heal a quarter of their health. After the clockwork 
  automaton is defeated, the chamber door in the floor will 
  open and the players can jump down and appear in the 
  Hall of Stars exhibit.
  ROOM FEATURES
  The chamber is 25 ft. in diameter.
  Lighting. The chamber is dimly lit and is considered 
  low-light.
  Walls. he chamber walls are covered in spikes, 
  characters that touch the spikes take 4 (1d6) piercing 
  damage.
  Clockwork Fist. The clockwork fist is 50 ft. in the air and 
  has 100 HP and an AC of 20.
  ESCAPING THE CHAMBER
  If the characters escape from the chamber they are 
  returned to the Zodiac Hall and encounter the Swindle 
  Twins as described in the “Swindle Twin Showdown” 
  section. If this room was not rolled as part of the three 
  initial rooms, this room does not count towards the 
  “Swindle Twin Showdown”.
   
  DUSKWORN
  Entering this chamber, the doors shut quietly behind you 
  and you stand in a single pool of light. Weapons racks slide 
  towards you from the surrounding darkness, the gleaming 
  armaments clattering softly. You hear the crack of arcane 
  energy and then a voice begins talking, “If you are currently 
  unarmed, please select up to two weapons from our stock. 
  You will need them for what is ahead.” Lights flare around 
  the room revealing a door carved into the floor and a cage 
  containing a large mechanical automaton. Above you, is a 
  large crimson hand. Its metallic fingers are splayed out.
  The voice speaks again, “Prepare to fight! Be aware that you 
  are each marked by Duskworn which means…” the arcane 
  static picks up again, then you hear the chiming laughter of 
  the Swindle Twins, “Uh oh! You’ve been marked! The only 
  way out is to fight but remember… what goes around comes 
  around! Will one of you bear the burden or will all of you? 
  Hahaha!” At that moment, you hear the cage door open.
  Roll initiative!
   
  This mark appears as a dark, red fist on the back of your 
  hand. Out of the corner of your eye, you believe that the 
  hand seems to move slightly.
  Vengeful Wrath 
  Range 30ft. Somatic Components
  A creature bearing the Mark of Vengeance must make a DC 13 
  Charisma Saving throw or suffer force damage equal to the 
  maximum hit points of a creature that has been killed within 
  500 ft.. On a successful check, the creature takes half as much 
  damage, rounded up.
  
  Stargazer’s Guide to Aroria
  198
   
  FETID BOG
  In this encounter, the characters find themselves sinking 
  into the bog and must find a way to open the stone 
  doorway and escape the marsh. The characters will have 
  to use their cunning to move through the bog before it 
  consumes them and possibly discover a key hidden among 
  the stumps.
  Terrain. The muddy ground is considered difficult 
  terrain and requires double movement to traverse. On 
  the edge of the marsh are a ring of fetid gnarled trees 
  with long vines that reach 15ft.
  Light. Daylight pours into the marsh, and creatures can 
  see clearly everywhere.
  Sound. The buzzing insects are loud and annoying but 
  otherwise not a problem.
  Smell. There is a powerful smell of rotting vegetation 
  throughout the area.
  The bog slowly pulls everything into it. At the start of 
  a character’s turn, they must make a DC 11 Athletics or 
  Acrobatics check to avoid being restrained by the bog. 
  If the character is wearing medium or heavy armor, 
  they make this check with disadvantage. Characters can 
  use their action to give an adjacent character advantage 
  on their check.
  Characters can repeat this check at the start of their 
  next turn and if successful free themselves for the 
  round. If the character fails the check again, they are 
  considered paralyzed. If the character fails the check 
  three times in a row, they are sucked into the bog, see 
  “Into the Muck” below. 
  Rotting Stumps
  Rotting Stumps. The rotting stumps scattered around the 
  bog hide the key that can open the stone door. Characters 
  can use an action to tip a stump over, revealing a small 
  pocket underneath.
   
  á Stump 1 
  Nothing is under this stump.
   
  á Stump 2 
  A healing potion is underneath.
   
  á Stump 3 
  A Giant Centipede (Pg. 131, Basic Rules) scuttles out 
  and attacks the character with a +4 to its attack.
   
  á Stump 4 
  A key is underneath.
   
  á Stump 5 
  Nothing is under this stump.
   
  á Stump 6 
  A scribbled map is underneath.
  STONE DOOR
  A large stone doorway stands on the edge of the bog. The 
  door is locked and can be opened with the hidden key or 
  with a successful DC 20 Sleight of Hand check. It takes an 
  action to attempt to open the door. Characters that open the 
  door may leave the bog and enter into the “Path of Fire”.
  "Into the Muck"
  The bog claims any who wait too long and pull 
  everything down into the damp dark below. Characters 
  that fail their third skill check to avoid being devoured by 
  the bog teleport to the next part of the chamber and are 
  poisoned for the next hour.
  PATH OF FIRE
  Characters must traverse the puzzle without falling into 
  the dangers below. This puzzle can be completed by trial 
  and error and is not meant to take too long. 
  Stag Symbols. The symbols show a stag in various 
  emotional states. If characters inspect the stags closely, 
  they will notice that one of them is entirely unique. Any 
  character that stands on this symbol will open the door 
  to the next room. 
   
  LAMENTIUM
  Entering this chamber, you see a blue line of arcane 
  energy stretching before you towards the far end of the 
  chamber where it passes behind the chamber exitway. Four 
  intersections span the line, each with a different glyph 
  beside it. Sneering at you beside the far door, you can see the 
  Swindle Twins pointing at you and laughing maliciously. 
  Then the first arcane intersection flares to life, and the 
  chamber shifts, becoming a serene forest. 
  The buzzing of insects fills the air, and you can see a series 
  of rotten stumps scattered around you, rising from the 
  ground. Further from you, roughly 50 ft., you can see a stone 
  doorway marked with arcane runes and bearing a simple 
  lock that requires a key. As you take a step, you realize that 
  the ground has become a fetid bog that threatens to pull 
  you downward. Steeling yourself, you see that one stump 
  has been overturned, a small piece of parchment stuck to its 
  underside, a skeletal hand protrudes from the marsh beside it. 
  Your ft. sink a little more into the bog with each second. 
  What do you do?
   
  Stepping out of the bog, the air turns acrid and reeks of 
  sulfur. The arcane line stretches out before you again, 
  leading towards the large chamber doors in the distance. 
  The second arcane intersection flares to life, the stone 
  floor cracking and breaking. You watch as five rows of 
  symbols stretch across the ground in a grid pattern. The 
  symbols appear to be different images of stags. Beyond the 
  grid, you see another, smaller doorway like the one before, 
  closing as a glowing blue hand of the Swindle Twins 
  disappears behind it. A symbol of a stag is carved at the 
  top of the stone doorway.
  
  199
  Fiery Path. In order to approach the stone doors, the 
  characters must step across the symbols carved in the 
  floor. There is a specific pathway that the characters can 
  travel along the path. If a character steps on a panel not 
  on the path, they must make a DC 11 Dexterity Saving 
  Throw or fall into a searing steam filled vault below. 
  Characters that fall into the chamber are teleported to 
  the “Endless Sea” and suffer two levels of exhaustion for 
  the next hour.
  Stone Door. A large stone doorway stands at the other 
  end of the puzzle. The door is locked and can be opened 
  with the hidden pressure plate in the puzzle or with a 
  successful DC 20 Sleight of Hand check. It takes an action 
  to attempt to open the door. Characters that open the door 
  may leave the path and enter into the “Endless Sea”.
  ENDLESS SEA
  Characters must solve the constellation puzzle in order 
  to reveal the hidden doorway leading out of the chamber 
  before the ship sinks beneath the waves. This puzzle 
  may go very quickly which is welcomed. If the players 
  successfully solve this puzzle, they will return to the 
  Zodiac Hall.
  Sinking Ship. The ship is steadily sinking into the sea. If 
  the ship has 10 or more holes at the start of the round the 
  ship will sink, see the “Shipwreck” section. 
  At the start of this encounter, the ship has four holes in 
  its hull. On an initiative count of 20, the ship will gain 
  three more holes. Characters can use a move action to 
  move between the upper and lower decks. While in 
  the lower deck, characters can use an action to patch 
  one hole in the bottom of the ship. While in the upper 
  deck, characters can assist one another and operate the 
  Clockwork Machine. 
  CLOCKWORK MACHINE
  The Clock machine requires two people to use an action 
  to operate it. In doing so the characters can move the 
  dial to any sign they would like on the machine. If the 
  characters successfully rotate the dial to the correct 
  zodiac sign, they reveal the doorway and can escape the 
  chamber. If the characters move the dial to the Duskworn 
  symbol, the secret door will be revealed.
  If a player asks, they can use an action to make a DC 10 
  perception check and inspect the stars in the sky. If the 
  character succeeds they can see that the candle-like stars 
  are aligned in the shape of the zodiac sign - Duskworn. If 
  they fail the check, they discover this information at the 
  start of their next round
  "Shipwreck"
  If the characters fail to prevent the ship from sinking they 
  are pulled under the water by the vacuum of the sinking 
  ship. Any character that attempts to swim discovers that 
  the water magically pulls them downward. The characters 
  begin to sink and then are teleported magically to the 
  Zodiac Hall and suffer two levels of exhaustion.
  ESCAPING THE CHAMBER
  If the characters escape from the chamber they are 
  returned to the Zodiac Hall and encounter the Swindle 
  Twins as described in the “Swindle Twin Showdown” 
  section. If this room was not rolled as part of the three 
  initial rooms, this room does not count towards the 
  “Swindle Twin Showdown”.
   
  Stepping through the small stone doorway a final time, 
  the sounds of creaking wood and the flutter of sails fill the 
  air. You stand on the deck of a ship in the middle of an 
  endless sea. The chandelier high above you gives off the pale 
  illumination of the moon. The candles burn with a pale blue 
  flame and more candles, floating high above you appear 
  as stars in the sky. Positioned in the center of the ship is 
  a large clockwork machine that bears many symbols of 
  different constellations, the dial currently twisted to one of 
  the symbols. As you take in the scene, the sound of cracking 
  wood fills the air and you feel the ship buckle slightly. Then 
  the faint laughter of the Swindle Twins echoes through the 
  chamber. There is no clear way out of the room, and you 
  realize that the ship has begun to sink!
  Roll Initiative!
   
  This strange contraption appears like the mural in the Zodiac 
  Hall. Various zodiac symbols adorn its face and a central 
  dial can rotate between them like a clock. The machine is 
  large and complex, filled with various levers, switches, and 
  clockwork devices. As you inspect the machine, you can see 
  that the dial is set to the sign of Lamentium. A phrase is 
  carved into the dial, wrapping around its edge, “There is 
  always a guide for those who are lost.”
  GM NOTE
  This is one solution to this puzzle and you are 
  invited to adjust this puzzle to create alternative 
  solutions or clues for the players to use. Feel 
  free to also adjust the Duskworn symbol to any 
  symbol that supports your narrative.
  
