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  Background & History of Asnar. . . . . . . . . . . . . . . . . . . . . . . . . . . .     
  The Peoples of Asnar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  Government & Groups of Power and Influence . . . . . . . . . . . . . . . . 
  Places . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  Religion in Asnar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  Enemies and Threats to the Kingdom of Asnar . . . . . . . . . . . . . . . 
  Important NPCs of Asnar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  Purchasing Land and Structures . . . . . . . . . . . . . . . . . . . . . . . . . . 
  Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
   
   
   
   
   
  Author 
  Joel Logan 
   
  Editing 
  Joel Logan 
  Chris Hoeh 
   
  Play Testers 
  Alex Logan 
   
  Artwork 
  JayCee Wasnich 
  Alex Logan 
  Joel Logan 
  CREDITS 
  TABLE OF CONTENTS 
  2 
  5 
  11 
  18 
  30 
  50 
  55 
  63 
  71 
   
   
   1 
  Asnar: The Last Kingdom is published by A Hole in the Ground Terrain & Games under the Open Game License version 1 .0a Copy-
  right 2000 Wizards of the Coast, Inc. 
  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, etc. ), dialogue, 
  plots, storylines, locations, and characters. Elements that have previously been designated as Open Game Content 
  are not included in this declaration. 
  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 desig-
  nated as Open Game Content may be reproduced in any form without written permission. Asnar: The Last Kingdom © 2016 A Hole in 
  the Ground Terrain & Games, All Rights Reserved 
  
  of the known world. 
  The frozen far north was ruled by a loose con-
  federation of clans of human barbarians. Within 
  just a few weeks their settlements and armies 
  were enslaved or destroyed. A very young man 
  who was the son of a chief of one of the lesser 
  clans went into hiding along with others in the 
  snowy peaks at the edge of the world. The name 
  of the young barbarian was Asnar. 
  Asnar and his men began to conduct raids and 
  Background 
  Asnar: The Last Kingdom is a 
  campaign setting designed to 
  easily fit into your existing 5th 
  edition games or any other fan-
  tasy based role playing game 
  (RPG) system. 
  Asnar is a land and kingdom in 
  desperate need of heroes. At 
  every corner there are evil forc-
  es bent on the destruction of all 
  the good peoples of Asnar that 
  are left in the shadow of the 
  Red Death.  
  This campaign setting and book 
  is designed to give you as a Ga-
  memaster (GM) a very detailed 
  and structured setting to run 
  your adventures in. For your 
  player characters, the Asnar 
  campaign setting will help them 
  establish an identity and un-
  derstanding of how they relate 
  and their place in the greater 
  world they live in.  
  History of 
  Asnar 
  The ancient scrolls in the Great 
  Library of Asnar tell of a time 
  long ago when the known world 
  was ruled by a civilization 
  called the Dark Lords. It is writ-
  ten they were a cruel and evil people that en-
  slaved all the races. The Dark Lords built many 
  great and wondrous cities, structures, and infra-
  structure all on the backs of slave labor. For how 
  long the Dark Lords reigned is unknown, but 
  most scholars of history think it must have been 
  a thousand years or more. Eventually, the Dark 
  Lords turned their attention to the frozen far 
  north to expand their decadent empire’s need for 
  resources. This move would start what would be 
  their downfall and begin a new age in the history 
  2 
  King Asnar with his one his bears 
  
  out, and all the peoples of this world could live 
  free from oppression, tyranny, and slavery. 
  Asnar declared that this would be the LAST 
  KINGDOM because another would never be 
  needed if its beliefs and virtues were upheld in 
  the hearts and minds of all the good peoples of 
  the known world. 
  For the next twenty one years the scrolls tell of 
  how King Asnar fought many bloody campaigns 
  and battles against the Dark Lords. On the day 
  we celebrate as the Day of Light, the last of the 
  Dark Lords were destroyed and the land finally 
  knew a period of peace, healing, and prosperity.  
  For the remainder of his life, King Asnar worked 
  tirelessly to establish laws and freedom for his 
  citizens. The lands and regions were broken into 
  protectorates, each with a governor appointed 
  by the king. Despite all the battles and turmoil 
  King Asnar faced in his life, he died an old man 
  in his sleep surrounded by friends and family. 
  In the tradition of the barbarian chieftains of old 
  King Asnar was put afloat on a blazing funerary 
  vessel and set afloat into the Great Sea of Ice. In 
  the City of Asnar this day is remembered once a 
  year during summer by the citizens setting very 
  strikes upon the Dark Lord’s forces and installa-
  tions in the far north. As his legend grew so did 
  his strength. As Asnar and his men raided instal-
  lations and settlements he set the slaves free and 
  his small band soon grew into an army. Asnar 
  and his army continued to harass and attack the 
  Dark Lords until they were driven from the far 
  north. 
  The tale and revolt of Asnar and his band grew 
  and spread throughout the known world. Soon 
  the Dark Lords were facing revolt in numerous 
  regions of their empire. Runaway slaves fled to 
  the far north for refuge. Asnar’s lands in the far 
  north soon became filled with many poor souls in 
  need besides humans; elves, dwarves, gnomes, 
  halflings, and even orcs fled to him for freedom 
  and safety. 
  It is said Asnar’s heart was very troubled. The 
  ancient texts in the Library of Asnar say that one 
  night when Asnar was stricken with grief and 
  worry for his new people, he had a vision where 
  he visited Asgard and was counseled by Odin, 
  Heonir, Lodur (The Stonefather), Thor, Freya, and 
  the other Aesir and Vanir gods. The next morning 
  he called for a great council to be held at the 
  weeping stone (which 
  is located in the heart 
  of the ancient city of 
  Asnar). With repre-
  sentatives of all the 
  races together they 
  formed and signed in 
  blood the charter of 
  the Kingdom of Asnar. 
  It was this day that the 
  modern Asnar calen-
  dar began (AAF means 
  After the kingdom of 
  Asnar Formed). This 
  day was over one 
  thousand years ago. 
  Asnar declared that he 
  and his descendants 
  would not rest until 
  the Dark Lords were 
  completely and utterly 
  destroyed and wiped 
  3 
  
  and helping them to rebuild civilization. Some 
  say the survivors in the far north survived more 
  than others because of the frozen terrain and 
  isolation. Just as Asnar had began the flame of 
  revolution and freedom in the far north, civiliza-
  tion would also spread out again from this re-
  gion with help from its survivors and its elven 
  allies. 
  Today Asnar can be at times a sad and lonely 
  place. You can go for hundreds of miles in plac-
  es and not see another living (friendly) soul. It is 
  a land begging to be explored and full of adven-
  ture. It is also a land in peril and in need of he-
  roes. 
   
   
  small ships afloat ablaze into the Great Sea of 
  Ice. 
  For over nine hundred years Asnar experienced 
  many periods of great prosperity and trouble. 
  Around 400 AAF Asnar was invaded by foreign 
  invaders named the Cassini from the west and 
  was nearly conquered. After a bloody ten year 
  war they expelled the foreign invaders. From 498 
  AAF to 601 AAF Asnar would face many challeng-
  ing uprisings from goblins and southern orc 
  tribes. In 742 AAF Asnar would face a period of 
  time known as the Succession Wars where the 
  descendants of King Asnar would fight for a hun-
  dred years which would lead to the Southern 
  Kingdom of Asnar being established in 842 AAF 
  by the Treaty of Skyfall. (The Southern Kingdom 
  of Asnar is only partially shown on the campaign 
  map and included in this book) 
  Around one hundred fifty years ago (901 AAF) 
  Asnar would face its biggest challenge yet, one 
  that even today it has not recovered from. What 
  happened exactly and how it started is unclear. A 
  horrible plague known as the Red Death swept 
  over all the races but the elves. It is said that 
  nine out of ten peoples died from the plague. En-
  tire families, cities, and regions of Asnar were 
  wiped out and many are still abandoned today. 
  Much of the royal line died, including the king at 
  the time. The king’s sons and daughters as well 
  as many advisors fled to the snowy north and 
  barricaded themselves into the ancient city of 
  Asnar in the far north. 
  There is one obscure text in the Great Library of 
  Asnar that tells that the Red Death was caused 
  by a cult bent of the destruction of all life in the 
  world. It is said in this text a cure was found, but 
  it was too late in coming to save many lives. The 
  text mentions that the last remnants of the Asnar 
  army and navy, as well as a band of heroes 
  launched a desperate campaign to destroy the 
  cult. The text says that the cult was destroyed 
  but only a handful of the Asnarian crusaders and 
  heroes survived. 
  It would be nine years or more before the Red 
  Death would run it’s course. The elves left their 
  homeland in the forest and near the sea and trav-
  eled Asnar for many years gathering survivors 
  Year AAF 
  Significant Event 
  0 
  Charter of Asnar the Last Kingdom 
  21 
  Defeat of the Dark Lords 
  305 
  Fall of Crimsongate 
  320 
  The Adventurer and Explorer’s So-
  ciety is chartered 
  400 
  Invasion from the Cassini Empire 
  410 
  Cassini Invaders Defeated 
  498to601 
  The Goblin & Southern Orc 
  Uprisings 
  583 
  Fall of Bher Tharim  
  702 
  Second College established in Fire-
  thorne by the College and Council 
  of Wizardry and the Arcane Arts 
  742 
  Beginning of the Succession Wars 
  842 
  End of the Succession Wars and 
  the founding of the Southern King-
  dom of Asnar 
  901 
  The Red Death Begins 
  910 
  The Red Death runs its course and 
  the Reconstruction of Asnar Be-
  gins 
  1063 
  Current Year in Asnar 
  4 
  
  with armor and weapons lined with gold, 
  silver, or glittering jewels. They will be 
  armed with armor or weapons they or an 
  ancestor toiled to craft and they wear it with 
  pride just as if it was an expensive suit of 
  armor a dwarf of Brightgold would wear. 
   
  Fallen dwarves have learned to live, cooper-
  ate, and trust the other races unlike the 
  Brightgold dwarves. Fallen dwarves are the 
  ones you want guarding your back in a fight 
  and in general someone you would call a loy-
  al friend. They are found scattered in small 
  enclaves all over the Kingdom of Asnar. 
  Many are nomadic and go from place to 
  place in search of work. 
   
  Suggested home cities/areas: Blackhelm, 
  Bleakmire, Dragontail, The Fertile Plains, 
  Firethorne, Hammerdawn, Redwater, Rivers 
  End, Seashield, Skyfall,  Springwater, The 
   
  The Peoples of Asnar 
  One of the greatest legacies of King Asnar was his 
  ability to unify all the civilized races under one 
  government and for it to last for over one thou-
  sand years. The races of Asnar have many differ-
  ent cultural beliefs and ways, but they all believe 
  in the tenants of the Kingdom of Asnar. 
  Dwarves 
  The dwarves of Asnar have suffered more than 
  any other race in the Kingdom of Asnar. After re-
  covering their ancestral halls from the cruel Dark 
  Lords they would all fall in time but one, Bright-
  gold. The tale of the dwarves is a sad tale indeed 
  that has led to the dwarven people being scat-
  tered to all corners and areas of Asnar. 
   
  Though Brightgold never fell, they are very xeno-
  phobic and only allow what they consider to be 
  the pure blood families of Brightgold to live there. 
  They look down upon the other dwarves of Asnar 
  as low life beggars. 
  There are two types of dwarves found today in 
  Asnar: 
  1. Brightgold Dwarves: The Brightgold dwarves 
  consider themselves to be the true blooded 
  noble descendants of the dwarves of old. It is 
  by their hand and determination that their 
  ancestral hall still exists. 
   
  Brightgold dwarves are typically well equipped 
  with the finest armor and weapons gold can 
  buy. Brightgold dwarves are typically very 
  wealthy and they like for others to know it. 
  They do no like to rely on others and as a 
  generality are typically arrogant toward oth-
  ers. 
   
  Suggested home cities/areas: Faern Auraglor, 
  Brightgold. 
  2. The Fallen Dwarves: The dwarves who have 
  lost their ancestral homes are known as the 
  fallen dwarves. They are a hardy and humble 
  people, humbled by century after century of 
  hard work and toil just trying to survive and 
  provide for their family’s well being. 
   
  Fallen Dwarves will not typically be armed 
  5 
  Dwarves of Asnar 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  area of town inhabited by gnome artisans or 
  tinkerers. The Gnomes of the Kingdom of Asnar 
  tend to be cliquish and prefer to live amongst 
  one another whenever possible. 
  There are several type of gnomes in Asnar: 
  1. The Gnomes of Yellowfish: The Gnomes of 
  Yellowfish and have become the most nu-
  merous type of gnomes is Asnar. The King-
  dom of Asnar recognizes them as an inde-
  pendent protectorate and enjoys the benefits 
  of trade and commerce with them and their 
  various artisans and tinkerers.  
   
  The gnomes of Yellowfish live for creating 
  and crafting. Because they are long lived 
  they have many years to master their art. 
  Gnomes of Yellowfish will often venture onto 
  the mainland in search of lost knowledge or 
  artifacts. Though they have no hatred, 
  gnomes have a fierce rivalry with dwarven 
   Vadrid Plains. ALMOST anywhere in Asnar. 
  Elves 
  1. Elves are not rare but typically uncommon to 
  be seen outside of the Great Wood and All-
  fanas.  During the reign of the Dark Lords 
  many went into hiding, but many were also 
  enslaved and forced to serve them. The elves 
  were one of the major catalysts that helped 
  form the Kingdom of Asnar and they have 
  worked hard over the past thousand years to 
  preserve it. The King of Asnar always has  
  had an elven advisor in his high council. 
  Since the Red Death elves have been entrust-
  ed and promoted to even more positions of 
  power and influence. 
   
  There are two main types of elves that you 
  will encounter in Asnar: 
   
  1. High Elves: Unlike their cousins who live 
  in the woods, the High Elves typically live in 
  the great elven cities of Allfanas and Aeri-
  elimnda. Some may live and serve amongst 
  the other races as advisors or in positions of 
  power amongst the many guilds and organi-
  zations within the Asnar government. Most 
  high elves in Asnar have some mastery in 
  magic and many are amongst some of the 
  most powerful wizards in all of Asnar. 
   
  Suggested home cities/areas: Allfanas and 
  Aerielimnda. 
  2. The Elves of the Great Wood: The elves of 
  the great wood tend to live in many small vil-
  lages often high up in the great forest itself. 
  They are masters of the sword and bow and 
  are attune with nature. They tend to be much 
  less sociable than their high elven cousins 
  but often wonder away in search of adven-
  ture. Many have even often accepted military 
  positions within the Asnar army over the 
  many centuries. 
   
  Suggested home cities/areas: The Great Wood. 
  Gnomes 
  Outside of the island and Town of Yellowfish 
  Gnomes are an uncommon site in the Kingdom of 
  Asnar. Most large cities will have a small  
  6 
  The Elves of Asnar 
  
  ter.) Halflings also may be found in any other 
  large agricultural area of farms. A large contin-
  gent of halflings for example farm and work in 
  the area around the Town of Chamblee. 
   
  Though some halflings tend to be stockier and 
  more stout than others, there is generally just 
  one known type of halfling in the Kingdom of 
  Asnar. 
  Suggested home cities/areas: The Bramblebriar 
  Dale: Bramblebriar, Coldspring, Fat Bottom, or 
  Windfair. Chamblee. 
   
  Humans 
  Humans are by far the most populous race in 
  the Kingdom of Asnar. Their ability to adapt to 
  all conditions have cemented their place in the 
  known world. Despite the horrible loss of life 
  during the Red Death, the humans are doing 
  their best to repopulate and resettle the King-
  dom of Asnar. 
  There are four types of humans typically 
  craftsman and artisans. Most gnomes living 
  abroad in the Kingdom of Asnar would relate 
  and be similar to their brethren in Yellowfish. 
   
  Suggested home cities/areas: Yellowfish, 
  Blackhelm, Asnar, Firethorne. 
  2. Gnomes of the Forests Though rarely seen 
  there is said to be a wild race of gnomes that 
  live amongst the many forests of Asnar, even 
  in the desolate and unsettled lands and re-
  gions. They shun the outside world and usu-
  ally commune with nature and only other 
  gnomes. 
  Halflings 
  Halflings have recovered greatly in numbers since 
  the days of the Red Death. They are resilient and 
  often have large families to work their  ancestral 
  farms and businesses. 
  The Bramblebriar Dale is the largest concentra-
  tion of halflings in the Kingdom of Asnar. (For 
  more information on the Bramblebriar Dale see 
  the Bramblebriar Dale entry in the Places chap-
  7 
  Gnomes of Asnar 
  Halflings of Asnar 
  
  genuity, craftiness, and shear numbers. The 
  humans of the plains and south have espe-
  cially seen their numbers increase since the 
  reconstruction days of the Red Death. Hu-
  man families are encouraged to have very 
  large families and many children.  
  The humans of the plains and south have 
  variable complexions depending on the cli-
  mate of where they live. In some of the port 
  cities it is not unusual to see darker com-
  plexions where the humans have intermar-
  ried with Cassini from the west. 
   
  Suggested home cities/areas: Blackhelm, 
  Bleakmire, Chamblee, Dragontail, The Fertile 
  Plains, Firethorne, Redwater, Rivers End, 
  Seashield, Skyfall,  Springwater, The Vadrid 
  Plains 
  3. The Cassini: The Cassini are both a race of 
  humans and an empire nation who live in a 
  continent far to the west of Asnar. The Cas-
  sini invaded Asnar around 400 AAF to plun-
  der and take slaves. A full blooded Cassini is 
  rare in Asnar outside of the port cities.  
   
  seen in Asnar: 
  1. Barbarians of the far north: The barbari-
  ans of the far north are a hardy breed of hu-
  mans adapted for the harshness of the weath-
  er and conditions of the far north. The aver-
  age grown male and many females are usually 
  6 feet to 7 feet tall. They usually have a very 
  fair complexion and many are known for bril-
  liant blonde and red hair not seen in other 
  parts of Asnar. 
   
  The barbarians of the north are known for 
  their strength and fierceness in battle. Many 
  of the elite of the Asnar Army are barbarians 
  from the north. 
   
  Suggested home cities/areas: Asnar, Bleivik, 
  Horvik, Northpass, Stua, Vollen, Tiny Axe. 
  2. Humans of the plains and south: The hu-
  mans of the many plains of the south are not 
  typically as large or strong as the barbarians 
  of the north. However, what many scholars of 
  history would say, is that what they do not 
  have in strength they make up for in their 
  in-
              Barbarians             Humans of the South                    Cassini                    Humans of the Far East 
  8 
  
  the oppression forced upon them by their over-
  lords and rebelled. With their families, they de-
  fected and fled to the far north. Against the ad-
  vice of many of his people, Asnar took pity upon 
  these orcs and assimilated them into his unin-
  corporated kingdom at the time and allowed 
  those willing to fight into his army. Over the 
  many centuries these orcs have assimilated and 
  blended into the culture of the far north, mak-
  ing it their own. These orcs are known as  
  Northern Orcs. 
  There are two main races of orcs in the known 
  world today: 
  1. The Northern Orcs: The northern orcs are 
  just as fierce and loyal to the Kingdom of 
  Asnar as their human barbarian brethren. 
  The northern orcs are now and forever a 
  part of the culture of the far north. They 
  have adopted their religious beliefs and live 
  amongst the barbarians of the north. It is 
  not uncommon for northern orcs and hu-
  Fleeing the despotism and cruelty of the Cas-
  sini empire there have been some Cassini ref-
  ugees who have fled over the centuries to 
  Asnar for asylum. Those who were willing to 
  swear allegiance to the King of Asnar have 
  been allowed to stay and typically will be 
  found in the port cities of Asnar. 
   
  Cassini humans are of average build and 
  height but usually have a very extremely 
  darkish brown complexion and black hair. 
  Most Cassini have dark colored eyes as well. 
  Cassini humans are known to be shrew mer-
  chants and many have found their way into 
  high positions in the Merchant’s Guild. 
   
  Suggested home cities/areas: Blackhelm, Jade 
  Cove, Seashield, Redwater, Yellowfish 
  4. The Humans of the Far East: The humans 
  of the far east are the rarest of all the human 
  races to be found in the Kingdom of Asnar. 
  The few that are ever seen are typically 
  monks and pilgrims on a quest of knowledge 
  or vision. They will often travel the Kingdom 
  of Asnar to visit many holy sites, shrines, and 
  sometimes ruins. 
   
  Compared to the other humans they are typi-
  cally smaller in stature but very lean and ath-
  letic. Their dress is often very different and 
  there complexion is a golden to light brown 
  color. Their hair is typically black, though 
  most of the monks seen wondering Asnar of-
  ten shave most of their hair. 
   
  Suggested home cities/areas: None are known 
  to live or settle in the Kingdom of Asnar. 
  Orcs 
  In the days of the reign of the Dark Lords, the orc 
  and goblin races were the backbone of their large 
  armies and a good portion of their labor pool. 
  Most orc and goblins thrived on the violence and 
  chaos of a life of pillaging and fighting. After the 
  revolt of the far north word spread throughout 
  the known world of the free far north and many 
  of the orc tribes began to rebel and flee to the far 
  north for sanctuary. 
  A small and noble faction of the orcs grew tired of 
  Northern Orcs 
  9 
  
  onborn may be from evil descent does not 
  make that individual evil but it does make it 
  likely. 
  2. Tieflings: Tieflings are an extremely rare 
  site in Asnar and certainly would not be ac-
  cepted or allowed in any civilized portions of 
  Asnar. It is said that tieflings have the blood 
  of Hel herself in their veins and are the re-
  sult of infernal evil deals with the ancient 
  goddess of suffering and death. Though they 
  may be cursed from an ancient deal done 
  with Hel by their ancestors not every tiefling 
  in Asnar will be evil, but it is likely the cir-
  cumstances of their life would drive them in 
  that path. 
  man barbarians to intermarry. A small con-
  tingent of northern orcs have also settled and 
  taken up residence in Hammerdawn. 
   
  Suggested home cities/areas: Asnar, Bleivik, 
  Horvik, Stua, Vollen, Tiny Axe and Ham-
  merdawn. 
  2. The Southern Orcs: The 
  southern orcs are so far 
  removed and distant 
  now from the northern 
  orcs it is hard to imag-
  ine them as descendants from the same origin 
  race. The southern orcs are vile vicious crea-
  tures, many deformed from years of inter-
  breeding. 
   
  They typically live in tribal 
  units and often align with 
  other forces of orcs, goblins, 
  and other evil vicious crea-
  tures. 
   
  Dragonborn and Tieflings 
  It will be very difficult but not 
  impossible for a player character 
  to play a Dragonborn or Tiefling 
  in Asnar the Last Kingdom. Both 
  races are shunned by the other 
  races and Asnar and would have 
  to exist in hiding or the outskirts 
  of Asnar civilization. 
  1. Dragonborn: The majority of 
  the dragons in the known 
  world of Asnar are evil drag-
  ons. Vulthinex has carefully 
  bred over his lifetime a small 
  but hardy clan of dragonborn 
  that serve him and his family 
  and acts as leaders of his 
  armies and forces. More than 
  likely a dragonborn would be 
  of his descent but as ga-
  memaster it would be up to 
  you to make that determina-
  tion and decide if you would 
  allow a dragonborn in your 
  game. Just because a drag-
  GM TIP: It is not sug-
  gested that players are 
  allowed to play a south-
  ern orc. 
  10 
  A Dragonborn Descendant of Vulthinex 
  
   
  GM NOTE: When one joins the Adventurer and 
  Explorer’s Society they undergo a special ritual 
  and initiation rite. They are branded with an 
  invisible symbol on both hands. The brand is of 
  their symbol which is a pair of worn boots. They 
  are also given a magical silver coin with the 
  worn boots symbol on it that will glow bright 
  blue when held in either hand and it will also 
  make the invisible brands on each hand glow 
  blue. This special silver coin is attuned to the 
  life force of the individual and will not work for 
  any other living being or after the individual 
  dies. To verify identity or valid membership 
  members of the Adventurer and Explorer’s Soci-
  ety may often be asked to show their coin and 
  brands, especially by merchant’s who do not 
  give discounts lightly or by military commanders 
  to verify their trustworthiness.  
  Asnar Army: Like in any 
  kingdom or empire, the 
  army is the primary en-
  forcement arm for the 
  king. The Asnar Army has 
  the problem of defending 
  its borders both internally 
  and externally using a 
  series of large forts and 
  many minor outposts. 
  (See the campaign map) 
  With so many desolate areas within the 
  Government and Groups of 
  Power and Influence 
  The Political Structure of Asnar: The Kingdom 
  of Asnar is ruled by a high king of the descent of 
  the original bloodline of Asnar. The King of Asnar 
  has a high council with a representative of all of 
  the races, protectorates, major guilds, societies, 
  and religious factions. All of the civilized races 
  feel they have a voice and are represented to the 
  King of Asnar. The King of Asnar also has a much 
  larger advisory council that represents all of the 
  other peoples and factions that do not have a 
  presence on the high council. Except in times of 
  war the high and advisory councils travel with 
  the King of Asnar which is usually between the 
  City of Asnar and the City of Blackhelm seasonal-
  ly. 
  Adventurer and Explorer’s Society: The Adven-
  turer and Explorer’s Society was formed several 
  centuries after the Kingdom of Asnar was formed. 
  The King of Asnar saw a need for a non military 
  organization that could be used to explore, scout, 
  and accomplish light military and covert activities 
  both within the borders of Asnar and abroad. The 
  Adventurer and Explorer’s Society is chartered 
  directly through the Kingdom of Asnar and has a 
  seat on the advisory council of the King. The 
  symbol of the Adventurer and Explorer’s Society 
  is a worn pair of boots. 
  Not all adventurers in Asnar join the Adventurer 
  and Explorer’s Society, but many find it worth 
  their time. Members of the Adventurer and Ex-
  plorer’s Society will receive commissioned work 
  that is well paying and typically advances their 
  status in the Adventurer and Explorer’s Society. 
  Members are expected to pay yearly dues but 
  more often than not they pay them through tak-
  ing slightly less commissions. Besides profitable 
  commissioned work, members of the Adventurer 
  and Explorer’s Society in good standing can re-
  ceive free board and stay at Adventurer and Ex-
  plorer’s Society halls in the larger towns and cit-
  ies for free. Adventurer and Explorer’s Society 
  members also receive discounts with members of 
  the merchants guild while on official Adventurer 
  and Explorer’s Society business. All military forts 
  and outposts will also give Adventurer and Ex-
  plorer’s Society member’s shelter while traveling. 
  11 
  A Worn Set of Boots is the Symbol for 
  the Adventurer and Explorer’s Society 
  GM NOTE: In A Brother 
  Lost the father of the 
  player character is gone 
  off to war. The father was 
  part of the militia for his 
  protectorate and was sent 
  to bolster the army 
  fighting at the Lake Sky-
  fall region. 
  
  and performances during the largest festivals 
  throughout the kingdom and other holy days. 
  Though the life of a bard involves much travel-
  ling bard’s often live a very happy and profitable 
  life as they spread happiness and cheer 
  throughout the kingdom. 
  Circle, The: The Circle may well be the oldest 
  organization in Asnar and the known world. The 
  circle is a highly secretive order of druids that 
  answer to no king, government, or deity except 
  for one. 
  The Circle worship and follow Yggdrasil, the 
  World Tree. The Circle basically worships nature 
  and creation itself. The Circle usually stays out 
  of the affairs and politics of the known world 
  and rarely do they become involved in the affairs 
  of our world, unless it is in their best interest. 
  It is said by scholars that the Circle is neither 
  good nor evil. They strive for a balance in the 
  world which is very frustrating when the world 
  is filled with evil and chaos and you are trying to 
  stop it.  
  Members of the Circle usually stay within sa-
  cred groves and holy sites and rarely ad-
  venture out into the world. Their name 
  comes from the fact that many of their 
  sites contain circles of massive stones 
  and cairns. If a player in your campaign 
  chooses to play a druid you will need to 
  have a reason and mission for them as to 
  why they have left. 
  PLOT HOOK: A very important artifact 
  from a sacred grove was stolen long ago 
  by an army of marauding orcs. A member 
  of your order has gathered information as to the 
  location of the artifact. It is deep within a ruin 
  the player will need to explore. The player joins 
  with a group of adventurers to recover the arti-
  fact. 
  Clan of the Bear: Thought to be totally extin-
  guished by the Red Death, members of the Clan 
  of the Bear have began showing up again in the 
  past few years. Members have a symbol of a 
  bear branded on their face. They are fierce war-
  riors loyal to the Kingdom of Asnar. Asnar offi-
  cials were very leery of them at first, but they 
  have proven to be defenders of those in need 
  and helpful to the Asnar Army and local offi-
  kingdom unoccupied, they are always stretched 
  thin trying to guard and protect Asnar. Over the 
  past few years fighting along the Lake Skyfall ar-
  ea and Blackmount with the Southern Kingdom 
  of Asnar has drained many of its resources and 
  the lives of many good soldiers away. 
  The Asnar Army for the most part is a volunteer 
  army. In times of war and need each protectorate 
  may be asked to activate the militias for help. 
  The regular army is comprised of soldiers of all 
  races. Those who serve are paid well and at the 
  end of their service are also rewarded with land 
  and title to their choice of raw land, abandoned 
  settlements, and even sometimes abandoned 
  keeps in the unsettled desolate regions. The Of-
  fice of Land Reclamation works closely with veter-
  ans willing to settle in unclaimed lands in and 
  out of the desolate regions in an effort to reestab-
  lish control over many areas in Asnar. 
  The Asnar Army is divided into many different 
  divisions, each associated with different regions 
  or protectorates. Each division is commanded by 
  a general who under him has lieutenants (or Leg-
  ates). Lieutenants have under their command 
  captains who oversee the other 
  ranks who are non officers. The 
  King of Asnar, however is the true 
  head of the Asnar Army. 
  Because of their ferocious abilities 
  in battle and fierce loyalty to the 
  kingdom, the barbarians of the far 
  north, and the northern tribes of 
  orcs tend to dominate the leader-
  ship of the Asnar Army. 
  Bard’s Society, The: The Bard’s Society is both a 
  religious and academic order dedicated to music, 
  poetry, and the fine arts (including theater) 
  throughout Asnar and the known world. The pa-
  tron deity of the Bard’s Society is Bragi, the god 
  of the bards. There are three temples / academies 
  where bard’s train and worship in the cities of 
  Asnar, Blackhelm, and River’s End. The Bard’s 
  Society provides much needed culture and enter-
  tainment throughout what is sometimes a deso-
  late and sad kingdom. 
  In addition to the three temples, the Bard’s Socie-
  ty also maintains many theaters scattered 
  throughout Asnar and put on huge shows 
  Symbol of  the  
  Clan of the Bear 
  12 
  
  help of the elves and his many new friends who 
  were users of magic he formed the College and 
  Council of Wizardry and the Arcane Arts. A col-
  lege to train those with the gift, and serve as a 
  repository of knowledge of the arcane arts was 
  built in the ancient City of Asnar. The college in 
  the City of Asnar also holds the council cham-
  bers for the highest of its order. 
  Seeing a need for a second college to serve the 
  eastern side of the kingdom the College and 
  Council of Wizardry and the Arcane Arts estab-
  lished a second smaller college several miles 
  outside of Firethorne in 702 AAF. During the 
  time of the Red Death many of the members 
  succumbed to the plague, but fortunately many 
  of the higher members of the College and Coun-
  cil of Wizardry and the Arcane Arts were elven 
  and the College and Council of Wizardry and the 
  Arcane Arts managed to keep from falling into 
  ruin during these dark years. 
  Today, both colleges and the membership as a 
  whole are much smaller than before the Red 
  Death, but the two colleges are flourishing none 
  the less. There is an intense rivalry between the 
  two colleges amongst the students. There is al-
  ways one scholarly competition held each year 
  between the two rival colleges. It rotates be-
  tween the City of Asnar and Firethorne on a 
  yearly basis. To compete and win is a major 
  milestone in the life of a student. 
  Depending on the skill and accomplishments of 
  the individual member there are several differ-
  ent levels of membership in the College and 
  Council of Wizardry and the Arcane Arts. Mem-
  bership levels are represented by the color of 
  ones robes. Students in the College and Council 
  of Wizardry and the Arcane Arts are required to 
  wear black robes and clothing. Graduates and 
  low level members wear green robes and cloth-
  ing (Level 1 to 3). Those who have established 
  themselves further wear blue robes and clothing 
  (Levels 4 to 8). The highest members of the Col-
  lege and Council of Wizardry and the Arcane 
  Arts wear light gray robes and clothing (Levels 
  9+). The head and only the head of the College 
  and Council of Wizardry and the Arcane Arts 
  wears a pure white robe and clothing. Members 
  will be summoned by the council to the college 
  in the City of Asnar when it is time for 
  cials. 
  Scholars say that the Clan of the Bear was an 
  order dedicated to the destruction of evil and in-
  justices to the weak and oppressed. Their mission 
  was that of King Asnar himself when he stated 
  that, “all the peoples of this world could live free 
  from oppression, tyranny, and slavery”. King 
  Asnar was known to take huge fierce bears into 
  battle when he fought against the Dark Lord. To 
  this day the family banner of the King of Asnar is 
  a bear. It is said they adopted the symbol of the 
  bear to honor King Asnar and his accomplish-
  ments in life and to continue the struggle. 
   
  PLOT HOOK: The Clan of the Bear is far from a 
  group of power or influence but their name is on 
  the rise across the Kingdom of Asnar. The resur-
  rection of the Clan of the Bear is established in 
  the A Brother Lost adventure published in May 
  2015 by A Hole in the Ground Terrain and 
  Games. The Church of the New Dawn knows 
  what the Clan of the Bear is about and secretly 
  plots to destroy them before they unravel their 
  dark and sinister plots against the Kingdom of 
  Asnar and the world as a whole. If one of your 
  player characters belong to the Clan of the Bear, 
  the party may start encountering strange assas-
  sins trying to kill them. 
  College and Council of 
  Wizardry and the Arcane 
  Arts: The College and 
  Council of Wizardry and the 
  Arcane Arts was chartered 
  during the lifetime of King 
  Asnar. The barbarians of 
  the far north shunned and 
  forbid arcane magic before 
  the Kingdom of Asnar was 
  formed. However, when the 
  far north fell to the Dark 
  Lords and King Asnar be-
  gan to build an army to re-
  pel and defeat them, his 
  views and attitudes toward the use of magic 
  changed. His forces included many users of mag-
  ic from amongst all the races. He also saw the 
  power and destruction that the magic of the Dark 
  Lords was capable of. 
  After the war against the Dark Lords, with the 
  13 
  GM TIP: It is highly irreg-
  ular and against the law 
  of the Kingdom of Asnar 
  for one to practice the 
  arcane arts of magic 
  without being a student 
  of one of the two colleges. 
  If you have a player char-
  acter who is a magic user 
  in your party, work with 
  them to develop a back-
  ground and story that 
  involves which college 
  they attended of the Col-
  lege and Council of Wiz-
  ardry and the Arcane 
  Arts. 
  
  them to be tested and tried to become members 
  of the next level. 
  A member appointed by the head of the College 
  and Council of Wizardry and the Arcane Arts 
  holds a position on the King’s high council to this 
  day. 
  PLOT HOOK: If one your player characters is a 
  member and graduate of the College and Council 
  of Wizardry and the Arcane Arts they are asked to 
  look for an ancient and lost magical book within 
  one of the desolate and unsettled regions. 
  A second interesting adventure may be that if one 
  of your player characters is a member of the Col-
  lege and Council of Wizardry and the Arcane Arts 
  they are invited to attend the annual competition 
  between the two colleges. During the event some 
  odd things happen. The players uncover a plot by 
  an unsavory group of rogues and thieves to break 
  into the college they are at and steal valuable ar-
  tifacts and books while the competitions are go-
  ing on. 
  Merchants Guild and Treasury/Mint: One can-
  not mention the Merchant’s Guild or Treasury/
  Mint with out the other because they are so intri-
  cately connected. Since the rebuilding in the af-
  termath of the Red Death, the two organizations 
  rely on one another for their well being and liveli-
  hood.  
  The Treasury/Mint was started during the reign 
  of King Asnar. From the start Brightgold was cho-
  sen to mint the currency because of its abundant 
  supplies of gold, silver, copper, and platinum. 
  Brightgold also holds the reserves and wealth of 
  the Kingdom of Asnar. The chief treasurer is al-
  ways a dwarf of Brightgold but usually stays at 
  Brightgold. The head of the Merchant’s Guild is 
  also on the high council and travels with the 
  king. 
  Understanding the need for goods and supplies, 
  King Asnar, with help from his dwarven and elven 
  advisors chartered what is known today at the 
  Merchant’s Guild. The job of the Merchant Guild 
  is to: 
  1. Establish safe trade routes between populat-
  ed areas in Asnar and abroad 
  2. Provide or obtain security for members or 
  trade routes in need 
  3. Establish and recommend fair prices for 
  commodities and livestock 
  4. Provide resolution and arbitration for dis-
  puters amongst members and other organi-
  zations 
  Members of the merchant’s guild pay a yearly 
  fee for membership. The merchant’s guild has 
  guild halls at all the major cities in Asnar and 
  agreements in place with the smaller cities and 
  the Asnar Army and Navy. Members of the mer-
  chants guild are given a magical ring attuned to 
  their life source. If a member goes missing, a 
  wizard with the proper spell can track where the 
  merchant guild member is and if they are alive if 
  they are still wearing the ring. 
  After the Red Death was over and the Kingdom 
  of Asnar began to rebuild, the economy and cur-
  rency of Asnar was not balanced properly. 
  Simply put, there was way too much currency 
  for the amount of people still alive. After a meet-
  ing called the Council of Brightgold, the Mer-
  chant’s Guild and the Treasury/Mint agreed to 
  work directly together to control the  amount of 
  currency available, thus controlling the value of 
  the currency. Any currency that is not the cur-
  rent mint style is collected annually by the 
  Treasury/Mint at Brightgold. The merchant’s 
  hold onto the old currency and turn it in when 
  the treasury caravan comes through the area. 
  Merchants are given very lucrative treasury 
  scripts in exchange for the old currency. 
  GM NOTE: The routes and schedule of the cur-
  rency caravans are never the same or published. 
  They carry a small army from Brightgold and 
  are armed to the teeth. 
  PLOT HOOK: While travelling the player charac-
  ters come across a currency caravan under at-
  tack and besieged by a large contingent of ban-
  dits, goblins, or southern orcs. The players must 
  help defend off wave after wave of attackers. 
  Asnar Navy: The Asnar Navy lost most of its 
  fleet, and almost all of its sailors during the Red 
  Death. It was only around 75 years ago that it 
  was formally reestablished. 
  The Asnar Navy consists of less than forty ves-
  sels. Most of the vessels are stationed in the 
  Jade Ocean, with less than ten stationed in the 
  14 
  
  Calen Ocean. The fleet still consists of many older 
  style longships, but as funding allows they are 
  slowly moving over to newer style ships which 
  rely more on sail instead of oars and are 
  equipped with basic siege artillery such as cata-
  pults and ballista. 
  The fleet is commanded by a Grand Admiral at 
  the largest and home naval base at Seashield. 
  Under the Grand Admiral there is an admiral 
  commanding the Jade Ocean fleet, and one com-
  manding the Calen Ocean fleet. 
  Office of Land Reclamation: The Office of Land 
  Reclamation is the newest chartered organization 
  within the Asnar Kingdom. The Office of Land 
  Reclamation was formed a little over 100 years 
  ago as the result of a year long meeting of the 
  King’s High and Advisory Councils who were 
  charged with coming up with a solution to repop-
  ulate and settle all of the Asnar Kingdom. The 
  High and Advisory Councils found that no single 
  chartered organization had the ability or authori-
  ty to accomplish this task. The Office of Land 
  Reclamation was given the task and authority it 
  needed to resettle the desolate and unsettled re-
  gions of the kingdom. 
  The Office of Land Reclamation has it’s main of-
  fice in the City of Asnar due to its proximity to 
  the Great Library of Asnar and its vast land rec-
  ords. The Office of Land Reclamation has numer-
  ous small offices scattered all through out Asnar, 
  especially on the edges of the desolate and unset-
  tled regions. Each office has a chief clerk who has 
  the authority to grant title and deed to any un-
  owned or abandoned property in their jurisdic-
  tion. Clerk’s also have the authority to commis-
  sion adventurers to clear abandoned property or 
  complete various tasks such as escorting workers 
  or new settlers to dangerous areas. The Office of 
  Land Reclamation clerks pay outright gold for 
  some tasks but often also can give credit to use 
  for future purchases of property. Many adventur-
  ers will often turn in gold to the Office of Land 
  Reclamation as a form of retirement. The Office of 
  Land Reclamation has been very successful since 
  it was chartered. The Office of Land Reclama-
  tion’s slow and consistent deliberate methodology 
  has greatly expanded the civilized boundaries of 
  Asnar. 
  PLOT HOOK: Almost every Office of Land Recla-
  mation office in Asnar will have work for brave 
  and industrious adventurers. Some sample 
  PLOT HOOKs may be: 
   
  Farms recently settled near one of the deso-
  late regions have been recently destroyed 
  and the settlers have gone missing. The 
  players are hired to investigate what is going 
  on. 
   
  An ancient keep within one of the desolate 
  regions is being eyed for resettlement. The 
  keep is needed to resecure an area for the 
  Office of Land Reclamation so resettlement 
  can start in this region. Every scout that 
  they have sent has not returned. 
  Road Builder’s Guild: The Asnar Road Builder’s 
  Guild charter dates back to King Asnar himself. 
  King Asnar understood the importance of well 
  maintained roads, and saw their value moving 
  both soldiers, commerce, and military supplies. 
  Roads were one of the ways the Dark Lords were 
  able to expand and control their evil empire. 
  King Asnar used the roads to conquer the Dark 
  Lord’s empire and establish supply routes. 
  In his later years King Asnar established the 
  guild and set forth the charter of the Asnar 
  Road Builder’s Guild it still uses today. Howev-
  er, only a portion of the roads used before the 
  Red Death are still in use today. The guild is 
  only a fraction of it’s size and power from before 
  the Red Death as well. The Asnar Road Builder’s 
  Guild struggles to maintain the roads still in use 
  and rebuild old roads under the guidance of the 
  Office of Land Reclamation.  
  The work of the Asnar Road Builder’s Guild is 
  still deemed very important despite it’s dimin-
  ished strength and size. Most road crews have 
  at least a small detachment from the Asnar Ar-
  my or paid guards assigned to them at all times. 
  Surveying and Cartography Guild: The oldest 
  known maps in Asnar are said to be in the an-
  cient elven library in Arielimnda. The Dark 
  Lords used these maps to conquer the known 
  world and records in the Great Library of Asnar 
  tell of how King Asnar used them to defeat the 
  Dark Lords. 
  The lore of King Asnar tells that a group of 
  15 
  
  group or person hiring it if it thinks that is in its 
  best interest. 
  All members of the Thieves Syndicate undergo a 
  special ritual when inducted into the organiza-
  tion. There are various levels of membership de-
  pending on the importance and accomplish-
  ments of the members. If a member of the 
  Thieves Syndicate approaches closely to another 
  member they will each see the symbol of the 
  Thieves Syndicate on the forehead of one anoth-
  er in a pale red glowing light. This goes away 
  after several minutes. No one but another mem-
  ber can see this, and no magic can see it, 
  though it may be detectable as magic by a pow-
  erful wizard or cleric. 
  PLOT HOOK: You may choose to let a player 
  character be a member of the Thieves Syndicate. 
  This should be a secret and not revealed to the 
  other players. The player character will be called 
  upon from time to time to provide information or 
  perform certain acts at the request of the syndi-
  cate. This player can also take advantage of the 
  membership to barter or learn special 
  knowledge or information. 
  Their symbol is a single all knowing eye within a 
  triangle. 
  Watch, The: The Watch is an ancient order of 
  rangers formed long ago by the elves to at first 
  keep an eye on the movements of the Dark 
  Lords. After the destruction of the Dark Lords, 
  elves escaped to the far north after hearing of 
  young Asnar’s success in driving the Dark Lords 
  out of the far north. The elves brought with them 
  detailed maps of the known world and the strong-
  holds of power of the Dark Lords. Scholars be-
  lieve the information in these maps helped Asnar 
  to make the decision to form the charter and 
  Kingdom of Asnar and begin his war to invade 
  and destroy the Dark Lords. 
  Just like the roads the Dark Lords built, King 
  Asnar saw the value in accurate and useful 
  maps. After the war he drafted the charter of the 
  Asnar Surveying and Cartography Guild. Because 
  all maps and surveys were required to be filed in 
  the Great Library of Asnar, the records were not 
  destroyed or lost by the Red Death. Today the 
  need to remap the desolate and unsettled areas is 
  so great, the guild has risen in power and promi-
  nence. The Office of Land Reclamation relies on 
  their services and records tremendously and 
  could not function without them. 
   
  PLOT HOOK: A very important and affluent sur-
  veyor has went missing in one of the desolate and 
  unsettled regions. The players must rescue him 
  from a dangerous location such as an ancient 
  keep or dungeon. Perhaps he may even be held 
  for ransom by a notorious group of bandits or 
  goblins. 
  Thieves Syndicate: The 
  Thieves Syndicate is an 
  ancient and secret organi-
  zation that dates back as 
  early as the reign of the 
  Dark Lords if not older. 
  Very few know of their ex-
  istence and those that do are either members or 
  people or organizations wealthy enough to pay for 
  their services.  
  The Thieves Syndicate has many members all 
  over the Kingdom of Asnar in various groups and 
  in all races. The Thieves Syndicate exists all over 
  the known world, not just in the Kingdom of 
  Asnar.  The thieves syndicate can be hired by 
  those in wealth and power to gather information, 
  acquire certain properties, or even assassinate. 
  The thieves syndicate only does what is best for 
  its interest and may not take on every job they 
  are given. It may choose to eliminate the 
  GM NOTE: The Thieves 
  Syndicate is intentionally 
  left as a very mysterious 
  and shadowy organiza-
  tion.  Even its own mem-
  bers know very little of 
  the hierarchy of the or-
  ganization. 
  16 
  The Symbol of the Thieves Syndicate 
  
  wilds of Asnar. 
  After the Red Death, the numbers of  The Watch  
  have dwindled so low that many do not even re-
  member or know of The Watch anymore. The 
  elves of the Great Wood still have some elven 
  members amongst The Watch, and try to main-
  tain good relations with The Watch. 
   
  PLOT HOOK: The watch is an excellent organiza-
  tion for any of your characters who are rangers 
  to be a member of. One possible adventure for a 
  member of The Watch is knowledge of an upris-
  ing or impending attack from goblins or south-
  ern orcs. The adventurers may have the task of 
  going with the ranger to investigate the claim or 
  remove the threat. 
  The Watch kept an eye on the wild and remote 
  areas of Asnar and warned the Kingdom of im-
  pending threats from these wild areas.  The sym-
  bol of The Watch is a young man blowing a horn 
  of warning. 
  Though initially formed by the elves, most of the 
  members after the fall of the Dark Lords were hu-
  mans, with some dwarves and halflings as mem-
  bers. During the Goblin and Southern Orc Upris-
  ings The Watch is credited with saving the lives of 
  many citizens of all races in Asnar. 
  Members of the watch go through an ancient se-
  ries of secret rituals to join. They speak a silent 
  language  using secret motions of the hands and 
  fingers. At different levels of the order they gain 
  access to secret and ancient knowledge of the 
  A Ranger of the Watch 
  17 
  
  ies of the Dark Lords in ancient times. It’s previ-
  ous name has been lost to time. At the core of 
  the large city is a large fortress built of black 
  obsidian stone. At the center of the fortress is a 
  large tower with a top that resembles a large 
  black helmet. When Asnar liberated the city 
  long ago the newly freed populace wished to 
  erase all vestiges of the Dark Lords. Asnar de-
  creed that the fortress should remain as re-
  minder of the evil and oppression of the Dark 
  Lords. Asnar declared, “The large black helm 
  will stand as a reminder to all free souls of the 
  evil we are capable of.” From this statement by 
  King Asnar the city would be forever known as 
  Blackhelm. The fortress today has been convert-
  ed and remodeled much and serves as the win-
  ter and spring home to the High King of Asnar. 
  In the center of Blackhelm stands a fifty foot tall 
  statue of King Asnar cutting the chains of an 
  imprisoned slave.  
  Blackhelm today is a bustling sprawling urban 
  city. It is the largest populated settlement in the 
  Kingdom of Asnar. It serves as the capital city of 
  Asnar for half of the year. Blackhelm also serves 
  as the headquarters for the merchants guild, 
  the Adventurers and Explorer’s society, and the 
  Thieves Syndicate (which is not publicly 
  known) . 
  PLOT HOOK: Blackhelm is a perfect setting for 
  anyone looking to play a large urban adventure 
  or campaign. Though the local guard tries to 
  cover it up, for several decades Blackhelm has 
  been plagued by a series of brutal murders. 
  Bodies are often found strewn to pieces or un-
  touched but devoid of any blood. 
  Bleakmire (Pop. 6,000 Reg. Calen Ocean): 
  Bleakmire is a fortified coastal city on the Calen 
  Ocean. Bleakmire’s primary purpose it to pro-
  tect the coastline area from foreign invaders and 
  keep the Silent Wilds region in check. 
  Bleakmire has a large office of the Land Recla-
  mation Office and the Asnarian Surveying & 
  Cartography guild. Many adventurers come 
  through Bleakmire on their way to adventure in 
  the Silent Wilds.  
  Bleivik (Pop. 7000 Region—Far North): Bleivik 
  is the farthest northern port of the west coast on 
  the Jade Ocean that is not part of the Great Sea 
  Places 
  Populated Settlements 
  Allfanas (Pop. 6,000 Region—The Calen 
  Ocean): The City of Allfanas is said to be the sec-
  ond oldest and longest continually occupied city 
  in the known world second only to Aerielimnda in 
  age. Allfanas is an ancient and beautiful city. It is 
  home to many wondrous architectural structures 
  and art. It is a port city that is home to an elven 
  fleet of sailing ships. Allfanas is safely tucked into 
  a natural small valley surrounded by steep hills 
  and has a small outlet to the sea just big enough 
  for an elven ship to sail through. 
  During the reign of the Dark Lords, Allfanas was 
  used as a naval base of operations to move both 
  supplies, soldiers, and captured slaves and pris-
  oners through. Like the Great Wood, the elves 
  only allow invited guests or those on important 
  business into the City of Allfanas. 
  Asnar (Pop. 15,000 Region—Far North): The 
  City of Asnar was built upon an ancient settle-
  ment where the barbarian chieftains of old would 
  meet to settle their differences. The City of Asnar 
  is built upon sloping ground above the Great Sea 
  of Ice. When the last of the Dark Lords had fallen 
  over one thousand years ago King Asnar returned 
  here to rebuild the settlement and establish his 
  capital city.  
  King Asnar also established the Great Library of 
  Asnar here as well as many other functions of his 
  new kingdom. Because of the library the Office of 
  Land Reclamation and the Asnar Surveying and 
  Cartography guild have their main offices here as 
  well. The city has grown much since King Asnar’s 
  time and now has several layers of walls and 
  keeps within the ancient city. The ocean usually 
  stays frozen at least four out of the twelve 
  months of the year, making the other months 
  very important for trade and fishing.  
  The High King of Asnar spends the summer and 
  fall months here and the winter and spring in 
  Blackhelm. 
  Arielimnda: See the entry for the Great Wood 
  Blackhelm (Pop. 65,000 Blackhelm Region): 
  Blackhelm was one of the largest capital cit-
   
  18 
  
  of Ice. Bleivik profits from commerce on its way to 
  the City of Asnar and Horvik. In the frozen 
  months a lot of goods are stored in its many 
  warehouses. Except for adjacent farming villages 
  the area east of Bleivik is very desolated and un-
  inhabited containing many ruins. Bleivik has be-
  come a popular base of operation for adventurers 
  seeking fortune and glory in the ruins to the east. 
  Bramblebriar: See the Bramblebriar Dale entry. 
  Bramblebriar Dale (Pop. 29,000): The Bramble-
  briar Dale region is the ancestral home and pro-
  tectorate of the halflings of Asnar. The Bramble-
  briar Dale is a large fertile valley with rich loamy 
  soils perfect for farming and raising livestock. Ag-
  riculture is the primary activity for most of the 
  inhabitants of the Bramblebriar Dale. The majori-
  ty of the inhabitants are halflings. 
  Halflings tend to live in area farms along with 
  their blood families on ancestral lands. The 
  Bramblebriar Dale has four town centers. Unlike 
  towns in the rest of Asnar, the four town centers 
  are primarily for administrative and commerce 
  functions and not densely populated. 
  A. Bramblebriar is the largest of the four town 
  centers. In Bramblebriar there is a keep 
  where the governor of the protectorate lives. 
  The protectorate is always traditionally a 
  member of the Bramblebriar family and ap-
  pointed by the King of Asnar.  
   
  Bramblebriar is home to a unique office 
  called the Bramblebriar Hall of Records. All 
  of the land and deed records are stored here 
  for the Bramblebriar Dale. It is interesting to 
  note that the Office of Land Reclamation has 
  no office or authority in Bramblebriar Dale. 
  The Asnar Surveying and Cartography Guild 
  has a small office here staffed completely by 
  halflings. The halflings have a unique land 
  ownership system that revolves around their 
  cultural beliefs. For example, every ten years 
  the halflings hold a festival called the Day of 
  Restoration. On this day a halfling can buy 
  back ancestral lands sold or lost to a non 
  family member. 
   
  Not far from the Bramblebriar town center is 
  the training grounds for the Bramblebriar 
  Dale militia. When every able bodied halfling 
  male turns sixteen they are required to train 
  and spend a year in the militia. Once a year 
  every able bodied male halfling reports to 
  one of the four town centers for a week of 
  training. (The training tends to be relaxed 
  and the event is more of a holiday for catch-
  ing up with old friends and neighbors.) 
   
  Bramblebriar and the other town centers 
  also serve as a place for farmers to buy and 
  sell crops as well as livestock. The agricul-
  tural bounty of the Bramblebriar Dale feeds 
  not only the Bramblebriar Dale, but also 
  Firethorne and River’s End. 
  B. Coldspring: Coldspring is known through 
  out the Kingdom of Asnar as an important 
  religious and holy site. During the great 
  campaign against the Dark Lords, King 
  Asnar and his army camped in this area 
  weary and battered from constant fighting. It 
  is said late at night a Valkyrie with a flaming 
  sword appeared to Asnar and his forces. The 
  Valkyrie led King Asnar and his army to a 
  large rock behind their camp. The Val-
  19 
  The Valkyrie of Coldspring 
  
  adventures as well as wealthy nobles for their 
  young children. 
  Brightgold (Pop.25,000 Region-Thundering 
  Mountains): The great hall of Brightgold is the 
  last dwarven ancestral hall still occupied. 
  Brightgold lost over half of its inhabitants dur-
  ing the Red Death. Local lore states that the 
  elves helped save the remaining inhabitants of 
  Brightgold, though few dwarves would admit it. 
  Brightgold’s halls and passages span for miles 
  and miles underground. Brightgold is said to 
  contain many ancient and active mines. It is 
  whispered that the treasury within Brightgold 
  contains more wealth than all of Asnar com-
  bined.  
  Brightgold is a very xenophobic city. Only those 
  on official business are allowed inside, and then 
  only in the upper entrance hall. A small village 
  exists about a mile outside of Brightgold where 
  travelers and foreigners may stay and request 
  an audience.  
  Brightgold controls the coastal city of Faern Au-
  raglor to the east and prefers to do business 
  with outsiders there. Brightgold has a large local 
  office of the merchant’s guild in the village area 
  outside of Brightgold’s gate. Deep within Bright-
  gold is the mint for Asnar where new coins are 
  made from reclaimed monies and treasure, as 
  well as newly mined ore. 
   
  kyrie struck the rock with a flaming sword 
  breaking the rock in half. Water began to 
  gush from the ground as the Valkyrie pro-
  claimed, “Mother Freya has sent me here to 
  proclaim to you that those who are pure of 
  heart who drink from this spring will have 
  their wounds healed and their spirit renewed.” 
   
  King Asnar and his army drank from the 
  spring and were healed of their wounds and 
  renewed in body and spirit. At dawn it is said 
  King Asnar would find himself outnumbered 
  five to one. After a fierce battle Asnar’s army 
  routed the Dark Lord’s army and achieved a 
  great victory. 
   
  On the spot of the 
  spring today is a large 
  temple. To have access 
  to the spring one must 
  go through a temple 
  priest and usually pay 
  a donation to the tem-
  ple. 
   
  Coldspring is the only 
  area you will see many 
  non halflings in the 
  Bramblebriar Dale. A 
  steady stream of pilgrims visit the temple year 
  round. Coldspring has several inns for travel-
  ers and a large marketplace that sells many 
  religious trinkets related to the temple. In the 
  center of the town is a large ancient statue of 
  a Valkyrie holding a flaming sword. 
  C. Fat Bottom: Fatbottom is well known as one 
  of the largest producers of cattle in all of 
  Asnar. People come from all over the kingdom 
  to buy cattle from Fatbottom. Large cattle 
  drives are not an uncommon sight at different 
  times of the year. 
  D.Windfair: Windfair is famous for its annual 
  fall harvest festival and other events held 
  throughout the year. Windfair has a large perma-
  nent fairground that is well maintained. With its 
  large fairground many livestock auctions are held 
  here as well. Windfair is also known for a breed of 
  miniatures horses unique to this area. They are 
  highly sought after by dwarven and halfling 
  GM TIP: Any player or 
  NPC who drinks from the 
  spring is healed of all 
  wounds and has +2 on all 
  rolls for 24 hours if their 
  alignment is neutral, 
  lawful, or chaotic good. 
  If your campaign follows 
  a different religious pan-
  theon change the Valkyr-
  ie to an archangel and 
  the deity from Freya to 
  one that matches your 
  pantheon. 
  Fatbottom Cattle Grazing 
  20 
  
  of merchant ships as well as several war ships 
  built and controlled by Brightgold. 
  Fatbottom: See entry for Bramblebriar Dale. 
  Firethorne (Pop. 5000 Region—Bramblebriar): 
  Firethorne is a very diverse community of hu-
  mans, halflings, and dwarves. Firethorne is a 
  bustling town located on lake Firethorne. The 
  town of Firethorne prospers from trade with all 
  the local villages of the Bramblebriar Dale and 
  freight going down the Bramblebriar River to 
  River’s End. 
  Several miles outside of Firethorne is the second 
  mage’s college. The college brings in a steady 
  amount of travel to Firethorne and commerce. 
  This has created an unusual amount of mer-
  chants selling magical components, scrolls, and 
  magical items in Firethorne. 
  However, Firethorne is most widely known for 
  the large brewery it has where Firethorne ale is 
  made. Firethorne ale has a reddish fire color 
  that comes from a local plant called Firethorne. 
  Lake Firethorne and the town of Firethorne both 
  get their name from the strange plant that only 
  grows in this region. 
  Great Wood, The (Pop.  9000): The Great Wood 
  is a large forest of old ancient growth trees. Few 
  besides the elves have ever witnessed it’s beauty 
  and awe except from afar since the time of the 
  Dark Lords. 
  Though several thousand elves live in the an-
  cient City of Aerielimnda, many more live scat-
  tered throughout the Great Wood in many 
  smaller settlements, of which many are built 
  into the trees themselves. Except by invitation 
  the elves do not allow others into the Great 
  Wood. The Great Wood is regularly patrolled by 
  elven warriors who protect it against outsiders. 
  Some whisper of the mighty Ents who also 
  guard many areas of the wood as well. 
  A. Arielimnda is the oldest city in the known 
  world. The first elves from Alfheim settled 
  here ages ago. It is home to many elven arti-
  sans, craftsmen, and the leaders and elders 
  of the elves. Arielimnda also has a library 
  that rivals the Great Library of Asnar though 
  many of its texts were destroyed, lost, or sto-
  len during the reign of the Dark Lords. 
  Chamblee (Pop. 5000 Region—Fertile Plains): 
  The town and greater area of Chamblee is the 
  single largest agricultural center of the Asnar 
  kingdom. The region is blessed with fertile loamy 
  soils and large lush pastures used for livestock. 
  The food produced in this area feeds Blackhelm 
  and areas beyond as distant as the far north. 
  Downtown Chamblee is a bustling center of com-
  merce and contains many warehouses, a large 
  farmers market, and holding pens for livestock. 
  The Office of Land Reclamation and the Asnar 
  Surveyor’s guild both have a large joint office 
  here. Many newly married couples come here to 
  apply for a plot of land to farm and raise a family. 
  If the couple passes the application process they 
  are given a deed and basic farming supplies for 
  free but must sign a covenant with the Office of 
  Land Reclamation. This has created a constant 
  frontier like atmosphere for Chamblee and has 
  been a boon to the local economy.  
  Every fall Chamblee has a very large week long 
  harvest festival. The festival draws in people from 
  all over the region and from as far away as Black-
  helm. 
  Coldspring: See entry for Bramblebriar Dale. 
  Dragontail (Pop. 1400 Region Vadrid Plains):  
  Dragontail is a small fishing village and local cen-
  ter of commerce for many local farmers in the ar-
  ea. Occasionally adventures will come through on 
  their way to explore the ruins to the south. 
  Dragontail gets its name from local tradition and 
  lore that says King Asnar and his army fought 
  the Dark Lords and a great evil dragon the Dark 
  Lords had allied with on the shores of this lake. 
  At the climax of the battle King Asnar himself cut 
  off the tail of the dragon as he and his men slew 
  the dragon and won the battle. 
  In the center of the town is an ancient stone 
  monument marking the spot King Asnar cut off 
  the dragon’s tail. 
  Faern Auragler (Pop.12,000 ): Faern Auragler is 
  a coastal stronghold built by Brightgold to pro-
  tects its commercial interests and establish a 
  consistent and reliable source for food, livestock, 
  and other goods that Brightgold needs. Faern Au-
  ragler consists of a large warehouse district and 
  many docks that serve as a home for a large fleet 
  21 
  
  gling town along the only road to Ft. Allen and 
  Skyfall. Gunnison is named after a brave gen-
  eral who fought and won a great battle against 
  foreign invaders in 410 AAF. 
  PLOT HOOK: The roads and regions around 
  Gunnison are plagued by very organized groups 
  of bandits and goblins. 
  Hammerdawn (Pop. 3000 Reg. Jade Ocean): 
  Hammerdawn is a remote but well organized 
  city of mainly dwarves, hardy frontier humans, 
  and some families of northern orcs. Ham-
  merdawn has a strong fortified wall and has wit-
  nessed many sieges and invasions. Ham-
  merdawn was founded by displaced dwarven 
  families and refugees in the early 300’s AAF. 
  Hammerdawn is known for some of the finest 
  armor and arms in all the known world outside 
  of the dwarves at Brightgold. Hammerdawn has 
  several active mines accessible from within the 
  city and nearby in the mountains. 
  Hammerdawn’s name comes from a time during 
  a long ago siege where the dwarven commander 
  told his troops as long as the dwarven hammers 
  were heard ringing the anvils at dawn then they 
  will know the city has not fallen. Local tradition 
  also tells that a small army of Asnarian crusad-
  ers came through Hammerdawn during the time 
  of the Red Death and saved the last survivors of 
  Hammerdawn by giving them a cure. They hold 
  a festival yearly to mark the day calling it the 
  Day of Hope. The Day of Hope is the only day 
  you will ever not see most of Hammerdawn’s 
  citizenry hard at work mining or crafting. 
  Horvik (Pop. 6000 Reg. Far North): Horvik 
  was founded as a homeland for the northern 
  orcs who fought for Asnar during the great war 
  against the Dark Lords. Horvik today is majority 
  northern orcs but still has many northern hu-
  man barbarian families. When the sea is not 
  frozen, Horvik’s citizens rely on fishing for much 
  of their food and ships bringing in supplies on 
  their way to the capital city of Asnar. Horvik is 
  also home to the Asnar War Academy where 
  some of the finest and fiercest of the Asnar Ar-
  my are trained. 
  Hwen (Pop. 1000 Reg. Jade Ocean): Hwen is a 
  small isolated community on the west coast. It 
  was resettled as a colony around 75 years ago. 
   