  Stargazer’s Guide to Aroria
  200
   
  In this encounter, the characters will need to work together 
  to finish building the large key in the center of the room. 
  This encounter functions as a skill challenge and the party 
  must succeed in six primary checks before failing four. 
  Characters can succeed or fail secondary skill checks with 
  no penalty to the final total. With each failure, the Swindle 
  Twins will add more challenges to the encounter which are 
  rolled on the table below. If the party is successful in this 
  challenge, they can open the door and continue chasing 
  the Swindle Twins. If they fail the challenge read the “No 
  Escape” section below.
  MASTERS OF THE FORGE
  The party must use their skills and knowledge to finish 
  crafting the large key. There is a variety of forging 
  equipment available for the characters to use. Below is 
  a list of key skills that the party can use to craft this key 
  and description to be read aloud to the characters. These 
  are not the only skills that the characters can use and it is 
  recommended that the GM allow the party to get creative 
  with their skill checks. The skills below should serve 
  as a reference to other actions the party may take. It is 
  recommended that the DCs for skills outside those below 
  are decreased or increased by a maximum of 2.
  Spreading Flames
  At the end of each round, lava spreads from a dwarven 
  head. Roll 1d4 and cover that many squares with lava. 
  These spaces become dangerous terrain. Characters that 
  attempt to wade through the lava or fall in immediately 
  take 2d8 fire damage. If the character is knocked 
  unconscious, the chamber will teleport them away and 
  place them back in the Hall of Stars.
  Primary Skills
  Athletics.
  Characters using this skill must succeed in a DC 11 
  Athletics check to lift a large smithing hammer to help 
  mold the key. If the character fails the check by five or 
  more, they take 1d6 fire damage and cannot take any 
  other actions this turn.
  Acrobatics. 
  Characters using this skill must succeed in a DC 11 
  Acrobatics check to manipulate the chains and pour 
  molten steel into the mold in the center of the room. 
  If the character fails the check by five or more, they 
  immediately start “The Floor is Lava” complication if 
  it hasn’t started already and must wait until the next 
  round to try again.
  Constitution.
  Characters using this skill must succeed in a DC 11 
  Constitution check to work the mighty bellows in the 
  room. If the character succeeds the check by five or 
  more, the next character to make an athletics check does 
  so with advantage.
  Secondary Skills
  Any Intelligence Skill.
  Anyone in the party can use a knowledge skill to help 
  them and their party with this task. Invite the character 
  to explain how their knowledge assists in the creation of 
  this key while making the roll. If the character succeeds 
  in a DC 11 Knowledge check, they provide advantage to 
  one other characters in the room. This skill can be used 
  once per round. 
   
  WAKING
  Entering this chamber you are hit by a blast of heat. The 
  sounds of hammers smashing against metal and the rattle of 
  chains echo throughout the room. Lit by a dim, red haze, you 
  see a colossal anvil in the center of the chamber, a half-forged 
  key laying in a rune covered mold and a variety of forging 
  equipment. A large bellows stands nearby, a contraption 
  built into the top that appears to hold molten steel. On the 
  opposite side of the room to this, you see chains attached to a 
  large vat of molten steel that you think you could move using 
  the chains. Finally, you see a large runic smithing hammer 
  leaning beside the anvil. Stone dwarven faces surround you 
  with molten lava flowing from their open mouths. As you 
  take in the scene, you can hear the laughter of the Swindle 
  Twins nearby. Looking, you spot the twins peering from a 
  comically large keyhole in the center of a large metal door. 
  The twins call, “Work, work, work! That’s what they say. 
  We don’t like it. We want to play!” You hear a loud click and 
  see one of the dwarven mouths open wider, lava beginning to 
  flow out a spill across the floor. You will need to work fast. 
  What do you do?
   
  Lava continues to pour from the dwarven mouths, pooling 
  on the floor and beginning to cover portions of the room.
   
  In the smoke and heat you see a larger than normal 
  smithing hammer. You know that this tool needs to be 
  used in forging this key but will you or your friends have 
  the strength to lift it?
   
  A web of chains weave throughout the rooms, all leading 
  back to a massive metal vat that you can see brimming 
  with molten steel from the burning furnace. Someone 
  skilled and dexterous will need to use the chains to 
  position the vat above the mold and successfully pour the 
  molten metal without spilling it everywhere. 
   
  A towering bellows is connected to the forge. Someone 
  hardy and capable of exerting great effort for long periods 
  of time will need to work this device.
  
  201
  Secondary Skills Continued
  Perception.
  This skill may be used once during the encounter 
  and requires a successful DC 15 perception check to 
  complete. If successful, the character may provide a +5 
  bonus to either the Athletics, Acrobatics, or Constitution 
  check. If the character fails, they can attempt this skill 
  again the next round.
  Persuasion or Performance.
  Anyone in the party can use the persuasion or performance 
  skill to help them and their party with this task. Invite the 
  character to explain how their action assists in the creation 
  of this key while making the roll. If the character succeeds 
  in a DC 13 persuasion or performance check, they provide 
  advantage to two other characters in the room. This skill 
  can be used once per round. 
  complications
  With each failure, additional complications will 
  occur in the hospital. If the party is successful in this 
  challenge, they can open the door and continue chasing 
  the Swindle Twins.
  The room is filled with lava across the floor. Characters 
  can jump between the various platforms in the chamber. 
  Each platform can support a medium and small creature 
  at the same time, if two medium sized creatures attempt to 
  share a space, they must make a DC 15 Dexterity Saving 
  Throw or fall from the platform. Characters that attempt 
  to wade through the lava or fall in immediately take 2d8 
  fire damage. If the character is knocked unconscious, the 
  chamber will teleport them away and place them back in 
  the Hall of Stars
  As the heat increases, the characters must each make a DC 
  8 Constitution saving throw. On a successful check, they 
  resist the heat but on a failed check, the character takes 
  one level of exhaustion until the end of the encounter. 
  Characters with fire resistance (dragonborn for example), 
  do not need to make this check.
  LOOK OUT BELOW!
  The Swindle Twins are causing objects to fall around the 
  characters. Each character must make a DC 8 Dexterity 
  saving throw. On a success, they avoid the falling 
  debris, on a failure, they are knocked prone and take 1d4 
  bludgeoning damage.
  Don't Worry! I'm Helping!
  The party has disadvantage on all primary skills until one 
  of the members succeeds in a secondary skill.
  No Escape
  The characters have failed to escape the room in time 
  and each fall into the lava. They are all returned to 
  the Exhibit Chamber and take 2d8 fire damage if they 
  haven’t already. 
  ESCAPING THE CHAMBER
  If the characters escape from the chamber they are 
  returned to the Zodiac Hall and encounter the Swindle 
  Twins as described in the “Swindle Twin Showdown” 
  section. If this room was not rolled as part of the three 
  initial rooms, this room does not count towards the 
  “Swindle Twin Showdown”.
   
  Making sure that everything falls into place, and 
  overseeing the work of many people is challenging. As you 
  scan the room, you see valuable equipment that can speed 
  up the work.
   
  Your voice and sense of command help bolster your allies 
  and keep order in the room. Through each step, you help 
  coordinate everyone effectively.
  The Floor is Lava
  As molten metal and lava flood into the room from the surrounding 
  dwarven facade, you can hear the cackling of the Swindle Twins as 
  they clearly delight in your danger. Within seconds, you realize that 
  you will not be able to complete the key before the floor is covered 
  with searing magma. Fortunately, you all can jump onto smithing 
  supplies or heat resistant surfaces as the floor is entirely covered.
  Growing Heat
  The heat is becoming unbearable and the work gets harder and 
  harder. If you don’t complete your task soon, you will likely succumb 
  to the heat. Through sweat stung eyes you can see the Swindle 
  Twins making faces at you through the keyhole.
   
  Some of the chains begin to rattle and not by your hand. 
  You see as the swindle twins are shooting small balls 
  of magic towards the chains, causing hanging suits of 
  armor, swords, and other objects to fall around you. 
   
  As you work on the key, you see your companion place a 
  valuable tool nearby you before going to find more things. 
  Seconds later, the same companion appears, taking the 
  tool and throwing it away. In disbelief you see your friend 
  morph into a Swindle Twin, who sneers at you before 
  vanishing in a cloud of steam back into the keyhole. No 
  doubt they keep trying to ruin your plans unless you 
  coordinate with your team.
   
  Dread falls on you as you realize that you and your 
  companions are not escaping this dire situation. As the 
  room steadily fills with lava you hope that what Lea 
  Treyber said was true and that you would be rescued by 
  the chamber itself.
  
  Stargazer’s Guide to Aroria
  202
   
  A DANGEROUS TEST
  The party must deal with a new prototype automaton 
  while receiving the help from one of their members. This 
  combat will last approximately 5 rounds or until either the 
  automaton or the party is defeated. After completing this 
  chamber, the party will be able to exit through the large 
  doors on the far side of the room. The chamber is 30 ft. 
  in diameter and is made of iron. The booth is 5 ft. by 5 ft. 
  square and also made of metal.
  Prototype Tactics
  The statistics for the automaton are below. It will attack a 
  character with two attacks before moving to a new target. 
  The automaton will try to remain mobile during this fight, 
  programmed to force the party to think outside the box in 
  order to assist with the test.
  The Booth
  As the combat begins read the following description:
  The character in the booth will act on an initiative 
  count of 20. The booth contains eight switches that the 
  character can use to support or hinder their allies. In 
  order to activate a switch it requires an action which 
  consists of priming and working the various other 
  features of the panel. Switches may not be deactivated 
  once they are flipped.
  The character may also use a bonus action to try and 
  determine what the switches may do. Performing this 
  action requires a successful DC 11 Intelligence check 
  and the character may use an intelligence based skill to 
  aid in this check. Alternatively, the character may use 
  any other attribute based skill but must succeed in a DC 
  13 check. Invite players to explain how they are using 
  a different skill. Characters using this action may only 
  learn the effect of two switches each round and may 
  repeat this action every round.
  Each round, the voice will offer advice to the character 
  in the booth for what switch to activate next. The arcane 
  voice has been tampered with by the Swindle Twins and 
  is lying to the character. If the character in the booth 
  begins to rebel against the voice, it will try to convince 
  them to do what it says, growing increasingly more 
  distressed each round. 
  Below are the switch and their effects:
  Red Switch. As an action, you may activate this switch. 
  The prototype activates a second sword in its other arm 
  and the prototype may now make two attacks each turn. 
  Orange Switch. As an action, you may activate this 
  switch. Arcane armor appears around the characters 
  fighting the prototype, granting a +1 to their AC for the 
  duration of the fight.
  Yellow Switch. As an action, you may activate this 
  switch. The room fills with water. The prototype 
  acquires a swim speed of 30 ft..
  Green Switch. As an action, you may activate this 
  switch. An arcane turret appears within 5 ft. of one of 
  your allies. As an action, the turret may be used to shoot 
  a lightning bolt that deals 3d8 lightning damage and 
  requires a successful DC 15 Dexterity saving throw. 
  Creatures that succeed in the save take half damage.
  The prototype activates a crossbow feature and may use 
  a ranged attack as described in its statistics block.
  Blue Switch. As an action, you may activate this switch. 
  The room fills with positive healing energy, all members 
  of the party heal 2d4+2 health. The automaton is 
  immune to this effect.
  Indigo Switch. As an action, you may activate this 
  switch. Jets of fire shoot through the room, the characters 
  in the room must make a successful DC 10 dexterity 
  saving throw taking 2d6 fire damage on a successful 
  save or half as much on a failed save.
  Violet Switch. A small automaton appears in the room 
  and begins to heal the prototype. Each round on an 
  initiative count of 0 the small automaton heals the 
  prototype for 1d4 health. The small automaton has AC 8 
  and 5 HP.
  White Switch. The doors at the far end of the chamber 
  open. If the prototype is still alive, it activates its flame 
  spray ability.
   
  RIMEWOMB
  Entering this chamber, the doors shut quietly behind you 
  and you stand in a single pool of light. You hear the crack 
  of arcane energy and then a gentle voice begins talking, 
  “Welcome to the Chamber of Rimewomb. Please select one 
  of your party to enter into the observation booth. You will be 
  assisting your party from this location.” A light flares and 
  you see a small booth nearby filled with levers, switches, and 
  clockwork features. The voice continues, “For everyone not 
  chosen, you will be fighting against a prototype creation. 
  Thank you for your assistance in this test. Upon completion 
  of the test, you will be released.” Lights flare around the 
  room revealing a small room made of differently designed 
  plates of metal. On the other side of the room are the 
  towering doors leading out of the chamber. As you look, you 
  can see the Swindle Twins darting behind them. Between the 
  door and your team is a strange looking clockwork creature 
  that begins to click as it stands, a large sword coming out 
  from its arm.
  Who is going into the booth and everyone else roll initiative!
   
  Stepping inside the booth, you see a complex panel of 
  buttons, switches and levers and as you look you can see 
  eight prominent switches at the top of the panel. Each has 
  a unique rune underneath it and are all painted a different 
  color. Below the panel you can see a series of strange, 
  arcane cables and clockwork gears mixed together. As you 
  hear your allies begin the fight with the prototype, the 
  arcane voice crackles to life inside the box. “Thank you for 
  your cooperation. As you can see there are eight switches 
  that you will control to aid your allies. As we begin this 
  test, you should  begin priming the red switch as this will 
  offer a strong item for your allies to use when fighting the 
  prototype. Please begin priming the switch now.” 
  
  203
  ESCAPING THE CHAMBER
  If the characters escape from the chamber they are returned 
  to the Zodiac Hall and encounter the Swindle Twins as 
  described in the “Swindle Twin Showdown” section.
  Medium Construct, Neutral
  Armor Class 16
  Hit Points 22 (3d8+9)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  6 (-2)
  16 (+3)
  3 (-4)
  6 (-2)
  5 (-3)
  Damage Resistances Poison
  Senses Darkvision 60ft., Passive Perception 10
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Petrified, Poisoned
  Languages None
  Challenge 1 (200 XP)
  Actions
  (Deactivated) Multiattack. When activated, the Prototype may 
  make two attacks, as an action, with its Shortsword attack against 
  the same target.
  Shortsword. Prototype slashes a creature in range +4 to hit, 
  reach 5ft., 6 (1d6+2) Slashing damage.
  (Deactivated) Crossbow. Prototype shoots a creature in range. 
  +2 to hit, 30ft., 5 (1d8) Piercing damage.
  (Deactivated) Flame Spray. As an action, the Prototype may 
  release a blast of fire from itself in a 30ft. cone. All creatures 
  within this attack must make a Dexterity Saving Throw DC 10 or 
  take 7 (2d6) fire damage on a failed save and half as much on a 
  successful save..
  speciAL AbiLities
  Prototype Resilience. If damage would reduce the Prototype to 
  0 hit points, it may make a Constitution saving throw with a DC 
  of 5 + the damage taken, unless the damage is lightning or from 
  a critical hit. On a success, the Prototype drops to 1 hit point 
  instead. This effect can trigger three times.
  prototype
   
  A TEMPTING MAZE
  The party must navigate through an illusory maze in 
  order to chase the Swindle Twins. As the characters move 
  through the maze, they encounter illusory temptations 
  and encounters that will draw out the secrets of their 
  characters. Players must complete the four obstacles below 
  to pass successfully through the maze. There are possible 
  encounters below that you can use in this maze, though 
  you are invited to add any encounters or obstacles for your 
  party to deal with in addition to those offered here.
  Obstacles
  Distorting Walls.
  The distorting walls warp character memories into 
  malefic visions that test the character’s resolve. Any 
  character that looks into or through the walls must make 
  a DC 11 Wisdom Saving Throw or suffer the effects of 
  the Bane spell for the remainder of the encounter.
  Nothic's Gaze
  The Swindle Twins have invited a Nothic’s gaze to harass 
  the party. When the Nothic’s eye targets a creature 
  within 15 ft. the target must make a DC 14 Charisma 
  Saving Throw. If the nothic’s eye wins, the Swindle 
  Twins magically learn one fact or secret about the target. 
  The character must speak this secret aloud. The target 
  automatically wins if it is immune to being charmed.
   
  FROSTWANE
  Entering this chamber, you stand in a solitary circle of light. 
  A moment passes before there is a click and the floor falls 
  away beneath you, dropping you into a slide. All of you 
  tumble down the tube for a few minutes before splashing 
  into a chamber filled with water. You struggle for a minute, 
  then two before being forced to take in a breath of air and 
  find that you can breath despite water around you. Before 
  you stretches a labyrinth composed of ethereal, multi-hued 
  walls of water, each with different colors inks swirling and 
  mixing within them. Above you can make out the shadows 
  of some large fish circling in the water. At the far end of the 
  labyrinth, you see the Swindle Twins making faces at you 
  and swimming gleefully around before passing through the 
  large stone doors that lead out of the chamber. To give chase, 
  you will need to travel through the labyrinth.
  What do you do?
   
  As you travel through the maze, vibrant colors twist and 
  swirl, becoming shapes, familiar landscapes, and faces. 
  These scenes begin to shift, tearing themselves apart, 
  dissolving into chaos and the faces of those you know 
  are wracked with pain as they distort. At the center of 
  this chaos, you see your face, laughing and crying. A 
  shiver runs down your spine as these images seem to be 
  indicating something that has not yet happened.
   
  Moving through the maze, a green mote of light drifts 
  towards you. Right before you pass it by, it spins sharply, 
  revealing itself to be a glowing eye with a bright yellow 
  pupil. Its stare bores into you, seeming to peer into the 
  core of your being. You have only a moment to resist as 
  you feel long held secrets wanting to be spoken.
  
  Stargazer’s Guide to Aroria
  204
  Obstacles Continued
  Tempting Pool.
  The characters are seeing possible options for their future, 
  shown in uncertain but enticing ways. Invite the player to 
  explain what they may see in this pool, offering options 
  including potential riches, characters from their past, 
  or a chance to capture the Swindle Twins. If a character 
  decides to go into the pool, the character is warped to the 
  Zodiac Hall and acquires the following feature:
  Uncertain Fate. There is uncertainty in your future, 
  causing fate to distort strangely for you. Imbued with 
  Frostwane’s blessing, the future you seek is fickle and 
  fleeting or almost at hand. Once for the remainder of 
  this adventure, the GM may roll a d20 and replace 
  a roll that you’ve made. The GM must declare this 
  prior to rolling the die but after you’ve rolled yours 
  as the power of Frostwane warps your destiny.
  Infinite Mirrors.
  The character has a chance to focus on a version of 
  themselves that they connect to most in the infinity 
  mirror. Created by Frostwane, these mirrors bring a 
  small boon to those who encounter them. Below are four 
  options for what small boon a character may acquire 
  when completing this encounter. It is recommended that 
  you invite the player to make up their own version of 
  their character and use the boons below as a template.
   
  á Sword 
  Characters that focus on this version are filled with 
  confidence in their martial abilities and gain a +1 to 
  their next attack roll.
   
  á Staff 
  Characters that focus on this version are filled with 
  confidence in their magical abilities and gain a +1 to 
  their next spell attack roll
   
  á Cry 
  Characters that focus on this version are struck with 
  grief and have a -1 to their next Charisma based 
  skill check.
   
  á Laugh 
  Characters that focus on this version are filled with joy 
  and gain a +1 to their next Charisma based skill check.
  DREAMS AND DOORS
  One the party has moved through the maze, they will each 
  encounter a doorway made of water that blocks their path 
  from the chamber door. In order to pass through the doors 
  the characters must step through the doorway and leave 
  the dreamscape behind. When a character leaves through 
  the doorway, they may roll a d20. On a roll of 11-20, they 
  are healed 2d4+2 hit points. If the character describes 
  a dream that their character had that connects to their 
  experiences in the chamber, they may roll with advantage.
  ESCAPING THE CHAMBER
  If the characters escape from the chamber they are 
  returned to the Zodiac Hall and encounter the Swindle 
  Twins as described in the “Swindle Twin Showdown” 
  section. If this room was not rolled as part of the three 
  initial rooms, this room does not count towards the 
  “Swindle Twin Showdown”.
  completing the adventure
  If the party successfully defeated the Swindle Twins, 
  the Twins repair the machine for the party through 
  magical means and leave the Hall of Starts without 
  revealing any of their secrets. The party may then 
  exit the exhibit and meet with Curator Treybor, who 
  rewards them with 300 gold pieces, free rooms at the 
  Golden Pearl Inn, and free tickets to the grand opening. 
  She will then escort the party out of the museum and 
  thank them for their services.
   
  Before you is a whirlpool of vibrant colors that flickers 
  and flares with magical energy. Even from this distance 
  you can see that a series of images flash in the center of 
  the whirlpool. As you look on, you see the Swindle Twins 
  captured with you victorious above them. Then the image 
  flickers again, flashing images of things that you desire. 
  You can feel yourself being drawn to these images and to 
  stare into them forever. As you look closer, you begin to 
  see visions of those you love calling for you to stay. 
   
  You are faced with a strange liquid mirror as you round 
  this corner. In the mirror  is a perfect reflection of yourself. 
  As you look on, a similar mirror appears suddenly behind 
  you, casting a perfect reflection behind you and stretching 
  into infinity as the two mirrors reflect off another. For a 
  moment, you are entranced by the mirror as each version 
  of you appears slightly different: a version wields a sword, 
  while another a staff, and yet another appears to cry and the 
  one next to it laughs wildy. You feel an urge to focus on a 
  version that appeals most to you.
   