  During the reign of the Dark Lords, Aeri-
  elimnda was occupied by the Dark Lords and 
  used as one of their capital cities to rule the 
  known world. It is rumored in some ancient 
  texts that one of the great leaders of the Dark 
  Lords was an elf and used the powers and 
  knowledge of the elves to conquer and enslave 
  the known world. During one of the last great 
  campaigns of the war against the Dark Lords, 
  King Asnar and his army lay siege to Aeri-
  elimnda and freed it from the Dark Lords. 
   
  PLOT HOOK: Much of the library at Arielimn-
  da was looted and stolen during the reign of 
  the Dark Lords. If one your players is elven, 
  they are given an important task of recovering 
  an important book the library wants back. 
  One of the librarians believes the book is at a 
  location within an ancient ruin deep within 
  one of the ruined and desolate regions. 
  B. Varnor is the holiest site in the religious be-
  liefs of the elves. Varnor is an unusual rocky 
  mountain that leaps from the ancient Great 
  Wood towards heavenly heights. It is very 
  much out of place with the geography of the 
  area. On top of Mount Varnor is a small city 
  and very large tower and temple complex ded-
  icated to Hoenir. The elves believe it is from 
  the top of Mount Varnor that the first of them 
  entered this world from Alfheim and that from 
  this holy site they may once again gain pas-
  sage to Alfheim. The temple is looked after by 
  a group of elven priests who live and guard 
  the complex. 
   
  During the time of the Dark Lords it is said 
  the temple complex was desecrated and used 
  for sinister purposes of great evil. After the 
  defeat of the Dark Lords the temple was re-
  dedicated and consecrated. 
   
  PLOT HOOK: The Dark Lords stole an im-
  portant artifact that is sacred to the elves 
  from the temple at Varnor long ago during 
  their evil reign. You are sent to look for the 
  artifact in an ancient location within one of 
  the unsettled and desolate regions. 
  Gunnison (Pop. 1500 ): Gunnison is a strug-
  22 
  
  Wrecker’.  
  GM NOTE: A future adventure is planned for 
  Redstone Island that exposes the Church of the 
  New Dawn and continues the Clan of the  Bear 
  story arc. 
  Redwater (Pop.19,000 Reg. Jade Ocean):  
  Redwater is a fortified city protecting Blackhelm 
  and all of the traffic coming up and down the 
  river. Redwater has a large dock and warehouse 
  district as well as a large merchant’s guild office. 
  It is said Redwater was completely wiped out 
  during the Red Death. Because of it’s strategic 
  importance Redwater was resettled by the Asnar 
  government not long after the reconstruction 
  efforts began after the Red Death. 
  Redwater gets its name from a large battle 
  fought against foreign invaders when it is said 
  so many died, the river and ocean was red with 
  blood for days. 
  Seashield (Pop. 8,000 Reg. Jade Ocean): Sea-
  shield is a fortified city protecting the upper 
  western coast from invaders and pirates. Sea-
  shield serves as a large naval base for the Asnar 
  Navy. Seashield is also home to a large fishing 
  fleet and has many farms to the east along the 
  river. 
  Stua (Pop. 800 Reg. Far North): Stua is an an-
  cient village located deep within the Great Sea of 
  Ice. It is said the Dark Lords nor the Red Death 
  ever reached Stua. Life in Stua is harsh. Only 
  the hardy barbarians of the north can handle 
  life here. 
  Stua is home to several families known for fur 
  trading and trapping. A coat made from Stua 
  trapped furs is a valuable item. 
  Tiny Axe (Pop 1200 Reg. Far North): The town 
  of Tiny Axe dates back to long before the King-
  dom of Asnar. The town and region survives off 
  of limited farming and fishing in the months 
  when the weather allows it. There are several 
  very productive coal and copper mines near Tiny 
  Axe that keep many of its citizens busy year 
  round. 
  Tiny Axe is famous for it’s smiths that produce 
  some of the finest mining and farming tools in 
  all of Asnar. A tool from Tiny Axe is a very prized 
  possession often handed down from gener-
  The city has a wooden palisade surrounding the 
  downtown area. The settlement supports Ft. 
  Gudmund to the south with food and supplies. 
  Hwen is only accessible by the sea. The area east 
  of Hwen is so desolate and in ruin that none of 
  the roads or infrastructure have been rebuilt to 
  connect it with the rest of the kingdom. The Land 
  Reclamation Office has a very small office here 
  but has a hard time getting many new people to 
  settle in this area. 
  Jade Cove (Pop.3000 Reg.Jade Ocean): Jade 
  Cove is a seedy port city popular with smugglers 
  and sailors. If there is a sinful vice to be sought 
  out, it can be found in Jade Cove. Jade Cove has 
  been sacked and razed by foreign invaders sever-
  al times since Asnar was founded. It’s name 
  comes from the many jade mines found on this 
  island. 
  Last Stop (pop. 1000 Reg. Bleak Fields): Last 
  Stop is built on the ruins of a town decimated by 
  the Red Death over 150 years ago. The Asnar 
  Land Reclamation Office ordered the Asnar road 
  builders to stop rebuilding the road here at Last 
  Stop around forty years ago after many disasters 
  occurred involving adventurers and surveyors in 
  the larger region. 
  Over the past few decades Last Stop has become 
  a small but prosperous community as many 
  farms have been built and settled in the nearby 
  region. The Office of Land Reclamation and the 
  Asnar Surveying & Cartography Guild both have 
  small offices here.  For adventurer’s and explor-
  ers there is plenty of work to be found here. 
  Northpass (Pop.2000 Reg.Far North): Northpass 
  is a vital trade port allowing for the passing of 
  goods between the far north and Brightgold and 
  the east coast. Northpass has many warehouses 
  and docks from the flow of goods. When the sea 
  is frozen most of the trade stops for the season 
  and Northpass is a quiet place. Many of the in-
  habitants have learned the art of crafting and 
  spend the winter months producing goods for 
  trade. 
  Redstone Island (Pop. 1500 Reg. Jade Ocean): 
  Redstone Island is an independent island affiliat-
  ed with neither the Kingdom of Asnar or South-
  ern Asnar. It is a haven to many pirates and is 
  controlled by a mysterious figure called ‘The 
  23 
  
  they are summoned to come home and help 
  with a family matter. One of the gnome’s family 
  members is having problems with a logging op-
  eration in the Misty Thicket and is need of help. 
   
   
  ation to generation. 
  Tiny Axe gets it’s name from when Asnar and his 
  forces liberated the town from the Dark Lords. 
  During the battle the populace joined in the bat-
  tle. A young beautiful maiden picked up a very 
  small hand axe used for cutting the heads and 
  tails off of fish. She sunk the axe in the head of 
  an enemy soldier and joined the battle. Asnar 
  was smitten with the young beautiful maiden and 
  said if they could put a tiny axe in the hand of 
  every maiden in the far north, then the far north 
  would be free in a matter of days. The young 
  maiden would become Asnar’s wife and the first 
  queen of the new Kingdom of Asnar. 
  Vollen (Pop. 800 Reg. Far North): Vollen is a 
  remote village that is the second of two remote 
  villages in the Great Sea of Ice. Vollen is a mix-
  ture of human barbarians and northern orcs. 
  Vollen competes with Stua for some of the finest 
  furs and pelts in all of Asnar. Like Stua, life is 
  harsh in Vollen. Not far from Vollen is a small 
  settlement of ice giants. Tradition states that the 
  ice giants helped free the far north of the Dark 
  Lords and were granted this area close to Vollen 
  as a permanent home by King Asnar. 
  Windfair: See entry for Bramblebriar Dale. 
  Yellowfish (Pop. 7000 Reg. Jade Ocean): Yel-
  lowfish is a thriving coastal community and is-
  land that has become a homeland for the gnomes 
  of Asnar. Yellowfish exports all manner of useful 
  gadgets and tools made by the thriving communi-
  ty of gnome artisans. Yellowfish Island also con-
  tains a large carefully managed forest called the 
  Misty Thicket with many active lumber mills and 
  houses a modest fishing fleet.  
  The island, bay, and town of Yellowfish all get 
  their name from a beautifully colored yellow fish 
  that is only found in the surrounding waters. 
  Even before the Red Death, the town and island 
  of Yellowfish had become a homeland to the 
  gnomes of Asnar. In the aftermath of the Red 
  Death most of the survivors on the island were 
  gnomes. Since this time it has flourished and has 
  become recognized as an independent protec-
  torate of the Kingdom of Asnar and has a gnome 
  governor and council.  
  PLOT HOOK: If one of your party if gnomish 
  24 
  A Gnomish Compass From Yellowfish is a highly 
  prized treasure amongst those that travel the seas of 
  Asnar 
  
  homeless Silverhold Clan dwarf with secret 
  knowledge of the now ruined hold. 
  Runehammer (Ruin Region Runehammer 
  Mountains): The Great Halls of the Runeham-
  mer clan was a dwarven stronghold that was 
  devastated by the Red Death over a  hundred 
  fifty years ago. No adventurer who has ever ex-
  plored Runehammer has ever returned. Rune-
  hammer was rumored to have a legendary hall 
  of treasure and a magical forge called the Cita-
  del of Thunder. The weapons forged in the Cita-
  del of Thunder are rare and prized. They were 
  imbued with electrical energy that would strike 
  an opponent in battle and create a large boom of 
  thunder driving fear into the hearts of enemies. 
  GM NOTE: Runehammer will be released as an 
  adventure module in the near future. 
  Crimsongate: (Ruin Region Silent Wilds): 
  Crimsongate was the first of the major dwarven 
  strongholds to fall into ruin. It had only been 
  reoccupied from the Dark Lords for three hun-
  dred years when it fell to a family of red dragons 
  and a huge army of kobolds around 305 AAF. 
  After several failed attempts to retake it the 
  Asnar Army and the dwarves of Asnar gave up 
  on the halls. 
  Crimsongate is now home to a large contingent 
  of kobold and goblin tribes. Though they have 
  not been spotted in centuries it is believed the 
  region is still ruled by a family of red dragons 
  who use the kobolds and goblins to do their bid-
  ding. 
  The Dwarven Ruins 
  Brief History of the Halls: The ancient halls of 
  the dwarves existed long before the Kingdom of 
  Asnar was established. They were all conquered 
  and occupied by the Dark Lords during their 
  reign. 
   
  The Dark Lords were hungry for the riches and 
  resources of the dwarves. The dwarven race was 
  cruelly and harshly treated as slave labor work-
  ing for the many great projects and wonders the 
  Dark Lords wanted to build. 
  After they were all liberated by Asnar during the 
  great campaign against the Dark Lords they were 
  quickly reoccupied by the native dwarves but 
  were sadly laid to ruin over time, plagued (or 
  cursed some would say) by constant threats and 
  attacks from evil forces of the outside world. 
  Bher Tharim (Ruin Region—Sharptooth Moun-
  tains): Bher Tharim is an ancient city of the dwa-
  rves that has laid in ruin since the early 600’s 
  AAF during the first goblin uprisings. Bher Tha-
  rim is located in what is now called the Sharp-
  tooth Mountains. Bher Tharim was said to have 
  some of the richest veins of platinum in all of the 
  known world as well as several lesser veins of 
  gold. There have been several attempts by dwa-
  rves to reclaim Bher Tharim but they have all 
  ended in disaster. 
  Bher Tharim has now become the capital city of 
  the Sharptooth Goblin tribe which is the strong-
  est and most powerful of all the goblins in the 
  known world. The great goblin kings of the 
  Sharptooth tribe have reigned from deep within 
  Bher Tharim for several centuries now.  
  Silverhold (Ruin Region The Colossal Moun-
  tains): Silverhold is an ancient dwarven city dev-
  astated by the Red Death over a 150 years ago. It 
  was well known for having one of the richest 
  veins of silver in all of the known world.  
  PLOT HOOK: Brightgold has tried several times to 
  establish a colony at Silverhold. They currently 
  hold the upper halls but are facing steep re-
  sistance from very organized tribes of goblins and 
  kobolds working together in an unusual alliance. 
  One of the players could either be a member of 
  the Brightgold Clan or perhaps a dishonored and 
  25 
  
  the area after the Red Death. There have also 
  been many that have reported ogres, giants, and 
  many wild animals such as wolves and lions in 
  the region. 
  For adventurers the Bleak Fields contain many 
  ruins of cities towns to explore. Many brave 
  souls also come to the Bleak Fields (As well as 
  the Sharptooth Fields and Silent Wilds) to cap-
  ture wild horses that the region has become 
  known for. After the Red Death many large 
  herds of horses made the Bleak Fields their 
  home where despite the many dangers they 
  thrive. 
  The Colossal Mountains: The Colossal Moun-
  tains have not change much since the dawn of 
  time. They are home to some of the tallest peaks 
  in the known world. It is said that some of the 
  peaks extend into other worlds if one could sur-
  vive the climb to the top. 
  The Colossal Mountains contain very few settle-
  ments, though one may occasionally find a 
  small homestead of a northern human barbari-
  an clan. Besides thin air to breathe, few can 
  survive the harsh conditions and temperatures 
  of the Colossal Mountains. Only well prepared 
  and equipped adventures will survive here long. 
  The Colossal Mountains are home to many 
  tribes of ice giants, hill giants, ogres, and many 
  ancient dragons. In addition to the aforemen-
  tioned many ferocious animals such as bears, 
  wolves, and lions live here as well. 
  Fertile Plains, The: The Office of Land Recla-
  mation has had a good deal of success in the 
  Fertile Plains region. The Office of Land Recla-
  mation has used Chamblee as a base of opera-
  tions to push further and further into the region 
  and resettle and rehabilitate many older farms 
  the regions is known for. Only the eastern side 
  of the region and the area that borders the Co-
  lossal Mountains to the north is still very deso-
  late but that is slowly changing in time. 
  Adventurers will often come thru Chamblee to 
  explore the ruins in the eastern side of the re-
  gion.  
  PLOT HOOK: There is at least one or more tribes 
  of goblins that still plague the eastern portion of 
  the Fertile Plains. They were relatively quiet un-
  The Unsettled & Desolate 
  Regions 
  Black Hallows: The Black Hallows region and 
  mountains have not been settled since the reign 
  of the Dark Lords. King Asnar fought a vicious 
  battle against the Dark Lords here during the 
  great war of freedom. 
  On the coast of the Black Hallows region is the 
  ruins of a large ancient city that was a large port 
  city of the Dark Lords empire. There is one text in 
  the Great Library of Asnar that tells of a great 
  necromancer who ruled this large city and area. 
  When he knew he would be defeated by King 
  Asnar he cast a powerful dark spell cursing the 
  land and region. It is said that any that die in 
  battle or by other cause in the Black Hallows will 
  not pass to the afterlife and their body will reani-
  mate as the undead within 3 days unless taken 
  away from the Black Hallows and buried and 
  consecrated on holy ground or burned. 
  At the center of the Black Hallows mountain 
  range is a large dark tower and fortress still 
  standing. None that have ever adventured here 
  have ever returned. The locals in Rivers End say 
  that a great necromancer lives in the great for-
  tress and is biding his time to take revenge 
  against his defeat at the hand of King Asnar. 
  They tell their children this tale to keep them 
  from adventuring and exploring the Black Hol-
  lows region. 
  PLOT HOOK: While visiting Rivers End a young 
  local group of adventurers have went missing ex-
  ploring near the Black Hallows. The local families 
  put together a reward and ask the party to find 
  them. 
  Bleak Fields, The: The Bleak Fields is an ex-
  tremely large area of the Kingdom of Asnar that 
  has now become fallow and overgrown. This area 
  once had many large cities and villages. The 
  Asnary Army does its best to patrol the periphery 
  of the Bleak Fields and keep the area in check. 
  The Office of Land Reclamation slowly keeps ex-
  tending into the area with new settlements, but it 
  is still a very dangerous area. The Bleak Fields 
  are known to be the home of several large and 
  fierce tribes of Southern Orcs who moved into 
  26 
  
  smart enough to tap into this resource which 
  bolstered the strength of their armies tremen-
  dously and became their large armies. 
  The only thing that has ever really kept the 
  Sharptooth Mountains in check was the dwa-
  rven stronghold of Bher Tharim which fell long 
  before the Red Death. 
  Silent Wilds: The Silent Wilds region is ringed 
  by many large cities that have helped the Asnar 
  Army keep this large desolate area in check. 
  Bleakmire, Gunnison, Rivers End, and the 
  Bramblebriar Dale all send out regular patrols 
  to monitor the region. 
  The Office of Land Reclamation has had some 
  success resettling this area from the Skyfall ar-
  ea of the region, but not much luck anywhere 
  else. The proximity to the Black Hallows in the 
  northeast part of this region has kept it very re-
  mote. 
  Besides many ruins of cities and towns, the Si-
  lent Wilds contain many sacred ruins, groves,  
  and sites that are important to the Circle. Most 
  who adventure to see these sites are never 
  heard from again. Many whisper it is not evil 
  forces that keep this area from being resettled, 
  but the druids of the Circle. 
  Vadrid Plains: The Vadrid Plains region is dom-
  inated by the huge ruined city of Vadrid in the 
  center of the region. It is said that during the 
  Red Death the city of Vadrid was destroyed by 
  riots and civil unrest by the local citizens and 
  fighting with the local guard and elements of the 
  Asnar army. 
  Since the time of the Red Death several at-
  tempts to recolonize Vadrid have failed. It is 
  whispered that Vadrid is haunted by undead 
  who refuse to see it repopulated by the living.  
  Whispering Grasslands: The Whispering Grass-
  lands is an ancient and lonely area north of the 
  Bramblebriar Dale and South of the Great Wood 
  area controlled by the elves. 
  Between the Bramblebriar Dale, Firethorne, 
  River’s End, and the elves this area is routinely 
  patrolled and checked for danger. The Office of 
  Land Reclamation has had some success reset-
  tling the areas north of Rivers End and east of 
  Firethorne but little luck elsewhere. The 
  til recently and have started attacking and raid-
  ing the most remote farms. The Office of Land 
  Reclamation has offered a considerable sized re-
  ward for their destruction. 
  The Iron Heights: The Iron Heights mountain 
  range was home to many rich iron mines before 
  the Red Death. The barbarians of the north had a 
  very large city west of the mountain range that 
  was the base of operations for the many mines in 
  this area.  Every attempt to resettle this area and 
  open the mines up have ended in failure. 
  PLOT HOOK: A family member has been rewarded 
  with a large claim for a mine in this region. After 
  many workers of the mine have went missing the 
  player character gets a desperate message beg-
  ging them to come help the family member at the 
  mine.  
  Sharptooth Fields: The Sharptooth Fields has 
  been both a curse and a blessing to the Kingdom 
  of Asnar. This large area of ruin has become set-
  tled in the aftermath of the Red Death by the 
  Sharptooth Clan of goblins. Their numbers have 
  become many as they have largely been left alone 
  except for incursions along the borders. 
  The Asnar Army has two forts, one along the 
  southern coast and on the eastern edge that they 
  use to keep this area in check. The Asnar Army 
  also keeps a small contingent at Hwen to protect 
  the town and its vital resources which are needed 
  by the Asnar Army in this desolate region. 
  The only thing the Sharptooth Fields ( and Sharp-
  tooth Mountains) has done to benefit the King-
  dom of Asnar is to keep the really long border 
  with the Southern Kingdom of Asnar safe from 
  invasion. 
  Few adventurers ever delve deeply into the 
  Sharptooth Fields. Besides countless numbers of 
  fierce goblins, the Sharptooth Fields are also 
  home to many ogres, giants, and allied tribes of 
  Southern Orcs. Asnar Army scouts have also re-
  ported seeing large numbers of wolves, bears, 
  and many ferocious prides of lions who have 
  thrived in the absence of civilization.  
  Sharptooth Mountains: Dating back as far as 
  the time of the Dark Lords, the Sharptooth 
  Mountains have always been home to many 
  tribes of goblins and orcs. The Dark Lords were 
  27 
  
   
   
   
   
  soils are very poor in the interior of this region 
  making it very hard to farm. 
  Adventurers will occasionally wander into the ar-
  ea to explore the ruins of several cities and 
  towns, but they stay clear of the areas close to 
  the Great Wood for fear of entanglement with the 
  elves who are known to be harsh toward tres-
  passers. 
  The main threat to travelers in the Whispering 
  Grasslands is from wildlife. Many locals also 
  whisper that there are ancient barrow sites in the 
  Whispering Grassland region that contain angry 
  spirits who will devour the living. 
  Encounters in The Unsettled 
  & Desolate Regions 
  Because of the isolation and removal from civili-
  zation the unsettled and desolate regions are very 
  dangerous for exploring. To add some excitement 
  to your adventures the below table may be used 
  while exploring these areas.  
  GM NOTE: This table is completely optional and 
  you may choose to not let the players see your 
  roll or what you rolled. If the outcome does not 
  match your current environment feel free to mod-
  ify or change the outcome in anyway. 
  Also, remember you will want to have the players 
  roll to see if they are aware of or spot the encoun-
  ter ahead of time so they can choose to avoid the 
  encounter altogether.  
    
   
   
   
   
   
   
   
   
   
   
   
  Unsettled & Desolate Region Daily 
  Encounter Table 
  Roll % 
  Name 
  01-19 
  Pack of Wolves (d4 per play-
  er character) 
  20-28 
  Group of Sharptooth  or 
  other faction of Goblins (d4 
  per player character) 
  29-30 
  Kobold Warband(d4 per 
  player character) 
  31-35 
  Recon group of goblins 
  mounted on worgs (d4 per 
  player character) 
  36-54 
  Quiet. No Encounter. 
  55-59 
  Orc war band. (D6 orcs per 
  player character) 
  60-64 
  Lone Grassman watching 
  silently in the distance 
  65-69 
  Herd of Untamed Horses 
  70-73 
  Ambushed by hungry lions. 
  (d6 lions) 
  74-77 
  Large Herd of Deer Grazing 
  78-79 
  A Manticore Scouting and 
  Hunting for Goblin Masters 
  80-81 
  Wyvern hunting prey 
  82-84 
  Small warband of armored 
  skeletons (d4 per player 
  character) 
  85-86 
  A Ranger of the Watch pa-
  trolling the wilds 
  87-89 
  A Shambling Mound 
  90-92 
  A Wandering Giant (GM 
  should pick type based on 
  terrain) 
  93 
  A Satyr who may offer the 
  players food and shelter if 
  they are friendly 
  94-96 
  Quiet. No Encounter 
  97 
  A pair of Perytons Hunting 
  98-99 
  An Adult Red Dragon Look-
  ing For Prey 
  100+ 
  Ruin containing treasure 
  (GM’s pick of gold and possi-
  bly one minor magic item) 
  28 
  
  The Grassman 
  The Grassman: Since the time of 
  the Red Death a creature the lo-
  cals call the Grassman has be-
  come seen more and more with 
  encounters becoming a lot more 
  common. Adventurers may have 
  encounters especially while travel-
  ling in the Bleak Fields, the 
  Sharptooth Fields, the Silent 
  Wilds, and many of the other un-
  settled and desolate regions. The 
  Grassman gets his name from be-
  ing see in the distant towering 
  over tall grasslands and often hid-
  ing in them to observe people from 
  a distance. 
  Though called the Grassman, the 
  creature is often seen and believed 
  to live in the many remote forests 
  of Asnar and the many mountain 
  ranges, too. Encounters with the 
  Grassman are often as peaceful as 
  a sighting in the distance but of-
  ten end in violence with entire 
  groups going missing. Sometimes 
  only one may be spotted, but they 
  are also seen in family groups as well, with fe-
  males and young ones being spotted.  
  GM ONLY: The Grassman is a very curious crea-
  ture and often likes to observe adventurers and 
  other peoples from a distance. If adventurers 
  wander into their hunting grounds or close to 
  where their lairs or dens are they will find them-
  selves in danger. Encounters will start with 
  screams in the distance, and rocks and logs be-
  ing thrown at them. If adventurers don’t leave the 
  area, a group of the Grassman will attack the ad-
  venturers at night while they are asleep camping 
  in an attempt to kill them or force them to leave. 
   
   
   
   
  The Grassman 
  THE GRASSMAN 
  Huge Beast, Unaligned 
  Armor Class 16 
  Hit Points 157 (15d12+60) 
  Speed 40ft., climb 40ft 
  Skills Athletics +9, Perception +4 
  Senses darkvision 60ft, passive Perception 14 
  Languages The Grassman speaks a very guttural language only they understand 
  Challenge 7 (2,900 XP) 
   
  ACTIONS 
  Multiattack. The Grassman makes two fist attacks. 
  Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 +6) 
  bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 
  (7d6+6) bludgeoning damage. 
  STR 
  23 (+6) 
  DEX 
  14 (+2) 
  CON 
  18 (+4) 
  INT 
  10 (+0) 
  WIS 
  12 (+1) 
  CHA 
  7(-2) 
  29 
  
  cow and grew to be quite 
  tall. 
  Ymir fell into a deep 
  slumber and in time more 
  jotuns and even trolls 
  sprang forth from him, 
  and they also grew and 
  had offspring as well. 
  They were big but Ymir 
  was bigger. 
  The ice cow also brought about life as well. As 
  she licked for food her warm tongue sprouted 
  from the salty brine of Ginungagap a creature 
  that was not like the jotuns and trolls. He was 
  handsome, beautiful, and walked straight. This 
  first beautiful creature married a lovely jotun 
  maiden (every once and a while an ugly jotun 
  would have a beautiful daughter). 
  The jotun maiden bore the handsome creature 
  three sons who were so beautiful that light 
  shone from them and lit up the darkness of Gin-
  ungagap. These three sons were the first of the 
  Aesir gods; Odin, Hoenir, and Lodur—Spirit, 
  Will, and Warmth. They were powerful and had 
  the ability to create worlds.  
  Before the Aesir gods could create worlds they 
  had to first destroy the ancient jotun Ymir. In a 
  desperate battle the three brothers killed Ymir 
  and dumped his body into the void of Ginunga-
  gap. Ymir’s body was so large and filled with 
  brine it overflowed Ginungagap with the brine  
  from his wounds and drown the huge ice cow 
  and all the jotuns but two who fled to the new 
  wilderness of Jotunheim which would soon be 
  teeming with their offspring. From this day for-
  ward the jotuns and trolls of Jotunheim would 
  forever hate the Aesir for what they done to their 
  kinsmen and the new world they made for 
  themselves. 
  The Aesir raised Ymir’s body out of the new sea 
  where Ginungagap once was and made Midgard,  
  the world as we know it today. Ymir’s bones be-
  came the mountains, his teeth large boulders 
  and stones, and his flesh the soil. Niflheim was 
  put far under Midgard so it would not freeze the 
  new world. To protect Midgard from the fires of 
  Muspelheim they took Ymir’s skull and used it 
  as a dome over the sky. 
  Religion in Asnar 
  The pantheon of deities and religions in your per-
  sonal campaign world is determined more by the 
  set of rules that you choose to play your role 
  playing game with than any other single factor. 
  The pantheons of many rulesets are trademarked 
  and copyrighted and cannot be referenced in this 
  book. With that being stated, the intention of this 
  chapter is to present you with two different ideas 
  and approaches for choosing the pantheon and 
  religions of your personal campaign world. One of 
  the premises of Asnar: The Last Kingdom is that 
  King Asnar established religious freedoms for all 
  of its citizens to worship as they wish as long as 
  they don’t infringe upon the rights of others or 
  harm the citizens of Asnar. 
  OPTION ONE: Use the default or 
  favorite pantheon of your 
  ruleset:  
   
  If you are using a ruleset such as Pathfinder (© 
  Paizo, Inc) , Dungeons and Dragons ( © 1995-2016 
  Wizards of the Coast LLC, a subsidiary of Hasbro, 
  Inc. All Rights Reserved  ), or any other rule sys-
  tems then simply translate the pantheon of your 
  choice to the various peoples and cities of Asnar. 
  OPTION TWO: The Canon and 
  Suggested Pantheon and Reli-
  gions of Asnar:  
   
  The Creation 
  Long ago before the worlds as we know them to-
  day existed, our world we live in did not exist and  
  there was no sun, no moon, and no stars. There 
  was only Muspelheim, a place of terrible flames 
  and Niflheim, a place of frozen mist and fogs. In 
  between the two was a large void, Ginungagap. 
  For untold eons the fiery embers from Muspel-
  heim and the wispy cold ice from Niflheim 
  whirled around the void and mixed together form-
  ing Ymir, the first of the jotuns. At his side a 
  hornless ice cow was formed. Together they lived 
  on the edges of the void of Ginungagap. Ymir 
  drank from the frothy milk of the huge ice 
  GM TIP: The canon pan-
  theon of Asnar is  
  adapted from the ancient 
  NORSE pantheon with 
  some minor changes and 
  additions to fit it into a 
  new fantasy campaign 
  setting with non human 
  races. 
  30 
  
  The Afterlife 
  All of the races of Asnar and the known world 
  believe they will travel to one of the other eight 
  worlds when their souls depart our world. 
  Dwarves & Gnomes: The dwarves of Asnar strive 
  to live a life that will gain them entrance into 
  Darkalf Heim to live with the great Stonefather 
  (Lodur). They rejoice in a day where they craft 
  all of their days or mine endless veins of pre-
  cious metals and gems. 
  Elves: Most elves (and some halflings) believe 
  their soul will pass to be with Hoenir in Alfheim 
  the ancestral home of the elves. Elves believe 
  that Yanor is a portal to Alfheim where they will 
  one day pass to Alfheim. 
  Humans, Northern Orcs: The believers of the 
  gods of old believe that if they die of old age or 
  sickness they will go  to the realm of the god-
  dess Hel in Niflheim. They also believe that the 
  wicked and treacherous of all races will go to a 
  terrible place in Niflheim to be constantly as-
  sailed and tortured by Nidhogg the great dragon, 
  the Keeper of the Wicked. 
  The best a human (and other races, too) can 
  strive for is to be taken away to the great hall of 
  Valhalla in Asgard. During battle Odin’s Maid-
  ens, the Valkyries choose the bravest warriors to 
  be taken away to Valhalla once slain to spend 
  their days. 
  It is said on the battlefield, a warrior will feel a 
  tap on his shoulder and see the Valkyrie when 
  no other can. After seeing the Valkyrie the war-
  rior will know it is his or her time and fight val-
  iantly until being taken away to Valhalla. The 
  bravest taken to Valhalla are said to be given a 
  welcoming drink by Odin himself. 
  The followers of the god of Plenty believe they 
  will go to Gimlé if they live a pious life and a 
  world similar to the realm of Niflheim if they are 
  wicked. 
  The Wicked Jotun Races: The wicked jotun races 
  (goblins, kobolds, southern orcs, ogres, trolls, 
  ect.)  strive to enter into the worlds of Nilfheim, 
  Jotunheim, and Muspelheim to be with the sav-
  age and forlorn deities they worship and serve. 
   