  Leaving the exhibit chamber, you see Curator Treybor 
  waiting for you. She appears deep in thought as you 
  approach but a smile spreads across her face. “Glad 
  to see you made it out. I assume things have been put 
  back together?” She begins to escort you away from the 
  exhibit as you recount the adventure. “I’ve been thinking 
  about why this happened? I think something or someone 
  would’ve attracted the Swindle Twins and I am nervous. 
  We should talk about it later.”
  
  205
  A
  Magic Item appendix
  blackblood
  Weapon (Glaive), Very Rare (Requires Attunement)
  This +2 glaive is made of hardened flesh and bone. A wild 
  eye moves randomly in the pommel and the crimson 
  blade drips blood continuously from purple veins in the 
  steel. While attuned to Blackblood, you gain the following 
  abilities and are subject to the following effects:
  ENVY OF EVIL 
  Blackblood does an additional 4 (1d6) Force damage on 
  hit. If attuned to by an Evil aligned creature, this damage 
  increases to 7 (2d6) force damage on hit.
  BLOODTHIRSTY 
  Your movement speed increases by 10 and you are not 
  affected by difficult terrain.
  STARVING 
  Blackblood thirsts for death. Each day you fail to slay 
  a creature, your maximum hit points are reduced by 4 
  (1d4+1). You regain all of these hit points after you slay 
  a creature and you take a short or long rest. If your hit 
  points are reduced to zero in this manner, you die.
  the Bride's lace
  Weapon (Handaxe), Uncommon (Requires Attunement)
  This +1 handaxe was given as a wedding gift to the bride 
  of a rich lumbermill owner on their wedding day. The 
  metal of the axe head was crafted to match the lace of the 
  bride's dress. As a bonus action, you speak the command 
  word and transform the axe into a ghastly shade of itself. 
  For the next minute, when you hit with a melee attack 
  you may add an additional 3 (1d4) Necrotic damage to 
  the hit. After you have used this feature, you may not do 
  so again until you finish a long rest.
  CURSE 
  After landing a killing blow on a creature while The 
  Bride's Lace is active, roll 3 (1d4), and consult the 
  madness table below:
  1
  You are unaffected by, and do not attempt to 
  clean, any blood or gore that has splattered 
  upon your person as a result of your violence
  2
  You cannot stop smiling or laughing for 
  1d10 minutes
  3
  You spend your entire next turn striking the 
  corpse again.
  4
  You must immediately take an additional 
  melee attack against any creature within 5ft. 
  of you. (Other than the slain target.)
  
  Stargazer’s Guide to Aroria
  206
  chestpiece of verdant wisdom
  Armor (Light Armor), Rarity Varies  
  (Requires Attunement by Druid or Ranger)
  This chest armor is made entirely of intertwined branches 
  from the tree it is made from. Magically living leaves, 
  flowers, or fruits sprout from the chest piece from time 
  to time. While wearing this armor, your Wisdom score 
  changes to the Wisdom score granted by the armor. The 
  armor has no effect on you if your Wisdom score is equal 
  to or greater than the armors score.
  Eagle bone whistle
  Wondrous Item, Uncommon
  This whistle is made from the hollow bone of an eagle 
  and has three fluted holes. When you take a short rest, 
  you play the whistle and choose to forgo healing to 
  yourself and grant healing to friendly creatures around 
  you. All creatures other than you within 30 ft. gain a 
  number of hit points equal to half the healing your dice 
  would have rolled. After you have used this feature, it 
  cannot be used again until the next dawn.
  Fir Wisdom 
  Rare, 19
  Oak Wisdom 
  Very Rare, 21
  Apple Wisdom 
  Very Rare, 23
  Willow Wisdom 
  Legendary, 25
  Fastus
  Weapon (Firearm), Legendary (Requires Attunement)
  Latin for 'Pride', Fastus is a +2 Pepperbox. When you 
  misfire with Fastus, make a strength saving throw, on a 
  fail you fall prone. While attuned to Fastus, you gain the 
  following features:
  SPIN THE CHAMBER 
  While Fastus is fully loaded, as an action, you empty the 
  chambers in a 30 ft. cone. All creatures within the cone 
  make a Dexterity Saving Throw (DC 16). Creatures take 
  33 (6d10) piercing damage on a failed save, and half 
  as much on a successful one. Using Fastus in this way 
  damages the weapon and it cannot be used again until 
  you spend 10 minutes repairing it.
  STUBBORN CURSE 
  When you use Fastus to make an intimidation check, 
  you gain advantage on the roll. If you roll a 6 or lower 
  on the die, you take the Spin the Chamber action against 
  the target.
  
  207
  Feyblade
  Weapon (Greatsword), Legendary (Requires Attunement)
  When attuned, use your bonus action to summon 
  the blade from the hilt. Blade adds a +3 to attack and 
  damage rolls and has the following features, which 
  depend on the alignment, which is subject to change.
  If you are True Neutral or become True Neutral, 
  the blade does nothing. The blade telepathically 
  communicates with the attuned, has a True Neutral 
  alignment, can see/hear out to a range of 60 ft., and will 
  always play devil's advocate with its wielder.
  Alignment
  Benefit
  Lawful
  The blade appears green and deals an 
  additional 3 (1d6) cold damage on hit. You 
  Ctake 8 (2d8) Psychic damage when you 
  make a Deception check.
  Neutral
  The blade appears blue and deals an 
  additional 4 (1d6) Force damage on hit. 
  When you deal the final blow to an enemy 
  with this weapon, make a DC 10 Wisdom 
  Saving Throw. On a failure, you are stunned 
  until the start of your next turn.
  Chaotic
  The blade appears red and deals an 
  additional 4 (1d6) Fire damage on hit. You 
  are vulnerable to fire damage.
  Alignment
  Benefit
  Good
  You gain advantage on all melee attack rolls 
  against evil aligned creatures. When you 
  drop to zero hit points, you automatically 
  fail one death saving throw.
  Neutral
  Once per day, you may choose to re-roll any 
  ability check, attack roll, or saving throw, 
  after the roll but before a ruling is made. 
  Your passive perception is reduced by 5.
  Evil
  As an action, all creatures you choose within 
  120ft of you make a contested Wisdom save 
  against your intimidation check. Creatures 
  who fail are frightened of you for 1 minute. 
  They may re-roll this saving throw at the 
  end of their next turn. Once a creature 
  has succeeded on this saving throw they 
  may not be affected by this feature for 
  24hrs. If you die while attuned to the blade, 
  your soul is forgeit and you cannot be 
  resurrected by any means outside of Wish.
  
  Stargazer’s Guide to Aroria
  208
  kraken's bane
  Weapon (Rapier), Rare (Requires Attunement)
  This Rapier adds a +1 to damage and to hit. As a bonus 
  action combined with an attack action, the range of the 
  rapier extends to 30 ft. as a magical whip of water and strikes 
  a target. On hit, the target takes an additional 10 (3d6) Force 
  damage and makes a Strength Saving Throw DC 14, or is 
  knocked prone. The player can use this feature a number of 
  times equal to their froficiency modifier per day.
  Robes of rapid oxygenation
  Armor (Cloth), Uncommon
  An oxygenated breeze seeps through the fibers of this 
  bright aquamarine robe. While wearing this robe, you 
  may call upon the power of the Elemental Plane of Air to 
  disperse non-magical gas and fog within 60 ft. of you as a 
  bonus action..
  Shrine of the most blessed bunny
  Wondrous Item, Very Rare (Requires Attunement)
  This small stone statue is warm to the touch with arcane 
  energy. While attuned to this item, you roll 1d8 each day at 
  dawn on the table below and gain the corresponding benefit. 
  If you fail to use this benefit before the following dawn, the 
  benefit is replaced with the new days roll.
  1
  As an Action, you may transform into a rabbit 
  for 1 hour. You retain your mental statistics 
  while in this form.
  2
  As a bonus action, you double your 
  movement speed for 1 minute.
  3
  When you fail a Saving Throw, you may use 
  your Reaction to add a +5 bonus to the result.
  4
  You cast the spell Bless at 3rd level.
  5
  Re-roll on the table and assign the new benefit 
  to a willing creature within 30 ft. of you. If no 
  such creature exists, you gain the benefit.
  6
  You gain advantage on Ability checks that 
  rely on sound until the next dawn.
  7
  You gain a burrow speed equal to your 
  walking speed.
  8
  You may replace any Ability check, Saving 
  throw, or Attack roll you make with a 
  Natural 20.
  
  209
  sticky stones
  Wondrous Item, Common
  These stones are about two inches across and are coated 
  with a strange sticky rubber material.
  One stone has the capacity to hold up to 100 lbs of weight. 
  Creatures who use an Action to attach or objects that step, 
  press, fall, or otherwise adhere to the stone are grappled 
  and must make a DC 12 Athletics check to escape. This 
  DC increases by 2 for each additional stone grappling the 
  creature.
  10 Per Pack
  Stymphalian Arrows
  Ammo, Rare
  These arrows (or bolts) add a + 1 to attack and damage 
  rolls. On hit, the creature makes a Constitution Save, DC 
  14. On fail, the creature is wounded and takes 4 (1d6) 
  Piercing damage at the start of each of its turns. This effect 
  lasts for 1 minute or until the creature uses an action to 
  stop the bleeding. Stacked wounds can be stopped with 
  a single action. After an arrow has been fired it becomes 
  unusable.
  sweet mesa farewell dust
  Wondrous, Very Rare
  Sweet Mesa wine leaves behind a dark lilace residue 
  when boiled away. This fine powder is delicately 
  gathered and held in a thick black leather pouch.
  As an action, you may pull from the pouch and speak 
  the name of a creature you know who has passed from 
  life, you then blow the dust into the wind and call their 
  soul. If the soul is willing, they return as a tangible 
  spectral figure of their former self for 5 minutes. Souls 
  summoned in this way cannot be damaged, have a 
  movement speed of zero, and may only converse with 
  the creature who summoned them.
  After a soul has been summoned in this way, they may 
  never be summoned in this way again and the remaining 
  dust becomes mundane.
  
  Stargazer’s Guide to Aroria
  210
  Huge Fey, Any Chaotic Alignment
  Armor Class 16 Natural
  Hit Points 204 (17d12+102)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  18 (+4)
  22 (+6)
  5 (-3)
  11 (+0)
  13 (+1)
  Saving Throws Dex +8, Wis +4, Con +10
  Damage Resistances Bludgeoning, Piecing, Slashing from non-
  magical weapons.
  Skills Athletics +11, Perception +4, Intimidation +11
  Passive Perception 14
  Condition Immunities Grappled, Restrained, Stunned, Poisoned, 
  Blinded, Deafened
  Languages Understands Sylvan but can't speak it.
  Challenge 13 (10,000 XP)
  Actions
  Multiattack. The Arbreous makes three 
  attacks, two with its Horns, and one with its Spike Tail.
  Horns. The Arbreous slashes at a creature within range. +11 to 
  hit, range 10 ft., 20 (2d12 +7) slashing damage.
  Spike Tail. The Arbreaous smashes a creature within range. +11 
  to hit, range 20 ft., 25 (6d6+7) bludgeoning damage. On hit, the 
  creature makes a Strength Saving Throw (DC 17). On failure, the 
  creature is knocked prone.
  speciAL AbiLities
  Gorge. If the Arbreous moves at least 10 ft. before making its 
  Horns attack, the Arbreous adds an additional 7 (1d12) to the 
  attack roll.
  Quick on its Feet. Opportunity attacks taken against the 
  Arbreous have disadvantage.
  Natural Defense. When the Arbreous is hit with a melee attack, 
  it may use its reaction to release a cloud of poison spores. All 
  creatures within 5ft must make a Constitution Saving Throw 
  DC17. On failure, the creature is incapacitated and cannot move 
  until the start of its next turn.
  LegendAry Actions
  The Arbreous has 3 legendary actions per round of combat, it can 
  use its Horns attack or choose from the following.
  Pound. (2 Actions) The Arbreous makes a Spike Tail attack 
  against a creature who is prone. On hit, the creature makes a DC 
  17 Strength Saving Throw. On a failure, the creature is stunned 
  until the end of its next turn.
  Child of the Feywild (3 Actions). The Arbreous draws healing 
  from the Feywild to heal 2d12+7 hit points.
  Dash. The Arbreous moves up to is movement.
  Arbreous
  Abreous
  Verdant trees mark the edge of the 
  Summer Woods in the distance. There’s 
  a rumble in the earth, the breeze stops, 
  and the reeds themselves hold their 
  breath. A creature on the horizon is 
  barreling toward you, clawing and 
  ripping dirt into the air as it pounces 
  with every step. It’s roaring like a 
  hippo, head shaking in rage. You see 
  a four legged monstrosity covered in 
  skin made of bark and saplings. The 
  creatures' movements display unnatural 
  agility. A spiked tail bounces as it 
  gallops, claws the length of longswords 
  rip the soil, and the reeds turn from 
  gold to crimson in an instant. Its 
  reversed pyramid skull violently shakes 
  as it stands on its hind legs roaring.
  Abreous by 
  Leila DeMarchi
  b
  Monster appendix
  
  211
  Large Beast, True Neutral
  Armor Class 14 Natural
  Hit Points 56 (8d8 + 16)
  Speed 40ft. Walking, 40ft. Climbing
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  14 (+2)
  3 (-4)
  10 (+0)
  6 (-2)
  Saving Throws Constitution +5
  Skills Acrobatics +3
  Passive Perception 12
  Languages None
  Challenge 5 (1,800 XP)
  Actions
  Multiattack. The Dismule makes two attacks, one with its Tonge 
  or Bite, and one with its Slam.
  Tongue. The Dismule pulls a medium or smaller creature 
  within range towards itself. +5 to hit, range 60ft, one target, Hit 
  4 (1d4+2) Poison damage and the creature makes a Strength 
  Saving Throw DC 13. On failture, the creature is pulled within five 
  ft. of the Dismule and is prone.
  Bite. The Dismule bites a creature within range. +5 to hit, 
  range 5ft, 5 (1d6+2) Piercing damage and the creature makes 
  a Constitution Saving Throw DC 13. On failure, the creature 
  is stunned.
  Slam. The Dismule strikes a creature within range. +5 to hit, 
  range 5ft, 6(1d8+2) Bludgeoning damage.
  speciAL AbiLities
  Mysterious Visage. At the end of its turn, if the Dismule has 
  taken 0 ft. of movement, it becomes invisible until it moves or 
  takes damage.
  Helpless Insect. If a prone creature is within 5 ft. of the Dismule, 
  it can replace its Slam attack with a Bite attack.
  Sticky Skin. The Dismule can move along vertical surfaces and 
  ceilings as if they are the ground and has disadvantage on Ability 
  Checks to avoid being Grappled or Restrained. 
  dismuLe
  Dismule
  A black scaled beast appears from its camouflage within 
  the collar. Sticky feet are coated in the dusty tent and 
  poison drips from its gritty gums as it screams silently 
  with a bright pink mouth. A line of burning green liquid 
  shoots your direction.
  Dismule by 
  Leila DeMarchi
  Medium Monstrosity, Lawful Neutral
  Armor Class 12 Natural
  Hit Points 27 (6d8)
  Speed 30ft. Walking
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  11 (+0)
  4 (-3)
  17 (+3)
  3 (-4)
  Saving Throws Wisdom +5
  Skills Stealth +4
  Passive Perception 13
  Languages None
  Challenge 3 (700 XP)
  Actions
  Claw. The Gizli slashes a creature within range. +4 to hit, range 5 
  ft., 6 (1d6 +2) Slashing damage. 
  Nullify. The Gizli neutralize a magical effect within 30 ft. Magical 
  effects of 2nd level and lower are suppressed until the end of 
  the Gizli's next turn. Magical effects of 3rd level or higher are 
  unaffected by this ability.
  speciAL AbiLities
  Magical Bloodhound. The Gizli can cast Detect Magic at will 
  and will do so at every available opportunity. Gizli naturally seek 
  magic and attempt to identify magical objects and people under 
  magical effects.
  Sorcerer Identification. The Gizli knows if a creatures is 
  innately magical or if it has Adventurer levels in Druid, Sorcerer, 
  or Warlock.
  gizLi
  
  Stargazer’s Guide to Aroria
  212
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  Stargazer’s Guide to Aroria
  214
  Kickstarter Thanks
  Thank you to all of the Kickstarter backers who helped make this possible. Stargazer's Guide to Aroria is a reality 
  because of your support! 
  -Keltic-
  ~Rob H.
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  Ben Riggs
  Ben Roscoe
  Ben Tasker
  Ben Wagner
  Benjamin Aitken
  Benjamin Charlet
  Benjamin Saxton-Ruiz
  Benoit-David Dufresne
  BenSuss
  BerkeCanatar
  Bernie
  Bethany Daugherty
  Bethany Maynard
  Bev Nelson
  Bex Ciantelli
  BFletcher
  Bharath
  BL
  Blackpine Adventure Co.
  Blair Gaffney
  Blair Wallace
  Blake Benefield
  Blake Stemen
  Blake Strealy
  Blake Taylor
  BoanDot
  BoardGameAristocrate
  Bobby Carpenter
  Bobby Millican
  Bonnie Trinh
  Bonnsy Vue
  BookShopCat
  Brad Barco
  Brad McMullen
  Brad Straight
  Braden Templin
  bradhickey
  Brady
  Brady Combs
  Brandi
  Brandon
  Brandon Mihelic 
  (VelocityVIP)
  Brandon Allen
  Brandon Aten
  Brandon Clayton
  Brandon Marques
  Brandon Munkers
  Brandon Purstell
  Brandon Simpson
  Branndon
  brazen.sigilos
  Bre
  Breanna
  Brendan Flanagan
  Brett
  Brett Gonta
  Brett Harris
  Brett Hecksher
  Brian Benjamin
  Brian Delaney
  Brian Eric Taylor
  Brian Kim
  
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  Brian Maher
  Briana
  Brice_T
  Briceson Tollison
  Bridgitte Rivers
  Brittany Meyer
  Brittney
  BrlyGudEnuph
  Broc Atkinson
  BRUCE CAWDRON
  Bruce H.
  Bruce Wolf
  Bryan Ballard
  Bryan Kurpierz
  Bryan Laubenthal
  Bryan Smith Jr.
  Bryce
  Bryce Leland Carlson
  Bryce Volk
  Buckaroo
  Buford Perry
  C.R. Day
  Caelan Lynette
  Caharian
  Caitlin
  Caleb
  Caleb Bickel
  Caleb Martin
  Caleb Smith
  Calen
  Calliope Quessenberry
  Callum Campbell
  Cameron
  Cameron
  Candace White
  Canezar
  Captain of the Trigati
  Carfly T. Coulson
  Carissa
  Carissa Black
  Carl Cederholm
  Carl S. Stone
  Carmine Laudiero
  Caro Tebia
  Carolyn Reid
  Carrie Murphy
  Carrington
  cary layton
  Cat
  Catherine Greenway
  Catherine Simmons
  Celeste Kirk
  Celtic Surfer Gaming
  Cerise Montague
  CesiumKitty
  Chad Duncan
  charles
  Charles B.
  Charles Foster III
  Charlie
  Charlie III
  Charlie Maxwell
  Charlotte
  Chase
  Chase Bruder
  Chase Humphrey
  Chase Ramage
  Chase Waters
  Chelsea M. Smith
  Chelsea Rae Colburn
  Chelsea Smith
  Cheryl
  Chip Poole
  Chloe
  Chris
  Chris
  Chris Alvarez
  Chris Carter
  Chris Castillo
  Chris Flagel
  Chris Hearne
  Chris Jahn
  Chris Jessee
  Chris Jordan
  Chris Maloney
  Chris Marine
  Chris Ploog
  Chris Richter
  Christian Andreassen
  christian correa
  Christina
  Christina
  Christina Alley-Payne
  Christine Balne
  Christine Muir
  Christopher Albrecht
  Christopher Aviles
  Christopher Brown
  Christopher Darren 
  Arnold
  Christopher Hydle
  Christopher John
  Christopher Jose Duarte
  Christopher Mangum
  Christopher McDowell
  Christopher Mihelich
  Christopher Morrison
  Christopher Salinas
  Christopher Tarrand
  Christopher Wayne
  Chrystal Christman
  Cindy Luu
  CJ Gahagan
  CJ1997
  Claire
  Clare Joyce
  Clayton Decker
  clear
  Clément Bâcle
  Clifford Holloway
  CnutTheGreat
  Cody
  Cody Farmer
  Cole
  Cole Higgins
  Colin Beck
  Colleen
  Collin Chamberlin
  Colton
  Colton Hattersley
  Comradeus
  Connor
  Connor
  Connor
  Connor Evelich
  Connor Pitta
  Connor Smith
  Cora Tallant
  Corey
  Corey Brown
  Corey Collins
  Corinne Kimball
  