  The Aesir next took sparks from Muspelheim and 
  created the sun, moon, and stars. However,  the 
  sun and moon were fixed in place and did not 
  move. The Aesir gods took carts and placed the 
  sun and moon each into one and attached teams 
  of horses to pull them across the sky. Thus day 
  and night were created. It is said the jotuns hated 
  the light so they set forth wolves which constant-
  ly chase the carts through the sky in a never end-
  ing chase. 
  After creating Midgard the next world the Aesir 
  gods made was Alfheim, which would come to be 
  the celestial home of the elves. With his brothers 
  help, Hoenir breathed life into the first elves and 
  would become the father and patron of the elven 
  race. 
  After Alfheim became a world of wonder and 
  beauty the three brothers created from Ymir’s 
  veins which were deep under the ground a new 
  world called Darkalf Heim. Lodur breathed his 
  life force into the stone and mud and created the 
  first dwarves and gnomes in this new rich world. 
  This would forever earn him the title of “The 
  Stonefather”. 
  The Aesir gods would next make all the animals 
  and fish which would inhabit Midgard, and spir-
  its and sprites to care for them. But they seemed 
  to be missing one last component for Midgard. 
  Using his power to create life Odin breathed life 
  into two trees, an ash and alder tree creating the 
  first man and woman that would walk on Mid-
  gard. They were quite rough at first but over time 
  Odin walked among them and taught them. Over 
  time they became quite beautiful and wise from 
  Odin’s teachings. 
  After the first men were created some of the elves, 
  gnomes, and dwarves would find their way to 
  Midgard to settle and worship the early Aesir 
  gods that created them. It is said some of the jo-
  tun races, (orcs, goblins, trolls, ogres, kobolds, 
  and giants) would find their way here too. And 
  thus the world as we know it was created and 
  exists today. 
  The three original Aesir gods would have many 
  offspring in their heavenly world they built above 
  Midgard called Asgard, and created many more 
  gods which some of which will be detailed in the 
  following pages. 
  31 
  
  Aegir, evil god of the Sea 
  Aegir is an evil Jotun giant who lives amongst 
  the seas of the material worlds. He is often an-
  gered by the mortals who travel the seas and 
  brings about great storms to drown them and 
  also brings terrible storms to those who live 
  near the sea. Aegir is married to an evil goddess 
  named Rán who tries to capture and imprison 
  sailors and travelers upon the sea. Together 
  they have nine daughters known as the Nine 
  Tempests. 
  Aegir’s domain is the ocean but he is also 
  known for throwing raucous parties amongst 
  the gods and serving a powerful elixir of ale 
  made by him and his nine daughters. 
  Associated With: Debauchery, Sea, Storms, 
  Tempest 
  Temples: Aegir has one known public temple at 
  Jade Cove. Secret shrines are said to exist along 
  coast lines hidden in caves and on remote is-
  lands. 
   
  Orders: Aegir has a small order of clerics based 
  out of Jade Cove and many abroad. Pirates will 
  often hire on a cleric of Aegir to be part of their 
  crew or fleet for protection from the angry evil 
  god and his family. 
   
  Worshiped By: Pirates of the Sea, Sahuagin and 
  other evil denizens of the seas, some goblins, 
  southern orcs, frost giants, and ogres. 
  Symbol: Large Ocean Waves 
  Angrboda, Queen of the Jotuns 
  Angrboda is revered and worshiped as the moth-
  er goddess of the evil Jotun races. In appear-
  ance she is a large and powerful giant ogress. 
  Angrboda’s physical strength is legend in Jotun-
  heim. She is one of the most powerful of all the 
  Jotun that live in Jotunheim or any other world. 
  In one of his most evil deeds, Loki wed Angrbo-
  da secretly in Jotunheim and had three mon-
  strous offspring with her; Fenrir, Hel, and 
  Jormungand. 
  Angrboda’s three offspring with Loki are said to 
  be part of Ragnarok and will one day bring 
  about the end of the world. When Odin learned 
  Ragnarok, The End of Days 
  Most of the followers of both the good and evil 
  deities of Asnar believe in Ragnarok, the end of  
  days. It is believed in the end times brother will 
  no longer be able to trust brother both in the 
  worlds of Asgard and the mortal world of Mid-
  gard. The races will lust for gold and other re-
  sources they do not have and bloody wars will 
  rage all over the known world. 
  In these bloody end times Odin and the Valkyries 
  will travel from battlefield to battlefield to gather 
  as many heroes as they can filling Valhalla to the 
  brink. It is in these dark days that the world tree 
  Yggdrasil will also tremble and fall. 
  When the world tree Yggdrasil has lost its final 
  struggle of life all of the evil forces will ascend 
  upon Asgard and Midgard. The evil forces of Jo-
  tunheim, the undead forces of Hel (including her  
  hound Garm, the great wolf Fenrir, the great sea 
  serpent Jormungand, and the fire demons of 
  Muspelhiem) will attack Asgard and the known 
  world as well. The great dragon Nidhogg will chew 
  through the final roots of the great tree as the 
  battle rages and destroy it for once and all and 
  will emerge from the great void of Niflheim. 
  At this critical time, the doors of Valhalla  will 
  open and the heroes will help the Aesir gods fight 
  their final battle. Depending on which side tells 
  the tale, all the worlds will be destroyed and a 
  new one of light or darkness will be formed for 
  the victors. 
  The Deities of Asnar (A to Z) 
  Except for the followers of the god of Plenty, most 
  races and individuals of the known world revere 
  and worship many different deities though they 
  may consider one deity to be their patron and 
  more important than the others. They will turn to 
  different deities based on what the deity is associ-
  ated with and what is going on in their lives at 
  the moment. The following pages will contain dei-
  ties of  the goodly and evil (Jotun) races in alpha-
  betical order. For players who choose to play a 
  cleric or paladin, some information about the dei-
  ty’s orders are included as well.  
   
  32 
  
  Worshiped By: Humans, Northern Orcs, Some 
  Halflings and Elves. Dwarves and Gnomes usu-
  ally do not follow Baldur. 
  Symbol: Silver chalice encrusted with gems 
  Bragi, god of the Bards 
  Bragi became an adopted son of Odin after Odin 
  felt guilt for tricking Bragi’s beautiful mother 
  Gunnlod and stealing three kettles of mead con-
  taining divine knowledge and wisdom. Odin 
  taught Bragi the power of the runes, and also 
  gave him some of the divine mead from the ket-
  tles. Thus Bragi, became the god of the Bards. 
  So he would have eternal youth to sing, Odin 
  gave him Idunn, the keeper of the apples of 
  youth for a wife. In appearance Bragi is said to 
  have sparkling eyes and rosy cheeks, although 
  his face has the long white beard of a wise sage. 
  Associated With: Bards, Music, Poetry, Story-
  telling, Theater, and the Fine Arts. 
  Temples: Bragi has small temples / centers of 
  learning in Asnar, Blackhelm, and River’s End. 
   
  Orders: Bragi does not have the traditional cler-
  ics like other deities, but bards that oversee his 
  temples and centers of learning. His followers 
  are known as some the finest bards in all of the 
  known world. 
   
  Worshiped By: Bards of all the goodly races of 
  Asnar. 
  Symbol: A flute overlaid a frothing cup of ale 
  Brokk and Sindri, Dwarven Pa-
  trons of Crafting 
  Brokk and his brother Sindri are two of the first 
  dwarves created by Hoenir in Darkalf Heim. 
  Jealous of the gnomish sons of Ivaldi, they made 
  some of the greatest artifacts of power for the 
  Aesir gods. The brothers created Odin’s price-
  less arm ring, the Draupnir and Thor’s magical 
  hammer, Mjolnr the thunderbolt.  
  Though they do not worship the brothers Brokk 
  and Sindri like they would The Stonefather, 
  small shrines to Brokk and Sindri are often 
  found in areas where dwarves live, craft, and 
  smith.  
  of the monstrous brood he banished them all to 
  different worlds. Though Angrboda lives in Jotun-
  heim she will occasionally check on her impris-
  oned children in the other worlds and bring them 
  her wisdom. 
  Associated With: Fertility, Jotun Mothers, Pro-
  tection for Jotun children, Ragnarok, and 
  Strength. 
  Temples: Angrboda has no public temples in 
  Asnar. Amongst the goblins, southern orcs, gi-
  ants, and other evil races she has many shrines. 
   
  Orders: Angrboda has many shamans that wor-
  ship her throughout the evil races of Asnar. With 
  the exception of some of the more advanced gi-
  ants and ogres she has few clerics that follow her. 
   
  Worshiped By: Giants, Goblins, Ogres, Southern 
  Orcs, Trolls, and most other evil Jotun races. 
  Symbol: A crude giant woman with long hair em-
  blazoned with fire behind her 
  Baldur, the god of Light 
  Baldur is the son of Odin and Frigg. He is said to 
  the be the kindest and gentlest of all the Aesir 
  gods. In appearance, he is said to be the most 
  beautiful of all the male Aesir gods. It is said 
  flowers spring up from the ground wherever he 
  walks. Baldur is said to be loved by all of the Ae-
  sir. 
  Baldur is married to his loving wife Nanna. To-
  gether they are the mother and father of Forseti 
   
  Associated With: Beauty, Good, Kindness, Life, 
  Light, Love (Brotherly), Peace, and Poetry. 
  Temples: Baldur has at least a small temple or 
  shrine in most of the cities in Asnar. His largest 
  temple is in Firethorne. 
   
  Orders: Clerics of Baldur are both male and fe-
  male. They take a strict vow of non violence and 
  seek to settle disputes in a non violent manner. 
  Unless their life or an innocent life is threatened 
  they will not use violence. Clerics of Baldur are 
  usually dressed in bright beautiful robes and 
  never wear armor. There are no known paladin 
  orders of Baldur. 
   
  33 
  
  keep him from destroying the worlds. However, 
  his size and power grew too quickly for the Aesir 
  gods to handle. He was banished to an island in 
  the middle of a lake surrounded by a forest of 
  iron trees. Odin tricked Fenrir and chained him 
  with magical chains so he could not escape. Tyr 
  lost his hand to Fenrir during the chaining. It is 
  said Fenrir will be released in the time of Ragna-
  rok. 
   
  Fenrir grows and grows with age. His mother 
  Angrboda is said to visit him and feed him from 
  time to time. 
  Associated With: Destruction, Evil, Fear, Rag-
  narok, Strength, Wolves 
  Temples: Fenrir has only small shrines 
  amongst the evil Jotun races of Asnar. 
   
  Orders: Fenrir’s followers are many shamans of 
  the tribes of goblins, southern orcs, and other 
  evil jotun races of Asnar. 
   
  Worshiped By: Giants, Goblins, Ogres, South-
  ern Orcs, and other evil races. 
  Symbol: A wolf head 
  Forseti, god of Justice and Law 
  Forseti is the son of Baldur and Nanna. It is 
  said Forseti inherited the best of the many good 
  and kind traits of his parents. 
  Forseti grew up and studied the laws of the 
  world and was tasked by Odin to be the chief 
  judge of the laws of the world and the chief 
  judge of Aesir to settle disputes. 
  Forseti lives in his home called Glitnir which 
  has a silver ceiling and golden pillars . 
  Associated With: Justice, Law, Reconciliation 
  Temples: Forseti’s temples serve as both places 
  of worship and justice. Many disputes and trials 
  are settled within the temples of Forseti. All of 
  the major human cities of Asnar have at least a 
  small temple to Forseti which serves also as a 
  court. The largest temples/courts are in Asnar 
  and Blackhelm. Except for mercantile disagree-
  ments which are settled by the Merchant’s 
  Guild, most disagreements are taken to the tem-
  ples/courts of Forseti. 
  Associated With: Crafting, Dwarven Craftsman-
  ship, Smithing 
  Temples: Brightgold and Hammerdawn both con-
  tain small temples to Brokk and Sindri. 
   
  Orders: Clerical orders of Brokk and Sindri are 
  very small in number. No paladin orders are 
  known to exist. 
   
  Worshiped By: Dwarven craftsmen and artisans 
  Symbol: An anvil and hammer 
  Eir, goddess of Healing 
  Eir is said to be one of Frigg’s closest friends and 
  spends much of her time in Frigg’s court when 
  not upon her home in Asgard known as Lyfjaberg 
  (The Hill of Healing) . Eir is revered as the god-
  dess of Healing. Those who are sick and suffering 
  turn to her for help. Many women will also pray 
  to Eir before and during childbirth for the safety 
  and health of their new born as well as them-
  selves. Eir is known by many as the lifegiver. 
  Associated With: Childbirth, Healing, Life, Sick, 
  Suffering 
  Temples: Eir will often have shrines within 
  Frigg’s temples when no shrine or temple to Eir is 
  nearby. The largest of Eir’s temples is in Asnar, 
  Chamblee, and Blackhelm. Many small temples 
  and shrines exist all throughout Asnar. 
   
  Orders: Clerics of Eir are mostly human men and 
  women. Cleric’s of Eir are highly sought after in 
  the larger  cities where there are many who are 
  sick or suffering. Eir’s Mercy is a small order of 
  paladins of Eir that carry out the will of Eir and 
  travel throughout the far reaches of Asnar to ful-
  fill her will. 
   
  Worshiped By: Halflings, Humans, Northern 
  Orcs,  and some Dwarves, Gnomes, and Elves. 
  Symbol: A small hill with a stream running down 
  it 
   
  Fenrir, the Wolf god of Power 
  Fenrir is one the three evil monstrous children 
  bore to Angrboda and Loki. When Odin learned of 
  Fenrir the Aesir gods tried to raise him to 
  34 
  
   
  Worshiped By: Humans, few Northern Orcs, 
  Halflings, few Dwarves and Gnomes, and Many 
  Elves 
  PLOT HOOK: A cleric or paladin of Frey sends 
  the party to an agricultural area to stop a group 
  of goblins or bandits from raiding and harassing 
  a local group of farmers. 
  The adventure would lead the players to a lair 
  where they stumble upon a plot that is much 
  more devious than the destruction of some local 
  farms. 
  Symbol: A flaming sword 
  Freya, the goddess of Love 
  Freya is one of the most worshipped gods of old, 
  only behind Odin and Thor. It is said in Asgard 
  her hall is almost as big as Odin’s because of all 
  the company she always has. She is the daugh-
  ter of Njord, sister of Frey, and was sent to live 
  in Asgard after a treaty between the Aesir and 
  Vanir gods. 
  Freya is said to be the most beautiful of all the 
  goddesses of both the Aesir and Vanir. In ap-
  pearance she is said to have beautiful long 
   
  Orders: Most clerics of Forseti are male humans. 
  They also serve as judges who hold court within 
  the temples as needed. 
  ‘The Reconcilers’ is a fairly large order of paladins 
  of Forseti who are tasked to seek justice for the 
  innocent and wronged. They work within the con-
  fines of the laws of the Kingdom of Asnar  and are 
  often sent on missions to hunt down fugitives 
  and criminals. 
   
  Worshiped By: Humans, Northern Orcs, 
  Halflings, some Dwarves, Gnomes, few Elves.  
  Frey, the god of the Bountiful 
  Harvest 
  Frey son of Njord, is a Vanir god and brother of 
  Freya who was sent to live in Asgard after a trea-
  ty between the Aesir and Vanir gods. Frey is a 
  god of Fertility who is said to send life giving rain 
  and sunshine to the material worlds for bountiful 
  harvest. Frey is married happily to the goddess 
  Gerd. 
  Frey in appearance is a handsome young man 
  who has a sword that is said to gleam as brightly 
  as the sun and has a horse which can dash 
  through flames. He is often seen flying over the 
  land and sea in the summer skies bringing magi-
  cal rays of sunlight to the darkest valleys increas-
  ing the yield of crops. 
  Frey also has a palace given to him by Hoenir in 
  Alfheim, where the elves honor and wait upon 
  him. 
   
  Associated With: Agriculture, Farming, Fertility, 
  Rain, Sunshine 
  Temples: Frey has a large temple in Chamblee 
  and Skyfall. There are usually many small 
  shrines to him especially in agricultural areas. A 
  small temple to Frey also exists in Arielimnda. 
  Smaller shrines to Gerd will also exist in most 
  places Frey is honored. 
   
  Orders: Frey’s clerics are usually human or elven 
  males. Frey’s clerics are highly revered in agricul-
  tural areas and farmers seek out his blessing. A 
  small order of paladins exist who carry out Frey’s 
  will and protect those who worship him. 
  35 
  
  Frigg is waited upon by three young goddesses, 
  Fulla, Gna, and Lin. Fulla carries Frigg’s per-
  sonal chest of belongings and is her close friend 
  and confidant. Gna runs Frigg’s many errands 
  down to the material worlds on her magical fast 
  steed. Lin’s duty is to watch out for men and 
  women who Frigg choose to protect from harm.  
  Associated With: Birth, Destiny, Fertility, 
  Homes, Mothers, Protection, Safety, Weaving 
  Temples: Frigg’s largest temples are in Asnar 
  and Blackhelm. She has many smaller temples 
  and shrines all throughout Asnar. She will often 
  have a shrine wherever Odin does as well. Fulla, 
  Gna, and Lin are also honored at most temples 
  and shrines to Frigg. 
   
  Orders: Clerics of Frigg are mostly female but 
  some males are allowed into their order. Before 
  the Red Death a small order of paladins existed 
  for Frigg, but the order was disbanded in the 
  aftermath of the plague. The clerics of Frigg 
  have talked about trying to restore their order of 
  paladins. 
   
  Worshiped By: Humans (especially females), 
  Northern Orcs, and many female Dwarves, 
  Elves, and Gnomes. 
  Symbol: A weaving loom 
  Gefjon, the goddess of the 
  Plough 
  Gefjon is a goddess often associated with farm-
  ing and agriculture. It is said that she once so 
  desired to have her own island she bore four 
  strong Jotun sons and turned them into bulls. 
  After ploughing a beautiful piece of land she 
  turned it into an island. It is said the island 
  Jade Cove is on was created by her mighty 
  plough long ago  in a far off age. 
  Associated With: Agriculture, Farming, Plough, 
  Virginity 
  Temples: Gefjon has a moderate sized temple in 
  Jade Cove. She will usually have at least a small 
  shrine in most agricultural areas. She also has 
  a small temple in Chamblee and some scattered 
  about in the Bramblebriar Dale. 
   
  golden hair and wears a very beautiful ornate 
  necklace that has gems that glow like fire. 
  Freya is also often quite sad though. She is mar-
  ried to a god named Od and has a little daughter 
  named Noss. Her husband Od is said to be a 
  dreamer and wanderer and is lost travelling world 
  to world. Freya is said to often go looking for Od. 
  She will often travel as herself or as a swift fal-
  con. Sometimes she will travel the worlds in a 
  carriage drawn by cats. When Freya cries she 
  cries streams of gold. Some have claimed to find 
  her golden tears where she has travelled search-
  ing for Od. 
  Freya is often worshiped and prayed to by young 
  maidens and men searching for romantic love or 
  for another to fall in love with them. Wives of 
  missing husbands will often pray to Freya for safe 
  return of their husbands. Overall, Freya is wor-
  shiped as a symbol of love and hope. 
  Associated With: Beauty, Fertility, Lost Loved 
  Ones, Love (Romantic), Romance 
  Temples: Most major settlements will have at 
  least a small temple or outdoor Shrine to Freya. 
  The largest temples to Freya are in Asnar, Black-
  helm, and Coldspring. 
   
  Orders: Only women are allowed to serve as 
  priests of Freya. A small order of female paladins 
  are said to exist called Freya’s Searchers who go 
  into the world to exact Freya’s will and justice for 
  her followers. 
   
  Worshiped By: Humans, Northern Orcs. 
  Halflings, few Elves, Dwarves, and Gnomes. 
  Symbol: A falcon 
  Frigg, First of the goddesses 
  Frigg is said to be Odin’s favorite wife and the 
  first of all the goddesses in Asgard. Frigg is the 
  only other god or goddess that Odin trusts to sit 
  on Lidskalf and know the secrets of the worlds 
  and the destiny of it’s inhabitants. Frigg lives in a 
  beautiful but modest hall in Asgard. It is said she 
  spends much of her days spinning a magical 
  weave and watching the households of the mate-
  rial worlds. The majority of the goddesses look to 
  Frigg as a motherly figure and spend much of 
  their time in court at Frigg’s hall with her. 
  36 
  
  The followers of the god of plenty also believe in 
  a pantheon of archangels that walk amongst the 
  surface world in an endless battle with the de-
  monic forces of darkness and evil. Followers of 
  the god of plenty do not deny the existence of 
  the gods worshiped by the elves, dwarves, or 
  barbarians. However, they choose to interpret 
  them differently. For instance, they believe that 
  the god of plenty takes on different forms when 
  appearing to the elves and dwarves. They believe 
  that many of the gods worshiped or despised in 
  the known world are archangels or demons. 
  The followers of the god of plenty believe one day 
  in a coming apocalypse similar to Ragnarok 
  where the forces of darkness will fight a final 
  battle against the forces of good in which all evil 
  will be vanquished from the world bringing in an 
  endless age of peace and prosperity. They be-
  lieve that the saints of old will be resurrected for 
  this coming world to live in eternity in love and 
  peace in a new world called Gimlé. Many believe 
  that the Red Death heralded this coming time 
  and it draws near. 
  Associated With: Agricultural Blessings, Divine 
  Judgement, Fertility, Goodness, Healing, Pros-
  perity, Light, Peace 
  Temples: The largest temple is in Chamblee. 
  There are also many smaller temples in most of 
  the cities in Asnar and South Asnar. 
   
  Orders: Clerics of the god of Plenty simply refer 
  to themselves as priests. They have no formal 
  name for their order. 
  A growing and powerful order of paladins carry 
  out the will of their church for the god of Plenty. 
  They are usually mounted and wear heavy ar-
  mor and have been known to assist the Asnar 
  army on many occasions. They refer to them-
  selves as the Riders of Truth. 
   
  Worshiped By: Mostly humans but a growing 
  number of halflings and occasionally some 
  elves. 
  Symbol: A blazing sun often confused with 
  Odur’s symbol. 
  Heimdall, the Watchman 
  Heimdall is another of Odin’s sons. His 
  Orders: Clerics of Gefjon are usually male and 
  female humans. There are no known orders of 
  paladins for Gefjon.  
   
  Worshiped By: Humans, few Northern Orcs, 
  Halflings, some Dwarves, Gnomes, and Elves. 
  Symbol: A plough 
  Gerd, goddess of Fertile Soil 
  It is said that one day Frey snuck into Odin’s 
  throne room and sat on Lidskjalf out of curiosity. 
  He peered deep into Jotunheim and saw a beauti-
  ful maiden walking across a courtyard. Frey in-
  stantly fell in love with the beautiful Jotun maid-
  en Gerd. It is said when Frey and Gerd united for 
  the first time in love, that Gerd’s icy Jotun heart 
  was melted, and every icy seed in the world burst 
  into life. She then became his beautiful loving 
  wife. Like many of the other goddesses , Gerd 
  spends much of her time in the court of Frigg. 
  Associated With: Agriculture, Fertile Soil, Plant-
  ing, Seeds, Thawing and Melting Ice  
  Temples: Gerd’s temples and shrines are always 
  located alongside or within places of worship to 
  her husband Frey. 
   
  Orders: Because worship of Gerd is associated 
  with Frey, there are no individual orders dedicat-
  ed to Gerd. 
   
  Worshiped By:  
  Humans, few Northern Orcs, Halflings, few Dwa-
  rves and Gnome, Many Elves 
  Symbol: Seeds in a tilled row of soil 
  The god of Plenty 
  In the past few centuries many humans and 
  members of the other races have begun to wor-
  ship a single deity they call The god of Plenty, 
  god Almighty, or just god. 
  The deity they refer to is very complex and they 
  believe is the creator of all life. They look to him 
  for healing, agricultural blessings, peace, fertility, 
  and for divine judgement against their enemies. 
  He is often depicted as a fatherly figure bathed in 
  the light of sun and fire. A blazing sun motif is 
  often used as a symbol of his worshipers.  
  37 
  
  Symbol: A curved horn of warning 
  Hel, keeper of Niflheim 
  Hel is one of the three children of Angrboda and 
  Loki. She was banished underground by Odin to 
  guard and live on the doorstep of Niflheim. Hel’s 
  realm in Niflheim was named after her. Those 
  who die of sickness or old age are sent to her. 
  The more wicked who die are sent to Nidhogg for 
  torment. 
  The realm of Hel, is far from a pleasant place. It 
  is said to have walls of weaving serpents, and 
  she does nothing to please or help her guests. 
  On her roof is a soot black crow who never 
  crows. Hel lives in a lair named sickbed, her 
  knife is said to be called hunger, and her platter 
  starvation. A high fence surrounds the realm of 
  Hel and she has a howling hound named Garm, 
  chained to the gate.  It is said once in a while for 
  amusement she will leave the gate open and let 
  some of the undead back into the material world 
  to cause havoc. 
  In appearance Hel is said to be a giant hag god-
  dess. On one side she is as pale as death and on 
  the other black as soot. 
  Associated With: Death, Suffering, Underworld 
  Temples: Hel has no open temples in the King-
  dom of Asnar, but in the larger cities and some-
  times in the wilderness there are small shrines 
  to Hel where citizens are allowed to leave offer-
  ings for their loved ones who passed to Hel from 
  old age or sickness. 
   
  Orders: Hel has a small order of clerics in As-
  gard that oversee the burial rights of the dead. 
  They are tolerated but also closely watched by 
  the Kingdom of Asnar and the clerics of the oth-
  er Aesir gods. 
   
  Worshiped By: All the races that believe their 
  dead go to the realm of Hel. Dwarves, Gnomes, 
  and Elves strive to go to Alfheim or Darkalf 
  Heim, but those found unworthy go to Hel or 
  Nidhogg. 
  Symbol: A woman’s face rotting on one side 
   
  life’s duty and purpose is to guard the bridge into 
  Asgard. He lives amongst Himinbjörg (The Sky 
  Cliffs) of Asgard and constantly watches the rain-
  bow bridge into Asgard. It is said that Heimdall 
  needs little sleep and has the ability to see for 
  hundreds of miles and hear the faintest of 
  sounds. Whenever intruders approach Heimdall, 
  he blows Gjallarhorn (The Resounding Horn) and 
  warns the others in Asgard. 
  Associated With: Guards, Loyalty, Watchfulness 
  Temples: Heimdall will usually have small 
  shrines within the temples of both Odin and 
  Thor. He has larger dedicated temples to just him 
  in both Bleakmire and Seashield. Most Asnary 
  Army outposts, bases, and forts will have a 
  shrine dedicated to Heimdall. 
   
  Orders: Besides watching the shrines and tem-
  ples of Heimdall, many clerics of Heimdall will 
  join and serve within the Asnary Army and Navy 
  for small tours as part of their training.  
   
  The Rangers of The Watch revere and worship 
  Heimdall as their patron deity, and look to him 
  for help and protection. 
   
  Worshiped By: Humans, Rangers, Soldiers and 
  Sailors of Asnar, some halflings and elves  
  Heimdall is also the symbol for The Watch 
  38 
  
  Hoenir, Father of the Elves 
  Hoenir is the brother of Odin and Lodur (The 
  Stonefather). With help from his brothers Hoenir 
  created Alfheim, the sacred world of the elves 
  and breathed life into the first elves there many 
  ages ago.  
  Hoenir lives both in Alfheim and Vanaheim. 
  Long ago Asgard had a great war with the Vanir 
  gods of Vanaheim. As part of a peace treaty Hoe-
  nir was sent to the Vanir in Vanaheim. The Va-
  nir gods were so impressed with Hoenir they 
  made him their leader. Hoenir oversees both 
  Vanaheim and Alfheim and often goes between 
  the two worlds. 
  Because of his duality the elves see Hoenir as 
  both the father of the elves and Alfheim and the 
  master of the many minor deities of Vanaheim 
  which oversee nature, fertility, wisdom, and the 
  mystical knowledge to know the future of the 
  world. 
  Associated With: Father of Elven Kind and Alf-
  heim, Fertility, Knowledge of the Future, Nature, 
  Weather, Wisdom 
  Temples: The principle temple of Hoenir and 
  the elves is a temple complex at Yanor. Smaller 
  temples also exist at Arielimnda and Allfanas. 
  Other holy places tend to be simple gardens, 
  sites, and shrines that commune and are part of 
  nature scattered all over the known world and 
  in secret sites. In the Bramblebriar Dale several 
  shrines exist that have been erected and kept by 
  the halflings. 
   