  217
  Cory Garms
  Courtland kryschuk
  Courtney Savage
  Craig Kitching
  Cris Michel
  crispin harris
  crowfeatherwolf
  Crystal Moller
  Crystal_Lilly
  Curt Kremer
  Curtis Harper
  Curtis Rea
  Daegan Lundstrom
  Dai
  Dallas Hetrick
  Dallas Ladd
  Damon Wright
  Dan Hess
  Dan Janowicz
  Dani Dewar
  Daniel
  Daniel
  Daniel
  Daniel Bode
  Daniel Drapp
  Daniel Ford Beavis
  Daniel Goldberg
  Daniel Goucher
  Daniel Squires
  Daniel Tapanes
  Daniel Thomas
  Daniel To
  Danielle Carroll
  Danielle Gaisior
  Danielle Laman
  Danielle Thuen
  Danilo Pereira Franco de 
  Souza
  Danny Awalt Jr.
  Danny Gonzalez
  Danny Kiregbaum 
  Laursen
  Danny Wilson
  Daphne
  Darien
  darimont.thomas
  Darío Prado Santos
  Darko Manasiev
  Darren F.
  Darren Hart
  Dart Delagarza
  Dave Baughman
  Davester
  David
  David
  David
  David A Wendt
  David A. Holloway
  David Benkarski
  David Cox
  David Dalton
  David Dolph
  David Hazzard
  David Lewis
  David Peacock
  David Sharp
  David Smith
  David Stephenson
  David Szafran
  David Valdez
  David Willits
  Dawn Calderwood
  Dean
  Dean M Lewis
  Deanna Smit
  Debbie Howard
  Deep Cover
  Demonpenpen
  demontamer131
  Dennis
  Deonte Rainey
  Derek Hammer
  Desiree A. Naranjo
  Dessal
  Destiny DeLancey
  detlef hallermann
  Devin
  Devin Fowler
  Devin Jessup
  Diana Bainbridge
  Diana Sandres Martinez
  Diego Trejo
  Dillon Morse
  Dillon Raborn
  Docahbear
  Doge
  Dom Cleary
  Domi uwu
  Dominic Rumsey
  Dominique
  Dominique C. Declerck
  Dominique Nieves
  Dommy
  Don
  Donald Hopkins
  Donna Wilson
  Donny August
  Donovan
  Doomgrin
  Doug Schepers
  Douglas Blume
  Drake Broussard
  DrDogeMD
  Dreamflux
  Drew Emmetts
  Drew Peirce
  Drew Schreiner
  Drew Williams
  Drezkin
  Dromeos
  DrValkyron
  DualBladerX
  Duarte Cruz
  Dug Miller
  Duke Davidson
  Duncan Paterson
  DuskOrange
  Dustin Armond
  Dustin Knight
  Dustin Laughlin
  Dustin Samuel Arritt
  Dwaine Straight
  Dyami Chiasson
  Dylan Crawford
  Dylan Petterson
  Dylan Rollo
  Dylan Vasseur
  Dzekap
  E Frith
  E.J Ryder III
  Eagleam
  
  Stargazer’s Guide to Aroria
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  Ed Proch
  Edwin Sanchez
  Eetu Kilpeläinen
  El J.
  Elhyareno
  Elias Astra Levieon
  Elijah B. Gist
  Elisabeth Duwe
  Elizabeth
  Elizabeth Grove
  Elizabeth Horsebane
  Elizabeth Robel
  Elizabeth Widauf
  Elliott P
  ember
  Emelyne Keay
  Emil Olofsson
  Emily
  Emily
  Emily
  Emily Dees
  Emily Hawkins
  Emily Mills
  Emily Price
  Emily Yeates
  Emma
  Emma Spring
  Emmanuel Guerrero
  Emmily Lusz
  Erebus
  Eric
  Eric
  Eric
  Eric
  Eric Fager
  Eric Pernerewski
  Eric So
  Eric Stones
  Eric Ware
  Erick
  Erik
  Erik
  Erik Martinez
  Erik Tiveskog
  Erika
  Erika Whaley
  Erin
  Erin Fordham
  Eryk Ferrere
  Esteban David Turrys 
  Alvarado
  Ethan B.
  Ethan Chandler
  Ethan Fardoux
  Ethan Mercer
  Etienne Meylan
  Eva Hernandez
  Eva Kroon
  Evan Barrow
  Evan Carroll
  Evan Himes
  Evan Lundstrom-Yurdin
  Everly Conrad-Baldwin
  Fabien Montegut
  Falk Künzel
  Family Gill
  FaustinaAurelia13
  Felix Rosenberger
  Felynechef
  FenrisWolfthorne
  Fernando Villamil 
  Cervera
  Filipe Passos Coelho
  Fiona McLoughlin
  Fire Archon
  Fitzgo
  Flávio Stresser
  Foss
  foxthefox
  Francine Beattie
  Frank Kergil
  Franki
  Fraser Anderson
  Fred Hansen
  Frederick Cheng
  Fredrik Rosberg
  Friedrich
  Fucklebutte Q Shitlord
  Furry Dragon
  Gabe Eiter
  Gabriel Casillas
  Gabriel Mendoza
  Gabriel Svensson
  Gabrielle S.
  Gabrielle Showalter
  Gage Patterson
  Galanoble
  Gale
  garrett moynihan
  garvin anders
  Gary Oak
  Gary Turner
  Gavin
  Gavin Graham
  GB Moffitt
  Gearstorm
  General _ZomZom
  GentlestGolemn
  Geo0111
  Geoffrey Schumann
  George A. Jones
  George Yuki Papa-sama
  Gerard
  Gerben van Essen
  Gerd Hauser
  Gérome Wüthrich
  Gian Domenico Facchini
  Giovanni Melandri
  Giuseppe
  Gleb Masaltsev
  Glendan78
  glitch
  Glupakkur
  Glynn Hunt
  Golan perez
  Gordon Clayton
  Gordon Milner
  Gordon Pfeil
  GornSpelljammer
  Grace Miller
  Graham Cheshir
  Grant Brown
  Grant Greene
  Grayson
  Graziano Zanichelli
  Greg Maroda
  Gregorio Munoz III
  Gregory McCarthy
  Greta
  Grey
  Griffin Voltmann
  
  219
  Guglielmo Sudati
  Guidrion
  Guilherme Mello
  Guilty44
  Gustavo Ignacio 
  Cevallos González
  Guy Edward Larke
  Hades
  Hal Stewart
  Haley Nicole
  Hallothon
  Hamish Elmer
  Hannah Holloway
  Hannah Lampe
  Harpal Khalsa
  Harrison
  Harry Meier
  Hayley Tow
  Headless Hydra Press
  Heather
  Heather
  Heather Chamberlain
  Heather Headrick
  Heine Juhl Jensen
  Helder Oliveira
  Helen Cheevers
  Helen Goosby
  Helena M
  Helinaran
  Henrik Augustsson
  Hibiscius
  Highlander
  Hogarth
  Holly Abair
  Holly Field
  Holly Koponen
  Holly Van der Poel
  holybalz
  Horizon
  Hudson de Jesus Borges 
  Guimarães
  Hugo Ulivieri
  Hunter Bardusk
  Hunter Smith
  Hunter Stewart-
  Newman
  I. J. Dean
  Ian
  Ian Burruto
  Ian Dodd
  Ian Fiore
  Ian Hiddleston
  Ian Zebarah Shears
  imaginecochins
  Ina_K
  India Lee
  Ingrid Emilsson
  InkyRaccoon
  Insanator
  Ireilas
  Irving
  Isaac McClellan
  Isaac VanBuren
  Israel price
  Ivo Goudzwaard
  Izuma Elias
  J.L.
  J.R. Biche
  J.r. Lonergan
  Jaben Wood
  Jack
  Jack Clark
  Jack Frost
  Jack Hall
  Jack Morton
  Jack N.
  Jack Stallone
  Jack Wren Wolfe
  Jackson
  Jackson Helwege
  Jacob
  Jacob
  Jacob
  Jacob
  Jacob Antunes
  Jacob Glass
  Jacob Henson
  Jacob Kelly
  Jacob May
  Jacob Price
  Jacob Ross
  Jacqlyn
  Jade
  Jade
  Jade Stenberg
  Jaden Hamer
  Jaden Pretorius
  Jahaan V Balan
  Jaime Leigh Harvey
  Jaina Hunt
  Jake
  Jake Lesnau
  Jake Nelson
  Jake Perrin
  Jake Sandford
  Jakub
  James
  James Appleby
  James Arnold
  James Burgess
  James Dalen
  James Eckenrode
  James Jenkins
  James Meredith
  James Michael Bays Jr.
  James Quinn
  James RIce
  James Sullivan
  james tillman
  James Worley
  James Yonemura
  Jamie Eiichi Yoshida
  Jamie McClure
  JamieXIII
  Jamison Johnstone
  Jan Giannis
  Jane McConnell
  Janick
  Jared Boles
  Jarred Bruggeman
  Jasen Szekely
  Jasherel
  Jasmine De Vore
  Jason
  Jason
  Jason Allard
  Jason Allen
  Jason Atter
  Jason Colby
  Jason Dawson
  Jason Gabel
  Jason Hawks
  
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  Jason Hennigan
  Jason Horvitz
  Jason Moscatello
  Jason Skal
  Jason Stephens
  Jason VandenBerghe
  Jasper Griffett
  Javan Appleby
  Jay R.
  Jay Steinbock
  Jaycey Reinhold
  jaymi elford
  Jayson Bennett
  jaywood0989@gmail.com
  Jazsmin
  Jazzercise
  Jeanine Marie
  Jefepato
  Jeff Goldplum
  Jeff Herrold
  Jeff Mone
  Jeffrey
  Jeffrey Maynard
  Jelle Keysers
  Jemma Doe
  Jen
  Jen Caddick
  Jeniffer Lopez
  Jenn
  Jenna Catherine Robles
  Jennapher Ragain
  Jenni Bravo
  Jennifer
  Jennifer Dooloukas
  Jenny Reed
  jenny schäfer
  Jensen Yamaguchi
  Jeremiah Flaco'Bama 
  George
  Jeremy Pinske
  Jeremy Ragan
  Jeremy Williams
  Jerfrey Martinez
  Jericho
  Jerrett Johnson
  Jerry Perez
  Jesse
  Jesse Kimmel-Freeman
  Jesse Spence
  Jesse Wolfe
  Jessica
  Jessica
  Jessica
  Jessica
  Jessica Burke
  Jessica Davis
  Jessica Lohr
  Jessica Martin
  Jessie Ortiz
  JesterTheChester
  Jesus Christian Cruz 
  Acono
  Jesus Guzman
  Jethro Teal
  Jezebell
  Jflowaz
  Jill Meyer
  Jimmie
  Jimmy Rosacker
  Jindawg
  Jirat Rymparsurat
  JJ Anthony
  Jo Kollewyn
  Joanna Meshensky
  Joanna Piatt
  Joanna Wierzbicki
  Joaquim Kastrup
  Joedie Lynn Mitchell
  Joey D Finley
  Johanna Duke
  john
  John
  John
  John "johnkzin" Rudd
  John A Walz and Katie 
  Walz
  John Bookwalter Jr.
  John C
  John Chandler
  John David Dunn
  John Dema-ala
  John R
  John Rogers
  John Simmons
  John Swanson
  John Terrell
  John W.
  John Zhang
  Johnathan Kenny
  Jojo Elliot
  jokomaisu
  Jon "Meerkat Manor" 
  Bingham
  Jon Terry
  Jonah iden
  Jonah Smith
  Jonah White
  Jonathan
  Jonathan Bergwick
  Jonathan Blackmore
  Jonathan Brown
  Jonathan Chiaravalle
  Jonathan Herman
  Jonathan Hill
  Jonathan Martínez 
  Miranda
  Jonathan Rust
  Jonathan Santerre
  Jonathan Turpin
  Jonathon Hill
  Jonathon Seiler
  Jonathon Steinke
  Jonny Oehrlein
  Jono Hosking
  Jordan
  Jordan
  Jordan Brown
  Jordan Knieff
  Jordan Schreck
  Jordan Velthouse
  Jorden Carlson
  Jorge Ciprés
  Jose Angel Lopez JR
  Joseph
  Joseph Catrone
  Joseph Goslin III
  Joseph Grim Ii
  Joseph Harvey
  Joseph McNamara
  Joseph R. Blackmon-
  Dishaw
  Joseph Scuderi
  Joseph Shepherd
  Joseph Theis
  
  221
  Joseph Webster
  josh
  Josh Blair
  Josh Elliott
  Josh Parda
  Josh Scheibe
  Josh Smith
  Josh Wakeling
  Joshua
  Joshua
  Joshua
  Joshua Bright
  Joshua Fields
  Joshua Hunnex
  Joshua Kudo Kumar
  Joshua Kurvers
  Joshua Nypaver
  Joshua Ridge
  Joshua Tipping
  Joy
  Juan A Hofmann
  Juan Gutierrez
  Julia Aleksandra 
  Kruszewska
  Julia Augusta
  Julia Marie
  Julian Christensen
  Julie
  Julie Wincott
  Justin Batson
  Justin Bojarski
  Justin Melroy
  Justin Risolio
  Justin Thomas
  Justin365
  Kaede
  Kai
  KaiserNephilim
  Kaitlyn
  Kaitlyn Buck
  Kale Sims
  Kaley Egan
  Kamoria
  Karel Koranda
  Karen Kronick
  Karen Martindale
  Karen Matthews
  Karl Peterson
  Karl Smith
  Karla Byers
  Karyk Stiles
  Kasey
  Kassie
  Kat Williams
  Kate
  Kate Huebsch
  Kate Lindstrom
  Katharine
  Katharine
  Katherine Frein
  Katherine lugo
  Katherine Page
  Kathleen Crawford
  Kathryn Hendrickson
  Kathy
  Katie Messer
  Katrina L. Halliwell
  Kayci Keenan
  Kayla Walsh
  Kaylee Nikole Varner
  Kaylene S
  KCrepin
  Keith L. Ellison
  Kellen
  Kellm
  Kelly Scott
  Kelsey Ketcham
  Kelsey Porritt
  Kelsey Smith
  Kelsi Heckler
  Ken Sanders
  Kendra Murray
  Kenneth Cunningham
  kennethhsv
  Kennon Pogue
  Kenny Beecher
  Kenny Lynch
  Kenny Murray
  Kenzie
  Kergonan
  Kerri
  Kevin Dziuba
  Kevin Martin
  Kevin McDonnell
  Kevin Niemczyk
  Kevin Pagliarini
  Kevin schilling
  Kevin Yap
  Kianne Newton
  Kiera
  Kiera Janoski
  Kim Hiel
  Kimba Rose Williams
  Kimber
  KingOfLeaves
  KipTheOtt
  Kira A Wetuski
  Kira Lynn
  Kiridan
  Kisha Paiso
  Kit
  Kit Rose Farmer
  Kitty
  KJ Johnson
  Kodi MacLeod
  KorvusRock
  Kostadis Roussos
  Krimzen
  Krisstarah Edwards
  Kristian D Noble
  Kristian Øien
  Kristian Zirnsak
  Kristin
  Kristina Bextel
  Kristina Plate
  Kristoffer Vestrup
  Kristy davis
  Ksan
  KShadowFang
  KT
  KT Pappas
  Kurt
  Kurt Piersol
  Kyle
  Kyle Arnold
  Kyle Avery
  Kyle Haines
  Kyle Hawthornthwaite
  Kyle Kolbert
  Kyle Langs
  Kyle Lemons
  Kyle Penland
  Lacey Marie
  
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  Lachlan
  Lance
  LandisTheThief
  Landon Jamieson
  Lane Merkley
  Larry Hetrick
  Lars Blumenstein
  Lars König
  Laura Patel
  Laura Picou
  Laura Shull
  Laurel Ritscher
  Lauren
  Lauren
  Lauren Bailey
  Lauren McCauley
  Lauren T
  Lazislacker
  LB
  LB
  LC
  Leah Myers
  Leah Ruchlin
  Lee Whitaker
  Leila DeMarchi
  Lena
  Leo Tulloch
  Leon Adrian
  Leroy Brown
  Leslie
  Lewis Hicks
  Liam DiPilla
  Liam Males
  Liam McGowan
  Liathan
  Lily
  Lily Werts
  LilyRosetheDreamer
  Lindsay Cullen
  Lindsey Davies
  Lisa Harding
  Liz Siewerth
  Lloyd Broughton
  LMcCurrin
  Logan Halford
  Logan Maynard
  Logan Olson
  Logan Sisson
  Lola Johnson
  Lorenzo Scatena
  Lorisia MacLeod
  Lotta Robeson
  Louis Pasillas
  LP
  Luc Rowe
  Lucas Fitzgerald
  Lucas Schoenemann
  Luckieluuk
  Lucy
  Ludvig Hammarstedt
  Luis Leal
  Luis Penn
  Luke
  Luke La Padula
  Luke Roberts
  Luke starbrook
  Lumla
  Lyani La Santa
  Lydell Storm
  Lydia Gildehaus
  M
  M. A. McElaney
  M. Trout
  Mackenzie
  Madeline
  Madison Reyes
  Mads Henriksen
  Madz Bamford
  Maggi Glasscoe
  Mahmoud
  Makayla Thomas
  Malayna Chatigny
  Manta
  Mara Crim
  maraudingMagi
  Marc
  Marc Kassouf
  Marc Wendisch
  Marco
  Marco Cernuschi
  Marco Generoso
  Marcus Aurelius 
  Martinez
  Marcus Funke
  Marcus Martinez
  Margaret Faynberg
  Maria DeFillipi
  Maria Storm Smith
  Marie - The catless 
  wonder
  Marie P. Neault
  Marieke Bout
  Mario Delano
  Marjorie Dawson
  Mark
  Mark
  Mark Crosland
  Mark Mcilroy
  Mark Mobbs
  Mark NightStar Bennett
  Marko Burns
  Markus
  Marren MacAdam
  Martina Moscoloni
  Mary G. Puppo
  MaryAnn Fletcher
  Maryanne DellaSalla
  Maryanne Lambert
  MaskedAngel
  Mason
  Mason Troy Hebert
  Massimo Gandola
  master_necrosis
  Mathúin [‘Ma-Hoon’]
  Matt
  Matt Andres
  Matt Beck
  Matt Gregory
  Matt Ross
  Matt Zimmermann
  Matthew
  Matthew
  Matthew Adickes
  Matthew Bittinger
  Matthew Burns
  Matthew Byron
  Matthew Diaz
  Matthew Hayward
  Matthew Hemler
  
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  Matthew Hermosillo
  Matthew Howells
  Matthew Man
  Matthew Newman
  Matthew Pemble
  Matthew Phillips
  Matthew Sharun
  Matthew Stroh
  Matthew Sullivan
  Matthew Tate
  Matthew Whiteacre
  Mattholomew
  Mattia Negroni
  Max
  Max Brinson
  Max Krembs
  Max Turner
  Maxime Bombardier
  Maxine Tong
  Maya Sternberg
  mbexploring
  McKay Brown
  Mckinley
  mechanaght
  meerkatx
  Meg Jones
  Meg Marie
  Megan Donecker
  Megan Kate Parsons
  Megan Patterson
  Megan Vidan
  Mel Gage
  Mel Rose Oppenheim
  Melinda Yin
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  Melmoth
  Melodee Chicoine
  Melody
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  Mercystar
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  Meredith Carstens
  Merlin Clark
  MEW2908
  Mia Duff
  Micah Moore
  Michael
  Michael
  Michael Carrig
  Michael Corr
  Michael Edward
  Michael G
  Michael Gionfriddo
  Michael Gregg
  Michael Hansen
  Michael Jacobson
  Michael L Diaz
  Michael Loubier
  Michael Millian
  Michael Neumann
  Michael Russell
  Michael Ryenolds
  Michael Schwab
  Michael Swords
  Michael Whyte
  Michal Dariusz Friedrich
  Micheal Meyers
  Michelle Hodges
  Midnight Quills
  Mike Daugherty
  Mikko R
  Mildra The Monk
  Miranda Drake
  Miranda Painter
  MistehMoses
  Mitchacho
  Mitchel
  Mitchell
  Mitchell Fullerton
  Mitchell Porteous
  Miyu Stone
  mlguthrie98
  Modular Realms
  Mohit Sadhu
  Mollie Baldus
  Monica Belle
  Monika Morales
  MooBenKoe
  MoomaSnow
  Morgan
  Morganna Hennessey
  MoroArt
  Morten Cornelsen
  Mota
  MsMoon
  Mychal
  Myth
  Name
  Nanakago
  Naomi Durall
  Nat Rennalls
  Natalee
  Natalia Tabisaura
  Natalie
  Natalie Renee P.J.
  Natasha Lester
  Nate
  Nate Ayronis
  Nate Lentz
  Nathan Borst
  Nathan Cook
  Nathan Fischer
  Nathan Grainger
  Nathan Hemelgarn
  Nathan Lords
  Nathan Mei
  Nathan Wayne Holt
  Navrkalc
  Neil Wager
  Nelianne
  Nemrex
  NerdLordOllie
  Nessa Formica
  Nevena Radjenovic
  Ngina wa Kaai
  Niccolo Javier
  Nicholas
  Nicholas Baughman
  Nicholas Dao
  Nicholas Falzarano
  Nicholas Harvey
  Nicholas King
  Nicholas Miley
  Nicholas Smit
  NicholasSid
  Nick
  Nick Civitello
  Nick Gomez
  Nick Miller
  Nick Morganella
  