  Orders: Clerics of Hoenir rarely leave Yanor or 
  the Great Wood unless they are on an important 
  quest or business for Hoenir. Clerics of Hoenir 
  usually wear dark green robes gilded with intri-
  cate golden symbols when not adventuring in 
  the world. On the battlefield or adventuring they 
  wear a lightweight armor said to be as strong as 
  any metal in the known world. 
   
  A small group of elven paladins known as the 
  Riders of Yanor also exist to serve Hoenir and 
  the greater good of the elves of Asnar. It is said 
  they played an important role in many battles 
  during the goblin and southern orc uprisings. 
   
  Hermod, Messenger of the gods 
  Hermod, son of Odin is known as the messenger 
  of the gods. He is said to be brave and willing to 
  travel where many other will not. Hermod ap-
  pears as a brave young handsome armored solid-
  er on a powerful steed. It is said sometimes Odin 
  will allow Hermod to travel on his steed Sleipnr.  
  Associated With: Couriers, Messengers, News, 
  Safe Travel 
  Temples: Hermod’s temples serve as places of 
  worship but also as a place where one can donate  
  to have a message taken to a far off land. 
   
  Orders: Clerics of Hermod refer to themselves as 
  Hermod’s Riders. The older clerics will usually 
  take care of the temples while the younger ones 
  live a life of travel and adventure on the road. No 
  order of paladins are known to exist for Hermod. 
  Clerics may often find themselves assisting the 
  Asnar army in times of need. 
  Worshiped By: Anyone who serves as a courier 
  or messenger, Humans, Northern Orcs, some 
  Dwarves, Halflings, and Elves. 
  Symbol: Winged scroll 
  Hodr, god of Winter & Darkness 
  Hodr is another one of Odin’s sons. Hodr was 
  born blind and given dominion and power over 
  Winter. Hodr decides when the long winter will 
  begin each year and when it ends. 
  Associated With: Darkness, Winter 
  Temples: Hodr’s largest temple is in the city of 
  Asnar. Small shrines to Hodr can be found in al-
  most every settlement in the far north where the 
  winters are the most brutal. 
   
  Orders: Cleric’s who take a vow to serve Hodr 
  must agree to be blinded in a complex ritual 
  which initiates them into his service. It is said 
  their other senses become magically heightened 
  and you would often not know they can not see. 
   
  Worshiped By: Barbarians of the Far North, 
  Northern Orcs, Many Humans, few Dwarves, 
  Elves, and Halflings.  
  Symbol: Snowflake 
  39 
  
  ers sprouting from the ground. 
  Jormungand, the Great Serpent 
  Jormungand, the Great Serpent was one of the 
  three offspring produced between Loki and An-
  gerboda in Jotunheim. It is said though Odin 
  could not kill the offspring of Loki he flung 
  Jormungard into the ocean of the material world 
  where he wrapped himself in a circle around the  
  world with his fangs biting his own tail. 
  It is said that Jormungand will be set loose to 
  wreck havoc upon Asgard and all the worlds 
  when the final time of Ragnarok comes close. 
  Earthquakes are often attributed to 
  Jormungand moving and stretching beneath the 
  ground. 
  Associated With: Destruction, Earthquakes, 
  Poison, Ragnarok, Sea Serpents, Snakes 
  Temples: Jormungand has only secret evil tem-
  ples in dark places dedicated to him. His tem-
  ples are usually located far underground. 
   
  Orders: Jormungand has a strong cult following 
  that is hidden throughout Asnar. Jormungand 
  has a vicious evil order of clerics that follows out 
  his will in the material world. They often use 
  poison to subdue victims that they are said to 
  sacrifice to him. 
   
  Worshiped By: His worshipers are few but are 
  made up of almost every race. 
  Symbol: A circular shaped snake devouring its 
  own tail. 
  Loki, the god of Lies and 
  Trickery 
  There is no deity more complex than the jotun 
  god Loki. Loki has the ability to shapeshift into 
  any that form that pleases him, including fe-
  males. Loki is known for being the king of lies, 
  deceit, and trickery. 
  Loki’s tale begins long before Odin gave his eye 
  to Mimir and became the wise being he is now. 
  When Odin first met Loki he was in awe and 
  very impressed with him. They became blood 
  brothers at once and intermingled their Aesir 
  and Jotun blood. Odin invited and allowed Loki 
  Worshiped By: Elves, Many Halflings, Some Hu-
  mans, Many Rangers of the Wilds. 
  Symbol: A symbol resembling a cursive ‘V’ with a 
  simple tree over the top of the script 
   
  Idunn, goddess of Spring 
  & Eternal Youth 
  The goddess Idunn was granted power over the 
  coming of Spring each year and given the im-
  portant task of guarding her precious apples 
  which grant eternal youth. 
  It is said that because the Aesir gods are not tru-
  ly immortal they rely on Idunn’s apples to keep 
  them young and vibrant. It is said that once Loki 
  allowed Idunn and her apples to be kidnapped 
  causing a great crisis in Asgard. Without Idunn’s 
  apples they grew old and weak. After realizing 
  Loki’s treachery, they forced Loki to find her and 
  return her to Asgard. 
  Idunn is happily married to her husband Bragi. 
  In appearance she is a beautiful but simply 
  dressed maiden. She always has a basket with 
  her that contains her precious apples. Once a 
  year she will usually meet with Hodr and they 
  will decide when Winter ends and Spring begins.  
  Associated With: Apples, Eternal Youth, Spring 
  Temples: Idunn’s largest temple now lay in ruins 
  in the Vadrid Plains. She has several smaller 
  temples today still at Asnar, Blackhelm, Cham-
  blee, and River’s End. 
   
  Orders: Clerics of Idunn are women only. It is 
  rumored the head of the order is a female human 
  actually several centuries old who has been 
  blessed from a bite of one of Idunn’s apples. 
   
  A small order of female paladins do exist dedicat-
  ed to Idunn. They go by the name of Idunn’s Mer-
  cy. 
   
  Worshiped By: Mostly Humans and Barbarians 
  of the Far North. Some Northern Orcs and 
  Halflings. Few Dwarves, Elves, or Gnomes. Many 
  farmers will offer and pray to her for start of an 
  early Spring each year. 
  Symbol: A large apple overlaid several flow-
  40 
  
  Temples: Mimir has a shrine within the Great 
  Library of Asnar and within the Library at Ari-
  elimnda. 
   
  Orders: Instead of referring to themselves as 
  priests or clerics, followers of Mimir like to be 
  called scribes or oracles. Their order lives within 
  the two libraries of Asnar as well as at each col-
  lege of Wizardry and Arcane Arts. 
   
  Worshiped By: Mainly humans and elves. Few 
  members come from other races.  
  Symbol: A Well 
  Nanna, goddess of Light 
  Nanna is the loving wife of Baldur and mother of 
  Forseti. Wherever Baldur is found she will typi-
  cally be. She will sometimes visit the court of 
  Frigg with the other Asgard Goddesses. She is 
  typically seen as a beautiful maiden always sur-
  rounded by a glowing light and basking in gen-
  tle love and care for others. 
  Associated With: Light, Love 
  Temples: Nanna is worshiped jointly at the tem-
  ples of her husband Balder. 
   
  Orders: The orders of Baldur are Nanna’s as 
  well 
   
  Worshiped By: Humans, Northern Orcs, Some 
  Halflings and Elves. Dwarves and Gnomes usu-
  ally do not follow Baldur. 
  Symbol: The sun behind a flaming sword 
  Nidhogg, the Dragon god 
  Nidhogg is an ancient great black dragon wor-
  shiped by all the dragons of Asnar. Nidhogg lies 
  trapped in the darkest depths of Niflheim, chew-
  ing at the world tree Yggdrasil until the final day 
  of Ragnarok.  The many followers of Nidhogg 
  look to a day when the great dragon will bring 
  about the end of the known worlds to reign vic-
  toriously in a new world of darkness. 
  It is also said that the worst and most wicked 
  souls of the dead are sent to Nidhogg in Niflheim 
  for eternal torment. 
  Associated With: Darkness, Destruction, 
  to move into Asgard with the Aesir gods. Loki has 
  a very complex history of being in and out of fa-
  vor with the Aesir of Asgard because of his lies, 
  trickery, and deceit. Only because of his shared 
  blood with Odin would Loki be allowed to live in 
  Asgard after many of his evil and hurtful deeds. 
  One of the worst of Loki’s deeds would be to have 
  three monstrous children with Angerboda in Jo-
  tunheim, which are said to be unleashed in the 
  upcoming time of Ragnarok.  
  Associated With: Deceit, Lies, Thievery, Treach-
  ery, Trickery 
  Temples: Though Loki has no public temples in 
  Asnar he is widely worshiped by all the races of 
  the known world and Jotunheim. Many thieves 
  and assassins consider him their patron deity. 
  Secret and often underground temples do exist 
  throughout Asnar and often in large populated 
  areas. The wicked races do not fear openly wor-
  shiping Loki. 
   
  Orders: Cleric of Loki tend to his small hidden 
  shrines and temples throughout Asnar. They may 
  venture forth to carry out Loki’s will for a sinister 
  or diabolic plot. A cleric of Loki may actually do a 
  good deed as well. Such is the twisted nature of 
  Loki. 
   
  Worshiped By: Loki is worshiped by all races by 
  those with evil or deceit in their hearts. Loki is 
  also the patron deity of career professional 
  thieves and assassins.  
  Symbol: Flame 
  Mimir, god of Wisdom 
  Mimir was born a Jotun god, but unlike his 
  brethren was not wild and uncouth. When Odin 
  was very young he peered into Jotunheim from 
  Lidskjalf and saw Mimir who owned a magical 
  well of wisdom. Odin visited Mimir to drink from 
  the well, and Mimir obliged if Odin would share 
  his all seeing vision with him. Odin gave his left 
  eye to Mimir in exchange for a drink from the 
  well. Mimir hid Odin’s eye deep in the well of wis-
  dom and from then on Mimir also knew of every-
  thing in the worlds. Mimir would then become 
  Odin’s greatest advisor. 
  Associated With: Knowledge, Wisdom 
  41 
  
   
  Worshiped By: Njord is widely worshipped by 
  only those who typically travel the seas. Few 
  halflings, gnomes, or dwarves worship him. 
  Symbol: A gust of wind over water 
   
  Odin, The All Father 
  Odin is one of the three original Aesir gods that 
  created the world as we know it and helped cre-
  ated the worlds of the elves, dwarves and 
  gnomes, and breathed life into the first men of 
  Midgard with his brothers Hoenir and Lodur.  
  Odin is the most powerful and revered deity of 
  the gods of old. He is known as Odin - the All 
  Father, Odin—the Wise Wanderer, Odin the Ra-
  ven god, and Ygg— the terrible one, the god of 
  Storm and War. 
  Odin rules from the tallest point in all of Asgard 
  atop a silver tower. From his throne named 
  Lidskjalf Odin can see everything. For that 
  which is hidden in darkness, Odin sends out his 
  ravens at dawn who return the knowledge later 
  that day. Odin once traded one of his eyes to 
  Mimir, the wisest jotun so he would have the 
  Keeper of the Wicked, Ragnarok (The 
  End of Days), Dragons, Sacrifice 
  Temples: Nidhogg has no public 
  temples in Asnar. Nidhogg has many 
  hidden shrines and temples in dark 
  evil places throughout the known 
  world. 
  Orders: There are several secretive 
  and opposing dragon cults that wor-
  ship and honor Nidhogg. Clerics and 
  followers of Nidhogg seek to bring 
  about the release of Nidhogg from 
  Niflheim and bring about the end of 
  the world. These cults often practice 
  sacrifice and kidnap unsuspecting 
  victims for their evil practices. 
  Worshipped By: Dragons, Kobolds, 
  Goblin and Southern Orc Tribes, and 
  Scattered Hidden Human cults. 
  Symbol: A solid black dragon 
  Njord, god of Sea and 
  Wind 
  Njord is a Vanir god who is the father of Frey and 
  Freya. After a peace treaty with Asgard, Njord 
  and his two children Frey and Freya came to live 
  among the Asgard. Njord is said to have a very 
  stately and dignified appearance. 
  He is most associated with safe travel upon the 
  seas and is said to provide gentle winds for sail-
  ors and calm the seas for them for safe passage. 
  Upon the land Njord is prayed to for his ability to 
  put out fires. 
  Associated With: Putting out Fires, Safe Passage 
  on the Ocean, Sea, Smooth Sailing, Wind 
  Temples: Njord has small temples in Seashield, 
  Yellowfish, and Bleakmire. Small shrines can be  
  found to him on many small islands, beaches, 
  and coves throughout the known world. 
   
  Orders: Clerics of Njord are often clothed in blue 
  robes the color of the sea and are said to be gifted 
  with great powers of the sea and wind. 
   
  A small order of paladins known as Njord’s Wind 
  is said to exist to carry out his will. 
  Nidhogg, the Dragon god 
  42 
  
  Orders: Saga’s Cup is a small order of clerics 
  and paladins that serve the goddess Saga. Only 
  women are allowed to join their order. 
   
  Worshiped By: Mostly humans and Northern 
  Orcs, some elves and halflings, few dwarves or 
  gnomes worship her.  
  Symbol: Golden Cup 
  Odur, god of Summer 
  Odur is a lesser known Vanir god who is the 
  husband of the beautiful Freya. It is said he has 
  the power and dominion over the season of 
  Summer. Odur is known to be both a wanderer 
  and a dreamer. It is said he is a lost wanderer 
  who roams in a dreamlike state from warmer 
  climate to warmer climate. His beautiful wife 
  Freya often searches for him, but has not seen 
  him in many ages. 
  wisdom of both the Aesir and Jotun races and 
  worlds. 
  Odin appears differently depending on his task. 
  When travelling the world as a wanderer he ap-
  pears as an old man in a dark blue cloak with a 
  wide brimmed hat and long hair to cover his 
  missing eye. When traveling to battles whether 
  to observe or give judgment he wears a suit of 
  the finest armor and rides his eight legged 
  steed Sleipnir, the Glider. 
  Associated With: Creation, War, Battle, Wis-
  dom, Power, and Storm  
  Temples: The largest temple to Odin is in the 
  ancient city of Asnar. Other significant temples 
  also exist in Blackhelm, Redwater, Bleivik, and 
  River’s End. Most human cities in Asnar will at 
  least have a very small temple or shrine to 
  Odin. 
  Orders: Clerics of Odin are both male and fe-
  male but must be very strong, fierce, and great 
  warriors on the battlefield. A small order of fe-
  male paladin knights known as Odin’s Maidens 
  does exist but is in very small numbers since 
  the Red Death. Odin’s Maidens resemble the 
  revered Valkyries of legend in appearance. 
  Worshiped By: The Barbarians of the Far 
  North, Northern Orcs, humans of the south, 
  and some dwarves, elves, halflings, and 
  gnomes. 
  Symbol: A watching blue eye 
  Saga, goddess of Poetry 
  Saga is a beautiful Aesir maiden gifted with the 
  arts of poetry and divination. Her home is at  
  Sökkvabekkr  (The Sunken Beach) , where she 
  lives when not in attendance at Frigg’s court. 
  Odin is said to often visit her in Sökkvabekkr 
  where they drink from golden cups as he admires 
  her poetry and wisdom. 
  Associated With: Divination, Golden Cups, Poet-
  ry, Waterfalls, Wisdom 
  Temples: Saga’s largest temple is now in a ru-
  ined city that lay at the headwaters of the river 
  that feeds Lake Firethorne. Small temples to her 
  still exist at Firethorne, Bleakmire, and Skyfall. 
   
  43 
  Odin, The All Father 
  
  exist for Skadi. The principal weapon for clerics 
  of Skadi is the bow, which is unusual for a cler-
  ic. 
   
  Worshiped By: Mainly Barbarians of the north 
  and northern orcs. Almost no dwarves, elves, 
  gnomes, or halflings worship her. 
  Symbols: Bow and skis interlocked 
  Sif, goddess of Golden Grain 
  Sif is the beautiful wife of Thor. Together with 
  Thor, she is the mother of Magni and Modi. It is 
  said after Thor’s thundershowers she makes the 
  seeds of grain ripen to golden grain. Sif is said 
  to have the most beautiful golden hair of all the 
  goddesses. After Loki shaved her head in a 
  prank, Odin forced Loki to restore her beautiful 
  hair. The great ancient gnomes of antiquity 
  crafted magical golden hair that Loki took back 
  to her. When not with Thor in his hall, she 
  spends much of her time in the court of Frigg.  
  Associated With: Fertility, Gold, Golden Grain, 
  Kinship, Wedlock 
  Temples: Sif’s shrines are almost always within 
  temples to Thor. In larger agricultural areas in-
  dividual shrines to Sif are sometimes found. 
   
  Orders: The clerical and paladin orders of Thor 
  also carry out the will of the goddess Sif.  
   
  Worshiped By: Mainly those who farm 
  (especially grain). Mostly humans and barbari-
  ans, few dwarves, elves, gnomes, or northern 
  orcs. 
  Symbol: A golden stalk of grain 
  Stonefather, The (Lodur) 
  The Stonefather (Lodur) is one of the three origi-
  nal Aesir gods who rose against Ymir with his 
  brothers Odin and Hoenir. Lodur created 
  Darkalf Heim and the dwarf and gnome races. 
  Lodur is revered by both races and more com-
  monly called the Stonefather. Gnomes depict 
  the stonefather as a gnome in immaculate gold 
  and silver armor, while the dwarves depict him 
  as an aged dwarf with a long beard wearing a 
  heavy set of battle armor. 
  Associated With: Dreaming, Summer, Sun, 
  Wandering, Warmth 
  Temples: Odur has no organized temples but has 
  many small shrines hidden in remote areas all 
  over Asnar. 
   
  Orders: Odur’s Wanderers is a small clerical or-
  der that wonders the world in search of the many 
  shrines to Odur. When found they will often be in 
  a trance like state tending to the shrine they have 
  most recently found and stay at. 
   
  Worshiped By: Mostly humans of the warmer 
  southern climates. Few dwarves, elves, gnomes, 
  halflings, or northern orcs worship Odur. 
  Symbol: An emblazoned sun 
  Skadi, goddess of the Mountains  
  The tale of the goddess Skadi is one usually told 
  as a tale of tragedy. Skadi was born a wild beau-
  tiful Jotun maiden in Jotunheim who spent most 
  of her time skiing and hunting. It is said that she 
  is one of the finest archers to have ever lived. 
  One day her father Jasse was killed by an Aesir 
  god and she demanded tribute from Asgard for 
  her father’s death. Odin offered Skadi one of the 
  Aesir gods to her as a husband. Skadi agreed, 
  but wanted a husband who could make laugh. 
  The Aesir agree but said she would have to 
  choose one of them by only looking at their legs. 
  Skadi agreed and the Aesir gods began trying to 
  make her laugh. After none could make her 
  laugh, Loki tricked her into laughing and then 
  she set out to choose a husband by making her 
  laugh. Hoping to chose Baldur, Skadi chose Njord 
  and was greatly disappointed. 
  Skadi and Njord were complete opposites. Skadi 
  loved the cold and mountains, where Njord loved 
  the sea. Skadi and Njord only see each other now 
  at gatherings of the gods. 
  Associated With: Hunting, Mountains, Skiing, 
  Snow 
  Temples: Skadi’s largest temple is in Northpass 
   
  Orders: A small order of clerics dedicated to Ska-
  di known as Skadi’s Arrows operates out of the 
  town of Northpass. No known paladin orders 
  44 
  
   
  Orders: Clerics and evil paladins of Surtur are 
  said to wield enormous powers with fire to de-
  stroy their enemies. Though their numbers are 
  small, they are a powerful and dangerous order 
  to deal with. 
   
  Worshiped By: Evil cultists of all races who 
  wish to bring about the end of the worlds. Ru-
  mor has it that a cult dedicate to Surtur has 
  gathered a strong presence in the Cassini Em-
  pire. Worshiped by all fire giants. 
  Symbol: Fiery Sword imposed over a symbol of 
  fire 
   
   
  The Stonefather (Lodur) has a grand hall in As-
  gard but spends most of his time at a large for-
  tress in Darkalf Heim where he receives those 
  worthy to spend the afterlife in Darkalf Heim. 
  Associated With: Crafting, Creation, Father of 
  Dwarves, Father of Gnomes, Mining  
  Temples: The largest temples to the Stonefather 
  exist in Brightgold, Yellowfish, Faern Auraglor, 
  and Hammerdawn. Many more exist but they are 
  desecrated and in ruin. 
   
  Orders: The clerical orders of the Stonefather are 
  splintered between the Brightgold Dwarves, the 
  Fallen Dwarves, and the Gnomes. They do not 
  participate in joint worship and in general do not 
  get along with one another. 
   
  The Stonefather’s Hammer is a large group of pal-
  adins dedicated to carrying forth the will of the 
  Stonefather and restoring his glory throughout 
  Asnar and the known world. The Stonefather’s 
  Hammer is based out of Brightgold, but many of 
  it’s members have secretly been working with the 
  Fallen Dwarves to organize expeditions to the fall-
  en halls to look for precious relics of power of the 
  Stonefather. 
   
  Worshiped By: Dwarves, Gnomes, some human 
  and elven craftsmen and artisans. 
  Symbol: A hammer imposed over a large rock 
   
  Surtur, god of the Fire Giants 
  Surtur is the leader and god of the evil fire giants. 
  Surtur is the high king and leader of Musple-
  heim, the world of fire. He is depicted as a large 
  fire giant who wields a gigantic blazing sword 
  against his enemies. It is said in the time of Rag-
  narok he will lead an army of fire demons and 
  giants to destroy Asgard and the other worlds 
  with fire. 
  Associated With: Destruction, Fire, Fire Giants, 
  Ragnarok,  Volcanoes, War 
  Temples: Temples to the evil Surtur are hidden 
  underground in fiery volcanic locations. It is ru-
  mored that many evil temples are hidden in the 
  land of the Cassini far to the west. 
  Stonefather, god of the Dwarves 
  45 
  
  grief. He is depicted as a huge ice giant who 
  wields a terrible icy axe. 
  Associated With: Cold, Frost Giant, War 
  Temples: Temples and shrines to Thrym are 
  hidden is the highest reaches of Asnar where 
  Frost Giants are known to live. 
   
  Orders: Clerics of Thrym are said to wield the 
  cruel power of ice over their foes and the lands 
  they visit. Clerics of Thrym will rarely be seen 
  away from a frost giant city.  
  Thor, god of Thunder 
  The strongest in battle of the Aesir gods is Thor, 
  son of Odin. Thor is a mighty warrior and a true 
  hero of Asgard. Many say that without Thor As-
  gard would have fallen long ago. Thor is always at 
  war with the evil jotuns. 
  Thor carries a magical hammer called the 
  Mjolnir. The Mjolnir is a mighty magical hammer 
  that smashes and destroys all that it hits, and 
  always returns to its owner so it is never lost. The 
  Mjolnir is red hot after being thrown so Thor 
  must wear an iron mit to catch it when it returns. 
  Thor also wears a magical belt that doubles his 
  already enormous strength. 
  When not battling jotuns, or defending Asgard 
  Thor is at home with his beautiful wife Sif and 
  his sons, Magni and Modi. Thor is said to have 
  big and noisy feasts in his large hall in Asgard 
  where he is known to devour large amounts of 
  food and mead during the celebrations. Thor is 
  usually clad in heavy armor and said to have red 
  fiery hair and beard, which is said to match his 
  temper. 
   
  Associated With: Thunder, War, Battle, Bravery  
  Temples: The largest temple to Thor is in the City 
  of Horvik. Other significant temples also exist in 
  Asnar, Bleivik, and Skyfall. Most human cities in 
  Asnar will at least have a very small shrine to 
  Thor either in the town or nearby. 
  Orders: Clerics of Thor are typically male hu-
  mans or northern orcs. An order of paladins exist 
  known as Thor’s Thunder. They are typically bar-
  barians of the far north, but northern orcs and 
  humans of the south will also join the ranks of 
  Thor’s Thunder. 
  Worshiped By: The Barbarians of the Far North, 
  Northern Orcs, and the Other Humans. Few 
  elves, halflings, dwarves, or gnomes worship 
  Thor. 
  Symbol: Lightning Bolt and Hammer  
  Thrym, god of the Frost Giants 
  Thrym is the evil Jotunheim god and king of the 
  frost giants. He hates Asgard with all his might 
  and does anything he can to cause them pain or 
  Thor, god of Thunder 
  46 
  
  their closely related interests and skills. 
  Associated With: Archery, Dueling, Hunting, 
  Justice, Nature, Winter 
  Temples: Ullr’s largest temple is in the city of 
  Northpass near the mountains. Small temples to 
  him can also be found in Asnar, Horvik, Stua, 
  and Vollen. Small mountain shrines are com-
  mon to him where it seems winter never ends. 
  Orders: Clerics of Ullr are usually only found in 
  the northern climates of Asnar though they will 
  sometimes travel when on a quest or mission for 
  their order. They usually carry a sacred bow giv-
  en to them when they are ordained into the or-
  der and are said to wield extraordinary powers 
  in archery and with frost and ice spells. 
  The Quiver is a small but devout order of pala-
  dins that follow Ullr and carry out his will. Like 
  their cleric brothers their skill with a bow is  
  matched by few. 
   
  Worshiped By: Ullr is worshiped the most by 
  the barbarians of the far north and northern 
  orcs. Many rangers of the wilds often revere Ullr 
  as a patron deity for his skills in hunting and 
  archery. Few dwarves, elves, or halflings wor-
  ship Ullr. 
  Symbol: Bow 
  Var, goddess of Truth 
  Var is one of the goddesses closest to Frigg and 
  is often found in her company at Frigg’s hall. 
  Often called the true one, Var listens to the 
  vows of men and women made to each other, 
  and punishes those who break them. 
  Var is depicted as a beautiful but dignified 
  young woman with beautiful golden hair. She is 
  often seen with a rod she uses to issues decrees 
  against those who have broken their vows. 
  Associated With: Contracts, Justice, Oaths, 
  Truth, Vengeance 
  Temples: Var has small temples or shrines in 
  most of the larger cities in the Kingdom of 
  Asnar. Var’s largest temples are in Asnar and 
  River’s End. 
   
  Orders: Clerics of Var are both male and female 
  but the leadership of the order tends to be 
   
  Worshiped By: Frost giants, and evil humans of 
  the north. Unlike Surtur  Thrym has no cult fol-
  lowing in the material world. 
  Symbol: Icy double bladed axe 
  Tyr, god of Courage & Strategy 
  Though not as powerful as his brother Thor, Tyr 
  is said to be the bravest of Odin’s sons. When no 
  other would complete the task, Tyr lost his hand 
  to the powerful monster Fenrir when chaining 
  him up to protect the worlds. 
  Tyr is depicted as a powerful warrior missing his 
  right hand. He can often be found in Odin’s great 
  hall Valhalla, when not protecting Asgard from 
  his many enemies.  
  Associated With: Battle, Bravery, Courage, Glo-
  ry, Strategy in Battle, War 
  Temples: Tyr has modest temples in Asnar, 
  Horvik, Seashield, Bleakmire, and Skyfall. 
   
  Orders: Tyr’s Hand is the clerical order of Tyr. 
  Many often serve their younger years in and 
  around the Asnar Army. Tyr’s Hand also has 
  many paladins within it that go by the same 
  name. 
   
  Worshiped By:  Mostly the Barbarians of the Far 
  North, Northern Orcs, and the Other Humans. 
  Many soldiers revere and look to  Tyr as their pa-
  tron deity. Most of the Asnar Army forts will at 
  least have a small shrine to him. 
  Symbol: Crossed swords 
   
  Ullr, god of Hunting and Winter 
  Ullr is the son of Sif who is married to Thor. His 
  father is unknown but he is well loved by Thor 
  who treats him as a son even though he is his 
  stepson. 
  Ullr, is often depicted as a strong handsome mus-
  cular man dressed in warm clothes, furs, and 
  armed with a bow. Ullr often accompanies Thor 
  on dangerous missions and adventures as well as 
  hunting for sport and fun. 
  It is often noted that Skade and Ullr would have 
  been the perfect pair for marriage because of 
  47 
  
  known world. 
  It is foretold that one day he will slay the great 
  wolf Fenris and avenge the Asgard in the time of 
  Ragnarok and be one of the few survivors who 
  will be alive in the new coming world. Vidar is 
  said to have a magical boot made from leather 
  leftover by good men while making their shoes. 
  With this magical boot he will defeat the great 
  and evil wolf Fenris. 
  Associated With: Ragnarok, Vengeance, War 
  Temples: Vidar’s largest temples are in Horvik 
  and Northpass. Smaller shrines to him are scat-
  tered about the far north. 
   
  Orders: Clerics of Vidar are often dressed in 
  thick furs and well armed. They are rarely seen 
  outside of the far north. 
  Since the Red Death none of his paladins have 
  been seen or heard from. It is assumed the or-
  der died out. 
   
  Worshiped By: Mainly barbarians of the north 
  and northern orcs. Few humans of the south or 
  other races worship him.  
  Symbol: A Boot 
  Yggdrasil, the World Tree 
  Yggdrasil is worshiped by many as a deity or 
  god but in fact it is neither. Yggdrasil is a sym-
  bol of nature and life itself. Yggdrasil is known 
  as the tree of life that connects all of the known 
  worlds together. It is said that every morning 
  three norns scoop magical water at the foot of 
  the great tree to heal the tree of all of its 
  wounds. 
  When Odin was young it is said he hung himself 
  from Yggdrasil for nine days and learned the 
  sacred power of the runes. From then on it was 
  also referred to as Odin’s sacred tree. 
  It is said that as long as Yggdrasil stands the 
  worlds will not fall. In the time of Ragnarok it is 
  said that the roots of Yggdrasil will finally be 
  chewed through by the evil dragon Nidhogg in 
  Niflheim. 
   
  Associated With: Life, Nature, Ragnarok, Three 
  Norns 
  mainly female. Clerics of Var are very popular 
  and sought after to perform weddings and seal 
  very large contracts between merchants. Those 
  who would break a vow or contract sealed by a 
  priest of Var know they will be doomed and pun-
  ished in their lives. 
  Var has a very active order of paladins called 
  simply Var’s Disciples. They carry out the will of 
  the goddess Var against those who break their 
  vows, contracts, and agreements.  
   
  Worshiped By: Var is widely worshiped by the 
  barbarians of the far north, northern orcs, hu-
  mans of the south, halflings, and some dwarves, 
  gnomes, and elves. Those scorned by an unfaith-
  ful lover who breaks their vow will often pray to 
  Var for vengeance against their scorned lover.  
   
  Symbol: An iron rod with the word truth gilded 
  into it. 
  Vidar, god of Silence and Venge-
  ance 
  Vidar is one of the war gods who is a son of Odin 
  and a jotun giantess named Grid. He is said to be 
  the next most powerful god below Thor. He is of-
  ten out and about defending Asgard against the 
  evil Jotuns and other forces who threaten the 
  Yggdrasil, the Symbol of the Circle 
  48 
  
  Temples: Followers of Yggdrasil have many sa-
  cred groves and other sites in nature that they 
  regard as holy. 
   
  Orders: Many worshipers of Yggdrasil are part of 
  a very secretive and mystical druidical order 
  simply called The Circle. 
   
  Worshiped By: Many humans and elves. Some 
  gnomes and halflings. Few barbarians of the 
  north or northern orcs. Most true worshipers 
  would be considered druids. It is said the sacred 
  treants also worship Yggdrasil. 
  Symbol: A circle containing a large tree with 
  many branches and roots going into the ground 
    
  Ymir, the Fallen god 
  The worlds we live in and are connected to were 
  fashioned from the fallen body of Ymir after he 
  was slain by Odin, Hoenir, and Lodur. (See the 
  creation section of this book for more information) 
  Though Ymir is considered a dead god there are 
  many evil beings who worship him and draw 
  power from his essence which is all throughout 
  the worlds. 
  Associated With: Creation, Darkness, Father of 
  the Jotuns, Rebirth 
  Temples: Ymir’s temples are in the dark deep 
  places of the world and unknown to most. Ymir 
  has a high temple in the realm of Jotunheim were 
  he is revered as a martyr and father of the jotun 
  race. 
   
  Orders: A secretive order and ancient order called 
  The Fallen worship Ymir in many dark and deep 
  places throughout the worlds.  
   
  Worshiped By: Ymir is widely worshipped by the 
  jotun race including giants, ogres, as well as gob-
  lins and southern orcs. It is said the elves that 
  live in the dark and deep worship and revere 
  Ymir as well. Only evil aligned beings of the other 
  races worship Ymir. 
  Symbol: A skull over a pile of bones 
   
  49 
  
  and bodies into his forces. He is only a short 
  time away from having the power and strength 
  to launch his invasion. 
  The Cassini Empire: The Cassini live on a con-
  tinent far across the sea to the west of Asnar. 
  They are an evil society that prey on the weak 
  and helpless. Their empire is built and balanced 
  on the backs of slave labor. 
  The Cassini Empire commissions fleets of ships 
  and raiders to harvest slaves for their decadent 
  empire and plunder trade ships and coastal 
  communities. The Asnar Navy stays under con-
  stant watch for their evil sails and banner. 
  The Cassini have been secretly building a large 
  fleet and army to invade the western coast of 
  Asnar. They plan to invade Yellowfish Island 
  first to use as a base of operations. Once Yellow-
  fish Island is fully conquered they plan to sack 
  Seashield and Redwater for plunder and slaves 
  to take back to their mainland. 
  PLOT HOOK:  While adventuring in the areas of 
  Seashield or Redwater the players stumble upon 
  a ring of spies sending information back to the 
  Cassini. The players become harassed by a ring 
  of assassins and spies and must either destroy 
  them or flee the region. 
  The Church of the New Dawn: The Church of 
  the New Dawn is a idealistic cult that wishes to 
  cleanse the world of its decadency and start life 
  anew by eradicating all sentient life except for 
  their members. On the surface they are a simple 
  religion based on sun and nature worship and 
  Enemies and Threats To the 
  Kingdom of Asnar 
  GM ONLY: Much of this chapter is information 
  that is for the gamemaster only. Any of the infor-
  mation below could easily be used to form the 
  basis of an entire campaign. If you are a player 
  character using this book for reference you may 
  want to skip this chapter.  
  The Black Hallows: The Black Necromancer has 
  been biding his time and strength for over a thou-
  sand years since his defeat at the hands of King 
  Asnar himself. Very few outside the Black Hal-
  lows believe in his existence and he likes it that 
  way. Every soul that has perished in the Black 
  Hallows in the past thousand years has added to 
  his strength and his army. 
  Since the Red Death the Black Necromancer has 
  been planning an invasion of the Kingdom of 
  Asnar. He plans to begin his invasion by taking 
  Rivers End first and absorbing all of their souls 
  BLACK HALLOW WRAITH 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 67 (9d8+27) 
  Speed 0 ft., fly 60 ft. (hover) 
  Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poi-
  soned, prone, restrained  
  Senses darkvision 60 ft., passive Perception 12  
  Languages the languages it knew in life  
  Challenge 5 (1,800 XP)  
  Incorporeal Movement. The wraith can move through other creatures and objects 
  as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object.  
   
  Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack 
  rolls, as well as on Wisdom (Perception) checks that rely on sight.  
   
  ACTIONS 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 
  3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw 
  or its hit point maximum is reduced by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. The target dies if this effect 
  reduces its hit point maximum to 0. Create Specter. The wraith targets a humanoid 
  within 10 feet of it that has been dead for no longer than 1 minute and died violent-
  ly. The target’s spirit rises as a specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith’s control. The wraith can have 
  no more than seven specters under its control at one time.  
  The Black Hallow Wraiths are the loyal servants of the Black Necromancer from 
  over a thousand years ago preserved by his power to serve him. They patrol the 
  Black Hollows and harvest any unfortunate souls who cross their paths to serve the 
  Black Necromancer. Once the bodies rise they are led back to the tower of the Black 
  Necromancer where they are conscripted into his secret army. 
  STR 
  6 (-2) 
  DEX 
  16 (+3) 
  CON 
  16 (+3) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 
  15 (+2) 
  CASSINI SOLDIER/SAILOR 
  Medium humanoid 
  Armor Class 11 (leather armor) 
  Hit Points 13 (2d8+4) 
  Speed 30ft 
  Senses passive Perception 12 
  Languages Cassini and Common 
  Challenge 1/8 (25 XP) 
   
  ACTIONS 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. Or range 20/60ft., one 
  target Hit: 4 (1d6+1) piercing damage. 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 
  slashing damage. 
  Cassini Soldiers / Sailors are lightly armed and spend much of their time at sea in 
  between raiding and capturing slaves. They receive no penalties from actions at sea 
  that may check their dexterity or combat skills. 
   
  STR 
  13 (+1) 
  DEX 
  12 (+1) 
  CON 
  12 (+1) 
  INT 
  10(+0) 
  WIS 
  11(+0) 
  CHA 
  10(+0) 
  50 
  
  are to serve the living dragons Nidhogg has 
  blessed the material world with and work to re-
  lease Nidhogg into this world and start Ragna-
  rok. 
  The Dragon Cults believe for Ragnarok to occur 
  a series of ancient prophecies must be complet-
  ed. They believe the Red Death fulfilled one of 
  the first of the prophecies. Behind the scenes 
  the Dragon Cults are doing all they can to start 
  wars between the kingdoms and different gov-
  ernments in the known world.  They believe that 
  when the entire world is at war with one another 
  and on the brink of total destruction, then Rag-
  narok will finally begin. 
  In recent years, unknown to either side the 
  Dragon Cults have been ambushing patrols in 
  the Skyfall region of both Asnar and the South-
  ern Kingdom of Asnar and making it look like 
  the other side committed the attacks. Though 
  they were not the single cause, these attacks are 
  what sparked the recent wars between the two 
  kingdoms. 
  The Dragon Cults also thrive off of sacrifice to 
  Nidhogg. Their favorite tactic is to ambush wea-
  ry travelers on the roads or attack remote farms.  
  The Elves of Darkness: Far below the surface 
  world lives a cursed and twisted race of elves 
  known as the Elves of Darkness. Very few know 
  of or believe in their existence. Even many High 
  and Wood Elves believe their existence to be 
  doing good within the community they are in. 
  Unknown to most, the Church of the New Dawn 
  started the Red Death over one hundred and fifty 
  years ago and almost succeeded totally in their 
  mission if it had not been for he efforts of the 
  elves and the Clan of the Bear. 
  Small temples have began popping up in recent 
  years all over Asnar and the Southern Kingdom 
  of Asnar. The cult lures unsuspecting worshipers 
  in through the use of beautiful young men and 
  women. When a worshiper reaches a certain level 
  within the church they disappear and are fully 
  indoctrinated into the cult on Redstone Island. 
  The Church of the New Dawn has its secret head-
  quarters on Redstone Island. (A future module 
  will be written for Redstone Island for adventur-
  ers to explore there). The symbol of the cult is a 
  sun coming up over a hill. 
  Only the high priest at each temple and those at 
  Redstone Island know the truth about their or-
  ganization. Even under the threat of death and 
  torture members are so fanatical that they will 
  not reveal or give any information or truth about 
  the cult. 
  The Dragon Cults: The followers of Nidhogg have 
  several different ancient cults dedicated to the 
  Dragon God that date back long before the time 
  of the Dark Lords and into antiquity. Though 
  they are split up into different factions their goals 
  CHURCH OF THE NEW DAWN CULTIST 
  Medium humanoid (any race but elven), lawful evil 
  Armor Class 12 (leather armor) 
  Hit Points 9 (2d8) 
  Speed 30ft 
  Skills Deception +2, Persuasion +3, Religion +2 
  Senses passive Perception 10 
  Languages Common, Language of Race 
  Challenge 1/4 (50 XP) 
   
  Dark Devotion. The Church of the New Dawn Cultist has advantage on saving 
  throws against being charmed or frightened. 
   
  ACTIONS 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 +2) 
  piercing damage. 
  Church of the New Dawn Cultists believe whole heartedly in their cause and that 
  they are the only way and future for this forsaken world. Most are so fanatically 
  loyal they are difficult to interrogate or intimidate and will gladly give their life for 
  the church. 
   
  STR 
  12 (+1) 
  DEX 
  12 (+1) 
  CON 
  10 (+0) 
  INT 
  14 (+2) 
  WIS 
  12 (+1) 
  CHA 
  16 (+3) 
  DRAGON CULT FOOTSOLDIER 
  Medium humanoid (any race), lawful evil 
  Armor Class 12 (leather armor) 
  Hit Points 9 (2d8) 
  Speed 30ft 
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages Draconic, Common, Language of Race 
  Challenge 1/8 (25 XP) 
   
  Dark Devotion. The Dragon Cult Footsoldier has advantage on saving throws 
  against being charmed or frightened. 
   
  ACTIONS 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 
  slashing damage. 
  Dragon Cult Footsoldiers have sworn their allegiance to the living dragons of 
  Asnar as well as Nidhogg the evil dragon god. Most are so fanatically loyal they are 
  difficult to interrogate or intimidate and will gladly give their life for the cause of 
  their masters. 
   
  STR 
  11 (+0) 
  DEX 
  12 (+1) 
  CON 
  10 (+0) 
  INT 
  10 (+0) 
  WIS 
  11 (+0) 
  CHA 
  10 (+0) 
  51 
  
  mer. Unbeknownst to any still living, when con-
  fronted with the Red Death the dwarves made a 
  deal with dark powers to survive. The inhabit-
  ants became undead and have secretly been 
  building an undead army to expand  their power 
  base and needs. 
  GM NOTE: The next release after Asnar the Last 
  Kingdom will be an adventure module for Rune-
  hammer. This module will expose the evil plot of 
  the Runehammer dwarves. 
   
  Crimsongate: Since the Red Death the family of 
  red dragons that rule Crimsongate and the sur-
  rounding mountain range have had their eyes 
  upon Skyfall, Blackmount, and Bleakmire. They 
  have secretly been setting up forward bases of 
  operations within the Silent Wilds for the past 
  ten years or so. 
  tales told to young elves to scare them. 
  Since the Red Death the Elves of Darkness have 
  been emboldened to carry out attacks and raids 
  on the surface world. The Elves of Darkness take 
  their plunder and captive slaves far below the 
  surface to never be seen again and cover up their 
  dastardly attacks to look like attacks by goblins 
  or orcs. 
  Many of the members of the Dark Lords were 
  Elves of Darkness. Far under the City of Black-
  helm is a compound and connection to the world 
  of the Dark Elves. In recent years they have been 
  reopening many secret passages and tunnles 
  throughout the city they used during the reign of 
  the dark lords. Recently they have uncovered and 
  began clearing a tunnel and passage way that 
  leads into the fortress used by the King of Asnar 
  and his councils. They plan to strike soon within 
  the fortress when the king is holding court and 
  plunder the fortress and take as many slaves as 
  possible. It is their hope to disrupt the govern-
  ment of the Kingdom of Asnar and throw it into 
  chaos and confusion and allow if to fall. 
   
  Runehammer: East of Last Stop is one of the 
  fallen dwarven strongholds called Runeham-
  ELVES OF DARKNESS RAIDER 
  Medium Humanoid( (Elf), neutral evil 
  Armor Class 15 (chain shirt) 
  Hit Points 13 (3d8) 
  Speed 30 ft 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Elvish, Undercommon  
  Challenge 1/4 (50 XP)  
   
  Fey Ancestry. The drow has advantage on saving throws against being charmed, 
  and magic can’t put the drow to sleep. Innate Spellcasting. The drow’s spellcasting 
  ability is Charisma (spell save DC 11). It can innately cast the following spells, 
  requiring no material components: At will: dancing lights 1/day each: darkness, 
  faerie fire  
   
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, 
  as well as on Wisdom (Perception) checks that rely on sight.  
  ACTIONS 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage.  
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitu-
  tion saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, 
  the target is also unconscious while poisoned in this way. The target wakes up if it 
  takes damage or if another creature takes an action to shake it awake.  
   
  STR 
  10 (+0) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  11 (+0) 
  WIS 
  11 (+0) 
  CHA 
  12 (+1) 
  RUNEHAMMER SKELETON WARRIOR 
  Medium undead 
  Armor Class 13 (misc. armor) 
  Hit Points 13 (2d8+4) 
  Speed 30ft 
  Vulnerabilities bludgeoning 
  Immunities poison, exhaustion 
  Senses darkvision 60ft, passive Perception 9 
  Languages Dwarven plus it understands all languages it knew in life but can’t 
  speak 
  Challenge 1/4 (50 XP) 
   
  ACTIONS 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target.  
  Hit: 5 (1d6 +2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.  
  Hit: 5 (1d6 +2) piercing damage. 
  STR 
  10 (+0) 
  DEX 
  14 (+2) 
  CON 
  15 (+2) 
  INT 
  6 (-2) 
  WIS 
  8 (-1) 
  CHA 
  5(-3) 
  CRIMSONGATE KOBOLD 
  Small Humanoid (kobold), lawful evil 
  Armor Class 12 
  Hit Points 5 (2d6 - 2) 
  Speed 30ft 
  Senses darkvision 60ft, passive Perception 8 
  Languages Common, Draconic 
  Challenge 1/8 (25 XP) 
  Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack 
  rolls, as well as wisdom (Perception) checks that rely on sight. 
  Pack Tactics. The kobold has advantage on the attack roll against a creature if at 
  least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t 
  capacitated. 
   
  ACTIONS 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit 4 (1d4 + 
  2) bludgeoning damage. 
  STR 
  7 (-2) 
  DEX 
  16(+3) 
  CON 
  9(-1) 
  INT 
  8(-1) 
  WIS 
  7(-2) 
  CHA 
  8(-1) 
  52 
  
   
   
   
   
   
   
  Along with help from the Dragon Cults they have 
  been inciting war between Asnar and the South-
  ern Kingdom of Asnar in order to weaken the ar-
  mies of both sides. The kobolds, goblins, and 
  southern orcs that serve Crimsongate are itching 
  and preparing for invasion of the surrounding 
  region. 
  The Sharptooth Goblins and Southern Orc 
  tribes: The Sharptooth Goblins and Southern 
  Orc tribes suffered greatly during the Red Death, 
  but their numbers have greatly rebounded in the 
  time since the plague. They have been amassing 
  their forces in preparation for a new war with the 
  Kingdom of Asnar. 
  To make matters worse for Asnar, the goblin king 
  and leaders of the southern orc tribes have been 
  having secret meetings at Bher Tharim with 
  agents from the Southern Kingdom of Asnar. To-
  gether they are planning an assault on Fort Gud-
  mund and Hwen. Once Fort Gudmund and Hwen 
  fall they have agreed to jointly conquer the Lake 
  Skyfall region together and recognize the Sharp-
  tooth tribe and southern orc tribes as an official 
  sovereign kingdom and ally. 
   
   
   
   
   
   
   
  SHARPTOOTH GOBLIN WARRIOR 
  Small Humanoid (goblinoid), neutral evil 
  Armor Class 15 (leather armor, shield) 
  Hit Points 7 (2d6) 
  Speed 30ft 
  Senses darkvision 60ft, passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
  Nimble Escape. The goblin can take the Disengage or Hide action as a bonus 
  action on each of its turns.  
  ACTIONS 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) 
  slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 
  (1d6 +2) piercing damage. 
   
  STR 
  8 (-1) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  10 (+0) 
  WIS 
  8 (-1) 
  CHA 
  8 (-1) 
  SOUTHERN ORC WARRIOR 
  Medium humanoid (orc), chaotic evil 
  Armor Class 13 (hide armor) 
  Hit Points 15 (2d8+6) 
  Speed 30ft 
  Skills Intimidation +2 
  Senses  darkvision 60  ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1/2 (100 XP) 
   
  Aggressive.  As a bonus action, the orc can move up to its speed toward a  hostile 
  creature that it can see.   
   
  ACTIONS   
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9  (1d12 + 3) 
  slashing damage.   
   
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range  30/120  ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.   
  STR 
  16 (+3) 
  DEX 
  12 (+1) 
  CON 
  16 (+3) 
  INT 
  7 (-2) 
  WIS 
  11 (+0) 
  CHA 
  10 (+0) 
  53 
  A Ruin Infested with Sharptooth Goblins 
  
   
  The Southern Kingdom of Asnar: The Southern 
  Kingdom of Asnar has one singular goal, to unify 
  the Kingdoms of Asnar and Southern Asnar and 
  place who they feel is the rightful ruler on the 
  throne. 
  After recent fighting it has been apparent to the 
  current King of Southern Asnar that they cannot 
  defeat Asnar without help. In a desperate move, 
  he is secretly plotting a joint invasion with the 
  Sharptooth goblins and southern orcs. 
  A Seasoned Captain in the Army of Southern Asnar 
  SOUTHERN ASNAR SOLDIER 
  Medium humanoid (human), various alignments 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8+2) 
  Speed 30ft 
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Common 
  Challenge 1/8 (25 XP)    
   
  ACTIONS 
   
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.,   
  one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used 
  with two hands to make a melee attack.    
  Greataxe. Melee Weapon Attack: +3 to hit, reach 5 ft.,  one target. Hit: 9 (1d12 + 1) 
  slashing damage.   
   
  STR 
  13 (+1) 
  DEX 
  12 (+1) 
  CON 
  12 (+1) 
  INT 
  10 (+0) 
  WIS 
  11 (+0) 
  CHA 
  10 (+0) 
  54 
  
  In a setting as large as Asnar The Last Kingdom 
  it is not possible to list every NPC the characters 
  will run across in their journeys. The following 
  are a few NPCs that are more widely known and 
  important to Asnar. 
  Arodon Enlana, Governor and Leader of the 
  Elves: Arodon is the governor of the elven pro-
  tectorate and leader of the elves of Asnar. It is 
  through Arodon’s leadership that Asnar was 
  able to survive the Red Death and rebuild to 
  where it is today. Arodon was one of the elves 
  who were able to develop the cure for the Red 
  Death and send it across the kingdom. 
  Arodon rarely leaves The Great Wood and com-
  municates mainly through couriers and occa-
  sionally through magical means with others 
  across Asnar. His daughter Taerntym is the 
  leader of the College and Council of Wizardry 
  and the Arcane Arts. 
  GM ONLY: Arodon’s time to pass to Alfheim 
  came long ago and only through magical means 
  is he able to stay in this world. Arodon knows of 
  many of the current threats Asnar faces and is 
  worried if he leaves, the world would fall again 
  into darkness. Arodon has been secretly com-
  municating with King Lars III and many others 
  across Asnar to warn them of impending threats 
  to the Kingdom of Asnar. 
  Haldor Tarben, Leader of the Adventurer and 
  Explorer’s Society: Haldor is an older charis-
  matic human man in his sixties from the south 
  who rose through the ranks of the Adventurer 
  and Explorer’s Society to become its leader. Hal-
  dor spends much of the year at in Blackhelm at 
  the headquarters of the Adventurer and Ex-
  plorer’s Society but also travels throughout the 
  year to check on and lead important covert and 
  secretive missions. 
  Haldor has never married but is quite a charmer 
  when it comes to the ladies. Many of the ladies 
  of Blackhelm have given him the nickname of 
  the Wolf of Blackhelm. Though his dark black 
  hair has many streaks of grey he is still very 
  athletic and handsome. Haldor is very likeable 
  and uses this to his advantage to charm and 
  persuade those he needs for critical information. 
  GM ONLY: Haldor is very close friends with 
  Taerntym Enlana of the College and Coun-
  Important NPCs in Asnar 
  (A to Z) 
  ARODON ENLANA 
  Medium Humanoid ( High Elf ) Neutral Good 
  Armor Class 23 (Robe of Stars, Other Magic Items) 
  Hit Points 150 (6d15 + 5d8 + 20) 
  Speed 30ft 
  Saving Throws Int +7, Wis +9, Cha +3 
  Skills Arcana +10, Hist. +11, Med. +8, Perception +8, Persuasion +8, Religion +11 
  Senses passive Perception 18 
  Languages Arodon can speak and read every known language 
  Challenge 10 ( 5900 XP ) 
  Elven Abilities: Arodon has the  Fey Ancestry, Trance, Darkvision abilities all 
  elves have. 
  Cleric Abilities: Arodon has the cleric abilities Channel Divinity: Turn Undead, 
  Destroy Undead, Disciple of Life, Channel Divinity: Preserve Life 
  Wizard Abilities: Arodon has the wizard abilities of Evocation Savant, Potent 
  Cantrip, Empowered Evocation, and Overchannel.  
  Spellcasting. Ardon is a 15th(wizard) and 5th(cleric) level spellcaster that uses INT 
  and WIS as his spellcasting ability (spell save DC 19 and 160, +11 and +8 to hit 
  with spell ). Ardon has the following spells prepared from the Wizard and Cleric 
  spell list. 
  Cantrips (at will): Minor Illusion, Dancing Lights, Light, Guidance, Acid Splash, Sa-
  cred Flame, Thaumaturgy, Ray of Frost 
  1st Level (4/4 slots): Comprehend Languages, Shield of Faith, Magic Missile, Shield,  
                                Healing Word 
  2nd Level (3/3 slots): Prayer of Healing, Calm Emotions, Detect Thoughts, Acid Arrow  
  3rd Level (3/2 slots): Fireball, Mass Healing Word, Lightning Bolt, Magic Circle 
  4th Level (3 slots): Ice Storm, Dimension Door, Private Sanctum  
  5th Level (3 slots): Contact Other Plane, Cloudkill, Telekinesis  
  6th Level (2 slots): Globe of Invulnerability, Chain Lightning  
  7th Level (2 slots): Delayed Blast Fireball, Teleport 
  8th Level (1 slots): Control Weather 
  ACTIONS 
  Staff of Thunder & Lightning. Melee Weapon Attack: +8 to hit, reach 5ft, one 
  target. Hit: 8 (1d6 + 2) bludgeoning damage. See below for special abilities. 
  LEGENDARY ITEMS 
  Robe of Stars. Wondrous item, very rare (requires attunement) This dark blue robe 
  is embroidered with small white stars. Arodon gains a +1 bonus to saving throws 
  while he wears it. Six stars, located on the robe’s upper front portion,  are particu-
  larly large. While wearing this robe, Arodon can use an action to pull off one of the 
  stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 re-
  moved stars reappear on the robe. While Arodon wears the robe, he can use an 
  action to enter the Astral Plane along with everything he is wearing and carrying. 
  Arodon can remain there until he uses an action to return to the plane he was on. 
  Arodon reappears in the last space he occupied, or if that  space is occupied, the 
  nearest unoccupied space.  
  Staff of Thunder and Lightning Staff, very rare (requires attunement) 
  This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack 
  and damage rolls made with it. It also has the following additional properties. When 
  one of these properties is used, it can’t be used again until the next dawn. 
  Lightning. 2d6 lightning damage when a target takes a melee hit with staff. 
  Thunder. When you hit with a melee attack using the staff, you can cause the staff 
  to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed 
  on a DC 17 Constitution saving throw or become stunned until the end of your next 
  turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap 
  from the staff’s tip in a line that is 5 feet wide and 120 feet long. Each creature in 
  that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage 
  on a failed save, or half as much damage on a successful one. Thunderclap. You 
  can use an action to cause the staff to issue a deafening thunderclap, audible out to 
  600 feet. Each creature within 60 feet of you (not including you) must make a DC 
  17 Constitution  saving throw. On a failed save, a creature takes 2d6 thunder 
  damage and becomes deafened for 1 minute. On a successful save, a creature takes 
  half damage and isn’t deafened. Thunder and Lightning. You can use an action to 
  use the Lightning Strike and Thunderclap properties at the same time. Doing so 
  doesn’t expend the daily use of those properties, only the use of this one. 
  STR 
  10 (+0) 
  DEX 
  10 (+0) 
  CON 
  14 (+2) 
  INT 
  20 (+5) 
  WIS 
  14 (+2) 
  CHA 
  15(+2) 
  55 
  
  and control all he does. It takes all of King Lars 
  III’s patience to deal with Hargour as he slowly 
  learns the ins and outs of politics and dealing 
  with the greedy dwarves of Brightgold. 
  Though not a master, Hargour has rudimentary 
  skills as both a wizard and a rogue. His training 
  has been self taught and not sanctioned by the 
  College and Council of Wizardry and Arcane 
  Arts whom he has deep disdain and mistrust of. 
   
  cil of Wizard and Arcane Arts. Haldor wears a 
  magical talisman that allows him to communicate 
  subliminally with Taerntym. Haldor and 
  Taerntym are also romantically involved which 
  makes their relationship much more complex. 
  Together they do their best to investigate and 
  stamp out threats to the Kingdom of Asnar. 
  Though Haldor is not the direct representative for 
  the Adventurer’s and Explorers Society on the 
  advisory council to the King, he is often called to 
  secret meetings with King Lars III himself, Gen-
  eral Herleif, or other important representatives of 
  King Lars III. 
  Hargour Brightgold, Governor of Brightgold: 
  Next to King Lars III Hargour Brightgold is the 
  most powerful individual in the Kingdom of Asnar 
  and he likes for everyone to know it, too. Hargour 
  is very arrogant and xenophobic. He looks down 
  on the other races (and the fallen dwarves) as 
  mere consumers of dwarven goods and riches. In 
  the recent wars with the Southern Kingdom of 
  Asnar Hargour refused to send dwarven troops, 
  and instead sent arms and financing for the oper-
  ation. Hargour not only is the governor of Bright-
  gold and the Thundering Mountains region, but 
  he is also the true leader of the Merchant’s Guild 
  and Treasury/Mint. 
  GM ONLY: King Lars III and Hargour greatly dis-
  like each other. Hargour does his best to limit the 
  spending of Kings Lars III’s administration 
  HARGOUR BRIGHTGOLD 
  Medium Humanoid ( Dwarf ) Lawful Neutral 
  Armor Class 20 (Armor of Brightgold) 
  Hit Points 216 (10d10 + 3d6 + 3d8 + 80) 
  Speed 25ft 
  Saving Throws Str +6, Con +6, Cha +3 
  Skills History + 7, Intimidation +8, Perception +5, Persuasion +8 
  Senses passive Perception 15 
  Languages Common, Undercommon, Dwarven, Elvish, Orcish, Goblin 
  Challenge 11 ( 7200 XP ) 
   
  Dwarven Abilities: Hargour has Dwarven Resilience, Stonecunning, and 
  Darkvision,  
  Second Wind . Once per encounter Hargour may gain back 25 hit points as a 
  bonus action. Haldor must rest to regain the ability. 
  Action Surge: Once per an encounter Hargour can take one additional action on 
  top of his regular action and a possible bonus action. Haldor must rest to regain the 
  ability. 
  Extra Attacks & Imp. Critical: Hargour can attack two times on his turn. His 
  weapon attacks score criticals on a natural roll of both 19 or 20. 
  Rogue Abilities. Hargour also has the Sneak Attack, Cunning Action, Fast 
  Hands, and Thieves Cant abilities. 
  Spellcasting. Hargour is a 3rd-level spellcaster that uses INT as his spellcasting 
  ability (spell save DC 15, +7 to hit with spell ). Hargour has the following spells 
  prepared from the TYPE spell list. 
  Cantrips (at will): Mending, Ray of Frost, Light 
  1st Level (4 slots): Disguise Self, Charm Person, Silent Image, Sleep 
  2nd Level (2 slots): Detect Thoughts, Suggestion 
  ACTIONS 
  Warhammer of Brightgold. Melee or Ranged Weapon Attack: +14 to hit melee or 
  +11 to hit thrown, reach 5ft, one target. Hit: 17 melee (1d8 + 9), 22 ranged (1d10 
  +1d8 + 4), 30 damage against giants, bludgeoning damage on all hits.  
  LEGENDARY ITEMS 
  Armor of Brightgold.  Bright Golden Plate Mail. Armor Class 20. The armor will 
  only attune to a true blooded dwarf of Brightgold. The wearer is granted a strength 
  and constitution of 21. The wearer is also granted resistance to cold, fire, and elec-
  trical damage. The Armor of Brightgold was forged in antiquity by some of the first 
  dwarven smiths to ever live in Asnar for the ruler of the Brightgold dwarves.  
  Warhammer of Brightgold: Weapon (warhammer), legendary (requires attunement 
  by a trueblooded Brightgold dwarf) Hargour gains a +4 bonus to attack and damage 
  rolls made with this magic weapon. It has the thrown property with a normal range 
  of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this 
  weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Im-
  mediately after the attack, the weapon flies back to Hargour’s hand.  
  Crystal Ball of True Seeing Wondrous item, very rare or legendary (requires attun-
  ement) The crystal ball is about 6 inches in diameter. While touching it, Hargour 
  can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, 
  Hargour has truesight with a radius of  120 feet centered on the spell’s sensor.  
  STR 
  21 (+5) 
  DEX 
  15 (+2) 
  CON 
  21 (+5) 
  INT 
  15 (+2) 
  WIS 
  10 (+0) 
  CHA 
  16 (+3) 
  HALDOR TARBEN 
  Medium Humanoid ( Human ) Neutral Good 
  Armor Class 20 (Chainmail) 
  Hit Points 100 (10d10) 
  Speed 30ft 
  Saving Throws Str +8, Con +7, Cha +3 
  Skills Animal Handling +6, Athletics +8, Intimidation +8, Survival +6 
  Senses passive Perception 11 
  Languages Common, Undercommon, Elvish 
  Challenge 7 ( 2900 XP ) 
  Second Wind . Once per encounter Haldor may gain back 25 hit points as a bonus 
  action. Haldor must rest to regain the ability. 
  Action Surge: Once per an encounter Haldor can take one additional action on top 
  of his regular action and a possible bonus action. Haldor must rest to regain the 
  ability. 
  Extra Attacks & Imp. Critical: Haldor can attack three times on his turn. His 
  weapon attacks score criticals on a natural roll of both 19 or 20. 
  ACTIONS 
  Longsword of Shocking. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 
  11 (1d8 + 3) slashing damage. On a natural roll of 17 or higher the Longsword of 
  Shocking does an additional 1d4 of electrical damage to its foe. 
  Shortbow. Ranged Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 8 (1d6 + 2) 
  piercing damage.   
  STR 
  16 (+3) 
  DEX 
  14 (+2) 
  CON 
  14 (+2) 
  INT 
  12 (+1) 
  WIS 
  12 (+1) 
  CHA 
  16(+3) 
  56 
  
  in military matters throughout the Kingdom of 
  Asnar. Despite the advice of his high council, 
  King Lars III has led several battles along the 
  Lake Skyfall region from the front line and has 
  earned the respect of his generals and the men 
  of the Asnar Army. 
  GM ONLY: Despite being greatly loved by the 
  populace and a good military leader, many on 
  the high and advisory council fear that King 
  Lars III does not understand the political work-
  ings of the many factions and groups within 
  Asnar. They fear he sees everything as black 
  and white issues and does not understand the 
  grey areas of politics. The councils also fear the 
  cost of the recent war with South Asnar in both 
  gold and lives.  
   