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  Nick pater
  Nick Pony Taylor
  nickkeane
  Nicla
  Nicola
  Nicolas Desjardins
  Nicolas Justicia Perez
  Nicole
  Nicole
  Nicole Conrad
  Nicole Hancock
  Nicole Rook
  Nicole Schmult
  Nicole Schuck
  Nicole Stanzini
  Nicole Zaunbrecher
  Nik Makkar
  Nika
  Niki
  Nikiya Garrison
  Nikkikeaton7
  Nilanjan Chowdhury
  Nine Realms Gaming
  NinjaDuckie
  Noah Acierno
  Noah Braganca
  Noah Morrison
  Noah Mullette-Gillman
  Noctis
  Noelle Jordan
  Nogarde76
  Nokowire333
  Nola Pfau
  Norrita
  NortherlyNote
  Oberon D'Argo
  Octavio Partida
  Oliver Peltier
  Olivia Nürnberg 
  Martinussen
  Olivia Roads
  Omar Ismail
  Oni
  Ooritsu
  Ordwin Rahl
  Otto VanLeeuwen
  OverlyHandsomeKermit
  Oz Ben Moshe
  Pablo Barría Urenda
  Panicked Play
  Paris
  Parker
  Parker Stapley
  Parker0817
  Pascal Dick
  Pathfinder
  Patricia Hildebrandt
  Patrick Campbell
  Patrick Higgins
  Patrick Marran
  Patrick Monroe
  Patrick Seymour
  Paul Copenhefer
  Paul Leone
  Paula
  Peach Hatt-Beattie
  Pearski
  Peggy
  Penelope Smith
  Penni Walker
  Persephone McNair
  Peter
  Peter Chunis
  Peter Opdahl
  Phaedra Clements
  Phi Man
  philip treier
  Phillip Cualing
  Phillip Schulte-
  Hordelhoff
  Phoebe
  Phoenix
  Phoenix Hailin De 
  Mohun
  Picklei
  Piero
  Pierre Gabriel Dumoulin
  pinvendor
  Poor Seal
  possiblejr
  Preston Galban
  Priscilla Lagares
  Probably Chance
  PugaMaster
  Purple
  Pyrixiana Flame
  Rachael Ele
  Rachael Gould
  Rachael Supinski
  Rachel
  Rachel
  Rachel
  Rachel & Michelle Speer
  Rachel Burdyn
  Rachel Dechamplain
  Rachel Goines
  Rachel Montondo
  Rachel Panella
  Rachel Paul
  Rachel Pitts
  Rachelle Louise
  Raeden2020
  Raf Bressel
  Rasberry Ashley
  Raymond Chan
  Raymond Harrig
  Rayna Daven McGuire
  Rebecca
  Rebecca
  Rebecca Chappell
  Rebecca Gibson
  Rebecca Golden
  Rebecca Solem
  Rebekah
  Rebekah Conley-Hunter
  Rebekah McCarty
  Rebekah Vogel
  Rebekkah Klandrud
  Reginald Mora
  Reina Paez
  Renard Souciant
  Rene Gutierrez
  Retrograde Monkey
  Reynard Louernia
  Rhiannon Camilleri
  Rhinorulz
  Rhyian
  Ricardo Figueroa
  Riccardo Sartorato
  Richard
  Richard Dahlby
  Richard Malena-Webber
  Richard Quitadamo
  
  225
  Richard Rivera
  Richelle Hamment
  Rick Warren
  Ricky Mohl
  Ricky R
  Ricky West
  Rigatoni
  Rikku San
  Riley
  Riley Barber
  Riley Wowk
  Rin
  Riot Fae
  RoaTheEternal
  Rob Andre
  Rob Keder
  Rob Medley
  Robbie Lee Summers
  Robert
  Robert
  Robert
  Robert
  Robert Bruckner
  Robert H Hare
  Robert Paine
  Robyn
  Roger Birescik
  Roghn
  Ron Carter
  Ronald Taylor II
  Rory
  Rory O'Neil
  Rose Laflen
  Ross
  Ross Eric Bercot 
  Grinvalds
  Rowena Lam
  Roy Alarcon-Gemser
  Ruben Brandt
  RuinRuler
  Ruslana Stolbova
  Russell McQuade
  Russell Ventimeglia
  Ruth
  Ryan
  Ryan Burbridge
  Ryan Crabtree
  Ryan Fiero
  Ryan McGregor
  Ryan Mcinnes-Beadle
  Ryan Peacher
  Ryan Rampersaud
  ryan roesch
  ryan treangen
  Ryu133
  S. Thomie
  Sadie L
  Sae-von Morrow
  Sam
  Sam Johnson
  Sam Knowles
  Sam McCabe
  Sam Porter
  Sam Runolfson
  Samantha H.
  Samantha Michaels
  Samantha Sopher
  Samantha van den 
  Esschert
  Samantha Walkowiak
  SamAri
  Samuel Lahar
  Santos Morales Jr
  Sara & Brad
  Sara Abis
  Sara Baum
  Sara Treible
  Sarah
  Sarah
  Sarah Barker
  Sarah Dueltgen
  Sarah Ferguson
  Sarah Grill
  Sarah Swafford
  Savan Gupta
  Savi0red
  Scott Erdoesy
  Scott F
  Scott J. Dahlgren
  Scott M.
  Scott McGloughlin
  Scott McIntosh
  Seamus O'Hara
  Sean
  Sean Bradley
  Sean Donnelly
  Sean McEown
  Sean Pelkey
  Sean Robbins
  Sebastian Weichelt
  secondrevan
  Selina Gowin
  seraphim_72
  Sergio Lopez
  Sergio Sampaoli
  Sery Seraphical
  Seth Ero
  Sethofruin
  Shadoler
  ShadowMoon
  Shaked
  Shamrock
  Shane Forman
  Shannon Collins
  Shannon Savisky
  Shannon Winey
  shasow mortal
  Shavone Johnson
  Shawn Hanf
  Shawn Rose
  Shayla
  Shayna Atsales
  Shei
  Shelby White
  Sheldon Mattson
  Sherrie Vigil
  Shinxtails
  Shirley Wellington
  SideQuestPress
  Sidherun
  Sierra
  Sierra
  Simon
  Simon Holland
  Simon Napoleon
  Simona Günther
  Sinarak
  Sinead O'Rourke
  Snarkayde (Philip)
  Sofia Lindström
  Soirgriffe
  Sonia
  
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  226
  Sophie Hunter
  Spellarena
  Sporky
  Spyridon 
  Panagiotopoulos
  Stacie Nugent
  Stacy M Weidmann
  Stefan Hinterdorfer
  Steph Spitzy
  Stephan
  Stephane Gelgoot
  Stephanie Shero
  Stephen John Lawrence 
  Lagniton
  Stephen Sale
  Stephen Streeter
  Steve Arensberg
  Steve S.
  Steven
  Steven
  Steven
  Steven Chan
  Steven Hansen
  Steven Jacobs
  Steven Kaplan
  Steven Locke
  Steven Lord
  Steven Muniz
  Steven Nesmith
  Steven Setzer
  stewart burwood
  Storm
  Stuart Brookfield
  Summer Hoppenworth
  Suzanne Rischard
  Sydney Adams
  T Michael Johnson
  Taiga Brenerman
  Taimat.panda
  Tamara
  Tamara Hillier
  Tamara Rentner
  Tanya Bowers-Dean
  Tanya Klowden
  Tanya Schofield
  Tara
  Tara M. Clapper
  Tara Pealer
  Taryn Moore
  Tasha Smith
  Tate Melito
  Tatyana Vogt
  Taylor
  Taylor Smith
  Taylor Stout
  Taysia Brinkley
  Tegan
  Temor Amin-Arsala
  Terence
  Terran Empire 
  Publishing
  Terranaunt
  Terrance Nelson
  Terri Mortenson
  terry roberts
  Terry Victory
  ThatBackerFox
  Thaythe
  That Nerdy Witch
  The Creative Fund by 
  BackerKit
  The Hungry Halfling
  The Morrigan
  TheBearisDriving
  TheGecoNextDoor
  Theo P.
  Theraptor42
  Therena Carlin
  Theresa
  Thibaud Huber
  Thlaylie
  Thomas Bryant
  Thomas Dillard
  Thomas Draper
  Thomas Ebert
  Thomas Lippke
  Thomas Reese
  Thomas Signer Jr
  Thomas Talamini
  Thomas Townsend
  Thomas Uhlenhake
  Thomas Warren Drury
  Thor Kolbrunsson
  ThtJuanAsianGuy
  Tim Griffin
  Tim Junge
  Tim Loput
  Tim Mushel
  Tim Peterson
  Tim Pudoff
  Tina Cochran
  Tina Koster Velez
  Titan
  Todd
  Todd Jones
  Tom
  Tom Henderson
  Tom Jones
  Tom Krohne
  Tom Maaswinkel
  Tom Mirowski
  tommaso
  Tommy Doyon
  Tony Baci
  Tony Dane
  Tony Gonzales
  Tori
  Tori Ungerer
  Torrence Holmes
  Travis Frisbie
  Travis LaVanway
  Travis Spencer
  Trevor
  Trey Byerly
  Trey Dear
  Trip Space-Parasite
  Trista Morris
  Tristan White
  Troy Sabo
  Trueth Verou
  Tucker Bruce
  Tuft
  Tuva Grimlycke
  Tyler
  Tyler
  Tyler Buzz Newcomb
  Tyler Chase
  Tyler DeLuca
  Tyler Feinberg
  Tyler Harkins
  Tyler Morrow
  Tyler Possin
  
  227
  Tyler Robert Freeman-
  Pina
  Tyler S.
  Tyler Scholz
  Tyson
  Unfies
  Unlimited Realms Ltd
  V. Krug
  Vader
  Valian
  Vance Kunze
  Vaughn Allen
  Verdant Tide Publishing
  Verdestrom
  Veritas0506
  Vicki
  Victoria
  Victoria Chernecky
  Victoria Goodwin
  Victoria Spin
  Vidgamewiz
  Vijay Deguzman
  Víkingur Brynjar
  Vincent Baler
  Vincent Mojta
  Virgil Légaré
  Volch
  Vy
  Walmsley Family
  Walt Whiteside
  Wayne Marshall
  Wayne Naylor
  Wendy Espinoza
  Wes Mangum
  Wickedbubba
  Wife
  Will Dolmatoff
  Will Ke
  William
  William
  William
  William Alexander
  William Crewe
  William D. Sharpe III
  William Doetsch
  William Dunbar
  william eagle
  William Schoenberger
  William Z. Cohen
  wintersmith057
  Wolf & Raven
  Wolfgang Von Painfist
  Wolfstar
  Wrathamon
  Wt
  Wyatt Anderson
  Xavier Jansen
  Xavier Sierra
  Xitemo
  xoshelbah
  Xragol
  Yunus Emre Akay
  Yusif Bensreti
  Z.Vanetti
  Zach Eb
  Zach Graham
  Zach Jensen
  Zach Pennington
  Zachary Dragan
  Zachary Lee
  Zachary Wagner
  Zack Christiansen
  zack pahl
  Zagreus Nyx
  Zahaab
  Zak Kotlow
  Zakary Shively
  Zander Day
  Zane Brink
  Zeke DeLeon
  Zerrakas Ba’alphegos
  Zhengran Wang
  Zhul
  Zoe
  Zoraxx Astrea
  ZTombur
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Stargazer's Guide to Aroria/Stargazer's Guide to Aroria - A Campaign Guide for Starborn Heroes.pdf