   
  General Herleif, High General of the Asnar Ar-
  my: General Herleif was a childhood friend of 
  King Lars III, and is still one of his closest friends 
  today. General Herleif has one of the most stress-
  ful jobs in all of Asnar, trying to guard its borders 
  and quash any threats he finds with an army 
  stretched much too thin. He has been the high 
  general for roughly five years now after being ap-
  pointed by King Lars III shortly after his corona-
  tion. 
  General Herleif is well liked by most of the sol-
  diers but despised by many of his officers. Many 
  of his officers feel he was appointed because of 
  his close friendship with King Lars III and not 
  because he was the best to lead the Asnar army. 
  King Lars III, High King of Asnar: King Lars III 
  is the current High King of Asnar. King Lars is 
  thirty six years old and married to Queen Olga 
  Gunhilda IV. Together they have three young 
  sons and two daughters. The King and Queen are 
  quite popular with the citizens of Asnar unlike 
  his deceased father, King Thorbjörn who was des-
  pised by many.  
  King Lars III is close to seven feet in height and is 
  very broad and muscular. He has bright blonde 
  hair and blue eyes. Many say he resembles the 
  original King Asnar. He has been very proactive 
  GENERAL HERLEIF 
  Medium Humanoid ( Human ) Lawful Good 
  Armor Class 22 (plate mail) 
  Hit Points 112 (10d10 + 12) 
  Speed 30ft 
  Saving Throws Str +9, Con +8 
  Skills Athletics + 9, Intimidation +7, Survival +5 
  Senses passive Perception 10 
  Languages Common, Elvish 
  Challenge 7 ( 2900 XP ) 
  Action Surge: Once per an encounter Herleif can take one additional action on top 
  of his regular action and a possible bonus action. Herleif must rest to regain the 
  ability. 
  Second Wind . Once per encounter Herleif may gain back 25 hit points as a bonus 
  action. Haldor must rest to regain the ability. 
  Extra Attacks & Imp. Critical: Haldor can attack two times on his turn. His 
  weapon attacks score criticals on a natural roll of both 19 or 20. 
  ACTIONS 
  Greataxe of Frost Brand. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 
  22 (1d12 + 10) Slashing & Cold damage. In freezing temperatures this axe sheds 
  bright light in a 10 foot radius and dim light for an additional 10 feet. When first 
  drawn in combat the wielder may choose to extinguish all non magical flames 
  within 30 feet. This can be used no more than once an hour. 
  Longbow. Ranged Weapon Attack: +6 to hit, ranged 150 ft./ 600 ft, one target. Hit: 
  9 (1d8 + 1) piercing damage.  
  STR 
  18 (+4) 
  DEX 
  13 (+1) 
  CON 
  16 (+3) 
  INT 
  11 (+0) 
  WIS 
  10 (+0) 
  CHA 
  14(+2) 
  57 
  KING LARS 
  Medium Humanoid ( Human ) Lawful Good 
  Armor Class 20 (Armor of Asnar) 
  Hit Points 156 (12d10 + 36) 
  Speed 30ft 
  Saving Throws Str +8, Con +7,  
  Skills Athletics + 8, History +5, Perception +4, Persuasion +5  
  Senses passive Perception 14 
  Languages Common, Dwarvish, Elven 
  Challenge 4 ( 1100 XP ) 
  Great Weapon Fighting. When King Lars rolls a 1 or 2 on a damage die for an 
  attack made with a melee weapon that he is wielding with two hands, he can reroll 
  the die and must use the new roll, even if the new roll is a 1 or a 2.  
  Action Surge: Once per an encounter Herleif can take one additional action on top 
  of his regular action and a possible bonus action. Herleif must rest to regain the 
  ability. 
  Second Wind . Once per encounter Herleif may gain back 25 hit points as a bonus 
  action. Haldor must rest to regain the ability. 
  Extra Attacks & Imp. Critical: Haldor can attack two times on his turn. His weap-
  on attacks score criticals on a natural roll of both 19 or 20. 
  ACTIONS 
  Greataxe of Asnar. Melee Attack: +10 to hit, reach 5ft, one target. Hit: 19 (1d12 + 7) 
  slashing damage Melee Attack: +15 to hit verses dragons, reach 5ft, one target. Hit: 
  39 (1d12 + 7 + 2d10) slashing damage. The Greataxe of Asnar may only be wielded 
  by his blood descendants. Any other than a true blood descendant will take 10 
  damage a turn when touching it and trying to wield it. 
  LEGENDARY ITEMS 
  Armor of Asnar.  Splint Mail. Armor Class 20. The wearer is granted resistance to 
  cold, fire, and electrical damage. The Armor of Asnar was forged by the finest dwa-
  rven and elven smiths alive during King Asnar’s time. They put aside their differ-
  ences and rivalries to forge the armor. The armor is attuned to King Asnar’s blood 
  and only a true blood descendant of King Asnar may wear the armor. (Attunement 
  required) 
  Greataxe of Asnar. Greataxe. The Greataxe of Asnar is a +3 weapon but is +8 
  verses dragons and 2d12 of extra damage. After his victory at Dragontail a great 
  dwarven smith imbued his weapon with the blood of the dragon King Asnar killed 
  there and King Asnar’s blood, too. Only a blood descendant of King Asnar may wield 
  the weapon (Attunement required).  
  STR 
  18 (+4) 
  DEX 
  14 (+2) 
  CON 
  16 (+3) 
  INT 
  12 (+1) 
  WIS 
  10 (+0) 
  CHA 
  12(+1) 
  
  militia. The halflings from Bramblebriar served 
  with distinction on the battlefield and several 
  members were awarded accommodations from 
  King Lars III himself who witnessed their brav-
  ery. 
  Osbul get’s very frustrated with many of the 
  family politics within the Bramblebriar Dale but 
  enjoys what free time he has spending it with 
  his large family. Osbul has over 14 children and 
  over seventy grandchildren. 
  Admiral Sverrir, Grand Admiral of Navy: Ad-
  miral Sverrir is an older human male who is 
  around 80 years old. He is well past the age of 
  retirement but stays on out an obligation to 
  serve Asnar and rebuild it’s navy. Though King 
  Lars III is much better than his father, he strug-
  gles to get the adequate funding he needs to re-
  build and grow the Asnar Navy for the Kingdom 
  of Asnar. 
  GM ONLY: Those who meet Sverrir will find him 
  to be a very sad and pitiful individual. Because 
  he has devoted his life to the Asnar Navy he 
  never married and has no family. Sverrir was an 
  orphan who joined the Asnar Navy around the 
  age of twelve. 
   
   
   
   
   
  Osbul Bramblebriar, Governor of the Bramble-
  briar Dale: Osbul is an aging but still youthful 
  spirited leader of the halflings of Asnar. Through 
  his guidance the halflings and their farms in the 
  Bramblebriar Dale have greatly prospered and 
  multiplied.  
  Under Osbul’s leadership he has tried to make 
  sure the halfling militias are well armed and take 
  their yearly training serious. He fears it has be-
  come more of an annual party than serious train-
  ing. About ten years ago he formed an elite group 
  called the Bramblebriar Regulars who serve in 
  addition to the volunteer militia. The Bramblebri-
  ar Regulars currently stand at around 150 men. 
  In the recently fighting with the Southern King-
  dom of Asnar Osbul sent them to the fighting 
  along with conscripted volunteers from the 
  OSBUL BRAMBLEBRIAR 
  Small Humanoid ( Halfling ) Lawful Good 
  Armor Class 18 (Leather and Shield) 
  Hit Points 84 (6d10 + 4d6) 
  Speed 25ft 
  Saving Throws Str +5, Dex +3, Con +6, Int +2, Cha +2 
  Skills Animal Handling + 4, History +6, Perception +4, Survival +4 
  Senses passive Perception 14 
  Languages Common, Halfling, Elvish 
  Challenge 2 ( 450 XP ) 
  Lucky. Osbul may roll a 1 on the d20 for an attack roll, ability check, or saving 
  throw, you can reroll the die and must use the new roll. 
   
  Brave. Osbul has advantage on saving throws against being frightened. 
   
  Halfling Nimbleness. Osbul can move through the space of any creature that is of 
  a size larger than yours.  
   
  Stout Resilience. Osbul has advantage on saving throws against poison, and has 
  resistance against poison damage. 
   
  Action Surge: Once per an encounter Osbul can take one additional action on top 
  of his regular action and a possible bonus action. Herleif must rest to regain the 
  ability. 
  Second Wind . Once per encounter Osbul may gain back 25 hit points as a bonus 
  action. Haldor must rest to regain the ability. 
  Extra Attacks & Imp. Critical: Osbul can attack two times on his turn. His weap-
  on attacks score criticals on a natural roll of both 19 or 20. 
  Sneak Attack. Once per turn, Osbul can deal an extra 2d6 damage to one creature 
  he hits with an attack if he has advantage on the attack roll. The attack must use a 
  finesse or a ranged weapon. Osbul does not need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, 
   
  Uncanny Dodge.When an attacker that Osbul can see hits him with an attack, 
  Osbul can use his reaction to halve the attack's damage against him. 
   
  ACTIONS 
  Bramblebriar Ancestral Sword (Shortsword). Melee Weapon Attack: +7 to hit, 
  reach 5ft, one target. Hit: 10 (1d6 + 4) normal but verses goblins Hit: 16 (1d6 + 10) 
  DAMAGE TYPE piercing. The Bramblebriar Ancestral Sword will glow green when-
  ever goblins are nearby. 
  Shortbow. Ranged Weapon Attack: +7 to hit, ranged 80 ft./ 320 ft, one target. Hit: 9 
  (1d6 + 3) piercing damage.  
  STR 
  12 (+1) 
  DEX 
  17 (+3) 
  CON 
  14 (+2) 
  INT 
  14 (+2) 
  WIS 
  10 (+0) 
  CHA 
  14(+2) 
  ADMIRAL SVERIR 
  Medium Humanoid ( Human ) Lawful Good 
  Armor Class 11 (Padded Armor) 
  Hit Points  45 (5d10 - 5) 
  Speed 30ft 
  Saving Throws Str +3, Con +4 
  Skills Animal Handling + 7, History +3, Survival +7 
  Senses passive Perception 13 
  Languages Common, Cassini 
  Challenge 1 ( 200 XP ) 
  Action Surge: Once per an encounter Sverir can take one additional action on top 
  of his regular action and a possible bonus action. Herleif must rest to regain the 
  ability. 
  Second Wind . Once per encounter Herleif may gain back 25 hit points as a bonus 
  action. Haldor must rest to regain the ability. 
  Extra Attacks & Imp. Critical: Haldor can attack two times on his turn. His 
  weapon attacks score criticals on a natural roll of both 19 or 20. 
  ACTIONS 
  Rapier. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 7 (1d8 + -1) 
  piercing damage.  
  STR 
  9 (-1) 
  DEX 
  10 (+0) 
  CON 
  9 (-1) 
  INT 
  17 (+3) 
  WIS 
  16 (+3) 
  CHA 
  17(+3) 
  58 
  
  Taerntym Enlana, Leader of the College and 
  Council of Wizardry and the Arcane Arts: 
  Taerntym is one of the most publicly known and 
  seen elves in Asnar. She alone wears the white 
  robe as the leader of the College and Council of 
  Wizardry and Arcane Arts. 
  GM ONLY: Taerntym is in constant communica-
  tion with her father Arodon and uses her posi-
  tion to work and try to stop known plots and 
  threats against the Kingdom of Asnar behind 
  the scenes. Taerntym works closely with Haldor 
  Tarben to send out adventurers from the Adven-
  turer’s and Explorers society to investigate and 
  stop the known plots and threats. What plots 
  and threats that Taerntym and her father Aro-
  don know about are up to you as a Gamemas-
  ter.  
   
  King Thorvald IV, King of South Asnar: King 
  Thorvald IV is a master statesman and vicious 
  warrior. King Thorvald is current 46 years old 
  and has sit upon the throne of the Southern 
  Kingdom of Asnar for over twenty years now. 
  King Thorvald IV is on his third wife and has 
  over fourteen sons and daughters. His first two 
  wives are said to have died in complications 
  from childbirth, but it is whispered he was not 
  fond of them and had them done away with. 
   
  TAERNTYM ENLANA 
  Medium Humanoid ( Elven ) Neutral Good 
  Armor Class 22 (Robe of the Archmage, Misc. Magical Items) 
  Hit Points 160 (20d6 +40) 
  Speed 30ft 
  Saving Throws Int +11, Wis +8, Cha +2 
  Skills Arcana + 11, History +11, Investigation +11, Perception +8, Religion +11 
  Senses passive Perception 18 
  Languages Taerntym can speak and write all known languages 
  Challenge 10 ( 5900 XP ) 
   
  Elven Abilities: Taerntym has the Fey Ancestry, Trance, Darkvision abilities. 
  Wizard Abilities: Taerntym has the wizard abilities of Spell Mastery, Signature 
  Spells, Sculpt Spells, Evocation Savant, Potent Cantrip, Empowered Evoca-
  tion, and Overchannel.  
  Spellcasting. Taerntym is a 20th level spellcaster that uses INT as her spellcasting 
  ability (spell save DC 21 and +15 to hit with spell ). Taerntym has the following 
  spells prepared from her Wizard spell list. 
  Cantrips (at will): Light, Mage Hand, Prestidigitation, Ray of Frost, Message 
  1st Level (4 slots): Charm Person, Comprehend Languages, Detect Magic, Magic  
                               Missile 
  2nd Level (3 slots): Acid Arrow, Detect Thoughts, See Invisibility 
  3rd Level (3 slots):  Clairvoyance, Dispel Magic, Fireball 
  4th Level (3 slots):  Dimension Door, Greater Invisibility, Locate Creature 
  5th Level (3 slots):  Telekinesis, Scrying, Cloudkill 
  6th Level (2 slots): Chain Lightning, True Seeing 
  7th Level (2 slots): Delayed Blast Fireball, Teleport 
  8th Level (1 slots): Mind Blank 
  9th Level (1 slots): Meteor Swarm 
  ACTIONS 
  Staff of The Magi. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 8 (1d6 
  + 2) bludgeoning damage. See below for special abilities. 
  LEGENDARY ITEMS 
  Staff of the Magi. Staff, legendary (requires attunement by a sorcerer, warlock, or 
  wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to 
  attack and damage rolls made with it and a +2 bonus to spell attack rolls. The staff 
  has 50 charges for the following properties. It regains 4d6 + 2 expended charges 
  daily at dawn. If Taerntym expends the last charge, roll a d20. On a 20, the staff 
  regains 1d12 + 1 charges. 
  Spell Absorption. While holding the staff, Taerntym has advantage on saving throws 
  against spells. In addition, Taerntym can use her reaction when another creature 
  casts a spell that targets only her. If she does, the staff absorbs the magic of the 
  spell, canceling its  effect and gaining a number of charges equal to the absorbed 
  spell’s level. However, if doing so brings the staff’s total number of charges above 
  50, the staff explodes as if you activated its retributive strike (see below). 
  Spells. While holding the staff, Taerntym can use an action to expend some of its 
  charges to cast one of the following spells from it, using your spell save DC and 
  spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball 
  (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), 
  invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charg-
  es), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire 
  (4 charges), or web (2 charges). Taerntym can also use an action to cast one of the 
  following spells from the staff without using any charges: arcane lock, detect magic, 
  enlarge/reduce, light, mage hand, or protection from evil and good.  
  Retributive Strike. Taerntym can use an action to break the staff over her knee or 
  against a solid surface, performing a retributive strike. The staff is destroyed and 
  releases its remaining magic in an explosion that expands to fill a 30-foot-radius 
  sphere centered on it. Taerntym has a 50 percent chance to instantly travel to a 
  random plane of existence, avoiding the explosion. If Taerntym fails to avoid the 
  effect, you take force damage equal to 16 × the number of charges in the staff. Every 
  other creature in the area must make a DC 17 Dexterity saving throw. On a failed 
  save, a creature takes an amount of damage based on how far away it is from the 
  point of origin, as shown in the following table. On a successful save, a creature 
  takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 × 
  the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in 
  the staff 21 to 30 ft. away 4 × the number of charges in the staff  
  Robe of the Archmagi. Wondrous item, legendary (requires attunement by a  
  sorcerer, warlock, or wizard) The robe is white and adorned with silvery runes. 
  Taerntym has advantage on saving throws against spells and other magical effects. 
  Taerntym’s spell save DC and spell attack bonus each increase by 2  
  STR 
  10 (+0) 
  DEX 
  13 (+1) 
  CON 
  14 (+2) 
  INT 
  20 (+5) 
  WIS 
  14 (+2) 
  CHA 
  14 (+2) 
  KING THORVALD IV 
  Medium Humanoid ( Human ) Lawful Neutral 
  Armor Class 20 (Plate Mail) 
  Hit Points 144 (12d10 +24) 
  Speed 30ft 
  Saving Throws Str +9, Con +7 
  Skills History + 6, Intimidation +8, Perception +6, Persuasion +8 
  Senses passive Perception 16 
  Languages Common. Goblin, Orcish 
  Challenge 2 ( 450 XP ) 
  Action Surge: Once per an encounter Thorvald can take one additional action on 
  top of his regular action and a possible bonus action. Herleif must rest to regain the 
  ability. 
  Second Wind . Once per encounter Thorvald may gain back 25 hit points as a 
  bonus action. Thorvald must rest to regain the ability. 
  Extra Attacks & Imp. Critical: Thorvald can attack two times on his turn. His 
  weapon attacks score criticals on a natural roll of both 19 or 20. 
  ACTIONS 
  Longsword +1. Melee  Attack: +10 to hit, reach 5ft, one target. Hit: 13 (1d8 + 5) 
  slashing damage.  
  Crossbow, Heavy. Ranged Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 12 
  (1d10 + 2) piercing damage.  
  STR 
  18 (+4) 
  DEX 
  14 (+2) 
  CON 
  14 (+2) 
  INT 
  12 (+1) 
  WIS 
  12 (+1) 
  CHA 
  16(+3) 
  59 
  
  said to have a harem of several hundred wives, 
  many who are not goblins, but captured slaves. 
  Ulgot Brightgold, Head of the Merchant’s 
  Guild: Ulgot Brightgold is the nephew of Har-
  gour Brightgold and is a mere puppet of his un-
  cle Hargour. Ulgot spends most of his time in 
  Blackhelm at the headquarters of the Mer-
  chant's Guild. Ulgot is in constant communica-
  tion with his uncle and usually makes at least 
  two trips a year to Brightgold to meet with 
  Ulgot. In addition to his position as the head of 
  the Merchant’s Guild Ulgot also graduated from 
  the Wizard’s College in Asnar when he was a 
  young and is a practicing wizard. 
  GM ONLY: Ulgot is a very corrupt individual and 
  puts Brightgold’s needs above all others. He is 
  very despised by the non Brightgold Dwarven 
  members of the Merchant’s Guild but tolerated 
  because of his power. Ulgot is extremely wealthy 
  and lives in one of the most ornate lavish homes 
  ULGOT BRIGHTGOLD 
  Medium Humanoid ( Dwarf ) Lawful Neutral 
  Armor Class 18 (Magical Leather Armor) 
  Hit Points 70 (5d6 + 5d8) 
  Speed 25ft 
  Saving Throws Int +6, Wis +6 
  Skills Arcana + 2, History +6, Insight +6, Investigation +6, Persuasion +6 
  Senses passive Perception 12 
  Languages Common, Dwarvish, Elven, Infernal 
  Challenge 3 ( 700 XP ) 
   
  Sneak Attack. Once per turn, Ulgot can deal an extra 2d6 damage to one creature 
  he hits with an attack if he has advantage on the attack roll. The attack must use a 
  finesse or a ranged weapon. Ulgot does not need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, 
   
  Uncanny Dodge. When an attacker that Ulgot can see hits him with an attack, 
  Ulgot can use his reaction to halve the attack's damage against him. 
  Darkvision. Ulgot can see in dim light within 60 feet as if it were bright light, and in 
  darkness as if it were dim light.  
  Spellcasting. Ulgot is a 5th-level spellcaster that uses INT as his spellcasting 
  ability (spell save DC 14, +6 to hit with spell ). Ulgot has the following spells pre-
  pared from the Wizard spell list. 
  Cantrips (at will): Mending, Prestidigitation, Message, Shocking Grasp 
  1st Level (4 slots): Charm Person, Comprehend Languages, Magic Missile, Detect  
                                Magic  
  2nd Level (3 slots): Detect Thoughts, Knock, Suggestion 
  3rd Level (2 slots): Lightning Bolt, Dispel Magic 
  ACTIONS 
  Dagger +1. Melee Attack: +5 to hit, reach 5ft, one target. Hit: 5 (1d4 + 1) piercing 
  damage.  
  Dwarven Thrower (Warhammer). Ranged Weapon Attack: +8 to hit, range 20ft/60ft 
  reach 5ft, one target. Hit: 19 (2d8 + 3) bludgeoning damage. If the target is a giant 
  the Dwarven Thrower does Hit: 27 (3d8 + 3) bludgeoning damage. After each attack 
  the weapon returns back to Ulgot’s hand. 
  STR 
  10 (+0) 
  DEX 
  16(+3) 
  CON 
  11 (+0) 
  INT 
  14 (+2) 
  WIS 
  14 (+2) 
  CHA 
  14 (+2) 
  King Thorvald IV is not widely loved by the citi-
  zens of the Southern Kingdom of Asnar, but it 
  cannot be argued that he is a strong efficient rul-
  er. Behind the scenes he been rebuilding the ar-
  my of the Southern Kingdom of Asnar preparing 
  for future wars with Asnar. He despises King Lars 
  III and wishes nothing more than to see his de-
  feat and death. 
  Tkorduz, High Chieftain/King of the Sharp-
  tooth Goblins: Tkorduz is one the mightiest and 
  most intelligent goblins to ever rule the Sharp-
  tooths. Tkorduz is very ambitious and wishes to 
  expand his kingdom and reach and see Asnar 
  fall. 
  Tkorduz is very revered and feared amongst his 
  people. Those who oppose him quickly become 
  food for his large pack of worgs. Tkorduz is 
  T’KORDUZ 
  Small Humanoid ( goblinoid ) Lawful Evil 
  Armor Class 20 (Magical Light Armor and shield) 
  Hit Points 230 (15d10 5d8 + 40) 
  Speed 30ft 
  Saving Throws Str +11, Con +2, Wis +2, Cha +2 
  Skills Animal Handling + 8, Athletics +11, Deception +8, Stealth +8 
  Senses passive Perception 12, Darkvision 60 ft 
  Languages Common, Undercommon, Goblin, Abyssal 
  Challenge 11 ( 7200 XP ) 
  Nimble Escape. T’Korduz can take the Disengage or Hide action as a bonus action 
  on each of his turns.  
  Action Surge: Once per an encounter T’Korduz can take one additional action on 
  top of his regular action and a possible bonus action. T’Korduz must rest to regain 
  the ability. 
  Second Wind . Once per encounter T’Korduz may gain back 25 hit points as a 
  bonus action. T’Korduz must rest to regain the ability. 
  Extra Attacks & Imp. Critical: T’Korduz can attack three times on his turn. His 
  weapon attacks score criticals on a natural roll of both 19 or 20. (4 times including 
  his scimitar of speed) 
  Dark One's Blessing. When T’Korduz reduces a hostile creature to 0 hit points, he 
  gains temporary 7 hit points. 
  Spellcasting. T’Korduz is a 5th-level spellcaster that uses CHA as his spellcasting 
  ability (spell save DC 16, +8 to hit with spell ). Ulgot has the following spells pre-
  pared from the Wizard spell list. 
  Cantrips (at will): Minor Illusion, Prestidigitation, True Strike 
  1st Level (4 slots):  Comprehend Languages, Unseen Servant, Expeditious Retreat,  
                                 Illusory Script 
  2nd Level (3 slots): Invisibility, Misty Step, Darkness 
  3rd Level (2 slots): Gaseous Form, Vampiric Touch 
  ACTIONS 
  Scimitar of Speed. Melee Weapon Attack: +13 to hit, reach 5ft, one target. Hit: 13 
  (1d6 + 7) DAMAGE TYPE damage. very rare (requires attunement). T’Korduz gains a 
  +2 bonus to attack and damage rolls made with this magic weapon. In addition, he 
  can make one attack with it as a bonus action on each of  his turns.  
  Ring of Invisibility. Ring, legendary (requires attunement) While wearing this ring, 
  T’Korduz can turn invisible as an action. Anything T’Korduz is wearing or carrying 
  is invisible with T’Korduz. T’Korduz remains invisible until the ring is removed, or 
  attacks or cast a spell, or until he takes off the ring as a bonus action. 
  STR 
  20 (+5) 
  DEX 
  14 (+2) 
  CON 
  14 (+2) 
  INT 
  10 (+0) 
  WIS 
  14 (+2) 
  CHA 
  14 (+2) 
  60 
  
  ants that are of  Vulthinex live is unknown, but 
  it is a significant amount.  
  GM ONLY: Since the Red Death Vulthinex has 
  been planning an invasion to expand the territo-
  ry and riches of his family. Vulthinex secretly 
  had one of his most powerful children take over 
  Silverhold shortly after the Red Death. 
  Vulthinex has secretly positioned his descend-
  ants in lairs in the Colossal Mountains and in 
  the Sharptooth Mountains to keep an eye on the 
  movements of the Sharptooth goblins. Vulthinex  
  has been slowly and patiently building a large 
  army of kobolds, goblins, dragonborn generals, 
  and orcs loyal to him to invade Skyfall, Black-
  mount, and Bleakmire and collect their wealth 
  and add slaves to his empire.  
   
   
   
   
   
   
   
   
   
  in all of Blackhelm. Ulgot has several mistresses 
  in Blackhelm he frequents and partakes in many 
  vices. His wife is very cruel to him and he escapes 
  from her at every possible chance he gets. 
   
   
  Vulthinex, Ancient Dragon and Leader of 
  Crimsongate: Only second to Nidhogg the Drag-
  on god, Vulthinex is the oldest and most powerful 
  dragon is the known world. Vulthinex is an an-
  cient red dragon who is the head of a family of 
  red dragons that live in Crimsongate, the sur-
  rounding mountains, and since the time of the 
  Red Death, all over the Kingdom of Asnar and 
  Southern Asnar. How many red dragon descend-
  VULTHINEX THE ANCIENT 
  Gargantuan dragon, chaotic evil 
  Armor Class 22 (natural armor) 
  Hit Points 546 (28d20 + 252) 
  Speed 40 ft. climb 40 ft., fly 80ft. 
  Saving Throws Dex +7, Con +16, Wis +9, Cha +13 
  Skills Perception + 16, Stealth +7 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 
  Languages Common, Draconic, Elven, Infernal 
  Challenge 24 ( 62,000 XP ) 
   
  Legendary Resistance (3/day): If Vulthinex fails a saving throw, it can choose to 
  succeed instead. 
  ACTIONS 
  Multiattack. Vulthinex can use its Frightful Presence. It then makes three attacks: 
  one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) 
  piercing damage plus 14 (4d6) fire damage.  
  Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) 
  slashing damage. Not for resale. Permission granted to print or photocopy this 
  document for personal use only.  
  Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 
  bludgeoning damage.  
  Frightful Presence. Each creature of Vulthinex’s choice that is within 120 feet of 
  the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or be-
  come frightened 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 Vulthinex’s 
  Frightful Presence for the next 24 hours.  
  Fire Breath (Recharge 5–6). The dragon exhales fire in a 90--‐foot cone. Each crea-
  ture in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire 
  damage on a failed save, or half as much damage on a successful one.  
  Legendary Actions 
  Vulthinex 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 crea-
  ture’s turn. The dragon regains spent legendary actions at the start of its turn.  
  Detect. Vulthinex makes a Wisdom (Perception) check.  
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). Vulthinex beats its wings. Each creature within 15 
  feet of Vulthinex must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 
  10) bludgeoning damage and be knocked prone. Vulthinex can then fly up to half its 
  flying speed.  
  STR 
  30 (+10) 
  DEX 
  10 (+0) 
  CON 
  29 (+9) 
  INT 
  18 (+4) 
  WIS 
  15 (+2) 
  CHA 
  23(+6) 
  61 
  One of Vulthinex’s Many Minions 
  
  which has helped some, but not near enough to 
  his liking. 
  Zilros has been secretly working with the Asnar 
  Navy and Admiral Sverir to bolster the Jade 
  Ocean fleet with new weapons developed by the 
  tinkerers of the island and has also been able to 
  fund two new modern ships for the fleet. Zilros 
  has also been bolstering the defenses of the is-
  land for the past few years and increasing the 
  number of guards and military forces on the is-
  land. 
  Zilros Kelben, Gnome 
  Governor of Yellowfish 
  Island: Zilros has ruled 
  Yellowfish Island for over 
  forty years and is beloved 
  by the people of Yellow-
  fish Island. In recent 
  years he has become 
  hard of hearing and his 
  eyesight much worse 
  (but much of this is a 
  guise to those who don’t 
  know him well). He wears 
  very thick glasses and 
  will often hold a hearing 
  device to his ear when 
  meeting with others. 
  GM ONLY: Zilros has be-
  come very fearful of the 
  Cassini in recent years 
  after several attacks on 
  merchant ships leaving 
  from Yellowfish Island to 
  the mainland. Zilros has 
  sent several messages to 
  King Lars III to strength-
  en the Asnar Navy 
  62 
  Zilros Kelben 
  ZILROS KELBEN 
  Small Humanoid ( Gnome ) Lawful Good 
  Armor Class 12 (natural armor) 
  Hit Points 40 (4d10) 
  Speed 25ft 
  Saving Throws Dex +5, Int +8, Wis +3, Cha +1 
  Skills Arcana +8, Hist.+8, Insight +7, Invest.+8, Perception +7, Persuasion +5 
  Senses passive Perception 0 
  Languages Common, Gnomish, Cassini 
  Challenge 2 ( 450 XP ) 
  Gnome Cunning. Zilros has advantage on all Intelligence, Wisdom, and Charisma 
  saving throws against magic. 
  Master Tinkerer.  Zilros has spent his life mastering the art of tinkering. He has a 
  +10 proficiency with artisan tools to create master toys and devices of various 
  cunning uses. Through his trade he has become very skilled at identifying and 
  appraising magical items, precious gems, and artifacts. 
  Sneak Attack.  Once per turn, Zilros can deal an extra 1d6 damage to one creature 
  you hit with an attack if you have advantage on the attack roll. The attack must use 
  a finesse or a ranged weapon. Zilros doesn't need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and 
  you don't have disadvantage on the attack roll.  
  Uncanny Dodge. When an attacker that Zilros can see hits him with an attack, 
  Zilros can use his reaction to halve the attack's damage against him. 
  ACTIONS 
  Dagger +1. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 7 (1d4 + 3) 
  piercing damage.  
  STR 
  8 (+1) 
  DEX 
  12 (+1) 
  CON 
  10 (+0) 
  INT 
  18 (+4) 
  WIS 
  16 (+3) 
  CHA 
  12(+1) 
  
  but still have the challenge and fun of repairing 
  and upgrading the property. Entire adventures 
  or campaigns could easily revolve around the 
  properties the player(s) acquire and attempt to 
  upgrade and restore. The rules are also de-
  signed where a player may start with an aban-
  doned farm and upgrade it to restoring a town/
  village which may in turn be upgraded to restor-
  ing the abandoned keep or tower for the region. 
  The following rules are completely optional and 
  use is totally up to you as the Gamemaster. 
  With the digital download a form is available for 
  each type of property. 
  An Abandoned Farm: Many adventurers dream 
  of retiring one day and starting a farm and a 
  family. Asnar is rich in once productive farms 
  that have now become abandoned and desolate. 
  Though the Office of Land Reclamation will not 
  provide a family to become your own, they will 
  find families willing to homestead and work on 
  your property to return it to a working active 
  farm. In exchange for their work a portion of the 
  farm will become theirs when the player charac-
  ter decides to retire or after so many years of 
  service pass by. The Office of Land Reclamation 
  provides standard contracts that are common 
  for such situations. If the player 
  character has existing family mem-
  bers to send to the farm the Office of 
  Land Reclamation can assist with 
  that as well. 
  Initial Cost to Start: 1000 gp 
  Monthly Maintenance Cost: 15 gp 
  Upgrades to Farm: 
   
  Crops: This upgrade adds a large 
  crop in addition to what is needed to 
  survive. The crop is for sale and 
  profit. This upgrade may be taken up 
  to six times. 250 gp to commission. 
  Adds 5 gp to monthly maintenance. 
  Adds 10 unskilled hirelings to farm. 
  Adds +5 to Running A Business rolls 
  (Page 129 of DMG) 
   
  Farmhouses: Your workers and 
  their families have to have a place to 
  live. For every three upgrades you 
  will have to build farmhouses. You 
  are assumed to start with a set 
  Purchasing Land &  
  Structures in Asnar 
  Buying and owning property can be very fun for 
  your player characters and add tremendously to 
  an existing campaign. Often campaigns reach a 
  point where acquiring wealth loses its fun. Buy-
  ing and maintaining properties gives player char-
  acters something to spend their wealth on and 
  look forward to. It is also something player char-
  acters can actively work on with the Gamemaster 
  in between game sessions to keep them engaged 
  and active in the game. 
  If you are using 5th Edition Dungeons and Drag-
  ons pages 126 to 128 of the Dungeon Master’s 
  Guide covers owning property as well as building 
  and maintenance costs. If a player wants to build 
  something from scratch this is a good resource.  
  However, what is different about the campaign 
  setting for Asnar: The Last Kingdom and this 
  chapter is that it is based on the premise that the 
  players will be taking over properties that were 
  already built but abandoned after the time of the 
  Red Death or before. Because of this premise 
  players will have quicker access to the property 
  63 
  A Family Willing To Work Your Farm 
  
  pensive crop for a farm to grow. The fruit is 
  very profitable and can be used to make 
  wine or sold for others to create wine from it, 
  500 gp to commission. Adds 5 gp a month to 
  cost. Adds 1 trained hireling and 5 unskilled 
  hirelings to farm. Adds 5 gp a month to cost. 
  Adds +10 to Running A Business rolls (Page 
  129 of DMG) 
   
  Large Manor House: The large manor house 
  is a mansion that shows the wealth and sta-
  tus of the owner(s) of the farm. From the 
  manor house the player character will have 
  a proper base of operations to begin looking 
  beyond the farm and to rule and look after 
  the region surrounding the farm. 3000 gp to 
  start construction. Adds 1 trained hireling 
  and 10 unskilled hirelings to farm. Adds 50 
  gold a month in maintenance. 
   
  Start a Village/Town: If a player character 
  has purchased at least one of every upgrade 
  and all six of the crop, livestock, and all 
  three orchard upgrades they can transform 
  the resources of their farm into something 
  greater and begin restoring the ruins of an 
  abandoned nearby Town/Village. The re-
  sources of the farm will be assumed enough 
  to pay for the starting cost of a town/village. 
  Players can still make Running A Business 
  rolls for the farm, but at this point it will be 
  maxed out for upgrades. 
  An Abandoned Town/Village: One of the most 
  ambitious things your player characters may 
  want to buy or invest in is an abandoned town/
  village. Towns and villages are vital to reintro-
  ducing civilization and commercial trade in 
  abandoned and desolate regions but require lots 
  of monthly maintenance and resources to deal 
  with the many complex elements of a town/
  village. They act as a base of operations and a 
  springboard to resettling an area. Towns/
  Villages do best in areas that already have es-
  tablished farms to support them. Each quarter 
  you will get to roll for the Town/Village as a 
  whole. Each upgrade may give you a bonus to 
  the Running a Business roll. (Page 129 of DMG) 
  Initial Cost to Start: 7000 gp 
  Beginning Monthly Maintenance Cost: 600 gp 
  Upgrades to Town/Village: 
  for the first two but starting with the third 
  upgrade and every three after will need to 
  purchase farmhouses. 100 gp to commission. 
  Adds 5 gp to monthly maintenance. 
   
  Forester: A forester not only not looks after 
  the surrounding forests and wildlife, but pa-
  trols for bandits and anything that may harm 
  the farm. 500 gp to commission. Adds 10 gp a 
  month to cost. Adds +10 to Running A Busi-
  ness rolls (Page 129 of DMG) 
   
  Hydrography, Improved: Larger farms with 
  lots of crops and livestock have much higher 
  needs for water. With this improvement you 
  add many more much needed wells, divert 
  streams and creeks to additional areas, and 
  create ponds throughout your lands to retain 
  water for use on your crops and live stock. 
  Without this improvement you can NOT have 
  more than three crops, livestock, or orchard 
  upgrades. 500 gp to commission. Adds 5 gp a 
  month to cost. Adds +10 to Running A Busi-
  ness rolls (Page 129 of DMG) 
   
  Livestock: This upgrade adds a large herd or 
  supply of livestock in addition to what is 
  needed to survive. This upgrade may be taken 
  up to six times. The livestock is for sale and 
  profit. 250 gp to commission. Adds 5 gp to 
  monthly maintenance cost. Adds 1 trained 
  hireling and 5 unskilled hirelings to farm. 
  Adds +5 to Running A Business rolls (Page 
  129 of DMG) Examples are cattle, sheep, 
  horses) 
   
  Orchard: 250 gp to commission. Adds 5 gp to 
  monthly maintenance cost. This upgrade may 
  be taken three times. Adds 1 trained hireling 
  and 5 unskilled hirelings to farm. Adds +5 to 
  Running A Business rolls (Page 129 of DMG) 
   
  Saw Mill: A saw mill provides essential build-
  ing materials for the farm and an additional 
  source of income to sell excess wood. 1000 gp 
  to commission. Adds 150 gp to monthly 
  maintenance. Adds 1 trained hireling and 5 
  unskilled hirelings to your farm. Requires 
  Forester upgrade. Reduces the commission 
  price of all buildings by 150 gp. Adds +10 to 
  Running A Business rolls (Page 129 of DMG) 
   
  Vineyard: A vineyard is a delicate and ex-
  64 
  
  nance. Adds 2 trained hirelings and 4 un-
  skilled hirelings to town /village. Adds +5 to 
  the Running a Business Roll. 
   
  Large Mill: A large mill is needed for an agri-
  cultural based community to be able to pro-
  cess its food for storage, consumption, and 
  to sell. It also adds needed jobs for a town/
  village to grow. 1000 gp to commission. 
  Adds 150 gp to monthly maintenance. Adds 
  2 trained hirelings and 10 unskilled hire-
  lings to town /village. Adds +5 to the Run-
  ning a Business Roll. 
   
  Merchant: Merchants are essential for build-
  ing commercial wealth for the town/village 
  and providing essential goods for the com-
  munity. This upgrade may be taken up to 6 
  times. 500 gp to commission. Adds 50 gp to 
  monthly maintenance. Adds 1 trained hire-
  ling and 4 unskilled hirelings to town /
  village. Adds +5 to the Running a Business 
  Roll. This also provides a link to the Mer-
  chant’s Guild and the Office of Land Recla-
  mation (OLR). 
   
  Road Improvements: Better roads increase 
  the flow of commerce and people in the re-
  gion. 5000 gp to commission. Adds 25 gp to 
  monthly maintenance. Adds 1 trained hire-
  ling and 4 unskilled hirelings to town /
  village from the Asnary Road Builders Guild. 
  Adds +5 to the Running a Business Roll. 
   
  Saw Mill: A saw mill provides essential 
  building materials for farmers in the com-
  munity and most buildings within the town/
  village. 1000 gp to commission. Adds 150 gp 
  to monthly maintenance. Adds 1 trained 
  hireling and 5 unskilled hirelings to town /
  village. Reduces the commission price of all 
  buildings by 150 gp. 
   
  Stables: Stables are necessary for a town to 
  accommodate travelers and also the needs of 
  the locals, especially when you have active 
  merchants and inns.  Requires Blacksmith. 
  500 gp to commission. Adds 25 gp to 
  monthly maintenance. Adds 1 trained hire-
  lings and 4 unskilled hirelings to town / vil-
  lage. Adds +5 to the Running a Business 
  Roll. 
   
  Barracks/Town Guard: This upgrade provides 
  much needed security and order for the 
  Town/Village but comes at a high monthly 
  cost. 2500 gp to commission. Adds 300 gp to 
  monthly maintenance. Adds 5 trained hire-
  lings and 5 unskilled hirelings to town/
  village. Adds +10 to the Running a Business 
  Roll. 
   
  Blacksmith: A blacksmith is an essential part 
  of any town/village. Not only do they support 
  the needs of travelers and those that live 
  within the community, but they are needed 
  for essential tools to support the farmers of 
  the region. 1000 gp to commission. Adds 60 
  gp to monthly maintenance. Adds 2 trained 
  hirelings and 4 unskilled hirelings to town /
  village. Adds +5 to the Running a Business 
  Roll. 
   
  Brewery: A brewery is an expensive undertak-
  ing but one that allows a town/village to 
  make some money to help recover its mainte-
  nance costs. Requires Cooper. 3000 gp to 
  commission. Adds 150 gp to monthly mainte-
  nance. Adds 2 trained hirelings and 4 un-
  skilled hirelings to town /village. Adds +10 to 
  the Running a Business Roll. On a roll of 81+ 
  on the Running a Business table add 1d6 * 
  50 to the total profit for the town/village. 
   
  Cooper: A cooper is essential for the crafting 
  of many accessories and the storage of food 
  and supplies within a town/village and agri-
  cultural area. Requires Blacksmith. 1000 gp 
  to commission. Adds 50 gp to monthly 
  maintenance. Adds 2 trained hirelings and 4 
  unskilled hirelings to town /village. Adds +5 
  to the Running a Business Roll. 
   
  Cottages: Places for your workers and citizens 
  to live in town are essential. For every 2 up-
  grades an additional cottage is required. NO 
  more than six cottages may be built without 
  the town wells (improved) upgrade. 250 gp to 
  commission. Adds 10 gp to monthly mainte-
  nance.  
   
  Inn: An inn is essential for a town/village not 
  only for travelers, but for your local citizens 
  as well for entertainment and culture. This 
  upgrade may be taken two times. 1000 gp to 
  commission. Adds 150 gp to monthly mainte-
  65 
  
  player character has purchased every up-
  grade and enough cottages for the upgrades 
  then at no additional cost they may begin 
  restoration of the local abandoned keep or a 
  tower in the region. The player(s) can still 
  make Running A Business rolls for the 
  town/village, but at this point it will be 
  maxed out for upgrades. Though there is no 
  cost to begin the local keep or tower restora-
  tion they will being absorbing the monthly 
  maintenance costs. 
  An Abandoned Keep: A group of player charac-
  ters may choose to purchase an abandoned 
  keep together as a group to use as base of oper-
  ations for the party. Not only does an aban-
  doned keep make a great base of operations for 
  the player characters, but it also provides a re-
  gion with a defendable position to be used by 
  the Asnar army and shelter for other organiza-
  tions.  
  The Office of Land Reclamation will work with 
  individuals or groups to reclaim abandoned 
  keeps and provide stability to a region. Though 
  the risk is great and cost is great, the Office of 
   
  Temple(Small): A temple adds to the culture of 
  the town/village as well as looks after the 
  spiritual and health needs of your populace. 
  A town/village with a temple is a great symbol 
  of power and influence over the region. Tem-
  ples also can increase the amount of travelers 
  who come to your town/village. Requires two 
  inns and the Village Green/Market upgrades. 
  5000 gp to commission. Adds 30 gp to 
  monthly maintenance. Adds 2 trained hire-
  lings and 4 unskilled hirelings to town / vil-
  lage. Adds +10 to the Running a Business 
  Roll. The player may choose which deity the 
  temple serves. 
   
  Town Wells (Improved): Improved wells con-
  tributes to the health and well being of your 
  populace and travelers to your town/village. 
  No more than six cottages may be built with-
  out this upgrade. 1000 gp to commission. 
  Adds 10 gp to monthly maintenance. Adds +5 
  to the Running a Business Roll. 
   
  Village Green/Market: The village green/
  market gives a place for your populace to hold 
  festivals and also to sell their agricultural 
  wears seasonally as well as any local made 
  crafting. 1000 gp to commission. Adds 10 gp 
  to monthly maintenance. Adds +5 to the Run-
  ning a Business Roll. 
   
   
  Warehouse: When your town/village reaches 
  a larger size a warehouse will give goods com-
  ing and going a place to be stored and stock-
  piled. This helps to establish permanent trade 
  routes with other cities. Requires at least 4 
  merchants, road improvements, a saw mill, 
  and a large mill. 3000 gp to commission. Re-
  duces 500 gp from the monthly maintenance 
  of the town/village. Adds +10 to the Running 
  a Business Roll. 
   
  Wooden Palisade Walls: When the region is 
  threatened a walled town/village gives the 
  locals a place to run to for defense and pro-
  tects the town/village itself from harm. Re-
  quires Barracks/Town Guard and Saw Mill. 
  5000 gp to commission. Adds 100 gp to 
  monthly maintenance. Adds +15 to the Run-
  ning a Business Roll. 
   
  Restore the Local Keep or Tower: If a 
  66 
  An Abandoned Keep 
  
  will be placed here if they break the law or 
  harm others. Requires restoration of the 
  Great Hall. 1000 gp to commission. Adds 
  100 gp a month to maintenance costs. Adds 
  1 trained hireling and 2 unskilled hirelings 
  to the keep. 
   
  Great Hall: Restoration of the great hall is 
  vitally important for the well being of the 
  keep. The great hall is a center of culture 
  and morale for all that live in the keep. Once 
  restored it will be a place of celebration as 
  well as relaxation and reflection. A great hall 
  is a place for the player characters to place 
  trophies from their adventures and murals 
  of their great victories. It also adds a large 
  number of private bedrooms. Requires Bar-
  bican, Barracks, Blacksmith, Stables, and 
  Repaired Walls upgrades to be completed. 
  7000 gp to commission. Because of the ben-
  efits of the Great Hall and what it represents 
  it adds NO maintenance cost to the keep. 
  Adds 5 unskilled hirelings to the keep. 
   
  Huntsman: A huntsman provides much 
  needed meat for the keep and also helps to 
  scout the surrounding area and looks after 
  the well being of the land and animals. 500 
  gp to commission. Adds 60 gp a month to 
  maintenance costs. Adds 1 trained hireling 
  to the keep.  
   
  Inn: An inn within your keep provides shel-
  ter and a way to get coin from travelers and 
  those passing through. Requires Mason and 
  Blacksmith. 1000 gp to commission. Adds 
  100 gp a month to maintenance costs. Adds 
  2 trained hirelings and 5 unskilled hirelings 
  to the keep. For the inn itself and NOT the 
  keep the player may make a Running a 
  Business roll with a +10 bonus for the 
  maintenance costs of only the inn(Page 129 
  of DMG) 
   
  Library: A library represents wealth and 
  knowledge for the owners of the keep. The 
  library requires restoration of the Great Hall. 
  1000 gp to commission. Adds 100 gp a 
  month to maintenance costs. Adds 1 trained 
  hireling and 2 unskilled hirelings to the 
  keep. Whenever creating magical items a 
  player character using the library may 
  Land Reclamation will often provide title as well 
  as additional grants of land surrounding the keep 
  for future use. The player character (s) will be re-
  quired to sign agreements with the Office of Land 
  Reclamation to aid the Asnar military, defend the 
  Kingdom of Asnar, and provide shelter to anyone 
  in need from any of the various guilds and organ-
  izations chartered by the Kingdom of Asnar. 
   
  Initial Cost to Start: 15,000 gp 
  Monthly Maintenance Cost: 1000 gp. 
  Upgrades/Repairs to Keep: 
   
  Barbican: A barbican is an essential part of a 
  keep that fortifies and protects the main en-
  trance from attack. Requires the Mason and 
  Moat upgrades. 3000 gp to commission. Adds 
  200 gp to monthly maintenance. Adds 2 
  trained hirelings and 5 unskilled hirelings to 
  the keep.  
   
  Barracks: This upgrade provides much need-
  ed security and order for the keep and region 
  but comes at a high monthly cost. 2500 gp to 
  commission. Adds 300 gp to monthly mainte-
  nance. Adds 5 trained hirelings and 10 un-
  skilled hirelings to the keep.  
   
  Blacksmith: A blacksmith is an essential part 
  of any keep and its forces. Not only do they 
  support the needs of travelers and those that 
  live within the keep, but they are needed for 
  essential tools to support the populace of the 
  region. 1000 gp to commission. 60 gp month 
  maintenance. Adds 2 trained hirelings and 4 
  unskilled hirelings to the keep.  
   
  Chapel: A chapel is important for the morale 
  of the keep and its spiritual well being. A 
  priest within the keep is also able to help heal 
  and look after the health of its inhabitants. 
  Requires great hall. 500 gp to commission. 
  Adds 100 gp a month to maintenance costs. 
  Adds 1 trained hireling and 2 unskilled hire-
  lings to the keep. The player may choose 
  which deity the chapel will honor. 
   
  Dungeon/Prison: A dungeon/prison within 
  the keep will allow for interrogation of cap-
  tured enemies and a place to imprison them 
  until their fate can be decided. To effectively 
  rule a region a dungeon/prison is needed to 
  instill fear within the citizens and know they 
  67 
  
  year at the game master’s discretion you can 
  make a single Running A Business Roll for 
  the total quarter’s maintenance for the keep. 
  This upgrade also makes a permanent office 
  for the Office of Land Reclamation and other 
  chartered organizations of Asnar. Requires 
  Great Hall. 1000 gp to commission. Adds 
  150 gp a month to maintenance costs. 
  An Abandoned Tower: Wizards and Sorcerers 
  often dream of having a place where they can 
  further their studies and knowledge of the ar-
  cane arts. Though not as common as farms or 
  towns and villages many abandoned towers dot 
  Asnar’s abandoned and desolate areas that once 
  belonged to great wizards and sorcerers who 
  passed away during the Red Death or long be-
  fore. The Office of Land Reclamation will help 
  player character’s rebuild these towers in ex-
  change for bringing stability and settlement to 
  these desolate areas. Player characters will be 
  expected to provide refuge for the Asnar military 
  and members of the Adventurer’s and other 
  guilds when in need. This is part of the stand-
  ard agreement for towers. As the tower grows 
  many structures will be restored and grow along 
  outside and within the tower itself.  
  Initial Cost to Start: 5000 gp 
  Starting Monthly Maintenance Cost: 500 gp 
  Upgrades to Tower: 
   
  Alchemy Lab: The ability to craft potions, 
  research, and experiment with the arcane 
  arts is very important and expensive to the 
  owner of the tower. Requires huntsman. 
  1000 gp to commission. Adds 100 gp a 
  month to maintenance costs. When crafting 
  potions, the monetary cost is reduced by 50 
  percent. 
   
  Apprentice: Many fresh graduates of The 
  College and Council of Wizardry and the Ar-
  cane Arts are looking for a place to grow and 
  research their power without having to ad-
  venture into the wilds. The apprentice be-
  comes an invaluable asset for your tower 
  and someone you can trust to keep the oper-
  ation of the tower running smoothly. Re-
  quires Alchemy Lab, Garden of Reflection, 
  and Library upgrades. No cost to commis-
  sion. Adds 200 gp a month to maintenance 
  either choose to craft it for 25% cheaper or 
  25% quicker. 
   
  Mason: A mason is essential and required for 
  many of the upgrades to the keep and for the 
  daily maintenance of such a large stone and 
  complex structure. Skilled masons are in high 
  demand and must be paid well to stay. 1500 
  gp to commission. Add 100 gp a month to 
  maintenance costs. Adds 2 trained hirelings 
  and 5 unskilled hirelings to the keep.  
   
  Merchant/Shop: Merchants are essential for 
  providing essential goods for the keep. This 
  upgrade may be taken 2 times. 500 gp to 
  commission. Adds 60 gp to monthly mainte-
  nance. Adds 1 trained hireling and 4 un-
  skilled hirelings to the keep. This also pro-
  vides a vital link to the Merchant’s Guild.  For 
  the merchant/shop itself and NOT the keep 
  the player may make a Running a Business 
  roll with a +10 bonus for the maintenance 
  costs of only the merchant/shop (Page 129 of 
  DMG) 
   
  Moat: Restoration of the moat will greatly add 
  to the defense and safety of the keep. A prop-
  er moat will force invaders through the barbi-
  can to weaken their strength.  1000 gp to 
  commission. Adds 50 gp a month to mainte-
  nance costs.  
   
  Repaired Walls: Restoration of the main walls 
  of the keep not only provides protection for its 
  inhabitants but it is an important symbol that 
  tells the outside world it is functional and de-
  fendable. Requires Mason upgrade. 3000 gp 
  to commission. Adds 200 gp a month to 
  maintenance costs.  
   
  Stables: Stables for a keep helps make the 
  defenders mobile so they can actively and 
  quickly scout the region around the keep. 
  Stables help look after the safety of the de-
  fender’s horses and provide upkeep for travel-
  er’s horses in the region. Requires Black-
  smith. 1000 gp to commission. Adds 50 gp a 
  month to maintenance costs.  
   
  Local Government Office & Tax Collector: The 
  upkeep of a keep is so enormous that the levy 
  of taxes once a year in the region is allowed to 
  help share the burden of its defense. Once a 
  68 
  
  place for the owner to show off trophies of 
  their adventures. Requires Apprentice, Dun-
  geon/Prison, Inn, and Stable upgrades. 
  5000 gp to commission. Because of the ben-
  efits of the great hall and what it represents 
  it adds NO maintenance costs to the keep. 
  Adds 5 unskilled hirelings to the keep. 
   
  Huntsman: A huntsman provides much 
  needed meat for the tower and also helps to 
  scout the surrounding area and looks after 
  the well being of the land and animals. In 
  addition to the other duties of the hunts-
  man, they also search for necessary ingredi-
  ents and spell components for the alchemy 
  lab and research. 500 gp to commission. 
  Adds 60 gp a month to maintenance costs. 
  Adds 1 trained hireling to the keep.  
   
  Inn: An inn closely located to the tower is 
  essential for a tower not only for travelers, 
  but for your local citizens as well for enter-
  tainment and culture. 1000 gp to commis-
  sion. Adds 150 gp to monthly maintenance. 
  Adds 2 trained hirelings and 4 unskilled 
  hirelings to the tower. The owner of the tow-
  er may conduct a Running a Business Roll 
  with +5 on a quarterly basis for the inn itself 
  NOT the tower maintenance cost.  
   
  Library: A library represents wealth and 
  knowledge for the owner of the tower and is 
  a symbol of their status in the world. 1000 
  gp to commission. Adds 100 gp a month to 
  maintenance costs. Adds 1 trained hirelings 
  and 2 unskilled hirelings to the keep. When-
  ever creating magical items a player charac-
  ter using the library may either choose to 
  craft it for 25% cheaper or 25% quicker. 
   
  Mason: Similar to the needs of a keep, a ma-
  son is an essential part of the restoration of 
  a tower. A mason is needed not only to re-
  store the tower but to keep it properly main-
  tained. Skilled masons are in high demand 
  and must be paid well to stay. 1500 gp to 
  commission. Add 100 gp a month to mainte-
  nance costs. Adds 2 trained hirelings and 5 
  unskilled hirelings to the tower.  
   
  Merchant: Merchants are essential for build-
  ing commercial wealth for the tower and re-
  gion and providing essential goods for 
  costs.  
   
  Dungeon/Prison: A dungeon/prison below the 
  tower will allow for interrogation of captured 
  enemies and a place to imprison them until 
  their fate can be decided. A wizard or sorcerer 
  may also use the dungeon/prison to conduct 
  secret experiments they do not wish the out-
  side world to know of. To effectively rule a re-
  gion a dungeon/prison is needed to instill 
  fear within the citizens and know they will be 
  placed here if they break the law or harm oth-
  ers. Requires Repaired Walls and Guards & 
  Barracks upgrade. 1000 gp to commission. 
  Adds 100 gp a month to maintenance costs. 
  Adds 1 trained hirelings and 2 unskilled hire-
  lings to the keep. 
   
  Garden of Reflection: For a wizard or sorcerer 
  a garden is needed as a place of relaxation 
  and attunement. The garden is placed sur-
  rounding areas of the tower and will require 
  several hirelings to maintain it. Requires Re-
  paired Walls. 1000 gp to commission. Adds 
  100 gp a month to maintenance costs. Adds 1 
  trained hirelings and 2 unskilled hirelings to 
  the tower.  
   
  Guards & Barracks: The restoration of the 
  barracks for guards not only restores security 
  for the tower but also adds security and sta-
  bility to the region. Requires Mason. 2500 gp 
  to commission. Adds 300 gp to monthly 
  maintenance. Adds 5 trained hirelings and 5 
  unskilled hirelings to the tower.  
   
  Guards (Improved): When the tower has 
  reached a certain level of power the owner will 
  begin to look at magical defenses to protect it. 
  In addition to the normal guards the owner 
  and apprentice will create magical constructs 
  and traps throughout the tower to protect it. 
  Requires Apprentice. 5000 gp to commission. 
  Adds 200 gp to monthly maintenance.  
   
  Guest Hall: Once the splendor and greatness 
  of the tower is restored the owner of the tower 
  will wish to have the guest hall restored to 
  have a place to host guests as well as hold 
  court and rule over the region. The guest hall 
  becomes an important center of morale and 
  stability for the tower and its inhabitants as 
  well as the region. The guest hall is also a 
  69 
  
  elers and also the needs of the locals.  500 
  gp to commission. Adds 25 gp to monthly 
  maintenance. Adds 1 trained hireling and 4 
  unskilled hirelings to the tower.  
   
  College Annex: The College and Council of 
  Wizardry and the Arcane Arts recognizes the 
  power and splendor of your tower and the 
  benefits it has had on the region. If you 
  build the facility the College and Council of 
  Wizardry and the Arcane Arts will start an 
  annex building here for current students 
  who can study in this region and gain valua-
  ble experience before they graduate. Re-
  quires the guest hall to be completed. 
  15,000 gp to commission. The College and 
  Council of Wizardry and the Arcane Arts will 
  pay for the maintenance of the annex as well 
  as some of the tower. This upgrade will lower 
  your total monthly cost by 1000 gp.  Adds 2 
  trained hirelings and 5 unskilled hirelings to 
  the tower.  
  the community. This upgrade may be taken 
  up to 2 times. Requires Repaired Walls. 500 
  gp to commission. Adds 50 gp to monthly 
  maintenance. Adds 1 trained hirelings and 4 
  unskilled hirelings to the tower. For each up-
  grade the owner of the tower may conduct a 
  Running a Business Roll with +5 on a quar-
  terly basis for the merchant itself NOT the 
  tower maintenance cost. This also provides a 
  link to the Merchant’s Guild and the Office of 
  Land Reclamation (OLR). 
   
  Observatory: The study of the stars and heav-
  ens is important for a wizard and sorcerer in 
  their research and studies. At the peak of the 
  tower the observatory will look over the area 
  surrounding the tower and the region itself. 
  Some whisper that a wizard or sorcerer's ob-
  servatory can also magically scry on those 
  many miles and leagues away. Requires the 
  Guest Hall upgrade. 10,000 gp to commis-
  sion. Adds 100 gp a month to maintenance 
  costs. Once per a day the owner of the obser-
  vatory can cast the 
  scry spell with a DC 
  17. The observatory 
  must be attuned to the 
  user before the spell 
  can be cast. 
   
  Repaired Walls: Resto-
  ration of the main 
  walls surrounding the 
  tower not only provides 
  protection for its in-
  habitants but it is an 
  important symbol that 
  tells the outside world 
  it is functional and de-
  fendable. It also pro-
  tects the buildings and 
  upgrades that sur-
  round the tower. Re-
  quires Mason upgrade. 
  3000 gp to commis-
  sion. Adds 200 gp a 
  month to maintenance 
  costs.  
   
  Stables: Stables are 
  necessary for a tower 
  to accommodate trav-
  70 
  An Abandoned Tower 
  
  How the Kingdom of Asnar Compares to North America and Europe in Size 
  71 
  
  72 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/A Hole in the Ground - Asnar The Last Kingdom.pdf